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Hive Tyrant + Wings + 2 x Twin-Linked Devourers + Toxin Sacs + Enhanced Senses + Catalyst = 171
3 x 8 x Genestealers = 384
2 x 14 x Spinegaunts = 140
12 x Hormagaunts = 120
Carnifex + 2 x Twin-Linked Devourers + Enhanced Senses + Flesh Hooks = 114
2 x 1 x Raveners + Scything Talons and Rending Claws = 80
3 x Zoanthropes + Warp Blast + Synapse Creature = 195
2 x Carnifexes + Venom Cannon + Barbed Strangler + Enhanced Senses = 296
Explanation: The first wave is the Hive Tyrant, the Raveners and the Hormagaunts. The Spinegaunts go in ahead of the Genestealers, who clean up once everything is safely in combat. The Zoanthropes and Heavy Support Carnifexes offer support against vehicles and the other Carnifex claims objectives, distracts enemy fire and generally makes a nuisance of himself.
Edited to specify Enhanced Senses, forgot about them... it was included in the points costs but not specified
Last edited by Hammerite; January 21st, 2007 at 20:45. Reason: Forgot to specify a couple things
Nice list Hammerite.
wow, when you cut down on the ear rings and make up and stuff for the gaunts/stealers you can really affort to pack a lot in hmm?
That's a nasty list, I wouldn't like to face it.
LO RulesOriginally Posted by AnonymousOriginally Posted by Cyric
Oh it occurred to me that I should also make clear that yes, the Raveners are two separate units of one Ravener each.
I'm going to take a guess and say you don't like biomorph upgrades a lot because your going for sheer numbers. Well just the same.I would drop these in favor of adding extended carapace to all of your genestealers. Add reinforced chitin to each of your carnifexes, and in addition to those fexes give them enhanced senses if they don't already have it, I know there a little more expensive @ 163 a piece but they'll survive a little longer and ES will make it a lot easier to hit if you don't already have it on them. Whatever points you got left I say throw to the gaunts. Which ever you prefer.Carnifex + 2 x Twin-Linked Devourers + Flesh Hooks = 114
2 x Raveners + Scything Talons and Rending Claws = 80
Legion Of Everblight: Abyslonia
Protectorate of Menoth: Grand Exemplar Kreoss
This is a very lean and mean list. I like it. But I agree with what's been said, that maybe it's a little *too* lean.
I would put extended carapace on all the genestealers. Point for point, they will perform better I have found.
Also, I would put EC(or WF) on your TMC's (except the elite fex who can't get it). I know, lascannons will turn them to goop regardless, but I find that I *always* regret not taking EC... the cost is nothing compared to the overall cost of a TMC. I always take reinforced chitin too, but I don't think it quite as essential.
Tyranids: 2500 pts
Imperial Guard: 1000 pts
Witch Hunters: 1000 pts
It looks good, but I'd change a few things..
-Drop Catalyst on the Tyrant for Warp Field-
When people see wings on a Tyrant they get scared and shoot at it with everything they have. With most armies having an abundance of Missile Launchers and Powerfists, or equivilents, it won't last as long as you'd like.
-Extended Carapace on the Genestealers-
Having saves against infantry weapons rapid firing, is a life saver if you miss an assault.
-Toxin Sacs on the Hormagaunts-
Wounding infantry on 3-4+ is a huge difference from 4-5+. Especially when you have a possibility of 36 attacks.
I would consider taking another unit of Hormagaunts. The first wave of CC has to be hard enough not to repel. 12x Hormagaunts can do some damage, but 24 can be devistating. Throw a Ravener in with each one for some second turn CC nastiness.
I've been playing Tyranids for a while now and I've found that if you can break a single unit on the first charge, and move into another enemy unit, you can rob your opponent from a lot of shooting later on in the game. Then as the second wave comes, they can assault their own enemy units that have been weathered down by shooting, instead of having to support other units that have been bogged down in combat.
Sorry, I'm in a ranting mood. :yes: Rep love.