Welcome to Librarium Online!
I'm new to threads and forums etc, but figured this seemed like a good resource to collate ideas and gather opinions.
I've been planning to redo my old nid army for a while now, since I've had the new book I've listed crazy amounts and have finalised to this list.
My main opponents have been experienced gamers including ex-GW staff fielding marines (including blood and dark angels and space wolves) and imperial guard, with some ork and dark eldar players.
The main problem I had was deciding on a tactic due to the variety on offer. All comments and opinions (including harsh criticism) is appreciated. General strategy will be at the end of the list.
Warrior Brood (9) rending claws, scything talons, toxin sacs 315
Warrior Brood (6) 2 sets of scything talons, toxin sacs 210
Warrior Brood (6) devourers, rending claws 210
Termaguant Brood (30) devourers , toxin sacs 330
Hive Guard (2) 100
Hive Guard (2) 100
Hive tyrant 170, 2 sets scything talons, Armoured shell , hive commander 235
Devilguant unit is to outflank, causing the opponent to either compress their force making it a bigger target, or leaving units vulnerable to 90 str4 shots turn 2/3, also if the opposing unit does not run and is within 12" of the board edge they can also be charged on the same turn
Hive tyrant is a general bullet magnet, armoured shell for surviveability and to draw heavier fire away from the likes of the hive guard. Bonus is if he reaches CQ, main objective is to provide the devilguants with access to play via the board edge, decisive if needed for defending an objective or helping to take 1.
Hive guard are anit-light armour first, before targetting the heavier tanks. open the tin of beans for the warriors to prey on.
The 2 CQ warrior squads are to traverse the battlefield ASAP to reach combat, with the ranged unit staying with the Hive guard for synapse.
if you are trying to outflank than keep the tyrant but give him some tyrant guards or he will die quickly, you risk having your devilgaunts out of synapse range
to keep you warriors alive get some venomthropes for cover saves, better than nothing
give your warriors some deathspitters
and drop one squad of warriors (you choice, dont have to) and pick up some hgaunts with toxin sacs or some stealers to outflank
Valid points, however with the termaguants, they do not require an instinctive behaviour roll when they enter play, and by the next turn will likely be in combat or synapse range. In the event they aren't, then the lurk is used to the advantage because they should have a target in range (18" away plus the 6" move from reserves, so anything within 24" of the table edge), or they can make a break for cover which will help to keep the unit alive....this was taken into account when they were chosen, as with the hive guard, so that in the case these units fail thier IB then they still act in a way that is benefical and near enough what I would like them to do.
The Hive tyrant is a bullet magnet, if he dies then so be it....his main purpose is to be the delivery system for the gaunts, any fire he draws stops that fire from hitting the hive guard and warriors, which brings us to the warriors, the unit sizes should be enough to deal with incoming fire for a few turns until they hit CQ, only gunline armies will give out the required firepower to take them down before combat, and the deathspitters would require the loss of the rending claws...the rending claws are aimed primarily to deal with and CQ fighting and give anti-tank CQ since the max armour a warrior can glance is AV13 with rending claws, AV 14 if they charge with rending claws and adrenal glands....and that many rending claw attacks are bound to produce some sort of result.
Venomthropes would become a bullet magnet if taken as they have the powerful cover save ability and from what I have heard/read they rarely survive the first turn, also to get at least 2 of these would require 110pts, which would require 3 warriors gone and another few points found from sumwhere.
The problem with your strategy is this: that your thirty-strong devilgant unit, which appears to be your trump card of sorts, can only shoot at one unit per turn. This becomes especially problematic if they fail their IB tests-- then they'll only shoot at whatever sacrificial unit the enemy chooses to feed them, if they don't get locked up forever in combat with something they can't ever hurt, like a dreadnought or something. That's even assuming that, between terrain and enemy deployment, you're going to have some place to put thirty gants coming in off the sides. Remember, you can only put everything six inches distances from the table edge, and they count as already having moved; ever try fitting thirty gants within that space? It is YOU who will be a compressed target come the next turn.
That, and your entire army can be flummoxed by just a bit of transport blocking. Four Hive Guard will easily be the enemy's priority targets, no matter how much of a 'bullet magnet' your Tyrant is-- which he won't be. A foot-slogging CC Tyrant is, quite simply, not a threat, and he'll know it and leave the thing alone or sling four AP 1 or 2 shots his way and be done with him and waste your upgrade investment. Armoured Shell is never taken for an upgrade, and it's for good reason-- it doesn't help. Without Tyrant Guard, he can't even get cover reliably. If you ditched the shell for wings, then maybe he'd at least get somewhere and do some kind of damage before getting shot to smithereens.
Frankly, this list is miles from competitive, for the usual reasons-- not enough anti-tank and too much focus on CC. You spend way too many points in your Troops choices and manage to underutilize all three of the Tyranid's most competitive slots: Elites, HQ and Heavy.
Here are some things you might want to consider instead: if you like your devilgants and your Warriors, drop them in with Spores. Chop up your devilgants into two fifteen-strong units (although one unit of twenty is usually enough) and now you have 45 shots you can allocate against infantry wherever you desire. Give your CC Warriors dual boneswords and pod them in with the gants-- now they suddenly have both synapse coverage AND assault support. Again, if you're going to have a CC Tyrant at all, give him wings and drop the shell. Finally, get either more Hive Guard, pod in some Zoanthropes, or get a Tyrannofex; at this point, almost any of these additions would improve the list. I'd suggest a Tyrannofex if you were still dead set on having a bullet magnet-- that's what it was designed to be, after all.
Hive Fleet Papillon Inventory Profile
Ad majorem Dei gloriam
have to agree withs 'mads'
if you want a cc nid (nothing wrong with that) put your devilgaunts in a pod and same with your warriors
now if you want to be really cunning and get your gaunts close to the enemy you could get a trygon (probably upgrade it to a prime), a lictor or deathleaper and any unit you want
use the pheromone trail from the lictor to deep strike your trygon in near enemy lines and on the following turn call in any unit you want from reserves
this tactic will give you a bullet magnit, your devil gaunts close enough to shoot and within synapse range also you now have a new spot where you can call in reinforcements
The way reserves work, you cant chose not to roll for a unit during the reserves bit of the turn. This effectivly means that you need the most precise set of dice rolls ever in order to make the trygon tunnel actually accessible. The trygon has to come on at least a turn before the devil guant unit, otherwise they cant use his burrow hole. If they come on at the same time, you're forced to walk the devilguants on from the back edge, completely wasting them! If the devil guants come on first, same problem. God forbid if they trygon just plain doesnt show up for a few turns because then the whole thing is absolutly ruined. You actually only have about a 1 in 6 chance of using the tunnel by the third turn, anything else and the devguants have to walk from the back edge. This becomes even less likely if you have a reserves bonus, so taking a lictor to pull the trick off is a seriously bad idea, especially when you consider trygons cant misshap on troops or terrain anyway!
The burrow hole should never ever ever be relied upon. If you get a chance to use it by some total fluke, great! But dont plan for it.
Oh and OP, Im with Mads here.
Your friendly neighbourhood gargantuan creature