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				<title>Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ Hello, me and a few friends are getting back into the hobby after a long break. One is going to be playing as imperial guard, the other is going to be necrons. <br /> <br /> I am still undecided but I am liking the idea of trying out tyranids for a change. I've always  been a space marine player in the past. <br /> <br /> I was wondering if anyone had any advice regarding a decent all round strategy for going up against these two armies. At this stage no one has bought any models yet but our first game will be very very small and lead up to a 500pt game for starters. <br /> <br /> My first thought was that an all out melee army would work well as the other two armies are very gun oriented. <br /> <br /> Any pointers? ]]></description>
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				<pubDate><![CDATA[Tue, 7 Jul 2015 13:50:51]]> GMT</pubDate>
				<author><![CDATA[ Karnus]]></author>
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				<title>Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ I've started playing <span class="glossaryitem" onmouseover='gp(3);'>40k</span> recently, and I started with tyranids, and a friend started with Imperial Guard, we started at 500 and last time we played 750.<br /> <br /> At 500 I used 10 hormagaunts and 10 termagants (no ups), 2 brood of zoanthropes of 1 model each (good synapse, warp blast con each and any buff on each is good), 1 carni (2 TDev W/<span class="glossaryitem" onmouseover='gp(327);'>BL</span>), and since a Hive Tyrant was too expensive for 500 I used a Deathleaper for <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> (cheapest) (the "where is it?" rule, making EVERYTHING fire only snap shots at him and stealth help him survive, and the rending claws can make good damage too)<br /> <br /> Plus, the AP5 of fleshborers are good against Imperial Guardsmen (armor save 5+)<br /> <br /> The only problem was his Lemann Russ, but if you can get the Carnifex close, or the Zoans to use Warp blast (Lance) on it, it goes down easy.]]></description>
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				<pubDate><![CDATA[Tue, 7 Jul 2015 14:10:52]]> GMT</pubDate>
				<author><![CDATA[ Wallur]]></author>
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				<title>Re:Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ I suppose it's hard to theorize if my enemies don't have any army lists yet. I liked the idea of zoanthropes as I don't particularly like the tyranid gun models, I prefer the look of hormogaunts to termagaunts for example. <br /> <br /> But having said that I'm not sure our first few battles are going to field any tanks at all, probably the minimum 1hq and 2 troops so I was thinking maybe pure hormogaunts against guard soldiers /necron warriors but I've been doing some research on 7th edition and it looks like if I do go pure hormogaunts I'll be screwing myself when we expand to higher points values. <br /> <br /> I suppose I need to for the foundation of a decent all round force but I'd like to have a heavy enthesis on hand to hand combat. The tyranid models with melee weapons just look so much better. <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 8 Jul 2015 06:00:51]]> GMT</pubDate>
				<author><![CDATA[ Karnus]]></author>
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				<title>Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ Yes, so look so much better and destructive with melee weapons...<br /> Then, if you want melee power, you can have the Old One Eye for <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, if it is your warlord comes with Adaptative Biology (gains <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> after first wound in your next movement phase) and also has regeneration... with some luck it will be hard to put down, but again, it's only melee and har to move it through the map... has a horrible Initiative of 1, but once it can hit, will kill everything.<br /> If you are going hormagaunts, adrenal glands for the +1 S when charging, can bring down a tank too (if they reach it)<br /> <br /> But the Synapse it's important, the zoans are a good source of synapse, since they have the 3++ save, comes with warp blast for only 50pts, unless they fire EVERYTHING at him, it's kind of hard to kill. <br /> <br /> And as for your enemies using Tanks, don't know necrons, but my friend with <span class="glossaryitem" onmouseover='gp(69);'>IG</span> had a Leman Russ and a Chimera with his <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> command squad at 500 points. <br /> If they have Tanks, Zoans with Warp Blast (Lance) (18") can pierce any. And if they don't use tanks you can use Warp Blast (Burst) (24") 3" blast S5 AP3 to kill the soldiers.]]></description>
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				<pubDate><![CDATA[Wed, 8 Jul 2015 12:52:50]]> GMT</pubDate>
				<author><![CDATA[ Wallur]]></author>
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				<title>Re:Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ I'd be torn between old one eye and a tervigon as a <span class="glossaryitem" onmouseover='gp(56);'>hq</span> choice, the tervigon's ability to create units is an interesting one even if they are only termagaunts and not hormogaunts. <br /> <br /> And the other problem I have is keeping the hormogaunts in synapse range as they will be sprinting across the battlefield faster than most synapse generating units. ]]></description>
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				<pubDate><![CDATA[Wed, 8 Jul 2015 13:52:25]]> GMT</pubDate>
				<author><![CDATA[ Karnus]]></author>
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				<title>Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ Actually, zoanthropes can follow hormagaunts, as the warp blast (in 7th) is used in the Psychic phase, the zoanthropes has nothing to do but run in the shooting phase, despite hormagants have 6" move + <span class="glossaryitem" onmouseover='gp(24);'>D6</span>+3" with reroll to run in shooting phase, zoans have 6" + <span class="glossaryitem" onmouseover='gp(24);'>D6</span>" to follow, and you can always use Dominion to increase synapse on zoan to 18" (if you have 1 or 2 <span class="glossaryitem" onmouseover='gp(195);'>WC</span> to spare)]]></description>
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				<pubDate><![CDATA[Wed, 8 Jul 2015 14:30:04]]> GMT</pubDate>
				<author><![CDATA[ Wallur]]></author>
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				<title>Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ Beware Necron troop shooting. Even their most basic guys can put wounds on any <span class="glossaryitem" onmouseover='gp(93);'>MC</span>.<br /> If he's bringing Destroyers, nothing's going to get armor saves.<br /> If he's running Decurion, his stuff will be INCREDIBLY hard to kill. <br /> Any easy way to handle it would be to tie everything he has up in combat. No shooting from Necrons = as good as removing them from the table.]]></description>
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				<pubDate><![CDATA[Wed, 8 Jul 2015 16:25:19]]> GMT</pubDate>
				<author><![CDATA[ skoffs]]></author>
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				<title>Re:Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ So I'm correct in thinking a melee oriented army would be beneficial as I'm realistically not going to be out shooting necrons (or guard for that matter). <br /> <br /> The zoanthropes seem a solid choice, the hormogaunts will be a good meat shield for the rest of the bigger units. <br /> <br /> The next thing to think about is getting my units to my enemies as quickly as possible. My initial thinking was if I had enough gaunts on the board (and dice Gods depending) I could sprint them straight at the enemy and after casualties still have enough claws to win in combat. <br /> <br /> Having said that I haven't played an objective based game for a long time but we will work up to that. ]]></description>
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				<pubDate><![CDATA[Wed, 8 Jul 2015 16:40:48]]> GMT</pubDate>
				<author><![CDATA[ Karnus]]></author>
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				<title>Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ Playing objective will help you make 'em move, not just crouch at the back and shooting.<br /> <br /> Remember Hormagaunts have fleet, so they can reroll run and charge dices.<br /> <br /> The distance between deployment zones is 24" <br /> Say first turn, your hormas move 6" + a lucky run 6+3" (maybe after a reroll) =15" first turn.<br /> 2nd turn another 6" move, and a max of 12" charge (again, you can reroll). To a Max distance of 30" in 2 turns<br /> <br /> in avarege (to low), you move 12" in first turn and move 6" and charge 7" in second... 25" is enought if he doesnt' move back or is far beyond top deploy zone]]></description>
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				<pubDate><![CDATA[Wed, 8 Jul 2015 17:23:32]]> GMT</pubDate>
				<author><![CDATA[ Wallur]]></author>
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				<title>Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ Hormagaunts run at +3". 14" first turn is easy.<br /> <br /> They also reroll charges, so a 9" charge is feasible.<br /> <br /> By turn 2 their expected threat range is around 28-29" less any casualties from the front.]]></description>
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				<pubDate><![CDATA[Wed, 8 Jul 2015 19:06:35]]> GMT</pubDate>
				<author><![CDATA[ Spoletta]]></author>
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				<title>Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ oh right, forgot that... I'll edit the numbers]]></description>
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				<pubDate><![CDATA[Wed, 8 Jul 2015 19:44:04]]> GMT</pubDate>
				<author><![CDATA[ Wallur]]></author>
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				<title>Re:Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ I'm thinking old one eye, 2x zoanthropes and 36x hormogaunts (2x 18 gaunt squads with 1 zoanthrope for each). <br /> <br /> Old one eye is nearly half my 500 points, tempted to go with a cheaper <span class="glossaryitem" onmouseover='gp(56);'>hq</span> and free up enough points for another zoanthrope and squad of gaunts. Strength in numbers but I would lack anything tanky ]]></description>
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				<pubDate><![CDATA[Thu, 9 Jul 2015 12:08:30]]> GMT</pubDate>
				<author><![CDATA[ Karnus]]></author>
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				<title>Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ I'd honestly go with a Tervigon over Old One Eye.<br /> <br /> Give the Tervigon crushing claws, and if you feel it still can't take enough hits, regen (at this points level, you should be fine without it). It's now tankier than Old One Eye, and can still beat up vehicles in close combat.<br /> <br /> It's a tough source of synapse, which will come in handy when your zoanthropes get gunned down (they're good, but can't take much of a beating. Once they go down, your hormagaunts start eating each other).<br /> <br /> Old One Eye just can't take enough of a beating. Which is sorta dumb, since in the fluff he is supposed to be the ultimate tanky impossible to kill carnifex.  He is also very expensive, and slow to reach combat.<br /> <br /> <br /> Bear in mind that winged hive tyrants are considered head-and-shoulders above all the other tyranid <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choices for a reason.  They are really really good.<br /> They are shooty models, so you may decide they don't fit the theme of your army.  But they are the best we've got.]]></description>
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				<pubDate><![CDATA[Thu, 9 Jul 2015 20:29:58]]> GMT</pubDate>
				<author><![CDATA[ Arson Fire]]></author>
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				<title>Re:Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ Truth be told I love the look of tervigons, it's just a shame they generate termagaunts and not hormogaunts otherwise I would be sold 100%.<br /> <br /> I love the whole generating units thing...  It's just the termagaunt models I don't like. The hive tyrants and warriors and carnifixes with guns look o-k. (not as good as the melee ones). <br /> <br /> If I'm going to collect tyranids I suppose having termagaunts is going to be un avoidable. ]]></description>
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				<pubDate><![CDATA[Thu, 9 Jul 2015 22:29:01]]> GMT</pubDate>
				<author><![CDATA[ Karnus]]></author>
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				<title>Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ if its a fun game, you can run the deathleaper formation (sneaky attack everyone!)<br /> <br /> or if you wanna be that guy<br /> flyrant<br /> flyrant<br /> 1 mucolid spore<br /> 1 mucolid spore<br /> <br /> and watch your friend unfriend you on facebook]]></description>
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				<pubDate><![CDATA[Fri, 10 Jul 2015 07:51:23]]> GMT</pubDate>
				<author><![CDATA[ bloodangelx12]]></author>
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				<title>Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/655359/7971974.page"><b>bloodangelx12 wrote:</b></a><br/>if its a fun game, you can run the deathleaper formation (sneaky attack everyone!)<br /> <br /> or if you wanna be that guy<br /> flyrant<br /> flyrant<br /> 1 mucolid spore<br /> 1 mucolid spore<br /> <br /> and watch your friend unfriend you on facebook</div></blockquote><br /> <br /> For a 500pts game that is so... evil, mean, abusive... I like that...]]></description>
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				<pubDate><![CDATA[Fri, 10 Jul 2015 12:54:05]]> GMT</pubDate>
				<author><![CDATA[ Wallur]]></author>
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				<title>Re:Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ I definitely don't want to be that guy :p<br /> <br /> At 750 points I'll be that guy but not at 500.<br /> <br /> Someone decide for me - termagaunts or hormogaunts - which do I mass. <br /> <br /> P.s what's the deathleaper formation? I have the digital tyranids codex but it's not easy to navigate ]]></description>
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				<pubDate><![CDATA[Fri, 10 Jul 2015 15:54:01]]> GMT</pubDate>
				<author><![CDATA[ Karnus]]></author>
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				<title>Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ I thought hormagaunts would be nice so much melee attacks... but no... with luck 4 of them can charge in time...<br /> <br /> So, I would go with termas, if you have some points to exchange fleshborers for devourer (6" more range and 2 more shots each, but doubles the cost, maybe get 5 with flesh on front and 5 with devourers behind them (since they have more range and would be removed last)<br /> <br /> And about the deathleaper... don't know... if you want to run him as <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, it's just an <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, but he may be talking about the Formation "Deathleaper's assassin brood" it's a Deathleaper and 5 Lictors]]></description>
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				<pubDate><![CDATA[Fri, 10 Jul 2015 18:43:59]]> GMT</pubDate>
				<author><![CDATA[ Wallur]]></author>
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				<title>Re:Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ This is pretty coincidental, I've been playing guard for a couple years and my buddy I play with often plays crons and nids so I have pretty good experience playing both. <br /> <br /> So deciding on horms or terms it comes down to if you want to be more fun or more competitive. Horms will be decent in the beginning and terms will be much more competitive even later on. <br /> <br /> This goes for shooty nids vs close combat nids. Shooty nids will usually be more competitive vs close combat nids. My buddy usually ran close combat nids but once 6th hit he's been running shooty. This is mainly because once he lost drop pods I would gun his synapse down and once it was gone the rest of his line would crumble and fall apart. <br /> <br /> My buddy also never ran the flyrant before because he loved foot tyrants with tyrant guards or swarmlord but now he always runs flyrants because it's so easy for guard to kill key synapse creatures. <br /> <br /> So here's some info on guard:<br /> <br /> Your dreaded enemy=wyvern. It will mulch any infantry unit you have in one shooting turn. If you don't have all your stuff spaced out to the maximum 2 inches it will stack wounds like crazy.<br /> <br /> Russes are extremely hard to kill with shooting from any weapons. Only lance them from warp blast or don't shoot them. <br /> <br /> Mech lists spam x3 plasma or x3 melts vets in chimeras. If you assault the chimera and blow it up the veteran squads have enough fire power to just about kill any monstrous creature I return. When I get a chance to explain blobs I will get to that next!]]></description>
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				<pubDate><![CDATA[Fri, 10 Jul 2015 22:08:39]]> GMT</pubDate>
				<author><![CDATA[ tankboy145]]></author>
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				<title>Re:Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ Thank you for the advice. <br /> <br /> what are your thoughts on mawlocs? Not for a 500pt game I know but thinking for the future the rules look very interesting and would solve the problem of getting into close combat quickly. ]]></description>
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				<pubDate><![CDATA[Sun, 12 Jul 2015 07:17:25]]> GMT</pubDate>
				<author><![CDATA[ Karnus]]></author>
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				<title>Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ Mawlocs work well against Necrons, they would be relying on a 4+ <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> for a save (except Lychguard with Shields so don't try and munch them).<br /> <br /> If you have multiple Mawlocs, invest in a couple of Lictors so you've got direct Mawlocs.]]></description>
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				<pubDate><![CDATA[Sun, 12 Jul 2015 12:37:30]]> GMT</pubDate>
				<author><![CDATA[ Frozocrone]]></author>
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				<title>Re:Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ I love the mawloc rules, but a trygon gives me deep strike options for hormogaunts. I might play with magnetization, never done it before but looks like a good option (if it works) ]]></description>
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				<pubDate><![CDATA[Mon, 13 Jul 2015 17:52:25]]> GMT</pubDate>
				<author><![CDATA[ Karnus]]></author>
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				<title>Re:Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/655359/7979627.page"><b>Karnus wrote:</b></a><br/>I love the mawloc rules, but a trygon gives me deep strike options for hormogaunts. I might play with magnetization, never done it before but looks like a good option (if it works) </div></blockquote><br /> <br /> I wouldn't bank on the Trygon's hole ability. The only time I ever pulled it off was when I got the Reroll Reserves warlord trait and got lucky.]]></description>
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				<pubDate><![CDATA[Mon, 13 Jul 2015 17:53:59]]> GMT</pubDate>
				<author><![CDATA[ krodarklorr]]></author>
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				<title>Re:Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/229b76f81ba12753a74b1641eef6cc40.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/655359/7979633.page"><b>krodarklorr wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/655359/7979627.page"><b>Karnus wrote:</b></a><br/>I love the mawloc rules, but a trygon gives me deep strike options for hormogaunts. I might play with magnetization, never done it before but looks like a good option (if it works) </div></blockquote><br /> <br /> I wouldn't bank on the Trygon's hole ability. The only time I ever pulled it off was when I got the Reroll Reserves warlord trait and got lucky.</div></blockquote><br /> <br /> It happened worse to me, The termagants with devourer entered from reserves on turn 2 but the trygon did on turn 3.<br /> <br /> Plus, hormagaunts can't charge the turn they enter from a trygon tunnel, so they will be better running through the map and jumping on objectives.<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 13 Jul 2015 19:34:54]]> GMT</pubDate>
				<author><![CDATA[ Wallur]]></author>
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				<title>Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ I say try to overwhelm with numbers especially against the necrons since pretty much everything in their codex is pretty buff. I don't know much about nids ( I'm a marine player) so that is kind of just general advice.]]></description>
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				<pubDate><![CDATA[Mon, 13 Jul 2015 20:53:52]]> GMT</pubDate>
				<author><![CDATA[ M138]]></author>
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				<title>Re:Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ At 500 I'm torn between two lists<br /> <br /> Old one eye<br /> Zoanthrope     <br /> Zoanthrope       <br /> Hormogaunts x18                          <br /> Hormogaunts x18<br /> <br /> Or<br />                                        <br /> Tervigon <br /> Zoanthrope <br /> Zoanthrope <br /> Termagaunts x20 (5 devourers) <br /> Termagaunts x20 (5 devourers) <br /> <br /> Something along these two lines, I'm liking behemoth colours and I prefer the look of melee but I feel shooty will bring me more victories. Bare in mind I need a general all round force to face <span class="glossaryitem" onmouseover='gp(69);'>IG</span> and necrons :s<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 14 Jul 2015 07:38:48]]> GMT</pubDate>
				<author><![CDATA[ Karnus]]></author>
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				<title>Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ How is that tervigon equiped?<br /> <br /> I'd give hime Electroshock Grubs and Crushing claws.<br /> <br /> That'll  destroy any vehicle they would bring, plus EG are template S5 AP5 (can get imperial guardsmen since they have 5+ <span class="glossaryitem" onmouseover='gp(157);'>sv</span>)<br /> <br /> Against necrons... your troop units won't have much to do but fire A LOT and pray they fail their 4+ o 3+ <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>, AND that annoying <span class="glossaryitem" onmouseover='gp(293);'>RP</span>.<br /> <br /> If your Tervigon reach melee combat will probably eat some up, pray yo get Catalyst power (<span class="glossaryitem" onmouseover='gp(265);'>FNP</span> to the Psyker unit and target friendly tyranid unit) to get more survivability: <br /> -If you get it with Tervigon give a unit of termagants <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> so both will have it.<br /> -If one of the zoans gets it, give <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> to the Tervigon.<br /> -If you get 2 psykers with Catalyst, always try to have your tervigon with <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> and a unit of termagants.<br /> <br /> Also, against necrons, your best shot is using your zoanthropes (BS4) to manifest Warp Blast (Burst), S5 AP3 blast will most of the time hit where you want. This against troops, if the <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> is the problem, you should try to manifest Warp Blast (Lance) S10 would be <span class="glossaryitem" onmouseover='gp(269);'>ID</span> against most of their <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> (T4 or T5) and making the reanimation protocol save 1 points worse, and as it's <span class="glossaryitem" onmouseover='gp(269);'>ID</span><br /> <br /> And if you want your tervigon to never die, try giving him regeneration and rolling on personal Warlord Traits from <span class="glossaryitem" onmouseover='gp(13);'>BRB</span> and get 6th (gives It Will Not Die) since it's a <span class="glossaryitem" onmouseover='gp(683);'>CAD</span> you can reroll the Warlord Trait, that means you can regain 2 wounds per turn, and being a Tervigon W6 it's quite difficult they bring him down in 1 turn. Also, same table if you roll 5 it gives <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 14 Jul 2015 12:41:01]]> GMT</pubDate>
				<author><![CDATA[ Wallur]]></author>
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				<title>Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ I personally give my Tervigon the Miasma Cannon and E Grubs. Long range Poison 2+ AP4 for those pesky Necron warriors.]]></description>
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				<pubDate><![CDATA[Tue, 14 Jul 2015 12:44:45]]> GMT</pubDate>
				<author><![CDATA[ krodarklorr]]></author>
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				<title>Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/655359/7981527.page"><b>Wallur wrote:</b></a><br/>How is that tervigon equiped?<br /> <br /> I'd give hime Electroshock Grubs and Crushing claws.<br /> <br /> That'll  destroy any vehicle they would bring, plus EG are template S5 AP5 (can get imperial guardsmen since they have 5+ <span class="glossaryitem" onmouseover='gp(157);'>sv</span>)<br /> <br /> Against necrons... your troop units won't have much to do but fire A LOT and pray they fail their 4+ o 3+ <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>, AND that annoying <span class="glossaryitem" onmouseover='gp(293);'>RP</span>.<br /> <br /> If your Tervigon reach melee combat will probably eat some up, pray yo get Catalyst power (<span class="glossaryitem" onmouseover='gp(265);'>FNP</span> to the Psyker unit and target friendly tyranid unit) to get more survivability: <br /> -If you get it with Tervigon give a unit of termagants <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> so both will have it.<br /> -If one of the zoans gets it, give <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> to the Tervigon.<br /> -If you get 2 psykers with Catalyst, always try to have your tervigon with <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> and a unit of termagants.<br /> <br /> Also, against necrons, your best shot is using your zoanthropes (BS4) to manifest Warp Blast (Burst), S5 AP3 blast will most of the time hit where you want. This against troops, if the <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> is the problem, you should try to manifest Warp Blast (Lance) S10 would be <span class="glossaryitem" onmouseover='gp(269);'>ID</span> against most of their <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> (T4 or T5) and making the reanimation protocol save 1 points worse, and as it's <span class="glossaryitem" onmouseover='gp(269);'>ID</span><br /> <br /> And if you want your tervigon to never die, try giving him regeneration and rolling on personal Warlord Traits from <span class="glossaryitem" onmouseover='gp(13);'>BRB</span> and get 6th (gives It Will Not Die) since it's a <span class="glossaryitem" onmouseover='gp(683);'>CAD</span> you can reroll the Warlord Trait, that means you can regain 2 wounds per turn, and being a Tervigon W6 it's quite difficult they bring him down in 1 turn. Also, same table if you roll 5 it gives <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>.<br /> <br /> </div></blockquote><br /> <br /> Tervigons aren't characters so don't get to roll for a Warlord Trait.]]></description>
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				<pubDate><![CDATA[Tue, 14 Jul 2015 13:24:11]]> GMT</pubDate>
				<author><![CDATA[ Frozocrone]]></author>
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				<title>Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/9b36c2810a0860c6fea14714d3aa4e81.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/655359/7981613.page"><b>Frozocrone wrote:</b></a><br/>Tervigons aren't characters so don't get to roll for a Warlord Trait.</div></blockquote><br /> <br /> I always forgot that... ty]]></description>
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				<pubDate><![CDATA[Tue, 14 Jul 2015 13:50:11]]> GMT</pubDate>
				<author><![CDATA[ Wallur]]></author>
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				<title>Re:Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ I hadn't really put much thought into the equipment on the <span class="glossaryitem" onmouseover='gp(56);'>Hq</span> choices for both lists, pretty limited at 500 points. Very hard to squeeze in units for synapse, anti-vehicle, 1 <span class="glossaryitem" onmouseover='gp(56);'>hq</span> and 2 troop. <br /> <br /> The winged hive tyrant is tempting but I wanna avoid being that guy... But I still want to win. Old one eye is very expensive for what he is by comparison ]]></description>
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				<pubDate><![CDATA[Tue, 14 Jul 2015 16:57:27]]> GMT</pubDate>
				<author><![CDATA[ Karnus]]></author>
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				<title>Re:Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/655359/7982134.page"><b>Karnus wrote:</b></a><br/>I hadn't really put much thought into the equipment on the <span class="glossaryitem" onmouseover='gp(56);'>Hq</span> choices for both lists, pretty limited at 500 points. Very hard to squeeze in units for synapse, anti-vehicle, 1 <span class="glossaryitem" onmouseover='gp(56);'>hq</span> and 2 troop. <br /> <br /> The winged hive tyrant is tempting but I wanna avoid being that guy... But I still want to win. Old one eye is very expensive for what he is by comparison </div></blockquote><br /> <br /> Old One Eye isn't worth. You're better off taking a regular carnifex. And for your <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, if anything, use a Tyranid Prime.]]></description>
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				<pubDate><![CDATA[Tue, 14 Jul 2015 16:58:28]]> GMT</pubDate>
				<author><![CDATA[ krodarklorr]]></author>
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				<title>Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ Yes, Tyranid Prime would be a good option, since it has synapse and is Independent Character so it would get to roll Warlord Trait and may join Termagants broods to use as meatshield for <span class="glossaryitem" onmouseover='gp(85);'>LoS</span>.<br /> Tyranid prime with rending claw (+5) and deathspitter (+5) is just 135 pts, quite cheap]]></description>
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				<pubDate><![CDATA[Tue, 14 Jul 2015 17:49:44]]> GMT</pubDate>
				<author><![CDATA[ Wallur]]></author>
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				<title>Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/655359/7982278.page"><b>Wallur wrote:</b></a><br/>Yes, Tyranid Prime would be a good option, since it has synapse and is Independent Character so it would get to roll Warlord Trait and may join Termagants broods to use as meatshield for <span class="glossaryitem" onmouseover='gp(85);'>LoS</span>.<br /> Tyranid prime with rending claw (+5) and deathspitter (+5) is just 135 pts, quite cheap</div></blockquote><br /> <br /> Yeah, also, being attached to a unit means that unit will never be out of synapse. ]]></description>
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				<pubDate><![CDATA[Tue, 14 Jul 2015 17:52:58]]> GMT</pubDate>
				<author><![CDATA[ krodarklorr]]></author>
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				<title>Re:Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ Also on the mawloc, he is great against guard because if your opponent plays foot guard their strongest foot guard units are blobs of 30-50 guys that are buffed by independent characters. If the mawloc pops up and kills the characters (priest or commissar) that's keeping them from running them all you have to do is throw a couple wounds on the blob after they're dead and the blob will run. Granted they miss their look out sir saves as well. ]]></description>
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				<pubDate><![CDATA[Wed, 15 Jul 2015 03:59:20]]> GMT</pubDate>
				<author><![CDATA[ tankboy145]]></author>
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				<title>Re:Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ OK I love the idea of a tyranid prime at 500pts, it frees up a lot of points for more blobs, or alternatively, I can have the prime with deathspitter and rending claws, two zoanthropes (Lance and blast) and 33 termas all with devourers. <br /> <br /> Although I should have some without devourers as some will die in the footslog over,  using them as a meatshield for the prime and Zoanthrope although I think guard can just bypass that can they not? ]]></description>
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				<pubDate><![CDATA[Wed, 15 Jul 2015 07:10:09]]> GMT</pubDate>
				<author><![CDATA[ Karnus]]></author>
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				<title>Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ A Hive Tyrant, even a bog standard one that walks and has two Scything Talons, will almost always be better than a Prime. ]]></description>
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				<pubDate><![CDATA[Wed, 15 Jul 2015 09:00:42]]> GMT</pubDate>
				<author><![CDATA[ Frozocrone]]></author>
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				<title>Re:Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ Way to muddy dem waters. <br /> <br /> Is there a reason I don't see many lists that sport more than the minimum number of gaunts /gants? ]]></description>
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				<pubDate><![CDATA[Wed, 15 Jul 2015 09:06:01]]> GMT</pubDate>
				<author><![CDATA[ Karnus]]></author>
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				<title>Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ Yeah, the Troops choices for Tyranids are pretty lack luster. Competitive Tyranids need to spend as little as possible on Troops in order to maximise spending elsewhere in the Codex. <br /> <br /> It shouldn't be like that, but it is. <br /> <br /> I still have fun running loads of Gaunts though. ]]></description>
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				<pubDate><![CDATA[Wed, 15 Jul 2015 10:09:18]]> GMT</pubDate>
				<author><![CDATA[ Frozocrone]]></author>
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				<title>Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ Tyranid Prime deathspitter + rending claws 135 pts<br /> Range: 18" S5 AP5 Assault3<br /> Melee WS6 S5 AP5 A# 4 total <br /> T5 W3<br /> <br /> Hive tyrant no ups 165<br /> Psycher 2<br /> Range none (unless rolled Warp Blast)<br /> Melee WS8 S6 AP2 A# 5 Final<br /> T6 W4<br /> <br /> yes, It's better... specially for the 2 Psychic powers and destructive melee power for just 30 more pts<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 15 Jul 2015 14:18:37]]> GMT</pubDate>
				<author><![CDATA[ Wallur]]></author>
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				<title>Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ I guess I'm the odd ball that runs Warriors anyway, and likes to make them all BS4....]]></description>
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				<pubDate><![CDATA[Wed, 15 Jul 2015 14:31:31]]> GMT</pubDate>
				<author><![CDATA[ krodarklorr]]></author>
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				<title>Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/229b76f81ba12753a74b1641eef6cc40.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/655359/7984442.page"><b>krodarklorr wrote:</b></a><br/>I guess I'm the odd ball that runs Warriors anyway, and likes to make them all BS4....</div></blockquote><br /> <br /> But since he is not using warriors that is not a pro here. But again, joining and using gants for <span class="glossaryitem" onmouseover='gp(85);'>LoS</span> is something.<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 15 Jul 2015 15:11:34]]> GMT</pubDate>
				<author><![CDATA[ Wallur]]></author>
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				<title>Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ What if I go the other way? <br /> <br /> Hive tyrant - wings, 2x twin linked devourers, elecro grubs<br /> Mucolid spore<br /> Mucolid spore <br /> Zoanthrope <br /> Zoanthrope <br /> Mawloc <br /> <br /> Or swap the hive tyrant for something like a prime initially to make it less of a dick move? Maybe swap it for a lictor or deathleaper for the mawloc placement. <br /> <br /> This is hard <br /> <br /> Edit: I've been out of the hobby for so long - you can't order individual parts from forge world? When was that dropped? Mucolids are an expensive option]]></description>
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				<pubDate><![CDATA[Wed, 15 Jul 2015 17:53:08]]> GMT</pubDate>
				<author><![CDATA[ Karnus]]></author>
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				<title>Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ you can use a Lictor as Deathleaper, as they are almost the same model, and same cost, you can use lictors later when you use more <span class="glossaryitem" onmouseover='gp(471);'>DS</span> units.<br /> <br /> I'm new to this, and since I'm from Argentina it's really hard to get new items (specially since the barriers and difficulties to import, not to mention devaluation), But if you are going to use it first for Friendly Games, I think there would be no problem to use homemade Mucolid spores, you should talk to your frinds, but I'm going to make some for myself, already got the measures and a friend sent me a youtube link to make 'em (can't find it now, I'm at work).<br /> <br /> Later if you are going to expand and use tyrannocytes, you got the Mucolids there, (you may just get or build some tentacles since tyrannocyte and mucolids use the same) but you gonna have the bases and the heads<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 15 Jul 2015 19:04:44]]> GMT</pubDate>
				<author><![CDATA[ Wallur]]></author>
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				<title>Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/655359/7984969.page"><b>Karnus wrote:</b></a><br/>What if I go the other way? <br /> <br /> Hive tyrant - wings, 2x twin linked devourers, elecro grubs<br /> Mucolid spore<br /> Mucolid spore <br /> Zoanthrope <br /> Zoanthrope <br /> Mawloc <br /> <br /> Or swap the hive tyrant for something like a prime initially to make it less of a dick move? Maybe swap it for a lictor or deathleaper for the mawloc placement. <br /> <br /> This is hard <br /> <br /> Edit: I've been out of the hobby for so long - you can't order individual parts from forge world? When was that dropped? Mucolids are an expensive option</div></blockquote><br /> <br /> No, I like that list. I'd just land the flyrant from time to time (seeing as in such a small game you'll probably want him to take some objectives anyway) to leave opponents a chance.<br /> <br /> If you can't find any affordable mucolids on Internet, consider a list like this:<br /> Hive tyrant w/ wings, 2*<span class="glossaryitem" onmouseover='gp(126);'>tl</span>-<span class="glossaryitem" onmouseover='gp(29);'>devs</span> and electroshock grubs<br /> 2+ 3 deep-striking ripper swarms<br /> Exocrine]]></description>
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				<pubDate><![CDATA[Wed, 15 Jul 2015 19:11:51]]> GMT</pubDate>
				<author><![CDATA[ Talon of Anathrax]]></author>
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				<title>Re:Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ It's sad that most lists I see pack in as many winged tyrants with devourers as possible. Such a shame. I read somewhere I may as well go :<br /> <br /> 2x Mucolid spores<br /> 2x winged hive tyrants with tw devourers and e-shock grubs<br /> <br /> <span class="glossaryitem" onmouseover='gp(84);'>Lol</span><br /> <br /> I think I'll try and go for the list I posted before :<br /> <br /> Hive tyrant - wings, 2x twin linked devourers, elecro grubs <br /> Mucolid spore <br /> Mucolid spore <br /> Zoanthrope <br /> Zoanthrope <br /> Mawloc<br /> <br /> I may try my hand at magnetization with the mawloc in case the rules change. Quick question about magnets - I assume  You just paint up over the magnets? ]]></description>
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				<pubDate><![CDATA[Fri, 17 Jul 2015 08:44:54]]> GMT</pubDate>
				<author><![CDATA[ Karnus]]></author>
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				<title>Re:Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/655359/7988816.page"><b>Karnus wrote:</b></a><br/>It's sad that most lists I see pack in as many winged tyrants with devourers as possible. Such a shame. I read somewhere I may as well go :<br /> <br /> 2x Mucolid spores<br /> 2x winged hive tyrants with tw devourers and e-shock grubs<br /> <br /> <span class="glossaryitem" onmouseover='gp(84);'>Lol</span><br /> <br /> I think I'll try and go for the list I posted before :<br /> <br /> Hive tyrant - wings, 2x twin linked devourers, elecro grubs <br /> Mucolid spore <br /> Mucolid spore <br /> Zoanthrope <br /> Zoanthrope <br /> Mawloc </div></blockquote><br /> I keep thinking it's abusive using both troop slot for 30pts for friendly games. (competitive is differente)<br /> <br /> <blockquote><div><a href="/dakkaforum/posts/preList/655359/7988816.page"><b>Karnus wrote:</b></a><br/>I may try my hand at magnetization with the mawloc in case the rules change. Quick question about magnets - I assume  You just paint up over the magnets? </div></blockquote><br /> <br /> I haven't painted them but they are hidden inside the hive tyrant thorax... maybe if you want to magnetize Mawloc to swap to Trygon, maybe are not that hidden, then I would paint.]]></description>
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				<pubDate><![CDATA[Fri, 17 Jul 2015 12:41:51]]> GMT</pubDate>
				<author><![CDATA[ Wallur]]></author>
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				<title>Re:Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ Do you guys think Using mucolids for troops in a friendly setting is abusive or necessary to retain an edge?]]></description>
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				<pubDate><![CDATA[Fri, 17 Jul 2015 19:39:19]]> GMT</pubDate>
				<author><![CDATA[ Karnus]]></author>
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				<title>Re:Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/655359/7989960.page"><b>Karnus wrote:</b></a><br/>Do you guys think Using mucolids for troops in a friendly setting is abusive or necessary to retain an edge?</div></blockquote><br /> <br /> Neither: while I believe that spending only 30pts on troops in not very fluffy, I'm ready to tolerate it: some marine builds get bikers as troops, and scatbikes are accepted - so why should 'nids be penalised by their own troop choices?<br /> <br /> However, taking more than 2 flyrants is kinda abusive: use those points to get some rarely used units like Shrikes or something!<br /> <br /> And taking units of multiple mucolids is awesome. I'd love to try fighting something like that for once <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Fri, 17 Jul 2015 19:52:11]]> GMT</pubDate>
				<author><![CDATA[ Talon of Anathrax]]></author>
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				<title>Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ My Opinion, both slot for mucolids, it's kind of abusive.<br /> Completing the requirement for troops with only 30pts at a game of 500 pts... I know tyranid troops are the least usefull, but... well...]]></description>
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				<pubDate><![CDATA[Fri, 17 Jul 2015 19:55:22]]> GMT</pubDate>
				<author><![CDATA[ Wallur]]></author>
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				<title>Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ Even against <span class="glossaryitem" onmouseover='gp(280);'>op</span> necrons? <br /> <br /> Edit: our first game will be 300 points! <br /> <br /> So I'm looking at - flyrant, 10 gaunts, 1 Mucolid spore ]]></description>
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				<pubDate><![CDATA[Sat, 18 Jul 2015 07:08:22]]> GMT</pubDate>
				<author><![CDATA[ Karnus]]></author>
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				<title>Re:Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ 1 carnifex<br /> X2 flyrants TD<br /> 30 some odd hormagaunts?<br /> <br /> Yeah something like that.<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 21 Jul 2015 01:16:52]]> GMT</pubDate>
				<author><![CDATA[ jackflashultra]]></author>
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				<title>Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/655359/7991080.page"><b>Karnus wrote:</b></a><br/>Even against <span class="glossaryitem" onmouseover='gp(280);'>op</span> necrons? <br /> <br /> Edit: our first game will be 300 points! <br /> <br /> So I'm looking at - flyrant, 10 gaunts, 1 Mucolid spore </div></blockquote><br /> <br /> Last Friday I could finally use for the first time my Flyrant... against a friend that tried the Salamander... <br /> <br /> He cryied... your friend is gonna cry too... those 2 <span class="glossaryitem" onmouseover='gp(126);'>TL</span> D W/<span class="glossaryitem" onmouseover='gp(327);'>BL</span>... remember to re-roll the misses... against <span class="glossaryitem" onmouseover='gp(69);'>IG</span> won't be a problem at all... but to get those necrons down, you will have to fire fire and fire, hoping that a bit of the shoots pass.]]></description>
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				<pubDate><![CDATA[Tue, 21 Jul 2015 12:33:54]]> GMT</pubDate>
				<author><![CDATA[ Wallur]]></author>
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				<title>Re:Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ Excellent, my guard opponent will be fielding an ogryn <span class="glossaryitem" onmouseover='gp(56);'>hq</span> named character, 2 armoured sentinels and 2 troops of guard, <br /> <br /> My necron opponent is fielding 2x troops of warriors and a Lord. <br /> <br /> I'll be fielding flyrant, 1x Mucolid spore, 10x hormogaunts <br /> <br /> First battle is a little 300 points skirmish, I don't fancy my chances <span class="glossaryitem" onmouseover='gp(325);'>tbh</span> haha. <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 23 Jul 2015 10:11:44]]> GMT</pubDate>
				<author><![CDATA[ Karnus]]></author>
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				<title>Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ Unfortunately, the codex is reeaaally bad, so to even be vaguely competitive, you need to run flyrants to compensate for how poor most of the other options are.<br /> <br /> If you're running gants, consider making 1/3 of them just fleshborers, to act as ablative wounds for your devourers.]]></description>
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				<pubDate><![CDATA[Thu, 23 Jul 2015 12:57:40]]> GMT</pubDate>
				<author><![CDATA[ zerosignal]]></author>
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				<title>Re:Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ Welcome to the Hive Mind, <span class="glossaryitem" onmouseover='gp(280);'>OP</span>!<br /> <br /> Here's my 2 most competitive 500 point lists:<br /> <br /> ////////////////////////////////////<br /> LIST 1  (495 POINTS)<br /> <br /> <br /> -<span class="glossaryitem" onmouseover='gp(56);'>HQ</span>-[240]<br /> Hive Tyrant 					<br /> Wings 										<br /> X2 <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Devourer with Brainleech worms <br /> Electroshock Grubs <br /> <br /> -TROOP- [15]			<br /> MUCOLID <br /> <br /> -TROOP- [15]			<br /> MUCOLID <br /> <br /> -ELITE- [50]<br /> ZOANTHROPE<br /> <br /> -HEAVY- [175]<br /> TYRANNOFEX <br /> ACID SPRAY<br /> <br /> <br /> ////////////////////////////////////<br /> LIST 2  (500 POINTS)<br /> <br /> -<span class="glossaryitem" onmouseover='gp(56);'>HQ</span>-[240]<br /> Hive Tyrant 					<br /> Wings 										<br /> X2 <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Devourer with Brainleech worms <br /> Electroshock Grubs <br /> <br /> -<span class="glossaryitem" onmouseover='gp(56);'>HQ</span>-[230]<br /> Hive Tyrant 					<br /> Wings 										<br /> X2 <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Devourer with Brainleech worms <br /> <br /> -TROOP- [15]			<br /> MUCOLID <br /> <br /> -TROOP- [15]			<br /> MUCOLID <br /> <br /> <br /> Both work very well at that point level.<br /> <br /> Good luck and have fun!<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 25 Jul 2015 18:51:57]]> GMT</pubDate>
				<author><![CDATA[ LemanRuse]]></author>
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				<title>Re:Tyranids vs Imperial guard and necrons - advice request </title>
				<description><![CDATA[ Thanks for the advice, we now have a fourth player playing dark eldar so we are set for some 2v2 action (ignoring the fluff). <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 26 Jul 2015 16:17:43]]> GMT</pubDate>
				<author><![CDATA[ Karnus]]></author>
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