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With a good amount of WH amassed I was thinking of starting another race. The Tyrandis caught my eye with thier delicious models, and thier interesting style and weapons.
So I was thinking... for a combat patrol, what would you guys suggest?
Thanks for replying,
I am also interested in doing this. I would imagine it would be a good idea to put in as many Gaunts/Genestealers as possible.
I was thinking along the lines of Warriors, then a few little fellas.
I've been playing around trying to balance a CP list of bugs, and this is what I've currently got:
HQ: 3 Warriors, ext. carapace, enhanced senses, deathspitters
Elite: 1 Lictor
Troop: 9 vanilla genestealers
Fast: 2 Raveners, 2 x sything talons, deathspitters
Should be just under 400 points, and is fairly balanced. And I really love the big bug models, although they do take time to assemble due to pinning requirements (raveners=6 arms and a head, lictors = 4 arms and a head)
I'm currently playtesting "manuvers" (solo games) of CP lists versus eldar, IG, and Tau (my other armies) prior to challenging someone at the local GW store. I find the warriors useful for fire support and occasionally being able to provide synapse support making the lictor and raveners immune to instant death from lascannons and missile launchers. So long as there's a decent amount of area terrain used, the lictor seems to excel, since it can deep strike and assault on the same turn as a special rule even in CP. The genestealer's ability to fleet themselves across the board will probably draw a lot of attention and casualties, but the speedy raveners with their 12 attacks on the charge should inflict some decent carnage. Versus SM, Necron, or Chaos the list may need adjustment .
And remember, if nids lose a combat patrol, you can console yourself with the fact that your bugs are supposed to be expendable. It's the next several hundred broods that will finish the job.
Ahhh, that beautiful Slaneshi. Thanks so much.
Have a cookie.
Edit: Oops, I just realised that I didn't talk about combat patrol. So, lots of the below may not be true for a combat patrol. Sorry if I mislead you at all.
First, I think you should pick what 'Type' of army you want to play. Hoardy? Zilla? A mix?
Hoardy armies generally consist of packing in a lot of gaunts and hormogaunts, along with synapse creatures to back them up, for example Warriors. When I'm playing a hoardy list, I also like to include a nasty creature or two, for example a Hive Tyrant or Carnifex. When you're playing a hoardy list, make sure you have enough synapse. It really sucks when you have over 100 tyranid models on the field, only to have them lurk, fall back, or not do what you want them to do.
If you do play this style of list, it's also possible to play a synapse rush. Basically, you infiltrate a Broodlord, and have it so you don't have synapse for your gaunts. Then, then start to run towards the synapse creature. It's a rather quick way to get your units up the field, although its very risky. If you're synapse creature gets killed, then your doomed. This is why its good to have some other synapse creatures on the field to make sure that if it does it killed, your not totally doomed for the rest of the battle.
Then, there's Godzilla Tyranid armies, also known as Nidzilla, zilla, or TMC armies. Sense Tyranids have access to a lot of TMC's, this works well for them. They can field more MC's then most armies. Generally they consist of a Hive Tyrant for an HQ, and sometimes Warriors or a Broodlord as well. They can have up to 6 Carnifex's by using them as elites and heavy support. Overall, they use TMC's to the greatest benefit possible. They also tend to be a slow, shooty force. It's good to have the whole force move as one, so sense carnifex's are slow, then the rest of the army should move with it. It's more effective to hit with your whole force at once, then seperate waves. The reason they tend to be shooty instead of assault, is because (1) they are slow, and (2) they can be very powerful with their weapons.
And finally, the mix. This is my favorite type, as I like to have diversity. It's also the type of Tyranids I play. It uses a mix of TMC's, and hoard elements. They must have synapse creatures to support the little monsters, of course. In my mixed list, I tend to make it a fast assault style.
Here's an example list:
-Retinue: 8 Genestealers
-Hive Tyrant 
+Adrenal Glands (WS and I)
-Scything talons x2
-8 Hormagaunts 
-8 Hormagaunts 
-11 Spinegaunts 
-3 Warriors 
+Adrenal Glands (I and WS)
+Scything Talons x2
-3 Ravaners 
+Scything Talons and Rending Claws
-8 Gargoyles 
It's 5 pts over, but that shouldn't be much of a problem.
This list is more of a mix, but tends to lean towards the Godzilla side. Varias units could be switched out for other units, if the player likes.
Most likley the Broodlord and Genestealers will infiltrate, and assault if possible. This can disrupt the enemies battle plans, and make a good distraction unit for the rest of the army to move forward.
The Hive Tyrant is expensive, but very powerful in close combat. It moves forward with the rest of the army providing synapse, and then assaults when the time is ripe.
The Lictor will deepstrike in, as well as make the Ravaners deep striking more accurate. It can target lone squads, or vehicles, and disrupt the enemy as well as making a distraction. Don't expect it to kill much, but its great for disrupting the enemy.
The spinegaunts, and hormagaunts all move up, and assault or shoot. Basically they provide the hoard element, although its overrun by bigger creatures.
The Warriors provide up providing synapse, and then assault with the rest of the army. The Ravaners deepstrike in, and assault as well.
The GArgoyles speed up along with the rest of the army, and can support in assault wherever needed.
The Zoanthropes provide more synapse, and some firepower.
The Carnifex provides some firepower and can also soak up some firepower.
When you start out, you'll basically want to get the codex of course. Then, you can start getting models. The Battleforce is an excellent buy, so I suggest getting that along with a Carnifex or Broodlord with Genestealers.
Edit: Oops, I just realised that I didn't talk about combat patrol. So, lots of the above may not be true for a combat patrol. Sorry if I mislead you at all.
Last edited by brushman; April 19th, 2006 at 04:07.
So back on the topic of combat patrols. I there are a few real necessities when you you combat patrols.
First you need to be able to kill av 10 vehicles, transports and land speeders are nasty in combat patrol. I make sure to bring a vencannon and two deathspiiting warriors; this can take some things down and normally can survive as long as they don't run into a heavy bolter dev-squad, or too many land speeders on the first turn.
Second you need to kill and survive infantry. This is the tricky part. Gaunts don't kill a lot of enemies so genestealers are my choice. In combat patrol (more than in larger games) I think the extended carpace is important. You need to be able to survive your run up the board, and since you will not likely have any gaunts or MCs to draw fire your stealers need to hug cover and survive (watch out for those heavy bolters).
a couple other points, Lictors are going to be a waste of points most games. Most people don't have shooty vehicles you need to get behind and rend, and Devastator squads aren't the most used units...a lictor really doesn't do too much to a tactical squad, holding it up for a turn is nice, but your opponents want them in combat anyways so it doesn't really hurt them.
Raveners are awesome until they get shot because they are faster, more deadly, and more vulnerable than your genestealers...they seem like a good pick, but the first round they are toast because of bolters, and then your genestealers who are less numerous are next. (80 points gets you 4 more genestealers which are much more suvivable (4+ save vs. no save to a bolter)
I always want to bring gargolyes but haven't tried it yet. let me know how it goes if you do it.