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Hey guys i just sstarted my new Tyranid army. I really dont know what i should get. i want my army to be focused on deep strike/drop pods/fast attack.
So far i have the following:
6 tyranid warriors
9 ripper swarms
What else should i get?
Hive Fleet Reaver (W/L/D) 23/4/2
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I would start with an HQ choice, either a tyrant or a tyranid prime. You could convert one of your warriors into a prime, then I would start making some drop pods, put the prime with hormigaunts, and pod or out flank everything else (except the rippers, leave them at home). And I would definitely take the trygon as a prime because you don't have much other synapse, and it would really suck if you didn't get any on your first reserve roll. I would also get some Zoans as you don't really have anything that can crack a tank open in your list.
Hello and welcome.
You have a decent core starting force. I'd reccomend the following for general nid use:
- Hive Tyrant. While expensive, this is your best HQ unit for most cases. You'll want at least one of these.
- 2-3 zoanthropes. Excellent tank busting ability. Worth it no matter what.
- 2-3 hive guard. Not as good as thropes for AV14 but I find their ability to hide behind a wall and shoot S8 shots to be well worth it.
- A few fexes. Many refute the worth of the fex with the price increase but I find them pretty much ignored when coupled with a trygon or two. Most see the trygon as the priority target, leaving your fexes free to create havoc.
- More gaunts. You'll want more to play with different builds.
If you want to be true to your theme, then for HQs what you want are two flyrants with hive commander. That gives you +2 to reserves rolls, and the flyrants themselves can deep strike. I think that is the bare minimum for a "drop" themed 'nid army. It reliably lets you get most of your army onto the table at once and right in your opponent's face. Anything less than the +2 to reserves rolls leaves too much to chance, IMHO. You want to overwhelm your opponent all at once!
I would also not take any more than two Troops choices that aren't in a spore. But you can take up to too spore-less Troops because your dual hive commanders will let you outflank up to two Troops choices, and that can actually work in the context of an army that is appearing right up close.
Zoanthropes in pods are obvious elites choices for an army like this, but don't overlook Lictors. They don't even deep strike, you just get to place them on the table. And they have awesome synergy with spores. On your turn two, roll reserves for your lictors first, placing them several inches away from your opponent, leaving a corridor between the lictors and the enemy. Then roll the reserves for your spores! And place those spores in the gap between the lictors and the enemy, thus ensuring that the spores don't actually scatter, no matter what result is rolled on the scatter dice. And now your lictors are in cover, too.
For fast attack, shrikes, gargoyles, and raveners all fit the theme well, too. And for heavy support, spored carnifexes, mawlocs, and trygons are all appropriate choices, too.
ninjabackhand: point and click, again, really? even after i give you an military term "shock tactic" you still call it point and click.
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