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ok so this is my army that ive been changing and perfecting for years...
the majority of people i play with dont care about attacking first when in terrerian so i never use them.
Hive tyrant=136(maybe 2 guards with Lash whips)
-2x TL devos
-catalyst(Maybe even for my carnifexs)
?-extended carapace for 4 extra points each???
Warriors 2x3= 107pts X 2squads
-Deathspittersx2 1x Barbed Strangler
GenestealersX15=17pts each X 15=255
Hormagaunts=10pts each X20= 200pts
Termagants=9pts each X20=180 pts
Ripper swarms= 10pts each X8= 80
Ravengers=50pts each X5=250
**-depending on the army i would trade out one zoans synapse for catalyst
-AG (+1 WS)
(expensive beef cakes D: but everyone always goes after them and one of the only good ways for anti tank)
For the hive tyrant i love 12 shots reroll hit and wound---on avg i get 10 hits
That expensive Brood lord and Genestealers i like because it can destroy anyone with lower initiative in CC but may die to fast for the points
The warriors i like cause of the AOE attack ive killed plenty of orcs and space marines with them---i keep running around with them and shooting Gaps into squads and they clean up and unsolved CC.
The Swarms are 10 pts each and the soak up 3 wounds each!!! and can get squads in a endless battle of CC with marines or imperial(taking away there shots)
Please Comment and help this list cause i know it needs some
Lictors are definitely a fun unit, whether you're playing anything with Reserves, or have some assault units, like your Hormagaunts. Preferred Enemy is your friend.
Drop the Toxin Sacs on the Fex, unless you need to instant-kill a lot of Multiple wound T5 models. Extended Carapace is also generally a waste of points, because your opponent is going to be loading a lot of AP2 or better weaponry into this Fex while it's running towards combat, so the save is pretty much useless in this case. Dropping the Toxin Sacs and Carapace also nets you quite a few points, which leads up to the fact that you're much better off dropping one set of Scything Talons for Crushing Claws. They're guaranteed to add at least one attack, and at best you're adding in 6. If you're running a heavy Fex, there's almost no reason not to take the Claws. Chitin and Exoskeleton are handy if you're getting shot at a lot though.
Keep the 'Lord + Retinue in cover until they can assault, and hope for good Massacre rolls. As long as you do more damage to them than they can do to you, Genies will walk all over most units that fail their leadership test, bad rolling aside.
The Warriors are definitely a good build, and you can see a lot of other people think the same thing if you browse some of the other leasts. Decent template action with the ability to do pretty well in CC, if the need arises.
Also don't forget about the new "shooting over a squad gives them cover" rules. I'm not entirely sure if this applies to Rippers, but if it does you can just create a long line or Rippers to screen anything you'd like to keep safe, and BAM, instant 4+ cover save.
I apologize in advance if there's a bit much, but I like to make some things more clear than others. Hope it helps though.
[Tyranids - Unnamed Hive Fleet]