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Hey I spent last saturday reading the Tyranid codex at my local store and think they would be a great army to play as an alternative to my Daemonhunters. My question is this:
I was thinking about making a "fast as possible" Tyranid army. What are the strengths and weaknesses of this design. I was thinking lots of fast gaunts to get to enemy lines, lots of gargoyles, raveners. Forgeworld converted flying tyranids and flying tyrant and what ever the hell else I need to make it work. I am going to buy the codex this friday and want some advice on what to pick up for this army.
hey well done for going with the option, it is a great army list as i use them my self.
First I would get a box of stealers, used because yuo can take scuttlerrs and combined with the rules makes them a 24" charge on first turn, 18" on others, very handy when you come to setting up in quarters, where they go as near to the enemy as possible. next get some gaunt boxes for some hormagaunts, and termagants or spinegaunts. The hormagaunts are very fast and the termagaunts can fire the hell out the enemy and spinegaunts are so cheap to field giving you tons of models. ravneners should be bought in 3's as you have one for each fast attack choice, also equip them with rending claws as they can really kick things down. you will want to include some zoanthropes as you need decent marine/anti tank power which comes from warp blast. that should get you started for now. the force might be slightly assault based but that is what nids are best at.
Fast as possible? Well, you definately have the right army.
The advantages of the fast as possible tyranid army build are....
1.) Its jack-ass easy to find fast units in the tyranids, everybody we have has move through cover, our basic troops have fleet, some are beasts. Other stuff flies.
2.) It minimizes time in the 'death slog' across the battlefield.
3.) It helps to mitigate the mobility advantage of some races.
The disadvantages, however, are indeed myriad.
1.) Given that most synaptic support creatures aren't fleet (in fact none of them are), you may find your units charging ahead without the support of the hive mind.
2.) Mitigating Disadvantage #1 by having winged warriors and a winged tyrant... Keep in mind that these folks will generally be flimsier then the average tyranid since they cannot take the extended carapace. Getting a 2+ save on your hive flyrant involves spending enough points to buy a small squad of spinegaunts.
3.) Lose momentum, and die. If you are prevented from reaching charges and initiating assaults on your own terms, you will find yourself torn apart wholesale.
Good units for 'fast assault' tyranids
Hive Tyrant, Winged. Talon or Devourer variant.
Winged Warriors with rending claws.
And never, ever forget the gun carnifexes. The TL Devourer variant and the Reinforced Carapace, Bonded Exoskeleton, Venom Cannon, Barbed Strangler packing one are both useful (if just for drawing fire).
Noticed you mentioned lots of gargoyles, the only bad thing there is unless you convert them from termagaunts, its going to cost you an arm and a leg to field a legal brood.
Battlesuits, putting the BS in BullS*%t.
Macragge is a good source for nid troops. 6 genestealers and 10 gaunts that you can convert into gargoyles.
Sell the book, marines, and terrain on ebay.
Nids can also play defensively. I go with the carnifex with the barbed strangler. 36" large blast. It rocks!!!