Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
I've never played Tyranids in such a small game before, and I have a 400 pt. tournament coming up quickly. I'm in the process of drafting several army lists right now, but was also looking for some expert input on what general guidelines are good for Tyranids in 400 points games. I could be facing any army in this tournament, so I definitely need a balanced force.
Currently, I have a couple of ideas. Let me know what you think, and please feel free to add any extra pointers (please realize I'm NOT asking for lists to be made for me or anything silly like that, just general pointers and guidelines, like "CC warriors are better than Shooty warriors in 400 point battles", "don't bother with cheap, screening troops in small games", etc.).
Temporary List ideas:
- led by 3 CC warriors w/ scytals and rending claws
- main troops: around 16 Hormagaunts or Mutable CC gaunts (trying to balance high number of troops with formidable CC power)
--- the troops above are constant in all my lists, but I can't decide what to add to them to round out the force to 400 points. I have about 100-140 points to work with. Keeping in mind that I need a balanced force that can take on 400 points from any other race, should I add:
- 2 Zoanthropes, either both with Warp Blast or one with Warp Blast and one with Catalyst
- a cheap screen of Termagaunts (yes, Termagaunts, not Spinegaunts...its a personal preference, even in a small game like this)
- a small squad (6-9) of Genestealers
- something else recommended?
Now I'd love to take the Termagaunts or even more Hormies, but then the only anti-tank/anti-heavy armour troops I have are the Warriors, and I know they'll probably be targeted quick. I doubt I'd face many tanks in this tournament, but under the 40k in 40 minutes rules, its possible. Taking either the Zoanthropes or Genestealers would give me an added heavy punch, and divy up my anti-tank/anti-heavy armour weapons into two or even three targets, as opposed to just the warriors. Also, is it recommended that I juice up my Hormies and make the mutable gaunts with improved strength or WS? Or should I keep them cheaper to field more numbers?
Right now, I'm leaning towards the Zoanthropes, because I want the added Warp blasts. Catalyst, come to think of it, would be rather pointless as my Hormies have Init. 5, and so can my Warriors if I juice them a bit.
Just let me know of your experiences in small, 400 pt. games with the 'nids. As always, any advice is appreciated.
Last edited by Houston; April 5th, 2005 at 19:17.
Unfortunately you cannot take Zoanthropes in combat patrols, they have a 2+ save and are not allowed; Without them you do need to find a way to take down skimmers...One skimmer can eat up all of your Warriors pretty quick if they get first turn and you don't get to them by the second...seven ap 4 shots per round for 80 points is just too much nids unless you have some good cover. I think you have to take shooty warriors to put down skimmers and then a mix of gaunts, gagoyles, and I keep trying to get a ravener in because it is a fourty-five point unit that needs to be respected or it will eat you up and hopefully the enemy targets him instead of the gaunts so all of your gaunts can reach their lines.
Thanks for the quick reply, nichodemus10. Don't know how I missed the part about 2+ saves being disallowed in Combat Patrol. I've chosen to go with 11 point CC-gaunts (Hormie stats with the added initiative), so 16 X 11 gives me 176 - 186 with the Hive Node. I have 214 points left over, about 100 of which will be eaten up by my Warriors, be they CC or Shooty (probably going to go with Shooty now). With the extra 110 or so points, I might go with either those 16 Termagaunts to fill out my numbers, 7 Genestealers, or even a second brood of Warriors. I think I'll wait for a little more input before making my decision.
Should I drop the Hive Node in a small game like this? The Warriors will never be far behind, plus the extra 10 points could mean another Genestealer, if I trim the points properly.
I was gonna say Lictor but then I looked in the codex. One of the only times you wish for less wounds. I'd stick with shooty warriors, a small pack of gargoyles, and the rest in gaunts.
I'd vouch for:
Shooty Warriors (EnhS, ToxS, ExtC, 1x ST+ VC, rest ST + DS should be able to deal with any vehicles in a Patrol game)
Leaping Gaunts of player choice with HN (one brood since You usually can't afford two)
My extra choices would be either Gargoyles (generally handy) or Genestealers (anti-SM), most probably 'Stealers since heavy-armoured infantry is all too common.
Make sure You play with the current Patrol rules which limit the vehicles based on AVs, not points cost!
"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."
i'd vote for shotty warriors (same stats as uzi's) 16 leaping muti gaunts 8 terms (casue u dont like spines) and 1-2 reaveners or 3 depending on how points work (with st +rd's) that way you have fast troops who can deal with both heavy infantry and tanks