Monday, August 1, 2011

Taking Tyranids to 'ArdBoyz

Don't worry, they're still my first love and my Grey Knight collection hasn't reached 2500pts yet.  I have been planning out some lists and played one practice game .  Now that the preliminary scenarios are up, I'm having some second thoughts.  Of course, I'm always my own worst enemy when it comes to list building.

Anyways, I was mulling over some MSU-style lists for this year.  The list I took to the ATC was tailored down to 11 base KP's before tervigon spawns as every mission scored KP's.  I didn't do as well as I wanted, and I wanted to try something different, so I designed this list with a full force org chart.  It's not true mech-MSU, but it's a lot of units for our codex to field.

The Parasite of Mortrex
Tervigon + toxins, adrenals, catalyst
Hive Guard x3
Hive Guard x3
Ymgarls x5
Tervigon + toxins, adrenals, catalyst
Termagants x10
Genestealers x9
Genestealers x8
Genestealers x8
Genestealers x8
Gargoyles x10 + adrenals
Raveners x3 + rending
Raveners x3 + rending
Tyrannofex + cannon
Tyrannofex + cannon
Carnifex + devourers x2



So, at 17 base KP's, it's a full force org chart.  3 units have the potential to spawn more.  The list has some speedy aspects and with infiltrators and spawned units, it quickly fills the field up with models and puts the pressure on early.  It has diverse shooting and combat units.  My real dilemma comes here: I don't want to get eliminated in the first round in the KP mission.  I know 17kp's isn't much compared to some mech-MSU armies, especially at 2500pts, but we don't have many local players that embrace that style.

Last year the shop I play at (Millennium Games) brought in 16 players for the prelims, and I consider a few of the potential crew to be better players than myself.  The chance of pairing off with one of them in round 1 is slim, but losing the first game is the worst.  I'm not too concerned with objectives (spawnable gaunts) or the VP scenario (we use INAT here so spawned units don't award VP's).  So, the question at hand is: Do I keep the current list which will be quite strong in missions #2 and #3, or tailor a list specifically to win mission #1?  Hope for a lucky pairing early and fight from a stronger position later, or go for an easier win round #1 and see if it can carry me through the later games?

What do y'all think?

4 comments:

  1. Glad to see you're using your Tyranids. Not a huge fan of KPs since they punish an already punished army, but thats 5th Edition I guess.

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  2. I'd stick with the current list* and just really focus on bringing your A-game round one. Protect your Traitor and go hell-for-leather for your Opponent's to try to get that five point swing.

    *There are two things that kind of jump out at me as potential weaknesses: the two Minimum size Broods of Raveners and the fact that the Parasite only has 10 Gargs to hang with. I've had no luck with Ravener Broods smaller than four or Gargoyles at less than 14-15. I'd probably go to 1x5 Ravs and use the points to bulk out the Gargs a little.

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  3. I am with Westrider I would shave a couple of KP by combining small units.

    Maybe run 3x11 Genestealers
    Combine the Ravs into 1x5 and +5 Gargoyles

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  4. Thanks for the input guys. I played out some deployment scenarios and rolled out a couple turns and something still wasn't sitting right with me yet. I think it's the effect of DE and GK on the meta. Anyways, here's one I really like and will probably get a real game in with tonight.

    Tyrant + armored shell, hive commander, HVC
    Tervigon + adrenals, toxins, catalyst
    Ymgarls x9
    Ymgarls x9
    Ymgarls x9
    Genestealers x5 + toxins, broodlord
    Genestealers x5 + toxins, broodlord
    Termagants x10
    Tervigon + adrenals, toxins, catalyst, claws
    Harpy + HVC
    Tfex + cannon
    Tfex + cannon
    Carnifex + HVC

    So I can deploy the 3 HVC's, 2 tfex's, HQ tervigon, and bomb away at long range with the 2+ armor monsters screening the others. Troop terv with claws outflanks with commando stealers, grabbing units that stray too close to an edge. Ymgarls do their thing.

    So far, it looks real good against missiles and autocannons (psy). JoTWW will be the biggest problem, but hive commander gives me some options. It's got good range for shooting down fast open topped skimmers.

    I'm thinking I can play it well and our shop usually has really good terrain for ymgarls. It's also 100% different from other nid lists you see around here so I'm hoping the surprise factor gives me an edge.

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