You can
stop the hammer with your shield, but don’t try to stop the anvil that falls
from the sky!
taken from invulnerable40k.blogspot.com
|
The other
variant of a reserve tyranid army is a monster-drop one. The main idea of the
army is to target overload the big guns of your opponent! Edition is mostly
anti-infantry? Bolter drill is more popular? We have the answer to your hundreads
of bolter shots!
1850 Pts Hard-Drop
Tyranids Army
HQ
Hive Tyrant
- Twin Devourer with Brainleech Worms (x2); Wings; Leech Essence; Paroxism; Hive
Commander
Hive Tyrant
- Twin Devourer with Brainleech Worms (x2); Wings; Leech Essence; Paroxism; Old
Adversary
Elites
The Doom of
Malan'tai in Mycetic Spore
10 Ymgarl
Genestealer Brood
Troops
Tervigon -
Stinger Salvo; Adrenal Glands; Toxin Sacs; Catalyst; Onslaught
Tervigon - Stinger
Salvo; Adrenal Glands; Toxin Sacs; Catalyst; Onslaught
10
Termagant Brood
10
Termagant Brood
Heavy
support
Trygon
Trygon
Unit by
unit:
Flyrants.
One of them buff reserves and is must have for any reserve army! We need two to
deal with flyers and control the table. It’s easy to take them out of low
strength shooting range to make low strength shooting useless. They also can
take off 1-2 plasma guns from a squad with precise shots, leaving your opponent
naked in front of your monsters!
Tervigons.
The home scoring and support. They defend themselves with FnP and gaunt
countercharge as usual. We need them to buff our monsters with FnP after
arriving from reserves, so we need at least 1 Catalyst here. Sometimes,
Onslaught is the only way to return flyrant into a shooting range after deep
strike mishap, so, it may be useful to keep codex power for one tervigon at
least.
Gaunts. Backfield
scoring. One squad can be outflanked for forward scoring:) Cheap and effective!
Trygons.
The alfa strike of the army. They are a THREAT if deep strike in front of enemy
lines. They pull attention off from our scoring units and from tyrants. Try not
to place them in front of plasma-heavy squads or the like to prolong their
lives :) Nevertheless, they must die every game and take at list twice as many
opponent units as they cost themselves :)
The Doom.
It is our Joker, which can solo win the game. Change Cataclysm for Psychic
shreek if there are not many targets for large blast. Remember that Cataclysm
can blow up even a land raider! Also, it pulls out attention of S8+ guns which synergies
well with army theme (big guns target
overload!).
Ymgarls.
The icing of the cake! The large brood is killy. And they can tie up shooty
units with ease. They will die surely, but they must slaughter the main unit
that threatens our big boys!
Tactics:
You have a
flexible army when it comes to deployment! You can start EVERYTHING except doom
on board, rushing forward! Or you can reserve everything except some touch
units. You can deploy 2 gant broods behind LOS blocks with flyrants and fly
tyrants away from table on turn 1! On turn 2 you’ll have only 2 gant broods
behind LOS blocking terrain on table… before your reserves come!!! With
possibility to outflank tervigon, you can get everything close to your enemy
turn 2! But be cautious, cause your army is slow after you arrive from reserves
(except flyrants), so plan accurately the following turns.
Usually you
start on the table against close combat armies, or drop armies like Daemons. As
option – reserve tyrants against drop armies. If you see runepriest in droppod –
reserve tervigons:) Try to bring him down with trygons and tyrants first.
If opponent
has flyers, calculate, whether it is convenient for tyrants to arrive after his
flyers or not. You ALWAYS can get you tyrants after you opponents turn 2 on
board if you want to do so! Remember this!
I hope, you’ve
got the idea of the army: you feed your opponent with monsters, doom and
Ymgarls, while tiny gribbies control objectives:) It’s overall the main tyranid
tactica, but this list utilizes the idea full strength, cause tervigons,
tyrants, Doom and Flyrants need attention of the same weapon types to go down.
So, it increases the survivability of your tervigons enormously!
Starting
army:
1000 Pts Hoppy-Droppy
Tyranids Army
HQ
Hive tyrant
- twin-linked devourers with brainleech
worms, hive commander, wings
Troops
Tervigon -
Stinger Salvo; Adrenal Glands; Toxin Sacs; Catalyst
20 Termagant
Brood
Heavy
Support
Trygon
Prime
Trygon
Two trygons
in 1000 pts game? Who cares about scoring tervigon! First, opponent should
think about these guys! We have anty-LR, anty-flyer, we even have a large
buffed gant brood:) Deploy everything or only gants with tervigon usually. Don’t
forget that you have a plenty of options for your deployment, so you can adjust
to opponent’s army! For example, you can put 2 trygons with gants on board,
outflank the tervigon and deep strike the tyrant against SW drop army with
runepriest! Spread gants to force your opponent deploy after deepstrike out of
plasma rapid fire range, smile at his attempt to kill your trygon with JotWW
and counter charge with everything else arriving from reserve!
Army cost:
To collect
this army one will need
(according
to
http://www.games-workshop.com/gws/catalog/landingArmy.jsp?catId=cat440179a&rootCatGameStyle=):
53.75$ -
Hive Tyrant
57.75$
-Tervigon
115.5$ -
Two Trygons
116$ - Four
termagant boxes (48 termagants)
Total: 343$
You also
will counter a Monstrous devourers problem, as there are no one in a tyrant
box! But.. you cane use fleshborer hive from your Tervigon/Tyrranofex box count
as TL devourers!
It is mediocre
expensive and very beautiful army with great Monsters from highly detailed plastic
with no need to do conversions or scratch-building. The army is flexible and
easy to play, but not as easy to transport, cause monsters requires a lot of
space in army transport!
Trygon is not the best alpha strike unit. BS3 S5 Ap5 Assault 6 only. Only 2 trygons with poor shooting against whole enemy army on 2nd turn is not good for nids. You have to eliminate plasma/lascannon/missle units before trygons arrivel, but in your list its impossible. So drop dakka gants are nice instead of genestealers. They can eliminate dangerous units for trygons.
ReplyDeleteOur maximum 2-nd turn output is:
Delete2 trygons poor shooting:)
2 Tyrants shooting with precise shots!
Doom life leech and shooting for infantry.
Ymgarl assault that can wreck las-plas tanks, or wipe/tie-up heavy shooters like wraithguards or longfangs.
Spawned gants assault! First turn 6+1d6 move, Second turn 6" spawn, 6" move, 2d6 assault+1" base = from 22 to 37" assault range for turn 2!
And poor tervigon shooting too:)
Without Ymgarls we have no answer to lasplas-tanks and no answer to wraithguard-like heavy shooters on the turn we arrive. I love the devgants, they are great at infantry killing, but do not synergies well with the list posted above, imho.
Nevertheless, it woun't be a bad idea to drop 2 stealers and upgrade Trygons to Prime variants! It'll give us enchanced shooting, but we will loose great possibility to "Rage" turn 3.