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DARK ANGEL
05-05-2013, 08:42 PM
I have just started to get into tyranids but have never played as them (I'm a deathwing player) but using the codex, I came up with my first list:

Hive Fleet Naga (1500pts)

HQ (470pts)

Tervigon (235pts)
Brood Progenitor, Psyker, Shadow in the Warp, Spawn Termagants, Synapse Creature
Adrenal Glands (10pts), Bonded Exoskeleton, Catalyst (15pts), Claws and Teeth, Cluster Spines, Crushing Claws (25pts), Dominion, Onslaught (15pts), Toxin Sacs (10pts)
Tervigon (235pts)
Brood Progenitor, Psyker, Shadow in the Warp, Spawn Termagants, Synapse Creature
Adrenal Glands (10pts), Bonded Exoskeleton, Catalyst (15pts), Claws and Teeth, Cluster Spines, Crushing Claws (25pts), Dominion, Onslaught (15pts), Toxin Sacs (10pts)

Elites (450pts)

The Doom of Malan'tai (130pts)
Absorb Life, Fearless, Instinctive Behaviour - Feed, Psychic Strength, Psyker, Shadow in the Warp, Spirit Leach, Warp Field
Cataclysm, Claws and Teeth, Reinforced Chitin
Mycetic Spore (40pts)
Deep Strike, Fearless, Immobile Pod, Limited Sentience, Transport Spore
Hardened Carapace, Lash Whip, Ripper Tentacles
Zoanthrope Brood (160pts)
Mycetic Spore (40pts)
Deep Strike, Fearless, Immobile Pod, Limited Sentience, Transport Spore
Hardened Carapace, Lash Whip, Ripper Tentacles
2x Zoanthrope (120pts)
Psyker, Shadow in the Warp, Synapse Creature, Warp Field
2x Claws and Teeth, 2x Reinforced Chitin, 2x Warp Blast, 2x Warp Lance
Zoanthrope Brood (160pts)
Mycetic Spore (40pts)
Deep Strike, Fearless, Immobile Pod, Limited Sentience, Transport Spore
Hardened Carapace, Lash Whip, Ripper Tentacles
2x Zoanthrope (120pts)
Psyker, Shadow in the Warp, Synapse Creature, Warp Field
2x Claws and Teeth, 2x Reinforced Chitin, 2x Warp Blast, 2x Warp Lance

Troops (580pts)

Termagant Brood (75pts)
15x Termagant (75pts)
The Scuttling Swarm
15x Chitin, 15x Claws and Teeth, 15x Fleshborer
Termagant Brood (75pts)
15x Termagant (75pts)
The Scuttling Swarm
15x Chitin, 15x Claws and Teeth, 15x Fleshborer
Tervigon (215pts)
Brood Progenitor, Psyker, Shadow in the Warp, Spawn Termagants, Synapse Creature
Adrenal Glands (10pts), Bonded exoskeleton, Catalyst (15pts), Claws and teeth, Cluster Spines, Dominion, Onslaught (15pts), Scything Talons (5pts), Toxin Sacs (10pts)
Tervigon (215pts)
Brood Progenitor, Psyker, Shadow in the Warp, Spawn Termagants, Synapse Creature
Adrenal Glands (10pts), Bonded exoskeleton, Catalyst (15pts), Claws and teeth, Cluster Spines, Dominion, Onslaught (15pts), Scything Talons (5pts), Toxin Sacs (10pts)

I'm trying to go for the horde army but still maintain successes, feedback encourage. Thank you

spaceman91
05-06-2013, 01:57 AM
You see this list alot and it works so i see no problem with it.

Learn2Eel
05-06-2013, 04:50 AM
Absolutely nothing wrong with this army list, as it works just fine even though it lacks anti-flyer and long ranged anti-tank firepower. This kind of Tyranid army simply ignores those "needs" for other armies by flooding the board with bodies and congesting objectives. Kill points games can be tough if you don't manage to truly flood your opponent, but once you are in combat, you should be just fine.

I presume your Tervigons want to swap their powers out for rolls on Biomancy or Telepathy? The Zoanthropes are served well in doing so too, but if you really need ranged anti-tank or anti-infantry, having some of them keep their codex psychic powers isn't a bad idea. I would always have the Doom retain his psychic large blast, unless you intend to go for Psychic Shriek. If you do decide to go this route, however, you can put the spare 10 points anywhere you like, really.

One tweak I might do is drop the Termagant broods to 10 each - as they don't need the extra numbers for what you are taking them for - and use the spare 50 points to upgrade both of the Troops choice Tervigons to have Crushing Claws instead of Scything Talons. I understand this may also have been done to differentiate the HQ and Troops Tervigons from each other, so this is really your call.

DARK ANGEL
05-06-2013, 07:50 AM
Thank you so much,this may be a stupid question but i'am kinda new to psykic attacks. How to I get the BRB powers like iron arm?

Kevlarshark
05-07-2013, 07:45 AM
Thank you so much,this may be a stupid question but i'am kinda new to psykic attacks. How to I get the BRB powers like iron arm?

Its random unfortunately. You need to roll a D6 for each psi power you are entitled to on the Biomancy table (nids have access to biomancy, telepathy, and telekinisis) and hope you roll a 1. This has to be done before each game in the sight of your opponent. So its entirely possible that the same tervigon will get different powers each game.

While your list is very effective against certain builds. I think its a bit of a one trick pony. If your opponent targets the tervigons you are done with the loss of just 4 models. A Force weapon or Jaws of the World Wolf could seriously ruin your day.

DARK ANGEL
05-07-2013, 07:57 AM
Thanks, appreciate the feedback

Anakzar
05-07-2013, 02:16 PM
Here is another approach, still good numbers but has a little more options to play with. The Prime gets embedded with the 30 devagants(could just use regular fleshborer gants and save 150 points and get another mawloc or 3 biovores for barrage snipping.... or a hivetyrant with a little more points shaving,.) The mawloc popping up in the back field and taking out units hiding behind ageis lines will force your opponent to deal with it for a turn or two which can let the tervigons and broods move up close enough to threaten.

I would start the zoanthopes in the board and move them up in front of the tervigons... to provide +5 cover and they are also a hard to put down threat with the 3++ save... even if the only have T4.(rolling on the biomancy table can be a good idea for them if there are not too many tanks to deal with. (their lance power is very good to kill tanks with AVs are all treated as 12 and its str10...AP1.

The doom is always a good choice.... popping the blast weapon on his spore for 10pts forces your opponent to deal with it and maybe use a round of shooting for a unit or two.

I have also had good luck with a hive tyrant instead of the 2nd tervigon... wings let him move faster so he can drop into CC faster. Also he can take the heat off of the remaining tervigon and swarm moving up. Or you can run him up with a 2+ save instead(sadly he can’t join other broods... but you could buy some guard to help him survive the shooting while he runs up for CC. ) HiveTyrants are a bit over-costed for use against named HQ but can put the hurt on reg trooper units in CC and can be used to kill tanks or dropped down behind the ageis line to spank troops hiding behind them.

HQ (130pts)
Tyranid Prime (130pts)
Alpha warrior, Independant Character, Shadow in the Warp, Synapse Creature, Unit Type - Infantry

Adrenal glands (10pts) (Adrenal glands), Bonded exoskeleton, Deathspitter (5pts), Lash whip and bonesword (15pts) (Bonesword, Lash Whip), Regeneration (10pts) (Regeneration), Toxin sacs (10pts) (Toxin Sacs)


Elites (380pts)
The Doom of Malan'Ttai (140pts)
Absorb Life, Fearless, Instinctive Behaviour - Feed, Psychic Strength, Psyker, Shadow in the Warp, Spirit Leach, Unit Type - Infantry, Warp Field

Cataclysm, Claws and teeth, Reinforced chitin
Mycetic Spore (50pts)
Deep Strike, Fearless, Immobile Pod, Limited Sentience, Transport Spore, Unit Type - Monstrous Creature

Cluster spines (10pts), Hardened carapace (Hardened Carapace), Lash whip (Lash Whip), Ripper tentacles


Zoanthrope Brood (120pts) 2x Zoanthrope (120pts)
Psyker, Shadow in the Warp, Synapse Creature, Unit Type - Infantry, Warp Field

2x Claws and Teeth, 2x Reinforced chitin, 2x Warp Blast, 2x Warp Lance


Zoanthrope Brood (120pts) 2x Zoanthrope (120pts)
Psyker, Shadow in the Warp, Synapse Creature, Unit Type - Infantry, Warp Field

2x Claws and Teeth, 2x Reinforced chitin, 2x Warp Blast, 2x Warp Lance



Troops (820pts)
Termagant Brood (300pts) 30x Termagant (300pts)
The Scuttling Swarm, Unit Type - Infantry

30x Chitin, 30x Claws and Teeth, 30x Devourer (150pts) (Devourer)


Termagant Brood (50pts) 10x Termagant (50pts)
The Scuttling Swarm, Unit Type - Infantry

10x Chitin, 10x Claws and Teeth, 10x Fleshborer


Tervigon (troop) (235pts)
Brood Progenitor, Psyker, Shadow in the Warp, Spawn Termagants, Synapse Creature, Unit Type - Monstrous Creature

Adrenal Glands (10pts), Bonded exoskeleton, Catalyst (15pts), Claws and teeth, Crushing Claws (25pts), Dominion, Onslaught (15pts), Stinger Salvo, Toxin Sacs (10pts)

Tervigon (troop) (235pts)
Brood Progenitor, Psyker, Shadow in the Warp, Spawn Termagants, Synapse Creature, Unit Type - Monstrous Creature

Adrenal Glands (10pts), Bonded exoskeleton, Catalyst (15pts), Claws and teeth, Crushing Claws (25pts), Dominion, Onslaught (15pts), Stinger Salvo, Toxin Sacs (10pts)


Heavy Support (170pts)
Mawloc (170pts)
Burrow, Deep Strike, Fearless, Hit and Run, Instinctive Behaviour - Feed, Unit Type - Monstrous Creature

Bonded exoskeleton, Claws and Teeth, Terror from the deep (Terror from the deep)

rtmaitreya
05-07-2013, 10:52 PM
Thanks, appreciate the feedback

As a Dark Angel player, you will appreciate the value of synergy.
I would recommend turning your 2+2 zoanthroape broods into a single brood of 3, and then with the points saved add a venomthrope brood of two. These guys march up carefully behind cover and out of LOS, projecting a LARGE amount of 5+ cover to your termagants. It eliminates your general need for otherwise clustering through cover when facing the ubiquitous bolters of the 40k battle scene, and your ability to spread out and push further, faster means that you'll often shave a turn of advance and greatly reduce flamer casualties. If you have 5+ save to all of your bugs, you'll be more than happy to spread them very far apart.

Generally in play, you'll have one advance with heavy cover, and one light side with sparse coverage. Run the venoms up the sparse side but behind two tervigons so they can't be picked out so easily. Don't be afraid to run venoms up into area terrain early on and then just go to ground. They provide 100% of their benefit when squatting in a trench with 3+ save.

RTM

DARK ANGEL
05-09-2013, 09:46 PM
Thanks, ill take that into consideration

DARK ANGEL
05-10-2013, 03:39 PM
How did I not think of this before, why don't I move one tervigon to troops and only get one venomthrope and instead get a 10 termagant team