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Hi guys! After enjoying playing with my 1k sons and IG armies Ive decided to give a CC orientated army a go. Tyranids seem the obvious choice, amazing models, plenty of CC beasts and the chance to go wild on the paint schemes!
So anyway, ive picked up the codex and plotted an army, i dont expect to win everything, but I do want to give a few people a scare, so without further ado, here it is!
Infiltraters 214 pts
Broodlord (+acid Maw +1I) - 8 genestealer retinue
Plan is to infiltrate in deep cover somewhere in the enemy half of the board where allowed.
Flank 1 378 pts
3 warriors (scy talons +leaping)
Left Flank, hug cover and make it to enemy lines
Flank 2 378 pts
3 warriors (scy talons +leaping)
Right Flank, hug cover and make it to enemy lines
CC fexs 333pts
3 Carnifex (scything talons +I +WS) (1 is elite)
Distribute 2 according to threats, 1 to be bodyguard for Zoanthropes to get close up to use Warp blast
Zoanthropes 195 pts
3 Zoanthropes with Warp Blast 1 With Synapse
Hide behind Carnifex and advance, once in range begin warp blasting
So what do you think? My first time making a tyranid list, i kind of like staying ballistic free because my other armies are so shooty... anything you can suggest will be much appreciated!
Alright so you want to keep it as free as you can from ranged units. Well that is no easy task so you will have to rely on speed. Though you could get a couple of em IMO as some nid weapons are to good to pass up. Anyways back to your list.
Your broodlord doesn't need +I as 7 I is plenty most of the time(unless you fight ozermond(sp?) a lot then yes use it) and you probally don't need the acid maw. You should have equiped with toxin sacs as you wound SM on 2+ then and with power weapon attacks you don't have to rely on rending. Also the broodlord and his ret should have flesh hooks as they are usefull to climb over walls and for assualting into cover.
Since your going for CC you should definatly consider a winged HT as they are some of the toughest HQ's out there and deadly fast. With 2 ST they can slaughter units fairly easily though I personly prefer the devil tyrant (2 TL dev, ES, TS).
Your hormagaunts are pretty plain which isn't bad though you should consider AG(I) as they +I is very nice against SM. The genestealers are also pretty plain and you probally should put EC on them so they survive bolter fire. Also to keep this list fast go for scuttlers as you will almost for sure get turn 2 assault with these guys.
Your warrirors deffinatly need a set of rending claws as that is the main way CC warriors get their kills. Also for them EC is a must as you need the saves against bolters. Some bonuses you should consider are AG(WS&I) as they are very helpfull against SM.
Unfortunate how CC fexes are almost worthless now a days and almost can never make their points back but since this is more for fun then anything I'll tell you whats the best for them. May want to put reinforced chitin on them for the extra wound which is always nice and deffinatly put toxic maisma on them as that will help greatly in CC as you can almost for sure hit on 3+ then. Though usually try to keep em cheap as they aren't the fastest thus may never get into combat but may take fire for the rest of your army which is a very good thing. But if your willing to have some ranged fexes here are the ones you deffinatly should have. The first one should go in the elite slot is the dakka fex (2 TL dev & ES) these guys can pump out 8 str 6 shots that reroll to hit AND wound at a nice 18" range and only for 113 points. The next one is the gunfex (VC, BS, ES) they provide nice cover fire against infatry with the barbed strangler and some anti tank with the venom cannon.
The zoanthropes are good as they are but all of them should have syanpse though you may have already done that since you have them at 195 points already not sure though.
Is it me or does any other necron player get annoyed when they see people saying "Necrons eat souls". How is that even possible as souls are part of the warp and necrons want nothing to do with it? Eh probaly me just me being picky.
Tyranid Hivemind Member
It looks like he has it, you're right Lictor...........
Also I wouldn't so much working to set you army up as a rank and file army with flanking movements. As trying to run things up both flanks just gives your opponent more things to shoot at. The one tactic that I have found that works wonders is baiting your opponents squads to commit to one or other side of the board.... if your opponents are able to figure out that you are going to run the flanks then they will make sure that they have enough fire on both sides to whittle your flanks down... A good player will totally ignore your fexes for the first 2 turns maybe even the first 3. Try baiting your enemies units to one side of the the table with a zoany and your fexes.. making sure that your zoany if behind cover (or more then six inches in to avoid being shot at) and hide one squad of stealers on that side as well.......Also you can use your opponents vehicles to block line of sight to some of your units..... Also depending on what mission you play try thinking about keeping some of your units (namely your genestealers) in reserve behind cover and wait for some units to be tied up and other fields of fire being thwarted.
Also you might want to think about reducing the size of your Broodlord's retinue, as sometimes squads that size may be too large to infiltrate properly.......and could lead to them being shot at earlier.