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Thread: Tyranids

  1. #1
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    Default Tyranids

    looking at various rumours and pdf (am defo buying dex dnt worry) ive come up with this list

    HQ: parasite (160)

    Troops: 2 10 man termagaunts (100)
    2 tervagons, catalyst, adrenal glands (370)

    heavy: 2 mawlocs (340)

    total: 970

    for 1000 points i think thatts quit good
    so wat do u think.
    Last edited by gcsmith; 01-04-2010 at 02:17 PM.

  2. #2
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    anyone got any ideas at all?

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    The lack of responses is more likely due to few people having the pdf than a complete lack of interest. You've also only given people 1.5hrs to respond. Wait a day before getting frustrated.

    As for the list: not bad. You lack much of any anti-tank shooting at all, and despite the mawlocs deepstriking, it is easily possible for faster vehicles to stay well away from you. You might consider dropping 1 tervigon for some hive guard, zoanthropes, or a venom cannon fex, or maybe drop Parasite for that and have 1 terv, fill in as an HQ. The other thing to consider is that 10-strong termagant units die very, very quickly. You'll only spawn so many before either rolling doubles or having your tervigons get killed. Just be aware that some people won't like facing off against that many MC's in a 1000pt game.

    Lux

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    i cant see why people would moan about 4 monstrous creatures its legal, and i have thought of the lack of anti tank but i guess i could drop a maw for 3 hive guard, oh and the parasite is 160 not 170

  5. #5
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    Quote Originally Posted by gcsmith View Post
    looking at various rumours and pdf (am defo buying dex dnt worry) ive come up with this list

    HQ: parasite (170)

    Troops: 2 10 man termagaunts (100)
    2 tervagons (320)

    heavy: 2 mawlocs (340)

    total: 930

    for 1000 points i think thatts quit good as i defo have some points left for the upgrades i need like catclyst and furious charge glands on tervagons

    so wat do u think.
    I would say this isn't really spot on.

    Mawlocs are useful in the sense that they are a 6 wound monster with decent initiative and a cool ability to - as early as a guaranteed turn 2 if you start them on the board turn 1 - smack rear armor of vehicles with S6 automatic hits .... BUT the Nid dex has cheaper and superior anti-vehicle fire in the Hive Guard. Trygons make a little more sense for a list where you don't have the points to spread your effectiveness in that they are better protected from deep strike (they can't deep strike into impassable ... Mawlocs can and are ganked if they do). They also are better anti-vehicle with attacks b/c instead of 3 attacks for the Mawlocs, the Trygons have 6 that re-roll all rolls to hit (including against fast moving vehicles). Also the Trygon is superfleet (3d6 pick highest IIRC, like the new hormagaunt fleet).

    The Parasite is probably not a great HQ choice in this situation. He's also only 160 points. Same points cost as a base Tervigon for a generally less useful unit. They have a purpose I think, but they require a relatively large unit to "hide" in. Large enough that you can guarantee sticking a troop on any power fists or whatever you happen to encounter ... you don't want them able to move that fist model into base contact with the parasite. You really don't have any squads that fit the bill, so he's just an expensive Tyranid Warrior for all purposes of shooting/killing.

    For your Tervigons, you really want to spend the points to give them at least Catalyst, so that they can grant Feel No Pain to units as needed. Also worth *thinking* about at least are Adrenals and Toxins, only b/c a solid general can actually apply those benefits to very nearby Termagant units.



    Sooo ... 2 x 10-man Termagants to give you 2 scoring Tervigons? Check. Parasite? Points wrong and no, not with the list that you have. 2 Mawlocs? No, not with the list that you have.

  6. #6

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    I've read the summary PDF a few times, and I'm planning on converting a Swarmlord and Tervigon.

    Main changes I'm thinking of making involve cutting down on Hormagaunts, Carnifexes and Tyrants, and getting more Zoanthropes, Trygons and some Hive Guard. Not loving the pants armour save on Genestealers though, I always upgraded all of mine to 4+.

    Really chuffed that spore mines are going to be reasonably useful for flank denial again - got a ton of them from days of yore.

  7. #7
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    Ty MVbrandt as always ur post is helpful :P
    So i see the comments and you seem to say i need a more helpful list. The idea of the list is to create too much for my opponents to deal with so howabout this.

    HQ: Tervigon with catalyst and adrenal glands (185)

    Elites: 2 squads of 2 hive guard (200)

    Troops: 2 squads of 10 termiguants (100)
    2 Tervigons with catalyst and adrenal glands (370)
    855 total

    This leaves me with some points to play with.
    145 to be exact but i dnt no wat to go with this :P any help MVBrandt

  8. #8
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    Kind of up to you. Options include dropping a gaunt squad and moving one Tervigon to HQ, which costs you a scoring monster and loses redundancy, but makes it easy to shave a hair extra (i.e. one of the adrenal upgrades) and pick up a Trygon; you could also drop the Adrenals off 2 of the Tervigons and pick up a Fex, or drop all Adrenals and pick up a Mawloc.

    I'm still playtesting and getting a full grasp myself, so I don't want to go firmly one way or the other on what you *should* do, but spreading your points out to create more threats and more durability by virtue of units that can be lost is always a good way to go about things. You could also drop to 1 squad of 2 hive guard, and 2 squads of 1, but that becomes probably a bit too fragile, and there are times anyway where you'll be shooting at targets and will WANT more hive guard concentrated with fire.

    Keep going ... try to apply critical analysis to what you select, meaning ... what is the point of the unit, and how does it interact with your army synergistically. Also, how are you going to deploy and play them? This type of build requires you to be able to give YOURSELF cover at all times. Do you have the proper units and load out to accomplish this, or are you going to be "Vendetta bait?" Questions like these are important as you try to tweak it.

    Also, a side comment - it's very difficult to properly build a list at the 1,000 points level, b/c I don't think the game is balanced that way. Nevertheless, you're going with some of the correct choices there IMO ... stay cheap and effective.

  9. #9

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    Quote Originally Posted by gcsmith View Post
    Ty MVbrandt as always ur post is helpful :P
    So i see the comments and you seem to say i need a more helpful list. The idea of the list is to create too much for my opponents to deal with so howabout this.

    HQ: Tervigon with catalyst and adrenal glands (185)

    Elites: 2 squads of 2 hive guard (200)

    Troops: 2 squads of 10 termiguants (100)
    2 Tervigons with catalyst and adrenal glands (370)
    855 total

    This leaves me with some points to play with.
    145 to be exact but i dnt no wat to go with this :P any help MVBrandt
    If the enemy takes something like Terminators, you're prolly going to have a tough time. I normally field some 'Stealers for taking out Termies. Also, think about deployment - something agile or deep striking will help force your opponent to attack multiple targets. I'm looking forward to trying Gargoyles as distractions.
    Last edited by Deej; 01-04-2010 at 02:48 PM.

  10. #10
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    Well using a quick analysis My army at the moment has a solid base. 3 creatures and the ability to make more troops so any objectives near me are safe, especially when 2 monstrous creatures are scoring. with hive guard I have 2 solid anti medium units which are nigh impossible to shift without leaving the rest of my army alone.
    What I lack are real up in your face units. Sure my gaunts can and will move up field with FNP and their guns but i really need some oomph. Things that can change this are the death leaper. This adds some chaos and with its -d3 leadership allows my gaunts to win attrition wars easier as well as ruining some psychic opponents. The doom of malantai could also be cool, podding in amongst the army draining some wounds and unleashing a possible S10 AP1 Large blast. However this could be a 1 turn pony. There are also things like spore mines to upset set up and stuff but i think thats a bit weak.
    Still I hope someone can tell me with past nid experience or horde experience what might be good, or even playtest experience

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