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Tactica Tyranids 



Tyranid Tactical Thread BloodAngelBrotherEdward.
       RE: Tyranid Tactical Thread BloodAngelBrotherSoren (3/17/2002 12:09). 
           Another point to add BloodAngelBrotherSoren (3/17/2002 12:20). 
           RE: RE: Tyranid Tactical Thread thehivemindhungers (3/18/2002 0:01). 
               RE: RE: RE: Tyranid Tactical Thread thehivemindhungers (3/18/2002 0:03). 
       RE: Tyranid Tactical Thread Tleilaxu (3/17/2002 12:14). 
           RE: RE: Tyranid Tactical Thread BloodAngelBrotherSoren (3/17/2002 12:35). 
               RE: RE: RE: Tyranid Tactical Thread tyranidonfire (3/17/2002 16:34). 
       RE: Tyranid Tactical Thread Baeltheron (3/17/2002 12:20). 
           RE: RE: Tyranid Tactical Thread BloodAngelBrotherSoren (3/17/2002 12:26). 
               RE: RE: RE: Tyranid Tactical Thread KurtEllmauer (3/17/2002 12:43). 
                   RE: RE: RE: RE: Tyranid Tactical Thread setsuna (3/17/2002 22:18). 
           RE: RE: Tyranid Tactical Thread nidball (3/17/2002 13:29). 
       A love of Ripper swarms sailor_chaos (3/17/2002 12:44). 
       nids aren't too complex Tleilaxu (3/17/2002 13:04). 
       oh - ten replies! let's see more :-) BloodAngelBrotherEdward (3/17/2002 16:07). 
           RE: oh - ten replies! let's see more :-) BloodAngelBrotherEdward (3/18/2002 15:02). 
               and again! BloodAngelBrotherEdward (3/18/2002 16:09). 
                   back to page 1 again BloodAngelBrotherEdward (3/18/2002 18:54). 
           back to the front! BloodAngelBrotherEdward (3/19/2002 9:21). 
       RE: Tyranid Tactical Thread Icetyrant (3/17/2002 16:25). 
       RE: Tyranid Tactical Thread creepinjeezus (3/17/2002 17:31). 
           RE: RE: Tyranid Tactical Thread DrFeelgood (3/17/2002 17:55). 
               RE: RE: RE: Tyranid Tactical Thread nidball (3/17/2002 20:58). 
           oops nidlord (3/18/2002 1:30). 
           nid tactics number 126 nidlord (3/18/2002 1:46). 
       :-) BloodAngelBrotherEdward (3/17/2002 19:54). 
       nid tactics raphaelus (3/17/2002 21:22). 
           What's the aversion to the cleanse mission? Vic (3/17/2002 22:49). 
               RE: What's the aversion to the cleanse mission? BloodAngelBrotherSoren (3/17/2002
 23:24). 
           nid tactics number 56 nidlord (3/18/2002 1:23). 
           :-) BloodAngelBrotherEdward (3/18/2002 9:59). 
               RE: :-) BloodAngelBrotherSoren (3/18/2002 10:02). 
                   Rending Claws Pico (3/18/2002 16:10). 
                       minimal benefit nidlord (3/19/2002 2:21). 
                   RE: tyrant guard nidball (3/18/2002 17:50). 
                       RE: RE: tyrant guard mordante (3/18/2002 19:02). 
       Spinegaunts vs scythgaunts Mordante (3/18/2002 16:29). 
       try this... robeonneo (3/18/2002 16:50). 
           RE: try this... creepinjeezus (3/18/2002 17:09). 
           RE: try this... mordante (3/18/2002 17:16). 
       RE: Tyranid Tactical Thread quintavalli (3/18/2002 17:10). 
           B..b...bbb...bump! (NT) HarkonGreywolf (3/18/2002 18:53). 
           RE: RE: Tyranid Tactical Thread Hellzbane (3/18/2002 19:20). 
       How many monstrous creatures is too many? Treize (3/18/2002 20:16). 
           RE: How many monstrous creatures is too many? Takari (3/19/2002 0:03). 
       Just some musings on Raveners Treize (3/18/2002 20:30). 
       I ACCTUALLY HAVE A 'NID SHOOTY ARMY memphiston (3/18/2002 20:47). 
       RE: I ACCTUALLY HAVE A 'NID SHOOTY ARMY creepinjeezus (3/19/2002 11:20). 
 
 

  Tyranid Tactical Thread . (48 Replies). BloodAngelBrotherEdward[]. 3/17/2002 11:27 (3/19/2002 11:20) 
 Hello everyone!

 It's been a while since I've seen a good Tyranid tactical thread so I thought I'd try to get one
 going! :-)

 So come post your favorite nid tactics!

 looking forward to all the fun ~ Brother Edward

 PS. My Nid tactics are terribly simple - but they work! I favor swarm tactics, I like to take
 large broods of hormagaunts and genestealers (and termagaunts just cuz I have the minis -
 ugh) and back them up with raveners & warriors - the basic idea is to overwhelm the enemy
 with numbers, and somehow (without much particular skill on my part) we have really good
 games around here! :-) 
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       RE: Tyranid Tactical Thread . (3 Replies). BloodAngelBrotherSoren[]. 3/17/2002 12:09 (3/18/2002 0:03)
 hehe thanks for this edward :D needed a good read/write

 >>I favor swarm tactics, I like to take large broods of hormagaunts and genestealers (and
 termagaunts just cuz I have the minis - ugh) 

 instead of termagaunts use scythegants, only 1 point more then spinegants and much more
 effecitve!!!

 my army is based on a wave style swarm, where the pressure is mounted by your weaker
 units holding up the enemies front line so they cant shoot back at you and then wave after
 wave the pressure grows until the front line of their army is smashed and they get thrown into
 utter chaos!

 the idea of my army is not to swarm outright in 1 big hit but to build a giant wave, anyway the
 following it my list for 1500pts

 ---

 1 Razorfly Tyrant (HQ) @ 189 Pts
 Adrenal Glands (In); Adrenal Glands (WS); Enhanced Senses; Extended
 Carapace; Toxin Sacs; Wings; Scything Talons (x2)
 #Synapse Creature [0]
 #The Horror [0]
 Warp Blast [20]

 1 Razorfly Tyrant (HQ) @ 189 Pts
 Adrenal Glands (In); Adrenal Glands (WS); Enhanced Senses; Extended
 Carapace; Toxin Sacs; Wings; Scything Talons (x2)
 #Synapse Creature [0]
 #The Horror [0]
 Warp Blast [20]

 12 Genestealers (Troops) @ 192 Pts
 Rending Claws

 12 Genestealers (Troops) @ 192 Pts
 Rending Claws

 11 Deathgaunt Species (Troops) @ 142 Pts
 Adrenal Glands (In); Leaping; Toxin Sacs; Scything Talons; Hive Node (x1)

 11 Deathgaunt Species (Troops) @ 142 Pts
 Adrenal Glands (In); Leaping; Toxin Sacs; Scything Talons; Hive Node (x1)

 11 Scythegaunt Species (Troops) @ 76 Pts
 Scything Talons; Hive Node (x1)

 11 Scythegaunt Species (Troops) @ 76 Pts
 Scything Talons; Hive Node (x1)

 8 Gargoyle Brood (Fast Attack) @ 80 Pts
 Fleshborer; Bio-Plasma Attack

 8 Gargoyle Brood (Fast Attack) @ 80 Pts
 Fleshborer; Bio-Plasma Attack

 1 Mutable Carnifex (Heavy Support) @ 141 Pts
 Adrenal Glands (WS); Enhanced Senses; Extended Carapace; Scything Talons
 (x1); Venom Cannon

 Models in Army: 87
 

 Total Army Cost: 1499
 ---

 the following is how the army is designed to hit in waves sort of like the list in order below

 scythegants
 deathgaunts
 gargoyles (slow down incomming heavy trooper fire and create 
 crossfires)
 Genestealers
 Tyrants
 carnifex

 ---

 i know the army looks weakly numbered in squads but the idea is if even 1 guy survives in that
 squad then the enemy wont be shooting back at the next wave, then eventually the front line
 breaks (like i said before) and it all gets messy.

 there is antitank there but it has to be "selective" antitank shooting.

 now from what i hear a tyrant like this will reak absolute havoc amongst the enemy ranks, and
 they are fast enough to still give the gaunt swarm the synapse.

 the carnifex doesnt need a +1 str upgrade because it is made redundant by the "monstrous
 creture" ability and the venom cannon adds +2 str to the shot, meaning only 1 str is "wasted".

 i like warriors but as of late i have been concerned, they lack what i need in my force (what i
 feel i need) to support my swarm. i had 6 warriors fitted with a venom cannons each but they
 still lacked a good HTH ability which the 2 tyrants... definatly dont lack, and still have rock
 solid STR 10!!! firepower for tanks, not to mention getting into HTH and ripping it a new one
 :D

 mind you i have not tested this list but intend to VERY soon, pity i can use it in a tourney : /
 they banned mutable genus nids : / and they STILL havnt got out the rules to do it legaly after
 how long... hmmm

 anyway, hope this helps :D

 Hivefleet Soren 
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           Another point to add . (0 Replies). BloodAngelBrotherSoren[]. 3/17/2002 12:20 (3/17/2002 12:20) 
 this next "tactic" is completly upto the player you are facing

 everyones big question!!!

 "first or second turn"

 if your opponent is particularily feiry or just plain suicidal hw migh actually some towards your
 army (poor soul), in that case i think holding out for the 2nd turn would be better. that way
 you have a LOT better chance of making it into assault in the very FIRST turn!! imagine the
 shock on his face!!

 the other is exactly the opposite, if the player is going to sit back and wait for you (smart but
 cowardly :D) then i sujest you take the first turn. try and get your army into a foward position
 under cover and terrain, effecticly negating his heavy fire for a turn (meanwhile keeping you
 alive)

 now gargoyles and genestealers (i would not really recomend this for gene's) a "good" tactic
 against a player is to deepstrike or infiltrate REALLY close and sometimes in the open (he
 wont be able to resist a shot, therefore keeping your other gaunts alive). maybe they can
 provide a crossfire later on! who knows!

 Hivefleet Soren - probably more points to come :) as i think of them. 
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           RE: RE: Tyranid Tactical Thread . (1 Replies). thehivemindhungers[]. 3/18/2002 0:01 (3/18/2002 0:03)
 yea me too i like lots if gaunts but am forced to using lots of stealers and gants to use up points
 :( 
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               RE: RE: RE: Tyranid Tactical Thread . (0 Replies). thehivemindhungers[]. 3/18/2002 0:03
 (3/18/2002 0:03) 
 BTW this is cause i am REALLY strapped for cash

 and BABedward how many armies do you collect, how much free time do you have and how
 much money do you make cause it seems like a lot of all 
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       RE: Tyranid Tactical Thread . (2 Replies). Tleilaxu[theplague1278@yahoo.com]. 3/17/2002 12:14
 (3/17/2002 16:34) 
 yeah brother edward...i hate it when i have to use termagants just because GW is too cheap
 to make seperate boxes for hormagants and termagants. 
 anyways
 i favor mass numbers of close combat specialists aka hormagants and genestealers. i like to
 back them up with an anti tank carnifex-rending claws and barbed strangler. i also use my hive
 tyrant for tank hunting. basically, i rush in with gaunts soaking fire and getting rid of the front
 lines and then i send in my genestealers and carnifex through the breach in the line to attack
 their center units...i usually use lictors to do many assaults and sweeping advances etc to get
 rid of heavy weapons teams. i also fire spore mines behind and directly in front their lines so
 they have to move into them some way or another.

 thanks for starting this brother edward-god knows i've been trying for awhile! 
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           RE: RE: Tyranid Tactical Thread . (1 Replies). BloodAngelBrotherSoren[]. 3/17/2002 12:35
 (3/17/2002 16:34) 
 >> i hate it when i have to use termagants just because GW is too cheap to make seperate
 boxes for hormagants and termagants. 

 - modify the termagants into scythegants, much more effective and cheap!

 >> i like to back them up with an anti tank carnifex-rending claws and barbed strangler.

 - a carnifex already smashes tanks to bits, rending claws are basicly redundant. and while a
 barbed strangler shot at str 8, a venom cannon at str 10 with 2 shots is better for ranged
 antitank. even against troops it is a miss of hit situation 50/50, and you shouldnt be within
 range or be able to shoot a enemy unit at that range! they should be alreafy tied up in HTH!!

 >> i also use my hive tyrant for tank hunting.

 - wings make the tyrant, they are expensive but at least they dont have to walk and keep
 getting out of range for your gaunts to keep synapse

 >>basically, i rush in with gaunts soaking fire and getting rid of the front lines and then i send in
 my genestealers and carnifex through the breach in the line to attack their center units...

 - exactly what my army and "most" other nid armies will try to do, or should do. mind you the
 carnifex is rather slow dont forget.

 >> i usually use lictors to do many assaults and sweeping advances etc to get rid of heavy
 weapons teams. i also fire spore mines behind and directly in front their lines so they have to
 move into them some way or another.

 - it is my personal opinion that both of these units (lictors and biovores) are rather random in
 their effect, and i have heard lictors dont usually earn back their points. that and the fact they
 start outside your enemies depliyment zone (im pretty sure)
 

 >> thanks for starting this brother edward-god knows i've been trying for awhile!

 me too :D hehehe gg edward ;D 
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               RE: RE: RE: Tyranid Tactical Thread . (0 Replies). tyranidonfire[]. 3/17/2002 16:34 (3/17/2002 16:34)
 why convert termagaunts ...... i field hormagaunts only and i just mail order them in bulk .....
 make em alot cheaper 
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       RE: Tyranid Tactical Thread . (4 Replies). Baeltheron[]. 3/17/2002 12:20 (3/17/2002 22:18) 
 All Tyranid tactics are variations of a swarm. The key is to adjust your swarm for the
 opponent you are facing. Biovores work great on weak armored races, not so much on
 Marines. Carnifex do good against Marines and fall quickly to Dark Eldar. The best Tyrant
 knows the abilities of his next meal.

 May you never go hungry 
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           RE: RE: Tyranid Tactical Thread . (2 Replies). BloodAngelBrotherSoren[]. 3/17/2002 12:26
 (3/17/2002 22:18) 
 >> All Tyranid tactics are variations of a swarm. The key is to adjust your swarm for the
 opponent you are facing. Biovores work great on weak armored races, not so much on
 Marines. Carnifex do good against Marines and fall quickly to Dark Eldar. The best Tyrant
 knows the abilities of his next meal.
 >> 
 >> May you never go hungry

 the one thing in 40k i dont really see as a realistic thing is adapting your army to kill a specific
 army, i always base my nid armies on taking on all armies for tournament purposes. i think it is
 a much better idea to make an army a jack of all trades, that way you get used to fighting with
 the forces you have and you can fight any enemy and still do good (this is where specific
 "army designed to kill army" armies loose).

 that is my view anyway, always make an army as if your playing in a tournament! 
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               RE: RE: RE: Tyranid Tactical Thread . (1 Replies).
 KurtEllmauer[Inquisitor_Mauer@Hotmail.com]. 3/17/2002 12:43 (3/17/2002 22:18) 
 >> the one thing in 40k i dont really see as a realistic thing is adapting your army to kill a
 specific army, i always base my nid armies on taking on all armies for tournament purposes. i
 think it is a much better idea to make an army a jack of all trades, that way you get used to
 fighting with the forces you have and you can fight any enemy and still do good (this is where
 specific "army designed to kill army" armies loose).
 >> 
 >> that is my view anyway, always make an army as if your playing in a tournament!

 I agree with the Jack of All Trades philosophy. My Black Templars are set up for that, and
 my nid's will be as well. 

 I am in the process of building my first 'nid army. When I get my current crop done, I'll have
 1x Tyrant, 3x Carnifex, 1x Old One Eye, 1x Red Terror, 6x Warriors, 32x Termagaunt, 32x
 Hormaguants, 10x Ripper Bases, 24x Genestealers. I'll probably be adding Lictors, Tyrant
 Guards, Raverners, Biovores, Gargoyles, and Zoanthropes in that order. 

 I know exactly what my tactics are going to be, wave after wave in the following order:

 Rippers, Termagaunts, Hormaguants, Warriors, Carnifexs', Tyrant & Guard. My Lictors, will
 be in there somewhere depending on the scenario, the Gargoyles and Raverners will be a
 flanking force, and I'll hold back the Biovores and the Zoanthropes. The basic idea will be to
 force the enemy to choose to move or shoot, and what to choose to shoot? 

 One thing that I have never understood is the seeming rush to mutate your bugs. Maybe I'm a
 bit lazy and unimaginative, but I like the basic models as is. The only customization I want to
 have to think about is for weapons on my Tyrants, Carnifexs, Reavers and Warriors. Even
 there, my style of play is a balance of shoot and assault, so likely those models will continue to
 reflect my bias towards that balance. 
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                   RE: RE: RE: RE: Tyranid Tactical Thread . (0 Replies). setsuna[]. 3/17/2002 22:18 (3/17/2002
 22:18) 
 I dunno about that Jack of all Trades thing. If that's the way, then all will consist of the same
 inside. Something similar to that is a chess game: both of you have same number of Tac
 Marines, Rhinos, Dreads, etc...
 >> >> the one thing in 40k i dont really see as a realistic thing is adapting your army to kill a
 specific army, i always base my nid armies on taking on all armies for tournament purposes. i
 think it is a much better idea to make an army a jack of all trades, that way you get used to
 fighting with the forces you have and you can fight any enemy and still do good (this is where
 specific "army designed to kill army" armies loose).
 >> >> 
 >> >> that is my view anyway, always make an army as if your playing in a tournament!
 >> 
 >> I agree with the Jack of All Trades philosophy. My Black Templars are set up for that,
 and my nid's will be as well. 
 >> 
 >> I am in the process of building my first 'nid army. When I get my current crop done, I'll
 have 1x Tyrant, 3x Carnifex, 1x Old One Eye, 1x Red Terror, 6x Warriors, 32x Termagaunt,
 32x Hormaguants, 10x Ripper Bases, 24x Genestealers. I'll probably be adding Lictors,
 Tyrant Guards, Raverners, Biovores, Gargoyles, and Zoanthropes in that order. 
 >> 
 >> I know exactly what my tactics are going to be, wave after wave in the following order:
 >> 
 >> Rippers, Termagaunts, Hormaguants, Warriors, Carnifexs', Tyrant & Guard. My Lictors,
 will be in there somewhere depending on the scenario, the Gargoyles and Raverners will be a
 flanking force, and I'll hold back the Biovores and the Zoanthropes. The basic idea will be to
 force the enemy to choose to move or shoot, and what to choose to shoot? 
 >> 
 >> One thing that I have never understood is the seeming rush to mutate your bugs. Maybe
 I'm a bit lazy and unimaginative, but I like the basic models as is. The only customization I
 want to have to think about is for weapons on my Tyrants, Carnifexs, Reavers and Warriors.
 Even there, my style of play is a balance of shoot and assault, so likely those models will
 continue to reflect my bias towards that balance. 
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           RE: RE: Tyranid Tactical Thread . (0 Replies). nidball[]. 3/17/2002 13:29 (3/17/2002 13:29) 
 Biovores may not be AS damaging in a single blast against marines. However there are usually
 fewer marines than those massed armies and when you shoot all three biovores at his
 devestator squad and reduce it to two men (which is usually poised to annhilate a fex) they
 earn back their points right away. They also are the only nid weapons that fire 48 inches.
 Which makes them worth it right there....
 

 >> All Tyranid tactics are variations of a swarm. The key is to adjust your swarm for the
 opponent you are facing. Biovores work great on weak armored races, not so much on
 Marines. Carnifex do good against Marines and fall quickly to Dark Eldar. The best Tyrant
 knows the abilities of his next meal.
 >> 
 >> May you never go hungry 
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       A love of Ripper swarms . (0 Replies). sailor_chaos[]. 3/17/2002 12:44 (3/17/2002 12:44) 
 Hello all and I must say I have an obession with Rippers, they're such cute little devils. *pet
 pet pet*

 They may be more expensive than gaunts *much much more expensive* but I believe that
 they are well worth their point costs to take at least 4 in any army. well maybe not a 500 pt
 but we don't play to many of those around here, we love biiiig battles. *probably should look
 into epic eh? hehe*

 Disadvantages and how they can be overcome.

 Big bases: for a single item a big base is advantageous allowing it to take more in base to base
 and giving it a chance to allocate hits more precisely. but a squad with large bases tends to be
 problematical... easy solution. I always give them leaping. Not only does it negate this problem
 but it also increases rippers effeciencey by nearly 300% 12 inch charge, 3d6 sweeping
 advance. fun fun :)

 vunderable to blasts: Honestly, I have never had anyone take a shot at my rippers with blast
 weapons, usually those weapons with those abilities are better sent into large units of gaunts or
 big stuff. Flamers should never get a chance to touch rippers if you play them correctly as
 well. *leaping once again*

 Weak stats: Well theres really nothing you can do really other than upping hte strength a point.
 thouhg against Tau I think I would take the initiative upgrade instead of the strength, strike first
 for once whoo hoo!

 Striking last in HTH: if the squad is in btb with rippers and another brood usually *in my
 experience* people tend to go after the other brood. *shrug* this effectively negates this
 problem. but also Ripers large number of wounds also take this well. I wouldn't charge them
 against the Death company though unless it was to tie them up for some reason or to get the
 biovore acid ready heehhe.
 

 Great Advantages:

 +1 save in cover! WOWSA! not only are they tiny models that can hide behind most scenery
 totally, but if they are seen and shot at they will almost always have a 4+ invunerable! yippee
 this has been great in my battles. 

 usually ignored: Rippers are usually ignored by my opponets. Dunno why, I've taken down
 enough stuff with them. But hey, it lets them get into charge range and if they are alongside a
 hormagaunt brood so much the better, *see striking last in hth*
 Kudos

 Large number of attacks: Can't really say much more than BLEED!

 Mindless: Best thing for them really! No running no matter the damage! So much for your
 TALOS!

 Best uses:
 Taking out Archons or DE leaders. *laughs at Agonizers* Tying up hvy weapon squads for
 several turns, support assault, Sweeping advance and crossfire, generally tying up very nasty
 squads with their mindless ability, Talos for one. Annoying the heck out of your opponet as a
 squad of dark eldar warriors fall back and two rippers advance wipe them out and get into
 combat with another dark warrior squad. *priceless*
 and plus they really look sweet!, such conversion possiblites with the bases. 
 BTW does anyone have any of the older ripper models, i love mixing the two together in the
 same base makes it more varied as the fluff says.

 things to avoid:
 Double strength attacks, *but worth attacking in some situations* being caught in the open
 with flamers. being assaulted.

 Funs with ripper swarms! 
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       nids aren't too complex . (0 Replies). Tleilaxu[theplague1278@yahoo.com]. 3/17/2002 13:04
 (3/17/2002 13:04) 
 Tyranids aren't to complex in their tactics but during games this helps because it makes them
 more flexible. People say nids take no tactics sometimes but really they instigate better games
 out of otherwise boring armies. For example, my friend plays a cliche boring nilla marine army
 that follows company order etc. when playing against my nids though, he fields so many weird
 combinations of units that it really wakes people up and they realize new tactics. For example,
 using dreadnoughts near ur HQ units to soak hits. 
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       oh - ten replies! let's see more :-) . (4 Replies). BloodAngelBrotherEdward[]. 3/17/2002 16:07
 (3/19/2002 9:21) 
 the hive mind hungers for more! :-)
 ~ Brother Edward 
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           RE: oh - ten replies! let's see more :-) . (2 Replies). BloodAngelBrotherEdward[]. 3/18/2002
 15:02 (3/18/2002 18:54) 
 back to the front wiht this one! :-) 
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               and again! . (1 Replies). BloodAngelBrotherEdward[]. 3/18/2002 16:09 (3/18/2002 18:54) 
 back to the front AGAIN with this one! :-) 
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                   back to page 1 again . (0 Replies). BloodAngelBrotherEdward[]. 3/18/2002 18:54 (3/18/2002
 18:54) 
 kerthwump! 
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           back to the front! . (0 Replies). BloodAngelBrotherEdward[]. 3/19/2002 9:21 (3/19/2002 9:21) 
 oh no - we aren't done yet :-) ~ Brother Edward 
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       RE: Tyranid Tactical Thread . (0 Replies). Icetyrant[]. 3/17/2002 16:25 (3/17/2002 16:25) 
 Here's an odd tatactic i have been foolin with have 2 broods of low cost gaunts then have one
 be with a hive tyrant, and the other with three warriors and one carnifex. at the beggining of
 your turn have them go in 1 big mass then at one piont when you think it's nessary split the two
 aprat. so it causes mass counfusion on the other side he won't know witch brood to go for the
 one with the warrios and the carnifex or the one with the hive tyrant. 
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       RE: Tyranid Tactical Thread . (4 Replies). creepinjeezus[creepin_jeezus2001@hotmail.com or
 maccarocks34@hotmail.com]. 3/17/2002 17:31 (3/18/2002 1:46) 
 there has been one little tactic that has been lingering around the back of my head, i havnt had
 the chance to how effective it is though (im still constructing my army)

 it mentions that monstrous creatures can join units but can still be targeted normally, "but what
 the point is putting them in units then?" i hear you say,
 well, a little idea i was that, say, if you hive tyrant was amoungst some gaunts, say right at the
 back of them, you notice that the gaunts are in assault range but the tyrant isn't, so what do
 you do? you put him in the brood, so then he gets that extra 6 inches closer and avoids alot of
 heavy fire for a turn and is more likely to live. now theres a reason for that rule!

 although like i've said before, i've never actually tried it so anyone who tries it just tell me so i
 can find out just how effective it can be.

 and as for my hive fleet, ive got a good mixture of nasties in my 1000 point army (tyrants, 32
 hormies, 6 warriors, 3 raveners and a 'fex) this is one of those weird armies, my warriors are
 the fire support along with my 'fex, all of my warriors have deathspitters, and my fex has a
 barbed strangler

 and on another note, i'd just like to know, just how effective are zoanthropes in your oppinion 
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           RE: RE: Tyranid Tactical Thread . (1 Replies). DrFeelgood[]. 3/17/2002 17:55 (3/17/2002 20:58) 
 I'd say that Zoanthropes would be very effective. Not alone, I'd field at least two or three
 together. I'd prefer three. Tool them all up with warp blast and you can say good-bye to
 almost anything. Three blast template S5 AP3 with a range of 24"? THAT AWESOME!
 That's perfect for taking out SM squads, especially if you start 24" away from each other in
 most missions. I think it would work very well taking away pesky devastator squads, either
 you kill them all, or you kill so the squad is out of coherency and they have to spend the next
 turn moving and not shooting. And then of course the strength 10 AP 1 shot will do some
 damage, especially if it instant kills a chaplain or busts open a rhino or dreadnought. And 2
 wounds with a 2+ save means they're sticking around, even if your opponent concentrates on
 them. Three togther will take out more than their points out, easy.
 -Dr. Feelgood 
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               RE: RE: RE: Tyranid Tactical Thread . (0 Replies). nidball[]. 3/17/2002 20:58 (3/17/2002 20:58) 
 Those zoanthropes do have a nasty downside though...toughness four....which means all those
 marines you think it would be fun to blast at 24" get to blast at you from much further with
 their lascannons and insta-kill your 70 point zoanthrope...eldar and dark eldar just obliterate
 those guys too....they can be effective in certain situations but for the cost and the fact that can
 be insta-puffed so easily I'd rather spend my points on guants or another hive tyrant or
 something...
 

 >> I'd say that Zoanthropes would be very effective. Not alone, I'd field at least two or three
 together. I'd prefer three. Tool them all up with warp blast and you can say good-bye to
 almost anything. Three blast template S5 AP3 with a range of 24"? THAT AWESOME!
 That's perfect for taking out SM squads, especially if you start 24" away from each other in
 most missions. I think it would work very well taking away pesky devastator squads, either
 you kill them all, or you kill so the squad is out of coherency and they have to spend the next
 turn moving and not shooting. And then of course the strength 10 AP 1 shot will do some
 damage, especially if it instant kills a chaplain or busts open a rhino or dreadnought. And 2
 wounds with a 2+ save means they're sticking around, even if your opponent concentrates on
 them. Three togther will take out more than their points out, easy.
 >> -Dr. Feelgood 
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           oops . (0 Replies). nidlord[]. 3/18/2002 1:30 (3/18/2002 1:30) 
 >> it mentions that monstrous creatures can join units but can still be targeted normally, "but
 what the point is putting them in units then?" i hear you say,
 >> well, a little idea i was that, say, if you hive tyrant was amoungst some gaunts, say right at
 the back of them, you notice that the gaunts are in assault range but the tyrant isn't, so what do
 you do? you put him in the brood, so then he gets that extra 6 inches closer and avoids alot of
 heavy fire for a turn and is more likely to live. now theres a reason for that rule!
 >> 
 Remember though, any unit is restricted to moving to the speed of the slowest component. A
 hive tyrant would stop hormagaunts fleet of claw and extra bounding assault distance

 You can steal extra movement like this if you want to forgo the smaller bugs additional
 movement. Also once a critter is in Hth, the character in the unit is in hth as well, even if the
 model is 10 inches from an enemy model. (note he gets 0 attacks as he is more than 2 inches
 away).

 I deliberately let some buggies move slowly, creating a "tail of littlies", the ht can then join the
 unit just before they assault and gets a consolidate move also. 
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           nid tactics number 126 . (0 Replies). nidlord[]. 3/18/2002 1:46 (3/18/2002 1:46) 
 lictor bait.

 Plonk a lictor 5 inches from the main battle line of the enemy on a fortified bunker. 
 Watch the whole army shoot at it then when it lives due to 2+cover save they charge it,
 moving closer to your niddies. 
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       :-) . (0 Replies). BloodAngelBrotherEdward[]. 3/17/2002 19:54 (3/17/2002 19:54) 
 whoohoo! let's see more :)
 ~ Brother Edward 
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       nid tactics . (9 Replies). raphaelus[]. 3/17/2002 21:22 (3/19/2002 2:21) 
 run fast. eat the fleshthings. 
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           What's the aversion to the cleanse mission? . (1 Replies). Vic[]. 3/17/2002 22:49 (3/17/2002 23:24) 
 I played against a friends Nid army, and when I suggested a cleanse mission, all he said was
 "uuuggghhhh". 

 Why?
 

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               RE: What's the aversion to the cleanse mission? . (0 Replies).
 BloodAngelBrotherSoren[]. 3/17/2002 23:24 (3/17/2002 23:24) 
 >> I played against a friends Nid army, and when I suggested a cleanse mission, all he said
 was "uuuggghhhh". 
 >> 
 >> Why?
 >> 
 >> 

 lol i have no idea, clense would be a good mission for bugs, they have so many numbers and
 squads they can hold many quaters, and contest the others 
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           nid tactics number 56 . (0 Replies). nidlord[]. 3/18/2002 1:23 (3/18/2002 1:23) 
 give carnifex flesh hooks, then thay assualt troops in cover and hit at the same time, not last as
 I2 usually would lead to. 
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           :-) . (5 Replies). BloodAngelBrotherEdward[]. 3/18/2002 9:59 (3/19/2002 2:21) 
 >> run fast. eat the fleshthings.

 ++++ that is TOO funny! :-)
 bumpity bump :-) 
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               RE: :-) . (4 Replies). BloodAngelBrotherSoren[]. 3/18/2002 10:02 (3/19/2002 2:21) 
 >> >> run fast. eat the fleshthings.
 >> 
 >> ++++ that is TOO funny! :-)
 >> bumpity bump :-)

 yep hehe.

 again on tactics

 smaller squads can be used to stop damage from getting critical, a squad of 32 gaunts gets
 shot by a whole load of shuriken and the whole lot die... what if the squad was in 3 groups?
 then only 10 would get taken out!

 just a thought, also makes good for countercharges. 
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                   Rending Claws . (1 Replies). Pico[]. 3/18/2002 16:10 (3/19/2002 2:21) 
 What's the point of putting Rending Claws on a Carnifex?
 They cost 6 points and they do absolutely nothing! 
 Same with Tyrant tho coz of Monsterous Creature rule which tells u they ignore armour saves
 in H2H anyway....

 Pico 
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                       minimal benefit . (0 Replies). nidlord[]. 3/19/2002 2:21 (3/19/2002 2:21) 
 monsterous creatures ignore armour saves, the benefit is if you roll a 6 no roll to wound is
 required. 
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                   RE: tyrant guard . (1 Replies). nidball[]. 3/18/2002 17:50 (3/18/2002 19:02) 
 So whats are the opinions on the tyrant guard? 
 I've personally never used them but I can see a few battles where they could come in handy.
 What do you think?

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                       RE: RE: tyrant guard . (0 Replies). mordante[]. 3/18/2002 19:02 (3/18/2002 19:02) 
 >> So whats are the opinions on the tyrant guard? 
 >> I've personally never used them but I can see a few battles where they could come in
 handy. What do you think?
 >> 

 I love em...the unit, not the model, that is. I either use a winged tyrant or a tyrant with 2-3
 guards. It is the only way for a walking tyrant to get even close to the enemy. Don't tool them
 up at all, since they will most likely be shot down, it the enemy knows what's good for 'em! 

 As for the models...I use 2 heavily converted old tyrants, and one even more converted guard
 model so that he can stand next to the old tyrant models and not hang his head in shame. 
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       Spinegaunts vs scythgaunts . (0 Replies). Mordante[]. 3/18/2002 16:29 (3/18/2002 16:29) 
 A few people have mentioned converting their non-leaping gaunts to sythegaunts. I was
 wondering how they have worked out for those of you that have done it. I currently have 16
 spinegaunts that I got because I bought 2 box sets before I realized I could buy hormigaunts
 through mail order seperately. I rarely use them since they don't ever do much (they are
 obviously OK at being a fodder unit). So, adding talons to them would give them an extra
 attack in CC, and they can FoF to get there since they don't need to shoot...but the Hormis
 are going to get there first anyway and completely swamp the unit they are attacking, leaving
 no room for the sythgaunts...unless you hold them back as a countercharge unit or attack a
 completely seperate flank. 

 So, everyone, give your opinions on the pros and cons of this conversion. Also, without
 buying the sprues with the talons, what are you using for the model? Cut the top off the
 spinefist and call it a claw? 
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       try this... . (2 Replies). robeonneo[]. 3/18/2002 16:50 (3/18/2002 17:16) 
 would i be correct in assuming that most of you are american? and that you get hormagaunts
 and termagants in the same box?
 in england we get 15 of each in their own box.
 anyway, try this: yes, termagants are a bit of a pain to field, but i don`t make them expendable,
 at least no more expendable than anything else.... i put enhanced senses on them (BS=4),
 which makes them fairly accurate, add to this toxin sacs (str=4),
 then arm them with spinefists (AP=5), good for taking down ork boyz. then when i`ve done
 some damage from 12" i assault with them. at strength 4 they stand a reasonable chance at
 holding their own, and generally last as long as the `gaunts.
 oh, just my opinion, but raveners are rubbish. they look mean, but get wasted early because
 they LOOK like a threat. saving throw of 5? 2 wounds? str and tns of 4? not very good. i
 play regularly, and when i`ve used them they get taken out quick. and before any genius-types
 start rabbiting on about using terrain, forget it. even 4 ork boyz will wipe one out most times
 out of ten. and they`re worth a similar point value. so they`re simply not effective enough.
 come on GW, let`s see a strength of 5, and a toughness of 5, at least. come on, they`re
 exactly as tough as 2 orks. silly. 45 points with rending claws? hopeless. 
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           RE: try this... . (0 Replies). creepinjeezus[creepin_jeezus2001@hotmail.com or
 maccarocks34@hotmail.com]. 3/18/2002 17:09 (3/18/2002 17:09) 
 >> would i be correct in assuming that most of you are american? and that you get
 hormagaunts and termagants in the same box?
 >> in england we get 15 of each in their own box.
 what are you talking about? i havn't seen any boxes of seperate types of gaunts, just the usual
 (crappy) mixed box with hormies and termigaunts 
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           RE: try this... . (0 Replies). mordante[]. 3/18/2002 17:16 (3/18/2002 17:16) 
 >> would i be correct in assuming that most of you are american? and that you get
 hormagaunts and termagants in the same box?

 Yup, we get 8 of each in one box. Have to buy through mailorder to get them seperately.

 >> in england we get 15 of each in their own box.
 15? That's strange since a full brood is 32.

 >> anyway, try this: yes, termagants are a bit of a pain to field, but i don`t make them
 expendable, at least no more expendable than anything else.... i put enhanced senses on them
 (BS=4), which makes them fairly accurate, add to this toxin sacs (str=4),
 Not a bad idea against anything but 3+ armor marines and necrons. I may give this a try just
 for kicks.

 >> oh, just my opinion, but raveners are rubbish. they look mean, but get wasted early
 because they LOOK like a threat. 

 I like my raveners. talons and rending claws. You can split them into seperate broods so that
 the enemy has to split their fire which means they are not shooting at something else. Yea they
 die while others live. Isn't that the theme of the tyranid force anyway? The ones that don't get
 shot at should hold any unit from shooting for at least a round, while dealing some rending
 claw death, if you assault the right model (Not that guy with the powerfist!). Granted they
 don't always kill their points worth of enemy, but they serve their purpose. And against 3+
 armor, all those rending claw attacks are great! 
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       RE: Tyranid Tactical Thread . (2 Replies). quintavalli[]. 3/18/2002 17:10 (3/18/2002 19:20) 
 Good Sir,

 I have a ten year old and he likes aliens. He is still a little young and isn't quite as tactically
 savy as us older people. So, I want to build a Tyranid army for him. I plan on building two
 squads of 32 Hormagaunts with Raveners and Warriors for backup. Also a Hive Tyrant but
 that's it. No shooting except the warp blast from the Tyrant. Start here, go there and roll dice.
 Should be simple enough. Once he's bored he might experiment with tactics and get
 slaughtered. Hopefully, by then he'll be ready for another army.

 >> Hello everyone!
 >> 
 >> It's been a while since I've seen a good Tyranid tactical thread so I thought I'd try to get
 one going! :-)
 >> 
 >> So come post your favorite nid tactics!
 >> 
 >> looking forward to all the fun ~ Brother Edward
 >> 
 >> PS. My Nid tactics are terribly simple - but they work! I favor swarm tactics, I like to
 take large broods of hormagaunts and genestealers (and termagaunts just cuz I have the minis
 - ugh) and back them up with raveners & warriors - the basic idea is to overwhelm the enemy
 with numbers, and somehow (without much particular skill on my part) we have really good
 games around here! :-) 
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           B..b...bbb...bump! (NT) . (0 Replies). HarkonGreywolf[]. 3/18/2002 18:53 (3/18/2002 18:53) 
 No Text 
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           RE: RE: Tyranid Tactical Thread . (0 Replies). Hellzbane[]. 3/18/2002 19:20 (3/18/2002 19:20) 
 Here's a few things I use that few others do, and they work.
 Rippers with rending claws. They have 3 attacks each, and a unit of 10 can have 3 rending
 claw weapons beasts as long as you don't have more than 9 species in your list. This makes
 for an extremely powerful and underestimated unit. Add leaping and toxin sacs for even more
 power. 
 Wings! Give everything wings as long as it's reasonable to do so. For example, winged gaunts
 and rippers are way too expensive, but winged warriors and tyrants are excellent! I have two
 squads of winged warriors, one that's designed to rush straight into close combat with their
 scything talons and rending claws, and another that flies around, avoiding close combat and
 providing synapse support and shooting where it's needed. Gargoyles are the best unit in the
 tyranid arsenal. They cost as much as a hormagaunt while being entirely more effective. A
 strength 4 gun, a second attack at strength 4 and 8 initiative, not to mention the incredible
 movement, these things are amazing.
 The only problem with the wing tactic is when you find yourself in a cityfight or equaly terrain
 filled board. For these situations you should have a grounded backup for this portion of your
 army handy. Also, genestealers are excellent for cityfight. They can always use subterranean
 movement, eliminating their major disadvantage of slow movement. 
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       How many monstrous creatures is too many? . (1 Replies). Treize[]. 3/18/2002 20:16 (3/19/2002 0:03) 
 Most would argues that 3 wraithlors in a 1500 pt army is "cheesy", certainly unbalanced.

 Is taking a tyrant and 2 carnifexes in a 1500 pt army just as bad? I have done this and the
 people I play against don't have a problem with it. 

 So, what is your opinion. 
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           RE: How many monstrous creatures is too many? . (0 Replies).
 Takari[G_D0gg@hotmail.com]. 3/19/2002 0:03 (3/19/2002 0:03) 
 >> Most would argues that 3 wraithlors in a 1500 pt army is "cheesy", certainly unbalanced.
 >> 
 >> Is taking a tyrant and 2 carnifexes in a 1500 pt army just as bad? I have done this and the
 people I play against don't have a problem with it. 
 >> 
 >> So, what is your opinion.
 A hive tyrant or carnifex usually loses to a wraithlord unless it is tooled up to take one
 on(implant attacks, rending claws for HT...)

 The only cheesy things I can think of for Tyranids(ever) would be maxing out on monsterous
 creatures(2 Tyrants, guard + 3 'fexes)-that's probably at least as bad as the 3 wraithlords.
 The other is maxing out on rippers and getting 5-6 rending claws in each unit(30 wounds total-
 5-6 species in your fleet- so about 20 rending claw attacks on the charge) Both are a bit
 expensive, especially since you would have to buy 10 boxes of gaunts to get 10 rippers... 
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       Just some musings on Raveners . (0 Replies). Treize[]. 3/18/2002 20:30 (3/18/2002 20:30) 
 Raveners, I love 'em.

 Some don't, thats fine. But consider:

 Many gripe; S and T 4 and only a 5+ save, but raveners are not a "chrage headlong into the
 enemy" unit. They lack the impressive numbers and toughness needed to survive a suicide
 charge. I hear a lot of people go on about using cover and such. Yeah, thats fine but 9 times
 out of ten you wont have a perfect cover on your approach.

 Raveners, like their Warrior brothers, are a support unit. Raveners are not to be assualted into
 a fresh enemy line and expected to win, they'll lose. Rather, after a few gaunt sqauds have
 smashed themselves into the line, or spore mines, or massed bio-weapon fire and the enemy is
 off balance and taking casualties, then come the Raveners. Used, sort of, to add insult to
 injury, to push a hurting opponent into the ground, to administer the coup de
 grace....whichever.

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       I ACCTUALLY HAVE A 'NID SHOOTY ARMY . (1 Replies). memphiston[]. 3/18/2002 20:47 (3/19/2002 11:20)
 I only have termy's as troops. For HS I have 1 carnifex with scything talons. And 6 Biovores.
 I have 2 Hive tyrants with wings, barbed strangler and venom cannon. Thirty two warriors
 with mixture of venom cannons and different basic weapons. WORKS EXCRUSIATINGLY
 WELL surprisingly 
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       RE: I ACCTUALLY HAVE A 'NID SHOOTY ARMY . (0 Replies).
 creepinjeezus[creepin_jeezus2001@hotmail.com or maccarocks34@hotmail.com]. 3/19/2002 11:20
 (3/19/2002 11:20) 
 >> I only have termy's as troops. For HS I have 1 carnifex with scything talons. And 6
 Biovores. I have 2 Hive tyrants with wings, barbed strangler and venom cannon. Thirty two
 warriors with mixture of venom cannons and different basic weapons. WORKS
 EXCRUSIATINGLY WELL surprisingly
 

 err... dont want to spoil the party or anything but you can only use one brood of 3 biovores,
 so u can't actually have six of them in an army...

 but on another note, for my army i was thinking of having leaping rippers in there just 'cos i got
 the resources to and i wont use rippers otherwise, so i was wondering, does anybody use
 rippers that leap, and if so, how usefull are they? 
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