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Followers of the hive, my horde lacks not in size but in prepration. Help Hive brothers so i may consume more for the great hive queen!
bone sword lashing whip
1 Tyrant Guard:45
Toxic Sacs (+1str)
Remember to post your Army Lists in the Tyranid Army List subforum. I'll move it there now.
ah once again thx you katie lol. I will catch on to it someday lol
hmm there is quiet a bit I would change with this setup:
Tryrant: Ok this is a shooting tyrant for the most part - but why do you have warp blast and a vennom cannon? To use the (more powerful) single warp blast shot you have to give up on all the vennom cannon shots; which is really not worth it. Far rather keep using all 3 vennom cannon shots every turn. Acid Maw and toxic miasma could be dropped, but it would depend how often he gets into close combat in games.
Broodlord and stealers: take the toxic sacs and implant attack off your retinue, stealers make thier kills from rending attacks, the added strength of the stealers does not gain you much in damage. Also give the retinus (but not the broodlord) extended carapace - now the whole squade has the same save, thus preventing the broodlord from being singled out due to the rules with multiple armour saves
Warriors: you need to focus this warrior brood - warrior broods should focus on been a fire support or a close combat support - the inthe middle group here is trying to do everything and this will fail at doing either very well. In general though, I would take off the leaping legs as this is for hte greater part a fire support group = give them enhanced senses though to boost accuracy with the guns.
Lictor = remember this is a one shot wonder unit - he appears, attacks and dies; usually very quickly. Use him to target enemy sniping units - like eldar pathfinders - or to go for the rear armour of tanks and artillery. These sorts of targets will be dealing out heavy punishment to your army whilst also being weak in close combat - thus increasing the chances that the lictor will kill and also break up the fire from that squad for at least a turn or two.
Ravener - these should really have a set of rending claws - the ability to cause rending wounds is key to thier effectivness - now to get hold of claws for these models, use the 3 fingured talons from the genestealer sprue - they fit these models well. (if they are already assembled, super glue bonds can be broken if you appley a sudden pressure - freezing the model also helps to make the bond brittle). Also, these troops should not be deepstiking, but chargeing across the battlefield with the rest of the army - they do this better- deepstriking will leave them out in the open for a free round where the enemy can shoot at them. Also place them each into thier own fastattack slot (there is raveners thread in the main section of this tyranid site = take a read)
horamgaunts - good
Termagaunts - take off the without number off all gaunts - its not worth it. In most games the gaunts take several turns before they are all dead - then they come back on on your deployment side and then have to cross half the board again to get back into the battle (because tyranids advance on the enemy in nearly all games, the main battle is often far from the tyranid deployment). This means that they might get one shot off - which is not enough considering that your opponent already has the victory points for killing the squade of before.
In addition - devourer armed gaunts - take off the +ws, this is a shooty group, give them toxin sacs instead as this help to boost the strength of the devouer guns
Carnifex 1 - well a close combat monster like this is slow and most game will find it hard to get into combat and kill stuff. That said, most nid people own a carnifex with crushing claws and dream of the damage he would do if they could only just get him to walk a little faster.
He is good though on holding objectivs - as fast moving scouts and assulters won't want to engage him and he can take a lot of damage from ranged fire. Guns on him would be better though
Carnifex 2 - I don't like the idea of a twinlinked barbed strangler - its a single shot per turn, meaning that you have to get that pie plate in the right place. Also take off the toxinsacs (they do not add to the strength of the strangler at all as it is already at max strength on a carnifex - the codex is wrong to have a second toxinsac price as well) the spore cysts I would also take off. This is a long ranged shooter so should not be getting close to the enemy - he should be far back, and the chances of a mine floating into range are minimal; plus add to that the fact that there is a 1 in 6 chance that your fex could lose a whole wound from a misroll - not something I would like to risk. especially when the gain of a spore mine in the rear or a nid army is not really practical
Zoanthrope - good choice and good powers.
notes: you need more gaunts - 8 devoures can do something, but 8 spinegaunts is nothing - they really need numbers to be effective
Last edited by Overread; January 17th, 2008 at 00:50.
I'll help you a little bit and see what you change for yourself.
You obviously want some type of shooty tyrant since you are planning on using guard. You need to either pick a different psychic power or get rid of your ranged weapon symbiotes as you cannot fire both in the shooting phase, only one or the other. You don't need to be toting around a weapon youre not going to use.
Broodlord:Hes a pretty good unit but hes a footslogger. With no way of speeding up his movement past a regular 6", hes stuck in the mud. The genestealers you put with him will be just as slow as they move as a brood. Make sure you understand what Overmind said about the multiple armour saves rules, thats very key. Cost is wrong too unless im reading it oddly.
Gaunts: Hormagaunts, with no upgrades are nice cogs in a machine so no worries about that. Terma and Devgaunts are somewhat expensive for fodder imo. Of course this really depends on your playstyle.
Warriors: Read what Overmind said.
Raveners: Highly highly HIGHLY recommend rending claws....5 total attacks on the charge, all with rending from a single unit for a total of 40 points. Very cost effective.
Lictor: Use him right otherwise you just wasted 80 points. Make sure to be knowledgable of his special rules, they keep him alive the longest.
Carnifex#1: Slow but steady. Play him right and he makes your opponent play honest, play him wrong and watch your opponent move around him like water while killing everything else.
Carnifex#2:TL barbed strangler, you get a reroll if you miss, thats about it. Not really taking advantage of what fexs can do with big guns. Also spore cysts, i bring up the same topic as the Hive Tyrant, why carry two things when you can only use one, there are better choices, at least with this setup.
Zthrope: Its hard to mess these guy up, good power choices.
Overmind covered a lot of things that I really don't need to reiterate.
I would like to hear how you plan on changing your list if you do and with that list how you plan on playing it on the table.
i'll be watching!
Most of it's already been covered, but there are a few points that need emphasising.
Seriously, more gaunts. Even in a 1000 point army, you should be packing at least 40. Spinegaunts are statistically the best in points per effect. Termagaunts can be nice for the strength boost and re-roll wounds. +1S Devourer gaunts look good, but you have to remember that's a lot of points for something that's still only T3 with a 6+ save. Without Number looks good, but is never worth it.
On the Tyrant, I'll admit the BS/LW look cool. Not really worth it though. Put on twin-linked devourers instead, to add 6 str 5 re-roll everything shots to your 3 str 8 ones. Lose the Miasma and Acid Maw as well. With that kind of squad-killing firepower, he shouldn't be getting into combat. Lose the Warp Blast as well; it's expensive and not really worth it. Devourers are better for infantry, and if you want to use it for vehicles you lose the +1 BS. Can't take it in the first place, in fact. As stated, if you use WB, you lose your other weaponry. Stick to firing 9 weaker shots per turn with 66% accuracy instead of 1 superpowered one with only 50% accuracy.
Rending claws are better for combat than ST on Warriors and Raveners. Much better.
With the Warriors, you seem to be stuck between combat and ranged. Not brilliant at one, but not fantastic at the other, either. With 'nids, it's best to specialise. If you want your warriors in combat, give them leaping, Scything Talons and Rending Claws. If you want ranged, drop the leaping and give them Deathspitters & ST, Venom Cannon/Barbed Strangler & ST, or (my favourite) twin-linked Devourers. Basically, if you want to use your warriors at range, they should never get into combat. Same as the Tyrant.
For the shooty 'fex, switch a Barbed Strangler for a Venom Cannon, then use him to hunt tanks. Twin-linking heavy weapons is never really worth it. Oh, and kill the spore cysts. He'll be too far away from the enemy for it to make any difference.
As for the combat 'fex... as Overmind says. Everyone's got one. They never get their points back, but it's kind of compulsory. And they just look so damn cool.
Unnecessarily merciless since 1998
The carnifex is pretty bad. Your opponent would avoid it easily, and can just send a hero or independent character with power weapons to take him out. If you do take him, get rid of the crushing claws another pair of ST's. Also drop the regenerate and give him thornback. If he does end up in a duel and happens to win a round of combat against a fearless model, those 4 extra wounds from "No Retreat" would kinda hurt. The tail usually sucks too. And why is the broodlord 213 points? Like Zakrael said, more gaunts!!