1000pt Tyranid list - Warhammer 40K Fantasy
 

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    1000pt Tyranid list

    im new to Tyranids so this is my first attempt at a list

    HQ
    Hive Tyrant-Toxin sacs, Winged, Lash whip & bonesword, Scything Talons
    Psychic powers- the shadow in the warp(i play eldar quite a bit)
    160pts

    Elites
    Tyranid warriors
    2 warriors-Extended Carapace, Leaping, Rending claws, scything talons
    1 warrior -Extended Carapace, Leaping, Rending claws, Enhanced Senses, Barbed strangler
    113ps

    Tyranid warriors
    2 warriors-Extended Carapace, Leaping, Rending claws, scything talons
    1 warrior -Extended Carapace, Leaping, Rending claws, Enhanced Senses, Barbed strangler
    113ps

    Troops
    Gaunts
    8 gaunts-fleshborer
    48pts

    Gaunts
    8 gaunts-fleshborer
    48pts

    Gaunts
    8 gaunts-fleshborer
    48pts

    Gaunts
    8 gaunts-fleshborer
    48pts

    Gaunts
    8 gaunts-fleshborer
    48pts

    Genestealers
    8 genestealers
    128pts

    Heavy Support
    Carnifex- Barbed Strangler, Venom Cannon, Enhanced Senses
    148pts

    Carnifex- Barbed Strangler, Venom Cannon, Enhanced Senses
    148pts

    996pts

    Tear it apart and give me your advice


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  3. #2
    Charitably Tables People MVBrandt's Avatar
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    Quote Originally Posted by Slag View Post
    im new to Tyranids so this is my first attempt at a list

    HQ
    Hive Tyrant-Toxin sacs, Winged, Lash whip & bonesword, Scything Talons
    Psychic powers- the shadow in the warp(i play eldar quite a bit)
    160pts
    Scything talons are superior to lash whip and bonesword, and cheaper I believe. Extra attack > no extra attack in most cases, I always feel.

    If you play eldar quite a bit, shooty tyrants may be superior. They don't have the armor saves across the army, or the armor value, to stand up to the kinda firepower put out by a 2 twinlinked devourer tyrant with es/ts. If you are going flying, make it 2 x ST IMO, and toxin sacs aren't really needed. Eldar are low toughness to begin with, and you're 2d6 + s against vehicles (which you shouldn't be attacking if eldar, since they'll be 6-to-hit skimmers)

    Elites
    Tyranid warriors
    2 warriors-Extended Carapace, Leaping, Rending claws, scything talons
    1 warrior -Extended Carapace, Leaping, Rending claws, Enhanced Senses, Barbed strangler
    113ps

    Tyranid warriors
    2 warriors-Extended Carapace, Leaping, Rending claws, scything talons
    1 warrior -Extended Carapace, Leaping, Rending claws, Enhanced Senses, Barbed strangler
    113ps
    These are ok, but you may want to at least consider going with raveners before making your warriors melee specialists. You have 3 unused force selections, and raveners overall perform better for the points as long as you keep them from getting shot at pre-charge. The barbed strangler is "ok" on tyranids, but at the moment there's some trouble. I *believe* you can only mix/match weapon biomorphs, so to get that enhanced senses the whole squad needs it, obviously a waste since only one warrior can shoot. Furthermore, barbed stranglers w/out toxin sacs = S3, and that's nice and all but you're going to be really limited w/ what it can do (it can't hurt vehicles at all). I advise rethinking your warriors for a while.

    Troops
    Gaunts
    8 gaunts-fleshborer
    48pts

    Gaunts
    8 gaunts-fleshborer
    48pts

    Gaunts
    8 gaunts-fleshborer
    48pts

    Gaunts
    8 gaunts-fleshborer
    48pts

    Gaunts
    8 gaunts-fleshborer
    48pts
    Perfectly reasonable, but spinegaunts may be a tad more efficient pointswise

    Genestealers
    8 genestealers
    128pts
    OK. Keep these from getting shot at ... without any other units in your army that are overly lethal in close combat, people are going to direct a LOT of fire at 5+ saving genestealers. Think carefully about (again) going with raveners instead, and adding another squad of gaunts. With ravs, you can keep them completely hidden in small 1-3 ravener squads, and take advantage of the 19-24" charge when the time is right. Genestealers only possess a 13-18" charge, and that 6" difference can be a big deal in terms of being forced to expose them to some fire before they can get in.

    Heavy Support
    Carnifex- Barbed Strangler, Venom Cannon, Enhanced Senses
    148pts

    Carnifex- Barbed Strangler, Venom Cannon, Enhanced Senses
    148pts
    Excellent. Give them flesh hooks for one point each. You can deploy them on turn 1 behind walls, then climb right up on into them for 4+ hard cover saves. This keeps you from getting shot at on turn 1 if you lose the first turn roll, and doesn't harm your ability to get them where they need to go. Also, if for some reason they ever are about to get charged by some baddies in cover near them, they can charge first through or around or into cover, and the flesh hooks give them a simultaneous attack a la frag grenades. Nothin's greater 'n that. INITIATIVE 10 CARNIFEX!
    Nids & Guard
    GMail = MVBrandt

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