Post by amareis on Dec 25, 2012 20:12:28 GMT
Hi guys
I checked the forum posts in here just to see if someone else was having the same problems deciding on what to bring to the table. It seems I'm not the only one trying to decide on bringing a Dfex in a pod or a Trygon as well as deciding on Swarmy or a Flyrant.
The background
I'll be playing in a 2 vs 2 where we pair up IG and Tyranids (the 'nids have infected the poor guardsmen) vs GK.
The game will consist of 3000 pts pr side divided into two FOC's on each side.
I'll, of course, be playing the Tyranid with the IG.
I've come up with a pair of lists.
1st list is based on a core with deepstriking units to slow the GK and make them castle, effectively making indirect IG pizzas even more effective.
2nd list is a stronger core with more critter, basically more models.
Core:
2 Tervigons pumped on psychic powers (maybe claws)
Mandatory gaunts
Swarmy/Flyrant (if swarmy then include Tguards)
8 Ymgarls
Optional:
2 x 15 hormas with poison or 1 x 20 hormas with poison that outflank (if I take HT)
Hive Guards
Biovores
Warriors
Doom
Trygon variants
Prime
Devilfex in a pod
I only got 1 pod and I prefer not to proxy too much.
So my question is if I should acknowledge the Force weapons of the GK and leave the Trygon/Carni/Swarmy home and bet for tons of models to swarm and tarpit or I do the opposite.
I mostly take the Tervigons to spawn tarpits and hope for Iron Arm. I know that the IG can hold the base while I spend all my time smashing apart the GK.
I can't add much more, cause these are the models I've got. So no flying warriors or swarms of stealers.
The GK players will at least bring the following:
Paladins (probably 10)
minimum 2 dakka dreads
Max 1 flyer (stormraven)
1 Landraider (most likely with DCA + inquisitor) could be 2
1 Dreadknight
Shunting power armour GK and strike squads which prevent DS within 12"
I HATE those guys. (please do not swear) warp quake. But I can wing it as long as he doesn't place them all in one pile. When I shadow in the warp close enough, he usually stops casting it out of fear of losing guys.
If I get some good responses then I'll post a batrep, maybe even some pictures. My Nids are embarrasing while the GK and IG are awesomely painted, by the same guy.
I checked the forum posts in here just to see if someone else was having the same problems deciding on what to bring to the table. It seems I'm not the only one trying to decide on bringing a Dfex in a pod or a Trygon as well as deciding on Swarmy or a Flyrant.
The background
I'll be playing in a 2 vs 2 where we pair up IG and Tyranids (the 'nids have infected the poor guardsmen) vs GK.
The game will consist of 3000 pts pr side divided into two FOC's on each side.
I'll, of course, be playing the Tyranid with the IG.
I've come up with a pair of lists.
1st list is based on a core with deepstriking units to slow the GK and make them castle, effectively making indirect IG pizzas even more effective.
2nd list is a stronger core with more critter, basically more models.
Core:
2 Tervigons pumped on psychic powers (maybe claws)
Mandatory gaunts
Swarmy/Flyrant (if swarmy then include Tguards)
8 Ymgarls
Optional:
2 x 15 hormas with poison or 1 x 20 hormas with poison that outflank (if I take HT)
Hive Guards
Biovores
Warriors
Doom
Trygon variants
Prime
Devilfex in a pod
I only got 1 pod and I prefer not to proxy too much.
So my question is if I should acknowledge the Force weapons of the GK and leave the Trygon/Carni/Swarmy home and bet for tons of models to swarm and tarpit or I do the opposite.
I mostly take the Tervigons to spawn tarpits and hope for Iron Arm. I know that the IG can hold the base while I spend all my time smashing apart the GK.
I can't add much more, cause these are the models I've got. So no flying warriors or swarms of stealers.
The GK players will at least bring the following:
Paladins (probably 10)
minimum 2 dakka dreads
Max 1 flyer (stormraven)
1 Landraider (most likely with DCA + inquisitor) could be 2
1 Dreadknight
Shunting power armour GK and strike squads which prevent DS within 12"
I HATE those guys. (please do not swear) warp quake. But I can wing it as long as he doesn't place them all in one pile. When I shadow in the warp close enough, he usually stops casting it out of fear of losing guys.
If I get some good responses then I'll post a batrep, maybe even some pictures. My Nids are embarrasing while the GK and IG are awesomely painted, by the same guy.