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"Flying Guillotine" Hive Tyrant - 194; Scything Talons (x2), Toxin Sacs, Implant Attack, Adrenal Glands (I), Flesh Hooks, Winged, Warp Blast.
"Assault Gunship" Hive Tyrant - 171; TL Devourer (x2), Toxin Sacs, Enhanced Senses, Winged, Psychic Scream.
HQ Total - 365 pts
"Timothy Leary Special" Hormagaunts [x18] - 270; Adrenal Glands (I & WS), Flesh Hooks, Toxin Sacs.
"Tune in, Turn on, Drop out (of mycetic spores)" Hormagaunts [x18] - 270; Adrenal Glands (I & WS), Flesh Hooks, Toxin Sacs.
"Now With Silly Straws!" Genestealers [x10] - 250; Scything Talons, Feeder Tendrils, Extended Carapace.
"Moar Silly Straws!" Genestealers [x10] - 250; Scything Talons, Feeder Tendrils, Extended Carapace.
Troops Total - 1040 pts
"Boston Strangler" Carnifex - 150; 2x Barbed Strangler, Extended Carapace.
"Jumbo Shrimp" Zoanthrope [x3] - 195; Warp Blast, Psychic Scream.
Heavy Support Total - 345 pts
TOTAL 1750 points; 56 critters, 3 big fellers, and a side of surf 'n turf
Tactics are pretty simple. The hormagaunts get righteously juiced up and serve as a cover screen for the genestealers and zoanthropes. They use their speed to quickly engage the enemy (shooting elements whenever possible), and hopefully do some damage before dying. The Genestealers form a second wave that should do most of the real killing.
Zoanthropes stick relatively close to these forward elements, popping tanks/marines. Their overlapping psychic screams should help me send the enemy packing whenever I win an assault.
The carnifex and devourer-tyrant provide more fire support against troops/transports. Meanwhile, the claw-tyrant hunts characters (hence the implant attack and adrenal gland to out-initiative SM characters), and provides another S10 shot (or marine killing template).
I am considering dropping the devourer-tyrant for a unit of winged warriors with deathspitters/venom cannon.
Another possibility is dropping all the Psychic Screams, give both tyrants Warp Field, and change the melee-one to two venom cannons, while reconfiguring the carnifex to eat landraiders. I'd probably have to lose two gaunts and two genestealers to manage it, and they would look something like this.
Tyrant #1 - 252 (ouch); 2x Venom Cannons, Enhanced Senses, Toxin Sacs, Winged, Warp Field.
Tyrant #2 - 196; 2x TL Devourers, Enhanced Senses, Toxin Sacs, Winged, Warp Field.
Carnifex - 177; Crushing Claws, Scything Talons, Adrenal Glands (WS), Tusked, Bonded Exosleketon, Extended Carapace. Assaults with D6+3 S9 mostrous attacks.
Competitive? Sound? Utterly ludicrous? Inquiring Overminds want to know!
A few points. First, you can only take one winged tyrant. Second, I hope you know that giving a guy two of the same weapon (2 Barbed Stranglers to a carnifex) twin links it, it does not give you a second shot. So you will only get to reroll the scatter, or with the venom cannon, get to reroll the shots to hit.
The list looks fun, but there are some problems I see. First of all is the lack of synapse. You have two synapse units to deal with 36 hormagaunts. If they get killed, goodbye guants...they will run off the board.
Next, those hormagaunts are super kitted out so they will be able to tear through marines like tissue paper. Therefore, you should not use these expensive guys as a fire screen for your genestealers. The Tyranids have a cannon fodder unit. We call it the spinegaunt (5 pt gaunt with only spinefist). Use these guys to shield the rest of your army. I reccomend dropping at least the ws adrenal glands as it won't help your to hit roll in most cases.
I would reccommend dropping the extended carapaces on the stealers, as they will hopefully be behind the gaunt screen anyway. The feeder tendrils are good because they when in range of the gaunts (I think somewhere between 2-6 in) the gaunts will all get rerolls to hit too! I think you can also drop the scything talons, as the points could be better spent elsewhere.
On a side note, give all your shooting guys enhanced senses.
I think you should add some warriors, spinegaunts for fodder, and try not to add all the amazing upgrades, as they tend to add up points-wise fairly quickly. Hope that helps.
Okay the biggets biff I see is the Psychic Scream on all those Zoanthropes and the distinct lack of Synapse for 36 very expensive Hormagaunts. So a simple Synapse power instead of Scream fixes that. In my experience Psychic Scream is too short a range effect and if you're enemy fails a LD tests under it's effects it was probably going to fail anyway.
As for your Tyrant Choices, I'd say keep the Close Combat Beasty but maybe give him the Psychic Scream instead of warp blast so he's at full effect even in close combat. And possibly give him Extended Carapace, though my Tyrant usually kicks it from a Powerfist or Lightning Claws. As for the Shooty one yeah I might drop him in favor for those good ole spinegaunts as suggested by Triple Threat.
And the Carnies yeah errata says two weapons become twin-linked so unless you're after the re roll. I'd get the Venom cannon instead of one Strangler. I'd also consider Enhanced Senses for him, you'd be surprised how many more people you kill with a strangler when you scatter 1 less inch and handy for the venom cannon suggested.
And the Hormagaunts, only thing you have to think about is whether you really want the super killy bugs of death, hitting space marines on 3 and wounding on 4, or do you mind only hitting space marines on 4s and killing on 5s if you had and extra 14 Hormagaunts. Looking at your other army elements (namely 20 super killy Genestealers) I'd personally go for 50 weaker hormagaunts instead of 36 super hormagaunts.
I didn't work out if you could actually fit those choices in your army cause I hate maths but I hope this helps.
I didn't advise on the backups.
Tyrant #1; doesn't need wings, unless chasing tanks see below. Again with the Twin-linked, unless you're after rerolls dump it in favour of Barbed Strangler, or Twin-linked Devourers/Deathspitters.
Tyrant #2; Good change, psychic scream on a shooter isn't terribly useful. Just make sure you don't let get in combat with Assault Specialists. It's Better used out of combat maybe providing synapse for Gaunts.
So Landraider munching Carny. Carnies are just too slow to catch a landraider. Unless it's running down your gullet to drop 5 Terminators on you It's not going to get in range of your claws. And besides you chew up tanks without CC upgrades. Use the Winged tyrant for that, even one geared for shooting does well against a Landraider.
wheres your vennom cannons man? the real tank killers, glancing hit dont seem that good, but a carnifex with a venom cannon(or twin-linked)enhanced senses, will keep thair tanks hidden, or unable to do anything until you can get up there and rip them appart with your CC skills, between 1 and 3 shots will hit everytime, the chances are you'll get a glancing hit everyturn(with its amazing S10 ) and only need a 4 to destroy the big cannon or 1-3 to atleast stop it for a turn, and 5 to imobilize it, and 6 to destroy it (note you only need 5-6 to destroy a moving skimmer) and the zoanthropes pitiful range of 18"(even though they are one of my faviourite units) doesn't realy scare the enemy tanks, and will usualy die before then get in range. and good point about the only one wingged tyrant give your second tyrant a few tyrant guards, and give your carnifex that extra BS and wound
Last edited by prophet_of_doom; July 31st, 2008 at 16:54.