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Tyranid on the table


Thylacine

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Ok I have a game booked with an out of town player next Saturday and he has Tyranids, lots of them. If anyone knows the new Tyranid codex can they appraise this list and tell me if I should be taking lots of, template weapons?

 

This is what I am up against.

 

The Swarmlord 280 points

Tyrant Guard x2 120 points

 

Hive Guard x2 100 points

 

Zoanthropes x2 120 points

 

Ymgarl Genestealers x8 184 points

 

Warrior Brood 135 points

3 x Scything Talons, Boneswords, Toxin Sacs

 

Hormagaunts x16 96 points

 

Termagants x16 80 points

 

Genestealer Brood 172 points

Broodlord

8 x Genestealers

 

Raveners 175 points

5 x Scything Talons, Rending Claws

 

Gargoyles x10 60 points

 

Gargoyles x10 60 points

 

Carnifex 190 points

Scything Talons (two sets), Adrenal Glands, Bio-plasma

 

Trygon Prime 240 points

 

Is that last one the one that comes up out of the ground?

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Yes, the Trygon comes up from the ground, but not in the "explosive" way the mawloc does. The trygon's entrance, however, leaves a tunnel that most of the rest of his bugs can come through as if they were disembarking from a transport. One thing that bothers me about his list is the warriors. The toxin sacs just make him wound on 4+, yet the warriors are already high enough strength to wound nearly any marine model on a 4+ anyway. The only reason he would need the toxin sacs against marines is if he's expecting you to take bikers, thunderwolves, or Canis. Nearly everything in our army is only toughness 4. If I were him, I would have gone with boneswords and lash whips.

 

Overall, I would say take at least one pack of missile launcher long fangs and run a couple of full packs of grey hunters in rhinos. A rune priest with murderous hurricane would be a priceless investment as well. Keep in mind that synapse no longer gives eternal warrior, so a good krak missile shot from a long fang will vaporize a warrior.

 

Template weaponry would be covered with the long fangs firing frags at the smaller bugs, and keep in mind that a genestealer or gaunt brood caught in rapid fire range will go POOF! as long as you hit and wound well. Bolters punch right through genestealer armor now. Catching them with murderous hurricane has a chance of slowing them down just enough to keep them out of assault long enough to shoot them full of holes. I would be tempted to take Njal, especially since he always serves me well and makes my good friend, the nid player, sweat whenever he sees him. The Lord of Tempests chart can potentially be fatal to any army, and especially in the case of nids or orks, who are both going to want to get well into the range of the Tempest's effects in order to assault with the horde. The only problem with Njal is the prohibitive cost. I stuck him with the long fangs in my last game and sat them in cover while they obliterated the enemy's mech with a hail of krak fire.

 

It's less costly to just take a regular rune priest, but Njal is well worth his points. It's completely up to you.

Y One thing that bothers me about his list is the warriors. The toxin sacs just make him wound on 4+, yet the warriors are already high enough strength to wound nearly any marine model on a 4+ anyway. The only reason he would need the toxin sacs against marines is if he's expecting you to take bikers, thunderwolves, or Canis. Nearly everything in our army is only toughness 4. If I were him, I would have gone with boneswords and lash whips.

 

 

Actually a Nid with toxin sacs may re-roll all to wound rolls of their strength is equal or over the targets toughness, so there is a point to it.

Y One thing that bothers me about his list is the warriors. The toxin sacs just make him wound on 4+, yet the warriors are already high enough strength to wound nearly any marine model on a 4+ anyway. The only reason he would need the toxin sacs against marines is if he's expecting you to take bikers, thunderwolves, or Canis. Nearly everything in our army is only toughness 4. If I were him, I would have gone with boneswords and lash whips.

 

 

Actually a Nid with toxin sacs may re-roll all to wound rolls of their strength is equal or over the targets toughness, so there is a point to it.

 

 

Are you getting that from the old codex? I've got the new nids codex right in front of me and all it says is that Toxin Sacs grant poisoned attacks, which wound on 4+ regardless of toughness. They changed nearly all of the biomorphs from the previous codex in the new one.

 

Edit: Just checked the old codex and toxin sacs in there are only stated as giving +1 Str. Not sure where the re-roll to wound is coming from.

Y One thing that bothers me about his list is the warriors. The toxin sacs just make him wound on 4+, yet the warriors are already high enough strength to wound nearly any marine model on a 4+ anyway. The only reason he would need the toxin sacs against marines is if he's expecting you to take bikers, thunderwolves, or Canis. Nearly everything in our army is only toughness 4. If I were him, I would have gone with boneswords and lash whips.

 

 

Actually a Nid with toxin sacs may re-roll all to wound rolls of their strength is equal or over the targets toughness, so there is a point to it.

 

 

Are you getting that from the old codex? I've got the new nids codex right in front of me and all it says is that Toxin Sacs grant poisoned attacks, which wound on 4+ regardless of toughness. They changed nearly all of the biomorphs from the previous codex in the new one.

 

Edit: Just checked the old codex and toxin sacs in there are only stated as giving +1 Str. Not sure where the re-roll to wound is coming from.

 

 

Actually page 42 in the Rule book states what I said about poisoned attacks.

Y One thing that bothers me about his list is the warriors. The toxin sacs just make him wound on 4+, yet the warriors are already high enough strength to wound nearly any marine model on a 4+ anyway. The only reason he would need the toxin sacs against marines is if he's expecting you to take bikers, thunderwolves, or Canis. Nearly everything in our army is only toughness 4. If I were him, I would have gone with boneswords and lash whips.

 

 

Actually a Nid with toxin sacs may re-roll all to wound rolls of their strength is equal or over the targets toughness, so there is a point to it.

 

 

Are you getting that from the old codex? I've got the new nids codex right in front of me and all it says is that Toxin Sacs grant poisoned attacks, which wound on 4+ regardless of toughness. They changed nearly all of the biomorphs from the previous codex in the new one.

 

Edit: Just checked the old codex and toxin sacs in there are only stated as giving +1 Str. Not sure where the re-roll to wound is coming from.

 

 

Actually page 42 in the Rule book states what I said about poisoned attacks.

 

Just checked that. That's interesting. I never realized that before, as I haven't dealt with poisoned attacks much.

 

Personally I still would have put lash whips with the boneswords, but that's just me.

Y One thing that bothers me about his list is the warriors. The toxin sacs just make him wound on 4+, yet the warriors are already high enough strength to wound nearly any marine model on a 4+ anyway. The only reason he would need the toxin sacs against marines is if he's expecting you to take bikers, thunderwolves, or Canis. Nearly everything in our army is only toughness 4. If I were him, I would have gone with boneswords and lash whips.

 

 

Actually a Nid with toxin sacs may re-roll all to wound rolls of their strength is equal or over the targets toughness, so there is a point to it.

 

 

Are you getting that from the old codex? I've got the new nids codex right in front of me and all it says is that Toxin Sacs grant poisoned attacks, which wound on 4+ regardless of toughness. They changed nearly all of the biomorphs from the previous codex in the new one.

 

Edit: Just checked the old codex and toxin sacs in there are only stated as giving +1 Str. Not sure where the re-roll to wound is coming from.

 

 

Actually page 42 in the Rule book states what I said about poisoned attacks.

 

Just checked that. That's interesting. I never realized that before, as I haven't dealt with poisoned attacks much.

 

Personally I still would have put lash whips with the boneswords, but that's just me.

 

 

If poison was not so the toxin sacs on the Carnifex would be rather pointless :)

Guys thanks for the response, at the moment I am rebuilding my army and I don't have any long fangs, I never did as in the previous edition they were too expensive for what they did and too easily killed (no meat shield like marines) what I do have is lots of Predators, Whirlwinds, Vindicators and now Razorbacks. I have four LS's with MM & HF and two with HG and AC.

 

I was thinking of using the LS's with MM & HF as these seem to be good for killing swarms of little things and big things too. Although I have six Dp's (2 dedicated for dreads) I just can't see myself using them against this type of opponent as I feel that he will just swarm the table. I think that the Las/plas Razorback and the AC Razorback should be there because of the number of shots + rending and templates, they seem to be a must at the moment.

 

What about a Land Raider (standard) with WG in TA lead by a WGBL? I have two RP's but I think just the one with JotWW and keeping him close to my army, keeping the army close and for better or worse forming a firing line (if I can hold it) for most of the game, going for the water crashing on rocks defense!

 

 

 

BTW Wolf Lord Hallbjorn and Sarapham, thanks for the input but it is starting to be a 'he says, she says' thing rather than an informed debate on how to take down the Tyranids!

 

Thanks again.

shame you have no long fangs, and i doubt you will have time to get any ready before your game?

 

i would always reccomend heavy bolters and missile launchers my friend! damn but for you to have 2 ten man long fangs packs with those weapons, seriously you cant sniff at having 9 h.bolters and 9 missile launchers being able to split fire.

 

still that doesnt help your prediciment at the moment :D

 

anychance you could post a list of what models you do have available?

Seeing I know bugger-all about Tyranids, would that be considered a though list? The owner said today that he may tweak it a bit before the weekend?

 

I was thinking about taking a Land Raider but since they are not dedicated transports for HQ' any more the thought of one less template weapon for a box of terminators does not seem that appealing. Would people take scouts to a game like that what about a Chooser of the Slain, how much of the Nid list can 'Infiltrate' or use 'Outflank'?

 

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Well with what you have I would make some suggestions....

 

Whirlwinds, Vidi's and Razorbacks are all good options. Specifically the Whirlwinds and Vindi's. Taking out his Hive guard early may be beneficial as your WW cannot hide from them. And if I remember right your Vindi will take shots to the side.

 

One JoTWW will be invaluable. Just to take out that Carni in one shot.

 

Murderous hurricane is awesome against small nyds. - Especially ones with fleet.

 

I wouldn't mount up. Chillin in cover is your best bet. Even the Ymgarl Genestealers can't take a full size Grey Hunter squad when charging it in cover. Every infantry unit you have needs cover whenever possible.

 

The Trygon and the Swarmlord MUST be shot to death. The trygon has 6 wounds and T6 but only has a 3+ save. Squads with plasma are awesome. The Las/Plas isn't bad but is slightly expensive. He'll probably deep strike the prime which means you need to be consolidated well enough, and with enough high str weaponry - I recommend plasma - to kill it in one round. This thing can a will run through entire squads if given a chance and a couple wounds. I also believe it has frag equivalents so cover won't save you against this. JoTWW also sucks - It's I6. Mass fire on it.

 

Land raider may be a bad Idea if his Zoes are in a pod. They will drop and likely kill your LR. - You do have a chance if he only has 2 and you have a Rune priest nulling powers nearby. Though, if he gets three down next to your raider I would bet your not gonna have it anymore. Killing Zoes is a charge away though.

 

All the small bugs I wouldn't worry too much about. If your in cover SW will do what SW do - Dominate in CC. You need t worry about shooting down the Swarmlord, Trygon, and possibly Hive guard. Use JoTWW if you can on the Carni. Everything else should be handled in CC IF you stick to cover. That being said a template or two wouldn't be horrible but I wouldn't resort to those until you knew you could take down the big bugs before they get to you.

Me Thunderwolves arrived today, all the way from the USSR and they are bloody fantastic, pity they won't be ready for the weekend.

 

Looking at the rules for them I think that GW sort of stuffed things up, then again the whole SW codex is a stuff up.

 

On to the serious stuff. I am thinking of running two Vindicators and one Whirlwind for my HS so no LR box of WG! I definitely want to use the Las/plas Razorback as I only just pulled it out of the box and assembled it last week! The Rune Priest is in for sure but which model to use the one with the bird or the one in TDA?

 

I have cavalry YEA!!!!!!!!!

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