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 x1 Hive Tyrant - TL Devourers and Brainleech Worms/Hive Commander/Old Adversary/Wings
Fast moving up to 12', and gets cover saves from the Gargoyles. Hive Commander to let the one group of Hormagaunts to outflank, and charge someone most likely. (60 attacks, wounding on 4+). Old Adversary mostly to benefit the Gargoyles, re-roll failed hits, which means more of a chance for 6s (auto-wounds). Decent range, Assault 12 STR 6, and re-rolling To-Hit rolls.
 x2 Hive Guard
 x2 Hive Guard
 x1 Doom of Malan'Tai - Mycetic Spore
Hive Guards for their STR 8 AP4 Assault 2 shots (Currently in a 2000 point match vs Necrons, and they brought down a Nightbringer!) Doom of Malan'tai to suck the brains out of stuff, and use it's awesome STR X AP1 Large Blast attack. Attracts gunfire so my horde gets closer as well.
 x20 Hormagaunts - Toxin Sacs
 x20 Termagants
 x25 Termagants
 x1 Tervigon - Toxin Sacs/Adrenal Glands/Catalyst
 x1 Tervigon - Toxin Sacs/Adrenal Glands/Catalyst
Hormagaunts to outflank because of the Hive Tyrant's Hive Commander ability. Stops a lot of gunfire to create a sort of a pincer effect. Termagants as meat shields pretty much, but they are always used to the most useful extent. They let me bring Tervigons as troop units, and benefit from the Tervigons' Adrenal Glands and Toxin Sacs if they are within 6'. Catalyst to give feel no pain to my units. Given on the current situation, it goes either way.
Sometimes it's given to the Termagants/Gargoyles, but most of the time, I give it to my monstrous units, because 1) They are (mostly) the primary target of all the attacks, 2) They provide cover saves to the small units behind them anyways. (4+ instead of 6+ on the troops), and 3) I'll take a 3+ THAN a 4+ save on a Trygon any day.
 x20 Gargoyles - Adrenal Glands/Toxin Sacs
Primarily to provide cover for the Hive Tyrant, but are very deadly in close combat, due to them having Adrenal Glands/Toxin Sacs, and the Preferred Enemy rule thanks to my Tyrant.
 x1 Trygon - Prime Upgrade
 x1 Trygon
My favorite Tyranid unit.<3
I've never had a game where the Trygons EVER did poorly. (Ya know, unless I'm against Grey Knights! ...Force weapons..pshh!)
6 attacks, 7 with 2 sets of talons (which means re-rolling all failed To-Hit rolls as well.), or 8 on the charge!
And the best part, no armor saves!
Good to give cover, and meat shields, and they usualy always get into CC, and they destroy there.
Please give me criticism
I know this is my 3rd list, but I want a really good army that can counter almost anything.
I have tabled Grey Knights with this army list very easily, even when they had brotherhood banners which auto activates force weapons.
Seeing as my edit button isn't working, how do you figure the eight attacks on the Trygons? It's maximum seven on the charge, as Tyranids get no bonus for having extra melee weapons, as it's already factored into their Attacks characteristic on the unit's stat line. This is balanced out by Tyranids gaining benefits from any and all melee weapons that they have (e.g. bonuses for Rending Claws and Scything Talons). Still, I'm never disappointed with seven attacks.
Woops, did a couple of mis-types. x)
Meant to put 12" and 7 attacks
Which I'm still not disappointed in either :p
Thank you as well
Are homagaunts really better than Genestealers? ya you would get more bodies but almost everything is scared of outflanking genestealers even if its only just 10 of them.
2500pts Emperors Children
1000pts Dark Eldar Cabal of Agony Eternal
I wouldn't say they are better, but there's just something about rolling 60 dice, rerolling 1s to hit, and wounding on 4+ regardless of toughness
..I get a nice, warm feeling from that xD
20 Hormagaunts usually takes down anything. (Except vehicles of course)
And Green Tide Orks (i.e. opponents who like putting down 90+ Orks on the field in big blobs and just send them in). They get ridiculous numbers of attacks and even if you kill half their unit you're lucky if your block of 20 doesn't get (mostly) crushed from them fighting back. Just remember they're better off in close combat so unless you're doing some multi-charges I wouldn't recommend charging that unit.Originally Posted by Sco0terkid
Well Genestealers sure are shock troops, but even though they are killier, the sheer number of attacks that twenty Hormagaunts get for less than the same price as ten Genestealers (factoring in TS for both units here) means that logically in most situations they should be just that little bit superior. Of course that's never the case. Personally I have both Genestealers and Hormagaunts outflank to create a pincer, with some very killy stuff going on both sides of the table (hopefully). And whether Genes or Hormies do better all depends on my situation, my dice rolls and my mood.Originally Posted by Laughing God
I don't like fighting Orks for that specific reason haha.
But then again, even the weak shots from Fleshborers from the Termagants (STR 4 AP5) can still do some serious damage to 90+ orks before they even get the chance to assault.
45 Termagants (+ averages from Tervigons) = a lot of dead Ork bodies
Which also excludes my other creatures shooting, even though they would most likely shoot down everything else.
Then the assault phase would be even more drastic with 60 Hormagaunt attacks. (Thinking of giving them adrenal glands for something to reroll wounds, but let's say I did.)
I think that's atleast 30 hits (without rerolled 1s), and wounding on 4+ because of toxin sacs, and rerolling because of AG+TS combo.
Another lot of dead orks. d:
I just don't use genestealers because I've had VERY bad luck with their outflanking rule (Them showing up on the other side mostly), and they just get shot down because my opponents usually take note of their threat.
You do kill a lot of them yes. But you're ignoring the fact that base Orks have ridiculous numbers of attacks. And what about 'ard Boyz? Also by the time you're in range with your Fleshborers, either Burnas or Big Guns would've already given you a massive walloping.
And then there's there normal shooting. Shootas are same as Fleshborers except +6" range and double the shots. I think you're average Shoota Boy is six points. So for one point extra they get better guns, more attacks, high toughness (granted, they have a lower BS and Initiative as well), Fearlessness in hordes, Furious Charge on the Waaagh! and everything else.
It's only when we consider our Tervigons that the fight becomes fairer...