About Xenos and Proud

This is a small blog about my Warhammer 40,000 hobby. I will try to concentrate on the tactics behind the general game and my Xenos armies but there will be the odd post about random stuff.

About Me

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Aberdeen, United Kingdom
Xenos and Proud is an 18 year old from Scotland who has been playing 40K for the last 4 years. He loves the 'under-dog' xenos armies, namely his Tyranid Gorgon splinter fleet, his Saim-Hann windrider host, his Tau Vleastean Hunter-cadre and the newest addition, the Shadowfax Corsairs. Although his tactics are mostly 'borrowed', his painting skills still 'developing' and his luck becoming evermore 'ridiculous' he continues to play, paint and roll in the hope that one day things will get better.

Tuesday 22 February 2011

Tyranid List Development

As I continue to play Tyranids my army continues to evolve, appropriate. I have found that my current list has two weaknesses which are addressed in this list. Firstly, my Venomthropes never lived past turn 1 in my last 5 games so they need protected. The easiest way to do this is to add a Prime to the unit to provide instant death protection and close combat power.

Next is to add some anti-infantry firepower as all my killing potential is in the assault, I need something to soften up my targets before assaulting. Here my old Devilgaunts step in to provide buckets of shooting at a decent range. Very cool.




HQ
Prime
Lash Whip/Bonesword
Adrenal Glands
Regenerate
Deathspitter
= 120

Elites
3 Zoanthropes
= 180

2 Venomthropes
=110

Troops
30 Termagaunts
= 150



30 Termagaunts
= 150

15 Devilgaunts
= 150

Tervigon
Toxin Sacs
Adrenal Glands
Catalyst
= 195

Tervigon
Toxin Sacs
Adrenal Glands
Catalyst
= 195

5 Genestealers
Toxin Sacs
= 85

Fast Attack
3 Shrikes
Bonesword/Lash Whips
Scything Talons
Toxin Sacs
= 165

TOTAL = 1500

So this functions the same as my last list in the fact that it plans to dominate the center of the board with the mass of gaunts supported by Tervigons and Venomthropes. The Shrikes act as a counter assault unit and intercept any rock hard units (Terminators). The Devilgaunts shoot and soften up units for assault by the Termagaunts and get cover and FnP from supporting units. The Prime joins the Venomthropes and provides more combat capability and joins the Devilgaunts once the Venomthropes die (which they probably will). The Genestealers will take out/tie up Devastators and such like to provide a distraction and stop heavy weapons.

So what do you think?

3 comments:

  1. Holy gant carpet - you *start* the game with 75 termagants on the table, not to mention the average add ~40 more over the course of a game from 2 tervs? Assuming your area metagame is very light on mech? Even so, it would take some work to whittle those giant swarms down.

    A few words on cover: ideally I would think you would try to keep the vthropes behind your tervs to both block LOS and extend your only MCs some cover. Plus they should be behind gant screens; as infantry it should be relatively easy to generate cover for vthropes, especially in this list. Assuming you do this and they still get splattered... but just in case =)

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  2. What unit is the Prime being attached to?

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  3. @ TheGodOfNothing: The Prime would join either the Venomthrope or the Devilgaunts (Devourer Gaunts) to provide either instant death protection to the Venomthrope or close combat capability to the Devils. Thats the plan anyway.

    @ Ghostin: Yeah my local 'metagame' has almost no mech but I still need some tank busting. And yes that IS a lot of Gaunts but they die very quickly to my friends Vindicators. I need to keep them in cover. Also, I think after a few games I will excel in the use of Venomthropes. Practice makes perfect.

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