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Recently I bought a Battle Box of Tyranids to use. I also bought a Biovore for long range battery. So far, my army consists of:
(I know I have Ripper Swarms, but I do not know how many, was thinking I could fill up any empty space in my army with them.)
Could anyone reccommend an army that I could build to be effective against Space Marines and Necrons? The points don't really matter, lets say go up to 1000 points.
I was thinking that I could do a solely close combat army, but then when I took into consideration that I would get chewed up with ranged weapons as I made my charge, it wouldnt be worth it. Any suggestions?
I haven't played much, but with the old starter box, a carnifex and a tyrant I was able to chew through IG and necrons in a 3 way battle royal. Biovores were a useful expansion too. With the new codex and the new battle box you have a decent setup that space marines right now shouldn't be a huge problem, neither should necrons. If you're worried about armor saves then just give your warriors rending claws rather than scything talons. They will cost a little more to field but with the ability to chew armor like it doesn't exist. I think it's worth it. Biovores however might not be as effective due to the armor saves. Your fex.. Just give him the extra armor and extra wound and he can be quite effective with a barbed strangler (now that it actually has AP) His BS is low, but if he hits with a strangler shot, many things will die and with his high strength alot of things (like the necrons) are insta squished and never come back short of the resurrection orb. You may also want to give yout little hormagaunts the toxin sacs which should make it easy for a small number of them to take out squads in assault. If you can, pick up another troop of warriors and another one of gaunts.. or a tyrant. Better choice would be save up, get another starter box and a tyrant. You should have more than enough.
And as stupid as rippers seem, they can take a good number of shots.. and I've made space marines run of packing a number of times with them. As for tactics at this point, i'm more or less hit or miss.
Give a fex a barbed strangler, a venom cannon , enhanced senses and extended carapace.
Make CC warriors (Adrenal glands I+WS, Toxin sacs, Extended carapace, Rending Claws + Scything Talons)
Hope it helped
You don't need AG(WS) or Toxin Sacs if you've got rending claws. If you've got the points to spare, though, go for it.Originally Posted by holo
My advice: Get more synapse creatures. You need more than just 3 warriors to keep your Carnifex, Termagants, and Hormagaunts in line.
Well,what should I do to upgrade them if I'm primarily facing Space Marines, Necrons, and Eldar?? I want to build my figures asap, but cant if i dont know what to upgrade them with.
Everything said so far has been accurate. Rending / Scything on the warriors.Originally Posted by Mandiglio
The reason why I say increasing the WS and S of the warriors is unnecessary is because they automatically wound and penetrate armor on a '6' with rending claws, so increasing the chance to hit and wound usually isn't worth the points you pay for it (but it -can- be against some armies).
For your Termagants, go with Spinegaunts (spinefists on the Gaunts), they're cheaper and more accurate than the Fleshborer.
I recommended devourers. Longer range, but no AP. Not to mention reroll to wound so your STR really doesn't matter that much. It's shots st STR 2 but you're still shooting 16 shots with 8 termagants. even if you need 5's and 6's you should get 1 or 2 in the mix, and then the reroll.Originally Posted by PoptartsNinja
They're far too expensive, and require toxin sacs to make them good. Comparatively... you're paying twice as much for half the units and the same number of shots as a group of spinegaunts, but more of your shots will miss because they're not twin-linked.Originally Posted by jackofasses
'Gaunts aren't a shooting unit, even though they -can- shoot. You'll be giving up their shooting for the first turn or two to advance quickly, and the sooner they tie something up in close combat the better. Slugging it out at 12" with space marines isn't a good move... so you're better off fleeting and charging and locking them down until something bigger and nastier can swing by and finish them off... hence, spinegaunts, the cheapest wounds in our list.
Which isn't to say that it's not worthwhile to give Gaunts devourers vs. some armies, but the most common enemy is Space Marines, where they are not really worth the cost.
If fighting Necrons and Space marines devourers I think can be alright. High toughness types like Marines don't like it when people reroll to wound. You will need toxin sacs for them but I don't think it's too expensive The devourer is also the longest ranged weapon Gaunts can have as well as getting two shots which makes it better than a twinlinked weapon like a spine fist which only rerolls the same shot instead of getting an extra one.
Spinefists are only good on Gaunts if your intension is for them to be cheap and utterly worthless at anything except soaking up bolter shots.
As far as your Biovore is concerned take three and give them bio-acid. With an AP of 3 it will be able to get around Space marine and Necron armour saves of course wounding them is another matter.
You will need more than three Tyranid warriors. Not only for controling the swarm but also to make them more effective.
If an assault swarm is your thing a winged Hive tyrant with two pairs of scyting talons,toxin sacs,adrenal glands,acid maw,toxic miasma and warp field will certainly help you out. It will help out with synapse control and most Marines and Necrons will be no match for it.
A gaunt with toxin and devourer costs as much as two spinegaunts, so the only advantage provided by the devourer is an extra 6" of range. They'll also be decimated by the return-fire, as the devourer gaunts will have half the wounds of the spinegaunt squad.Originally Posted by Leech
The only army I'd consider fielding devgaunts against is guardian-heavy eldar, and you're probably wasting points if they're using storm guardians.