Friday, July 16, 2010

Xenos on the mind...

Credit to the artist


Some Tyranid ideas I have been throwing around...

HQ: Hive Tyrant (1#, 245 pts)
Hive Tyrant; Hive Commander; Adrenal Glands; Armoured Shell; Paroxysm;
Psychic Scream

HQ: Tyrant Guard Brood (2#, 120 pts)

Elite: The Doom of Malan'tai (2#, 130 pts)
Mycetic Spore

Elite: Zoanthrope Brood (2#, 120 pts)

Elite: Zoanthrope (1#, 60 pts)

Troops: Tervigon (1#, 165 pts)
1 Tervigon Scything Talons,Cluster Spines

Troops: Tervigon (1#, 165 pts)
1 Tervigon Scything Talons,Cluster Spines

Troops: Termagant Brood (10#, 50 pts)

Troops: Termagant Brood (10#, 50 pts)

Troops: Genestealer Brood (7#, 146 pts)
6 Genestealer Brood, 1 Broodlord Scything Talons

Troops: Genestealer Brood (7#, 146 pts)
6 Genestealer Brood, 1 Broodlord Scything Talons

Heavy Support: Trygon (1#, 200 pts)

Heavy Support: Trygon (1#, 200 pts)

Heavy Support: Trygon (1#, 200 pts)

=2000

Basically it is a very offensive army that relies heavily on Tervigons to score objectives. It has lots of big beasties that will start on the board, and plenty of things to distract my opponent from shooting at them...

4 comments:

  1. The issues I see with the build:

    -Your anti-tank is pretty weak. Three Zoeys means you will have to endure 1-3 turns of shooting without any real way to stop them, and against some armies this will just wipe you off the board.

    -No gun or special power on the Tyrant? A melee swarm almost always wants Old Adversary for the free rerolls. Armored Shell is really only worthwhile if you see tons of Missile/Autocannon fire aimed your way.

    -You don't have to buy Talons for your Tervis. Not a terrible choice if you end up with extra points, but you don't need them.

    -Genestealers should always have Toxin Sacs, first and foremost. Doubling your number of Rending hits is a big deal.

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  2. Hate to say it, but those troops choices are a little weedy for comfort. Small units of gaunts will suffer under any barrage fire or template weapon. Consolidating down the troops will help immensely, and not incredibly expensive, since they're, well...gaunts. You've got an open HQ slot you could slip the other Tervigon into. Non-scoring, I know, but use her for forward support.

    And don't deepstrike the Trygons. A wall of monster on the table from turn 1 should discourage a lot of shooting at the other things.

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  3. Except that toxin sacs will never double your rending hits. It will give you a 50% boost at best (still significant though), and less returns the lower the toughness of the enemy...

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  4. Nice, but I would like a few Hive guard for suppressing fire. I think the broodlords could make way for a 2x hive guard squad, drop one zoey or move him to the other squad. If you have points free a Prime would be great to babysit the zoeys.

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