mercer
01-19-2010, 05:42 AM
So like many others I've jumped on the Tyranid bandwagon. I did actually play Tyranids up until this time last year, though I sold them. I got rid of them as I couldn't make them work, though I wish I had used a Nidzilla list now.
So I'm now back and determined to make them work. This is a list I've come up with:
HQ
Hive Tyrant leech essence, 1 x twin-linked devourers, hive commander & scything talons
1 x Tyrant Guard
Hive Tyrant wings, adrenal glands & hive commander
Elite
2 x Zoanthrope w/ Mycetic Spore cluster mines
2 x Zoanthrope w/ Mycetic Spore cluster mines
Troops
19 x Termagants
19 x Termagants
1 x Tervigon cluster spines, adrenal glands & toxin sacs
1 x Tervigon cluster spines, adrenal glands & toxin sacs
Fast Attack
10 x Gargoyles
10 x Gargoyles
Heavy Support
1 x Trygon Prime adrenal glands
1 x Trygon adrenal glands
Ok I did take a winged Tyrant but it costs so much and it needs some support, which I chosen some Gargoyles. Anyway I've dropped that and now taking 2 Hive Tyrants with twin-linked devourers and scything talons. Reason for the talons is I've already got one model with talons and I don't want to rip them off. Also 6 twin-linked shots is pretty nasty and the re-roll 1's in combat is sweet. I would have taken Tyrant Guard but not enough points. Anyway, these guys mooch forward and waste light vehicles and destroy infantry and finally charge in and wreck some face.
The Zoanthropes are my tank hunters. They go for the toughest strongest tanks on the field and do them over, ir they work in tandem and one unit wrecks a transport and the other unit blasts the survivors with the large blast templates. Why no Myceptic Spore Pods you ask? Well I read the rules and these things just deep strike in, so they're kept in reserves. I want my anti tank units a.s.a.p, not on turn four. And as they haven't got a rule like the Space Marine Drop Pods it means they just come in via reserve.
Termgants make up my troops with fire power. I did take 2 Tervigons before, but they cost so much points. I now have 40 Gants which will be moving through cover like sneaky buggers.
Hormgaunts will go in front of the Gants and make a wall, these guys are expendable and will only get into assault if transports are destroyed by the Zoanthropes.
Genestealers are a must have really, they're awesome in close combat and cheaper as well. I did think of taking a Broodlord but I don't see much advantage. These guys will infiltrate and just tear into whatever they can.
Carnifex acts as a guard for the Hive Tyrants and gives them extra fire power. I've added crushing claws because I think the model looks awesome and D3 attacks extra in combat is nasty, on the charge a Carnifex could have up to 9 attacks!
Trygons have both been upgraded to Trygon Primes. I don't want these guys doing anything they shouldn't be, though they have rage special rule which just sends them into close combat anyway. Though I expect the Zoanthropes to die easily in the first few turns and without them I've only got Tyrants as synapse creatures.
Any comments?
So I'm now back and determined to make them work. This is a list I've come up with:
HQ
Hive Tyrant leech essence, 1 x twin-linked devourers, hive commander & scything talons
1 x Tyrant Guard
Hive Tyrant wings, adrenal glands & hive commander
Elite
2 x Zoanthrope w/ Mycetic Spore cluster mines
2 x Zoanthrope w/ Mycetic Spore cluster mines
Troops
19 x Termagants
19 x Termagants
1 x Tervigon cluster spines, adrenal glands & toxin sacs
1 x Tervigon cluster spines, adrenal glands & toxin sacs
Fast Attack
10 x Gargoyles
10 x Gargoyles
Heavy Support
1 x Trygon Prime adrenal glands
1 x Trygon adrenal glands
Ok I did take a winged Tyrant but it costs so much and it needs some support, which I chosen some Gargoyles. Anyway I've dropped that and now taking 2 Hive Tyrants with twin-linked devourers and scything talons. Reason for the talons is I've already got one model with talons and I don't want to rip them off. Also 6 twin-linked shots is pretty nasty and the re-roll 1's in combat is sweet. I would have taken Tyrant Guard but not enough points. Anyway, these guys mooch forward and waste light vehicles and destroy infantry and finally charge in and wreck some face.
The Zoanthropes are my tank hunters. They go for the toughest strongest tanks on the field and do them over, ir they work in tandem and one unit wrecks a transport and the other unit blasts the survivors with the large blast templates. Why no Myceptic Spore Pods you ask? Well I read the rules and these things just deep strike in, so they're kept in reserves. I want my anti tank units a.s.a.p, not on turn four. And as they haven't got a rule like the Space Marine Drop Pods it means they just come in via reserve.
Termgants make up my troops with fire power. I did take 2 Tervigons before, but they cost so much points. I now have 40 Gants which will be moving through cover like sneaky buggers.
Hormgaunts will go in front of the Gants and make a wall, these guys are expendable and will only get into assault if transports are destroyed by the Zoanthropes.
Genestealers are a must have really, they're awesome in close combat and cheaper as well. I did think of taking a Broodlord but I don't see much advantage. These guys will infiltrate and just tear into whatever they can.
Carnifex acts as a guard for the Hive Tyrants and gives them extra fire power. I've added crushing claws because I think the model looks awesome and D3 attacks extra in combat is nasty, on the charge a Carnifex could have up to 9 attacks!
Trygons have both been upgraded to Trygon Primes. I don't want these guys doing anything they shouldn't be, though they have rage special rule which just sends them into close combat anyway. Though I expect the Zoanthropes to die easily in the first few turns and without them I've only got Tyrants as synapse creatures.
Any comments?