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So I've been thinking of this swarm army for a few days and it seems like a pretty cool idea. I know the Tyranid army well but this is my first official post so go easy.
Parasite of Mortrex - 160
Swarmlord - 280
Ripper Swarms(3) x6* - 288
*Has Adrenal Glands
*Has Tunnel Swarm
Venomthropes(3) x1* - 165
*Mycetic Spore* - 55
*Has Barbed Strangler
Total Points: 948
A couple questions first, I did notice some possible erratas of the codex. For Tunnel Swarm, must it be from a Trygon hole? In the codex it just mentions deepstrike, nothing about coming from a Trygon hole.
Another question of mine is about the Parasite and rippers. In the codex it states for the Parasite, "Ripper Swarms that are within 24" of the Parasite of Mortrex at the beginning of the turn do not need to test for Instinctive Behaviour." However, does this also mean that they do not have to roll to save for other HQs such as my Swarmlord?
This army is to be played like this*:
Movement: Move as normal.
Shooting Phase: Run the Swarmlord and Parasite.
Assault Phase: Nothing.
Turn 2: (At this point the Parasite should be quickly near the middle of the board)
Deepstrike all 6 broods of Ripper Swarms into play.
Deepstrike the Mycetic Spore into play and place it near where you will be close to the ripper swarms (if any).
Movement: Move the Parasite up to any(if) Ripper Swarms, move the Swarmlord as normal.
Shooting Phase: Run the Swarmlord or use it's psychic abilities. Shoot with the Mycetic Spore (if). (If) Run the Venomthropes over to cover the Ripper Swarm(s) (if) with their spore clouds.
Assault Phase: Assault if able with the Parasite.
Turn 3: (At this point you should be mostly across the board with the exception of the Swarmlord)
Deepstrike any remaining broods.
Movement: Move the Swarmlord or use it's psychic abilities. Move the Venomthropes (if) to cover more tyranids. Move the Ripper Swarms up (if). Move the Parasite if it isn't in combat.
Shooting Phase: Shoot with the Mycetic Spore (if). Run the Swarmlord unless it is close enough to go into combat. Run the Ripper Swarms (if) unless they are close enough to go into combat.
Assault Phase: Assault with anything if possible.
Turn 4: (At this point most of your army should be in assault)
Deepstrike any remaining broods.
Movement: Move anything that isn't in combat.
Shooting Phase: Shoot with the Mycetic Spore (if). Use psychic abilities of the Swarmlord if it's not in assault.
Assault Phase: Assault with the rest of your army.
Turn 5: (At this point you should be killing the enemy)
Deepstrike any remaining broods.
Movement: None (if you can then something is wrong).
Shooting Phase: Shoot at anything within range of the Mycetic Spore that isn't in assault.
Assault Phase: Moving broods into assault.
Turn 6 and so on is mopping up if the game doesn't end.
*Note: This is a fast assault army, for obvious reasons you would not put Ripper Swarms on tanks, that is what the Swarmlord and Parasite is for.
*Note: There are alot of ifs in here, this is because some players have the worst of luck and get 1s throughout their deepstrike rolls.
*Note: This army list may be moved around for a Lictor to allow faster process through deepstriking. To do so you must get rid of 1 Ripper Swarm model.
*By generic gameplay (annhilation and pitched battle on a 4'x6' table (horizontal))
Thanks, you can leave comments and questions down below.
Last edited by Sythe; February 6th, 2011 at 06:05.
I looked at the codex and found a couple of things. First, though it appears that the Parasite's Host Organism effect is not specifically Synapse, the practical results are the same because it lets you waive the Instinctive Behaviour test, and Ripper Swarms are Fearless to begin with. If Rippers are within range of a different unit's Synapse, then, yes, they do not have to take their Instinctive Behaviour test either-- even if the Parasite itself isn't in range-- and they instead act as normal.
The Tunnel Swarm ability and the Trygon hole have absolutely no bearing on each other whatsoever. You can Deep Strike as you wish with the Tunnel Swarm.
As for the list and strategy, I'll try to go easy, but I can't let you run out with your pants down either-- in all honesty, this list needs quite a bit of work. This list is actually very similar to another list posted recently in the Tyranid General board, and with much the same weaknesses.
You said that a 'generic game' for you is Annihilation with Pitched Battle deployment, by which I take it to mean that your gaming environment often opts out of rolling for mission type or deployment. That's fine as a house rule, but in the broader realm of general 40k as the rules have it, your 'generic game'-- or games you would play more often than not-- would actually be objective games, with two out of three mission types needing two or more objectives. I think you can see where I'm going with this. If your only Troops choice are Rippers, the only way you'll win is by scoring more Kill Points in Annihilation or tabling the opponent if it happens to be an objective game. Your list won't be able to do either reliably in any way, shape or form.
The second glaring flaw of this list is the lack of anti-tank. One might even say that you lack anti-infantry, which is saying something of a Tyranid list. This list needs guns, guns, guns, and more guns. Your poor Swarmlord and Parasite just can't chase transports around all day; neither of them are even Fleet. What if there are several transports? What if they are fast skimmers? At that points level, you may even see heavy armour now and then.
I think I see what you want to do with this list, and it might be fun to play-- from a purely casual standpoint.
Your Parasite and Swarmlord will get shot off the board on Turn 1; the Swarmlord doesn't even have the benefit of a guard. Even if you manage to roll all your Rippers in at the same time, it would do little good-- they can't assault right out of Deep Strike, which means that they'll have to eat a lot of shooting before they can even do anything, and even with the +5 cover saves from the Venomthropes they are at the mercy of blast templates. If your opponent castles up in cover, your Rippers have no way to get to them-- Venomthropes only provide defensive grenades, which means that if your Rippers assault into cover, it will be as if they had none of the benefits of Spore Cloud anyway and the exact opposite will be happening: you will have to roll to assault through cover, you lose your bonus attacks, and you strike last.
There are some fairly viable Parasite lists if that's what you really want. I suggest going to the Tyranid List Builder thread for ideas. You'll even find good examples of viable pure assault armies, assault hybrid armies, and all-reserve armies of every stripe. There is also a wonderful list of basics for when you want to build a balanced, all-comers competitive army.
Welcome to the board, and I hope you have fun being a bug player!
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Yeah I have to agree with mad. Your army isnt doing anything for at least three turns and in the time the swarmlord won't survive and to have lost your only anti tank
the venomthropes will be covering both the swarmlord and parasite when they drop in and if there is cover on the field then the swarmlord will rush into it
I did forget to mention that this army was sort of specified for the multiple players I play with who use swarms of infantry