Warhammer 40k Forum and Wargaming Forums banner

1 - 20 of 45 Posts

·
Registered
Joined
·
72 Posts
Discussion Starter #1 (Edited)
I've just found my old Tyranid army from back when I was a kid (3rd or 4th edition one's) but i'm wondering if it's worth buying the new codex and adding to them?

Here is the list:

1x converted Hive Tyrant (2 sything talons and barbed strangler).

15x Genestealers (includes the 3 that came with Space Crusade).

12x Termagants (Fleshborers)

20x Hormagants.

3 Tyranid Warriors (all with Death Spitters and rending claws )

3 Ripper Swarm bases (5 on each)

...If I was to continue with this, i'd probably add a Zoanthrope and 5 more Termagants?
 

·
Registered
Joined
·
1,755 Posts
the codex isnt as bad as people say...although i am disappointment in it its still not that bad.,.there are some good combos inthere...and some nice set ups with the psychic powers. this codex is going to take some real skill to play but it is worth it..its just going to take are REAL big change in thought
 

·
Registered
Joined
·
72 Posts
Discussion Starter #3
I ment is it worth getting the Codex and trying to do up my Tyranid army with the above army list as a starting point?

It's hard to explain, but i've not played them since 3rd edition beginner games in GW as a kid and back then the above army was over 500pts. However with all the changes since then including lower points cost and the Warriors becomng troops, will this be like starting from 100 to 300 points ?
 

·
Registered
Joined
·
992 Posts
I have a similar collection from the old 3ed days that I am going to pull out and play (although triple most of the swarm bugs). The new codex "feels" to me like that way tyranids should be played. Hordes of small bugs backed by the larger and specialist bugs. So if you have the money to buy the codex and like the models (nids are a great line) then go for it. It is always nice to have a second army lying around.

I can make a decently playable list with what I have, but like what you posted above I need some of the MC bugs to round it out and a few more of the mid sized bugs like thropes. It would also be good for you to expand the gant hordes, because numbers are one of the nid advantages. Just doing a point look-over that is about 650 points without any upgrades. So a few zoanthropes, some more gants (take the termi horde to at least 20), and one or two monstrous critters would get you to a 1000pt list easily. You would have a decent number of synapse for that point level and it would be a playable army that you could use. Play some games with it and then you can figure out where to expand.
 

·
Registered
Joined
·
4,166 Posts
I've just found my old Tyranid army from back when I was a kid (3rd or 4th edition one's) but i'm wondering if it's worth buying the new codex and adding to them?

Here is the list:

1x converted Hive Tyrant (2 sything talons and barbed strangler).

15x Genestealers (includes the 3 that came with Space Crusade).

12x Termagants (Fleshborers)

20x Hormagants.

3 Tyranid Warriors (all with Death Spitters and rending claws )

3 Ripper Swarm bases (5 on each)

...If I was to continue with this, i'd probably add a Zoanthrope and 5 more Termagants?

You have about a thousand points there with normal builds.. I'd suggest an Exocrine, Hive Crone, and Trygon to add to these.
 

·
Registered
Joined
·
72 Posts
Discussion Starter #6 (Edited)
Thanks for the advice guys and I think I will try them ideas out.

BTW just spotted 18 Genestealers for £9.99 (2nd-hand ofcorse) and once I buy the codex, i'll sort out Synapse situation.
 

·
Registered
Joined
·
72 Posts
Discussion Starter #7 (Edited)
Finally got the codex (and purchased a Zoanthrope at the same time) and I have encountered the following problems my above list:

1) Hive Tyrants can only use weapons from 'Monstrous Bio-Cannons' and not 'Basic Bio-Cannons', meaning my converted Hive Tyrant (that walks on all fours and has a spiked tail) has a Barbed Strangler on his back that needs replacing... so maybe left-over devourers put together as a Twin-linked Devourer with brain leech worms?

2) I'm not sure on my Tyranid Warriors because it lists Devourer and Scything Talons as standard, but you can replace the Devourer with any Basic Bio-Weapon (in my case Death Spitters)... yet i've not seen anyone else do this and not even the pics in the book have the scyth+Death Spitter combo, so it it legal?

3) My next step is to purchase a pack of 12 Termagants (free swarm too) and despite them joining my previous Termagant unit, even with the same paint job they'll look slightly different (they were painted when I was younger after all), so they will all be given non-fleshborer weapons to standout... but i'm not sure on Devourers, Spike Rifles or Spine Fists? (i'll give 1 a Strangle Web if it's in the box anyway).

BTW one of my Genestealers in the 15-man squad broke badly, so I've converted him into a Broodlord by doing it up and giving him scything talons.

EDIT: I've found the answer to (1) by accident when I googled 'Hive Tyrant' and spotted older 2nd and 3rd edition Tyrant models with Barb-strangler... apparently they are classed as Stranglethorn Cannons now (phew! I was worried about removing a big piece of fire power then).
 

·
Registered
Joined
·
992 Posts
2) Yes, a basic bio-weapon replaces the devourer...no one may have done the combo, but it is legal.

3) The popular thing right now is to mix in devourers into the termi squad, to give some mixed firepower without going overboard on the cost (using the non-devourers to screen the devilgants)...I still haven't decided how I want to put mine together either.
 

·
Registered
Joined
·
72 Posts
Discussion Starter #9
Thanks for the help.


2) Yes, a basic bio-weapon replaces the devourer...no one may have done the combo, but it is legal.
I've seen a few old 2nd edition models with this combo, so I guess that's where I got the idea from. If I get anymore in the future, i'll do what i'm going to do with my Termagants (give the newer models different weapons).

3) The popular thing right now is to mix in devourers into the termi squad, to give some mixed firepower without going overboard on the cost (using the non-devourers to screen the devilgants)...I still haven't decided how I want to put mine together either.

I was thinking along the same lines, but i'm not sure about Spike Rifles (not familiar with them, i've seen them used).
 

·
Registered
Joined
·
992 Posts
Spike rifles are simply trading punch (ST3 v ST4) for range (18" v 12")...they extend the threat range of the gants, but the lack of punch hurts a bit. I would be tempted to put the spike rifles on gants that were going to hang back and camp mid to backfield objectives, so they could contribute to the midfield fight. Otherwise if you are going to push them forward the punch of ST4 will serve you better.
 

·
Registered
Joined
·
72 Posts
Discussion Starter #11
Spike rifles are simply trading punch (ST3 v ST4) for range (18" v 12")...they extend the threat range of the gants, but the lack of punch hurts a bit. I would be tempted to put the spike rifles on gants that were going to hang back and camp mid to backfield objectives, so they could contribute to the midfield fight. Otherwise if you are going to push them forward the punch of ST4 will serve you better.
I'll stick with the Devourers then.
 

·
Registered
Joined
·
502 Posts
Personally at any list over 1k points I run 40 termgants with devourers in two 20 man squads behind 2 20 man squads of hormagaunts. Getting 120 shots in a turn is sickeningly good. I have melted two 10 man squads of terminators in a turn before, using this method.

Personally I am a huge fan of warriors with deathspitters. They are S5 AP5 whereas devourers are S4 ap -. However with my lists I mostly run them as 30 point synapse boosters with a venom cannon in each squad of 3. Gives me a 36 inch range S6 AP 4 gun to throw around every turn to contribute to taking out transports.

If you go for mixed squads of Termies to run up and blast I would put spikerifles on the front 10 and devourers on the back 20. That way everything has the same range but the ones in front are only 4 points a model.
 

·
Registered
Joined
·
72 Posts
Discussion Starter #13 (Edited)
Personally at any list over 1k points I run 40 termgants with devourers in two 20 man squads behind 2 20 man squads of hormagaunts. Getting 120 shots in a turn is sickeningly good. I have melted two 10 man squads of terminators in a turn before, using this method.

Personally I am a huge fan of warriors with deathspitters. They are S5 AP5 whereas devourers are S4 ap -. However with my lists I mostly run them as 30 point synapse boosters with a venom cannon in each squad of 3. Gives me a 36 inch range S6 AP 4 gun to throw around every turn to contribute to taking out transports.

If you go for mixed squads of Termies to run up and blast I would put spikerifles on the front 10 and devourers on the back 20. That way everything has the same range but the ones in front are only 4 points a model.
Thanks for the advice, but i'll just be using the next batch of termies to boost up my fleshborer squad (i'll still go with death spitters for them though).


I will take your advice on the next batch of Warriors I get though, to boost my Warrior Brood (i'm tempted to add a prime, but it's between that or a Flyrant) and they'll possibly Shrikes too.


I'm only adding Synapse creatures now so that only the termies, hormies and rippers have to worry about Synapse much and if they do, they can run to the nearest Synapse creature.
 

·
Registered
Joined
·
502 Posts
if you are looking for more synapse might I suggest a TEq killer int he form of the Zoanthrope? He gets a blast that kills marines and an ap str 10 lance with a 3++ 2 wounds and gets two powers besides his two form psychic shooting attack.
 

·
Registered
Joined
·
72 Posts
Discussion Starter #15
if you are looking for more synapse might I suggest a TEq killer int he form of the Zoanthrope? He gets a blast that kills marines and an ap str 10 lance with a 3++ 2 wounds and gets two powers besides his two form psychic shooting attack.
Got 1 already and after all the trouble that i've been through putting the sod together (longstory short - Gravity and Finecast is not a good mix), the next Zoan I get will be a ready made one from ebay... preferably the old metal ones.
 

·
Registered
Joined
·
502 Posts
yeah I have 6 metal ones and I love them lol. Not a big fan of finecast. Easier to model them and change them but nowhere near as good quality on the models themselves.
 

·
Registered
Joined
·
72 Posts
Discussion Starter #17 (Edited)
yeah I have 6 metal ones and I love them lol. Not a big fan of finecast. Easier to model them and change them but nowhere near as good quality on the models themselves.
The problem I had with the Finecast Zoan is because you got to balance the thing on the base for a while and unlike the metal version where if it breaks, it'll likely be where you glued it, with the Finecast version it breaks in awkward places when he falls over (I had to redo the tail with a Chaos Spawn tail because it snapped in three places where the tail is at the bottom).

Luckily my Zoan stands up all right now thanks to the Chaos Spawn tail and placing a slotted bases onto of the large base (not noticeable due to the flock though)... but yeah the thing was a nightmare to put together and looking on ebay with people using modelling putty to keep it balanced, i'm guessing i'm not the only one who's struggled with with the Finecast version.
 

·
Registered
Joined
·
502 Posts
My friend uses lamp posts form the imperial sector and has then attached to it with pins and such so it looks like it is floating next to it.
 
1 - 20 of 45 Posts
Top