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I am relatively new to Warhammer 40,000 , but I have already gained a decent amount of experience and knowledge of the game. A year ago I made my first Tyranid army list, and overtime until the present day it has evolved so many times and in so many diffrent ways that I can't track the progress of its evolution to 2000 points. Finnaly it has resulted into this list. I'll explain my Tactica after the list is listed.
Hive Tyrant: BS,Lashwhip with bonesword as weapons, Adrenal Glands(ws), Toxin Sacs, warp blast, toxic miasma, extended carapace, 2 tyrant guard.
Tyranid warriors: 3 broods of 3 tyranid warriors. One with venom cannon, scything talons, enhanced senses, adrenal glands(ws), toxin sacs, extended carapace, bioplasma. 2 With scything talons, rending claws, adrenal glands(ws), toxin sacs, extended carapace, bioplasma.
2 Broods of 6 Genestealers: with extended carapace.
24 termaguants: flesh borer, without number.
24 Hormagaunts: Adrenal glands(I)
Elite Carnifex: 2x scything talons, adrenal glands(WS), flesh hooks, implant attack.
Heavy Support Ranged Carnifex: VC+BS, enhanced senses, Reienforced Chitin
3 Biovores: Bio-acid, toxin or frag depending on army.
Heavy Support carnifex: Scything talons+Crushing claws, adrenal glands, extended carapace, rienforced Chitin, Spine Banks,
THis just from the top of my head so I'll update just in case I missed something or did something incorrectly:yes: . The Tactica for My Army is that the tyranid warriors will be divided, one will go to the closecombat group with the ELite Carnifex, genestealers, and hormagaunts, another with the biovores to keep them in check, and another with the termagaunts and ranged carnifex. The Hive Tyrant will be central keeping evrything under control. The other Heavy support carnifex will try to sneak in for some Tanks(good luck with that). The ranged carnifex, Ranged tyranid warrior, hive Tyrants, and biovores jobs are to support the close comat unit and keep the tanks and other dangerous ranged weaponry in check. Hopefully taking out a few tanks in the process. The close combat unit will then form a pincer to swallow the enemy units while moving through cover, the tyranid warriors will hopefully keep them in check with their synapse. When they go into close combat. I will use my Hive Tyrant's cataclyst(Bonesword) to assist them, using my Tyrant guard as the model to bring it out. So then I will slowly but surely shoot and slice the enemy with no Mercy. The elite carnifexes role is to destroy any dreadnoght, Demon, Avatar(My Dad's getting Avatar so that why I got this carnifex) and any other big creature/machine that looks dangerous. Any Helpful Suggestions for both my army And Tactics will be welcomed:yes: .
Know thine enemy, this is Battle's Necesity
Last edited by Saromek; March 21st, 2007 at 14:40.
Is there a need t change my tactics or army or does it look good so far.I will be facing eldar, Spacemarines, and maybe even necrons and orks so I tried to make this army as balanced as possible to be able to go against other armies. Suggestions ?
The list looks interesting and fun to play. I will just give you my suggestions on the units as I see it.
Tyrant-I would remove lash whip, bone sword, A.G.(WS), warp blast, extended carapace, and toxic miasma. With 2 guard and no wings he is a footslogging support unit. That being the case I think he would be better as a shooty Tyrant. Go with enhanced senses, venom cannon, and you can take Catalyst as your Psychic power if you like. He doesn't need Warp Blast as he will be firing the Strangler and Cannon and he has 2 guard so the extended carapace is not really necessary.
Warriors- the shooty unit does not need bioplasma or WS glands as it is a shooty unit. Drop those and give the other 2 warriors deathspitters or devourers. The cc warriors should drop bioplasma and maybe toxin sacs and/or ws gland to get a movement mode(wings or leaping). That way they can keep up with your swarm units and get into cc quicker.
Termagants-remove without number, the new squad comes in from your board edge so will most likely not see much action anyway.
Hormagaunts-fine, some like naked, some like hyper(I), some like beefy(I, sacs, ws), it is really your choice what you prefer.
Elite fex- replace implant attack with toxic miasma, it is generally more effective
Heavy gun fex-nice
Biovores- this site does not like biovores but other sites do like them, bottom line-if you like them, use them
CCFex-generally frowned upon as being too slow to make up its points in cc but the build looks fine if you want to use him.
The tactics sound fine as well. As you face your opponents armies more you will see what works and what doesn't. Sounds like a fun game. Enjoy!!
Biovores in general aren't that good of heavy support units, they are better replaced with Zoanthropes or more heavy fexes. Additionally drop the without number on the gaunts, unless you have a synapse creature in the back after the unit dies the first time around they'll just end up running off the board.
Legion Of Everblight: Abyslonia
Protectorate of Menoth: Grand Exemplar Kreoss
They wouldn't run off board, they would run toward the nearest synapse. Still not worth the cost though.
Without number wouldnot be problem( even thuogh I am thinking i shouldn't have it anymore) becase the tyranid warriors with the biovores will be in the back so I just set the termagaunts next to them and they will have synapspe. I think without number's points could do better things for my army instead of the ability. I chose adrenal glands(i) for my hormaguants becase my dad will have eldar and will play with me during the whole summerbreak so I at least intend to get hits on him before me.
Also my tyranid warrior brood consists of the 2 cc tyranid warrior and the one shooty tyranid warrior, sorry for the confusion I accidently caused. Maybe what i shuold do is make a shooty brood for the termagagunts, a cc brood for the hormaguants, and maybe another shooty brood for the biovores. The problem i Have with zoanthropes is that my space marine friend has a lot of lasccannons so the zoanthropes wouldn't last long, the biovores could be in cover and could still be very annoying. My opinion though, I Stilll think Zoanthropes look preety cool. If only they could shoot longe.
Biovores can operate independently outside of synapse so you don't really need a warrior brood babysitter. They will have to test if they want to move though so try and find a good spot during deployment so they won't have to. As for the warrior broods you should definitely specialize them into shooty and non-shooty. Having one ranged weapon and 2 cc guys in each brood is ineffective. As far as the Zoanthropes getting shot by lascannons, you have 4 TMC's in the list that will probably be higher priority targets than the Zoans(except maybe the cc fex until turn 3 or 4). They will probably survive. Your choice really although most people choose Zoans over Biovores. They lack the range of the Biovore but provide weaponry either equal to the biovore(regular warp blast shot) or tank-busting/MC wounding power(focused blast). So they have a bit more versatility along with providing either synapse coverage or psychic scream/catalyst goodness. And as long as they are covered by synapse it will take 2 shots minimum to kill them(if you make your inv. save even better).
Biovores only have five leadership which is the problem and if they fail it, which is most likely, then they will fall back off the table costing me 201 points.
ALso the invulnerable save of the Zoanthrope is 6+ which is better than nothing I admit but is very unlikely to pass. Also Biovores have something very valuable, they can shoot with out line of sight with their barrage. Even though 2D6 inches away if I miss but my Biovores could much more annooying and protected that way. Better than any Invulnerable save.