Post by hungerer on Sept 6, 2012 1:12:58 GMT
My first attempt at making an army list.
Hive Tyrant /W Devourers, Old Adversary
Powers: Leech Essence, Psychic Scream
- 210 pts
2x 3 Hive Guards
- 300 pts
2x 30 Hormagaunts /W Toxin sacs
- 480 pts
2x 20 Termagants /W Devourers + Mycetic Spore /W Stinger salvo
- 500 pts
6 Shrikes
- 210 pts
2x 25 Gargoyles
- 300 pts
1 HQ slot
2 Elites slots
4 Troops slots
3 Fast Attack slots
2000 pts
Strategy:
The Gargoyles would go first, supported by the Shrikes. The second wave would be the Hormagaunts, supported by the Tyrant. The Tyrant would be flanked by the Hive Guards, providing some much needed nut-cracking, and hopefully covering the flanks adequately. The Gargoyles would provide some cover for the vulnerable Tyrant, hopefully even bogging down a unit or two in combat before their end. The Termagants would Deep Strike within or behind the enemy lines, able to get quite close thanks to the Transport Spore rule, hopefully taking out a couple of valuable units such as heroes, and acting as a nice distraction, and a decent substitute for Venomthropes. Upgrading the Termagants with Devourers triples their firepower, which is the best thing to do when you take in their expected combat efficiency of one turn, and is an extra bonus if they get to do anything on their second turn.
1500 pt variant:
Hive Tyrant /W Devourers, Old Adversary
Powers: Leech Essence, Psychic Scream
- 210 pts
3 Hive Guards
- 150 pts
28 Hormagaunts /W Toxin Sacs
27 Hormagaunts /W Toxin Sacs
-440 pts
20 Termagants /W Devourers + Mycetic Spore /W Stinger salvo
- 250 pts
6 Shrikes
- 210 pts
2x 20 Gargoyles
- 240 pts
Strategy:
Basically the same as the 2000 pt one, just with less guys.
3000 pt variant:
Tyranid Prime /W Deathspitter
- 85 pts
3 Hive Guards
- 150
3 Venomthropes
- 165 pts
3 Zoanthropes
- 180 pts
6 Warriors /W Deathspitters
- 210 pts
3x 30 Hormagaunts /W Toxin sacs
- 720 pts
2x 20 Termagants /W Devourers + Mycetic Spore /W Stinger salvo
- 500 pts
5 Shrikes
- 175 pts
2x 30 Gargoyles
- 360 pts
Trygon Prime /W Toxin sacs, Regeneration
- 275 pts
Mawloc /W Toxin sacs
- 180 pts
Strategy:
The compulsory HQ slot has been filled by the Tyranid Prime, allowing the points heavy Trygon Prime and Mawloc to aid the Termagants in their distraction. The Trygon Prime upgrade is mainly for the extra shooting ability on the first turn, but the synapse could come in handy if you're lucky.
The extra synapse from the Zoanthropes will come in handy, and Venomthropes make their appearance at last, with both of these factors strengthening the swarm advance. One of the Hive Guard units had to be removed, but if the Trygon Prime can charge a vehicle on it's second turn, it shouldn't be too much of a sacrifice. The Mawloc could also come in handy with the anti-armour, especially if you can catch vehicles and infantry when it Deep Strikes in.
Hive Tyrant /W Devourers, Old Adversary
Powers: Leech Essence, Psychic Scream
- 210 pts
2x 3 Hive Guards
- 300 pts
2x 30 Hormagaunts /W Toxin sacs
- 480 pts
2x 20 Termagants /W Devourers + Mycetic Spore /W Stinger salvo
- 500 pts
6 Shrikes
- 210 pts
2x 25 Gargoyles
- 300 pts
1 HQ slot
2 Elites slots
4 Troops slots
3 Fast Attack slots
2000 pts
Strategy:
The Gargoyles would go first, supported by the Shrikes. The second wave would be the Hormagaunts, supported by the Tyrant. The Tyrant would be flanked by the Hive Guards, providing some much needed nut-cracking, and hopefully covering the flanks adequately. The Gargoyles would provide some cover for the vulnerable Tyrant, hopefully even bogging down a unit or two in combat before their end. The Termagants would Deep Strike within or behind the enemy lines, able to get quite close thanks to the Transport Spore rule, hopefully taking out a couple of valuable units such as heroes, and acting as a nice distraction, and a decent substitute for Venomthropes. Upgrading the Termagants with Devourers triples their firepower, which is the best thing to do when you take in their expected combat efficiency of one turn, and is an extra bonus if they get to do anything on their second turn.
1500 pt variant:
Hive Tyrant /W Devourers, Old Adversary
Powers: Leech Essence, Psychic Scream
- 210 pts
3 Hive Guards
- 150 pts
28 Hormagaunts /W Toxin Sacs
27 Hormagaunts /W Toxin Sacs
-440 pts
20 Termagants /W Devourers + Mycetic Spore /W Stinger salvo
- 250 pts
6 Shrikes
- 210 pts
2x 20 Gargoyles
- 240 pts
Strategy:
Basically the same as the 2000 pt one, just with less guys.
3000 pt variant:
Tyranid Prime /W Deathspitter
- 85 pts
3 Hive Guards
- 150
3 Venomthropes
- 165 pts
3 Zoanthropes
- 180 pts
6 Warriors /W Deathspitters
- 210 pts
3x 30 Hormagaunts /W Toxin sacs
- 720 pts
2x 20 Termagants /W Devourers + Mycetic Spore /W Stinger salvo
- 500 pts
5 Shrikes
- 175 pts
2x 30 Gargoyles
- 360 pts
Trygon Prime /W Toxin sacs, Regeneration
- 275 pts
Mawloc /W Toxin sacs
- 180 pts
Strategy:
The compulsory HQ slot has been filled by the Tyranid Prime, allowing the points heavy Trygon Prime and Mawloc to aid the Termagants in their distraction. The Trygon Prime upgrade is mainly for the extra shooting ability on the first turn, but the synapse could come in handy if you're lucky.
The extra synapse from the Zoanthropes will come in handy, and Venomthropes make their appearance at last, with both of these factors strengthening the swarm advance. One of the Hive Guard units had to be removed, but if the Trygon Prime can charge a vehicle on it's second turn, it shouldn't be too much of a sacrifice. The Mawloc could also come in handy with the anti-armour, especially if you can catch vehicles and infantry when it Deep Strikes in.