Welcome to Librarium Online!
I'm not a Tyranid player by any respect.. But I've been playing around with army lists a lot lately, comparing them to my Orks (as I think they do about the same thing, aside from a few pro's and con's from each)
I am thinking about assembling a decent sized Nid army in the future, but this is the last of my priorities for now.. I'd mostly just assemble and paint them so my friends could play an army versus my Orks. IMO, Orks vs. Nids = Some of the best games ever!
At any rate, I devised a list that I think is post-worthy, and would like to see what the pros think, if I am on the right track.
Formidonis Tyrannus Genome Hive Tyrant ......x2 
+2x Twin Linked Devourers, Psychic Scream
+2x Tyrant Guard, 2x Lash Whips
Longinquitus Genome Warrior Brood ............x2 
+3x Warriors, Death Spitters, Spine Fists
Plebeius Genome Gaunts ......................x2 
+20x Gaunts, Spinefists
Insidiae Genome Gaunts ......................x2 
+20x Gaunts, Fleshborers, Scuttlers
Volaticus Genome Warriors ...................x2 
+5x Warriors, Winged, Extended Carapace
+3 with 2x Scything Talons
+2 with Scything Talons, Lash Whips
Formidonis Genome Zoanthropes........................
+2x Zoanthropes, The Horror, Psychic Scream
Exitium Genome Carnifex .....................x2 
+2x Barbed Stranglers, Adrenal Glands (WS), Flesh Hooks, Reinforced Chitin, Tail-Weapon: Mace
Total: 2,000 Points
Hive Tyrants, Longiquitas Warriors, Zoanthropes, Carnifexes. and one Plebeius Gaunt brood advance slowly, raining a hail of fire upon all who dare allow themselves to be spotted, The Horror and Psychic Scream making it near impossible for all non-fearless creatures to assault them.
The other Plebeius Gaunt brood will Lurk in cover, guarding the home objective.
Insidiae Gaunts will be held in reserves to outflank, using the Lictors' Pheromone Trail to reroll passed or failed Reserves rolls so they are more likely to arrive at the most opportune moment.
Until then, the Volaticus Warriors will hide behind the advancing horde or behind cover, then race forward until the Insidiae Gaunts are made available.
Lictors, obviously, will do nothing more than annoy the opponent for a turn or two, their main function within my list being their Pheromone Trail special ability.
Last edited by BossGorestompa; March 27th, 2009 at 20:16.
I see a few problems with this. You have no tank killing units, your Carnifex has 2 barbed stranglers, you have taken Zoans without Warp Blast, therefore giving them no real offensive capability.
Your flying warriors you may want to give a least one pair of rending claws if your not going to bring any stealers to the board.
Your spinegaunts should be lowered into 2 seperate groups of 8 with WoN so they can get tangled in opponents, die, and come back to secure objectives, that way, you basically gave yourself a little time for your other units to get into there, and you can still capture objectives with them.
no genestealers or broodlord for infiltrating some damage, which is perfectly fine, but you have no rending at all, and again, no real tank dropping capabilities. In a 1500-1750 army I take at least 2 tank hunters just in case, your carnifex can have ES and a VC instead of 2 barbed stranglers and a mace tail.
Zoanthropes have a good chance of dealing heavy casualties with Warp Blast, and without it, they are a liability, sure they can choir it up, but whats the points of The Horror? They have a 2+ armor save, and a 6+ invuln save. You dont really need that extra protection if you just give them warp blast instead to smack down things, not to mention the focused blast can smoke a vehicle if your lucky.
Your termagaunts you could drop scuttling with, and with you WoN spinegaunts, you can gaunt screen with the spinegaunts, and lead your termagaunts behind, effectivly throwing a larger amount of gaunts at them, sure you will lose your termagaunts, maybe, but you will get your spinegaunts back, and still be able to cap with them.
Of you are putting lash whips on your tyrant, then your going to need to get him into CC, which then you dont need the twin linked Devos. You should also put wings on him so he gets into combat sooner, and if thats the case, drop the tyrant guards for an elite dakkafex, and 2 sets of scything talons, as well as adding warp field to your tyrant for more suvivability.
This is all my two cents, take what you will and build the army how you choose in the end.
Carnifex: From my experience, whenever I've faced an Armour heavy list in my area, the Armour is often screening Troops. If I place my Barbed Strangler centered on the Tank, I have a 1/3 chance to direct hit, as well as a fairly decent chance to still hit something even if I scatter. Not to mention, they're still Str 9 MCs, meaning two ranged weapon-symbiotes or not, they're still anti tank monsters!
Spinegaunts: I had considered adding a unit with Without Numbers, but I had thought they could not claim objectives. Having just re-read the Codex entry, I can see I was mistaken. Hmm. You have a point there.
Zoanthropes: I added Psychic Scream for a possible total of -4 to LD checks. They're to be embedded amongst the warriors or another unit as needed such that if the enemy wishes to assault that unit, they must likewise assault the Zoanthrope and therefore test LD.
Hive Tyrant: The tyrant guard have rending claws, so I'm not completely devoid I gave them a set of lash whips because if anybody SHOULD assault them, most of the squad (unless it's a horde) will be at -2 attacks, as well ICs are pretty much guaranteed to be at -2. Most of my games seem to be a lot of close combat towards the end of a game, and just because the Hive Tyrant has two ranged weapon-symbiotes, just like the fex, doesn't mean he's not still deadly in combat.
Thanks for the input! I'll play around with Without Numbers and see if I can balance out the points for more rending claws!
i dont see how this list has no anti tank becuase venm cannons can still get wepon distroyed killing vital wepons and any monstrous creature can easily take out tankes and you have 3 so you sould be safe looks fun tells us what your first battle came out to
I actually have four MCs, two Hive Tyrants and two Carnifexes. I'm sure I have enough Str 5+ to harass low AV transports, and anything else save for a scarce few vehicles (namely Fire Prisms, Rail Heads, Leman Russes, Land Raiders, and Monoliths.. which there aren't very many of around here!) will scarcely be trouble for me, and I'm just as likely to ignore them otherwise.
Plus, I did design this list MOSTLY to play versus my Orks, and I did design it a bit heavy to throw my Orks a challenge, as it will mostly be played by friends who know little about the game but still enjoy playing occasionally. As such, I probably won't see this started for another year or two about, once I've got my Orks mostly finished. For the time being, though, I do plan on running it, proxying my friends Nids for the list.
Also, and you may want to check this, because I got it in a post before about running a fex with two venom cannons. The person told me that doing that would make the venom cannons twin-linked, and I would only be able to fire both of them once. I am fairly sure he was wrong, very wrong, but you may want to double check, ask around, and make sure that if you run a fex with two barbed stranglers, that it doesnt make them twin linked and devoid the second shot.
Also, the point of venom cannons, is to allow your CC MCs to get into CC with a vehicle. Venom cannons range allows a fex or tyrant to effectivly stun or shake a vehicle, not allowing it to fire, these are called Gunfex or Sniperfex, having a barbed strangler and venom cannon. The strangler for infantry suppression, the venom cannon for vehicle suppression, then, while suppressed, it allows for any CC to get there way easier. Also, the venom cannon is one of a few weapons that can effectivly rock a Monolith, because it is a straight S10 gun.
Barbed Stranglers can only be a max of Str8, and you dont get the double roll on ranged attacks, so against front armor, which you will most likely be firing at, you have a small chance of glancing it.
Also, lets look at a few vehicles a sec. Rhinos, you wont have much trouble with, their firepower vs a fex or tyrant is a bit shakey at best. Though facing a predator or something big like that, regardless of what your MCs can do, they will get smoked by TL lascannons and battlecannons if you cant shake or stun those vehicles before you get to them. Your fex's are slow, and so is a non-winged tyrant, and if someone does bring a heavy vehicle to the table, boom, you lose a few MCs, maybe all, before they can get into CC range.
Just having a tank-hunting fex on the table puts a lot of fear into most armies. It means they will try to A. blow it up asap, or B. avoid it if at all possible. I roll 2 Hunterfex, Scything Talons and a Venom Cannon, among other biomorphs, and they work great at suppressing vehicles until they get to them and subsequently tear them to peices. As you know MCs get the S+2d6 against vehicles, so actually getting them into CC with a vehicle makes it much easier.
Lastly, lash whips are really overrated, sure they lower the number of attacks assaulting enemies get, but it lowers the potential amount of attacks your nids get.
It is either within the core rulebook or the codex, but yes, a Carnifex with two of the same bio weapon-symbiote can fire them separately, though they must be against the same target as normal.
You may have a point about Venom Cannon's.. though I really like the idea of having 4 x Str 8 pie plates.. hmm.. it's something I'll have to consider.
I don't think the lash whips are over-rated. I'm using them sparingly (I think a total of 8 in the entire army) and as a support for when my other models reach combat. It's great when you run into an Assault Marine squad and only allow them a single attack in response... those 12 dead gaunts all of a sudden become 6. Great for winning combats. Likewise ICs must be at the front of a combat now, which means all of their nifty special attacks can be made almost moot. I've still got plenty of attacks elsewhere, but I do agree, lash whips can be over rated (and over kill) but that's why I have it limited to no more than two per close combat.