Real steamroller!
While I
mastered the dakka-monsters, described in Part 2, a lot of people around the
world developed a competitive Stompy tyranids army. Now our monsters are much
better with Feel No Pain, as well as they are awesome at destroying tanks and
transports. Also, Swarmlord gained the access to powerful magic, that allows us
to build a very touch and lethal army that is more or less a living steamroller!
Like this:
1850
Pts - Stompy Tyranids Army
HQ
The
Swarmlord
Tyrant
Guard - Lash Whips
Tervigon -
Stinger Salvo; Toxin Sacs; Catalyst; Onslaught
Elites
3 Hive
Guard Brood
The Doom of
Malan'tai in Mycetic Spore
Troops
Tervigon -
Stinger Salvo; Adrenal Glands; Toxin Sacs; Catalyst
Tervigon -
Stinger Salvo; Adrenal Glands; Toxin Sacs; Catalyst
10
Termagant Brood
10
Termagant Brood
Heavy
Support
Trygon
Trygon
3 Biovore
Brood
Unit by
unit:
The Swarmlord+tyrant
guard. Swarmy is the ultimate close combat fighter in 6 ed. Go for biomancy
first. If you rolled Iron Arm and Endurance then go for Telepaty. The key to
victory is having Iron Arm for him. With a single guard all the unit is T6+1d3
under Iron Arm spell. If you cannot find cover for Swarmy – place guard behind
the gants and transfer AP1-AP3 wounds on guard through Look out, sir! The guard
then will be allowed to take cover saves for being hidden behind the gants:)
Tervigons.
They are our game-winners. HQ tervigon is triple-power one, it changes all his
powers for biomancy and rush forward in the front line. Feel free to take
Telekinesis if you rolled Endurance/Iron Arm with the first or second roll.
Telekine dome may be useful for aggressive advance of your army. Both troops
tervies keep their codex power for Feel No Pain purposes. It’s one of the best
powers for our T6 monsters! Do not spawn at the very first turn if you do not
expect a heavy drop or a lot of flyers. Keep the ability to spawn for a later
turns, when spawned gants will find out a target for shooting-assault right
after appearance.
Termagants.
They unlock more tervigons:) Also, 2 broods are our backfield
objective-holders. Keep them at back, initially, not to give you opponent an
easy first blood. Then this 2 broods go for objectives, while our main
steamroller pushes the main direction.
3 hive
guards. They are can-openers and anti-distraction unit. They can bring down a
single nasty speeder that is floating out of our main direction of attack and
movement. Also they can open a transport for a comfortable assault for Trygons
or a Swarmy.
The Doom of
Malan’thai is the cheap and extremely effective distraction unit. Drop it near
longfangs/platoon/havocs/obliterators and look as they try to bring it down by
overcoming his 3++ save:) If your opponent has a sweet target for psychic
scream like Oblits – take it instead of Cataclysm. If opponent hase big blobs
of infantry or a lot of transports to shoot at, then keep Cataclysm.
Trygons.
They are SCARY! So many scytals, teeth and claws! URGH! Rush them forward! Give
them FnP and rush them forward for the glory of the hivemind! Usually in 9 of
10 games you have no need of reserving them.
Biovore
Brood. And the icing of the cake – biovores. Why? Cause our monsters are not
good at killing infantry blobs! All those grenades and power weapons… This
guys, biovores, solve this problem as well as they force opponent to stretch
his forces, making it easier to get into assault range with our monsters! Also,
they are our snipers! They can bring down a single model from the backfields
unit with a barrage blast (the models are removed starting from the center of
the blast!). And they have a short work on a cheap scorings that hide behind a
los blocking terrain. Very useful and cheap unit!
Tactics:
3 Tervies,
Swarmy and 2 Trygons are over steam-roller. Usually, place them all on the
table and rush forward. But if you fight a mobile opponent it may be wise to spread
a bit. It’s ok to run Swarmy and tervies in the middle, while Trygons rush
along the flanks out of synapse for rage! But within 24” for Endurance. If you
face a heavy shooting army you can reserve trygons and gaunts.
Place 3
tervies and Swarmy on board and give them all FnP/Iron arm. It will soak up
some damage for the first turns. Then, after reserves are in, your
swarmy-tervies will already control the center of the board, so opponent will
be face to face with all your monsters from turns 2-3.
I don’t
have anything else to say here, as this army is more or less straightforward in
operation.
Don’t
reserve Trygons too often. But reserve gaunts and, sometimes, biovores if it
looks like they are an easy first blood target.
Starting
army:
Double
Trygons with doubled tervigons is a HORROR for a 1000 pts game. Try it!
1000
Pts - Stompy Tyranids Army
HQ
Tervigon -
Stinger Salvo; Toxin Sacs; Catalyst; Onslaught
Elites
3 Hive
Guard Brood
Troops
Tervigon -Stinger
Salvo; Toxin Sacs; Catalyst; Onslaught
10 Termagant
Brood
Heavy
Support
Trygon
Trygon
Reserve the
gants and put those 30 T6 wounds on table. Tough? Oh, yeah! And deadly!
Army cost:
To collect
this army one will need
(according
to http://www.games-workshop.com/gws/catalog/landingArmy.jsp?catId=cat440179a&rootCatGameStyle=):
115.5$ -Two
Tervigons
116$ - Four
termagant boxes (48 termagants)
74.25$
- Three Hive Guards
115.5$ - Two Trygons
Total: 421.25$
As a result
you have a gorgeous army with beautiful monsters and a lot of little gribbles
to surround them like water surrounds a cliff:) Not a cheap army to start with,
but there are no problems to find out all the models in a nearest shop. 48
termagants take a lot of time to paint, but they are the minis to practice on,
before starting the Big ones:)
Эрль, один вопрос. Почему Тригонам не берешь яд? Сейчас по 4 тафне 2+ с реролом выглядит очень интересно всего за 10 очков.
ReplyDeleteCause there are no free points to spend on Toxins for Trygons as they are not as necessary as, for example, Toxins for Tervies.
Delete1) Why do not use crushing for tervies?
ReplyDelete2)U have not a lot of dakka so why one of ur teries have Onslaught?
1. I used them with crushing claws and without. In my practice, tervies rarely see close combat. Crushing claws nor bad neither must have upgrade. It's up to your playstile mainly.
Delete2. Onslaught is a third power to change for biomancy:) I give Onslaught to the agressive tervigons, while only Catalyst for backfield support. It means that HQ terv in my army changes all his powers (with Onslaught) for biomancy and rushes forward to die for the glory of the hivemind, while backfield tervies supports him and other rushing units with FnP.
how do u think build on 2k point will be good:
ReplyDeleteHQ
swamplord - 280
2x tyrant guards with lash whips - 130
Tervigon -175
Eltes
hive guards -150
hive guards -150
venomthrope -110
troops
Tervigon -175
Tervigon -175
termagants -50
termagants -50
Heavy support
trygon -210
trygon -210
biovore -135
total - 2000
Looks quite viable, but I prefer to run tervigons with poison, while second tyrant guard may be not as necessary as it looks like. Remove one guard and invest points in tervigons - poison, Onslaught. The very possibility to change 3 powers for biomancy is a huge advantage)
Delete