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Discussion Starter · #1 ·
4 Tyranid warriors[Leaping, Extended Carapace, Rending claws 3x scything talons, 1 x Lashwhip]
4 Tyranid warriors[Leaping, Extended Carapace, Rending claws 3x scything talons, 1 x Lashwhip]
4 Tyranid warriors[Leaping, Extended Carapace, Rending claws 3x scything talons, 1 x Lashwhip]

Lictor 80

10 Borerguants
10 Borerguants
10 Spineguants[scuttlers]
10 Spineguants[scuttlers]
8 Spineguants[scuttlers]
8 Hormagaunts[toxinsacs] 96

Ravenor Scything talons and Rending claws 40
Ravenor Scything talons and Rending claws 40

3 Zoanthropes[warpblast, Synapse]
Carnifex [Venom Cannon, Barbed strangler, Enhanced senses, Reinforced Chitin]
Carnifex [Venom Cannon, Barbed strangler, Enhanced senses, Reinforced Chitin]

A possible contender for a gt list, Designed not to be overly affected by escaltion, but still have some shootiness for when its needed
 

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i was a Tyranid once . . . bad days had too complcated colour scheme

you need bigger unit those would be shoot down like a knife through semi-melted butter and its a good idea to have genestealers with scthing talons and scullers but then thats how i played i've seen an elite army a couple of times in action Tyrants Carnifexs and Genestealers galore

brillant army and not to expensive to buy

thats my 2 pence
 

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um im no expert at 40k but i think you need genestealers
 

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Discussion Starter · #4 ·
the list basically uses the warriors in place of genestealers. They have the bonus of being synapse and are around the same in closecombat.
 

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u should try putting the pts value of each squad next to it and the total army pts also this list is illegal because u cnt have on warriors scything talons rending claws and lash whips you may oly choose 2 of them not 3

if i were you i would give them scything talons or rendingclaws and a deathspitter or they will just get mown down before they reach CC

u have enough gaunts 1 warriors squad has to be elites or you can put 2 warriors in each squad

umm i like the carnifexs the ravenors look good dnt deep strike them or if you do do it behind cover so they dnt get shot as they cnt assault same turn as deep striked

the lictor i wouldnt take just one i'd take at least 2 to maxamize damage or they will just die killing max 4-5 guys if you take 2-3 you can kill a squad easily b4 they get to attack they move backto cover and surprise another person
 

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Hmm im not sure the list is qutie balanced. Its looks like you want to get a load of gaunts in, have a very strong synapse control and also have some long range shooty in there. I think its a good idea but i think you have a bit too much synapse.

I remember reading once on a tau forum when their new codex came out about markerlights and how you could take so many of them and then end up having no real guns to fire using the makerlight hits. I think that that analogy is also true here in the form of the synapse. Only your troop section really needs covering (Ld 10 on everything else i think should do fine), and there isn't really that much of a troop selection to really need that much covering.

3 seperates zoes and two squads of warriors should do the trick really, giving you more points to put into getting more gaunts, preferably hormagaunts. Ok, so escalation does them no favours but in gamma missions you need something to hit home early on. Maybe drop a unit of borergaunts (i assume they're termagants) for that.

I'd also maybe drop the carapace off the warriors. I think it would be worth dropping that and geting another warrior wtih the points saved bearing in mind the pre-ponderance of ranged ap4 weaponary over short ranged ap5 weaponary at a GT. Ok so the odd rhino might disembark in front of you and rapid fire you with bolters but you'd have probably shot that before anyway.

I think the idea looks good in paper, im been trying to convince Skcuzz to take some gunfexes for a long long time...
 

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Discussion Starter · #9 ·
cheers for the comments guys.

Tyranid: you can combine different weapon types in squads, just the same model can only have 2 weapons. 1 guy in each Tyranid warrior squad has lashwhips over scything talons. It would be 2/2 but i dont have the models to do that.

One lictor is basically in the list to help in escalation missions.

Musings on Extended Carapace: My own thoughts are exactly the same as fallen angels, the majority of armies, especially at the Gt rely on heavy weapons over basic weaponry and so they are likely to get hit by AP4 stuff anyway and waste the points spent on Carapace. However anytime i post a list without it on i get a dozen replies saying add extended carapace. :) Shouldn't let myself get Railroaded, my intention was to post it like this, then take it out last minute and spend the points on gaunts :)

Spinefists are certainly preferable if your only going to use your guants to assault, but the borer allows them to take out AV10 stuff, plus the list is made with the models i have in mind. The only thing i'd need to buy is a few warriors and the fex's. I was thinking any how of dropping a warrior squad either for more gaunts or prehaps a tyrant/broodlord with a little shuffling
 

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Discussion Starter · #11 ·
4 Tyranid warriors[Leaping, Rending claws 3x scything talons, 1 x Lashwhip]
4 Tyranid warriors[Leaping, Rending claws 3x scything talons, 1 x Lashwhip]

Lictor 80

12 Spineguants[scuttlers]
12 Spineguants[scuttlers]
12 Spineguants[scuttlers]
12 Spineguants[scuttlers]
8 Hormagaunts[toxinsacs] 96
8 Genestealers

Ravenor Scything talons and Rending claws 40
Ravenor Scything talons and Rending claws 40

3 Zoanthropes[warpblast, Synapse]
Carnifex [Venom Cannon, Barbed strangler, Enhanced senses, Reinforced Chitin]
Carnifex [Venom Cannon, Barbed strangler, Enhanced senses, Reinforced Chitin]

This is more in line with what i playtested last year. Basically though i had no fex's before or hormies but i think fexes are needed. In the playtest i managed to gain a narrow win over the old winning ultwe seercouncil of doom list, but struggled to deal with armour, especially skimmers

or theres this version with more stealers

4 Tyranid warriors[Leaping, Extended Carapace, Rending claws 2x scything talons, 2 x Lashwhip]

Lictor 80

12 Spineguants[scuttlers]
12 Spineguants[scuttlers]
12 Spineguants[scuttlers]
8 Genestealers
8 Genestealers
8 Genestealers

Ravenor Scything talons and Rending claws 40
Ravenor Scything talons and Rending claws 40
Ravenor Scything talons and Rending claws 40

3 Zoanthropes[warpblast, Synapse]
Carnifex [Venom Cannon, Barbed strangler, Enhanced senses, Reinforced Chitin]
Carnifex [Venom Cannon, Barbed strangler, Enhanced senses, Reinforced Chitin]
 

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ok time for my 2p on the lists...

(just gonna focus on the 2 most recent as this is what the lists have evloved into)

#1
Yes i'm gonna say it, EC for the warriors!!! I know what you have said and what chris etc have stated about there been so much AP4 etc there aint a point to them. But belive me those bolter shots bouncing half the time AND increasing your CC surviability by 50% IS worth the extra 3pts a model. At first i though the same as you but the benifit in CC is worth it alone.

I wouldn't bother with scuttlers on the spineguants - wasted points. Been able to move an extra 6" aint that great tbh. The only time its ever really worth it is with stealers.

Either make the HG's 14 strong as a min or scrap them. 8 of them will melt far too quick and just bleed the vastly inflated points. Plus 8 are never going to do anything in the game apart from the rare extremely lucky glance. HG's only work well i bg numbers - thats why i take bucket loads of them. They are far too fragile to even consider in small singluar units. Wither get 3 or more units that are 12/14 strong as a min or just forget them and buy more spineguants.

Rienforced chitin is the extra wound yeah? Sorry too lazy to check which is which. If it is then i wouldn't bother, your actually giving away more points as it takes the same number of wounds to go below half. Ok you last a little longer but in the current GT system every VP saved is important. This is doubly so for nids who have loads of units that bleed vps like mad.

#2

Same as above where applicable.

My main concern is the warriors. TBH whats the point? Warriors are the kind of unit that automatically attract fire and tend to die as a result unless you hids them like buggery. In this kind of list i would be looking at say a cheap dakkatyrant or maybe even a broodlord.

Also like i said before about scuttlers, when you have a load of stealers give it them. They wanna be in CC quick, it'll help. Transfer the points from the spine gaunts and maybe drop a ravener to do this, which you can afford to do with all those stealers.
 

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Discussion Starter · #13 ·
spineguants with scuttlers i find to be really good for what there in the lists for, getting in quickly to hold up the enemy, and for looking threatening. If you go first your spineguants are already on top of the enemy. In many ways i find they serve the roll of hormaguants, but are cheaper. the 8 strong units i find are good for moving up behind cover then charging, then coming out and charging in a single turn, i often consider getting bigger squads but they end up being too big to hide and get targetted by my opps.

2nd list i was thinking the tyrant would be better, will have to have a shuffle with the list :)
 

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if you do go a tyrant i think one with dual twin dev's would be far better than wings and CC. Reason been there is enough in that list that excells in CC, but relativly little that can deal with skimmers well (the carnifex's maybe but you realy wanna be shooting tanks with them). Pumping out 12 S5 BS4 shots at 18" with re-rolls to hit against some speeders (the bane of all nids lives) is gonna scare the shit out of them. Woks well against marines also (ave 3 dead marines outright - do that 3 times and it makes it cost back, not bad).

The other bonus is it is another TMC to march forwards and porvided mobile terrain for your stealers :lol:
 

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Discussion Starter · #15 ·
yeah the twin-dev tyrant is known with affection by my opponents :twisted: they love it when he turns up to battle. He's known as MR Machinegun, no very imaginative i know, but it does seem kinda fitting :)
 

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alright after taking everything that was said into account i think you should

A) make all the spinegaunt units 10-16 in size and drop scuttlers (why do they even need it just put them in cover and move forward cause they move 3D6" in cover anyway)

B) put Extended Carapace on the Warriors as Skcuzzlebumm advised

C) scything talons and scuttlers on the Genestealers (they will make there points back)

D) the carn doesn't need an extra wound if all the games are won on VP
 

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Initially I was in the 'same number of wounds for 1/2 VPs so why bother' camp on the Carnifex +1 wound option. Experience has taught me otherwise. Carnifexes often have to leave cover - that 36"range has its limits - and even in cover a 5+ just isn't that great when lascannons wound you on a 2+.

If you are throwing 170 points into something anyway, then 15 to give itan extra wound is a bargain.

I'm not sure why a spinegaunt is preferable to a termagant. S4 can hurt speeders, so terms can at least protect a flank. Then again, I'm not sure what use masses of 5-6 point gaunts are end of story. I prefer hormies and that may explain my preference for defensive S4 shooters
 

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meta game shows that spineguants are better vs MEQ than termaguants pt4pt. But termaguants are superior against anything with higher/lower T and can also glance AV10.

HAving loads and loads of gaunts works just like Daves orks - you swamp the buggery out of the enemy with ridiculous units of say 30 spinegaunts (only 150 pts - get 180 for 900pts!!!!!) and they fall apart under massed low S attacks.

Works great up unitl you face a tank or something with T7 or better. But then thats where the Tryant and fex's come in.

If anyone could ever be bothered to do the mega spinegaunt army of doom the would probably stand a good chance of winning the GT.

But no-one (except maybe staff) have that kind of money to throw away.

And know one wants to paint that much - tried and now can't face another nid.
 

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Discussion Starter · #20 ·
Good return for the points then :)
I rarely have genestealers make it to combat but when they do its usually brutal. I'm dubious as to scything talons as it seems wise that having more models would me more will make it into combat. Maybe droping squad sizes to 6 would allow the points for it and make them look less frightening meaning they will take less fire on there way across the board
 
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