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I really want to know why people use what they use in their Tyranid armies. Why do you like your CC Carnifex? Why do you love devourers or psychic choir so much? Is it simply because it's effective or is it because you find it fun or simply because you like it? Do you play to win or play for fun or both? The rules are you post your units, not your complete detailed list, just what units you use, and then write a little bit about your favorites and why you use them.
This is not to be a debate. You may not tell someone what they use is not good and you may not ask anyone if they think your choices will work well. Post such things in another thread if you must. The purpose of this thread is simply to get an idea as to why people use the units they do.
I will start:
- Flying hive tyrant w/ devourers
- Broodlord w/ retinue
- Rending warrirors x4
- 2x Devourer Warriors x3
- 1x Hormagaunts x14
- 3x Spinegaunts x 14
- 2x Rippers x 6
- 3x Ravener (broods of 1) w/ devourers
- 2x Carnifex w/ VC & TL-Dev, spine banks & Defensive upgrades
- A single Biovore w/ Acid mines
I love the flying hive tyrant because she's fast and I feel she heads the army better than any unit, she just feels right in a leadership role. I have been giving her devourers lately, and I give her CC upgrades also. She's expensive, but just like with my Tau commanders... I splurge on her (200 point model) because she's the HQ unit and she deserves it.
I also love warriors. I feel they form the backbone of the leadership of the army. They're the drill sergeants, the field commanders. I play a primarily close combat army and I give them all rending claws and leaping, along with other CC upgrades. I call them Deathleaper Warriors, and I find them to be more than sufficient to wipe out most units that the gaunts have tied down. I also use Devourer warriors, which I like for a very different reason - simply because they are effective. To be honest I think the models look silly but they just kill any infantry they point their little flesh eating worm guns at. Also they form the mid-field synapse base for the units that stay behind.
Hormagaunts, and I upgrade them into super assassin hormagaunts. Instead of using them as a super-fast assault unit, I use them more as a surgical strike shock troop. They go forward, generally just behind the gaunts, and stay out of sight until the need arises to wipe out a unit in range. That's whey the strike, and generally decimate whatever their little bodies crash into.
Spinegaunts & rippers serve as tarpit units. The spinegaunts form the base of the troops and the rippers generally lead the Carnifexes as they march across the table, preventing them from being assaulted and then assaulting if/when they get into range. The spinegaunts form the basic mass that rushes ahead to engage enemy models as soon as possible. I like both of these units only because they're cheap and they form large numbers, which feels right for tyranids.
Raveners... I love having single raveners. They are like the special ops units. They can be wherever they need to be, supporting another unit as necessary or striking an enemy vehicle or MC when needed. They have devourers for when they are the first to assault, to soften up their target. Devourers on them pretty much suck, but it fits and it's there because I like it, and I do get use out of it. The raveners almost certainly die in every game I play - If not then it means they probably haven't done anything, but it is their purpose to die while taking something down with them. They're simply scary, if not to my opponent, then at least in my mind. Plus - the ravener is my favorite model in all of 40k.
I love my weird Carnifex loadout. It's very effective against all targets, long-lived, and versatile. I know it doesn't have the Barbed Strangler, but I'm okay with that because I find it too frustrating having only a single shot with it with BS3. I use this unit because I like it better, both for it's weapons and the way it's modeled. Also, it is still VERY effective.
And the biovore. I use this model because I think it's funny. It's funny in concept and it's even more funny when it blows up my opponent's Basilisk or Dreadnought on the first turn, which certainly doesn't happen every game, but when it does those 55 points have been more than worth it.
Now it's your turn! Tell us what you like and why!
-Thread Killer Bryan
Tyranid Hive Fleet Typhoeus
T'au Empire, Bork'an Sept
Well, in a 2,000 point list, I use the following:
A pair of tyrants w/ 2 twin-linked devourers and a tyrant guard each; one with psychic scream, one with shadow in the warp
A trio of warrior squads, 4 warriors each, extended carapace, twin-linked devourers, toxin sacs, enhanced senses
Six squads of 10 spinegaunts
Three squads of 2 raveners w/ rending claws and scything talons
3 Carnifexes w/ extended carapace, reinforced chitin, bonded exoskeleton, enhanced senses, venom cannon, barbed strangler
Carnifexes sit back and gank tanks. If tanks are all gone, they fire at whatever the tightest-packed infantry targets are.
Tyrants and Warriors obliterate infantry.
Raveners stay hidden however that is required, and kill-shot enemy CC specialists, or really whatever high value targe they can smack into at the right time. They are a "kill-shot" for the army, and I do not race them into combat. They wait for the right time to smack someone in the mouth right after the tyrants/warriors have done their worst to them in the shooting phase, and ideally at the same time that the fexes have taken out a vehicle or two. It's the final demoralizer, after watching their vehicles get toasted, their infantry bludgeoned with dozens of devourer-inflicted armor saves, to have to see 30 rending attacks get tossed down at I5 on one of their favorite units.
My largest tactical advantages come in deployment, where most missions and most enemy lists give me the opportunity to have 3 static long-range guys (fexes) who don't move much anyway, and 6 worthless spinegaunt squads down with NONE of my most important units deployed, yet my opponent's army often mostly deployed, or at least into his big stuff already.
I work at a very offensive pace once the game starts, deploying behind cover whenever possible on Turn 1 to avoid any early damage, and then bludgeoning across the board at a section of my opponent's line. The deployment advantage comes into play, b/c it allows me to know where he is at before I go down ... if he bunches up his army, I'll race the gaunts ASAP into his line ... if he kills the gaunts to stop them from tying him up, it lets the tyrants/warriors do their job on his infantry, ending the battle. If he tries to kill the tyrants/warriors first, the gaunts tie him up, giving the remaining warriors/tyrants, the fexes, and the raveners time to eliminate what isn't tied up. If he doesn't bunch his army, I absolutely DO bunch mine, and power-punch a section of his line ASAP before he can hit me back hard enough for it to matter. Half his army gone, most of my army in-tact, the rest is a roll-up mathfest.
If he goes after the fexes for some assinine reason ... well, he just dies. Few opponents have the firepower, # of units of their own, and presence of mind to properly handle and deal with 17 deployments coming at them, all of which and any of which can screw with their day to a degree higher than their points cost.
I thoroughly enjoy completely removing my opponent off the board, and I give a lot of credit when someone can survive the game with any of his units in-tact. It's a mathed-out army, relying on probability and weight of fire to ensure the death of what I shoot at. Raveners, several monstrous creatures and a number of spinegaunts ensures I can survive an extended close combat fest if that is what I face, with enough units to hold up and tie up a CC specialist while my ranged heavies continue to work on whatever he doesn't have engaged.
The keynote example of this was against a very well designed space wolf armored rush list. He threw everything he could at me in a hurry, and did so successfully. BUT I had so many units of spinegaunts and other things, that I just kept feeding them into the blender, holding up his blood claw mobs and other things, and keeping the fexes and warriors and tyrants out long enough to eliminate everything he had unengaged. I then just fed a warrior squad and some remaining spinegaunts to him in just the right order to ensure he'd come out of combat and be stuck unengaged with MY turn coming up. GG. He played exceedingly well, was a veteran tournament touring guy with a series of high placement records in GT's, and he did everything right. He deployed well, went straight for my biggest threats in the best way he could, and despite going all 6 turns, lost by approximately 900 vp's in a 2,000 point seek and destroy.
I fell in love with the notion of an army with the deployment #'s, sheer firepower and durability to take someone's worst on the chin while still giving back more than it receives.
It suits me as a person - if you are a fan of American football, consider me the Patriots. A spectator enjoys watching a "close game." As a participant, I'd rather it not be close at all, and I play with an aggression and confidence (which my army allows me to do) that says "I'm going to completely annihilate you, and will feel better about that after the game than I will if I simply play 'not to lose' and we end up with a close one that comes down to the last turn."
The list I use gives me the opportunity against any opponent on any given day to decide the battle clearly and decisively by Turn 3 in almost all cases. I like that sure result. It's why I play what I play. For me, it is extremely gratifying to go up against a talented opponent with an excellent list and a great record, and bury him in his own "blood," as it were.
To be fair to the fluff, I suppose thereafter I eat him or something.
Nids & Guard
GMail = MVBrandt
Excellent so far... MVB and I play pretty different armies that also share some similarities, but we go about the game from a different perspective...
It sounds like MVB plays a well-thought-out list, with efficiency as the primary factor, for the win. Conversely, I feel I play a well-thought-out list, with a combination of efficiency and quirky fun as the primary factor, for the experience and experimentation of different tactics.
This is what I want... for people to see that different units and different armies are all perfectly valid. People play for different reasons and they like different units because of those reasons, and nobody is wrong.
Keep 'em coming everyone!
-Thread Killer Bryan
Tyranid Hive Fleet Typhoeus
T'au Empire, Bork'an Sept
It's hard to say what my "normal" list is. I alter it a bit each time. Both because I add new models I can use and to try something else out. A semi "standard" list for me looks something like this:
1 unit of 16 hormagaunts
3-6 units of spinegaunts. Usually around 10 in number.
1 unit of genestealers. EC, maybe +1 init.
1 unit of 5 leaping CC warriors.
1 unit of 5 ranged warriors with varrying weapons.
1-3 units of ranveners. 1-3 count/unit. (I only own 3 currently.)
1 ranged carnifex w/ strangler and venom cannon. (I only have one complete. Just purchased a second and have "old one eye" in a box.)
1 fyrant with warp field, 2x talons and a few other biomorphs. (finishing a second as we speak.)
1 brood lord w/ 8 kitted out genestealers.
I currently field a CC oriented list. I love getting into close combat and mashing things up. I take the flyrant, brood lord and warriors for overlapping fields of synapse.
I usually fight a battle in three "waves"
1) the fast units enter into combat by turn 2. Wave 1 has the job of locking combat long enough for wave 2 to get there. This wave usually consists of gaunts and raveners.
2) wave 2 has the job of pretty much wiping things out. It consists of genestealers, flyrant and warriors. I start on one side of the enemy and munch my way across the board.
3) wave 3 is anything not yet in combat. This is usually the carnifex, ranged warriors and some left over spinegaunts. It's rare when this wave actually gets into combat. Generally the ranged units are busy wiping out enemy units one at a time.
The only downfall I have with this list is the lack of terrain. I know that most games are supposed to HAVE terrain on the board, but I've seen a growing trend recently of my opponents demanding an empty board. I even got a "terrain gives you an unfair advantage" from a space marine and IG player.
Last edited by TamCoan; January 11th, 2008 at 21:42.
Circa 1500 points, I run
Walkin' tyrant with TL devs and a venom cannon
Flyin' tyrant with TL devs and STs
10-12 Hormies (depending on biomorphs - I like adrenal +I vs MEQs a lot)
2 x 8 EC genestealers
2 x 12 Termies
3 winged cc warriors
The walking tyrant and sniperfexes are my heavy centre / anti-vehicle and provide pressure on objectives in the middle-late game. The winged tyrant, winged warriors, hormies and raveners are a high profile, formidable early assault force that has proven nigh unstoppable. The termagants act as a bridge between the centre and the wing (and shoot down speeders and gack terminators with alarming regularity - go termagants!); the stealers hide behind the winged HT, threaten the food's wings, steal objectives and heavy-hit the food's HQ.
My standard diet includes a lot of MEQs (codex and chaos), Tau and the occasional ork.
There's something I've been wondering about for a while now MVBrandt; how do you handle zilla lists (switch warriors with dakkafexes & tyrant guards, add zoanthropes instead of a sniperfex) with the same HQ/troop/FA setup? Is it even an alternative for you to switch to elite dakkafexes what with the amount of spinegaunts you field and their required synapse?
I understand that you won't have big problems with normal zilla lists since carnifexes can be tied up by spinegaunts just like most things and genestealers can be shot to death thanks to their lack of numbers, but if you add gaunts and careful placement of synapse(&lots of tyrant guards+zoanthropes) into the equation, would you concider it to be on par with your list?
The cons apart from synapse is the (lesser) amount of shots fired, but on the pro side there's the surviveability of the dakkafexes and the str6 devourers that can glance AV12 (or are they max str5? Don't have my codex at home right now.)
I'm a devout follower of your ways, I simply adore the concept of a devourerstorm list with expendable/sacrifical troops (60 spinegaunts costs 300p, that's 700/1200/1450/1700p to spend on bigger, badder units), and the concept have proven itself every single time I've played (apart from 40k in 40minutes, those pesky marines will pay one day! ). Granted, I've yet to play with more than 1000p on my side of the table, but since all the basic elements are already used, the only thing I need to add on the lists are raveners/carnifexes/warrior squads. Most experienced players I've talked to however claim that zilla/mech eldar is king, and genestealers > *. While I do disagree with their opinions on genestealers, I'd (as previously stated) love to hear how you deal with such lists (the "cheesy" maxed lists that makes everyone facepalm).
I also do understand that in 2000+ games the amount of sniperfexes should be as many as possible, but I must say that I find zoanthropes to be useful little things. In the deployment phase you get to put all three on the table at once, which really helps push the opponent back from wherever you don't want him to be, and they are 3 separate units, so they are pretty cheap and surviveable synapse. Have you opted not to field these because the opponent chooses to focus their fire on the sniperfexes first (though if I'm not mistaken you've previously stated that your biggies usually manage to survive throughout the whole game), or because you feel you don't need the extra (potential) synapse / (potential) deployment advantage, or because their amount of firepower/point decreases every 2 wounds (or a combination, since you have enough synapse and then some)?
And to actually contribute to the topic:
(not always) Hive tyrant, wings, 2xtw dev, ts, es
Hive tyrant, 2xtw dev, ts, es
(possibly warp field/EC depending on what else I field)
1-2 squads of 3 warriors, tw dev, ts, es, ec
(don't have any raveners yet, and don't have the points to field them either)
1-2 sniperfexes (w/ flesh hooks ftl)
1*3 zoanthropes (synapse, warp blast)
This is on 1000p, as I move up in points I'll add raveners, warriors and finally add some defensive biomorphs to the TMCs.
I try to stay in cover with most units at the beginning, putting carnifexes in cover/forests, zoans behind cover (though more important things gets cover before they do), gaunts as far ahead as I can(but still behind cover) and tyrants and warriors not far behind.
I prefer putting a lot of emphasis on one flank, only having a few models block the other, and carnifexes slowly advancing if needed to. I've noticed I tend to swarm into one flank/part of the table, denying the opponent the space needed to advance and swarm one flank / swarm both to tie up units but with emphasis on one of them. Have yet to play against maxed out lists though... Nor have I encountered deep strikers yet ;'(... That'll be an eye opener for sure :rofl
Forged from blood and sweet my default army looks like this.
1 Winged Tyrant with Scything Talons and Warp Field tailored to CC
1 Tyrant with VC and Devourer tailored for Ranged Combat; accompanied by full Guard Brood with Lash Whips
I love Flying Tyrants, there great at dealing with virtually every encounter; she is normally equipped with every CC upgrade. She has two vital rolls in the game, HQ/tank killer and a bullet magnet. I hate to placer her in that roll but the fear a winged tyrant inspires in most players’ forces them to either waste 1-2 rounds of ranged combat shooting at her. This gives my swarm time to “Eat Them”. The other tyrant servers as long range support marshaling the rest of the swarm forward while laying suppressing fire
1 Brood of Rending CC Warriors
The Dakafex’s is a devastating MC. 8 shots re-roll hits and wounds. Hard to him to sit this fight out, even if you don’t like the man he still deserves your respect. With the ability to crush squads and tanks, the only real weakness he has is Power Weapons. They normally link up with my Tyrant Brood and gun down anything on the board, while being screened by the guard brood. The Rending Warriors hover behind the Spinegaunts as a screen them from fire. There job it to mop up whatever mess the gaunts crash into.
6 Ripper Swarms
The Spinegaunts server as a screen for the rest of the army, supported by the Warriors and zoanthropes. There whole purpose is to draw firing off the other MC and tie up more annoying units. Who cares if they die there like skin cells to the hive mind. They ideally move forward shooting and being shot at. The Ripper Swarms, I break down into small units and they swarm around the legs of the fexs. They server as a CC screen, they prevent MC hunters from assaulting my fexes
1 Red Terror
How can you say no to a face like this? Seriously, how many Special Characters have the ability to eat a unit? 5 attacks, move 9 & swallow whole……..what else can you ask for.
2 Carnifex w/ VC & TL-Dev & Defensive upgrades
3 zoanthropes with Synapse and Warp Blast
The fexes are tank hunters, and I agree with Zen. I hate one shot wonders, as much as I dislike BS3. With a Barbed Strangler and BS3 it’s like putting all your eggs in a basket and tossing them off a cliff. With a VC and a TL-devourer you can still smash a tank. I normally place the Ripper Swarms at the bases for these fexes to keep them out of CC. It has proven to be rather successful and a frustrating to other players.
I love zoanthropes, and I cannot wait to field all 12 of them in Apocalypses. They are just amazing, I have turned the tables with them so often. Warp Blast and Synapse are the best way to go. I have destroyed so many Monoliths and other equally annoying vehicles with Warp Blast. And Synapse just makes them immune to instant Death and strengthens your existing net on the board. With there 2/6+ armor saves they are great at tying up units in CC or just tank hunting.
I usually use 2 in my 1500 army, again with bio-acid mines. Generally they achieve very little, but it all seems worthwhile when they dissolve the odd Dreadnought or something similar.
Incidentally, mine once took out a Land Raider. The luckiest penetration roll of all time, I believe.
Unnecessarily merciless since 1998
I have used many lists and I am changing all the time. I will put one of my old favorites.
We play 1850 at store tournments
HT-flying, warp field, 2xtl dev, ts,es,fh,ws
I still love the flying 12 shot HT
Broodlord-ts,fh with5x genestealers with ec
I still used broodlord just be differnt I drop ec from stealers go with another standard one
3x warriors- rc,st,ec
3x warriors- rc,st,ec
I ran these because for cheap syanspe I now have change them to the tl dev most of time.
3x20 spine gaunts
I love spines but now I run fleshbores just for the str 4 shots
3x6 genestealers ec
I still run genestealers but without the ec
I love the gargoyles it is great against skimmers espically landspeeders and phirans due to its bio-plasma
I have also started running raveners which are great
Fex- es, bs,vc,rc,fh
Fex- es, bs,vc,rc,fh
Fex- es, bs,vc,rc,fh
I perfer this fex for my tank hunting
I have used zilla,swarm,fast and shooting. I am currently using cross between shooting with swarms
Last edited by bonekrusher; January 13th, 2008 at 17:57.