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Hey I'm a bit new to tyranids, never actually used them. I'm going to play a 2v2 game at about 800 pts. The other three people will be playing tau, tau and space marines. I would appreciate some help designing my army, I don't have many models but this is what i have
1x Hive Tyrant
16x gaunts, haven't decided what kind though
3x ripper swarms
I'm not sure what biomorphs to use and what weapons to use. Any help would be amazing as I want to see if the tyranid are a fun race to play. Also we may not have that much terrain.
Last edited by genun; February 2nd, 2009 at 05:27.
Well if you're running against tau with light terrain you are going to take an absolute pounding until you get to assault, I hate to sound fatalistic but that's how it is.
Will it be nids+SMurfs vs tau+tau? or nids+tau vs SM + tau? Also how pickey about WYSIWYG is your group?
I'd say give scuttlers to as many units as you can, the closer you can get fast the better off you are. Extended carapace will doubtfully do you much good in this game, sheer amount of AP weapons makes numbers and speed far more relevant.
here's a combat-oriented list that will hopefully be worth something. I dunno how effective shooting would be in such a situation so I'm not exactly going to pitch it as a good idea, though others might know more than i do. I left some flexibility for you points-wise though.
HQ: Hive tyrant, wings, adrenal glands (WS) toxin sacs, 2x scything tallons. -147
(meant to be your heavy hitter, the centerpiece of your army. rush it up into enemy ranks and cut down as much as you can.)
Elt: Warriorsx3 scything talons, rending claws, leaping, extended carapace - 105
(merely synapse support, but they pack a decent punch in CC for cheap)
Trp: Hormagaunts 2x8 - 160
(since you have these I suggest using them as high-speed tie-up squads, throw them at priority enemy targets to keep them from shooting)
Trp: Gaunts x16 flesh-borers, scuttlers. - 128
(another-tie up squad, used to give your important units cover until combat)
Trp: Genestealers 2x6 scuttlers, fleshhooks. - 240
(these are your shock troops, do everything you can to get them into combat, as they will shred your opponents in CC, vulnerable to fire though. small squads for increased flexibility)
This should probably go in the "Army lists' subforum.
Welcome to LO and good luck!
Dispite what you throw at them they will target you winged hive tyrant(and rightly so). dont let it get too far ahead- in fact let it lag behind at first. all the scuttlers may help in this area.
vs tau you may want to consider going infiltrating gene stealers all the way(if they will let you proxy) and doing a flank march. (it give them almost nothing to shoot at...leaving you more resiliant team mate to take fire...and allows you to get into fleet of foot close assualt by round 3 with few if no casualties)It also cuts down on the need for synapes.
What about making that winged tyrant shooty and hiding him for 2 rounds then striking as you stealers do...a shooty tyrant is still very deadly in CC.
charging straight at tau will seldom work.
for a bit of an edge try packing in a huge amount of spinogaunts(gaunts with spinefists)and"gaunt wrapping"(ask around someone will show you)to get a cover save. spend about 250 pts on fluff troops that will attract a huge amount of fire but is actually not very threatening. then move your hard hitters (genestealers and warriors) behind
remember vs tau that rapid fire is always 12" not half there shooting range!!!!!
Best way to beat tau i know of is
1) take wings on your tyrant
2) take scuttlers on your stealers and outflank
3) hormaguants are fantastic in this situation. Give them toxin sacs and you then have a fast unit that will pack a punch and can evade your opponents shots. The trick to using them is to position them about between 19 to 20" away from your opponents gun line when youve finished moving. The you can fleet into assalt next turn. This means that the tau will have to stand still to shoot you meaning they only get 10 shots each. When we crunch some numbers...
50% chance to hit means 5 hit
youll lose allmost all 5 to wound and with no save 5 die. However in a large unit that still leaves 11. when we do some assault crunching....
33 attacks, 22 hit, if you take toxcin sacs about 14 wound
tau will pass about half meaning 7 die. in a squad of 10 3 will hit back. these will do
nothing. Should the tau pass the resulting leadership check, you are in a strong possition, as you cannot be shot and will kill the remainder next phase. Allways try to stay in combat, if you can.
If the tau dont have an etherial to counter their terrible leadership, Inflict 25% casualtys (normaly 3) to force a check which they might fail. This means your not getting shot for a turn, and the warriors may not rally. The final point is to watch out for stealthsuits and piranhas. Stealsuits will cause havock to your gaunts and should be dealt with fast. Phrianhs are basicaly tau land speeders and as such can mow down infantry very quick, should be killed if possible.
As a last point dont forget your ally, marines or tau will pose a bigger threat to you than them, usually. if your with marines, use their bolters to good efect and let their HQ deal with the crisis suit team. If with tau, get them to kill threats with long range fire, dont be affraid to return the favour if its needed. Also as your playing with limited terrian use your rippers as a portable 4+ cover for the hormagaunts. Flesh borers are goodfor an offencive guants, spinefists for an objective grabber or cover wall. NEVER take deathspitters on a guant much better TL on a tyrant. 12 S5 re-roll to hit and wound shots, love them. the nids are great fun to play and good luck in your match
Against a shooty army like Tau, speed is the key. All your little guys and even your genies are all going to be almost wiped out by the time they get close enough to charge (turn 2), so I usually soup up my hive tyrant to give them a fighting chance. Here's what I would do:
Flyrant - Wings, Enhanced Senses, 2xDevourers, Warp Field (176) - you'd be surprised how much damage he'll absorb and how much damage he can dish, just awesome
3x Warriors - Enhanced Senses, Extended Carapace, Deathspitters (81)
12x Genestealers - Extended Carapace, Scuttlers (276) - if you don't give them Cara, I guarantee you they're gonna get raped by pulse rifles and bolters
16x Hormaguants (160)
15x Spineguants - Scuttlers (265)
Note: Be careful of flanking. Your genestealers may not even show up at all for the game! An 800pt game may finish in 3 or 4 turns. For example, just check out Hiedrodule's 1850pt game which lasted 3 turns http://www.librarium-online.com/foru...-1850-pts.html (Blood angels VS Tyranids 1850 pts)
Last edited by jy2; February 2nd, 2009 at 19:20.
If you are going to outflank always take two units to maxamize your chances of coming out early and getting a squad on the correct side. The only change I would make to this would be to split the 12xGS into 2 squads of 6.
I would also try to get flesh hooks for the stealers....tau have been known to hug cover
Hive Flee Annoch
Once the game is over, the king and the pawn go back in the same box. -Italian Proverb
Warriors are required to take two biomorphs jy2. You'd have to throw something beyond deathspitters on them (scything talons or rending claws are both good options).
The trick against shooty armys such as tau is to get your squads into combat without wiping out the enemy, so you can finish the squad of on THEIR turn. Otherwise you get left high and dry in the middle of the enemy's formation to take as much shooting as they can dish out right in the cheeks.
if anybody has noticed this tau have very few AP2 and 1 weapons. There plasma is AP3 and only big stuff sush as railguns have AP1
How about atotally beefed up fix' or hive tyrant give him at least extended carapace enhanced sense and 2 twinlinked devourers and it will be walking around like a king in his castle "you go do this", "you go do that". Put the tyrant on the ground if your lucky your tyranid warriors will survive 3 turns
spinegaunts have scuttlers? if your goign to give them that take that off and give them without number, have a meat shield. Most tyranids players believe without number is useless but once i had 20 out of 36 gaunts in simple green so i gave two eight man broods without number and they worked well
ok new list
enhanced senses, toxin sacs, twinlinked devourers, extended carapace (hammer that and that a range of 10-11 wounds average on t4 monsters
warriors extended carapace, enhanced senses devourers, toxin sacs, scything talons
(make them big and meaty with only two synapse creatures you need the warriors to move up with the guys, deathspitters would be better but if find that only big squads of deathspitters are effective
2x6 broods of stealers extended carapace
2x 8 spinegaunts without number
2x 8 hormagaunts
i dont know if you hsve anymore extra troops lying about but this is what i would do to your 800 point horde to make it tau-killy just my very long opinion
remember if your spinegaunts are not getting killed there not doing there job
tau are going to shoot at you, you want to pick who the tau shoot at.
Last edited by Reeses; February 3rd, 2009 at 02:12. Reason: individual numbers
Sorry Resses, Plasma rifles are still AP 2. Though a TMC can still take a few hits from one without having too much to worry about with their toughness and wounds.
For the record Genun I'd advise finding some form of carnifex to add to your forces in the future they are REALLY nice to have around.
Good advice about WON.
it can basically "add" another 200pts to you army in a way (as you get to reuse your dead gaunts) put these guys up front. try to get them shot (and pretend to cry when they die...then smile when they come back on)