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Thanks to school, I have not been on the forums lately or even painting or playing warhammer 40k :'(
Being incredibly busy, I have a hard time fitting in a big warhammer40k battle. However thanks too battle mission I'm hoping to play some kill team missions every now and again.
Thanks to our marvelous codex (just kidding) we actually have a lot of options that can be used in these missions. I was wondering what would you consider to be the best Tyranid killteam? Or merely an interesting killteam that would be fun to use.
I have been fooling around with some lists. I think it would be really fun to play this list:
5x genestealers (one with the broodlord upgrade) and 10 hormaguants with toxin sacs for a total of 196 points. It would be really fun to see your opponents face when you close in on pockets of his force and thanks to synapse from the broodlord you could go on fighting to the last man!
First thing first. Remember that those killteam matches use different rules. Maximum armor value for tanks or even if tanks are allowed or if multi wound models are allowed.
So i'll anwser your question from the viewpoint of the rules they use for killteam matches at my store.
maximum armor value 33
Multi wound models are allowed.
Each model counts as a unit on its own.
No better save then 3+
Here we go.
Your broodlord / genestealers do not provide synapse. they can just act independetly from it. This also means that without being in synapse, the broodlord and his stealers arent fearless. This means that unless you make your leadership 6 check your hormagaunts fall into instinctive behavior. A smart oppenent uses this to make them hobble after their jetbikes basicly getting kited around the field or just puts a transport near them and they end up dry humping a big steel can.
So here's my list.
1 biovore, can surpress enemies and the big blast with ap4 can hurt some stuff. Also the long range makes it effecient.
1 Zoanthrope, giving synapse to your biovore, can shoot the mean transports and blast away nasty marines with 3+ saves
1 Warrior with bonesword + lashwhip, gives synapse to your hormagaunts and ingnores armour saves so it can also beat the living crap out of marines, ignoring armour saves and all. I prefer to keep the devourer. but you can change it for the rending claws and giving it the ability to wreck vehicles as well.
This leaves enough points for 8 hormagaunts with Toxin Sacs.
Totalling for 198.
try to keep your warrior near cover at all times as well as your gaunts.
This is the list that has proven to be most usefull to me. you really need shooting in your list. or you just end up running after jetbikes not doing a thing. Believe i've tried it. Made a list with almost completely melee, thinking about even if I fail my synapse they just run towards the nearsest nasty enemy. I ended up getting shot to pieces by the very outdated necron destroyers.
Last edited by Broodjekaas; October 23rd, 2011 at 12:54.
Nom, Nom, Nom, the tyranids eat yow face
I have to ask what rules are you use using? Because I'm staring at my Battle Missions book right now and there is nothing that specifies anything you have presented in your critique against my army list. Unless there is an expansion to Kill team that I'm not aware of, nothing you've said seems credible.
Furthermore, I did not even ask for a critique of my army list, if I did I would have posted it in the army list section of the Tyranid forum. I wanted to have a discussion about people's ideas about interesting combinations for killteam matches as Tyranid players actually have quite a few options to fill the force organization chart for this game type.
The problem is synapse. We don't have anything cheaply, so unless you run pure stealers or are prepared to splash the points for synaptic beasties its a real struggle. Ive actually found killteams with Nids to be nigh unplayable unless your opponents are good enough to disregard the rules for synapse, play a few and you can see just how hard it gets.
That being said shooty is definitely the way to go. Kill team is so horrifically unbalanced towards shooting its unbelievable. Biovores and warriors would be a staple, with the odd genestealer thrown in for some shennanigans. A small team of 4 devourer armed guants has served me well, but hormaguants either get killed pretty quickly by anything with a 3+ save, or are shot down straight after your first assault.
As a fun idea though, deathleaper plus about 3-4 genestealers under the nightfighting rules is a phenominal scenario for a bit of a laugh, especially if you do something like the old blip rules. A friend and I played it with 9 bases and you could turn them over if a model passed a leadership check, with modifers for distance. Having things advancing only to be revealed as nothing or a guardsman peering round a tree to find himself staring into the face of deathleaper makes for a very thematic game.
Your friendly neighbourhood gargantuan creature