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		<title><![CDATA[Latest posts for the thread "Tyranids 1500 (New Codex)"]]></title>
		<link>http://www.dakkadakka.com/dakkaforum/posts/list/14.page</link>
		<description><![CDATA[Latest messages posted in the thread "Tyranids 1500 (New Codex)"]]></description>
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				<title>Tyranids 1500 (New Codex)</title>
				<description><![CDATA[ So, here is my proposal based on the new codex.  I've also got an escalation plan to get here.<br /> <br /> HQ:<br /> Flyrant (2 TL Devourers) - 230 pts<br /> Flyrant (2 TL Devourers, Regen) aka Captain Distraction - 260 pts<br /> <br /> Elite:<br /> 2 Venomthropes - 90<br /> 1 Zoanthrope aka Sargent Synapse - 50<br /> 1 Zoanthrope - 50<br /> <br /> Troops:<br /> 20 Hormagaunts aka Bubblewrap - 100<br /> 20 Termagants(10 Spinefist, 10 Devourer) - 120<br /> 20 Termagants(10 Spinefist, 10 Devourer) - 120<br /> 20 Termagants(10 Spinefist, 10 Devourer) - 120<br /> <br /> Fast Attack:<br /> 6 Spore Mines aka Lieutenant Lookatme - 30<br /> 6 Spore Mines - 30<br /> <br /> Heavy Support:<br /> 2 Carnifex (1x TL Devourer, 1xStranglethorn Cannon) - 300<br /> <br /> <br /> The old strategies don't work without Tervigons and Biomancy, so I'm thinking older (Roman Legion).<br /> <br /> We are looking at a long slog.  Gotta cross the board to do real damage.  We are going to do so in roughly this formation (Terrain dependent).<br /> <textarea name="code" class="java" cols="60" rows="10">Flyrant                                           Flyrant
                   H H H H H H H H
                   T T   Fex Fex  T T
                   T T   Z V V Z  T T
                   T T T T T T T T T</textarea><br /> <br /> With tails making sure that every unit is 6" from a Venomthrope and a Zoanthrope.  Spacing will be determined by the power, range and qty of blast weapons.  It will be close enough to prevent deep strike inside the formation.  <br /> <br /> I've constructed this list around convincing the enemy to shoot at what I want until I get in position.<br /> <br /> My Flyrants are Skirmisher.  Looking for target of opportunity while trying to avoid real damage.  Captain Distraction starts the game right out front of the formation to draw 1st round potshots.  Snap fire with 3+ armor and FNP (if I get Catalyst) is hopefully enough to keep him alive.<br /> <br /> 2nd turn, hopefully the spore mines deep strike behind a couple of shooty enemy units, and draw some fire.  The Flyrants might rejoin the formation even if it means they can't shoot for a turn.  Fexes are probably in range to take some pot shots with their cannon, so they might shoot instead of run (though hopefully Onslaught lets them do both).  If not, some of the others pass them.   <br /> <br /> By turn 3 I'm golden.  If 3 of the 4 Fexes and Flyrants plus one of the Zoanthropes are alive at this point, I am thrilled.  <br /> <br /> Does it seem like I have a shot?  What lists will kick my ass?<br /> ]]></description>
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				<pubDate><![CDATA[Sat, 11 Jan 2014 08:28:59]]> GMT</pubDate>
				<author><![CDATA[ tag8833]]></author>
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