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40K Tyranids

 Post subject: 40K Tyranids
PostPosted: Thu Jun 23, 2005 12:03 am 
Swarm Tyrant
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And now for something completely different... I got the Tyranid 40K Codex last week, and being a closet accountant I couldnt resist putting together a Tyranid force list. I doubt that I will ever put the force together completely, or ever play a game, but I have a load of Tyranid minis, so I thought that I would have something to build towards.

I am kind of looking for comments. Saying that, I like this list and while a few choices are a bit 'personal' I have reasons for most of the choices. So, any comments would be welcomed.

Obviously, me being me, a simple 3000 point force would be too easy, so I decided to put together 6 500 point blocks, that I could then combine in different ways for each game...


Core Block A

Main Command ? 500 Points
Provides the one HQ and two Troop choices which are minimum in a standard game.
Best suited as the core of a larger force.

137 Points [Hive Tyrant x1]
BioPlasma, Enhanced Senses, Rending Claws, Venom Cannon, Psychic Scream

90 Points [Tyrant Guard x2]

73 Points [Tyranid Warrior x3]
Rending Claws/Spinefists, Scything Talons/Devourer, Scything Talons/Barbed Strangler

90 Points [Gaunt x9 ? Without number (27)]
Extended Carapace, Fleshborers

110 Points [Hormagaunts x10]
Flesh Hooks


This is the main block, containing the Hive Tyrant and Guards. It also contains the single HQ choice and two Troops so that it covers the bases for a standard game on its own.

Core Block B

Swarm Command ? 500 Points
Provides the one HQ and two Troop choices which are minimum in a standard game.
A self contained force.

120 Points [Tyranid Warrior x3]
BioPlasma, Ehanced Senses, Flesh Hooks, Symbiote Rippers, Adrenal Glands (WS)Scything Talons/Venom Cannon, Rending Claws/Deathspitter, Scything Talons/Deathspitter

75 Points [Gaunt x15]
Spinefists

99 Points [Hormagaunt x9]
Extended Carapace

60 Points [Ripper Swarm x4]
Enhanced Senses, Extended Carapace, Adrenal Glands (WS), Spinefists

96 Points [Ravener x2]
Scything Talons, Devourers

50 Points [Zoanthrope x1]
Synapse Creature, Catalyst


This is an alternative command block. It also contains the HQ choice and two Troops choices, but is more self contained. And, the two command blocks can also be combined in larger games, still giving only two HQ choices and four Troops choices.

Additional Block C

Heavy Assault ? 500 Points

138 Points [Tyranid Warrior x4]
BioPlasma, Enhanced Senses, Extended Carapace
Rending Claws/Devourer, Scything Talons/Venom Cannon, Scything Talons/Fleshborer, Scything Talons/Deathspitter

133 Points [Gaunts x19]
Extended Carapace, Fleshborers

163 Points [Carnifex x1]
Flesh Hooks, Adrenal Glands (WS), Enhanced Senses, Bonded Exoskeleton, BioPlasma, Spine Banks, Symbiote Rippers, Barbed Strangler, Twin-Linked Devourers

65 Points [Zoanthrope x1]
Warp Blast, Psychic Scream

Not much to say about this, except that it is built around the Carnifex.

Additional Block D

Ambush force ? 499 Points

80 Points [Lictor]

239 Points [Tyranid Warrior x5]
Wings, Toxin Sacs, Enhanced Senses
Scything Talons/Venom Cannon, Scything Talons/Devourer, Rending Claws/Deathspitter, Rending Claws/Fleshborer, Scything Talons/Fleshborer

132 Points [Gargoyle x11]

48 Points [Ravener]
Scything Talons/Devourer

This is the block where I put my toys. Tyranids with wings are very expensive, but really cool. These things have two uses - reinforcing Synapse gaps, zooming across the battlefield where Synapse control is needed - and a highly mobile unit to selectively pick off units that are vulnerable.

Additional Block E

Infiltration force ? 500 Points

80 Points [Lictor]

200 Points [Genestealer x10]
Scuttlers, Flesh Hooks

120 Points [Gaunt x12 ? Without number]
Extended Carapace, Fleshborers

100 Points[Biovores x2]
Frag Mines

I had to have Genestealers!

Additional Block F

Support force ? 500 Points

101 Points [Tyranid Warrior x3]
BioPlasma, Enhanced Senses, Extended Carapace
Rending Claws/Deathspitter, Scything Talons/Deathspitter, Scything Talons/Devourer

133 Points [Gaunts x19]
Extended Carapace, Fleshborers

96 Points [Ravener x2]
Scything Talons, Devourer

170 Points [Carnifex]
Adrenal Glands (WS), BioPlasma, Enhanced Senses, Thornback, Mace Tail, Symbiote Rippers, Scything Talons, Venom Cannon

The second Carnifex, I had to have two in a 3000 point force.

Mostly, I am happy with this force. My only issue is that there are not really enough Hormagaunts, but they are expensive for what you get (about three is the same cost as a Tyranid Warrior). I have a fair number of Tyranids, as I see these guys as the key to the army (I have 18 in here).

A couple of questions:

Block A ? Tyranids: Is it worth taking the Barbed Strangler (BS2, but deviates), or is it better to take a Devourer and give all three Warriors Enhanced Senses (WS+1) ? or another biomorph)?

Block B ? Hormagaunts: Are Flesh Hooks worth taking over Extended Carapace, or even Adrenal Glands (WS+1)?

Blocks C & D ? Tyranids: Is a Devourer so much better than a Fleshborer, and should I upgrade the Fleshborers to Devourers to use the final, extra points?

OK. That is it. Comments please?

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 Post subject: 40K Tyranids
PostPosted: Thu Jun 23, 2005 7:02 am 
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Has the accountant in the closet calculated the monetary cost of such a little skirmish force?  :p

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 Post subject: 40K Tyranids
PostPosted: Thu Jun 23, 2005 1:19 pm 
Swarm Tyrant
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Of course not, I am in England! First I draw up a list, then I conduct market research, then I make unnecessary changes to make it worthless to all and offensive to none, then I source at least three suppliers, then I make further cuts due to budget, then I hunt around for an order code. Then, and only then, do I work out a final cost, realise that it is unfeasible and wonder about the posibility of an all-Guardian Eldar force and move onto the next project!

I actually have a few Tyranids that I have aquired over the years, just because I like the models or they would be good for Gothic. I put this list together so that I can justify putting a few together and painting them if I feel like it - without feeling that it is a pointless exercise.

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 Post subject: 40K Tyranids
PostPosted: Thu Jun 23, 2005 2:49 pm 
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Quote (CyberShadow @ 23 2005 June,05:19)
Of course not, I am in England! First I draw up a list, then I conduct market research, then I make unnecessary changes to make it worthless to all and offensive to none, then I source at least three suppliers, then I make further cuts due to budget, then I hunt around for an order code. Then, and only then, do I work out a final cost, realise that it is unfeasible and wonder about the posibility of an all-Guardian Eldar force and move onto the next project!

What does England have to do with this?

I mean you just discribed my company...  :p

dafrca

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 Post subject: 40K Tyranids
PostPosted: Thu Jun 23, 2005 2:52 pm 
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Hi Iain,

I'd comment, but I don't know 40k and don't have the new 'Nid codex yet...

Shalom,
Maksim-Smelchak.

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 Post subject: 40K Tyranids
PostPosted: Thu Jun 23, 2005 4:15 pm 
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Quote (dafrca @ 23 2005 June,14:49)
Quote (CyberShadow @ 23 2005 June,05:19)
Of course not, I am in England! First I draw up a list, then I conduct market research, then I make unnecessary changes to make it worthless to all and offensive to none, then I source at least three suppliers, then I make further cuts due to budget, then I hunt around for an order code. Then, and only then, do I work out a final cost, realise that it is unfeasible and wonder about the posibility of an all-Guardian Eldar force and move onto the next project!

What does England have to do with this?

I mean you just discribed my company... ?:p

dafrca

Actually, I think CS has just described LOTS of companies! :p

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 Post subject: 40K Tyranids
PostPosted: Thu Jun 23, 2005 4:50 pm 
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I was thinking that a core force of a Broodlord HQ choice and a couple formations of Genestealers should be relatively economical with all the Battle for MacCragge models floating around.

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 Post subject: 40K Tyranids
PostPosted: Thu Jun 23, 2005 5:18 pm 
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Hi CS,
I have never used my Nids in anger, but have played against them - although I havn't been up against the new codex yet. My few comments are:

1 - drop the 239 point Warriors! too expensive, unless you can guarantee their survival unitel they do whatever it is they are meant to do.
2 - get a few of those new spore cluster thingies and add the odd Lictor or 2 - great for disruption purposes
3 - if you have the luxury of such a large army, take a shooty Nid blockto support the assault bugs.
4 - take out a bank loan.....  :( :p :;):

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 Post subject: 40K Tyranids
PostPosted: Thu Jun 23, 2005 10:25 pm 
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As a long time bug player here's some advice... :blues:

Your warriors are an awfully expensive mix of abilites, focused on too many areas. Two basic Broods of warriors are max effective:

All Rending and scything, carapace, I, FH, leaping or winged. 3+ in a brood. Maybe one with double scything to be a cheap first casualty :;):

Deathspitter x2 and Venom cannon x1, carapace, enhanced senses, ST, 3 in a brood.

Other mixed warrior types are trying to do too many things - speciality is what nids excel at.  If you are going to give different guns - at least make sure they do the same sort of thing - eg all devourers.

10 hormis in a brood seems a little small to me... I use broods of 16+. You've got to be able to take casualties. I, WS, and ST upgrades can be worth takign though personally I would rather have more bodies. If you take ST definitely take I, maybe WS as well.

I will be using 10 Termis with 'without number'. Fleshborers. No more.

Try and keep carnis relatively cheap, most things can shoot them dead or run away from them. Better to have several than one easy to dodge very expensive one.

Rending claws are a total waste on TMC's. You already roll 2D6 plus ST for armour penetration. Give scything talons instead for an extra attack.  Giving two VC or two BS is also generally regarded as a waste of points.

Generally don't bother with EC for gaunts - gives them a 5+ save. Most AP weapons go straight through it (lasguns the exception).

Keep single wound models in even numbered units - means the enemy has to do an extra casualtiy to drop you to below half strength.

Always give carnis Initiative upgrade - means they strike before all the deadly power fists and thunder hammers. Always give carnis and tyrants extended carapace - doubles survivability agaisnt allt he basic attacks out there, and means missile launchers bounce off you.

There are exceptions to every rule, but these are a great start for beginning with nids.

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 Post subject: 40K Tyranids
PostPosted: Sat Jun 25, 2005 12:15 pm 
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Thanks for your comments guys.

neal - The only problem with that is that I hate the Broodlord mini was a passion, and the entire concept seems like a shoehorn to get GS Cult players on board... not me. I just dont like him, and would rather use the HQ slot for more Warriors!

vanvlak - Drop the winged Warriors!  :o  I am afraid that I have become rather attached to these guys (emotionally, not physically... although with my dexterity with glue...). I should also point out that, as I am not a 40K player, anything that does ever get build here is a modelling project. The winged Warriors are a prime example, and the Warrior with Spinefists and Rending Claws is another (I want the Spinefists in alternate levels, one top left arm, the other bottom right arm!).

That said, even some of these dodgy combinations are there to spot me getting bored.
The Spore Cluster things are just Spore Mines, and my two Biovores can launch those, so I didnt feel the need to add any orphaned ones. And, I have two Lictors in the list, they are just well hidden so you cant see them!  :cool:

The problem with shooty Nids is that each brood can only have one heavy weapon. This means that I have to distribute my heavies.

Marconz - Thanks, an interesting post. I tried to mix my Warrior broods for a reason. I attempted to put one Rending Claws in each brood to deal with tanks and characters, while keeping the other Warriors with Scything Talons for the rank and file. The other problem is that I am not a huge fan of the look of minis with Rending Claws - too much zombie influence for my taste.

I will have a look at the weapons and try to theme them at least though. Thanks.

I agree that the Hormi groups are a bit small. This is a result of a) trying to pack all of my favourite combinations in terms of minis and theme, and b) the fact that Hormies come in at 10 points minimum each. Take three and I could get another Warrior!

Why no Fleshborers? They seem a great weapon with Assault x and strength +1. I really like them! I was unsure about the wisdom of having 'without number' and 'extended carapace' in the same unit, as it seems to contradict.

As for the Carni's, I have not thought about the Powerfist issue, but since they both have BioPlasma, they get an attack at double initiative anyway. But, Extended Carapace on Carnis is very expensive! Is it really worth it to go from 3+ to a 2+ save?

Thanks.

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 Post subject: 40K Tyranids
PostPosted: Sat Jun 25, 2005 11:27 pm 
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Quote (CyberShadow @ 25 2005 June,12:15)
Why no Fleshborers? They seem a great weapon with Assault x and strength +1. I really like them! I was unsure about the wisdom of having 'without number' and 'extended carapace' in the same unit, as it seems to contradict.

As for the Carni's, I have not thought about the Powerfist issue, but since they both have BioPlasma, they get an attack at double initiative anyway. But, Extended Carapace on Carnis is very expensive! Is it really worth it to go from 3+ to a 2+ save?

RE: Fleshborers yes they are good... I added the 'no more' to mean don't take any other biomorphs with them

RE: Extended carapce - yes its worth it!

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 Post subject: 40K Tyranids
PostPosted: Sun Jun 26, 2005 8:30 am 
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I did notice ONE Lictor - the second was too well hidden for me! And if it's modelling fun you're after - heh, who am I to grumble.
Vanvlak, designer of the Vindicator AA..... :p

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