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I have had the codex for 2 weeks now and every revision i do of my lists, i drop biomorphs, start taking more and more troops. Cut out my monsters, and move away from synapse.
At the moment my 1500 list looks like
1 tyrant kitted for warp blast, warp field, wings, talons.
32 spine gaunts
36 genestealers with scuttlers of course.
3 Zoans 1 with synapse
Firepower = 4 warp blast.
everything else does it the tyranid way. EAT IT!!!
the only thing that needs synapse are the ravs, gaunts and zoans. As everything else has stupid fast first turn charge if someone wants to put enough firepower into my tyrant to waste it on the first turn, they can try explain their mistake to the 36 genestealers.
Thats how ive been thinking. Any eldar hive minders here losing the slow bulky point models in favour of insane second turn (possibly first as most touranment setup is 18 inch away) swamping?
u cannot take 2 psichic powers for a tyrant, only one, so no warp blast and warp fieldOriginally Posted by Dom-X
BEST ARMY APPEARANCE AND OVERALL WINNER OF A LOCAL GW RTT (29-7-06) GODZILLA/CHOIR 2K ARMY LIST
are u sure about that (don't have the book on me but i think that a tyrant can have more than 1 power)
Also, what do you have on the genestealers? A genestealer with just scuttlers will get ripped apart by bolter fire along with many other things before they get there even if you get an extra 6 inches before games starts.
Also, anynoe going against Nids, unless they're suicidal, will NOT place their models at the edge of the deployment zone for fear of getting eaten. Most players will place them so that it takes you at least turn 2 to get to them by which time ur in rapid fire range which will devastate your stealers.
So unless your playing on a crowded field or a small table, your stealers' second turn is not going to be as strong as you think it is.
Btw, I basically play the same army except as opposed to gaunts, i have bigger stealers as well as fexes. Fexes are to absorb fire away from the stealers as well as lay down cover fire as i can usually pin a squad per turn.
mente enjambre is correct, only one Psychic Power per Tyrant is allowed.
Ya, they changed the rules. So now it's either shooting ability or the invulnerable save. I for one would go for the save since you'll probubly be throwing it headlong into combat anyway.
Depending on the army you're facing, you may also want to consider fielding a "Sky Devourer" Tyrant
"Sky Devourer" Hive Tyrant
2x Twin-Linked Devourers
-Under 200 points
-12 twin-linked living-ammo shots at a reasonable strength kills squishy horde armies dead
-Winged gives it enough mobility to perform strike-and-flee maneuvers against your foe's rear line while his fronts are occupied by your distraction creatures.
-No Tyrant Guard
-Slightly more expensive than Scything Talons of the same price
-Not quite as CC capable as a flying Scythetyrant
-Devourers have no AP, so they're less useful against high-save armies.
yea but out of those 12 TL, Reroll wound shots, u'll only get about 7 wounds against marines and 8-9 against everything else. after saves, u'll only kill either 2 marines or 4 guard a turn whereas a CC tyrant will kill 3 marines every combat phase.
Also if you get a warp blast in, u'll take out at least 2 marines before you smash into them AND you can incapacitate a tank on turn 1 (if you hit).
In my opinion, a winged tyrant is best used as a distraction in CC to keep your opponent occupied while your swarm gets closer, albite a very deadly distraction
Last edited by dymew; June 14th, 2005 at 20:43.
Plus, think of a Tyrant with wings flying around acompanied by warriors with wings and then all of them charging headlong into combat. That would be sweet.
The aim is to make it fast.
The only change i would make would be to give the stealers a better save.
And of course make the tyrant legal.
Ill let you know how it goes in playtesting vs eldar necron tau and marines this weekend.
Im tipping it will anhiliate on the quick capture missions or quick engage, but get pounded if it has to take and hold anything.