Wednesday, August 12, 2009

Tyranid and you

So I Got a game in against Collins last night, he ran a Tyranid list we threw together and I ran my Marine list I used at liams a few weeks ago. The mission was kill points and with corner deployment, probably the toughest draw for bugs.

Tyranad army:
2x12 GS with + 1 str and SC, FT
2x20 Spine guants
Shootyfex VC, BS
CC fex lots of things
3 Biovores Acid mines
WHT
HT with 1 guard
2 lictors

What we learned is GS kick so much ass that no upgrading really is needed as they already hit 90% of the time and rend. so droping the SC for extra attack and the +1 str does not cost them much and would allow them to buy another 10

Guants did what they should, they screen and got into cc. No Ext armor on GS hurt as they got burned down some by bolters, but the armor upgrade is expensive at 4+ per model. I think better guant screening is the way to go.

Walking HT with guard was just not durable enough it seemed, probably needs another guard to survive the walk up.

biovores are not too good in this edition as 2d6+ 3 is not good enough vs av 13 and 14 and not enough marines on the table these days for tha sp 3 to mean much.

Lictors are intersting scare tactic, but at 80 points each and a kp each just not that impressive. can make someone deploy out of cover and assault from deployment is not bad but those points can be better spent

so upgrade to this list at 1850

Drop the Biovores and go with 3 zorathorpes with warpblast, warp field ( tank killing/marine killing) Synapse

Drop Lictors and go with another shootyfex

Drop GS + 1 STR and SC and buy another 10 man squad

Drop CC fex abilities to buy a second guard, and depending on extra points maybe drop a GS and some random upgrades for a 3rd guard. if not getting guards, drop the HT and guards and geta broodlord and flesh out the GS retuine to deepstrike with.

Dave can follow up with some comments to this. or what the rest of you think perhaps?

Game ended 7-4 on kill points.

he had 3 GS left and the shooty fex, I had 5 scouts, 4 termies and lysander left, plus a lr and some randomly disabled/Weaponless vehicals around

1 comment:

  1. Regarding army composition, I will say this: It is not good to have a hodge-podge mix of cool and fun units against marines. 4 troop selections, 2 specialist niche troop types (Biovores and Lictors) to go with 4 monstrous creatures is a nightmare... your opponent can pick off the monsterous creatures with heavy weapons fire from a distance, then concentrate bolter fire on the hordes when they get close.

    Also, the list has no reliable way to deal with vehicles or terminators, which was the basis of the army I fought.

    Individually, Lictor's simply aren't that useful against armor, and that is all they will get in this edition... so unless we misunderstood their rules, they will not be fielded again.

    Biovores are useless. They have AP 3, STR 3 weapons against troops, but given the hordes of Tyranids, they will typically be granting 4+ cover saves. STR 3 and 4+ cover saves is the same as a few 48" bolter rounds. Pass.

    Genestealers are awesome. They don't need upgrades, but I might consider the carapace armor to counteract bolter fire.

    All in all, the list was a poor all-comers list. No ability to deal with armor, 3+ saves, 2+ saves, or fast moving vehicles/armor. Vulnerable to bolter fire and flamers with every unit, and too easy to take down the few immobile heavy hiters.

    Good learning exercise though.

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