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The Tyranids Goto Page: [] [<<] [<] 1 2 3 ... 56 57 58 59 60 61 ... 88 89 90 91 [>] [>>] [»|]

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DarkElf27
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PostPosted: Thu Jan 25, 2007 8:09 pm


You do realize that your signature is nearly 10 times the Gaia sig-size limit, right?
PostPosted: Fri Jan 26, 2007 3:55 am


DarkElf27
You do realize that your signature is nearly 10 times the Gaia sig-size limit, right?

sweatdrop

FlashbackJon


Courtyard Jester

PostPosted: Fri Jan 26, 2007 5:15 am


So, I just got the battle force for the tyranids and I have a question about adrenal glands. How are you supposed to put them on their backs?
When ever I do, the have a huge gap below them and they look stupid.
Oh, on gaunts and warriors.
PostPosted: Fri Jan 26, 2007 6:22 am


Well I know nothing about that, but if you are having trouble, considering that the glands are supposed to be a PART of the model, you could always do a little reshaping of exactly where you want the glands to be.

lol!
I Like the signature.

Andreis


FlashbackJon

PostPosted: Fri Jan 26, 2007 8:07 pm


Yep, they could go wherever you want, so long as they're on the model when you pay for them. wink
PostPosted: Sat Jan 27, 2007 9:08 am


So, I have been thinking of what I should use in a 1,000 point army, tell me what you think.
I am going mainly for assaulting, so yeah.

HQ.
Hive Tyrant
Winged
Rending Claws
Scything Talons
Toxin Sacs
Adrenal Glands
Toxic Miasma
Flash Hooks
153

Broodlord
Extended Carapace
80
Brood
Genestealers
Extended Carapace
Scything Talons
(Group of 6) 120


Elite
Warrior Brood
Warrior (There will be four, all dressed the same way)
Rending Claws
Scything Talons
Toxin Sacs
Leaping
Adrenal Glands
Extended Carapace
Symbiote Rippers
164

Troops
Termagaunts
Fleshborer
Without Number
(Eleven of them in the brood) 99

Hormagaunts
Adrenal Glands
Extended Carapace
(Three groups of nine) 378


Opinions?

Courtyard Jester


DarkElf27
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PostPosted: Sat Jan 27, 2007 9:29 am


Well, 2 things. You don't have many Synapse creatures, so if they shoot your Hive Tyrant and Warriors, most of your army runs the other way.

Second, you're a bit low on numbers for 1000 points.
PostPosted: Sat Jan 27, 2007 1:55 pm


I've decided to go with the Hive Fleet Kraken paint scheme. 3nodding I'll post pictures when I finish my first Warrior.

DarkElf27
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Carados

PostPosted: Sat Jan 27, 2007 4:36 pm


Quote:
Well, 2 things. You don't have many Synapse creatures, so if they shoot your Hive Tyrant and Warriors, most of your army runs the other way.


I don't know, 3 units with synaspe isn't too bad although granted they can't stand too much firepower individually.

Anywho, 'Courtyard Jester' might want to reconsider the number of biomorphs the army has, the Tyrant is nice but adrenal glands and toxic miasma (particulary on the same model) is overkill methinks. The WS of 5 is adequet enough for the job. Of course the glands could be for initiative instead in which case the same applies; 5 is enough, 6 is overkill.

For the warriors, again with the Tyrant the adrenal glands might not really be needed (especially if you rely on the rending hits). The carapace is always good but the symbiote rippers might be a worthless addition, I don't know?

The Termagants don't need without number in my humble opinion. Drives the cost of the unit up considerably and I feel what you get in return does not justify that cost.

The Hourmaguants are ok, WS5 or I5 might be overkill (see Tyrant) but the carapace I think is useless, sure it might save a lot of the little guys in combat but the armour isn't going to help them when they are outside of combat.
PostPosted: Sat Jan 27, 2007 8:12 pm


Courtyard Jester
So, I have been thinking of what I should use in a 1,000 point army, tell me what you think.

Opinions?

First off, it looks like you have the points on your Hormagaunts miscalculated. Those groups are 117 each, so you have some more points to play with. Now I'll take it by force selection:

HQ: Drop a Adrenal Glands or Toxic Miasma on the Tyrant and lose the useless Rending Claws for some more Scything Talons. Give him Warp Field and Implant Attack.

I'd advise against taking a Broodlord, but if you're dead set on using him, for gods sake, don't give him Extended Carapace. He can't fleet so he'll slow the Genestealers down as long as he's alive. If you really want to use him; drop Ext. Carapace and let him die first so that the 'stealers are freed up to fleet again. Also, if you're taking 'stealers, I advise against any upgrade other than Ext. Carapace. Scything claws are nice, but it's better to save the points for more stealers.

Elite: Your warriors are overburdened with biomorphs. If all you're after is Synapse, then run them barebones with Spinefists and Scything Talons. If you want them to be assaulters, then use what you have with these changes: Drop Adrenal Glands and Symbiote Rippers, and give them Flesh Hooks. Possibly think about dropping Toxin Sacs too, since you've given them Rending.

Troops: Without Number is never, ever worth it's cost. Drop it. Personally, I find vanilla Gaunts pretty useless too, so I'd drop them as well, but that's a stylistic choice. Your Hormies are good, but drop thier Extended Carapace. It's not going to help you much.

If you follow my advice, I've shaved your army down to ~675 points. You can use the space to grab a couple of Zoanthropes and a Carnifex. A Dakkafex (2 twin-linked Death Spitters + Enhanced Senses) and three Zoanthropes fit in easily with some space for upgrades.

Oryn


Courtyard Jester

PostPosted: Sat Jan 27, 2007 10:25 pm


Thanks for all the imput guys, really.
Yeah, the warriors are for assault, well, everything is.
I think I will use a mixture of what everyone said.
PostPosted: Sat Jan 27, 2007 10:34 pm


I am expecting I should get more troops first off, right?
If I drop my termagaunts all together, should I go for some more horma gaunts, or get two more warriors so I can have two groups of three?
(For more synapse and power)
And the broodlord gone, should I get more genestealers or troops?
How does implant attack work? Does it make all wounds I put on a force two wounds instead of one? Or is it mainly for multi-wound enemies.
Lastely, I would like opinions on lictors and raveners.
Thanks.


But. if I drop the 6 scything claws, that would make me lose the amount of attack the brood got. It would give me 24 points, which could make a single genestealer, I would be losing a lot of attacks, so what is the point?
(Not trying to put you down, just trying to learn stuff)

Courtyard Jester


Oryn

PostPosted: Sun Jan 28, 2007 2:41 pm


Courtyard Jester
I am expecting I should get more troops first off, right?
If I drop my termagaunts all together, should I go for some more horma gaunts, or get two more warriors so I can have two groups of three?
(For more synapse and power)
And the broodlord gone, should I get more genestealers or troops?
How does implant attack work? Does it make all wounds I put on a force two wounds instead of one? Or is it mainly for multi-wound enemies.
Lastely, I would like opinions on lictors and raveners.
Thanks.


But. if I drop the 6 scything claws, that would make me lose the amount of attack the brood got. It would give me 24 points, which could make a single genestealer, I would be losing a lot of attacks, so what is the point?
(Not trying to put you down, just trying to learn stuff)


Before you go for more Gaunts, get a Carnifex. As is, you have ZERO anti-tank other than your Hive Tyrant/Genestealers assaulting. And assault is a bad way to take down tanks with Genestealers since skimmers are only ever hit on 6's and regular tanks will generally get so badly rended that they explode and take out half of your 'stealers. And before you go for more Warriors, go for Zoanthropes. They're slower, but have more utility and survivability.

Implant attack is only really useful on Multi-wound characters. However, with an Initiative upgrade, it makes it really easy to rip big killy characters like Chaos Lords a new one. You strike first, only allow invulnerables and when he fails a save, he loses two wounds. Makes your Tyrant into a mean character killer.

Keeping Scything Talons also means that each dead Genestealer loses you more attacks. But really, Genestealers usually annihilate whatever they asault in one round anyway, so giving them Talons is kind of overkill.
PostPosted: Sun Jan 28, 2007 3:02 pm


Oryn
Courtyard Jester
I am expecting I should get more troops first off, right?
If I drop my termagaunts all together, should I go for some more horma gaunts, or get two more warriors so I can have two groups of three?
(For more synapse and power)
And the broodlord gone, should I get more genestealers or troops?
How does implant attack work? Does it make all wounds I put on a force two wounds instead of one? Or is it mainly for multi-wound enemies.
Lastely, I would like opinions on lictors and raveners.
Thanks.


But. if I drop the 6 scything claws, that would make me lose the amount of attack the brood got. It would give me 24 points, which could make a single genestealer, I would be losing a lot of attacks, so what is the point?
(Not trying to put you down, just trying to learn stuff)


Before you go for more Gaunts, get a Carnifex. As is, you have ZERO anti-tank other than your Hive Tyrant/Genestealers assaulting. And assault is a bad way to take down tanks with Genestealers since skimmers are only ever hit on 6's and regular tanks will generally get so badly rended that they explode and take out half of your 'stealers. And before you go for more Warriors, go for Zoanthropes. They're slower, but have more utility and survivability.

Implant attack is only really useful on Multi-wound characters. However, with an Initiative upgrade, it makes it really easy to rip big killy characters like Chaos Lords a new one. You strike first, only allow invulnerables and when he fails a save, he loses two wounds. Makes your Tyrant into a mean character killer.

Keeping Scything Talons also means that each dead Genestealer loses you more attacks. But really, Genestealers usually annihilate whatever they asault in one round anyway, so giving them Talons is kind of overkill.

Ah, thank you very much.
So I will drop the talons, giving more Genestealers.
I guess I should take a Carnifex to take out takes, it will be my only shooty tyranid.
No one I would play yet will have a character, or crazy multi-wound guy, so I Will wait on implant attack.
And for the Zoanthropes, should I give them just the synapse ability?
And how many is a good idea for a 1,000 point army?

Courtyard Jester


DarkElf27
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PostPosted: Sun Jan 28, 2007 4:08 pm


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