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hey i am just about to start a tyrandis and was wondering if this 500pt list was any good
any points left will go to his wargear
i dealy i will keep the tow gaunt squads around the tyrant to benfite from synapse and essentail have a massed cahsrge in turn two
i am going to use the lictors to hold up or take out any squads that move to assist the squads in combat
against shooting heavy armies i willl use them to take out heavy wepons
i will gladly accept any advice
Drop the Lictors. In a 500 point battle U need numbers maybe a squad of CC Warriors with leaping to make sure u have synapse. I'm a noob to so make sure u get more advice then just mine. But I wouldn't bring the Lictors.
Change the devourers to fleshborers, devourers stink on gaunts drop the lictors, and get a dakkafex and some warriors, also drop the toxin sacs on your guants and hormies, but adrenal glands(i) are great on hormies
Personally, I'd suggest not playing such small battles at all except in the form of Combat Patrol. Not all armies are particularily well balanced at such a small size.
Why do the survivors remain anonymous -- as if cursed -- while the dead are revered? Why do we cling to what we lose while we ignore what we still hold?
Name none of the fallen, for they stood in our place, and stand there still in each moment of our lives.
--Duiker, "Deadhouse Gates"
kk thanxs a lot and i was also wonderin what are the main tactics of the tyranids
Swarming CC is the most basic and most useful tactica for the Tyranids. In close combat there are few arms that can hang with a properly tooled and outfited Tyranid army. I myself am building an all around army that will hoepfully be able to handle most any army. Although there are always chips in the carapace that they can get through.
>Change the devourers to fleshborers, devourers stink on gaunts drop the lictors, and get a >dakkafex and some warriors, also drop the toxin sacs on your guants and hormies, but >adrenal glands(i) are great on hormies
Taking both of these into consideration in a Tyranid army you always need some gun fodder somethings gonna die. By taking Spinegaunst (termagaunts + spinefist) you provide lotsa wounds at 5pts a piece.
You can use these to screen your more important Hormagaunts who are more likely to do damage.
Effectiveness wise spinefists do more damage than fleshborers for the points.
I used to do the same exact thing though up against armies without power armour saves 4+ they are too effective and you can often find that you kill a whole squad of ten in your first round. This means that in your opponents turn he can resuming pounding you to death with lasguns bolters etc. its better to aim to end combat in the second round so your ready to charge again.
just take the basic hormagaunts maybe with flesh hooks to remove cover benfits
Just take 1 the prime objective being to deal with the unexpected. a squad with a heavy bolter or a hellhound tank deepstrike near the cover hit the rear of the tank or the hvy weapons squad and go nuts.
vs the tank
go the rear armour that gives you on most tanks a 4+ chance to glance it and thats a 5/6 chance of stopping it shooting job done if you don't destroy it use your hit and run tactic to move 3d6" back into some cover to try again. If you do destroy it your in cover with a 3+ invulnerable save rdy for the next phase of destruction
vs Hvy squad
Depending on armour saves etc who your fighting this is more of a suicide mission however it will tie up the squad till your hormies get there and proceed to remove them with reckless abandonment. don't use your hit and run tactic as then they will be able to fire again at your incoming broods.
>any points left will go to his wargear
A tyrant in a 500 point army can be an expensive money sink plus it only provides one form of synapse maybe consider a warrior zoanthrope role. warriors tooled up for CC with leaping to give your broods the required synapse with 6 wounds and the zoanthrope to provide the anti-tank or marine fighting power as well as a 2+ save synapse creature. add two zoanthropes and marines start to have head aches especially at 500pts where they only field 3-4 squads and a skimmer.
You want to really scare your enemy or take out something thats causing you problems use a gargoyle brood at 12 pts they can assault anywhere from 20-30" in the first turn (depending on your D6 roll which u multiply by 2) either that or fly 12" fire and then assault for 4 attacks in a turn compared to just teh 3 attacks (make sure u can assault though 18" range most important assault gives you 3 attacks per garg)