[40k] 1750pt Nids list(s) for review - help requested...

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Howdy,

Well, I'm looking at creating a 1750 pt Tyranids lists. My first
list was just plain awful...

1750 Pts - Tyranids Roster #1

1 Hive Tyrant @ 272 Pts
Enhanced Senses +1 BS; Extended Carapace +1 Save; Toxin Sacs +1 St;
Scything Talons (x1); Venom Cannon; Synapse Creature; The Horror; The
Shadow in the Warp
2 Tyrant Guard @ [92] Pts
Flesh Hooks; Lash Whips; Rending Claws

15 Gaunt Brood @ 135 Pts
Toxin Sacs +1 St; Fleshborer

15 Gaunt Brood @ 135 Pts
Toxin Sacs +1 St; Fleshborer

8 Genestealers @ 160 Pts
Extended Carapace +1 Save; Rending Claws

3 Warriors @ 135 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

3 Warriors @ 135 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

4 Warriors @ 200 Pts
Enhanced Senses +1 BS; Extended Carapace +1 Save; Toxin Sacs +1 St;
Rending Claws (x1); Deathspitter; Synapse Creature
1 Warriors @ [48] Pts
Enhanced Senses +1 BS; Extended Carapace +1 Save; Toxin Sacs +1
St; Rending Claws (x1); Venom Cannon; Synapse Creature

14 Hormagaunts @ 182 Pts
Extended Carapace +1 Save; Toxin Sacs +1 St; Scything Talons

1 Carnifex @ 167 Pts
Adrenal Glands +1 In; Adrenal Glands +1 WS; Enhanced Senses +1 BS;
Extended Carapace +1 Save; Toxin Sacs +1 St; Scything Talons (x1);
Barbed Strangler

1 Carnifex @ 224 Pts
Adrenal Glands +1 WS; Bonded Exoskeleton; Extended Carapace +1 Save;
Regenerate; Reinforced Chitin; Thornback; Toxic Miasma; Toxin Sacs +1
St; Scything Talons (x2)

Total Roster Cost: 1745

The warriors aren't bad - two squads tooled up for HTH while the 3rd is
dedicated shooting. On the other hand, the Tyrant is tooled up in the
wrong fashion, I think I can get by with only 1 Tyrant Guard and both
the carnifexes are way overpriced as well ineffectively designed.

So, back to the drawing board... (List #2 wasn't much of an
improvement, so we'll skip that one.)





1750 Pts - Tyranids Roster #3

1 Hive Tyrant @ 192 Pts
Adrenal Glands +1 In; Adrenal Glands +1 WS; Enhanced Senses +1 BS;
Toxin Sacs +1 St; Scything Talons (x1); Twin-linked Devourer (x1);
Synapse Creature; The Horror; The Shadow in the Warp
1 Tyrant Guard @ [46] Pts
Flesh Hooks; Lash Whips; Rending Claws

*** Now the Tyrant is much more slanted towards HTH with shooty on the
side. It's now geared to do what the Tyrant does best - anti-infantry
and light vehicle killing role - and it's a good bit less expensive unit
with fewer biomorphs as well as one less guard.


14 Gaunt Brood @ 126 Pts
Toxin Sacs +1 St; Fleshborer

14 Gaunt Brood @ 126 Pts
Toxin Sacs +1 St; Fleshborer

*** I knocked off 1 gant from each unit vs my first list. I could
remove the toxin sacks from them freeing up 84 points. Which would buy
me an additional unit 14 gants, or a Lictor. I could also purchase
'without number' for them (which would put them back at 126 pts per
unit) - but I'm rather dubious of the usefulness of that trait in
standard games. It seems more like it gives your foes an opportunity to
gain extra victory points rather than being a huge advantage. Having a
unit with a 12 inch shooting range respawn at the very edge of the board
on turn 3 or later means it isn't likely to play a decisive role (except
perhaps to claim table quarters) in the remainder of the game.


14 Hormagaunts @ 182 Pts
Extended Carapace +1 Save; Toxin Sacs +1 St; Scything Talons

*** These guys I want to inflict some damage on the charge - and thus be
able to hold out for a turn or two against marines. While the EC is
useless by and large in protecting the gaunts from fire - my intent is
not to have them where they can get shot up but straight into HTH where
they excell and the EC morph will actually do some good. If I ditch the
toxin sacks - I'll free up an additional 28 points, but leave the gaunts
at only S3.

8 Genestealers @ 160 Pts
Extended Carapace +1 Save; Rending Claws

*** A nice threat with infiltration and rending claws. My goal is to
preasent *A LOT* of priorty threats and hope my foes choke on
indecision. (I really like the +4 save - it is 32 points, but means
that they can actually survive a bit of bolter fire rather than being
simply being lasgun bait.)

3 Warriors @ 135 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

3 Warriors @ 135 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 are intended to be fast moving synapse that get in quickly to
support the gaunts and kill (love that rending) what the gaunts can't.
Between I5 and leaping hopefully their 3 inch attack range will give
them the edge they'll need to be able to maul other units with minmal
risk of taking wounds in return until the gaunts are all used up. And
with rending claws they're another 'priority - must kill' type unit.


4 Warriors @ 200 Pts
Enhanced Senses +1 BS; Extended Carapace +1 Save; Toxin Sacs +1 St;
Rending Claws (x1); Deathspitter; Synapse Creature
1 Warriors @ [48] Pts
Enhanced Senses +1 BS; Extended Carapace +1 Save; Toxin Sacs +1
St; Rending Claws (x1); Venom Cannon; Synapse Creature

*** Dedicated shooty unit with synapse. While a solo death spitter
isn't impressive, landing 2 or 3 on a unit and even Marines or termies
start to fail saves. The venom cannon gives the unit a light anti-
vehicle weapon without being overly pricey, and the rending claws make
them a reasonable threat even to well armored marines or lt. vehicles in
HTH.



1 Carnifex @ 163 Pts
Enhanced Senses +1 BS; Reinforced Chitin; Barbed Strangler; Venom
Cannon

*** The seek cover - shoot like a mad bastard - big bug. Cheap and
functional.


1 Carnifex @ 211 Pts
Adrenal Glands +1 In; Adrenal Glands +1 WS; Bonded Exoskeleton;
Enhanced Senses +1 BS; Flesh Hooks; Reinforced Chitin; Tail Weapon -
Mace; Toxic Miasma; Toxin Sacs +1 St; Tusked; Scything Talons (x1);
Venom Cannon

*** The HTH bug with the ability to engage vehicles while closing to HTH
range.


1 Carnifex @ 120 Pts
Adrenal Glands +1 WS; Enhanced Senses +1 BS; Tail Weapon - Mace;
Scything Talons (x1); Twin-linked Devourer (x1)

*** And another HTH fex with anti-infantry/light vehicle killing shooty
ability.

Total Roster Cost: 1750

This list seems like a vast improvement (to me) over the first list as
it now has a solid mix of HTH and ranged (for the Nids) fire power, and
a total of 11 potentially scoring units. And 7 units (Tyrant, stealers,
leaping warriors x2, carnies x3) which most people would classify as a
'priority threat'.

My main questions are...

1. With the gants, leave them as is (S5 shooting attacks with reroll to
wound) or A. buy a 3rd unit, B. buy a lictor, C. buy them 'without
number' or D. put the points elsewhere? (I'd like a +2 {reg} save for
the tyrant, but I can't justify the points for it now.)

2. Ditch the +1 carapace save? (If I took the 84 points from the gants
plus the 28 from the gaunts I could buy an additional unit of 7
'standard' genestealers.)

3. With 4 'synapse' units, I think I've got enough coverage for the 3
gant/gaunt units that really need it - are there any other
recommendations?

Thanks in advance for folks time,

Myrmidon

P.S. Special thanks to Jockelinde who recommended to me that extremely
well written Dakka article on Carnifex creation.


--
All good (color) choices, but they don't carry the impact of the #7
"Over-ripe bananagaunt." Nothing says fear the tyranids like slightly
aged fruit.

-Maka

RGMW FAQ: http://www.rgmw.org

Or...

http://www.sheppard.demon.co.uk/rgmw_faq/rgmw_faq.htm
 
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Archived from groups: rec.games.miniatures.warhammer (More info?)

"Myrmidon" <ImNot@home.com> wrote in message
news:MPG.1d727a6dcef98ebe98a5fb@news-server.woh.rr.com...
> Howdy,
>
> Well, I'm looking at creating a 1750 pt Tyranids lists. My first
> list was just plain awful...
>
> 1750 Pts - Tyranids Roster #1
>
> 1 Hive Tyrant @ 272 Pts
> Enhanced Senses +1 BS; Extended Carapace +1 Save; Toxin Sacs +1 St;
> Scything Talons (x1); Venom Cannon; Synapse Creature; The Horror; The
> Shadow in the Warp
> 2 Tyrant Guard @ [92] Pts
> Flesh Hooks; Lash Whips; Rending Claws
>
> 15 Gaunt Brood @ 135 Pts
> Toxin Sacs +1 St; Fleshborer
>
> 15 Gaunt Brood @ 135 Pts
> Toxin Sacs +1 St; Fleshborer
>
> 8 Genestealers @ 160 Pts
> Extended Carapace +1 Save; Rending Claws
>
> 3 Warriors @ 135 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
>
> 3 Warriors @ 135 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
>
> 4 Warriors @ 200 Pts
> Enhanced Senses +1 BS; Extended Carapace +1 Save; Toxin Sacs +1 St;
> Rending Claws (x1); Deathspitter; Synapse Creature
> 1 Warriors @ [48] Pts
> Enhanced Senses +1 BS; Extended Carapace +1 Save; Toxin Sacs +1
> St; Rending Claws (x1); Venom Cannon; Synapse Creature
>
> 14 Hormagaunts @ 182 Pts
> Extended Carapace +1 Save; Toxin Sacs +1 St; Scything Talons
>
> 1 Carnifex @ 167 Pts
> Adrenal Glands +1 In; Adrenal Glands +1 WS; Enhanced Senses +1 BS;
> Extended Carapace +1 Save; Toxin Sacs +1 St; Scything Talons (x1);
> Barbed Strangler
>
> 1 Carnifex @ 224 Pts
> Adrenal Glands +1 WS; Bonded Exoskeleton; Extended Carapace +1 Save;
> Regenerate; Reinforced Chitin; Thornback; Toxic Miasma; Toxin Sacs +1
> St; Scything Talons (x2)
>
> Total Roster Cost: 1745
>
> The warriors aren't bad - two squads tooled up for HTH while the 3rd is
> dedicated shooting. On the other hand, the Tyrant is tooled up in the
> wrong fashion, I think I can get by with only 1 Tyrant Guard and both
> the carnifexes are way overpriced as well ineffectively designed.
>
> So, back to the drawing board... (List #2 wasn't much of an
> improvement, so we'll skip that one.)
>
>
>
>
>
<snip>

ok, I'm a bit short on time, so I'll make this suggestion - beef up your
hormagaunts, drop the +1 str upgrade (with living ammo, you don't really
need it) and consider combining the two warrior squads into 1, it'll be MUCH
more effective. The squad sizes are a bit small for 'nids IMHO at 1750. If
I get a chance later, I'll take a closer look...

good luck.