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Eryx_UK
21st September 2007, 11:31
Using RudyPicardo's "Want Nids" thread I've build the following (and in an influx of cash, bought it as well to start off my Tyranid army), and would like your critque.

HQ:

Hive Tyrant. (249 pts).
Venom cannon. TL Devourer. Enhanced senses. Toxin sacs. Catalyst.
2 Tyrant Guards.

3 Tyranid Warriors.
Enhanced senses. Toxin sacs. Adrenal glands (+1 I). Devourer. Rending claws.

Elite:

Carnifex (103 pts).
Two TL Devourer. Enhanced senses.

Troops:

12 Hormagaunt (132 pts).
Adrenal glands (+1 I).

12 Gaunts (96).
Fleshborer.

6 Genestealers (120 pts).
Expanded carapace.

Hvy Support:

Carnifex (148 pts).
Venom cannon. Barbed stranger. Enhanced senses.

Total: 956.

AvariceX
21st September 2007, 15:12
A few things:
1: extended carapace is a waste on gaunts. Even after the extended carapace their save gets pierced right through by the most common weapon in the game (bolters).

2: devourers are not an optimal weapon for gaunts, since you'll be wounding MEQ's on 6's; even with a re-roll to wound that's still sketchy. Plus the MEQ's will still get their save.

3: on hormagaunts it's worth it to take the +1I Adrenal Gland so you strike before MEQ's.

4: Carnifexes look good

5: Genestealers look good

6: The Hive Tyrant is very interesting. I would give options of how to better equip him but everything I could suggest would be a trade-off. For instance you could lose Catalyst and the TW-dev for Lash Whips & Bonesword and another psyker power. The bonesword has a better version of catalyst but you lose your TW-dev. Catalyst as a Hive Mind power is generally better in an army where you have a very large cc squad (eg. 32 hormagaunts). Your Tyrant certainly isn't the most common / orthodox of builds but I think it will be effective.

scythes
21st September 2007, 15:29
The list looks good overall but I"d change a couple minor things. The HQ is a bit expensive and you're going to have synapse problems bcause it's slower than the gaunts. Unless of course you keep the gaunts kind of near it but then you're wasting your meatshields. Not sure how I'd change this other than switch to a CC tyrnat with wings to keep up with the little bugs.

Both fex's look good, lots of firepower there and you've accepted that it's too slow to be an efficient cc monster.

The stealers look good too, lots of killiness there.

As for the gaunts, I'd add adrenal glands for initiative to the hormagaunts so they hit before MEQ. The I'd drop the extended carapace because 5+ save is just as bad as a 6+ save and will die just as fast, then switch the devourers for fleshborers. You lose a couple shots but you get higher strength shots and can still reroll to wound.

Eryx_UK
21st September 2007, 15:54
Thanks for the advice. I've dropped the carapace on the gaunts as you both suggested. The more I sit here and look at it, the more I think the Tyranids can't be 100% viable in 1000 pts.

I'm thinking of adding a trio of Tyranid Warriors to help spread the synapse across the table, but I can't figure out how to add it presently.

spediesteban422
21st September 2007, 16:02
take out a brood of stealers for CC warriors. they do basically the same thing, except they have synapse. and with all the troops you have, a few less stealers wont matter that much.

otherwise looks great =D

Eryx_UK
21st September 2007, 16:08
take out a brood of stealers for CC warriors. they do basically the same thing, except they have synapse. and with all the troops you have, a few less stealers wont matter that much.

otherwise looks great =D

Thank you.

I'll try that and see how it works.

Eryx_UK
21st September 2007, 16:18
Updated with Tyranid Warriors.