This week’s blog post continues with some alternative
Tyranid analysis for 40K 6th edition, while turning our focus to an
all close combat themed list for the space bugs…
Can the ‘nids still pull of an assault themed?
Yes, but there is a disclaimer to the list…
I won’t argue that it is fun to play close combat lists, to
see your army get up close with the other models, and engage them in hand to
hand combat cutting them down or running them over with a sweeping advance,
along with rolling fistfuls of dice.
Good in theory, but what about practice?
Are Tyranids a close combat army- yes, perhaps more so than
shooting, but they do have some interesting and rather frightening shooting
aspects also, but alas 40K 6th edition doesn’t really favor the
assault, and a good opponent will make assaulting very difficult for you.
So what makes assault based armies hard to run and easy to
counter?
Simple, the ability to pre-measure.
This one thing has killed many assault army dreams…
As your opponent, not only can I measure just how far you
are staying out of charge range, but I can also measure my movement (depending on
the unit) so not only am I in range to shoot, but also I’m out of the charge range
on your turn.
Second is the dreaded overwatch which when combined with a
lack of armor saves vs. most weapon in the game means not only are you taking
losses on the way in from shooting, but by the time you make it to assault
range, and might pull it off, even an overwatch loss of a model or two hurts,
might take you out of charge range, AND perhaps takes away the model numbers
you needed to win the assault.
And finally, the bugs you need to pull off an assault theme,
are VERY costly, along with the fact that you can’t take cheap allied troop choices
to get the assault bugs, AND the required cheap scoring units.
Ok, so if that hasn’t taken the wind out of your sails, let’s
look on how to do it- not THE way, but the way I’m currently doing it, with
some good results.
NOTE: There is a huge learning curve with the list, and I’ve
made some adjustments along the way- I paid my dues with it, getting rocked
hard in some early tournaments. Yes you can swap in some shooting, but then the
list not only loses focus, but also gets away from the up and close feel of
close combat.
Here are the numbers…
Fritz’s 2K Up Close Space Bugs List
== HQ ==
Swarmlord Brood (460 pts.)
Swarmlord (1) = 280
pts.
Tyrant Guard (3) -
Scything Talons = 180 pts.
Hive Tyrant (1) - Scything Talons, Scything Talons, Implant
Attack, Wings, Paroxysm, Leech Essence = 245 pts.
== Elites ==
Ymgarl Genestealer Brood (10) = 230 pts.
Lictor (1) = 65 pts.
Lictor (1) = 65 pts.
== Troops ==
Tervigon (1) - Stinger Salvo, Cat = 175 pts.
Termagant Brood (10) - Fleshborer = 50 pts.
Termagant Brood (10) - Fleshborer = 50 pts.
== Heavy Support ==
Carnifex Brood (220 pts.)
Carnifex (1) -
Scything Talons, Scything Talons, Bio-Plasma = 180 pts.
Mycetic Spore (1) =
40 pts.
Carnifex Brood (220 pts.)
Carnifex (1) -
Scything Talons, Scything Talons, Bio-Plasma = 180 pts.
Mycetic Spore (1) =
40 pts.
Carnifex Brood (220 pts.)
Carnifex (1) -
Scything Talons, Scything Talons, Bio-Plasma = 180 pts.
Mycetic Spore (1) =
40 pts.
Kind of Null Deployment, but without the outflank since
outflank is now garbage for Tyranids. Genestealers are also trash now sadly,
but they find new life as Y-stealers which are still viable…
Swarmlord rolls for iron arm, regeneration, and gate and runs forward right at the enemy
with the tervigon pooping out gaunts and casting up feel no pain on swarmy if
needed. When the tervigon hits mid field it holds and poops out gaunts and used
the stock troop gaunts to hold objectives, while casting FNP on itself to keep
it alive and as a synape point for as long as it can.
Hive tyrant flies out attacking the flanks as you hold your
breath for a turn of shooting.
Turn two, you are going to have some mass of bugs come in-
hopefully all or most of them- ‘fexes in pods, lictors, and y-stealers all
crashing down, with swarmy also hitting on turn two, and the flying tyrant
landing if it is still alive.
So how does this list attempt to address the issues of the
assault?
We get around the pre-measuring and staying out of range, by
popping in on the table at point blank range (pods, y-stealers) or moving fast
enough (swarmy gate) to bypass the range. Yes we are going to take shots that
first turn, and eat over watch, but the majority of the models are higher
toughness, actual armor saves, and multi-wounds.
The key is knowing what to hit with each unit when it
arrives and what is available on the table- don’t throw a carnifex as a group
of thunder hammer/ storm shield marines and act surprised when he goes poof. Use
Swarmy to hit that, and save the ‘fexes for the rank and file tactical marines.
Get surgical with the y-stealers and use them to hit heavy weapon teams on the
turn they assault to keep your big bugs alive.
You win or lose based on the unit to unit matchup.
A few other notes…
The lictors are in the list for pinpoint precision landings
since you can place them on the table- good for getting behind tanks or behind
gunlines, etc. Sure they shoot, maybe kill a model, but then your opponent has
to deal with them next turn- so you go to ground and get the + cover save,
taking shots and pressure off your bigger bugs.
The fexes are about the assault based on the theme, tooling
them up for shooting also works and can be deadly, and well arguable better than
the assault version if you don’t mind breaking from the theme. I’m still a big
fan of bio-plasma as it gives them another attack, and in the CC version
something to do when they get out of the pod- YES you will vomit on yourself
every other game, it’s good for a laugh.
The flyrant also works better with the dual shooty, but in
building a themed assault list the dual talons with wings, combined with WS 8
and I 5 makes him decent in the assault.
In this list I used to run DOM + Pod, but the y-stealers do
work much better, but feel free to try him out, or perhaps drop the lictors for
DOM so you can have the best of both.
If I'm not restiricted to the close combat theme, this is the list I run, as it combines the better of both...
== HQ ==
Swarmlord Brood (460 pts.)
Swarmlord (1) = 280 pts.
Tyrant Guard (3) - Scything Talons = 180 pts.
Hive Tyrant (1) - Twin-Linked Devourer - Brainleech Worms, Twin-Linked Devourer - Brainleech Worms, Wings, Paroxysm, Leech Essence = 260 pts.
Swarmlord Brood (460 pts.)
Swarmlord (1) = 280 pts.
Tyrant Guard (3) - Scything Talons = 180 pts.
Hive Tyrant (1) - Twin-Linked Devourer - Brainleech Worms, Twin-Linked Devourer - Brainleech Worms, Wings, Paroxysm, Leech Essence = 260 pts.
== Elites ==
The Doom Of Malan'tai Brood (130 pts.)
The Doom Of Malan'tai (1) = 90 pts.
Mycetic Spore (1) = 40 pts.
Ymgarl Genestealer Brood (8) = 184 pts.
The Doom Of Malan'tai Brood (130 pts.)
The Doom Of Malan'tai (1) = 90 pts.
Mycetic Spore (1) = 40 pts.
Ymgarl Genestealer Brood (8) = 184 pts.
== Troops ==
Tervigon (1) - Stinger Salvo, Cat = 175 pts.
Termagant Brood (10) - Fleshborer = 50 pts.
Termagant Brood (10) - Fleshborer = 50 pts.
Tervigon (1) - Stinger Salvo, Cat = 175 pts.
Termagant Brood (10) - Fleshborer = 50 pts.
Termagant Brood (10) - Fleshborer = 50 pts.
== Heavy Support ==
Carnifex Brood (230 pts.)
Carnifex (1) - Twin-Linked Deathspitter, Twin-Linked Deathspitter = 190 pts.
Mycetic Spore (1) = 40 pts.
Carnifex Brood (230 pts.)
Carnifex (1) - Twin-Linked Deathspitter, Twin-Linked Deathspitter = 190 pts.
Mycetic Spore (1) = 40 pts.
Carnifex Brood (230 pts.)
Carnifex (1) - Twin-Linked Deathspitter, Twin-Linked Deathspitter = 190 pts.
Mycetic Spore (1) = 40 pts.
Carnifex Brood (230 pts.)
Carnifex (1) - Twin-Linked Deathspitter, Twin-Linked Deathspitter = 190 pts.
Mycetic Spore (1) = 40 pts.
Carnifex Brood (230 pts.)
Carnifex (1) - Twin-Linked Deathspitter, Twin-Linked Deathspitter = 190 pts.
Mycetic Spore (1) = 40 pts.
Carnifex Brood (230 pts.)
Carnifex (1) - Twin-Linked Deathspitter, Twin-Linked Deathspitter = 190 pts.
Mycetic Spore (1) = 40 pts.





Ive never had success with swarmlord. I have seen your vids. on making deathstar, is that the only way to get him in?
ReplyDeletemental note for people running this list.
ReplyDelete" so you go to ground and get the + cover save"
If your in synapse range your not allowed to do this.
Interesting CC army, think I will try it this weekend.
I played with a list built with a similar theme; mass deep strikes on t2. Battle report (fluff) is here:
ReplyDeletehttp://synaps3.blogspot.com/2013/02/the-battle-for-mithler.html
I lost, but learned so much that game. I bet I could make it competitive with a dozen more practice games. I also made some list building decisions putting fully painted over optimization.
Podded dakkafexes would be the way to go IMO, combined with dual flyrants. Ymgarls to assault de-meched units as all that t/l str6 is just about guaranteed to open several light transports. If your target priority and execution are synchronized, you can mitigate a lot of the damage you take the next turn.
Outflanking tervigons are really good in a pod list. Bring it on and put 2 pods and disembarked units between it and the enemy and you'll survive the turn to spawn.
I also tried podded genestealers, which sounds funny when you say it out loud, but I liked the outcome. You can't assault from outflanking anymore, so why not drop them right where you need them. The new 6" disembark + fleet/run gets you into cover.
It's a fun concept and I'm definitely pursuing it also, but I do think you'll want some shooting to make the theme playable. There's still enough fast mech lists (at least here in rochester) to just run away from assault units.