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Tuesday, May 8, 2012

Email in: Feeling That Shadow in the Warp

"Hi Kirby, thanks for your continued commentary on all things 40K. Because I respect your insight, I was hoping that you could take a look at a Tyranid list is was considering purchasing. I've played the Tyranids for a few games in earlier editions, but have heard so many conflicting things over their current status that I am not sure how best to make use of their strong points. Here's what I've got so far:

HQ - Tyranid Prime (2 bone swords, adrenal glands) joined to...
TROOP - Tyranid Warriors x4 (rending claws, scything talons)



ELITE - Hive Guard x2
ELITE - Hive Guard x2
ELITE - Hive Guard x2

TROOP - Tervigon (toxin sacks, catalyst, onslaught)
TROOP - Tervigon (toxin sacks, catalyst, onslaught)
TROOP - Termagant x15
TROOP - Termagant x15
TROOP - Termagant x15
TROOP - Termagant x15

HEAVY - Tyrannofex (rupture cannon)
HEAVY - Tyrannofex (rupture cannon)

TOTAL - 1,750 points

The basic premise is to walk forward and dominate mid-field through tons of anti-tank fire. Scoring shouldn't be a problem, since I have 7 scoring units even before the Tervigons start laying eggs. The Tervigons use catalyst as needed to protect the hive guard or the Prime, who are probably hidden behind the gigantic monsters or wall of Termagants anyway. I was considering scattering a few Venomthropes to protect the Tyrannofex, but they seem so survivable that I decided more Hive Guard would be more valuable. The Tyrannofexes are just too cool, and the possibility to instant kill powerful units (like thunderwolf cavalry, which are pretty much my mortal enemies) is too good to pass up.

My biggest concern is how well this army will fare once it gets into assault-- because my close combat units are very few. The Prime and his crew of warriors seem pretty savage, but how well can they go face-to-face against other assault specialists? The Termagants should be able to do some damage because they'll be benefiting from the Tervigons toxic sacks, but would it be better to drop some of the Termagants in favor of a dedicated close combat unit? Are there any tricks or synergy that I'm missing?

Any help would be appreciated, especially since I will be investing in this army from scratch! Thanks!

- Jeff M"M


You don't need those extra Termagants - you're making a lot with Tervigons already. I'd drop them and do a couple of things.

1) make your other Termagants Devilgants - this gives you better firepower beyond 12" and can really help with anti-infantry.
2) get more Hive Guard - they are what breaks open tanks and having 8-9 is never a bad thing
3) drop the Warriors as well and replace them with some Genestealers - more combat options over the one Warrior unit

Number 2 or 3 are your best bets here or a combination of the two - Primes don't have to go with Warriors and Warriors don't like S8+ shots and often aren't fast enough to close with the enemy quickly enough to make sure they aren't shot off the board. They are a good unit, I just feel Genestealers + Hive Guard are going to be better options for you here. The Prime can then join Hive Guard units to make them extra durable until he needs to be thrown forward. And remember, your Termagants are pretty beastly in combat for 5 points when in Tervigon range and you've got 4 MCs to back this up. Not uber great in combat but hefty for their points.

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