2000pt Balanced Army - Friendly - Warhammer 40K Fantasy
 

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  1. #1
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    2000pt Balanced Army - Friendly

    I'm thinking of starting to play Tyranids as my new army after taking a few years break from playing 40k, was originally chaos. Looking for some input on the army I've come up with before I start to invest in it. I'll probably just be using it for friendly games for the time being, though in the future who knows.

    HQ
    Hive Tyrant: 167pts
    Enhanced Senses
    Toxin Sacs
    Venom Cannon
    Barbed Strangler
    Catalyst

    Retinue: Tyrant Guards x2: 90pts

    Broodlord: 93pts
    Extended Carapace
    Toxin Sacs
    Feeder Tendrils

    Retinue: Genestealers x6: 120pts
    Extended Carapace

    Elite
    Lictor: 80pts

    Tyranid Warriors x3: 118pts
    Toxin sacs
    Enhanced Senses
    Extended Carapace
    Venom Cannon (1)
    Deathspitters (2)
    Scything Talons (3)

    Dakkafex: 113pts
    Enhanced Senses
    Twin-Linked Devourers x2

    Troops
    Spinegaunts x16: 80pts

    Spinegaunts x15: 75pts

    Ripper Swarms x3: 33pts
    Extended Carapace

    Hormagaunts x12: 156pts
    Adrenal Glands (WS + I)
    Extended Carapace

    Genestealers x6: 120pts
    Extended Carapace

    Fast Attack
    Tyranid Warriors x5: 230pts
    Toxin Sacs
    Adrenal Glands (WS + I)
    Scything Talons
    Rending Claws
    Winged

    The Red Terror: 104pts

    Heavy Support
    Zoanthropes x3: 195pts
    Synapse
    Warp Blast

    Carnifex: 163pts
    Enhanced Senses
    Reinforced Chitin
    Venom Cannon
    Barbed Strangler

    Carnifex: 163pts
    Enhanced Senses
    Reinforced Chitin
    Venom Cannon
    Barbed Strangler


    The overall plan I guess as to have a decent sized wall of CC and gaunts move in with a fair amount of ranged firepower in behind. The Broodlord and 5 winged warriors would act as my forward synapses to keep control over my faster units, possibly moving up a Zoanthrope or two if needed later in the game. The Lictor was thrown in more for its psychological advantages then combat usefulness, and the Red Terror was put in partly for the same reason. I decided to fore go using Raveners as while they're strong, they seem too fragile for their hefty point cost.

    So, any suggestions, criticisms, etc?

    Last edited by Desperada; October 22nd, 2007 at 16:08. Reason: Put carapace on winged warriors, whoops.

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  3. #2
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    Quote Originally Posted by Desperada View Post
    I'm thinking of starting to play Tyranids as my new army after taking a few years break from playing 40k, was originally chaos. Looking for some input on the army I've come up with before I start to invest in it. I'll probably just be using it for friendly games for the time being, though in the future who knows.
    Welcome to the Great Devourer!

    Quote Originally Posted by Desperada View Post
    HQ
    Hive Tyrant: 167pts
    Enhanced Senses
    Toxin Sacs
    Venom Cannon
    Barbed Strangler
    Catalyst

    Retinue: Tyrant Guards x2: 90pts
    Good

    Quote Originally Posted by Desperada View Post
    Broodlord: 93pts
    Extended Carapace
    Toxin Sacs
    Feeder Tendrils

    Retinue: Genestealers x6: 120pts
    Extended Carapace
    You do not need the tendrils on the broodlord (even though it does look insanely cool!). Also, unless you play a lot of cityfight, you might want to reconsider and take a dakka flyrant instead. The broodlord is very slow, expecially because he and his squad can't fleet. This guy usually gets shot up pretty quick, giving the oponent some easy VPs

    Quote Originally Posted by Desperada View Post
    Elite
    Lictor: 80pts
    This is ok, as it will surprise most people, but the points could be used better elsewhere. Remember the lictor is a one shot wonder. He will pop up, maybe imobilise or even destroy a tank, then get shot apart. Also, never assault MEQs with this guy. He seems good, but he will get torn apart. If you are assualting actual troops instead of vehicles, only go for things like IG recruits or tau firewarriors.

    Quote Originally Posted by Desperada View Post
    Tyranid Warriors x3: 118pts
    Toxin sacs
    Enhanced Senses
    Extended Carapace
    Venom Cannon (1)
    Deathspitters (2)
    Scything Talons (3)
    This is a fairly good squad. Its best, though if you are facing lots of light vechicles, as it cannot touch heavies and does not have enough firepower to put a dent in troops

    Quote Originally Posted by Desperada View Post
    Dakkafex: 113pts
    Enhanced Senses
    Twin-Linked Devourers x2
    Good, might want to give fleshhooks for the extra point. If you get the chance, its always fun to climb over a wall or assault with I 10 in combat! (Even though he should stay out of meelees.

    Quote Originally Posted by Desperada View Post
    Troops
    Spinegaunts x16: 80pts

    Spinegaunts x15: 75pts
    Good. Important for adding meat to a 'Nid army

    Quote Originally Posted by Desperada View Post
    Ripper Swarms x3: 33pts
    Extended Carapace
    Scrap the carapace. Scrap the guys too, for that matter. They are slow, weak, and cannot count as scoring units. Better to spend the points on some more spinies or hormagaunts

    Quote Originally Posted by Desperada View Post
    Hormagaunts x12: 156pts
    Adrenal Glands (WS + I)
    Extended Carapace
    Scrap the carapace (a 5+ save is just as bad a a 6+, as most things--except nids--have lots of AP 5 guns, but little AP 6 guns. So really no ifference in their survivability. Otherwise these are good

    Quote Originally Posted by Desperada View Post
    Genestealers x6: 120pts
    Extended Carapace
    Good

    Quote Originally Posted by Desperada View Post
    Fast Attack
    Tyranid Warriors x5: 230pts
    Toxin Sacs
    Adrenal Glands (WS + I)
    Scything Talons
    Rending Claws
    Winged
    Good, if you are willing to spend the points. Raveners are good to, but they do not have the synapse that these guyt have. Also, give these guys fleshhooks. If you are going to the trouble to up their I, at least let them strike at the same time when assaulting cover. This can help a lot.
    Quote Originally Posted by Desperada View Post
    The Red Terror: 104pts
    I don't know if you really want to use this guy. While he is kinda neat with the "swallow whole" rule and all, these points can be spent more wisely elseware.

    Quote Originally Posted by Desperada View Post
    Heavy Support
    Zoanthropes x3: 195pts
    Synapse
    Warp Blast
    Good.

    Quote Originally Posted by Desperada View Post
    Carnifex: 163pts
    Enhanced Senses
    Reinforced Chitin
    Venom Cannon
    Barbed Strangler
    Carnifex: 163pts
    Enhanced Senses
    Reinforced Chitin
    Venom Cannon
    Barbed Strangler[/quote]Good. Might want to give these guys flesh hooks so they can deploy behind cover the first turn and be safe if you go second, then just climb over the terrain hiding them and start shooting. Also, if you play a lot of Necrons, take Extended carapace.

    Good luck!

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    Hive Tyrant: 167pts
    Enhanced Senses
    Toxin Sacs
    Venom Cannon
    Barbed Strangler
    Catalyst

    Retinue: Tyrant Guards x2: 90pts
    Drop catalyst, ideally with this list, your HQ is never going to get close to the enemy, so catalyst is wasted.

    Broodlord: 93pts
    Extended Carapace
    Toxin Sacs
    Feeder Tendrils

    Retinue: Genestealers x6: 120pts
    Extended Carapace
    I suggest losing everything except the extended carapaces. Veterans will know well enough about broodlords, and although the model looks good on paper, he's too easily over come by shooting, and if your not lucky, will be destroyed before he assaults anything.

    Ripper Swarms x3: 33pts
    Extended Carapace

    Hormagaunts x12: 156pts
    Adrenal Glands (WS + I)
    Extended Carapace
    Drop everything extra on these two models. I suggest not even running hormagaunts, because they are too fragile, run spinegaunts instead, they still do quite well in combat, and you get twice as many for the same points. Extended carapace on these models won't do you any good, bolters will still rip through it.

    Tyranid Warriors x5: 230pts
    Toxin Sacs
    Adrenal Glands (WS + I)
    Scything Talons
    Rending Claws
    Winged
    I would drop the Adrenal glands on these guys, you want to keep them as cheap as possible incase they get shot down before they reach their intended target.
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