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		<title><![CDATA[Latest posts for the thread "NEW TYRANIDS - 1850"]]></title>
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				<title>NEW TYRANIDS - 1850</title>
				<description><![CDATA[ Thought this might work well. <br /> <br /> The infantry squads are quite small but they are just there to hold objectives and provide synapse.<br /> <br /> List comes out at 1850 on the nose.<br /> <br /> Should be enough anti air including all the snap shots, multiple barrage and acid spray for those damned defense lines.<br /> <br /> Only 4 monstrous creatures, but considering their crappy 3+ saves and no invuls that's probably for the best.<br /> <br /> 2x dakka flyrants<br /> 3x zoan<br /> 3x hive guard<br /> 3x venomthropes<br /> 10x termagaunts - 5 devourers<br /> 10x termagaunts - 5 devourers<br /> 10x termagaunts - 5 devourers<br /> 10x termagaunts - 5 devourers<br /> 3x Warriors - 1 deathspitter, 2 devourers<br /> 3x Warriors - 1 deathspitter, 2 devourers<br /> 3x spore mines<br /> 4x spore mines<br /> 1x exocrine<br /> 1x tyrannofex - acid spray<br /> 3x biovores<br /> <br /> <br /> This is the best I can seem to come up with. The only other list I have that might work involves deathleeper, loads of deep striking units and a swarmlord with guard.<br /> <br /> This list I think might actually work...]]></description>
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				<pubDate><![CDATA[Sun, 19 Jan 2014 21:02:34]]> GMT</pubDate>
				<author><![CDATA[ Shingen]]></author>
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				<title>NEW TYRANIDS - 1850</title>
				<description><![CDATA[ It looks a little bit of a mess. I don't really understand the central idea. How do you want it to play?<br /> <br /> You have 2 Flyrants which are ace but isolated with no other threats that the enemy has to deal in the early game. This means they will be target priority 1 and won't really stand up to that well. The Biovores are literally the only other unit in your list that does any damage turn 1. Cannons (venom or strangler) on the warriors would at least give you 2 other sources of damage and your opponent something else to worry about.<br /> <br /> The Tfex is tough but can be ignored and later tarpitted with just 3 attacks. Plus a lot of S8 is Ap3 with that 2+ save and once they've dealt with the Flyrants those shots are practically forcedonto you warriors. Yes the Exocrine is probably starting to do damage at this point. But there's only 1 of him and if your synapse goes your army falls apart. Then you're left with the Zoans most armies will be able to kill all your warriors and Zoans in a single turn. Then its game over.<br /> <br /> This is your issue there's not a lot of cohesion to the list, there's very little target saturation and not enough Synapse to hold it together.<br /> <br /> My advice is with this codex you need a few things. Firstly an <span class="glossaryitem" onmouseover='gp(637);'>ADL</span> on the halfway line that's a 4+ cover for you and your opponent but its your opponent that's going to be doing the majority of the shooting so that's OK. Then Venomthropes make that a 2+ save.<br /> <br /> Then you want as much of your army hitting home at the same time as possible. The earlier the better if your army is hitting later you want some range so you're doing some damage in the early game rather than just taking it in the face.<br /> <br /> Then you want target saturation. If you like Warriors then accept that S8 is attracted to them so take advantage of that by spamming Carnifexes and the other T6 monstrous creatures. That way your opponent doesn't know what firepower to use where. For instance if all you've got to shoot at is Warriors and Monstrous creatures what do you shoot your boltguns at? Those <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> you need 6s against or those warriors that can soak 3 wounds each either way you feel like you're wasting fire power and then your S8 shots have too many targets you don't know what to shoot.<br /> <br /> You want your list to cause your opponent problems you want target saturation and you need something to reduce his damage output in the early game. To be honest I think gaunts art basically dead in this codex.]]></description>
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				<pubDate><![CDATA[Sun, 19 Jan 2014 23:40:09]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>NEW TYRANIDS - 1850</title>
				<description><![CDATA[ Your thoughts are welcome and thanks for the detailed answer.<br /> <br /> One thing I would say is that gaunts are not really dead, they are good cheap objective camping units.<br /> <br /> Everything in the list above is designed to push up on a single flank with the venoms giving cover. The flyrants will likely not even start on the board.<br /> <br /> Most of the units should be in range turn 1 if I deploy up to the center line.]]></description>
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				<pubDate><![CDATA[Mon, 20 Jan 2014 09:58:14]]> GMT</pubDate>
				<author><![CDATA[ Shingen]]></author>
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				<title>NEW TYRANIDS - 1850</title>
				<description><![CDATA[ The gaunts aren't cheap objective campers as you have to synapse sit them which removes that cheapness.<br /> <br /> You push up a flank with that army and I deploy on the other flank and you are not in range with anything till turn 4-5.<br /> <br /> I really don't see how you expect to be in range turn 1 with stuff that is largely 18" or less range (which is impossible to be in range with) or 24" range (which requires moronic behaviour from your opponent).]]></description>
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				<pubDate><![CDATA[Mon, 20 Jan 2014 10:06:03]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>NEW TYRANIDS - 1850</title>
				<description><![CDATA[ Dupe post.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Your assuming every player hugs the back of the table which they don't.<br /> <br /> Ill be using this list tomorrow night, I'll see how it works out.]]></description>
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				<pubDate><![CDATA[Mon, 20 Jan 2014 13:15:09]]> GMT</pubDate>
				<author><![CDATA[ Shingen]]></author>
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