Jump to content

Tyranid Invasion, You are going to die.


Wolf Guard Dan

Recommended Posts

Hello fellas, in a couple weeks my local gaming store is having a tyranid party battle. Terms are all Tyranid players can bring anything they want and regenerate. All other players get to bring 1500 points. The only objective for me is to die in glorious battle. No turn limit. I want to be the last one standing of the non-tyranid players.

 

My question for all of you is: How would you go about doing that, personally?

 

I have no Land Raiders, but a heavy contigent of Rune Priests. I may bring Njal. He is the meanest and most survivable of all runepriests. I may also bring a decked out Wolf Lord w/ shield and frost blade (no hammer, I want Init on everything) and Saga of the warrior born as well as all the other wargear goodies. I do not thing I will bring any transports, or vehicles for that matter. Big bugs will crush them.

 

I am just brainstorming ideas. Being the last alive is second only to dying in the most glorious fashion possible.

Well, assuming most of your enemies models will be guants, blood claws with flamers inside shoeboxes (proxy land raiders if your group allows it) or grey hunters making up the majority. I would think a gunline as long as possible, and then at the last moment, charge to your glorious death!
I play a tyranid player all the time. Personally, I wouldn't be so quick to say that the big bugs will crush your vehicles. I haven't seen anything concrete from the new nids dex, but there wasn't a whole lot that a nids player could throw at range to pop vehicles easily at all with the exception of a focused warp blast from a zoanthrope, and that only reached out to 18". If you can run your GHs right down their throats and let the big bugs chew on the rhino hulls, then you can pop out and let the WG with the PG or TH smack the fex in the back. If it's true that now everything isn't granted Eternal Warrior by virtue of synapse, then I would be running long fangs with missile launchers and putting meltas in my GH packs to try and pop the warriors that you will probably be seeing since now they can be all over the force org chart and have a better base save and 3 wounds to start. I'm not sure, but either they don't get a biomorph to increase toughness or my opponents just never took it which means that krak and melta will be vaporizing those pretty new warriors. Fire frag after frag and bolter after bolter at the smaller bugs and they'll go away. Do what you can to not be charged by genestealers. Even counter attack isn't a good enough reason to let yourself be charged by those pains in the ass. Njal is a great idea to me, because every time I take him against my nid buddy, I watch him sweat. Big bugs, unless the new dex has made them a lot faster, will be some of the easiest things to hit with JoTWW. Rune priests in general will be great in my opinion.

1500pts vs Bugs?

 

2 Rune Priests, 30 GHs, a WL or 2 WGBLs, 2 squads of Long Fangs, 10 WG- 5 Pack Leaders, all in TDA. If theres enough points left over a whirlwind and a typhoon.

 

If your not taking Njal, then master of the Runes on both priests, and Stormcaller on one and Tempests Wrath on the other.

long fangs!!!

 

have 1 squad with missile launchers for little or big bugs

have 1 squad with heavy bolters for little stuff and one squad with lascanons for vaporizing warriors and dropping big bugs

 

full grey hunter squads with 2 weapons and attached wolf guard armed with combi flamer or storm bolter.

Bjorn - get him in combat with gaunts, back him up with lightning claw armed wolf guard, a lukas aided big blood claw squad, and as many razor backs as you can fit in. I would agree with the longfang idea, except they may get swamped far too quickly by gargoyles, raveners, flying tyants and lictors.

 

Fenrisian wolves may also be your friend here, take big squads, and just get them into combat!

a few things which have change with the new nid dex.

 

Hormagaunts no longer cout as beasts (no 12" charge)

Zoanthropes are synapse (whereas before they COULD be but you had to upgrade), have a 3+ inv save and have the new and improved Warp Lance. Same range as the old focused warp blast (18"), still str 10 Ap 1 or 2 but it now has the Lance specil rule (arour above 12 is counted as 12)

Tyrants have become more expensive but have some cool upgrades (allowing one unit to outflank, prefered enemy to everyone within 6" etc) and they have nifty new powers like leech life. D3 Str 3 AP 2 hits any wounds caused heal the tyrant up to his starting number. Also there is one which will reduce your Ws/Bs to 1.

Boneswords are now very nice, they are power weapons basically, but if someone takes a wound they have to pass a ld test or die. If the model has 2 boneswords yo need to pass it on 3D6.

Acid blood is nice, any wounds you cause on the tyrant now need you to take an I test or suffer 1 wound with no saves allowed. Toxic Miasma is similar, you take a T test before combat resolution and if you fail take a wound.

Theres a new MC which spawns termagaunts (3D6 if i remember), in fact there are several new MC.

Spore mines only come in one variety, Str 4 Ap 4 large blast so no more AP 3 flamer ones.

Lictors cant assault after deepstriking.

Flesh Hooks allow you 2 str 6 shooting attacks which have rending and mean you strike at I order in close combat

Bio plasma is only on carnifexes but is a short range plasma cannon (str 7, ap 2 blast)

Carnifexes can come in sqauds of 3, cost more and are only I 1 and str 9. on the charge they become I 3. Less biomorphs

There are two levels of venom cannon, the normal is str 6 the heavy is str 9 and only available to MC... might be blast too but cant remember.

Implant attack is quite nasty, but not as scary as before, if you roll a 6 to wound the target suffers ID regardless of T.

Scything talons no longer cout as close combat weapons, instead if you have 1 pair you re-roll any ones to hit, if you have 2 pairs you re-roll any failed hits.

Alot of things can have furious charge, or poisoned attacks (wound on 4+)

Gargoyles can cause an auto wound if they roll a 6 to hit (saves allowed)

Warriors are only T 4 without the protection from ID, the only way of getting a higher T is by the new Tyranid Prime. An IC Tyranid Warrior taken as a HQ but hesonly one model not squad.

broodlords are psykers and upgrade to stealer squads, not IC, not power weapons either if i read it right... less than 50pts...

Ymgarl stealers are an elite choice, able to lie dormant in a piece of scenery and assault when awoken (if they are dormant then you cant do anything to target them... similar to the old lictor rule) but they are nearly 25pts each...

 

they are nice, still hard but a bit slower than before although they can pull some nasty tricks. Its an easier codex to use than the last one and writing lists is so much quicker now.

 

oh and to peoplewhos opponents used to say that being in synapse range gave the eternal warrior, it didn't. it protected them fromw eapons double their T (str 8 in the case of warriors) but didnt mean they could not be instan killed by lasscannons, force weapons etc... it was in the faq, so i assume they either missed it or saw it and lied.

I am convinced that most Tyranid armies will consist mostly from Tervigons and Gaunts - led by Alpha Warriors for some cheap meelee punch. Also you can expect a lot of Trygons coming your way from beneath. Also I believe Lictors / Deathleapers will be very popular choice along with Zoanthropes and Hive Guards.

 

I would definitely take at least one Rune Priest with Jaws to get down those Tervigons and Carnifexes. Also I would say that Land Raiders are basically useless against Tyranids do to superb Lance that Zoanthropes have now and Trygons with rerolls to hit against vehicles (its just 6+2d6 on penetration but 6 attacks, you can do the math).

 

I've been successfully running in last couple of games are 4 squads of Grey Hunters in Rhinos, one lead by a Rune Priest. Also don't forget to get those Power Fists in there, it may not have much attacks but with banner you have a solid chance of hitting and wounding those big bugs.

 

For some mean meelee unit I would get Sky Claws led by a Wolf Priest, these guys aren't that expensive and will distract fire from your other targets and with Fearless you can be sure they don't run away.

 

Most importantly take 2 squads of Long Fangs with Missile Launchers, these guys are godlike against everything out there.

 

I usually take scouts with me in my all comers list, but they aren't as effective against Tyranids as I wish they would be, but if you want a list specifically for killing bugs, take them with Sniper Rifles.

Some interesting info there. I am facing a Tyranid army this Friday - and have a question Stinkenheim. You say that in the FAQ it states Nids within synapse range DONT get Eternal Warrior, they are just protected against weapons double their Toughness.

 

I've just read the FAQ which says ... "They are not affected by the Instant Death Rule."

 

I don't have the rule book here (at work) - but how does this allow a lascannon to kill them then? I realise they have T4 - and the LC is Str9 ... but doesn't this still apply as Instant Death? (I understand why the force weapon will still kill them ... as this has nothing to do with the weapons Str.)

Some interesting info there. I am facing a Tyranid army this Friday - and have a question Stinkenheim. You say that in the FAQ it states Nids within synapse range DONT get Eternal Warrior, they are just protected against weapons double their Toughness.

 

I've just read the FAQ which says ... "They are not affected by the Instant Death Rule."

 

I don't have the rule book here (at work) - but how does this allow a lascannon to kill them then? I realise they have T4 - and the LC is Str9 ... but doesn't this still apply as Instant Death? (I understand why the force weapon will still kill them ... as this has nothing to do with the weapons Str.)

 

Double S is also Instant death so they are still protected by synapse.

 

If i'am not mistaken the Eternal warrior rule was introduced after the Nid dex apeared so its obvious why they dont have it..

i reccommend spamming rune priests, plus njal and lots of lots of grey hunters with a power fist in each squad, flamers if they must. and have long fangs or anything with long fang weaponary and thre's your last stand. njal will have a blast of a time and kill alot. also spam jotww, because those bugs will die faster than a big mek producing a gun from thin air!

thanks

antique_nova

Hey, how about spicing that game up a bit? You could get some inspiration from the Lone Wolves.

 

Set a turn limit (how about 8-10 turns?) and if your wolves manage to avoid annihilation for that long, they will buy enough time for an Iron Priest/a battle barge/whatever to nuke the battlefield from the orbit/set off a huge pile of explosives...?

 

EDIT: I obviously meant the comic book :wallbash:

I've got a game scheduled for the 30th, that gives our Nids player time to assemble all his new goodies. We've arranged that he gets 3kpts over 2 charts and me and a friend are taking 1500pts each to oppose him. What he doesn't know is that I will not be bringing my Orks but my brand new Space Wolves which includes a lot of what has already been mentioned here (coincidence really as it's an all-comers list). I am looking forward to seeing his face when he goes up against my Lone Wolf.... Mark of the Wulfen with a Storm Shield, FNP and Eternal Warrior, bring it! Really looking forward to the game, I've filled up on Grey Hunters and a unit of Blood Claws and I'm really looking forward to seeing how they do.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.