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Last afternoon I played against the following 2k list (approximate only)
Flyrant (hive commander)
3 Trygon primes
~8 shrikes (scything talons)
90 termigaunts (6 groups of 15)
Facing mech-spam sisters (lots of light vehicles and shooty squads)
Everything except for the flyrant and shrikes were held in reserve, and these two units made it safely into LoS blocking cover in the first turn.
In the 2nd turn however two trygons, the raveners and 5 gaunt squads all arrived together, forcing the gaunts to walk in from the table edge and the shrikes to run back and try to synapse them onto objectives before too many were broken back off the table.
Long story short the unsupported trygons were immediately picked off (they had deepstruck at pointblank range) and the nid player was basically screwed.
I could do with some advice to pass on, either how to best position/support trygons or how to get units up the table - the trygons are the most recent in a series of different attempts to deal with a fairly power armour/rhino heavy local group
Any thoughts welcome, including entirely different unit choices - so long as there is a reason for the choice that I can pass on.
Ive got to be honest, the list absolutly sucks. Its very very poor.
So there are two collosoal problems. The first is theres a LOT of waste there. Those 90 termaguants? Useless. Absolutly abysmal. The only time Termaguants should ever be taken as something other than objective claimers is when buffed by tervigons and ideally, the swarmlord. Otherwise, theyre essentially guardsmen, but without the perks.
Secondly, wheres the anti tank? Mech is the biggest weakeness tyranids have, and he's got no way to deal with it. At all. People seem to think MC's are capable, but this is a common missconception. A good tyranid list MUST have ranged anti tank shooting. And a fair bit of it.
The list as a whole seems to be a mashup between a swarm list, and an all reserve list. This isnt ever going to go well. So what ill do is split it, and make both a swarm, and reserve list from the bones of the original. If that makes sense.
Swarmlord + 2 TG with Lash whips - This can be replaced by a tyrant with Old adversary and 2 TL devourers, but doesnt work queit so well. He's there to buff the guants and make them capable of doing some good with preferd enemy. With the swamlord, you also get a great deathstar killer, and a very effective HQ slayer. The tyrant is more of an all round unit. Id go big, its not a huge difference in points.
3 Hive guard - anti transport. Pure and simple, if the infantrys in tanks and you cant get them out of the tanks, tyranids lose. These are pretty much the best we have for anything up to Av12
3 Hive guard - as above
3 Zoanthropes, mycetic spore - footslogging zoanthropes is never a good idea. A good opponent wont let them get into range, and will simply blow them away without even trying. Works well with the swarmlords reserve bonus.
Tervigon, Adrenal glands, Toxin sacs, catalyst - The buffing machine. Makes guants viable. Termaguants + furious charge, poison and FnP from him, aswell as PE from the swarmlord arnt just good, theyre absolutly leathal. Anything less than this though, and they do suck pretty badly. Also spawns additional objective claimers.
30 termaguants - small broods dont work well for anything appart from screening. If you want them to be effective, 20 is recogmended. In this case 30 packs more of a punch, but is unessceary on hormaguants or gargoyles.
Tervigon, Adrenal glands, toxin sacs, Catalyst - as above
30 termaguants - as above
Tyrannofex - every army should have some form of long range shooting. If you cant deal with things turn 1, you're in trouble. Plus S10 is nice. Can be substuted for harpies, though a pair is generally required since theyre fragile. A pair of T-fexs can also be queit nice.
Trygon - Killing machine. Can have AG, but definatly not toxins. Prime is useful, but only if you NEED the synapse. Here its debatable
Trygon - same as above
I think the points add up here, but theyre close if not perfect.
Tyrant, wings, HC, loadout optional, just make sure its specialised. One ranged gun and one CC weapon is very bad.
3 zoanthropes, mycetic spore - as before
Deathleaper - anti psycher ability is very nice, gives a reserves bonus, actually not bad in CC. All round good unit, and suits a reserves list.
Doom of malanthi - optional. Depends on the amount of mech in the area. If its high, let him go. Medium, its worth a shot. Just so long as theres enough anti tank. Obviously requires a pod.
Troops choices: this is a bit of a mix. Hive commander allows you to outflank, and genestealers can do that anyway, so thats a start. Warriors fit well, especially as they can take pods and a good supply of weaponry. Hormaguants in pods, Ive found them a bit hit and miss.
Raveners, rending claws - work well as a distraction. However 8 is too many, it makes them a very easy target, and any large blast S8 destroys them. 5-6 seems best.
Harpies - are nice, seeing as they can walk or DS. Bit fragile. Could be replaced by...
Tyrannofex - slog them on, with some warrior synapse babysitters/objective claimers, and let them shoot.
One final thing, you say he left the tyrant and the shrikes on the table. This is a bad move. Very bad. reserves lists are much better off going all off, or only a few units off. Going half and half isnt the best of ideas, and leaving one or 2 on really isnt. It just makes them bullet magnets.
Hope that helped
Your friendly neighbourhood gargantuan creature
I think he's been having problems getting up the board against mech forces - he mentioned missile launchers as a specific problem.
I'll pass on the swarm suggestion as see how that goes.
And if its missles that are causing issues, then the swarm is the better list to cope. FnP is a huge boon. Just make sure the swarmlord is screened by the guants for a cover save (The tyrant guard get saves, tyrant doesnt, but that means 50% of the unit is obscured overall. If he's not aware of that) and the tervigons FnP the most apropriate unit, which is the trygons or the guant broods.
Your friendly neighbourhood gargantuan creature