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How to build a playable Tyranid Army

 Post subject: How to build a playable Tyranid Army
PostPosted: Sat Dec 05, 2015 6:56 pm 
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Hi

I already have lots of stuff for the little bugs but after my first tournament I am not sure how to use Tyranids for good effect.

For 3000 points, what do I need to take with me? Are there any 'Must Haves'?

I have one Dominatrix, 6 Hivetyrants, several Warriors, 10 bases Hormagaunts and 20+ bases Termagaunts,
Biovores, Trygons, one Hierodule, 3 Dactylis, 6 Haruspex, 10 Lictors and 3 Exocrins.

Do I use big formations but end up with a small amount of activations or do I take smaller units with lmore activations.

Do I upgrade formations or do I take the big bugs on themselves? How many units are the smallest number for 3000 points?

Any help is appreciated!


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 Post subject: Re: How to build a playable Tyranid Army
PostPosted: Sat Dec 05, 2015 7:05 pm 
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Which list are you working with? The NetEA list works in a very different fashion from the E-UK list.


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 Post subject: Re: How to build a playable Tyranid Army
PostPosted: Sat Dec 05, 2015 7:53 pm 
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NetEA Tournament Pack: Tyranid (2015-08-10)


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 Post subject: Re: How to build a playable Tyranid Army
PostPosted: Tue Dec 08, 2015 1:45 pm 
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I've had success with 10 activations. I'll usually go with a swarm with the Dom, and then 4 more small swarms. With those small swarms, I'll leave one completely bare. It serves as a good objective grabber or general bullet magnet. The other three, i try and keep between 300-350. This gives heft and utility without getting too pricey.

Now you can fit in five formations to suit your needs. Speed, range, scout, etc. I would recommend at least one Harridan for the speed it offers. I'm also a fan of hierodules because they make people divert fire from the dominatrix and provide great firepower, especially against infantry.

Hope that helps. Let me know if you are looking for anything more specific!

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 Post subject: Re: How to build a playable Tyranid Army
PostPosted: Tue Dec 08, 2015 3:35 pm 
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These are good reads, any point I'd make here I've probably already said in them:

viewtopic.php?f=21&t=29654

viewtopic.php?f=21&t=30027

I wouldn't call anything a "must have". Aim for 3-4 formations per 1,000 points. 'nids need to keep activation numbers high as they're going to loose strategy and 1-2 activations against a good opponent at the start of the turn. The trick is setting up 3-4 assaults for next turn so your opponent can't deal with them all.

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 Post subject: Re: How to build a playable Tyranid Army
PostPosted: Wed Dec 09, 2015 2:34 pm 
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Thanks for all your replies, will do a list and post it here!


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 Post subject: Re: How to build a playable Tyranid Army
PostPosted: Fri Dec 11, 2015 9:35 pm 
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So did this army, it is my second one but I can't find the former. I am not satisfied with it because it only has 8 activations for 3000 points...

1. Dominatrix 350 points
2. Hivetyrant + 1 Tyranid Warrior + 5 Hormagaunts + 1 Termagaunt + 3 Haruspex 400 points
3. same as above 400 points
4. 3 Tyranid Warrior + 6 Termagaunts + 3 Dactylis ( my BTS... ) 475 points
5. 3 Tyranid Warrior + 6 Termagaunts + 3 Exocrine 400 points
6. 2 Tyranid Warrior + 6 Termagaunts + 5 Biovores 325 points
7. Hierodule 350 points
8. 4 Trygon 300 points
= 3000 points

Shall I go for Hivetyrants only? What about upgrades?

Thanks in advance


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 Post subject: Re: How to build a playable Tyranid Army
PostPosted: Sat Dec 12, 2015 4:47 am 
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First, I would make sure every formation with synapes has gants and gaunts. This will let you spawn them anywhere. Second, I would try and keep the cost lower for those formations. Shaving those down will let you get at least one more formation in there. For Hive tyrants, only include them if there's other AT in the formation so they can't be "sniped" out by AT fire. Otherwise, I like to bring them for many reasons, least one being fearless.

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 Post subject: Re: How to build a playable Tyranid Army
PostPosted: Sat Dec 12, 2015 2:39 pm 
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I agree with gunslingers points. Also, I'd use the dactylis in a separate formation rather than an upgrade. That way, they can concentrate on barrage duties, the synapse swarm can be maneuverable, and your activation count gets a bump. That's the way I've seen Dave use them.

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 Post subject: Re: How to build a playable Tyranid Army
PostPosted: Mon Dec 14, 2015 8:09 am 
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Thx to Largo_W who re-worked my list to this:

BIOVORE SWARM (S) [175]
6 Biovore

TYRANID SWARM (S) [400]
6 Termagants, Hive Tyrant, 3 Haruspex, Tyranid Warriors

TYRANID SWARM (S) [350]
6 Termagants, Hive Tyrant, 3 Haruspex

TYRANID SWARM (S) [200]
Two Tyranid Warriors, 6 Termagants

TYRANID SWARM (S) [200]
Two Tyranid Warriors, 6 Termagants

TYRANID SWARM (S) [200]
Two Tyranid Warriors, 6 Termagants

EXOCRINE SWARM (S) [175]
3 Exocrine

DACTYLIS SWARM (S) [300]
3 Dactylis

TRYGON SWARM [300]
4 Trygon

NEXUS SWARM [350]
1 Dominatrix

HIERODULE BIO-TITAN (745.M41) [350]

3000 points


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 Post subject: Re: How to build a playable Tyranid Army
PostPosted: Mon Dec 14, 2015 12:28 pm 
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You're going to find the base swarms tough to use, sacraficing one for 200 points of upgrades wouldn't hurt.

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 Post subject: Re: How to build a playable Tyranid Army
PostPosted: Mon Dec 14, 2015 1:32 pm 
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I would also recommend trying to squeeze one termagant in with the Dom. That's the best synapse in your army and you don't want to waste that!

And if you don't want your activation count to go lower, you could consider dropping the hausprex down to 2, and spreading the points around as well to beef up some of those formations.

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 Post subject: Re: How to build a playable Tyranid Army
PostPosted: Tue Dec 15, 2015 11:47 am 
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I guess I have to field-test them and get the feeling how this army works!


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 Post subject: Re: How to build a playable Tyranid Army
PostPosted: Mon Dec 21, 2015 8:04 pm 
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Reading some army lists most players seem to tend to take Termagaunts before Hormagaunts, right?

Is this because Termagaunts have a CC and FF value? Or why?


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 Post subject: Re: How to build a playable Tyranid Army
PostPosted: Mon Dec 21, 2015 8:19 pm 
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I usually take a 2-1 mix. The Termagants are better on the defensive, Hormagaunts are useful for locking down 1-2 high FF/low CC units and forcing them to use CC.

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