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First off, this post is very long as I explain what I plan on doing with the units as well as what I am trying to beat in this specific match. If you don't wish to read it all then the list is supplied early and the jist is that I need to beat 2 helldrakes and possibly a 3rd flier. I need a dedicated disruption unit to take out a quadgun operator and I need some sweet CC units to wipe out troops. Thanks 
Alright, so lately I have been playing my DA against a friend of mine with BA allies and I keep getting tabled. I've decided to bust out my Tyranids again and try their luck (I was always better with my Tyranids anyway). Last time we played I tabled him with my nids but that was before the new Chaos codex. Now my biggest problem against his lists are his two helldrakes and so I need help designing a list that will be able to take out his 2 fliers and possibly a third flier (either a daemon prince, a guard vendetta, or a necron flier). I have not played against Necrons in 6th so I am unfamiliar with their power. Regardless, this is what I have so far.
HQ
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Flyrant - 260 wings, 2x brain-leech devourers - roll on Biomancy
Flyrant - 260 wings, 2x brain-leech devourers - roll on Biomancy
Now, I have only used the flying tyrant once before and it got shot down fast by a Tau gunline. I hate sinking so many points into one unit, let alone 2 and I almost always play a Tyranid Prime as my HQ. So what are everyone's thoughts on running 2 flying tyrants? I feel it may be necessary to run them in pairs to create a much larger threat and a variety of targets. This is my thoughts on most MCs in general. I would start them out in Gliding mode. Then on turn 2, switch to swooping.
Troops
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Termagaunts (15) - 75
Termagaunts (15) - 75
Tervigon - 185 Toxin Sacs, Catalyst - trade out dominion for either biomancy or telepathy?
Tervigon - 185 Toxin Sacs, Catalyst - trade out dominion for either biomancy or telepathy?
Elites
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Hive Guard (3) - 150
Hive Guard (3) - 150
That adds up to 1380. Now usually I run a squad of genestealers or 2 with a broodlord, 2 trygons, zoanthropes, or sometimes Biovores. However, I feel adding in a single trygon means I have too few units on the board. Additionally, I like fielding 2 trygons as I feel 1 dies too fast but having 2 on the board plus all the other threats usually means I get both to combat and do some major damage. I am tempted to do 2 10 man squads of genestealers that infiltrate to get his back units. Though I hate they can no longer charge turn 1. Zoanthropes I do not feel the need for this game. I have considered ymgarl stealers to get his back units, especially as they can still assault the turn they come in. I'm not married to the tervigons but for the last 2 years I have ran almost always 2x tervigons, 2 trygons, genestealers, and a prime and have done really well. So I have a hard time not imagining them in the list.
Basically until his helldrakes come on his longest range gun is a quadgun from a defense line. I need that gun gone or the units inside of it gone. That is where the ymgarl stealers come on. Or possibly the doom? The rest of his army almost always consists of cultists (near the line or operating the quadgun), a thousand sons squad, an HQ with MoT, a khorne marked CSM squad, a havoc squad, and rhinos for all with meltaguns on everything that can take one. Additionally, he doesn't use bolters. Which gives me a great edge as his threat range is vastly reduced to 12 inches (besides the T-sons).
The idea is to use Hive Guard and Tyrants to take out the rhinos as best I can on turn 1. This will leave his army footslogging. I will most likely have to weather the quadgun for at least a turn or 2, hopefully not longer - its priority #2. Then the flyrants go to swooping mode and hunt those helldrakes or those tasty marines. Tervigons and Termagaunts go for objectives and smash through infantry. Hive Guard after the rhinos are toast and they move forward will focus on the units in the defense line (if they are still around), the quad gun, or just shoot at marines. T-Sons will also be a priority over most other units as they have the furthest threat range. With the Havoc rhino also needing to be popped first as they are armed with 4xmelta and a combi-melta which could really hurt a tervigon.
All of this could change depending on if he allies with necrons. I am not too worried about guard allied.
If my third elite section does not get filled with a disruption unit then I will take 3 squads of 2 hive guard
I am on edge about the flying tyrants but I see no other way to take out his possible 3 fliers.
Please let me know what you all think and again, sorry for the lengthy post. Just wanted to be very detailed.
Alright, so lately I have been playing my DA against a friend of mine with BA allies and I keep getting tabled. I've decided to bust out my Tyranids again and try their luck (I was always better with my Tyranids anyway). Last time we played I tabled him with my nids but that was before the new Chaos codex. Now my biggest problem against his lists are his two helldrakes and so I need help designing a list that will be able to take out his 2 fliers and possibly a third flier (either a daemon prince, a guard vendetta, or a necron flier). I have not played against Necrons in 6th so I am unfamiliar with their power. Regardless, this is what I have so far.
HQ
------
Flyrant - 260 wings, 2x brain-leech devourers - roll on Biomancy
Flyrant - 260 wings, 2x brain-leech devourers - roll on Biomancy
Now, I have only used the flying tyrant once before and it got shot down fast by a Tau gunline. I hate sinking so many points into one unit, let alone 2 and I almost always play a Tyranid Prime as my HQ. So what are everyone's thoughts on running 2 flying tyrants? I feel it may be necessary to run them in pairs to create a much larger threat and a variety of targets. This is my thoughts on most MCs in general. I would start them out in Gliding mode. Then on turn 2, switch to swooping.
Troops
---------
Termagaunts (15) - 75
Termagaunts (15) - 75
Tervigon - 185 Toxin Sacs, Catalyst - trade out dominion for either biomancy or telepathy?
Tervigon - 185 Toxin Sacs, Catalyst - trade out dominion for either biomancy or telepathy?
Elites
--------
Hive Guard (3) - 150
Hive Guard (3) - 150
That adds up to 1380. Now usually I run a squad of genestealers or 2 with a broodlord, 2 trygons, zoanthropes, or sometimes Biovores. However, I feel adding in a single trygon means I have too few units on the board. Additionally, I like fielding 2 trygons as I feel 1 dies too fast but having 2 on the board plus all the other threats usually means I get both to combat and do some major damage. I am tempted to do 2 10 man squads of genestealers that infiltrate to get his back units. Though I hate they can no longer charge turn 1. Zoanthropes I do not feel the need for this game. I have considered ymgarl stealers to get his back units, especially as they can still assault the turn they come in. I'm not married to the tervigons but for the last 2 years I have ran almost always 2x tervigons, 2 trygons, genestealers, and a prime and have done really well. So I have a hard time not imagining them in the list.
Basically until his helldrakes come on his longest range gun is a quadgun from a defense line. I need that gun gone or the units inside of it gone. That is where the ymgarl stealers come on. Or possibly the doom? The rest of his army almost always consists of cultists (near the line or operating the quadgun), a thousand sons squad, an HQ with MoT, a khorne marked CSM squad, a havoc squad, and rhinos for all with meltaguns on everything that can take one. Additionally, he doesn't use bolters. Which gives me a great edge as his threat range is vastly reduced to 12 inches (besides the T-sons).
The idea is to use Hive Guard and Tyrants to take out the rhinos as best I can on turn 1. This will leave his army footslogging. I will most likely have to weather the quadgun for at least a turn or 2, hopefully not longer - its priority #2. Then the flyrants go to swooping mode and hunt those helldrakes or those tasty marines. Tervigons and Termagaunts go for objectives and smash through infantry. Hive Guard after the rhinos are toast and they move forward will focus on the units in the defense line (if they are still around), the quad gun, or just shoot at marines. T-Sons will also be a priority over most other units as they have the furthest threat range. With the Havoc rhino also needing to be popped first as they are armed with 4xmelta and a combi-melta which could really hurt a tervigon.
All of this could change depending on if he allies with necrons. I am not too worried about guard allied.
If my third elite section does not get filled with a disruption unit then I will take 3 squads of 2 hive guard
I am on edge about the flying tyrants but I see no other way to take out his possible 3 fliers.
Please let me know what you all think and again, sorry for the lengthy post. Just wanted to be very detailed.