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				<title>2000pt Tyranids - looking for feedback and suggestions</title>
				<description><![CDATA[ 2000pts of Tyranid goodness  <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> <br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> - 260pts<br /> 1 Flying Hive Tyrant w x2 Brainleech <span class="glossaryitem" onmouseover='gp(29);'>Dev</span>, trading powers for Biomancy 260<br /> <br /> Elite - 330pts<br /> 2 Hive Guard<br /> 2 Hive Guard<br /> Doom of Malan'tai in naked pod<br /> <br /> Troop - 780pts<br /> 1 Tervigon w <span class="glossaryitem" onmouseover='gp(171);'>ST</span> <span class="glossaryitem" onmouseover='gp(160);'>AG</span> <span class="glossaryitem" onmouseover='gp(130);'>TS</span> Catalyst<br /> 1 Tervigon w <span class="glossaryitem" onmouseover='gp(171);'>ST</span> <span class="glossaryitem" onmouseover='gp(160);'>AG</span> <span class="glossaryitem" onmouseover='gp(130);'>TS</span> Catalyst<br /> 15 Devilgaunts in pod<br /> 15 Devilgaunts in pod<br /> <br /> Fast Attack - 120pts<br /> 10 Gargoyles <br /> 10 Gargoyles <br /> <br /> Heavy Support - 510pts<br /> 1 Trygon w <span class="glossaryitem" onmouseover='gp(130);'>TS</span><br /> 1 Trygon w <span class="glossaryitem" onmouseover='gp(130);'>TS</span><br /> 2 Biovores<br /> <br /> I like to play an army that is reactive, that can adapt to what ever might be going down on the field. I feel the pods embody this<br /> <br /> <br /> Plan is to use Trygons/<span class="glossaryitem" onmouseover='gp(154);'>HT</span>/Gargoyles to mess with the opponents target priority. <br /> <br /> The <span class="glossaryitem" onmouseover='gp(154);'>HT</span> will pretty much fly straight in, grab the spotlight and hopefully gun down or seriously weaken a unit that has been identified as a threat. Trygons will be on infantry eating duties, squeezing them out of transports with support from <span class="glossaryitem" onmouseover='gp(337);'>HG</span> if necessary.  <br /> <br /> Biovores lay down mines where ever tight groups of infantry are, or else just dropping mines to inconvenience the movement of some units. <br /> <br /> Devilgaunts are to come in where they are needed, distract my opponent and by sheer volume of fire (45 shots) take down either a scoring unit or some kind of threat. <br /> <br /> Doom will do what the Doom does, feed on brains/souls. <br /> <br /> Tervigons do the standy and sit on objectives pumping out the little ones, also keeping <span class="glossaryitem" onmouseover='gp(337);'>HG</span> and Biovores in synapse. <br /> <br /> <br /> I think the list sort of speaks for itself...any suggestions would be greatly appreciated! Its most likely this army will find itself up against Space marines, Space wolves, Chaos marines, Dark eldar, Grey knights, possibly some Tau at some point. So any points in that sort of direction would be great!<br /> <br /> Cheers]]></description>
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				<pubDate><![CDATA[Mon, 16 Dec 2013 08:45:39]]> GMT</pubDate>
				<author><![CDATA[ Funkyfarmingfelix]]></author>
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				<title>2000pt Tyranids</title>
				<description><![CDATA[ I assume you're walking the Trygons, otherwise you won't have much on the board t1 which means if you don't get first turn you have to pretty much hide and do next to nothing but shoot some biovores(maybe <span class="glossaryitem" onmouseover='gp(337);'>hg</span> if in range)<br /> <br /> Depending on the game you roll, I am not the biggest fan of 10 man gargoyle groups. They give up first blood very easy and make easy <span class="glossaryitem" onmouseover='gp(316);'>KP</span> targets as well. <br /> <br /> You are a little thin on synapse,(on your enemy's side of the table) unless you want to push a Tervigon into the front-lines. Flyants go down on the regular so losing control of your troops on that side of the board means you pretty much can't contest or take objectives. ]]></description>
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				<pubDate><![CDATA[Mon, 16 Dec 2013 14:16:17]]> GMT</pubDate>
				<author><![CDATA[ Roci]]></author>
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				<title>2000pt Tyranids</title>
				<description><![CDATA[ The gargoyle units need to be bigger, 10 of them won't last long at all. I'd be tempted to drop the hive guard and use those points to really beef up the gargoyles, including upgrades.]]></description>
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				<pubDate><![CDATA[Mon, 16 Dec 2013 16:10:48]]> GMT</pubDate>
				<author><![CDATA[ grrrfranky]]></author>
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				<title>2000pt Tyranids</title>
				<description><![CDATA[ <br /> Thanks for the replys! <br /> <br /> I do agree that the synapse is pretty thin, at this point I was hoping to be able to get the <span class="glossaryitem" onmouseover='gp(337);'>HG</span> in range while still covered by tevigons, I want the trygons to be out of range so they just maul whatever is closest with that extra attack on charge thanks to rage. <br /> <br /> Hopefully by the time the <span class="glossaryitem" onmouseover='gp(154);'>HT</span> goes down I've caused enough destruction to pretty much stunt the enemy's chances of taking objectives, so the termagants can lurk away and shoot up anything near. <br /> <br /> As for the Gargoyles, I agree they are paper weight, but I sort of like that, being only ten models increases my menoverability and havin two units allows them to distract and confuse the enemy in two different places. I don't think I could justify dropping the <span class="glossaryitem" onmouseover='gp(337);'>HG</span> just to pump the already paper thin gargoyles...tho I might still try it out for a list and see how it goes. They might actually have a chance at doing some damage if they're pimped out.<br /> <br /> Thanks again for your suggestions! Keep em coming <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Mon, 16 Dec 2013 20:06:57]]> GMT</pubDate>
				<author><![CDATA[ Funkyfarmingfelix]]></author>
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				<title>2000pt Tyranids - looking for feedback and suggestions</title>
				<description><![CDATA[ given that you have 3 pods and potentially 2 deepstriking trygons I would highly recommend giving the flyrant Hive Comander, this would make him even more of a target but he is already the biggest and shinniest bullseye signal in your army so I would advise against moving him too close on turn 1, we can premeasure so make sure most of his army will be out of range for him after their move.<br /> <br /> I also feel the guargoyle are to few per team, either beef up the teams or make one team of 20.<br /> I would take out the <span class="glossaryitem" onmouseover='gp(171);'>ST</span>, <span class="glossaryitem" onmouseover='gp(160);'>AG</span> and maybe even the toxin sacs from Tervigon and possibly even the Trygons too to get a few points.<br /> <br /> <br /> I feel the best Idea would be to take out the Guargoyles, then add Hive commander on flyrant, one extra hive guard in one of the teams, a third biovore and one of the Tervigons comes out on the flank (thanks to hive commander) equip that one with Crushing Claws, an extra power for 3 rolls on biomancy take out <span class="glossaryitem" onmouseover='gp(160);'>AG</span> on it and the other Tervigon who only keeps Catalyst but is otherwise naked.<br /> <br /> this gives you a strong "comming out of nowhere" list forcing the opponent to focus on some of the immediate threats, leaving others free to do their thing.<br /> there are so many threats that could pop up beside him on turn 2  ( one flanking roided upTervigon, 2x deepstriking Trygons, a doom and 2x team of devilguants in a pod and a flyrant, plus some very decent shooting from 5 hive guards and 3 biovores) plus one tervigon to sprout gaunts in the backfield to hold objectives.  <br /> You might have issues against a flyer heavy list but that can only be remedied by another flyrant.  <br />  ]]></description>
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				<pubDate><![CDATA[Mon, 16 Dec 2013 20:45:09]]> GMT</pubDate>
				<author><![CDATA[ fartherthanfar]]></author>
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				<title>2000pt Tyranids - looking for feedback and suggestions</title>
				<description><![CDATA[ Thanks for the ideas!<br /> <br /> I think Hive Commander on the flyrant would go a long way, giving a tervigon the claws and outflanking sounds like a nasty tank buster and a definite threat that my enemy would be forced to deal with (assuming they've got tanks!) <br /> I don't think I can bring myself to to drop the <span class="glossaryitem" onmouseover='gp(130);'>TS</span> on the trygons, rerolling to hit AND wound is just so solid! <br /> <br /> So I went through and made some changes, pretty much everything you mentioned, though I do feel without a squad of gargoyles as a distraction the attention will very much be on the flyrant. Then again, a smart player would probably just target the flyrant anyway because they know the gargoyles aren't gunna do a whole lot...so anyway here it is, a revised version of the list.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> - 285pts<br /> 1 Flying Hive Tyrant w x2 Brainleech <span class="glossaryitem" onmouseover='gp(29);'>Dev</span> Hive Commander, trading powers for Biomancy 285<br /> <br /> Elite - 380pts<br /> 3 Hive Guard<br /> 2 Hive Guard<br /> Doom of Malan'tai in naked pod<br /> <br /> Troop - 780pts<br /> 1 Tervigon (outflanking) w <span class="glossaryitem" onmouseover='gp(19);'>CC</span> <span class="glossaryitem" onmouseover='gp(160);'>AG</span> Catalyst Onslaught - Trading for biomancy<br /> 1 Tervigon w Catalyst<br /> 15 Devilgaunts in pod<br /> 15 Devilgaunts in pod<br /> <br /> Heavy Support - 555pts<br /> 1 Trygon w <span class="glossaryitem" onmouseover='gp(130);'>TS</span> (possibly deepstriking? They are nice attention grabbers though) <br /> 1 Trygon w <span class="glossaryitem" onmouseover='gp(130);'>TS</span><br /> 3 Biovores <br /> <br /> <br /> Let me know what you think!<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 16 Dec 2013 22:27:43]]> GMT</pubDate>
				<author><![CDATA[ Funkyfarmingfelix]]></author>
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				<title>2000pt Tyranids - looking for feedback and suggestions</title>
				<description><![CDATA[ In 2 weeks this list will be invalid most likely, you would be best waiting for the new codex.<br /> <br /> The Flyrant, Doom and Tervigon (if you believe what you read on the rumor thread) are mostly getting hit with the nerf bat.<br /> <br /> For now though its a pretty good list. For 2000 pts though you do not have much on the board.]]></description>
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				<pubDate><![CDATA[Tue, 17 Dec 2013 00:28:47]]> GMT</pubDate>
				<author><![CDATA[ Shingen]]></author>
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				<title>2000pt Tyranids - looking for feedback and suggestions</title>
				<description><![CDATA[ I am aware of the new codex arrival..and extremely excited for it! Tis a bit of a shame though, i've only recently gotten back into it and pretty much only just got my head around the current codex, so naturally I have slightly mixed feelings about the changes that will be made.<br /> <br /> And I agree there aren't really enough bodies on the field for 2000..I guess the tervigons would pump out more, but having more bodies in the first place is always a good thing. <br /> Thanks for the post!]]></description>
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				<pubDate><![CDATA[Tue, 17 Dec 2013 01:06:56]]> GMT</pubDate>
				<author><![CDATA[ Funkyfarmingfelix]]></author>
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