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"2000 Points Tyranid Slaughterers"
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Old 15 Nov 2006, 21:00   #1 (permalink)
Kroot Warrior
 
Join Date: Jul 2006
Posts: 18
Default "2000 Points Tyranid Slaughterers"

Well here it is...

HQ
Epistolary Cortana (165)
Terminator Armour, Veil of Time (Replacing original power), Fear of the Darkness

Terminator Command Squad (5 men) (240)
2x Assault Cannon

Deathwatch Kill Team (8 men) (270)
2x Heavy Bolter (Hellfire Ammo and Suspensors), Power Weapon, Kraken Bolts

ELITE
Tyrannic War Veterans (8 men) (167)
Flamer, Heavy Bolter

Tyrannic War Veterans (8 men) (167)
Flamer, Heavy Bolter

TROOPS
Tactical Squad (10 men) (186)
Heavy Bolter, Flamer, Sgt Terminator Honours, Power Weapon

Tactical Squad (10 men) (186)
Heavy Bolter, Flamer, Sgt Terminator Honours, Power Weapon

Tactical Squad (10 men) (186)
Heavy Bolter, Flamer, Sgt Terminator Honours, Power Weapon

FAST ATTACK
Land Speeder Typhoon (70)

Land Speeder Typhoon (70)

Land Speeder Typhoon (70)

HEAVY SUPPORT
Devastator Squad (9 men) (215)
4x Missile Launchers

Marines:69
Speeders:3
Assault Cannons:2
Heavy Bolters:10
Missile Launchers:4
Typhoon Missile Launcher:3
Flamers:5
Bolters:40

Please feel free to comment and critique on this list... I will post up the fluff later...
Just keep in mind that this army is specifically designed to take on Tyranids...

Many Thanks

White Ninja Warlord >
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Old 15 Nov 2006, 21:37   #2 (permalink)
Shas'Ui
 
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Posts: 631
Default Re: "2000 Points Tyranid Slaughterers"

can death watch kill teams be taken as HQ.
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Old 15 Nov 2006, 21:42   #3 (permalink)
Kroot Warrior
 
Join Date: Jul 2006
Posts: 18
Default Re: "2000 Points Tyranid Slaughterers"

They have to be taken as HQ... Its in the downloadable PDF available from the games workshop website http://oz.games-workshop.com/games/4...ch/default.htm
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Old 16 Nov 2006, 05:46   #4 (permalink)
Shas'Ui
 
Join Date: Oct 2005
Posts: 504
Default Re: "2000 Points Tyranid Slaughterers"

Looks like a nicely-aspected fluff list, though once on the table, it won't probably fare well Vs Nids.

The Libby shouldn't have Veil of Time, as it will be overkill on those Nids it will be useful against ( Gaunts, Rippers, Zoans ), while you won't be able to bring it to bear on those units you would need to use it the most ( Genes, Tyrants, Warriors, Raveners ), as these will almost always be charging the Libby on their turn, rather than the other way around, as your Libby will probably be Deep Striking ( can't Charge in the same turn ) or foot-slogging it.
As for Fear of the Darkness, it's even more useless, as Nids are either already Fearless ( Rippers, Fex, Lictors ) or covered by Synapse ( most everything else ).
The sole exception might Vs Genestealer-heavy lists, but even then, it won't fare well, as Genes got a basic Ld value of 10, which means testing to resist Fear with a 8, which are pretty much in their favor. Plus, trying to use it on them could prove to be deadly, as Genes can close down those 12'' pretty fast.
I'd stick to a cheap Libby, with simply Fury of the Ancients to rack up some kills across many broods of Gaunts and/or Genes. Otherwise, a Master or Chappy with Thunderhammer and Adamantine Mantle would be more useful, but not by a whole lot.

The Termies are nice.

Lose the Deathwatch's Power Weapon, as it amounts to nothing Vs Nids ( not enough low Toughness, good Armor broods out there ). Get a Powerfist to gack Fex and ( hopefully ) Tyrants.

The Tyrannic War Vets are too inefficient to amount to much, as they've got too few attacks in melee to make much of a difference, plus they're slaughtered as easily than any other Marines by Tyrants and Genes to justify their inclusion. Get instead more Tac squads, with either Hvy Bolters ( Vs Genes exclusive lists ) or Lascannons ( to off Tyrants and Fex ). Hellfire blasts, while seemingly good on paper, are only small Blasts and don't ignore Armor like a Lascannon can. Since the high Toughness Nids also got the nicest Armor saves ( Tyrants and Fex are 3+ basic ), the extra odds of scoring wounds aren't worth it that much. You get more shots out of a Hvy Bolter.

Repalce the Tac squads' Power Weapons by Powerfists, as they're much more useful Vs Monstrous Creatures and almost as useless Vs Genestealers. So, if you play Vs a Gene-exclusive list, simply drop the Terminator Honours on Sarges altogether and squeeze in as much shooting units that you can.

Typhoon Speeders are quite bad, as the launchers' markers are small Blasts again, limiting their usefullness. Get Tornado Speeders instead, as Assault Cannons are king!
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Old 16 Nov 2006, 08:35   #5 (permalink)
Kroot Warrior
 
Join Date: Jul 2006
Posts: 18
Default Re: "2000 Points Tyranid Slaughterers"

Tyranid Slaughterers 2000 Points
Total Points:1998

Epistolary Cortana (165)
Terminator Armour, Veil of Time (Replacing original power), Might of Heroes

Terminator Command Squad (5 men) (240)
2x Assault Cannon

Deathwatch Kill Team (8 men) (270)
2x Heavy Bolter (Hellfire Ammo and Suspensors), Power Weapon, Kraken Bolts (25)

Tyrannic War Veterans (8 men) (161)
Heavy Bolter

Tyrannic War Veterans (8 men) (161)
Heavy Bolter

Tactical Squad (10 men) (191)
Heavy Bolter, Sgt Terminator Honours, Power Fist

Tactical Squad (10 men) (191)
Heavy Bolter, Sgt Terminator Honours, Power Fist

Tactical Squad (10 men) (191)
Heavy Bolter, Sgt Terminator Honours, Power Fist

Devastator Squad (9 men) (215)
4x Missile Launchers

Land Speeder Tornado (80)

Land Speeder Tornado (80)

Whirlwind (85)


Marines:69
Speeders:2
Assault Cannons:4
Heavy Bolters:6
Missile Launchers:4


Here is a re worked list... The only reason i stuck with the power weapon on the captain in the Deathwatch is that as you say marines die as marines therefore i would rather have him strike at his initiative value as opposed to initiative 1... Also i chukced Power Fists on the Vet Sergeants and i also swapped out the three typhoons for two tornados and a whirlwind...

Feel free to give more advice

White Ninja Warlord >
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Old 16 Nov 2006, 17:10   #6 (permalink)
Shas'O
 
Join Date: Jan 2006
Location: Hertford, UK
Posts: 5,086
Default Re: "2000 Points Tyranid Slaughterers"

I agree with almost everything that's been said already by citizen_kodo and I really like the inclusion of a Whirlwind. I would actually put a second Whirlwind in there perhaps in place of the second Tyrannic war vets squad. The ability to pin won't amount to much against 'nids, but against something as fluid as a Tyranid army, it may pay to have a couple pie-plate chuckers on hand to dish out AP4 killiness wherever it is needed most. Also, if you target and kill the synapse creature(s) for a particular swarm of gribblies they'll be vulnerable until a new synapse creature takes charge. So in that instance it might actually be better to save your pie-plates 'til last!

Gotta say, I'm not keen on the Termies...can't see much value beyond the inclusion of a couple assault cannons. If you replaced them with a power armoured command squad, you could save a lot of points and still field the same amount of dakka (even more at close quarters). Their close combat potential against monsterous creatures would be reduced, but with a Librarian on hand, that shouldn't matter too much. If you do consider a normal command squad, the inclusion of 'Furious charge' might be a good idea, although I don't expect you'll be on the offensive too often. If you really want to keep the Termies, be aware that you can afford to drop a man from the squad (if you need another 40 points from somewhere).
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Old 21 Nov 2006, 22:55   #7 (permalink)
Kroot Warrior
 
Join Date: Jun 2006
Posts: 16
Default Re: "2000 Points Tyranid Slaughterers"

But the War Veterans are part of the fluff

of course, things could be changed to make this list win more but it would take away from the fluff.
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