Monday, 22 August 2011

1750 (FA) Tyranid Attacking Lists

So, got a game tomorrow:

- Fortress Assault
- Tyranid (attack) vs Death Korps (defense)
- 1750 points

Should be fun if the last Fortress Assault game was anything to go by!

First list: Wave Assault (cheap enough Troops units recycled, infantry armed with S7 krak)

Tyranid Prime; LW/BS, Dev, Regen

3 Zoanthropes
3 Zoanthropes
3 Venomthropes

12 Hormagaunts; Toxin
12 Hormagaunts; Toxin
13 Hormagaunts; Toxin
9 Genestealers; Broodlord; ScyTal
9 Genestealers; Broodlord; ScyTal

2 Biovores
Mawloc
Mawloc

Second list: Planned Attack (+250 points, one unit can outflank, reserves arrive when you want)

Hive Tyrant; TL-Dev w/BL, LW/BS, Wings, Hive Commander, Leech Essence, Paroxysm

Tervigon; ScyTal, CSpines, Toxin, Catalyst
Tervigon; ScyTal, CSpines, Toxin, Catalyst
10 Termagants
10 Termagants
10 Genestealers; Broodlord; ScyTal
10 Genestealers; Broodlord; ScyTal

2 Zoanthropes; Spore; CSpines
2 Zoanthropes; Spore; CSpines
Doom of Malan'tai; Spore; CSpines

14 Gargoyles; Toxin
14 Gargoyles; Toxin

Mawloc; Regen

Last list; Siege Experts (Artillery Support, Night Fighting)

Tyranid Prime; LW/BS, DS, Regen

30 Hormagaunts
30 Hormagaunts
5 Genestealers; Broodlord; ScyTal
5 Genestealers; Broodlord; ScyTal
10 Termagants
Tervigon; CSpines, AG, Toxin, Catalyst

3 Zoanthropes
3 Zoanthropes
3 Venomthropes

2 Biovore
2 Biovore

So, which one to pick?

Well, the lists were made with the prior knowledge that the opponent is going to be Death Korps, and they're going to have 2x AV13 Bunkers and an AV14 Bastion that may well need taking out.
This means the Zoanthropes should be better than Hive Guard - the Bunkers are immune to Stunned/Shaken so the AP1 will help knock them out, and there is no anti-psy to worry about (apart from any S8+ gun...). The small blast is an extra bonus if there are no armoured targets left.

The attacker also gets the first turn and the restrictions of terrain mean that infiltrators won't be able to find any LOS blocking terrain 12" away from the enemy.

Venomthropes should be golden for any foot-slogging element due to the no-man's land and enemy barrage weapons. Add a Prime with them to give them a bit more durability and max the squad size for best coverage and we're good to go.

The first list has lots of fast-moving, hard-hitting infantry that can be recycled - yay infinite Broodlords! I originally had two larger broods of Hormagaunts but figured on going three smaller in the end to increase the chance of overkill against a unit - wiping it out completely to be brought back rather than being left with 2-3 models for a turn. The Genestealers can infiltrate or Outflank in deployment (with restrictions). Troops in the first wave supposed to take the fire away from the Venomthropes/Prime/Zoanthropes following to blow the Bunkers/Tanks early on. Biovores and Mawloc target enemy Heavy Weapons or Troops out in the open.

The second list is built to take advantage of the powerful reserves bonuses, though the restrictions on outflanking prevent me getting straight in behind the front line, I can at least assault it without having taken any fire, opening a gap for the following units. Everything except for the Mawloc and Termagants in reserve, Mawloc tunnels T1, Termagants in cover. Both Tervigons outflanking (1x Hive Commander, 1x Attacker Bonus), Genestealers outflanking, Gargoyles deep-striking, Tyrant in Reserves.
T2 bring on the Zoanthropes, Doom if there's any squads outside, Gargoyles, both Tervigons, Mawloc. T3 - Genestealers.

The last list i'm not quite so keen on as the plan is pretty simple - rush forward as fast as possible and hope the Artillery Support does something... Tervigon likely to get squished as soon as Night Fighting stops.

So, which one?

Well I feel that the Planned Attack list is probably the surest win as Tyranids (or most other armies) get pretty powered up when you can choose when your reserves arrive. I don't own any Gargoyles so would be loath to proxy 30, nor do I have any spores (only one drop-pod proxy). Add to that the Kreig isn't an overly competitive or powerful list and I don't think it would be as fun for me or the Death Korps player, barring exceptional dice either side of course.

I don't really like the Seige Experts bonuses, they're nowhere near as good as the other ones for Tyranids, except for maybe Night Fighting T1, possibly T2 - but the bunkers both have searchlights and so do most of his tanks (if he takes any).

That really leaves just the first list, Wave Assault. Quite appropriate, really. I think this is probably the list that will result in the best game, if nothing else. It should put the pressure on T1, and carry it through 'til death or glory. I can proxy a second Mawloc (Dreadknight, lol) but think i'll run with 2x 16 Horm, 1x 15 Horms and 3x Biovore, 2x Biovore instead of the second.

All being well, i'll try to record it - or at least stay sober enough to remember it.

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