Tyranid options
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Tyranid options
Ok this is what i have assembled any ideas for what to improve on would be great (exact squads haven't been made yet)
28 gaunts -fleshborer
16 hormagaunts
8 genestealers -with scything
broodlord with 6 genestealers
6 warriors -3 devourers, 2 deathspitters, 1 venom cannon each has scything claws
zoanthrope
4 rippers
3 raveners -rending claws and devourers
1 melee carnifex
1 ranged carnifex -venom cannon and barbed strangler
hive tyrant -2 scything and wings
most have extra armor and upgrades to whatever they are geared for (enhanced senses on warriors, adrenalin for hormagaunts etc) but any ideas how to squad these would be great.
if you need more of an idea what i have i can post more details
28 gaunts -fleshborer
16 hormagaunts
8 genestealers -with scything
broodlord with 6 genestealers
6 warriors -3 devourers, 2 deathspitters, 1 venom cannon each has scything claws
zoanthrope
4 rippers
3 raveners -rending claws and devourers
1 melee carnifex
1 ranged carnifex -venom cannon and barbed strangler
hive tyrant -2 scything and wings
most have extra armor and upgrades to whatever they are geared for (enhanced senses on warriors, adrenalin for hormagaunts etc) but any ideas how to squad these would be great.
if you need more of an idea what i have i can post more details
judchic- Lord of Titan
- Posts : 1054
Join date : 2008-10-20
Age : 36
Re: Tyranid options
Another zoanthrope would be good for adding that extra Psychic power strength. Not everyone might agree but i think psychic powers are what make the game amazing.
Veyure- Inquisitor
- Posts : 699
Join date : 2008-03-19
Age : 39
Re: Tyranid options
Well, that and the mind blasts are about the only thing the nids got going for destroying vehicles these days besdies getting up close with monstrous creatures.
The venon cannons are going take a really, really long time to kill stuff now.
The venon cannons are going take a really, really long time to kill stuff now.
System Commander- System Commander
- Posts : 4695
Join date : 2008-02-26
Re: Tyranid options
Yeah I totally agree on the zonethropes. I usually take 3 because it only uses up one Heavy spot and you can deploy them seperately.
A few suggestions for your list are: I would split the Hgaunts into two squads of 8. This way they have more mobility and can get to more objectives. Possibly drop the rippers, I find they aren't good unless you have 10. For their points cost there is usually something better to spend it on. I would take scything talons on the ravenors because that would make for even more rending attacks. In 4th I found that the broodlord was good but not great and the points were better spent elsewhere. With the new rules for being able to run the broodlord would probably not get shot so much before getting into cc, but you'll have to see.
A few suggestions for your list are: I would split the Hgaunts into two squads of 8. This way they have more mobility and can get to more objectives. Possibly drop the rippers, I find they aren't good unless you have 10. For their points cost there is usually something better to spend it on. I would take scything talons on the ravenors because that would make for even more rending attacks. In 4th I found that the broodlord was good but not great and the points were better spent elsewhere. With the new rules for being able to run the broodlord would probably not get shot so much before getting into cc, but you'll have to see.
Cjihad- Mystic
- Posts : 115
Join date : 2008-04-02
tyranids
the raveners have 1 scything 1 rending and 1 devourer each (50pts) (they can be geared that way right?)
the rippers are not going to be used unless i am in dire need of 60pts
zonethropes seem like a good thing to get
are biovores worth getting?
the rippers are not going to be used unless i am in dire need of 60pts
zonethropes seem like a good thing to get
are biovores worth getting?
judchic- Lord of Titan
- Posts : 1054
Join date : 2008-10-20
Age : 36
Re: Tyranid options
you need another zonethrope 4 squads of 10 gaunts and and 2 squads of 16 hormagaunts
Guest- Guest
Re: Tyranid options
ohhh god yes they suck and are not very accurate but the mines can move after u launch them and thats all the nids got for artillery
Guest- Guest
Re: Tyranid options
DUDE!!!!?? You are relpying to a post from OCTOBER 2008! Just thought I'd let you know.
gluvzer- Lord of Titan/Hero of ToonCon/Ayatollah of Rock n' Rolla
- Posts : 1428
Join date : 2008-03-11
Location : S'toon
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