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Re: new here, need help!

Post  Brian_Horton on Mon Sep 13, 2010 11:03 am

Ok seeing what you have I feel that you could do this at 1500 points and it could work very well for you.

HQ:
Hive Tyrant (270 points)
with: Heavy Venom Cannon, Bone Sword and Lash Whip, Adrenal Glands, Armor Shell, Hive Commander
Psychic Abilities: Leech Essence and Paroxysm.

The use of your Hive Tyrant is your biggest hard hitter. His Hive commander ability is good because it gives you the ability to give outflank to a troop choice and +1 to reserve rolls. Paroxysm makes you a beast if you use it to downgrade the opponents weapon skill for when either he our your troop unit to assault to make it hit on 3+. Remember that Lash Whip makes all attackers that attack at Initiative 1 so you should hit first in most situations. The heavy Venom Cannon is good for slowing down vehicle shooting at you, just remember it is -1 on the damage table. I have found that the VC is best aimed at things that it can take major weapons off if such as Vindicators.

Troop:

Genestealers (335) (17 total models)
with: Broodlord and Toxic Sacs

This is a very effective outflanking unit. With the +1 from your Hive Tyrant they will be coming in from reserve typically early in the game. The Toxic Sacs always wound on a 4+ so they are really effective. Also read the poison rule in the main rule book because it is good to fully know, but a short you can re-roll to wound when your strength is equal to or greater than you opponents toughness. Also with the rending ability of them they can take down most vehicles in close combat. There are situations where you will want to not outflank so read all of their Universal Special Rules.

Tyranid Warriors (370) (6 models)
with: Adrenal Glands, Toxic Sacs, Deathspitters, 1x Venom Cannon, Lash Whip and Bone Sword. (6 total)

This is your super troop unit. Using the Hive Tyrants ability to give outflank to a unit make this a probable unit for it. Although it is not alway the case it is a good choice when you see more foot troops than vehicles. They have the strength of multiple wounds and the ability to consistently go first in combat with lash whip. They also can take out large character groups because of the amount of attacks they get. Also work great at holding objectives on back lines. Just make sure that is your opponent is running a lot of missile launchers or a vindicator that you use outflank because they are vulnerable to instant death.

Hormagaunts (300)
with: Adrenal Glands and Toxin Sacs

This unit is an impressive wall that your opponent must deal with or it will cut a waft through his ranks. It is your screening unit for your bigger bugs. This unit is scary and can absorb a lot of fire power. They are a quick unit with the extra run and the fleet ability. Make sure you use cover to your advantage and use your special rules and Biomorfs to your advantage.

Carnifex (the Screamer Killer) (220)
with: 2x Scything Talons, Adrenal Glands, Bio Plasma, Frag Spines and Regeneration.

So this is a Hand to hand beasty with some good abilities. When the Carnifex charges, he gets +2 INT from his Living Battering Ram rule and get +1 INT from his adrenal Glands bringing him up to IN 4 making him go first typical equal with the average Marine. His Scything talon pair gives him the ability to re-roll to hit so he can be a first turn of assault amazing hitter. Bio Plasma is a good shooting attack that can hurt troops and break through lightly armored vehicles. Make sure you use placement of him so he can draw fire away from your Hive Tyrant.


These are my thoughts with what you have. You can if you want split the Hormagaunts into 2 units if you want more troop choices.

That is my advice with what you have. If you would like more help please feel free to ask me whenever you want.

Brian Horton



_________________
i have the body of a a GOD....... The Hive Mind.

Brian_Horton
Veteran

Join date: 2009-06-03
Age: 39
Location: Marietta, NY

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Re: new here, need help!

Post  raven666 on Mon Sep 13, 2010 12:31 pm

i agree they make all melee infantry useless including termies

raven666
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Join date: 2009-08-26
Age: 20
Location: cicero

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Re: new here, need help!

Post  Catwoman on Mon Sep 20, 2010 11:50 pm

Brian_Horton wrote:Ok seeing what you have I feel that you could do this at 1500 points and it could work very well for you.

HQ:
Hive Tyrant (270 points)
with: Heavy Venom Cannon, Bone Sword and Lash Whip, Adrenal Glands, Armor Shell, Hive Commander
Psychic Abilities: Leech Essence and Paroxysm.

The use of your Hive Tyrant is your biggest hard hitter. His Hive commander ability is good because it gives you the ability to give outflank to a troop choice and +1 to reserve rolls. Paroxysm makes you a beast if you use it to downgrade the opponents weapon skill for when either he our your troop unit to assault to make it hit on 3+. Remember that Lash Whip makes all attackers that attack at Initiative 1 so you should hit first in most situations. The heavy Venom Cannon is good for slowing down vehicle shooting at you, just remember it is -1 on the damage table. I have found that the VC is best aimed at things that it can take major weapons off if such as Vindicators.

Troop:

Genestealers (335) (17 total models)
with: Broodlord and Toxic Sacs

This is a very effective outflanking unit. With the +1 from your Hive Tyrant they will be coming in from reserve typically early in the game. The Toxic Sacs always wound on a 4+ so they are really effective. Also read the poison rule in the main rule book because it is good to fully know, but a short you can re-roll to wound when your strength is equal to or greater than you opponents toughness. Also with the rending ability of them they can take down most vehicles in close combat. There are situations where you will want to not outflank so read all of their Universal Special Rules.

Tyranid Warriors (370) (6 models)
with: Adrenal Glands, Toxic Sacs, Deathspitters, 1x Venom Cannon, Lash Whip and Bone Sword. (6 total)

This is your super troop unit. Using the Hive Tyrants ability to give outflank to a unit make this a probable unit for it. Although it is not alway the case it is a good choice when you see more foot troops than vehicles. They have the strength of multiple wounds and the ability to consistently go first in combat with lash whip. They also can take out large character groups because of the amount of attacks they get. Also work great at holding objectives on back lines. Just make sure that is your opponent is running a lot of missile launchers or a vindicator that you use outflank because they are vulnerable to instant death.

Hormagaunts (300)
with: Adrenal Glands and Toxin Sacs

This unit is an impressive wall that your opponent must deal with or it will cut a waft through his ranks. It is your screening unit for your bigger bugs. This unit is scary and can absorb a lot of fire power. They are a quick unit with the extra run and the fleet ability. Make sure you use cover to your advantage and use your special rules and Biomorfs to your advantage.

Carnifex (the Screamer Killer) (220)
with: 2x Scything Talons, Adrenal Glands, Bio Plasma, Frag Spines and Regeneration.

So this is a Hand to hand beasty with some good abilities. When the Carnifex charges, he gets +2 INT from his Living Battering Ram rule and get +1 INT from his adrenal Glands bringing him up to IN 4 making him go first typical equal with the average Marine. His Scything talon pair gives him the ability to re-roll to hit so he can be a first turn of assault amazing hitter. Bio Plasma is a good shooting attack that can hurt troops and break through lightly armored vehicles. Make sure you use placement of him so he can draw fire away from your Hive Tyrant.


These are my thoughts with what you have. You can if you want split the Hormagaunts into 2 units if you want more troop choices.

That is my advice with what you have. If you would like more help please feel free to ask me whenever you want.

Brian Horton


THANK YOU SOOO MUCH BRIAN! seriously ur a LIFE SAVER!!!! What a Face

Catwoman
Servitor

Join date: 2010-09-08
Age: 23
Location: the cuse'

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