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Ok, simple question but it has me scratching my head.
In a 1000 point game of BFG, using Tyranids, is it more advisable to take 2 Hive Ships with attendant escorts, or would it be better to go for 1 Hive Ship and 2 Cruisers?
I am leaving my list out of this atm as I have many versions, and wouldl ike to see as many tactical options as possible. I feel comfortable fitting the Hives for battles (pyro and ordnance ftw), I just do not know which is the ideal for a small fleet, though i would assume having multiple Hives would extend my synapse range significantly as well as improving my basic durability line-ship wise.
i eagerly await any suggestions...
Take this with a pinch of salt, as I am not a full-time Tyranid player, but from the looks of things, your Synapses don't matter too terribly much. 'Nids do pretty much what you want them to do: run after shtuff.
So, i'd go with extra killiness before I tried to tell that killiness what to do.
Thanks, I did a bit of looking at the fleet list and came out with something that pretty much conforms to that:
Hive Ship with prow and thorax pyro-acid batteries and 3 x port/starboard launch bays.
With 16 forward fire critical inflicting firepower at 45cm, this Hive is a nice support beast that can kick out 6 flights of ordnance every turn. It also posses 2 x reinforced carapace for an extra 2 hits and an additional spore cyst.
2 Tyranid Cruisers with Massive Claws and Feeder Tentacles on the prow, and 2 x port/starboard bio-plasma discharge.
Following the stereotypical, these beasties are made to kill kill kill at close range, also aiding the rest of the fleet by holding other capital-ships in place for my slower Hive ship to overcome with volleys of acidic fire should the cruiser itself not be enough. If they are close enough to other ships whilst grappling, their 4 shots of bio-plasma each side will ignore shields, causing that little bit more carnage, especially if they get close to escort class vessels. Both cruisers have Solar Vanes for an extra +5cm of movement.
6 Escort Drones with pyro-acid batteries.
As slow as the hive, but with a combined firepower of 24, these beasts will add their weight of fire to the Hive in deterring enemies from getting within massed broadside range. They may also assist by taking out larger squadrons of hostile escorts and are especially effective against the Eldar.
4 Vanguard Drones with Feeder Tentacles.
These drones are deployed solo, not in a squadron and are meant to range close to the enemy to highlight targets for the rest of the fleet to fire at. The feeder tentacles mean that I have no reason to hold back, and a gang attack of these beasts is enough to seriously hamper the effectiveness of even BS class vessels on the fly-by, inflicting multiple hit and run attacks with the typical tyrannic excellence in close combat.
To fill out the points a few extra bio-upgrades and some pre-bought orndnance will enter the list, but this is the fleet as it stands currently. I feel it is a good allrounder, with a focus on getting the cruisers to grapple with the enemy and the rest of the fleet picking off the wounded and crippled ships left in their wake.
More suggestions are, ofcourse, welcome . Hopefully I will have a battle-report soon.
Not to shoot down CaptainSarathai but out of the Battlefleet games I've played the Hive Ships are crucial to my victory. I would even forgo cruisers just to take a minimum of 2 hiveships. For the longer/spread out games having the ability to choose what your ships are doing really makes/breaks a game of tactical space combat. The best bet is to play a few games and see what you like the best.
"LET'S COMMENCE PREPARATIONS FOR RUMBLING!" Mono-Tzeentch 1:1:1
Thanks for the advice, and I will definitely be taking a second Hive ship in my 1500pt fleet, the 1k is actually doing rather well with the two hive cruisers right now, as they are able to pretty much do things instinctively once they are close up.
I have also found tat cruisers are invaluable for chasing down and boarding hostile line-capitals, and that alot of fleet commanders tend to try too hard to eliminate the cruisers either before, or during the inevitable claws and tentacles attack that break out in their gun line. The problem, as you have pointed out, is maintaining control of these forces while moving the slow-ass hive up behind them.
So definitely in need of a second Hive and a hell of alot of drones .