Loading...

Tyranids: 3 x 3 List Explained


Battle for Salvation RTT is like two weeks or so away, here is one last plug for the event for the few open spots still left: http://www.battleforsalvation.com/rtt/ , but that isn’t what this post is fully about…

You guys want lists? Here is the list I’m running for the event, how it works, and what I’m (hopefully) going to do with it, I’ll also follow up in a bit with my commando ‘stealer list which was a close second. No harm in posting it now since I’ve been playing it at the club for the past few weeks and talking about it bit by bit here on the blog, not like it is a "secret" or anything.

Fritz's Tyranid 3 X 3 List

== HQ ==
Tervigon (1) - Scything Talons, Stinger Salvo, Toxin Sacs, Cat = 190 pts.
== Elites ==
Venomthrope Brood (3) = 165 pts.
Hive Guard Brood (3) = 150 pts.
The Doom Of Malan'tai Brood (130 pts.)
The Doom Of Malan'tai (1) = 90 pts.
Mycetic Spore (1) = 40 pts.
== Troops ==
Tervigon (1) - Stinger Salvo, Toxin Sacs, Cat = 185 pts.
Tervigon (1) - Stinger Salvo, Toxin Sacs, Cat = 185 pts.
Termagant Brood (10) - Fleshborer = 50 pts.
Termagant Brood (10) - Fleshborer = 50 pts.
Broodlord Brood (116 pts.)
Broodlord (1) = 60 pts.
Genestealer (4) = 56 pts.
Broodlord Brood (116 pts.)
Broodlord (1) = 60 pts.
Genestealer (4) = 56 pts.
== Fast Attack ==
Spore Mine Brood (3) = 30 pts.
== Heavy Support ==
Trygon (1) - AG, Instinctive Behavior - Feed = 210 pts.
Trygon (1) - AG, Instinctive Behavior - Feed = 210 pts.
Trygon (1) - AG, Instinctive Behavior - Feed = 210 pts.
== Total ==
1997 pts.

The core of the list is the three trygons in front and the three tervigons behind them casting feel no pain. Sandwiched in-between them is the three venomthropes. This group moves and acts as a bubble, at best the trygons get a 4+ cover save potentially followed by FNP, second is a 5+ from the venoms and FNP, and at 100% worst a 5+ from the venoms. I don’t expect the trygons to last till the end of the game if they are doing their job right. As this mass moves forward mid game the two scoring tervigons break off, pull back and secure objectives, while the HQ tervie keeps pushing forward, throwing FNP on the last surviving trygon.

Hive guard deploy on the left or right hopefully using cover or at last touching the venom bubble for the 5+. They like to target rhinos, razorbacks, and especially speeders with multi-melta shots. Not going to waste my time on land raiders. If I can get them into position where they can 100% hide and shoot around stuff, even better, but actually, against common sense it is better to have them exposed with a cover save so they CAN be shot at- shots on them are not shots on the trygons. The guants move up as blobs, extensions of the tervigons for counter attack and poison. While they can be used for scoring and sometimes are, their real role is to tie stuff up and swarm kill things. If my opponent tries to overload my trygons with more targets then they can handle, and tervigons suck in the assault, then I’ll use a group of gaunts to tie up the unit- perfect for tarpitting dreads and the like. Throw and speedbumps or single deathstar units my way like Mepheston and I’ll swarm him with dozens of attacks that wound on a 4+ and force as many “1” armor saves as I can. Gaunts die in droves, who cares, I’ve got more on the way. I also use them to pull units out of cover, tie them up for a turn, and then hit the out of cover unit with a trygon to get around not evolving grenades yet.

For backfield disruption I’ve got DOM coming in on a pod for those pesky heavy weapon teams, at best killing guys, at worst buying a turn of non-shooting on the big bugs. Three spore mines are there since 30 points is nothing for the potential of what it buys. To have any chance of working I need to go first so they scatter a bit, since if my opponent goes first they just get shot and blow up. 50/50, but again its only 30 points.

And then there are the two commando stealer groups which have been my recent favorites and MVP’s. In this list I was first running a big blob of stealers as a disruption unit. They got shot up, killed, and bought time for my trygon core to come forward. Worked ok, but I wanted worked better. Problem with ‘stealers is that if they don’t get shot up they charge a unit in cover and die from being hit first and lacking an armor save. It sucks. You get around this by running multiple large groups like in my null deployment list(s), or you go commando.

In this configuration it is all about the brood lord, and the other stealers are kind of like bodyguards. Small in size means they can actually (potentially) infiltrate and hide behind LOS blocking stuff, especially in certain deployment types and zones. They aren’t a super threat like the three trygons or a swarm of ‘stealers, but they aren’t a non threat like the spore mines or gaunts. Plus, having two small groups means I have the potential to outflank them in certain deployment zone missions where my opponent castles up. Would like hive commander, Swarmy’s side re-roll, but the points invested are ok even if I miss the table side I want to come in on. If that happens then I just hide, go to ground, use them to run and hold back objectives, contest table quarters, etc.

So there you go, the 3 (tervigons ) x 3 (trygons) list, plan, and mini tactica primer. We will see how it plays out, battle reports, comments, etc. to follow after the event…

0 comments:

Post a Comment