Is this a viable tyranid list? - Warhammer 40K Fantasy
 

Welcome to Librarium Online!

Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!

Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!


Register Now!

User Tag List

+ Reply to Thread
Results 1 to 4 of 4
  1. #1
    Member Supraboytt's Avatar
    Join Date
    Jun 2007
    Age
    33
    Posts
    170
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    8 (x1)

    Is this a viable tyranid list?

    A 100% close combat tyranid list

    would it be any good?

    HQ

    Hive Tyrant with 2x scything talons, toxin sacs, wings, warp field
    178

    Hive tyrant with 2x scything talons, toxin sacs
    103
    3 tyrant guards
    135

    Total: 416

    Elites:

    3x carnifex w/ 2xST, +ws
    315

    Troops:
    10 x ripper swarms with leaping
    140

    10 x ripper swarms with leaping
    140

    15 hormogaunts w/ toxin sacs
    180

    15 hormogaunts w/ toxin sacs
    180


    Heavy Support:
    3x carnifex w/ 2xST, +ws
    315

    1506 pts total


  2. Remove Advertisements
    Librarium-Online.com
    Advertisements
     

  3. #2
    WarmaHorde Pathofskulls's Avatar
    Join Date
    Mar 2006
    Location
    Conneticut, US
    Age
    28
    Posts
    2,570
    Mentioned
    2 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputation
    91 (x6)

    A 100% close combat tyranid list

    would it be any good?
    Depending on your opponent your close combat TMCs might never make it to combat.

    I'm going to say this for all of your MC's except for you first hive tyrant, all of them are better off being ranged. The TMC is too slow to keep up with most races, those that stand still and shoot, should the TMC survive the march across the field it will be near the fourth turn of the game if your lucky.

    15 hormogaunts w/ toxin sacs
    180

    15 hormogaunts w/ toxin sacs
    180
    Drop the toxin sacs the hormagaunts won't do any good with or without them, they'll still die on the charge there or in combat.

    10 x ripper swarms with leaping
    140

    10 x ripper swarms with leaping
    140
    Break these up into 4 squads.

    Make sure you post in the correct part of tyranid forum next time.
    Legion Of Everblight: Abyslonia
    Protectorate of Menoth: Grand Exemplar Kreoss

  4. #3
    King of France techmarine Rannon Zriker's Avatar
    Join Date
    May 2007
    Location
    Canada, where else?
    Age
    23
    Posts
    737
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    -13 (x0)

    on big tables you want the second turn, because first turn ends p like this: everything moves about 12-18, gets in opponents heavy weapon range, bye bye HT, Fex... etc

    anyway getting spinegaunts is cheaper, and they end up the same way as hormies, dead
    Create flames for a galaxy and it will be warm. Put a galaxy in flames and it will be warm for the rest of it's existence.

  5. #4
    Son of LO
    Join Date
    Nov 2005
    Age
    28
    Posts
    2,425
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputationReputationReputationReputation
    252 (x0)

    Remember to post army lists in the Army List section.

    Thread moved.

+ Reply to Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts