Post by undertow92182 on Dec 12, 2012 20:27:27 GMT
As the title of the thread indicates, I am brand new to 40k though am a seasoned veteran of Fantasy. I'm also brand new to the boards so hello.
After much deliberation of balancing and weighing armies while constructing and evaluating all their inherent strengths and weaknesses I said F*@$ it and went with the "Rule of Cool" and whats cooler than space bugs? That aside I took a much more practical approach to army construction and after much lurking have put together a list I feel shows the diversity and strength of the Tyranids in a 500 point setting.
~~ HQ ~
110 pts - Prime with LW/BS, Deathspitter, and Regeneration
~~ Elite ~~
100 pts - 2 Hive Guards
~~ Troops ~~
60 pts - 12 Termigants
185 pts - Tervigon with Toxin sacs and Catalyst
~~ Heavy Support ~~
45 pts - Biovore
Total: 500 points.
The tactic is to pepper the opposing field with pie plates from the biovore and push up the middle with the Tervigon and her babies to support synapse and bring catalyst to the party once they lock up. The toxin sacs ensures that the termies have a CC advantage for when they finally cross the field. The Prime sticks with the Hive Guard and acts as mobile anti-armor able to eat shots for his homies and using the T6 Hive Guard and his own Regeneration to mitigate incoming shooty wounds. If anything assaults he brings the LW/BS to swiftly shut down the fight... if the enemy hangs back then he uses the HG as shields as to get him across the field quickly (in the case of no armor).
The idea is to use the Biovore for long range support, use the Tervigon and gants as the center pushing/scoring force, then have the prime with the HG to act as much needed anti-armor. Both the Tervigon and Prime units are highly flexible and able to sustain both fire power and CC potential while remaining rugged either through mass of wounds or T6 and Regen.
Please, feel free to tear me apart.. it's the only way to learn.
After much deliberation of balancing and weighing armies while constructing and evaluating all their inherent strengths and weaknesses I said F*@$ it and went with the "Rule of Cool" and whats cooler than space bugs? That aside I took a much more practical approach to army construction and after much lurking have put together a list I feel shows the diversity and strength of the Tyranids in a 500 point setting.
~~ HQ ~
110 pts - Prime with LW/BS, Deathspitter, and Regeneration
~~ Elite ~~
100 pts - 2 Hive Guards
~~ Troops ~~
60 pts - 12 Termigants
185 pts - Tervigon with Toxin sacs and Catalyst
~~ Heavy Support ~~
45 pts - Biovore
Total: 500 points.
The tactic is to pepper the opposing field with pie plates from the biovore and push up the middle with the Tervigon and her babies to support synapse and bring catalyst to the party once they lock up. The toxin sacs ensures that the termies have a CC advantage for when they finally cross the field. The Prime sticks with the Hive Guard and acts as mobile anti-armor able to eat shots for his homies and using the T6 Hive Guard and his own Regeneration to mitigate incoming shooty wounds. If anything assaults he brings the LW/BS to swiftly shut down the fight... if the enemy hangs back then he uses the HG as shields as to get him across the field quickly (in the case of no armor).
The idea is to use the Biovore for long range support, use the Tervigon and gants as the center pushing/scoring force, then have the prime with the HG to act as much needed anti-armor. Both the Tervigon and Prime units are highly flexible and able to sustain both fire power and CC potential while remaining rugged either through mass of wounds or T6 and Regen.
Please, feel free to tear me apart.. it's the only way to learn.