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I have put together the following 1500 pt. list. Please feel free to critique. I play friendly games against Eldar, Tau, I.G., and occasionally Chaos.
H.Q.: Hive Tyrant w/ En. Senses, Tox. Sacs, 2 TL-Dev, 1 Guard=166pts.
Hive Tyrant w/ En. Senses, Tox. Sacs, Ven. Cannon, B. strang=157pts.
Elite: 3 Warriors w/ Tox. Sac, Ex. Car., 3xTalons, 1xV. Cannon, 2xDev.=108pts.
Troops: 2x8 Spinegaunts w/ flesh hooks=96pts.
2x8 Hormies w/ flesh hooks & A.G. (I)=192pts.
2x12 Genestealers w/ flesh hooks & Ex. Car=504pts.
Heavy: 2 Zoanthropes w/ Warp Blast & Synapse=130pts.
Carnifex w/ En Senses, V. Cannon, B. Strang.=148pts.
Total=1500pts. 65 models
The reason for the flesh hooks on all troops is that we play with alot of impassable hills/cliffs for terrain and my opponents enjoy creating neat little bottlenecks for my horde to run through and get shot to bits. Also because the Tau player uses alot of stealth units. The list is a bit more Swarm than I usually run so anyone experienced in the Swarm please feel free to comment. Thanks for the input.
the only faults i find with it: fleshhooks take them off they imo are a waste of points better spent, and i would give the carnifex reinforced chitin so that he lasts that one extra turn, the more he can shoot the better off he will be
Your 2nd tyrant is the same as the fex, Id suggest changing him to a flying tyrant with close combat weapons. Scything talons and rending or ST and tw dev.
The reason for this is that your hormies are gonna run ahead and be out of synapse range almost immediatly, a flyrant would keep them in check, plus the dev's with 8 shots and re rolls to hit AND wound will take out lots of his troops. As for rending, i know many people say dont bother on a monster creature as they bypass saves anyway, but ive found that in alot of battles ive hit fine then failed to wound.
Another thing you could do for the same kinda effect with synapse and cc abilitys is infiltrate a broodlord and his retunie. Untill you see this guy in action its very hard to see how amazingly deadly he is!
If you say that you'll play with alot of cover, then the FH are a must. But i would suggest droping some stealers and the spinegaunts. And get some more hormies. Don't take any upgrades for them, though TS is a very good upg, i wouldn't really recommend it, because you'll have more gaunts this way -> more wounds that you can take. Try a BL, if you play with alot of cover he'll do very good. Once he alone finished a full squad of SM (10 i think) and then went to kill another one in the next turn he's amasing in CC, but thus he's a target priority. 2 Walking tyrants IMHO is a big no-no. Drop one tyrant and get 1 more guard at the first. This way He'll have 8 wounds and can do pretty well in CC too. The Flying Tyrants tend to die rather fast because there is no way that you can hide them, not even behind size 3 cover (or am i wrong? pls say yes lol)
This army looks pretty good. Just a few things though. First, I would take winged on those warriors, that will give you fast synapse that can jump over the impassible terrain. I would also drop the second tyrant and take a winged tyrant. once again he will be fast synapse that can easily kill most of the infantry you will be facing. OK, for the first tyrant. the devil tyrant is a good shooty choice and can kill sone serious troops. The problem comes in with the guard, I find that they are really useless. Some people find them as a mandatory choice with a walikng tyrant, I find them as a waste of points. Remember, Tyranids are a horde army, you should never be outnumbered(except maybe by IG). The guards could be better spent as raveners or something else entirely. I also find that walking tyrants barely ever get into CC, especially since they are usually shooty, Guard are just a walking waste of points. Try them out, its up to you. There is a thread on here about Guard, you can read it and get some more info on guard.