Post by Edzilla on Jul 27, 2012 15:25:47 GMT
From Warseer
How many Tyranid players does it take to change a lightbulb?
Tyranid player: CHANGE, NO NOT THE CHANGE
Hello again everyone, been a while since i posted here. Some of you may remember my Null Deployment list a few months ago. For those who didnt here it is
1500 Null deployment
Hive tyrant :Wings, old adversary, hive commander
2x2 zoanthropes in spores with deathspitters
doom of Manchester in a spore with deathspitter
2x10 termagants with devourers in spores with deathspitters
19 hormagaunts with ag/ts
2x7 genestealers with ts
Thats was its previous incarnation and in its time it was awesome now quite a bit less so.
So what has changed which affects this list.
1. Reserves come in easier
2.Whole army cannot be reserved
3.FMC
4. Overwatch makes group of 7 genestealers inadequate
5. Cannot assault from outflank
6. Psychic mastery
My reaction to them:
1. Definite yay
2. Sad face
3. Yay again
4. Forces some change
5. Seems bad but assault from outflank only ever used to happen on a rare occasion
6. Extra yay, i have 6 pyschers
So what needs to change
Genestealers: with 1 or 2 dieing from overwatch they can no longer do any significant damage so they need to change. But what to? This is what I need to know, Id prefer assault troops because it wouldn't be a tyranid army without them.
Hormagaunts seem to be okay, they got a decent buff and can effectively deal with squads even with overwatch.
Zoanthropes I am unsure about, they used to be there for anti tank but hull points reduce the need for that now, however this is the edition of psychic power. 4 telepathers on the field can do alot.
So I ask you all the question, what needs to change. All input and advice would be appreciated.
Thos ar
How many Tyranid players does it take to change a lightbulb?
Tyranid player: CHANGE, NO NOT THE CHANGE
Hello again everyone, been a while since i posted here. Some of you may remember my Null Deployment list a few months ago. For those who didnt here it is
1500 Null deployment
Hive tyrant :Wings, old adversary, hive commander
2x2 zoanthropes in spores with deathspitters
doom of Manchester in a spore with deathspitter
2x10 termagants with devourers in spores with deathspitters
19 hormagaunts with ag/ts
2x7 genestealers with ts
Thats was its previous incarnation and in its time it was awesome now quite a bit less so.
So what has changed which affects this list.
1. Reserves come in easier
2.Whole army cannot be reserved
3.FMC
4. Overwatch makes group of 7 genestealers inadequate
5. Cannot assault from outflank
6. Psychic mastery
My reaction to them:
1. Definite yay
2. Sad face
3. Yay again
4. Forces some change
5. Seems bad but assault from outflank only ever used to happen on a rare occasion
6. Extra yay, i have 6 pyschers
So what needs to change
Genestealers: with 1 or 2 dieing from overwatch they can no longer do any significant damage so they need to change. But what to? This is what I need to know, Id prefer assault troops because it wouldn't be a tyranid army without them.
Hormagaunts seem to be okay, they got a decent buff and can effectively deal with squads even with overwatch.
Zoanthropes I am unsure about, they used to be there for anti tank but hull points reduce the need for that now, however this is the edition of psychic power. 4 telepathers on the field can do alot.
So I ask you all the question, what needs to change. All input and advice would be appreciated.
Thos ar