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Hey there, hows everyone?
I'm new to these boards and was wondering if you could help me plz? I'm a returning GW player - I used to play back in the day when Warhammer Quest, Blood Bowl and Gorkamorka were still very popular (I don't think any of them have returned, except maybe B. I used to play Ultramarines in 40K and Undead in Warhammer (before the Undead got separated)... the good old days... memories... That was back in the previous edition of 40K and the previous 2 editions of Warhammer, when army books still had all the history about the race and weren't the flimsy, thin books they are today <_< When the new rules came out, I gradually drifted away from the game, but now I'm thinking of starting up again.
Sorry about all the rambling. Anyway, to my point. Since I haven't played in AGES, and the rules have changed quite a bit, and since I've never played Tyranids before, I was wondering if you all could suggest what a good starting force for 'Nids would be... maybe along these lines:
-between about 500-1000 points,
-a bit of both shooting and close-combat elements in the army, but to be ultimately more close-combat-geared (i.e. a few biovores, long ranged weapons etc but mostly flesh-ripping beasties ),
-not too hard on my wallet - I wanna get the feel of the game first, so I don't wanna be spending loads initially. After I get used to things again, I'll look to expand...
edit - and I kinda have a thing for Lictors and Zoanthropes, dunno if they're good to start with though, but the models look cool IMO
Thx a lot in advance for all your help.
If only you had gotten the idea to play Nids like 6 months from now. Right now they are in the middle of dealing with an absolutely terrible codex, which really needs some work.
They are probably one of the hardest armies to play right now because their special rules are just incredibly limiting. 4th edition will help them out a little bit, but they really need a new codex.
As far as for making an army, I would check out the army list section and look at some of the Nid armies that have been posted there. Most of them are close combat oriented so you shouldn't have too many problems finding ideas.
welcome to the board man
the new rulebook was released yesterday so buying one of those and if you could come across a very cheap tyranid codex that would be a good buy to.
i usually play my tyranids with lots of models. lots of gaunts and a couple of strong monstrous creatures. if you want some shooting i'd suggest you get a brood of zoanthropes, at least against power armor armies. if you play against armies with lower saves you might wanna get some biovores.
anyways. like hourglass said, check out the armylist section here on the board. you should find at least a couple of tyranid armylists there.
good luck with your nids.
"I have seen you humans, trying to forge an Empire in the name of a corpse"
I would suggest a 1500 point armylist. I had a miserable losing streak with my nids, winning 1 game for every 10 I played, but once I got 1500pts I suddenly mowed down everything that came my way.
Hive Fleet Furi Kuri 32/21/4
Tomb Kings: 8/5/2
Im in ur Halo, killin ur covernantz
Thank for the welcome everyone. I got some advice from a friend of mine, who played tyranids back in the day and still kinda does, he said the Tyranid Battleforce boxed set would be good, with maybe a Tyrant and a Carnifex added.
Barafiel - yeh I hear that about tyranids, how you need lots of models to play good with a tyranid army. I'll see how things go first then expand.
I know there is a new rulebook but do you know if there's gonna be a new Tyranid codex coming out soon, with all the updates and everything? I'd rather wait a month or 2 and buy the new one instead of buying the current one and then having to buy a new one in a few months...
Another thing - I've been reading posts on the board, is there an actual defintion of a TMC? i.e. must have more than X wounds, and X toughness. And is there a limit to how many TMCs you can take? i.e. only one TMC per 500/600/700 pts etc.
sadly there is still no confirmation on when our new codex will be released, but check out the GW website, you can download updaates for our codex, some of the new rules are good while others stink really bad, opponents don't have to take a Ld test to shoot at further units
THere is no legal limit to how many TMCs you can take, as long as you are within your points limit and you have filled out FoC correctly.Originally posted by Farooq@Aug 30 2004, 04:17
Another thing - I've been reading posts on the board, is there an actual defintion of a TMC? i.e. must have more than X wounds, and X toughness. And is there a limit to how many TMCs you can take? i.e. only one TMC per 500/600/700 pts etc.[snapback]204791[/snapback]
As for the definition of a TMC, certain Models are classed as TMCs this is why you need a codex
4thEd Tyranid Codex will most probably be out early 2005 (Jan-Mar), based on the late-Oct release of the new SM Codex. However, if You want to start playing now, get the 3rdEd Codex somewhere for cheap, since it's still technically compatible with the 4thEd rules (that's what GW says, anyway! ).
Once You get the Codex, read it through a couple of times, make a preliminary list, post it in the "Army List"-forum for feedback, revise upon feedback, post again, and repeat until You've reached a list You feel comfortable with. Then start worrying about the models! This is important because some biomorph/bioweapon configurations are clearly better than others, whereas some are downright useless.
As far as models go, yes, Your friend's pretty right... Here's what I usually suggest:
16 Gaunts (walking/Terma)
16 Leaping Gaunts (leaping/Horma)
3 Ripper Swarms
Add a Tyrant, two additional boxes of Gaunts, and a Carnifex for a pretty basic 1000pt list.
As far as upgrading to 1500pts, I'd convert a brood of Gargoyles (from plastic Gaunts), a couple of Guards (converted from Warriors), and take three Biovores with Poison and Bio-Acid.
As far as TMCs go, that's in the Codex.
No actual rule-imposed minimum point limits for fielding regular TMCs, but I find a good rule of thumb is 1 TMC for full 500pts.
As far as ranged goes, I field TMCs with ranged capacity (Tyrants with WBlast or VCannon, Carnifex with VCannon) and the aforementioned three Biovores. Spinegaunts (Gaunt + SFist) and Gargoyles do have guns, but their main point isn't to cause casualties with shooting... It's just a bonus. All actual shooting casualties I rely on my TMCs and Biovores to inflict.
Lictors will rarely kill their worth in points, but I don't find that necessary... It's usually worth the points simply for making the opponent jump at shadows and generally screwing his/her tactics.
As far as Zoans go, against power-armoured opponents they might be more effective than Biovores... However, bear in mind that their range is rather short, they're not that accurate, and they're easily wasted by any spare Lascannons. Thus keep them out of LOS until it's time to strike, and even then only reveal them at the same moment as the TMCs. This will force Your opponent to divide fire amongst them, ensuring that some targets don't get hit.
"The meat things seek to destroy ourselves. They hunt us as we hunt them but they are weak and uncertain. The inferior flesh will be entirely destroyed, all biomatter consumed. Ourselves will fight to the last, all weak flesh must be devoured."