Welcome to Librarium Online!
This is my 2000 point list for Tyranids, I've been playing it for a year or so and a slightly downsized variation (1750 pnts) got me a second place in the local rogue trader. I was curious to see what you guys think of it.
Swarm Tyrant326Enhanced Senses
Adrenal Glands (I)
3 Tyrant Guard
Death Leapers1143 Warriors
Adrenal Glands (I)
Dark Brood19216 Hormagaunts
Twin Linked Venom Cannon
Adrenal Glands (both)
Total: 2002 points
Tactics are pretty simple, the termagants try to get shot as hard as possible while the hormagaunts move up. The leaping rippers do an awesome job of tying up important units or taking out already damaged ones. The big guns hunt tanks while the hive tyrant brood and the combat 'fex move up, crushing whatever they touch. The warriors are mainly there to create a synapse web and back up another unit with a surgical rending strike.
The only two things are, A) I'd advise renaming your warrior broods, only because it made me think that they were a true Death Leaper (the lictor special char) at first.
The other thing is, since you're taking two of them, it's likely better if you take standard gunfexes, rather than the TL VC ones. I know you want to be able to be certain that each of the shots will hit a vehicle, but unless you expect to be going up against an armored company or something like that, having the ability to drop a large template on a squad of troops is very useful.
Oh, one other thing, I've never found CC fexes to be very helpful, they always wind up good and dead before they get anywhere, but if he's worked for you in the past go for it. If nothing else he's a huge, threatening T7, 5 wound fire sponge.
Please know, first off, that my comments are made to make you think about your army and its potential. I find that asking yourself why you've chosen to field a unit in a particular way beneficial to my evolution as a gamer. This isn't ment as a critique of your ability as a general (A good general can win with a poor army, and a poor general can lose with a good one), nor are my comments ment as insults towards a particular style of play. If even a single thing I say makes you think (even if you ultimately decide what I've said is wrong, or is not true to your own experience), then I've done my job.
Are you using standard Tyrant Guard, or Guards with Lash Whips? I'm going to assume standard Guards.
First, Crushing Claws. They cost more than two pairs of Scything Talons, and average only one-half of an extra attack (4 attacks w/ 2x Scything Talons, Average of 4.5 attacks with Crushing Claws and Scything Talons). That's not a good investment in my book, especially coupled with the random nature of Crushing Claws (yes, you have a chance to get 7 base attacks, but you also have a chance to get 2).
Tail Weapons are a different story. They're cheap... but you don't get any benefit from them on the turn you charge (they only work if there are four enemy models in contact at the beginning of the assault phase, which happens before charging... it's a stupid rule that really limits the usefulness of the Tail Weapon biomorphs, especially as I find that when supported properly, my CC Carnifexes never spend multiple turns in close combat). Even worse, Scythe Tail is only marginally useful against some opponents (Mace Tail is statistically better vs. MEqs, while Scythe Tail is statistically better vs. GEqs). That makes them a highly situational biomorph which I rarely field. When I do field a tail weapon, I typically find Mace Tail to be of a greater benefit, as Marines are more likely to survive a turn of combat with a Carnifex then a guard-equivelent opponent (which tend to be far more likely to break and run).
I'm also really surprised there are no Flesh Hooks on this guy. I find the ability to ignore vertically impassable cover, and the Frag Grenades ability, to be a lifesaver. It allows you to charge opponents from a direction they don't expect, and makes a Baitfex (CC Carnifex) that charges enemies in cover a powerhouse (as it strikes simultaneously with I10). Spine Banks can also be useful, but I find that Flesh Hooks provide much more benefit for the cost, especially in Cities of Death battles.
I notice you have no synapse support for your shooting Carnifexes... remember, Fearless is not the same thing as 'immune to instinctive behaviour'. Carnifi have to test just like every other Tyranid unit without Brood Telepathy or built-in Synapse Creature. I find a cheap Synapse Zoanthrope to be an effective counter to this. Not only does it provide synapse for your shooting Carnifexes, but Zoanthropes are absolutely frightening in close combat against enemies without Power Weapons... and nobody expects a Zoanthrope to counter-charge something that's threatening your shooters (thus locking the enemy in combat away from your Carnifexes for a turn, at least).
I agree with everything poptarts has said. I'll list my thoughts, even though they overlap w/ PT's a little:
1)Multi-purpose HT's are bad. Either take 2 ranged weapons, or 2 short-ranged/combat weapons
2) Too many warriors. Genestealers are a better staple for rending, use warriors sparingly
3) I would rather take AG(I) on my hormies than toxin. It's cheaper, and good. Also, how do you keep these guys in synapse? I find a winged tyrant is practically mandatory when fielding hormies. You must be either 'risking it', which is a BIG gamble, or they aren't moving their full distance to stay close to the synapse. If this is the case, then you are wasting their hormagaunt-iness. Maybe in your army, gargoyles (for speed/independence from synapse) or more termagants (same speed as synapse) would be the better choice.
4) I really don't like uber-carnifexes at all. Yes, it's a fire magnet... but so is 10 Gensetealers w/ extended carapace, or a Souped-Up-Winged-Hive-Tyrant, or anything else you can get with 200 points that is faster and meaner.
5) Were you allowed to play in a tournament with 2002 points? I would juggle the list a little to lose the extra 2 points, it would really suck to show up and get thrown out for exceeding the point limit.
6) Overall, I would say this list is pretty average, actually. It definitely has some hard hitting aspects, like 7 venom cannon shots a turn and tons of rending warriors... But it has some flaws that make it less efficient than it could be: for instance, hormagaunts that outrun your synapse every game, rending warriors that aren't as points-efficient as genestealers would be, or a 200 point fex that doesn't even do anything until turn 3 or 4.
Don't take this the wrong way though. I would actually say that your good fortune with this list probably has more to do with you just being a damn good general and tactician, rather than you having discovered the ultimate Tyranid list.
Tyranids: 2500 pts
Imperial Guard: 1000 pts
Witch Hunters: 1000 pts