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We Evolved From Chaos Spawn (Pax's Tyranids)


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Anyway, one thing I noticed mid-way through my game was that the Neurothrope has the FLY keyword. Given my model has legs, it hadn't occurred to me that the newer version of the zoan would logically have FLY. Still not fast, but certainly a change in use which I should probably look into modeling on. I'll probably give him a "disc of Tzeentch"-like flying platform, since I plan to rebase him anyway. 

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6 hours ago, paxmiles said:

Not quite what I meant. With CSM only a few Stratagems really apply to the army I'm fielding. And most require rather obscure context for use. Part of this perspective is certainly related to the units I use. 

The tyranid stratagems are almost all useful for my army, which makes it harder to keep track of them. I might be buying the deck for tyranids (and thousand sons for that matter), but I don't see the need for the CSM one. That's all. 

That actually is pretty much what I was talking about. I just worded it badly.

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Malefactors arrived today. Odd unit. No clue what they count as. Let's see, model is really long (sticks off the Imperial Knight Base), but just as skinny as the Exocrine above. Aside from some really massive talons, it doesn't really have any weapons. And it's got an armored shell that makes me think it should be T8 or higher. Rules wise, for the OOP model, it was a troops transport for the tryranids... This guy: https://spikeybits.com/2012/03/pre-forge-world-tyranid-transport-the-malefactor.html 

Suggestions welcome. I'm disinclined to modify the model itself, but I was thinking that with it's skinny nature, I could create some "extra" arms that are mounted only to the base, rather than the model - so if I just need a few more weapons to make it count as something, it could be done without destroying that old model. 

Their arrival has me looking at the bug book again. Wow, mawlocs really changed this edition. Weak and cheap, but potentially awesome. 104pts each, with weapons (none of which have any cost). That said, they can deep strike only 1" away from enemy models. And then on top of that, they can deal mortal wounds to enemies within 2" but it's not a shooting attack or psychic power, so it's difficult to deny. And they are a huge model with a big base, so with a few in reserve, you could really disrupt enemy gunlines and fallback options. 

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2 hours ago, InfestedKerrigan said:

You should make it a gaunt factory.

A tervigon? That is a great idea. Always forget about that guy, even in my re-read, overlooked him. Yeah, that would work. Darn, though, means I need to buy guants...

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  • 2 weeks later...

Picked up one of those nurgle/skaven filth launching catapults for my chaos, but I'm having willpower troubles in not putting spore mines on it and calling it a Biovore...definitely a larger model and more expensive, but I'm really tempted...

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Last post was in March...Well, got started into Warmachine again, and since my Legion of Everblight has some shared models with my Tyranids (and they have the same paint scheme), that got me going on Tyranids again. 

 

Currently working on a Kill Team for the Fall League: 

 

"Eye Guy"

<Leader Specialist>

Tyranid Warrior (Rending Claws, Scything Talons, Flesh hooks) 20pts

 

"Carnage" 

<Combat Specialist>

Tyranid Warrior (Bone Swords, Spinefists, Flesh hooks) 20pts

 

"Moon Lord"

<Heavy Specialist>

Tyranid Warrior Gunner (Venom Cannon, Scything Talons, Flesh hooks) 24pts

 

"Lurch"

Tyranid Warrior (Scything Talons, Rending Claws, Flesh hooks) 20pts

 

"Zippy"

<Scout Specialist>

Hormagaunt (Scything Talons) 4pts

 

"Thing 1"

Hormagaunt (Scything Talons) 4pts

 

"Thing 2"

Hormagaunt (Scything Talons) 4pts

 

"Ovid"

Termagant (Fleshborer) 4pts

 

Model count: 8

Points: 100 

 

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On 2/16/2018 at 1:16 AM, paxmiles said:

A tervigon? That is a great idea. Always forget about that guy, even in my re-read, overlooked him. Yeah, that would work. Darn, though, means I need to buy guants...

Don't forget, Tervigons can replenish gaunts in a unit for free. If you decide to make a new unit you have to pay for them with reserve points.  So it is always better to use the Tervigon to replenish a large group of gaunts with devourers and fleshborers.

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On 9/21/2018 at 6:50 AM, PumpkinHead said:

Don't forget, Tervigons can replenish gaunts in a unit for free. If you decide to make a new unit you have to pay for them with reserve points.  So it is always better to use the Tervigon to replenish a large group of gaunts with devourers and fleshborers.

In this edition, Tervigons can only replace *Fleshborer Gaunts.* In a mixed unit (like devourers and fleshborers), only the gaunts with fleshborers can be replaced.

It's not a huge problem, but it does mean that a bunch of fleshborer gaunts need to be built and purchased before fielding a Tervigon has any merit.

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1 minute ago, paxmiles said:

In this edition, Tervigons can only replace *Fleshborer Gaunts.* In a mixed unit (like devourers and fleshborers), only the gaunts with fleshborers can be replaced.

It's not a huge problem, but it does mean that a bunch of fleshborer gaunts need to be built and purchased before fielding a Tervigon has any merit.

10 Termagants isn't exactly "a bunch". I do usually run a few extras, tho, something like 14 Fleshborer/16 Devourer, just in case the enemy firepower gets ahead of the Tervigon's spawning.

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3 minutes ago, WestRider said:

10 Termagants isn't exactly "a bunch". I do usually run a few extras, tho, something like 14 Fleshborer/16 Devourer, just in case the enemy firepower gets ahead of the Tervigon's spawning.

At present, I have 1 assembled termagaunt....and that's the guy in my kill team.

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20 hours ago, paxmiles said:

In this edition, Tervigons can only replace *Fleshborer Gaunts.* In a mixed unit (like devourers and fleshborers), only the gaunts with fleshborers can be replaced.

It's not a huge problem, but it does mean that a bunch of fleshborer gaunts need to be built and purchased before fielding a Tervigon has any merit.

I wasn't meaning to imply tervigons can replace dev gaunts. My bad. I was meaning to mix the group so that the dev gaunts have a meat shield to stay alive.

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  • 7 months later...

For today: 


++ Battalion Detachment +5CP (Tyranids) [98 PL, 8CP, 1600pts] ++

+ No Force Org Slot +

Battle-forged CP [3CP]

Detachment CP [5CP]

Hive Fleet: Kronos

+ HQ +

Hive Tyrant [9 PL, 167pts]: Adrenal Glands, Lash Whip and Monstrous Bonesword, Monstrous Rending Claws, The Ymgarl Factor, Toxin Sacs, Warlord, Warlord Trait: Soul Hunger

Neurothrope [4 PL, 90pts]

+ Troops +

Ripper Swarms [4 PL, 44pts]: 4x Ripper Swarm

Ripper Swarms [2 PL, 33pts]: 3x Ripper Swarm

Tyranid Warriors [9 PL, 99pts]
. Tyranid Warrior: Rending Claws, Scything Talons
. Tyranid Warrior: Rending Claws, Scything Talons
. Tyranid Warrior: Boneswords, Spinefists
. Tyranid Warrior (Bio-cannon): Scything Talons, Venom Cannon

+ Elites +

Haruspex [10 PL, 170pts]

Haruspex [10 PL, 170pts]

Haruspex [10 PL, 170pts]

Tyrant Guard [7 PL, 147pts]
. Tyrant Guard: Crushing Claws, Rending Claws
. Tyrant Guard: Crushing Claws, Rending Claws
. Tyrant Guard: Crushing Claws, Rending Claws

+ Heavy Support +

Exocrine [11 PL, 170pts]

Exocrine [11 PL, 170pts]

Exocrine [11 PL, 170pts]

++ Fortification Network (Tyranids) [24 PL, 400pts] ++

+ No Force Org Slot +

Detachment CP

Hive Fleet: Kronos

+ Fortification +

Imperial Bastion [10 PL, 192pts]: 4x Heavy bolter

Sporocyst [7 PL, 104pts]: 5x Deathspitter

Sporocyst [7 PL, 104pts]: 5x Deathspitter

++ Total: [122 PL, 8CP, 2000pts] ++

Created with BattleScribe

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Got a 600pt game tomorrow at GG


++ Patrol Detachment (Tyranids) [24 PL, 3CP, 386pts] ++

+ No Force Org Slot +

Battle-forged CP [3CP]

Detachment CP

Hive Fleet: Kronos

+ HQ +

Hive Tyrant [9 PL, 157pts]: Monstrous Rending Claws, Power: Catalyst, Power: Onslaught, The Ymgarl Factor, Two Deathspitters with Slimer Maggots, Warlord, Warlord Trait: Soul Hunger

+ Troops +

Ripper Swarms [2 PL, 33pts]: 3x Ripper Swarm

+ Elites +

Tyrant Guard [13 PL, 196pts]
. Tyrant Guard: Crushing Claws, Rending Claws
. Tyrant Guard: Crushing Claws, Rending Claws
. Tyrant Guard: Crushing Claws, Rending Claws
. Tyrant Guard: Crushing Claws, Rending Claws

++ Fortification Network (Tyranids) [14 PL, 208pts] ++

+ No Force Org Slot +

Hive Fleet: Kronos

+ Fortification +

Sporocyst [7 PL, 104pts]: 5x Deathspitter

Sporocyst [7 PL, 104pts]: 5x Deathspitter

++ Total: [38 PL, 3CP, 594pts] ++

Created with BattleScribe (https://battlescribe.net)

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Some progress.

Hive tyrant

IMG_20190517_112423952.thumb.jpg.0d74508681a6805694b8080d44ba5650.jpg

Plastic tyrant guard

IMG_20190517_112410548.thumb.jpg.4c18fb9d6a354c254474cdcac8e3ebd4.jpg

And conversion tyrant guard

IMG_20190517_112324500.thumb.jpg.5656c407505615a24f45817d9d0fafa4.jpg

IMG_20190517_112332987.thumb.jpg.8d13a22552c6636c2fbac67dcfeb730f.jpg

IMG_20190517_112353616.thumb.jpg.10f83ac8ae6dd5be51446ac41134126b.jpg

Got rippers on 40mm bases. Finally realized that they're 3 wounds each instead of 4 as I had though. 3 rippers per base fits nicely.

IMG_20190517_112527364.thumb.jpg.44abd19d5653f0f3064450fc66d5bb05.jpg

And a ranged carnifex in progress.

IMG_20190517_112313134.jpg

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