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		<title><![CDATA[Latest posts for the thread "First attempt at Tyranids, 1850"]]></title>
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				<title>First attempt at Tyranids, 1850</title>
				<description><![CDATA[ I am considering starting up Tyranids as a third army since it is a bit different than the two I currently play (<span class="glossaryitem" onmouseover='gp(119);'>SM</span> and Daemons). I was trying to find a compromise between swarm and Nidzilla as that is basically how I run my daemons. Any C&C would be most welcome.<br /> <br /> Revised list:<br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> 460<br /> Hive Tyrant with Wings, 2x <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Devourers 230<br /> Hive Tyrant with Wings, 2x <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Devourers 230<br /> <br /> Troops 630<br /> Termigants x30 120<br /> Termigants x30 120<br /> Tervigon 195<br /> Tervigon 195<br /> <br /> Heavy Support 760<br /> Carnifex x3 (2 with 2x <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Devourers, 1 naked) 420<br /> Exocrine 170<br /> Exocrine 170 <br /> <br /> First list: <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> 460<br /> Hive Tyrant with Wings, 2x <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Devourers 230<br /> Hive Tyrant with Wings, 2x <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Devourers 230<br /> <br /> Troops 630<br /> Termigants x30 120<br /> Termigants x30 120<br /> Tervigon 195<br /> Tervigon 195<br /> <br /> Fast Attack 180<br /> Gargoyles x15 90<br /> Gargoyles x15 90<br /> <br /> Heavy Support 580<br /> Carnifex x2 240<br /> Exocrine 170<br /> Exocrine 170]]></description>
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				<pubDate><![CDATA[Mon, 13 Jan 2014 06:55:31]]> GMT</pubDate>
				<author><![CDATA[ IngenuityGap]]></author>
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				<title>First attempt at Tyranids, 1850</title>
				<description><![CDATA[ I would drop the gargoyles so you can take a 3rd Fex and give them all Devourers (you can't quite afford 6 devourers so take 4 on 2 and keep the other vanilla put him at the front to take damage first).<br /> <br /> I think if you do that you've got a strong list. That would up you to 9 <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> and with no Venomthropes the cover the gargoyles are offering is pretty poor. Plays it gives you more So dakka on the way in.]]></description>
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				<pubDate><![CDATA[Mon, 13 Jan 2014 14:30:51]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>Re:First attempt at Tyranids, 1850</title>
				<description><![CDATA[ I think Mawlocs are a stronger heavy choice than the Exocrine.  The Exo only has 24" range and you'll miss half your shots while moving it into range.  Mawlocs still have the crazy ability to burrow turn one and then pop up turn two automagically.  Their blast is still AP2 and it ignores cover.  I think two of them stand a good chance at really digging a hole in a gunline army.  Maybe keep one, mix and match?  <br /> <br /> The other thing I've been toying with is the Gant composition.  The two major points here are:  <br /> <br /> First, Adrenal Glands give Fleet AND Furious Charge, making the gants a lot more useful.  <br /> <br /> Second, you can buy as many or as few weapon upgrades as you like.  So maybe kit out up to 10 gants with Devourers to really beef up their firepower.  You can hide the devourers in the middle of the blob, keeping them safe till the very end.<br /> <br /> I know it's a tough thing paying more points for gants, but I think there is really some strategy there, so definitely worth playing around with.<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 13 Jan 2014 16:56:49]]> GMT</pubDate>
				<author><![CDATA[ Sneezembop]]></author>
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				<title>Re:First attempt at Tyranids, 1850</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ade7a42743d3a23f369decc0894fd899.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/573145/6433196.page"><b>Sneezembop wrote:</b></a><br/>I think Mawlocs are a stronger heavy choice than the Exocrine.  The Exo only has 24" range and you'll miss half your shots while moving it into range.  Mawlocs still have the crazy ability to burrow turn one and then pop up turn two automagically.  Their blast is still AP2 and it ignores cover.  I think two of them stand a good chance at really digging a hole in a gunline army.  Maybe keep one, mix and match?  <br /> <br /> The other thing I've been toying with is the Gant composition.  The two major points here are:  <br /> <br /> First, Adrenal Glands give Fleet AND Furious Charge, making the gants a lot more useful.  <br /> <br /> Second, you can buy as many or as few weapon upgrades as you like.  So maybe kit out up to 10 gants with Devourers to really beef up their firepower.  You can hide the devourers in the middle of the blob, keeping them safe till the very end.<br /> <br /> I know it's a tough thing paying more points for gants, but I think there is really some strategy there, so definitely worth playing around with.<br /> </div></blockquote><br /> <br /> I disagree that Mawlocs are stronger unless you are building specifically for them. They work great with Deathleaper, but two or three S6/AP2 blasts per game with full scatter, even if they hit twice when they manage to hit, is not worth 140 points if you ask me. Also if you start them on the table they can't burrow until turn 2.<br /> <br /> As for the <span class="glossaryitem" onmouseover='gp(280);'>OP</span>'s list, I'd probably drop one unit of gargoyles to take either two venomthropes or one venomthrope and adrenal glands for the carnifex brood for fleet.]]></description>
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				<pubDate><![CDATA[Mon, 13 Jan 2014 17:03:48]]> GMT</pubDate>
				<author><![CDATA[ Nate668]]></author>
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				<title>Re:First attempt at Tyranids, 1850</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ade7a42743d3a23f369decc0894fd899.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/573145/6433196.page"><b>Sneezembop wrote:</b></a><br/>I think Mawlocs are a stronger heavy choice than the Exocrine.  The Exo only has 24" range and you'll miss half your shots while moving it into range.  Mawlocs still have the crazy ability to burrow turn one and then pop up turn two automagically.  Their blast is still AP2 and it ignores cover.  I think two of them stand a good chance at really digging a hole in a gunline army.  Maybe keep one, mix and match?  <br /> <br /> The other thing I've been toying with is the Gant composition.  The two major points here are:  <br /> <br /> First, Adrenal Glands give Fleet AND Furious Charge, making the gants a lot more useful.  <br /> <br /> Second, you can buy as many or as few weapon upgrades as you like.  So maybe kit out up to 10 gants with Devourers to really beef up their firepower.  You can hide the devourers in the middle of the blob, keeping them safe till the very end.<br /> <br /> I know it's a tough thing paying more points for gants, but I think there is really some strategy there, so definitely worth playing around with.<br /> </div></blockquote><br /> <br /> First you can no longer burrow on turn 1... no way to avoid having to roll for reserves. Unless your bringing the swarmlord ( not something I would do) you can't influence rolls so your open to it coming in the game late. The fact that it scatters even when you place it on a unit.. unless you target a blob you still have a chance to miss... in which case you do nothing and get shot up.. I think if you're using it as a distraction unit... okay.. but I don't see it out pacing the exocrine. <br /> <br /> As for the gants, you have to be real careful about upgrades. Sure, they get fleet with <span class="glossaryitem" onmouseover='gp(160);'>AG</span> but at 2pts per model your up to 6ppm and they are just likely to die. If you start upgrading them you are going to end up with a lot more cost and much fewer model count. <br /> <br /> <br /> As for the list, I think it is a fair start. and having them in front of your flyrant should help it a little bit but depending on how you deploy.. killing a tyrant could put them out of synapse of your tervs and the other flyrant ( unless you keep them close which poses its own threat) so you need to make sure you move them wisely. ]]></description>
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				<pubDate><![CDATA[Mon, 13 Jan 2014 17:22:48]]> GMT</pubDate>
				<author><![CDATA[ Roci]]></author>
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				<title>First attempt at Tyranids, 1850</title>
				<description><![CDATA[ <blockquote class="uncited"><div>I think Mawlocs are a stronger heavy choice than the Exocrine. The Exo only has 24" range and you'll miss half your shots while moving it into range. <u>Mawlocs still have the crazy ability to burrow turn one and then pop up turn two automagically</u>. Their blast is still AP2 and it ignores cover. I think two of them stand a good chance at really digging a hole in a gunline army. Maybe keep one, mix and match? </div></blockquote><br /> <br /> I think you need to reread the Mawloc rules. The underlined section is not true anymore. I also don't think mixing and matching is a good idea as you split your force and are dealt with piecemeal. Exocrines are also your way of dealing with Dreadknights who otherwise murder all your <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> in combat. They also kill Riptides very quickly.]]></description>
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				<pubDate><![CDATA[Mon, 13 Jan 2014 17:25:39]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>Re:First attempt at Tyranids, 1850</title>
				<description><![CDATA[ Ok, this is the list with a few changes:<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> 460<br /> Hive Tyrant with Wings, 2x <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Devourers 230<br /> Hive Tyrant with Wings, 2x <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Devourers 230<br /> <br /> Troops 630<br /> Termigants x30 120<br /> Termigants x30 120<br /> Tervigon 195<br /> Tervigon 195<br /> <br /> Heavy Support 760<br /> Carnifex x3 (2 with 2x <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Devourers, 1 naked) 420<br /> Exocrine 170<br /> Exocrine 170 ]]></description>
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				<pubDate><![CDATA[Mon, 13 Jan 2014 21:06:35]]> GMT</pubDate>
				<author><![CDATA[ IngenuityGap]]></author>
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				<title>First attempt at Tyranids, 1850</title>
				<description><![CDATA[ Looks very strong to be honest. Don't think I change anything now. 9 <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> and on average around 100 gaunts (on average a Tervigon spawns 22.1 gaunts before seizing up). 4 pretty tough Synapse models and a decent bit of firepower 56 S6 shots and 12 S7 Ap2 shots will hurt.]]></description>
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				<pubDate><![CDATA[Mon, 13 Jan 2014 22:10:26]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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