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![[Post New]](/s/i/i.gif) 2013/01/25 04:40:53
Subject: 1999+1 Tyranids - FLGS Tournament (Finished)
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Ultramarine Land Raider Pilot on Cruise Control
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Hive Tyrant (Warlord) -TL Devourers (x2) -Wings Hive Tyrant -TL Devourers (x2) -Wings -Hive Commander 1 Doom in Pod 2 Zoanthropes in Pod Tervigon -Cluster Spines -TS/ST (This Mamma charges forward with the other MCs) -Catalyst/Dominion Tervigon -Cluster Spines -TS (This Mamma camps objectives) -Catalyst/Dominion 10 Termagants 10 Termagants Carnifex in Mycetic Spore -TL Devourers (x2) Carnifex in Mycetic Spore -TL Devourers (x2) Carnifex in Mycetic Spore -TL Devourers (x2) If I go first: Turn1: FNP/Endurance/Iron Arm on Flyrants, go into Swooping mode. Spawn. Move forward. Use terrain to LOS TMCs. Turn2: Unleash hell with reserves. (3 Carnifex, 1 Doom) If I go second: Turn1: FNP on 2 Tervigons. Spawn. Move forward. Use terrain to LOS TMCs. Turn2: Unleash hell with reserves. (2 Flyrants, 3 Carnifex, 1 Tervigon, 1 Doom) Edit: I used switched some points ups before the Tournament. I believe this is the final list. 5 extra points were given to the advancing Tervigons for ST.
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This message was edited 2 times. Last update was at 2013/07/02 16:05:40
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![[Post New]](/s/i/i.gif) 2013/01/25 05:36:43
Subject: Re:1999+1 Tyranids - FLGS Tournament (Finished)
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Raging Ravener
Alaska
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Wow. This is a very aggressive list. As long as your luck doesn't totally fail you, turn 2 will be a nightmare for any enemy you face. I'm a big fan of drop lists, but not a big fan of carnifexes. However, I've never even thought of podding three (three!) of them in. Only potential problems and/or changes I can see. -OA on one tyrant is going to ensure that their guns decimate everything, but you've already got re-rolls to hit, and wound on a 2+, so it guarantees you'll wound, but those points might be more useful in buying a gun for your spores, Adrenal glands on the Tervies, or more psychic powers. Just a thought. -AG on the carnifexes is only gonna be really necessary against the occasional Land raider or monolith, because at strength 9 on the rear armour, they'll already rip most vehicles a new one. If you do hit one of those heavy vehicles though, I'd just smash anyways to get the re-rolls to pen. But if you're planning to use the zoeys for Anti-Tank and the 'fexes for Anti-infantry, then you're solid. -Keeping those zoanthropes on the ground with MC's is going to have them feeling pretty lonely on turn 1, and it'll take some clever placing to make sure they survive for the spores to arrive. that 3++ is nice, but it doesn't guarantee their survival. -I'm happy to see someone else who doesn't want to rely on the doom! I think he's great, but I always feel like he's a cheap tactic that I just throw down when things start to look bad. -And finally, those Tervigons are actually gonna get 2 rolls for psychic power, rather than one. And with Biomancy being as good for us as it is, I'd try for it every game. If you don't manage to get endurance, then Enfeeble, Iron Arm, Warp Speed... heck, anything but hemorrhage will be great. And even that isn't too bad. Overall, a pretty fun-looking list that I'm going to have to steal this weekend. Be sure to post how it turns out!
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This message was edited 1 time. Last update was at 2013/01/25 05:39:31
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![[Post New]](/s/i/i.gif) 2013/01/25 05:54:38
Subject: Re:1999+1 Tyranids - FLGS Tournament (Finished)
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Ultramarine Land Raider Pilot on Cruise Control
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Please do tell me how it works out!! Haha.
I said I only get 1 Biomancy power with the Tervigon because if I don't get Endurance with them, I'm not risking losing Catalyst's FNP. You can split you powers as far as I was told!
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![[Post New]](/s/i/i.gif) 2013/01/25 06:02:22
Subject: 1999+1 Tyranids - FLGS Tournament (Finished)
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Fixture of Dakka
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Nothing friendly about that list. It's a monster!
If your opponents do not bring highly optimized lists of their own, you're going to table them!
PS - Should swap out 1 unit of zoans for the Doom in a spore. Might as well since it is already so nasty.
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This message was edited 1 time. Last update was at 2013/01/25 06:03:30
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![[Post New]](/s/i/i.gif) 2013/01/25 06:19:35
Subject: Re:1999+1 Tyranids - FLGS Tournament (Finished)
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Ultramarine Land Raider Pilot on Cruise Control
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Yeah, I thought about adding the Doom back into the list. But I'd rather prepare myself for a Mech list more than an Gunline/Infantry list. I have a lot of TL shots in this list and a decent amount of troops to deal with other lists. Also, there is another reason: Zoanthropes can get Telepathy and get the Primaris Power which is essentially the Doom's power but 1 unit instead of all within 6". However, it comes with a benefit. The Zoan's only need to be 12" instead of 6" and the Psychic Shriek doesn't allow Cover Saves (where as the Doom's ability does). While this has flaws, like hoofing the Zoanthropes across the field (rather than dropping in the Doom), the enemy has to prioritize even more between the Zoans or the Carnifexes that just landed behind them. But can put a lot of hurt on a horde army. EDIT: How about these changes: Take off the 3 AG on the Carnifexes Add AG to the 2 Tervigons and Scything Talons for an even 2k Something about S10 Carnifexes gives me the chills when I can Instant Death T5 models. Sounds too good. Maybe I'm just thinking crazy, but isn't Necrons the most competitive army atm. A lot of their leaders are T5 I believe and all their vehicles are AV11 in the back. Just saying!
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This message was edited 1 time. Last update was at 2013/01/25 07:20:34
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![[Post New]](/s/i/i.gif) 2013/01/25 10:02:36
Subject: Re:1999+1 Tyranids - FLGS Tournament (Finished)
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Tunneling Trygon
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I think AG is better on the tervigons than the carnifex. There are not that many multi-wound T5 models in the game. Rear armour 11 for a S9 fex is glance on 2s anyway, which is already pretty decent. AG does make a huge difference on the termagants though - S3 to S4.
I've often found OA is less than useful on a tyrant. The devourers are TL anyway and due to his fast movement the slower units that might benefit (gants, zoanthropes) are rarely in his bubble.
So saying, all we've done now is create 35 points spare in your list and no real obvious place to spend them, so possibly little more than nit-picking. You could add cluster spines to the spores if you are that way inclined to give the opponent a reason to shoot them after they've landed rather than killing the real useful units.
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"We didn't underestimate them but they were a lot better than we thought."
Sir Bobby Robson |
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![[Post New]](/s/i/i.gif) 2013/01/25 12:52:48
Subject: Re:1999+1 Tyranids - FLGS Tournament (Finished)
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Raging Ravener
Michigan
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That's a nice list & I like it a lot! I do believe though that when you decide to swap codex powers for rulebook powers it is all or nothing. You won't be able to swap dominion to hope & get endurance, then if you don't you can keep catalyst. You would have to roll twice.
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40k
2000 Ravenwing
Hive Fleet Anathema 7300; always growing |
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![[Post New]](/s/i/i.gif) 2013/01/25 13:00:09
Subject: 1999+1 Tyranids - FLGS Tournament (Finished)
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Longtime Dakkanaut
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You don't have to swap every Psycher, but any psycher that does swap, has to swap all powers. Automatically Appended Next Post: One other little flaw in your list, tyrants can't go to ground becuase they, like all Synapse units are Fearless. Still this is a great nid zilla build with 10 MC's hitting the board.
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This message was edited 1 time. Last update was at 2013/01/25 13:03:10
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![[Post New]](/s/i/i.gif) 2013/01/25 17:07:17
Subject: Re:1999+1 Tyranids - FLGS Tournament (Finished)
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Ultramarine Land Raider Pilot on Cruise Control
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I'm probably going to keep Catalyst and not risk rolling for Endurance. 3+/5+ saves on an MC with multiple wounds is too good to risk losing it. As for the Hive Tyrants, when I talked about going to ground, I meant, when you take hits in the shooting phase, you have to taking a Grounding Test on a 3+. On a 1 or 2, you go to ground and take a S9 hit with no armor saves (however you get the 5+ FNP still, which is why I would keep Catalyst in case my Flyrants don't get Endurance for themselves). If I crash (and fail my Grounding Test), then I'd use the Terrain's LOS/Cover Save (if it's AP 3 or better). Does that clear that up? Also, if the terrain blocks shooting complete, only the shoots that grounded him would attempt to wound (with normal saves), then if it was a complete LOS, then no other units would be able to shoot at him. It's very effective. Be sure to use terrain towards your advantage even if on your turn you're Swooping! As for OA, It's 25 points that could help him 1v1 other FMC's and challenges. It would also almost guarantee 12 shots/9 wounds. Where else would you want the 25 points to go? I took off AG on the Carnifexes and gave them to the Tervigons and gave them ST as well. Question: If I have OA and TL, do I roll twice for both? Like I roll 12 dice, and I had 2 ones and 2 two (and the rest passed with 4+). Do I reroll the ones under OA, then if they don't hit, reroll all 4 again? That seems like it would be unrealistic. Either way, rerolling 1's to Wound sounds tasty. Also, it's only a 6" range, but with a flyer moving 24", I should be able to land them near 1 or 2 of the podding Carnifexes. I never anticipated the Gants/Tervigons getting the bonus. I'd also like to mention, my Reserves come in on a 2+ with HC, but last game I played with 2 Carnifexes and 1 Doom (on a list similar to this one). For my rolls on Turn 2, My doom got 3 and came on and kill 2 Havocs and over 12 Jetpack Marines in one round of shooting. (Then immediately got Instand Death by one of the Jetpacks Heavy weapons, this is why I want to run 3 Carnifexes now). Then my Carnifexes both rolled 1. (This pretty much cost me the game). Not only that, but Turn 3, one Carnifex came in, and the other rolled another 1. (T.T) I made a lot of poor decisions early on, thinking my Carnifexes would come on, and left my flyers high and dry. Don't get too excited on Reserves if you run this list. Expect the unexpected! As for adding the extra points to the Pods, I've thought about that as well, they have to shoot the closest target, and the 6" Tentacles is S6 which is the highest you can get and Assault 6, which is the highest number of shots you can get. Even Large Blasts don't get that high most of the time. I know it's only 6", but you should be landing it near objective anyhow (preferably in their deployment). If you didn't know... They can't score (as written in our Codex), but since they are "always counted as a separate unit" and are referred to as a MC (not a Dedicated Transport) they can contest objectives with 3" and count towards Linebreaker. If this doesn't persuade you to use pods, I don't know what will. For making sure your Carnifexes get behind the enemy with Pods, you force the enemy to shoot at 3 MCs, T4, W3 each. Yes, they can get Instant Death'd but... they are pods. They are shooting Heavies into 40 pts and not those other... umm, 7 MCs.
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This message was edited 5 times. Last update was at 2013/01/25 17:33:36
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![[Post New]](/s/i/i.gif) 2013/01/25 21:00:33
Subject: Re:1999+1 Tyranids - FLGS Tournament (Finished)
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Longtime Dakkanaut
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Saythings wrote:I'm probably going to keep Catalyst and not risk rolling for Endurance. 3+/5+ saves on an MC with multiple wounds is too good to risk losing it.
you got enough other brain bugs to try with. Also do not under estimate how useful the extra 6 inches from Dominion can be.
As for the Hive Tyrants, when I talked about going to ground, I meant, when you take hits in the shooting phase, you have to taking a Grounding Test on a 3+. On a 1 or 2, you go to ground and take a S9 hit with no armor saves (however you get the 5+ FNP still, which is why I would keep Catalyst in case my Flyrants don't get Endurance for themselves). If I crash (and fail my Grounding Test), then I'd use the Terrain's LOS/Cover Save (if it's AP 3 or better). Does that clear that up?
Yuppers. I like the idea of being sure get Grounded be hind cover.
Also, if the terrain blocks shooting complete, only the shoots that grounded him would attempt to wound (with normal saves), then if it was a complete LOS, then no other units would be able to shoot at him. It's very effective. Be sure to use terrain towards your advantage even if on your turn you're Swooping!
Good point.
As for OA, It's 25 points that could help him 1v1 other FMC's and challenges. It would also almost guarantee 12 shots/9 wounds. Where else would you want the 25 points to go? I took off AG on the Carnifexes and gave them to the Tervigons and gave them ST as well.
Question: If I have OA and TL, do I roll twice for both? Like I roll 12 dice, and I had 2 ones and 2 two (and the rest passed with 4+). Do I reroll the ones under OA, then if they don't hit, reroll all 4 again? That seems like it would be unrealistic. Either way, rerolling 1's to Wound sounds tasty. Also, it's only a 6" range, but with a flyer moving 24", I should be able to land them near 1 or 2 of the podding Carnifexes. I never anticipated the Gants/Tervigons getting the bonus.
Don't forget that you can still give OA, to anything in 6" even while swooping so you don't have to stop swooping. You only get one reroll of any dice, regardless of the number of things that let you re-roll the dice.
I'd also like to mention, my Reserves come in on a 2+ with HC, but last game I played with 2 Carnifexes and 1 Doom (on a list similar to this one). For my rolls on Turn 2, My doom got 3 and came on and kill 2 Havocs and over 12 Jetpack Marines in one round of shooting. (Then immediately got Instand Death by one of the Jetpacks Heavy weapons, this is why I want to run 3 Carnifexes now). Then my Carnifexes both rolled 1. (This pretty much cost me the game). Not only that, but Turn 3, one Carnifex came in, and the other rolled another 1. (T.T) I made a lot of poor decisions early on, thinking my Carnifexes would come on, and left my flyers high and dry. Don't get too excited on Reserves if you run this list. Expect the unexpected!
That was just sad Reserve rolls. Hate when that happens.
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