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  1. #1
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    Another new Tyranid list! Yay! (take all comers)

    Here is my 2000 pt list for friendly (the competitive side) games.

    HQ

    Hive Tyrant
    TL Devourers w/ brainleech worms x2
    Hive Commander
    Leech Essence
    Paroxysm
    225 pts

    Elite

    Hive Guard x3
    150 pts

    Hive Guard x3
    150 pts

    Zoanthropes x3
    180 pts

    Troops

    Warriors x5
    Deathspitter x4
    Barbed strangler x1
    180pts

    Genestealers x10
    140 pts

    Genestealers x10
    140pts

    Hormagaunts x20
    120 pts

    Hormagaunts x20
    120 pts

    Hormagaunts x20
    120 pts

    Heavy Support

    Biovore x2
    90 pts

    Trygon
    200pts

    Trygon
    200pts

    Total
    2005 pts

    Im thinking to use the Tyrant's "hive commander" ability to help the Genestealers and one unit of Hormagaunts outflank (its ok if the guants go to instinctive behavior, they just "feed" anyway), and the two Trygons deepstrike in.
    The Hive Guard seem great at taking out transports and other light vehicles, as well as the Zoanthropes ability to demolish any vehicle.
    I just love Hormagaunts (yes, i even used them with the last codex too). Im not sure about giving these guys biomorphs or not. Two biomorphs seems like too much. Scything Talons for the Genestealers, and Toxic Sacs for the Hormagaunts?
    Ive made the Warriors shooty, because that is the way I had them with the last codex... Not really sure what to do with them. But there Synapse is good!
    The Biovores... im not so sure about. They are better than they were, but does that mean I should take them? They are definitely the first things to go.
    I want to like the Carnifexes so much (they are an awesome model, and enjoyed using them in the last codex), but just for a few more points the Trygons seem so much better. I am a little weary of using 2 of them though. Seems kind of cheesy.

    I have not had any chances to play with the new codex yet, but would like to hear your opinions (hopefully based on experience) on how to improve this list.
    Im not a fan of Tervigons or Termagants, but am open to suggestions.

    Thanks in advance.


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  3. #2
    Son of LO Heirodule's Avatar
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    Not a massive amount wrong with this as far as i can see, and anything that is wrong is minor.

    The hive tyrant could do with an armoured shell, or a tyrant guard, for that kind of points hes far too soft at the moment.

    Likeing the look of the elites, but you may not need that second unit of hive guard, perhaps consider other options for that 150 points, venomthropes spring to mind to cover the advancing guant tide. However if you play in a mech heavy area, then go for it.

    As for using the horms to outflank its not a bad idea, but consdier getting the warriors to do it, they would be very good to come in and sweep off an objective from the side.


    Definatly get toxin sacs for the horms, the genestealers can do fine either way though, personally i dont think they need them but a broodlord wouldnt be amiss.

    Biovores are most definatly worth it, but not as much against MEQ armys or mech heavys. But the ability to put out spore mines as area denail is excellent. Against swarms though, they can be devastating.

    Trygons are good, but id consider upgrading one of them to Prime, just for the extra synapse and shadow of the warp.

    Hope that was useful for you.
    Your friendly neighbourhood gargantuan creature

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    Thanks, I was worried about the Hive Tyrant being vulnerable to enemy fire, especially being the only MC on the board (that is until the two Tyrgons show up). If I get rid of two Hive Guard (one from each group), that would give me enough points to give the Hive Tyrant a Gaurd, and make one of the Trygons a Prime.

    As for going with Venomthropes for their 5+ cover save... I will have to try that out. I suppose a 5+ cover save is better than no save (6+ armor save is pretty much no save in the shooting phase). I just reread the "Spore Cloud" ability, it does seem pretty good. But it only has a 6" range, so I only see the Venomthropes giving this ability to two units at any time. Also, how big of a brood do you recommend for them? Two? Three? A single Venomthrope seems too vulnerable to me.

    If I gave the Hormagaunts Toxic Sacs, that would reduce their numbers to 15 per brood. Too little? I could ditch a Zoanthrope to further bolster their numbers to 17 for each brood (with 12 points to spare, which would help if i did go with the Venomthropes instead of the Hive Guard).

    I really would like to use a different option instead of the second Trygon, but nothing else looks that good to me. But only having 1 or 2 MCs in my list doesnt seem like enough. They would just be singled out too easily I think.

  5. #4
    Son of LO Heirodule's Avatar
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    344 (x8)

    Hmm, If you drop the biovores and make one of trygons a Mawloc instead (which is still a very useful MC, more than capable of ripping up vehicles up close and that blast template is fantastic) that should leave enough points to still have 20 guants with toxin sacs in both the sqauds. Biovores are good, but really the armys they specialise against are too few and far between to be effective, and your guants can do anti infantry anyway.

    Regarding the Mcs, you really dont need to deep strike trygons, you can just as easily run them up, making use of fleet. I belive theres a Tactica up in the tactica section that has information on when to deep strike and when not to, that might be worth having a look at.

    Venomthropes i havnt been able to test as throughly as id like, but i think 2 is optimal. 1 dies to quickly, 3 looks like too much of a threat and gets killed with predudice, 2 provides an even ballance.
    Your friendly neighbourhood gargantuan creature

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    I will definitely take a look at that Trygon tactica a little later. I was also thinking of building the Trygon using magnets, so that I could change him to a Mawloc when wanted (is this feasible?).

    As for the Biovores.. if i decide to get some, do you believe it would cause a problem if I used the Pyrovore model to represent the Biovore? Its just that the Biovore model looks, well... bad in my opinion. And the new Pyrovore model looks awesome (wish I could say the same for its abilities). I dont see myself fielding any Pyrovores, so there wouldnt be any confusion as to which model was what.

    I will give the Venomthropes a few tries, and see how they work out.

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    personally i've used the tervigon and termagaunts to pretty good use simply by being fire magnets. using them aggresively and just not caring about casualties. remember with catalyst giving them feel no pain you can make some very resilient and replenishable gaunts. give it regen of course and toxin sacs. If the gaunts are within range they get an entire squads worth of poison attacks for ten points. couple it with your venomthrope beside it and your rolling 5+/4+ saves. Awesome

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    Made some changes to the list.

    HQ

    Hive Tyrant
    TL Devourers w/ brainleech worms x2
    Hive Commander
    Leech Essence
    Paroxysm
    225 pts

    Tyranid Prime
    Pair of Boneswords
    Deathspitter
    95 pts

    Elite

    Hive Guard x2
    100 pts

    Hive Guard x2
    100 pts

    Zoanthropes x3
    180 pts

    Troops

    Warriors x5
    Deathspitter x4
    Barbed strangler x1
    180 pts

    Genestealers x8
    Toxin sacs
    136 pts

    Genestealers x8
    Toxin sacs
    136 pts

    Hormagaunts x19
    114 pts

    Hormagaunts x19
    114 pts

    Hormagaunts x19
    114 pts

    Heavy Support

    Trygon Prime
    240 pts

    Tyrannofex
    Rupture cannon
    265 pts

    Total
    1999 pts


    I added a Tyranid Prime to join the warriors to pump up their stats.
    Reduced the Hive Guards numbers by one. Two should be enough to bring down a transport/light tank.
    I gave the Genestealers Toxin Sacs to improve their chances of getting rending attacks (should I give these to the Hormogaunts instead?).
    Made one Trygon a Prime, and swapped the other for a Tyrannofex for some added ranged AT. I also didn't like the idea of having two Trygons, as that felt too cheesy for friendly games (albeit the competitive side of friendly games).
    I know the Hive Tyrant is still alone, but now he wont be the only MC walking across the table towards enemy lines. Or should I find the points for a Hive Guard still?

    As for adding a Tervigon, Im really not a fan of Termagants. I wasnt thrilled about having them in my army with the last codex, but I needed cheap wounds. Now that Hormagaunts can fulfill that role, I dont see myself adding Termagants to any of my lists anymore. But... I will play test a Tervigon or two someday. Maybe my opinion of them will change then.

  9. #8
    Senior Member Lemt's Avatar
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    I like the list. However, I'm not convinced by the Trygon right now. The problem with Trygons is they are fire magnets, and if he shows up alone beside the enemy he'll get shot up and killed. This is great, of course, as it'll draw fire away from the rest of your army. However, why spend 240 points for that? I'd make it a Mawloc, so you'll cut 70 points. This means two things. The Mawloc can Burrow in your first turn and DS in your second turn (meaning he gets the fire magnet job done better), plus he'll have a better chance of doing something before dying thanks to his template. Plus those extra points can be used to give either wings or a Tyrant Guard to your Tyrant.
    Also, I really like giving Warriors Boneswords. It makes them MUCH better, even though it ups the cost quite a bit.


    Still, the list looks great. But I'd really trade that Trygon for a Mawloc.
    Necron Army Building Maxima: Beware of Phase Out
    Tervigon Conversion

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