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Tyrant-- wings, 2x talons, toxin sacs, implant attack, adrenaline glands (+i)-- 170
3 lictors-- 240
17 Hormagaunts-- 170
2x 18 hormagaunts-- 360
2x6 genestealers-- 192
3x 3 warriors-- flying, talons and claws, adrenaline(+i)-- 369
78 bugs. 1 MC and 0 guns.
Can someone help me out with this list. I realize the warriors are a huge point sink, but this is the only way i can have them keep up with the swarm. Its obvious that ill be using the lictors to tie up any painful long range units, and everything else moves as fast as they can and uses as much cover as possible. the tyrant will be getting himself into trouble ASAP and soaking up as much fire as he can.
your going to want to break your hormaguants into smaller squads, try and get as many squads out of them spread out your opponents fire, and your warriors really dont need the wings if you give them leaping, you forget that the hormaguants have to roll for there second movement they can move anywhere between 7"-12", which means they are more likely to stay in synapse till there within range to assault, and then following up with the leaping warriors on your following turn deals the damage plus you save six points per warrior. imo
The list looks solid but I would change out just few things. Here are my suggestions:
1) Drop the 17 hormagaunts and get another 6 genestealer squad
2) Next change hormagaunts into smaller squads suggested by pathofskulls. For example 3-12 hormagaunts
3) Change out 2 of the 3 flying warriors to leaping warriors
4)Give your HT a warp field to help keep him alive. With the left over points from flying warriors and the hormagaunts
Goodluck on your nids
All of your synapse and real damage dealers are way too vulnerable.
Not sure if you plan on playing in tournaments or not, but 1501 is 1 point too many for a 1500 point game... You can't go over at all in a tournament setting, though you can be under.