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Well, I'm scheduled to take on 1500 points of Vanilla Marines along with
1500 points of Space Wolves. I was going to take some of my Big Bugs
(Exocrine, Malefactor, etc.), but it looks like I won't be needing those
to fill out 3000 points worth of Nids with standard models I've already
got assembled. Here's what I'm looking at taking for the slug-fest...
3000 Pts - Tyranids Roster - Unnamed
1 Hive Tyrant @ 310 Pts
Adrenal Glands +1 In; Adrenal Glands +1 WS; Enhanced Senses +1 BS;
Extended Carapace +1 Save; Flesh Hooks; Symbiote Rippers; Toxic Miasma;
Toxin Sacs +1 St; Lash Whip & Bonesword; Venom Cannon; Synapse Creature;
The Horror; The Shadow in the Warp
2 Tyrant Guard @ [92] Pts
Flesh Hooks; Lash Whips; Rending Claws
** This I'm planning as HTH unit with shooting ability till it closes
the range. I decided to forego the Scything Talons and try the
bonesword and lash whip combo (along with the guard's lash whips) and
maisma to see if I could seriously slow down / reduce enemy HTH attacks
since I'm going to be dealing with the Wolves.
1 Carnifex @ 284 Pts
Acid Maw; Adrenal Glands +1 In; Adrenal Glands +1 WS; Bio-plasma;
Bonded Exoskeleton; Extended Carapace +1 Save; Flesh Hooks; Regenerate;
Reinforced Chitin; Symbiote Rippers; Tail Weapon - Scythe; Thornback;
Toxic Miasma; Toxin Sacs +1 St; Tusked; Crushing Claws; Scything Talons
(x1)
** Can you say 'walking-tank'? I knew you could. This thing is totally
tooled for HTH and I will likely place it in the same area as the Tyrant
and the stealers. (Though I have to laugh - last game a similar fex -
without the 5th wound - got fragged in two rounds by a damn Pred
Annilihilator.)
1 Carnifex @ 222 Pts
Adrenal Glands +1 In; Adrenal Glands +1 WS; Bonded Exoskeleton;
Enhanced Senses +1 BS; Extended Carapace +1 Save; Reinforced Chitin;
Spore Cysts; Toxic Miasma; Toxin Sacs +1 St; Barbed Strangler; Twin-
linked Deathspitter (x1)
** Shooty Fex - 1 BS shot and 6 devourer shots per turn should be quite
interesting in the anti-infantry role. That fact that it can spew a
spore mine every turn is a nifty bonus too.
3 Biovore @ 165 Pts
1 Bio-acid Spore Mines @ [12] Pts
** Taking the bio-acid for the anti-infantry (AP 3) and light anti-
vehicle roll.
2 Zoanthrope @ 130 Pts
Synapse Creature; Warp Blast; Warp Field
** Mainly taking these for the extra synapse critters and to try and see
if the warp blast is moderately useful on these guys now that they get
warp field by default.
20 Gaunt Brood @ 180 Pts
Fleshborer; Without Number
20 Gaunt Brood @ 180 Pts
Fleshborer; Without Number
19 Gaunt Brood @ 171 Pts
Fleshborer; Without Number
** Plan on using at least one of these in front of the jacked-up
Stealers as cannon fodder / fire magnets. Hopefully the marines will
fail a few LD checks for shooting at desired units.
10 Genestealers @ 270 Pts
Extended Carapace +1 Save; Toxin Sacs +1 St; Rending Claws; Scything
Talons
10 Genestealers @ 270 Pts
Extended Carapace +1 Save; Toxin Sacs +1 St; Rending Claws; Scything
Talons
** After looking at the revised stealers, I noticed that they can
upgrade their SV to 4+ which means they might actually survive some
bolter fire. (Wouldn't that be a nice change?) Hopefully they'll reach
HTH and seriously kick some marine ass.
20 Hormagaunts @ 280 Pts
Adrenal Glands +1 WS; Extended Carapace +1 Save; Toxin Sacs +1 St;
Scything Talons
4 Warriors @ 180 Pts
Adrenal Glands +1 In; Adrenal Glands +1 WS; Extended Carapace +1
Save; Flesh Hooks; Leaping; Toxin Sacs +1 St; Rending Claws (x1);
Scything Talons (x1); Synapse Creature
*** These guys along with the Gaunts will form a 'fast attack' wedge
that I'm planning on driving into my opponent's line to block LOS or tie
up a Dev Squad again if possible.
3 Warriors @ 108 Pts
Enhanced Senses +1 BS; Extended Carapace +1 Save; Toxin Sacs +1 St;
Scything Talons (x1); Deathspitter; Synapse Creature
3 Warriors @ 108 Pts
Enhanced Senses +1 BS; Extended Carapace +1 Save; Toxin Sacs +1 St;
Scything Talons (x1); Deathspitter; Synapse Creature
*** Fire Support / Synapse support that will actually reasonably get the
job done when it comes to gunning down some marines.
3 Ravener @ 138 Pts
Rending Claws; Scything Talons (x1); Deathspitter
** Deep striking goodness that can attempt to punch the weak rear armor
of a vehicle, and of course the spitters are a nice bonus.
Total Roster Cost: 2996
122 Bugs in total.
My main concern will be dealing with my friends (doubtless) 15 strong
blood claws unit accompanied by his Rune Priest with Storm Caller.
Ideally I'll saturate the Blood Claws with fire from the Shooty Fex and
other units, and failing that, I'll tie it up for a turn or two with
expendable (and renewable gant units. Any suggestions or comments
are welcome.
Myrmidon
--
"I'm already impoverished from buying wargames minis,
and I'm too knackered for riotous living..."
-- Moramarth
RGMW FAQ: http://www.rgmw.org
Or...
http://www.sheppard.demon.co.uk/rgmw_faq/rgmw_faq.htm
Well, I'm scheduled to take on 1500 points of Vanilla Marines along with
1500 points of Space Wolves. I was going to take some of my Big Bugs
(Exocrine, Malefactor, etc.), but it looks like I won't be needing those
to fill out 3000 points worth of Nids with standard models I've already
got assembled. Here's what I'm looking at taking for the slug-fest...
3000 Pts - Tyranids Roster - Unnamed
1 Hive Tyrant @ 310 Pts
Adrenal Glands +1 In; Adrenal Glands +1 WS; Enhanced Senses +1 BS;
Extended Carapace +1 Save; Flesh Hooks; Symbiote Rippers; Toxic Miasma;
Toxin Sacs +1 St; Lash Whip & Bonesword; Venom Cannon; Synapse Creature;
The Horror; The Shadow in the Warp
2 Tyrant Guard @ [92] Pts
Flesh Hooks; Lash Whips; Rending Claws
** This I'm planning as HTH unit with shooting ability till it closes
the range. I decided to forego the Scything Talons and try the
bonesword and lash whip combo (along with the guard's lash whips) and
maisma to see if I could seriously slow down / reduce enemy HTH attacks
since I'm going to be dealing with the Wolves.
1 Carnifex @ 284 Pts
Acid Maw; Adrenal Glands +1 In; Adrenal Glands +1 WS; Bio-plasma;
Bonded Exoskeleton; Extended Carapace +1 Save; Flesh Hooks; Regenerate;
Reinforced Chitin; Symbiote Rippers; Tail Weapon - Scythe; Thornback;
Toxic Miasma; Toxin Sacs +1 St; Tusked; Crushing Claws; Scything Talons
(x1)
** Can you say 'walking-tank'? I knew you could. This thing is totally
tooled for HTH and I will likely place it in the same area as the Tyrant
and the stealers. (Though I have to laugh - last game a similar fex -
without the 5th wound - got fragged in two rounds by a damn Pred
Annilihilator.)
1 Carnifex @ 222 Pts
Adrenal Glands +1 In; Adrenal Glands +1 WS; Bonded Exoskeleton;
Enhanced Senses +1 BS; Extended Carapace +1 Save; Reinforced Chitin;
Spore Cysts; Toxic Miasma; Toxin Sacs +1 St; Barbed Strangler; Twin-
linked Deathspitter (x1)
** Shooty Fex - 1 BS shot and 6 devourer shots per turn should be quite
interesting in the anti-infantry role. That fact that it can spew a
spore mine every turn is a nifty bonus too.
3 Biovore @ 165 Pts
1 Bio-acid Spore Mines @ [12] Pts
** Taking the bio-acid for the anti-infantry (AP 3) and light anti-
vehicle roll.
2 Zoanthrope @ 130 Pts
Synapse Creature; Warp Blast; Warp Field
** Mainly taking these for the extra synapse critters and to try and see
if the warp blast is moderately useful on these guys now that they get
warp field by default.
20 Gaunt Brood @ 180 Pts
Fleshborer; Without Number
20 Gaunt Brood @ 180 Pts
Fleshborer; Without Number
19 Gaunt Brood @ 171 Pts
Fleshborer; Without Number
** Plan on using at least one of these in front of the jacked-up
Stealers as cannon fodder / fire magnets. Hopefully the marines will
fail a few LD checks for shooting at desired units.
10 Genestealers @ 270 Pts
Extended Carapace +1 Save; Toxin Sacs +1 St; Rending Claws; Scything
Talons
10 Genestealers @ 270 Pts
Extended Carapace +1 Save; Toxin Sacs +1 St; Rending Claws; Scything
Talons
** After looking at the revised stealers, I noticed that they can
upgrade their SV to 4+ which means they might actually survive some
bolter fire. (Wouldn't that be a nice change?) Hopefully they'll reach
HTH and seriously kick some marine ass.
20 Hormagaunts @ 280 Pts
Adrenal Glands +1 WS; Extended Carapace +1 Save; Toxin Sacs +1 St;
Scything Talons
4 Warriors @ 180 Pts
Adrenal Glands +1 In; Adrenal Glands +1 WS; Extended Carapace +1
Save; Flesh Hooks; Leaping; Toxin Sacs +1 St; Rending Claws (x1);
Scything Talons (x1); Synapse Creature
*** These guys along with the Gaunts will form a 'fast attack' wedge
that I'm planning on driving into my opponent's line to block LOS or tie
up a Dev Squad again if possible.
3 Warriors @ 108 Pts
Enhanced Senses +1 BS; Extended Carapace +1 Save; Toxin Sacs +1 St;
Scything Talons (x1); Deathspitter; Synapse Creature
3 Warriors @ 108 Pts
Enhanced Senses +1 BS; Extended Carapace +1 Save; Toxin Sacs +1 St;
Scything Talons (x1); Deathspitter; Synapse Creature
*** Fire Support / Synapse support that will actually reasonably get the
job done when it comes to gunning down some marines.
3 Ravener @ 138 Pts
Rending Claws; Scything Talons (x1); Deathspitter
** Deep striking goodness that can attempt to punch the weak rear armor
of a vehicle, and of course the spitters are a nice bonus.
Total Roster Cost: 2996
122 Bugs in total.
My main concern will be dealing with my friends (doubtless) 15 strong
blood claws unit accompanied by his Rune Priest with Storm Caller.
Ideally I'll saturate the Blood Claws with fire from the Shooty Fex and
other units, and failing that, I'll tie it up for a turn or two with
expendable (and renewable gant units. Any suggestions or comments
are welcome.
Myrmidon
--
"I'm already impoverished from buying wargames minis,
and I'm too knackered for riotous living..."
-- Moramarth
RGMW FAQ: http://www.rgmw.org
Or...
http://www.sheppard.demon.co.uk/rgmw_faq/rgmw_faq.htm