Hi, I'm just starting 40k and I'm going to be playing Tyranids But before I start buying models I'd like to have an idea of what a good list would be. It needs to be around 1700 points. Any help here for a newbie?
Ok, first off, you probably want to pick up the box set. You can easily use all the units in there.
HQ - Hive Tyrant. If your good with modeling, give it wings (you'll have to buy them seperatly however). If not, Scything Talons and a Venom Cannon is a pretty easy/standard configuration. I like giving him a couple of Tyrant guard too.
Elite - Warriors. Either fire support or close combat. Without wings or leaping, the close combat warriors do lose a little bit, but they are still useful.
Fire support warriors = 2x Deathspitter, 1x Venom Cannon, 3x Rending claws or Scything talons (I try to keep the close combat weapons the same across the brood for ease of rolling)
Close Combat = 3x Scything Talons, 3x Rending Claws.
Troops - Lots and lots of gaunts. Minimum of 16 per brood and 2-4 broods. Hormagaunts and Termagaunts are good as is, but you can save your pts and have an about equal effectiveness if you change your weapon on the Termagants to Spinefits (sometimes called Spinegaunts). 1-2 broods of Genestealers. Ripper Swarms if you want, but most people only use them if they are mutated with rending claws.
Fast Attack - I love my gargoyles, but they are expensive money wise. Its like having a set of Hormagaunts with wings. Raveners should work well though, with Rending Claws and Scything talons on them. Again, if you like modeling, winged Warriors are a pretty popular choice here. 3x Scything Talons and 3x Rending Claws
Heavy Support - I like to take 3 all the time. Carnifex, don't leave home without it. Everyone has their own opinion on how to deck them out, so take your pick. 1x Scything Talons + 1x Venom Cannon (Long range, 2 shots, mostly for anti tank) or 1x Barbed Stranger (medim range, 1 shot, 5" damage zone, mostly for anti infantry) or another set of Scything Talons (close range, destroys everything).
3 Biovores is another great choice. It keeps the opponent from treating you as only a close combat army. And they work well.
Choice 3 should be either another Carnifex (decked out differently) or up to 3 Zoenthropes. Warp Blast is a good anti Marine weapon.
Hive nodes for the ground gaunts - 1 per brood.
Extended Carapace - Good for Carnifexes (they draw fire like you wouldn't believe) and Tyrants. Ok for Warriors (it gives them a save vs all the AP 5 weapons...which everyone seems to have). Bad for your troops.
Lictors - if you have the points, they can be fun. Try to use 3 in an army though
More Warriors - Extra Synapse is cool. Plus they are very flexible and can fill almost any slot you need them to.
Another Tyrant - Watch your opponent cower in fear.
More Tyrant Guard - Keep your Carnifex alive that much longer.
I would stay away from too many mutations, besides the extended carapace, and avoid the mutants, besides the Hive Nodes. You can add them later with little trouble if you need to modify your army.
hmmm i dont sudgest nids for a beginner but if you must paly the army. Umm always include biovores and ptut eh spore suited for the army you are playing agaisnt(poison weak armor and acid for heavy armor). Fielding alot of gaunts hmmm like 30 or more with leaping will tie up shooting for your big guys and maybe as well kick some ass. Tyrant shoudl most likly be winged. Fex for antitanks. Stealers for HtH. Gaunts to take damage. Biovores to shoot. Pretty basic.
umm not 100% bad for a beginner. First thing is your guards shoudl be two not three. I find that two is the samething and your tyrant if its going to be double talons then drop the guards and wing him otherwise slap a venom cannon on him. Second drop the talons on stealers. Two reasons one the money issues to get the the talons second its a waste of points they do fine with the base attacks they have. Third you have too many warriors unless you are planning a big bug army and you still should stick around 6 warriors in just about any army. Fourth drop the carapace for the gaunts they die no matter what the numbers will keep them alive and you should invest some point in hive nodes. Your fex is fine. But I really sudgest you get biovores so you can lighten up there line with spore mines.
remeber numbers are your friend, dont underestanate the basic set ups in the codex (although spine guants instead of termies is a good idea, 2 points cheeper and just as good) i would rather go for more modles and drop a few mutants in then have everythign stacked. my seggestion is dont put arms on anythign till you know what your good with.
i find it easy to use biovores zoanthrops with warpblast and catalyst aswell as genestealers although it is easy to cut them off from the rest of your amry..
things to rember take lictors and zoanthropes and biovores i pairs 1 sucks by it self
and as greath as a carnifex with 2 set of talons is it does more damage with a barbed strangle and 1 set of claws if ya want hand to hand fex for with old one eye
and winged tyrants are greath but if there is lots of difficult terrain he takes a wound when he enters and cannot assult into it
and if you play against army with lots of little heavy waepon teams spred out try a dozen gargoyles and deep strike them on there heads.
Trade your special gaunts in for straight Hormagaunts. Although its nice to have +1S, they'll never get a chance to use it. You want them to last long and do well in close combat. The +1S allows them to do well, but doesn't help them last any longer. High WS (Hormagaunt) or initiative will allow you to do better in close combat offensively and defensively.
Also, more due to box set issues then anything else, you may want 1 squad of Hormagaunts and 1 of Spinefist Gaunts. Or just spend your extra points on some Spinegaunts, since you'll have them anyway.
As far as your extra points, Biovores are an absolute joy to play with. Especially in infantry heavy opponents. Like X-G said, use more then one. I like three because that gives me odds on 1 hit every turn I fire all of them (which is every turn). Lictors may also be useful in +1500 pt games. Actually, I just noticed you have no ranged weapons. Believe it or not, they are usefull with Tyranids. They help keep the opponent on his heels while you run forward. You can also use your points to enlarge or get a second Genestealer group.
ive played nids for quite a while and ive grown very sick of them... anyways...
if youre fighting a lot of chaos or reg marines try to avoid giving warriors and tyrants guns... give them all hand 2 hand and then warp blast. venom cannaons are decent for tyrants though, and deathspitters are really good for warriors.
also, if u just biomorph it makes warp field completely useless for a hive tyrant. ALWAYS ALWAYS give extendended carapace, it just makes sense to save 5 pts (unless u need the extra biomorph which i doubt u will).
tyrant gaurd is definitely a good idea although ive never used them.
old one eye is alright, especially if u use him right.
2 tyrants is another thing ive grown to love.
termagaunts are stupid... pointless... u want all hormagaunts... what i did was bought fantasy bats and took the wings for the gaunts, therefore allowing u to use 12" movement + fleet of claw. very very useful. dont give the tyrants wings as its a great fee of points. use lots of gaunts to get into H2H immediately and then take advantage of the tied up enemy and move in w/ the tyrants, carnis, one eyes, etc.
lictors arent a bad idea depending on who youre fighting. the problem is if youre fighting a defensive army (which is very likely when playing nids) theres a good chance they wont be as useful. if youre not fighting marines biovores can become your best friend. take 3 biovores and 3 lictors to flush the enemy out of their postitions into the lictors. then while theyre busy with gaunts and lictors bring in the big guys.
barbed stranglers are great with carnifexes. with anything else its not as tactically sound because your strength will be too weak.
warp blast is soo handy for taking out tanks and large opponents (demon prince, demon prince, demon prince, special characters) and hard squads.
zoanthrope is a very strong player, 2+, 2 wounds, strength 10 ap 2 ASSAULT 1 shot or strength 5 ap 3 ASSAULT 1 blast. very very nice. the problem with them is that they get hit by 1 lascannon and theres 59 pts down the drain.
stealers... wow... ive had some crazy experiences with them... usually they get mowed down before they can even do any good for me... but... ive seen 3 of them take out 2 tactical squads, a vindicare, and 3 bikers in one game. that is why i always field them... even if they almost always get killed in the worst/dumbest possible way.
grab the box set or soemthing and a tyrant... its going to take a while to see what u like and dont like. ive seen lots of people play nids in lots of different ways, some which worked really well and i never would of though of, some of which were terribly poor ideas which im glad i never thought of...
Okay so I bought my Tyrant yesterday and I'm gonna buy a box of gaunts tomorrow and make have spine half horma. Thats a good idea. Umm... I'm not gonna get Old one Eye because I'm not allowed to use him in tournments.
Oh what weapons are best for Warriors?
Mostly I'll be playing against Chaos Space Marines, Thats what my best friend uses I think there Night Lords or somthing.
If you are goign to make spine then go allthe way and make cheap spinegaunts. Venom Cannons are teh only gun that ill do damage. Making Venom Cannons on all Warriors makes them a heavy squad which I wouldnt do. You are only goin gto beat chaos if you make it into HtH with stealers, fex, and Tyrant. Deploy some acid mines and hopfully you get to spray them with it. Warp blast will be your best friend in this case.
if you happen to play an army with a demon prince, try to tie it up with loads of gaunts asap. thatll prevent it from charging your big stuff and if u have enough maybe even allow for u to get your big guys up to charge it. especially in the case of a khorn demon prince u do not want to be charged.
otherwise theyll most likely have it set up w/ 12" movement and 12" assault and youre just screwed. and in the case of a khorn demon prince youre just double screwed.
thats why i say give all your gaunts wings. or if not that leaping.
1) don't give gaunts wings. Get Gargoyles instead.
2) Only close combat gaunts need leaping.
3) Warp blast isn't available on Warriors.
4) You can always buy TRT and OOE later.
5) Never listen to anyone who posts 3 times in a row.
Ok, 1/2 spinefists and 1/2 Hormagaunts is perfectly fine for your box set. I advise you to leave the arms off your Warriors and playtest a few combinations (if your friends will let you). I have 2 Deathspitters and 1 Venom Cannon with Scything Talons all around, but vs Space Marines, I generally include a set of RendingClaw and Scything Talon Warriors as well. They can be mean character killers with implant attack. I've also playtested Heavy Weapons warriors with 3x VC's and they did fairly well against lightly armored opponents.
Warp blast is pretty good vs Marines, regular and Chaos. Its the only ranged weapon you have that can pierce their armor. Unfortunatly, with only one per model and a mediocre 50% chance to hit, you have to load up on Zoenthropes to really make a difference.
1) its really sweet to try and put people down to sound smarter on a forum board. just it shows how tough and sweet we are and how we are so much more warhammer inclined then everyone else!!!!!!!!!!!!!!!!!!
2) it automatically makes you sooo dumb if u post 3 times in a row!
3) i didnt give my warriors warp blast, but then army builder said i could so i got confused
4) gargoyles are alright, but not that sweet. especially if u wanted to be able to biomorph.
5) "only close combat gaunts need leaping" - nice intelligent statement there seeming weve already clarified like 3 times to go with CC gaunts.
6) ive been playing tyranids for a long time, im not stupid.
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