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#1 (permalink) |
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Shas'Saal
![]() Join Date: Mar 2006
Location: Canada
Posts: 119
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Hq-
Tyrant Adrenal Gland Adrenal Glands Flesh Hooks Toxin Sacs Winged toxic miasma Scything talonsx2 Warp Field = 207 Elites- Warrior Brood Warriorx3 Enhanced Sensesx3 Extended Carapacex3 Flesh Hooksx3 Toxin Sacsx3 Deathspitterx3Scything Talonsx3 = 114 Warrior Broodx3 Enhanced Sensesx3 Extended Carapacex3 Flesh Hooksx3 Toxin Sacsx3 Devourerx3 scything talonsx3 = 108 Lictor Troops Genestalersx11 Extended Carapace, Scuttlers= 253 Gauntsx34+Fleshborer, Scuttlers= 272 Hormagauntsx23 + Adrenal Gland(ws or I)=253 rippers x4=40 Heavy Support Carnifex + Enhanced Senses Reinforced Chitin Barbed Strangler Venom Cannon=163 total 1490 This is what i have been using for a couple of months now and it has done fairly well against my opponents, which are mostly tau, marines, necrons, orc and eldar. With the Hormagaunts the upgrade i give them usually depends on my opponent. the termagaunts are split up into 2 squads i just put them all down in one thing to make it easier. for my expansion for the next 500 points i was thinking a little more gaunts, take out the rippers, add a brood lord with a small retinue, another carnifex( a cheap one to attract fire) and some raveners for some fast melee and fill out the warrior squads.
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"Making no mistakes is what establishes the certainty of victory, for it means conquering an enemy that is already defeated." - Sun Tzu |
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#2 (permalink) | |||||
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Shas'El
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#3 (permalink) | |||
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Ethereal
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First of all the maximum size of a gaunt brood is 32. I recommend dropping 2 fleshborer gaunts for 2 more hormagaunts. Also those gaunt squads need splitting into smaller groups to make your opponent's choice of "What to shoot at?" that little bit harder for them.
You need zoanthropes. These guys are really useful. They can provide synapse and they can provide a little extra firepower. Just give them the Synapse and Warp Blast psychic powers. Also I think you need something else. I don't know what it is but there's definitely something else missing from your army. Maybe a combat 'Fex and a Lictor? These just give you a little extra combat ability and the 'Fex can give you more tank busting ability too if he gets close enough. If you take a combat 'Fex though I'd recommend giving one of the zoanthropes catalyst to make sure he gets his attacks if/when he reaches combat. Failing that he could just be used as a distraction, to draw firepower from your other units.
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#4 (permalink) | ||
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Shas'El
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Your Tyrant looks pretty good, although you should put on implant attacks and acid maw. This will allow you to take on pretty much any big thing in the entire game and it only costs you 22 more points, and when you already have a 207 point monster walkin’ out there, it’s not a huge deal to add 22 points.
From there… Your warrior brood size worries me. You only have three links in your synapse chain, and two of them are pretty weak, and the third is going to draw a lot of fire. When you’re bringing nearly 60 gaunts, you’re going to want to bring a stronger synapse chain. I would personally think about bringing three Zoanthropes with Warp Blast and Synapse Creature and dropping your Carnifex. I don’t see him doing a whole mess of damage to the enemy that your new Zoanthropes can’t equal, or top. As for the actual units…If you plan on keeping them, you should add rending claws to them, as right now they are just really big gaunts with guns. Although, I think I would also consider just twin-linking their weapon, as that might work out better in the long run. However, I would still contest that you should re-work parts of your synapse chain and re-work these guys as well to suit their new role. Why the Lictor?? Genestealers are okay. Scuttlers will help them get the second turn assault, although watch out for going into rapid fire range. Termagaunts seem okay on paper, I just don’t see the tactical application of them in this list. You may want to consider how your army works together instead of just unit by unit, as I can’t find the niche in this list. Your Hormagaunts should probably have both adrenal gland upgrades, as they both help out a lot. You can read and contribute to the debate about it here: http://forums.tauonline.org/index.php?topic=19957.0 For your rippers, I would recommend three leaping rippers over four rippers. They’ll get into combat easier and lose less wounds to shooting, and do the job you really want them to do: Tie up units! I don’t really see the purpose of the Carnifex. The only one I really see is taking down vehicles, which is better served by three Zoanthropes with Warp Blast and Synapse anyways… Overall… Your synapse chain seems weak, so I’d drop the Carnifex for some Zoans. Your warriors need to be re-thought. I’d suggest either some devil warriors for 29 points (Enhanced senses, extended carapace, twin-linked devourers) or some CC warriors for 40 points (Both adrenal glands, extended carapace, leaping, rending claws, scything talons) That is, if you still want them. You may choose to go with more gaunts or more Genestealers instead. I don’t know why you bring the Lictor, maybe you play a lot of escalation? I’d think twice about bringing him. Find the points for both Adrenal Gland upgrades on your Hormagaunts Add leaping to your rippers and drop one ripper to compensate for points And get out there and kill some non-Tyranid scum! Hope that helps some, and as for a 500 point expansion... Well, that'd require some more thought and another post. AKA: Another day!
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#5 (permalink) |
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Shas'Saal
![]() Join Date: Mar 2006
Location: Canada
Posts: 119
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Thanks for all the advice. I use the lictor because yes, i do play alot of escalation, and he insures that I have a better chance of getting my units into the game when I really need them. I had a battle today with some modifications to this list against my friends tau. I took out the rippers, a few gaunts and one genestealer and in change added 3 warriors to add to my squads. One had a venom cannon and the other a barbed starangler. and one normal devourer one. They did fairly well against the tau. And I had a good laugh when my tyrant took out a devilfish and his firewarriors were pinned for a turn and could do nothing and i whipped them out the next turn in combat. The reason for the carnifex is for some anti tank in my army, and also to force my opponent to shoot his big guns at something other then my tyrant. Ill think about dropping that Carnifex for the zoans. I will add the acid maw and the implant attack to the tyrant, i was thinking about doing that before but i did not have the points to do so. Thanks for your help and anyother tips would be appreciated.
__________________
"Making no mistakes is what establishes the certainty of victory, for it means conquering an enemy that is already defeated." - Sun Tzu |
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