Last night Grenn Dal, from Xeno For The Win, and I played a game to test out our respective 1500 point 40k Friendly lists for Adepticon 2013. He had a Tyranid list, the specifics I can't remember although it wasn't a dead-hard list due to the nature of the event we are preparing for. My list was something like:
Tzeentch Herald
Tzeentch Herald
18 Horrors w/Changeling
8 Horrors (joined by Herald)
8 Horrors (joined by Herald)
3 Flamers w/Pyrocaster
3 Flamers
3 Flamers
4 Screamers
5 Screamers
Daemon Prince
The sacred number of 9 is used where possible here. 9 total units, Horror units in multiples of 9 (when joined by Heralds), 9 Flamers, & 9 Screamers. The Daemon Prince is obviously the odd man out there, but I have yet to find an opponent that will let me field them in units of 9.
While I did not win the roll for my preferred wave (seriously?), since this was my first ever game with Daemons, and a play-test to see how the army performs under the most common circumstances, Grenn Dal graciously allowed me to drop my preferred wave first. Karma, being the bitch that it is, I mishapped twice on turn 1. Oh well, the Dark Gods are fickle indeed.
We focused on the game too much for a decent battle report, but here are my thoughts:
- Deepstriking is key. If I don't master this, my enjoyment will be limited with this army. I was too agressive at times as well as too conservative in others. Need to find a balance.
- Pink Horrors are miserable in assault (no shock there), but surprisingly decent at shooting, especially the larger squads where I could use volume to counter my lack of quality shooting.
- Camping Heralds inside Horror squads gave me a great deal of flexibilty with their "We Are Legion" boon. Need to remember to declare all shooting, regardless of target, prior to rolling dice.
- Minimum squads of flamers don't hit very hard and are not at all resiliant to mass shooting or assault.
- Screamer HAVE to get the charge off against dedicated assault units.
- Vector striking is awful nice, but with the 90 degree turn restriction, Flying Monstrous Creatures in Swoop mode are a tricky ballet.
EDIT:
(Grenn Dal's list)
HQ
Tyranid Prime –lashwhip /bone sword regen
Troop
10 Genestealer – broodlord toxin sacs
10 Genestealer – broodlord toxin sacs
Fast
5 Ravener - rending claws, Devourer
5 Ravener - rending claws, Devourer
3 Shrike – lash whip/ bonesword toxin sac
Heavy
Trygon Prime – bio pulse, regen
Elite
Zonathrope
Zonathrope
1 comment:
Your list had the staying power to last the whole game. I find with all bugs that they need to weather the storm of turn 2 to be good. I think that by the end of turn 2 I had lost my shrikes, one of my ravener squads and most if not all a genestealer squad. the big lost was the raveners to your flamers. I should have won that combat lol
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