Monday, March 7, 2011

What to bring to the colonial?

I have a decision to make, and not too much time to do it. Should I bring my tyranids or my demons to the colonial GT in April? Let me give you some background first. In 09 tyranids were my main force and I took them to GT's accross the country and never failed to get second best beneral at the worst. That was back with the old book. Since the new tyranid dex came out I've taken them to one GT and got 3rd best general, then as mech guard and olves rose in power I decided my tyranids could not compete. Now that mech guard is relying mroeon maneuvering rather than pure fire power, and wolves are starting to develop some counters I's like to see if they can work.

On the other hand there is my demons, I've taken them to almost every GT last year and one this year, and have had great success with them as well. Now demons are a very fun army to pay, but running into their hard counters is incredibly frustrating. Also, I feel as though I've overplayed them and I'm starting to find myself on autopilot in most games. I am much more experienced with them however, which does make for a greater chance of success.

I've already won all of the invitations I could care for, including the nova invitational, so some of the motivation for these GT's is gone. But the prize support is nice. as are the bragging rights

It would also be nice to prove the internet wrong about tyranids and come up with a winning list despite the internet claiming that tyranids suck.

If I brought nids my list would go something like this:

HQ
Swarmlord 280
Guard 60
Tervigon- AG TS Catalyst Clusters 195

Elites
3 Hive Guard 150
3 Hive Guard 150
5 Ymgarls 115

Troops
10 gaunts 50
10 guants 50
Tervigon- AG TS Catalyst Clusters 195
Tervigon- AG TS Catalyst Clusters 195
5 Stealers 70
5 Stealers 70

Heavy
2 Biovores 90
2 Biovores 90
2 Biovores 90

It pumps out 9 large blasts a turn from accross the field to bombard things like long fangs, and vets that fall out of chimeras. 2 squads of outflanking stealers encourge my opponent to stay away from the edges, but the center is where the ymgarls will be deploying. It's a tough list to play around if you don't have the tools to do it.

My demons on the other hand, I know for a fact are competitive and GT worthy.

HQ
Fateweaver 333

Elites
6 Crushers- icon musican champion 280
6 Crushers- icon musican champion 280
6 fiends 180

Troops
7 Bloodletters 112
7 Bloodletters 112
7 Bloodletters 112
5 Plaugebearers 75

Fast
12 Seekers 204
5 Screamers 80
5 Screamers 80

Army lists are due at the end of March so there isn't too much time to decide.

What do you guys think? Please give reasons along with voting.

8 comments:

  1. I think you have more to gain and nothing to lose by trying the Tyranids this one time. If they stink up the joint, you'll come back with renewed vigor to play the Daemons. I suspect you would do okay with the 'nids as they are not expected competitively.

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  2. I am curious how the Biovores can actually hold up.

    This list IMO for the nids doesn't need a third Tervigon. Yes it provides you more FnP... But dropping him could provide you with more actual Threat on the table, something to actually put more pressure on the unit.

    Maybe a front unit of stealers that would provide a immediate threat.

    Because without something else on the table I look at it and see. 2 turns of shooting at the Tervigons to drop your FNP staying back and waiting for the Hive guard to close into range,

    When stealers come in just focus their small numbers down quick and then continue.

    Swarmlord can be dropped by a single unit of chosen/Wolfguard with Plasma shots. Str 7 ap 2 eats face.

    I look at the list and am not sure but I don't feel a big threat seeing it that will divert my attention away from killing the Tervigons/hiveguard first.


    What are some of your standard thoughts or tactics against any sort of rhino spam? or other lists?

    ~Lackeylsk

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  3. I can see your point about the third tervigon. That's very valid. Only problem is I'm not entirely sure what to replace him with. A forward threat would be good, but I can't really afford one for 200 points. I guess I could drop it and upgrade the stealers to larger sized broods, but I don't think that would add too much. I could drop the tervigon and 2 biovores and get some sort of fex combination. I dont know how I feel about that though.

    I'm hoping the biovores hold their own. In theory their damage output for cost should be great and they are pretty low profile.

    Swarmlord is one tough nut to crack with cover from the guard and feel no pain. It wont be any sort of cake walk at all bringing him down. But, he is absolutely necessary against nobs thunderwolves THSS termies and mephiston. Which IMO is a good reason to take him.

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  4. Bring Tyranid, proof the world is wrong! Didn't you have a good time trying out the Raveners? If you are going to drop that tervigon and 2 biovores, why not replace with 2 groups of 4 raveners? Fast, decent damage output, and cover save happy.

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  5. I forgot to add. My raveners' damage outputs are poor because I had been playing them wrong. I use to have them running around solo as a distraction, a squad of 4 raveners barely kill 10 space marines (maybe I just roll poorly). Anyway, Multi-assault and counter charge are where they shine.

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  6. I like raveners, and I really want them to work! My problem is that powerfists wil be there undoing, Granted power fists are becoming more rare these days, hey are still far from unseen. I'm sure I could plan my charges so that they never actually get hit by the power fist guys, but then what happens when I fight deathwing?

    They just aren't good in the current meta game (much like the rest of the codex).

    Also if we compare them to fiends than we can see that we gain 1 wound and re roll ones to hit with WS 5. We also cost 5 points more, lose hit and run, lose an attack, and can be instakilled. Not a very good trade off due to the points increase.

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  7. Tyranids. Because the internets, with few exceptions, says they can't compete at the highest level.

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  8. You can effectively clear up 245 points by taking out 1 troop Tervigon, and 1 unit of termagants since you will only have 1 troop tervigon.

    245 points in which you can add 17 more genestealers, have 1 unit of 14, and 1 of 13.

    Or 1 unit of 20 and a second back up unit of 7.

    that then leaves 7 points to play with for some other options or a single buff. Maybe give the HQ tervigon Scything talons for 5 points.


    Just a thought. Could be more you can do with 245 points though.

    ~Lackeylsk

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