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Test Monster Tyranid List

Army lists, battle reports, and discussion of tactics

Test Monster Tyranid List

Postby DaBoss » Tue Mar 02, 2010 10:34 am

Hi All,

A list I'm thinking of using to test a friends Tournament Blood Angels list against; What are your thoughts?

HQ1 The Swarmlord 1 280
Elite1 Deathleaper 1 140
Elite2 Doom of Malan'tai, Mycetic Spore 1 130
Troop1 Tervigon, Regeneration, Catalyst, Toxic Miasma 1 220
Troop2 Termagant Brood, Spinefists 15 90
Heavy1 Trygon Prime 1 240
Heavy2 Trygon 1 200
Heavy3 Trygon 1 200
----
1500

Idea is to Reserve the Army, then hit hard and fast on turn 2 & 3.
Turn 2 will arrive on 3+, hopefully Swarmlord,Tervigon and Termagants will fail to arrive but everything else will.
Drop the Doom where its 6" ability will do the most damage. Drop the Trygons close to each other. Deathleaper somewhere safe.

Turn 3, arrive on a 2+ (or is that automatic - rules say on a 3+ but the Deathleaper and Swarmlord both add +1 to the roll, so you can't fail?) on comes the Swarmlord, Tervigon and Termagants all within 12" of enemy through the tunnels, psychic or shoot anything that killed the Trygons or other nice targets. Surviving Trygons go on the rampage.

Now I know that reserve rolls could fail badly and the wrong stuff turns up. In that case - the Tyranid horde moves down one flank targetting part of the Blood Angel army (or objectives depending on the mission).
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Re: Test Monster Tyranid List

Postby Jimster » Tue Mar 02, 2010 11:13 am

Not clued up on the bugs list fill but looks hard hitting.

Il work out a wolves list and give you a game at some point .

jim
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Re: Test Monster Tyranid List

Postby Angelwing » Wed Mar 03, 2010 3:03 am

Far too risky.
Problems:
* You are relying on the correct sequence of stuff turning up from reserves. You know it won't. This will lead to no tunnels when you need them.
* Your army turns up in bits and has to stand for a turn taking a load of flak and / or assaulters (and blood angels will no doubt have a load of hidden powerfists / rending jump pack death company).
* If you decide things are in the wrong order and run up one side, you still have only bits and pieces of your army.
* A distinct lack of troops worries me for objectives. You will be lucky to spawn much from the tervigon.

I reckon you would be better off starting as much on the table as possible and running it as one whole, letting the army benefit from the swarmlord and tervigon powers. You can also layer the force to give as many cover saves as possible. Onslaught power may be useful in getting the trygon prime an extra boost
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Re: Test Monster Tyranid List

Postby mattjgilbert » Wed Mar 03, 2010 8:04 am

That's true about the Troops. If is a multi-objective game (more than two) you are going to struggle.

Are you rivising the list in light of the "Infantry only" in the tunnels thread?
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Re: Test Monster Tyranid List

Postby DaBoss » Wed Mar 03, 2010 8:27 am

Yep - going to have the Tervigon spawn from the start on the table.

Was thinking about the problem with the tunnels, had a second look at the Trygons and realised that they can fleet.

So 2 plans,
1) Deploy first - Trygons and Swarmlord go into reserve. place Tervigon and Spinegaunts in cover on one flank.
This may make his force clump together to face my force. Then turn 2+ things drop in on the other edge of his army making him have to split his force or drop in near the Swarmlord to give him 5 Monstrous Creatures to deal with.

2) Deploy second - Deploy all of force (except mycetic spore and Deathleaper) on one flank and race forward to engage. Most likely his force will be deployed centrally - so the far units will lag behind his advance assault force.

Question - should I invest in Regeneration on the Trygons? Will it give me more lasting power for the points?
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Re: Test Monster Tyranid List

Postby Angelwing » Wed Mar 03, 2010 11:40 am

Regeneration? Well in the last book, I don't recall it ever working, but to be honest I often forgot I had it on models. I think you are better spending the points elsewhere. You could get another 10 termagants, or a spore mine cluster.
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Re: Test Monster Tyranid List

Postby mattjgilbert » Wed Mar 03, 2010 12:18 pm

25 points. I agree you might spend the points better elsewhere. If someone really wants to kill it they are probably concentrating fire or attacks on it and it might not get a chance to use it before it dies.
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Re: Test Monster Tyranid List

Postby OWCriminal » Tue Apr 13, 2010 10:22 pm

Well you are light on troops, however the fact that you have reduced your odds by having the Pheromone and Swarmlord ability almost ensures that things turn up, I like it!

One obseration is that you hold on to the pooping Tervigon and plug it until turn 3, in my experience you gat at least 2 turns before it drys up....mind you this is bare faced luck at the end of the day. Anything coming out of the Tervigon then has to keep an objective while the Tervigon moves, then runs on to the next objective..... :)

Just my tupennhapenny :wink:
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Re: Test Monster Tyranid List

Postby conscriptboris » Tue Apr 13, 2010 10:26 pm

something to consider, a BA player will most likely reserve his army, and use Baals to outflank you.....flames weapons + Nids = Nid BBQ
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Re: Test Monster Tyranid List

Postby DaBoss » Wed Apr 14, 2010 8:37 am

conscriptboris wrote:something to consider, a BA player will most likely reserve his army, and use Baals to outflank you.....flames weapons + Nids = Nid BBQ


So far have played 3 games:
1. Old Blood Angels PDF - Dawn of War/5 Objectives - deployed first and kept my reserves coming near my objectives, BA lack of long range weapons forced him to move towards me - win 2 - 0

2. Space Wolves - Dawn of War/Bases - deployed first - split reserves between each base, Space Wolves assault on my base was minimal 2 squads (6) Grey Hunters in Razorbacks; Tervigon spawned 47 Termagants to surround objective - win 1 - 0

3. Space Wolves - Pitched Battle/Annihilation - deployed second - SW player spread out his force across board, I deployed on right flank - reserves dropped in on right flank and killed everything nearby. Rest of his army could not react in time - win 8 - 2 (he killed a spawned Termagant unit and a Trygon)

So looking forward to trying it out against the new Blood Angels, see if it will work against the new units - not so worried about the Baal with Flame Cannon as it can only cause 1 wound 50%, its the twin linked Assault Cannon thats worse.

Like to see how a Death Company with Chaplain will do, all with Power Weapons and reroll to hit and to wound - bad even without the Power Weapon.
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Re: Test Monster Tyranid List

Postby Daimyo52 » Wed Apr 14, 2010 5:18 pm

Not that keen on the Death Leaper and Doomy is only going to be of use if he has infantry in the open to have an effect on

Would drop a Trygon for a 2nd Tervigon as I don't think that 2 trooops choices could be enough............ and it will also give you another synapse creature.
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