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2014/11/08 00:10:14
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
I assume the Toxis poisoned 2+ stacks with its MC smash rule giving it 2+ to wound, AP2?
Still WS 3 is so meh. Even VS tac marines out of 7 attacks on the charge, 3-4 will hit statisically? Why are most Nid MCs horrible WS? HTH monsters wtflol?
Dman137 wrote:
goobs is all you guys will ever be
By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.
"Feelin' goods, good enough".
2014/11/08 00:18:22
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
Ratius wrote: I assume the Toxis poisoned 2+ stacks with its MC smash rule giving it 2+ to wound, AP2?
Still WS 3 is so meh. Even VS tac marines out of 7 attacks on the charge, 3-4 will hit statisically? Why are most Nid MCs horrible WS? HTH monsters wtflol?
Yeah, the poisoned + MC combo is what sells it, really, at what makes up for a lackluster Weapon Skill. So, whilst you may only hit with half your attacks, most of the time, those attacks will cause an unsaved wound.
Ratius wrote: I assume the Toxis poisoned 2+ stacks with its MC smash rule giving it 2+ to wound, AP2?
Still WS 3 is so meh. Even VS tac marines out of 7 attacks on the charge, 3-4 will hit statisically? Why are most Nid MCs horrible WS? HTH monsters wtflol?
Yeah, the poisoned + MC combo is what sells it, really, at what makes up for a lackluster Weapon Skill. So, whilst you may only hit with half your attacks, most of the time, those attacks will cause an unsaved wound.
Its overcosted, and inferior to the Dimacharon or even the Stone Crusher Carnifex. The main problem with it is that it doesn't bring anything particularly unique to the table, and is unable to threaten vehicles. We live in the age of mech, so it is situationally useful at best.
2014/11/08 02:25:33
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
So is it just me or does the "Nope" Feel like a little bit of a lazy sculpt? To me it looks like the blew up the Zopes head, shrunk his body, and threw some Mope arms on it and called it a day... Esp after seeing the other new models im just a little, well, meh on the model.
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2014/11/08 04:05:47
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
I've been bouncing this 1850 list around and thought I'd share for any feedback.
HQ-Hive Tyrant:Wings, E.Grubs, Dual Devourers
HQ-Hive Tyrant:Wings, E.Grubs, Dual Devourers
ET-Malanthrope
TP-Tervigon:E.Grubs, Crushing Claws
TP-Termagants(30):29 Spinefists, 1 Strangleweb
HS-Carnifex(2)ual Devourers
HS-Carnifexual Devourers
HS-Carnifexual Devourers
Fort-Bastion:Comms Array
Transport-Tyrannocyte(3)
The idea is the Flyrants and Carnifex will start pushing up where I need them.
Termagants will either camp an objective or push up with the fexes. They can bubble wrap when necessary.
The Tervigon and Single Fexes will pod in, with the Tervigon making it's own bubble wrap if needed, basically just dropping more units behind enemy lines. Perhaps giving a better guarentee of linebreaker.
The idea is the Flyrants and Carnifex will start pushing up where I need them.
Termagants will either camp an objective or push up with the fexes. They can bubble wrap when necessary.
The Tervigon and Single Fexes will pod in, with the Tervigon making it's own bubble wrap if needed, basically just dropping more units behind enemy lines. Perhaps giving a better guarentee of linebreaker.
Termagants aren't great at screening walking MC's. With a squad of that size, a bad run move will cripple you carnifex's advance. Consider taking "Hive Commander" on the Hive Tyrant so that you can outflank the Termagants or possibly the Tervigon. You can lose one Dakkafex for this, and still fit in an awesome screening/tarpit unit of 20 Gargoyles. Or you could drop one Tyrannocite, and downgrade a dakkafex to a Mawloc, and take a small squad of Hormagants / Gargoyles as your screen.
2014/11/08 06:47:46
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
The idea is the Flyrants and Carnifex will start pushing up where I need them.
Termagants will either camp an objective or push up with the fexes. They can bubble wrap when necessary.
The Tervigon and Single Fexes will pod in, with the Tervigon making it's own bubble wrap if needed, basically just dropping more units behind enemy lines. Perhaps giving a better guarentee of linebreaker.
Termagants aren't great at screening walking MC's. With a squad of that size, a bad run move will cripple you carnifex's advance. Consider taking "Hive Commander" on the Hive Tyrant so that you can outflank the Termagants or possibly the Tervigon. You can lose one Dakkafex for this, and still fit in an awesome screening/tarpit unit of 20 Gargoyles. Or you could drop one Tyrannocite, and downgrade a dakkafex to a Mawloc, and take a small squad of Hormagants / Gargoyles as your screen.
They also aren't terrible at it. AG terms are probly the best for this role, for 1 PPM more than Horms they shoot at S4 AP5, have fleet, and get 2x glance on AV10 per charge. Horms are good for 10 points cheaper too.
P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it.
2014/11/08 06:52:55
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
To touch a bit more on the differences between a Malanthrope and...well....any other unit that you might be considering taking, there are a number of benefits that you'll get with a Malanthrope, the combination of all of which you won't find in any other combination of units, and certainly not for so few points and only a single kill point:
1) Toughness 5. Goodbye instant death strength 8 and 9
2) Synapse creature. Can't have too many. This means Shadows of the Warp as well. Suck it psychers!
3) Shrouded, and gives shrouded to every unit that has a SINGLE MODEL in said unit at least partially within 6"
4) 3+ armor. In conjunction with the shrouded save, you're almost always getting a 3++, unless you're getting shot by an AP 3 ignores cover weapon. There are less of those than you would think if you discount psychic shenanigans. Often times you will be able to get 2+ cover also (thank the sweet baby Jesus for ruins)
5) 4 wounds
6) Regeneration
7) Poisoned 2+
8) When it is part of a combat that is won by Tyranids, it's synapse bubble gives preferred enemy for that codex that the unit that lost combat belongs to. This doesn't happen all that often but it's pretty dope when it does
It is probably as close to an auto-include as our Flyrant is. Taking anything else just makes your army appreciably worse. That being said, there is a lovely debate between Shuppet and I about this very topic (the opportunity cost of taking a Malanthrooe) about...5 or 10 pages back. You're welcome to look through my post history. I don't have that many and once you get to a wall of text with a bunch of numbers you'll know you're in the right area
2014/11/08 07:05:16
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
The idea is the Flyrants and Carnifex will start pushing up where I need them.
Termagants will either camp an objective or push up with the fexes. They can bubble wrap when necessary.
The Tervigon and Single Fexes will pod in, with the Tervigon making it's own bubble wrap if needed, basically just dropping more units behind enemy lines. Perhaps giving a better guarentee of linebreaker.
Termagants aren't great at screening walking MC's. With a squad of that size, a bad run move will cripple you carnifex's advance. Consider taking "Hive Commander" on the Hive Tyrant so that you can outflank the Termagants or possibly the Tervigon. You can lose one Dakkafex for this, and still fit in an awesome screening/tarpit unit of Kris & his wife n kids will be here late tonight. Don't think Nic is coming, Kam is not coming.
Kris has the two little boys y'all met before. 20 Gargoyles. Or you could drop one Tyrannocite, and downgrade a dakkafex to a Mawloc, and take a small squad of Hormagants / Gargoyles as your screen.
I basically took the terms for access to a spudded ob:sec Tervigon. I could drop the crushing claws on the Tervigon and the Strangleweb for hive commander on the big outflanking blob of spinegants. I assumed they would be bubble wrapping the bastion from deep striking Melta/Haywire for the most part. When I mean push up with the fexes I would usually keep them behind- doesn't exactly make use of their guns, but if I'm moving them up it's for an objective or to tarpit anyway.
Is the loss of Cclaws on the Tervigon worth outflanking the Spinegants? Or would it be better to drop the Tervigon altogether and change up with troops a bit?
Automatically Appended Next Post: I suppose with Hive Comander I could deep strike an empty pod and outflank the Tervigon, although I'm not sure why.
This message was edited 1 time. Last update was at 2014/11/08 07:13:39
The idea is the Flyrants and Carnifex will start pushing up where I need them.
Termagants will either camp an objective or push up with the fexes. They can bubble wrap when necessary.
The Tervigon and Single Fexes will pod in, with the Tervigon making it's own bubble wrap if needed, basically just dropping more units behind enemy lines. Perhaps giving a better guarentee of linebreaker.
Termagants aren't great at screening walking MC's. With a squad of that size, a bad run move will cripple you carnifex's advance. Consider taking "Hive Commander" on the Hive Tyrant so that you can outflank the Termagants or possibly the Tervigon. You can lose one Dakkafex for this, and still fit in an awesome screening/tarpit unit of Kris & his wife n kids will be here late tonight. Don't think Nic is coming, Kam is not coming.
Kris has the two little boys y'all met before. 20 Gargoyles. Or you could drop one Tyrannocite, and downgrade a dakkafex to a Mawloc, and take a small squad of Hormagants / Gargoyles as your screen.
I basically took the terms for access to a spudded ob:sec Tervigon. I could drop the crushing claws on the Tervigon and the Strangleweb for hive commander on the big outflanking blob of spinegants. I assumed they would be bubble wrapping the bastion from deep striking Melta/Haywire for the most part. When I mean push up with the fexes I would usually keep them behind- doesn't exactly make use of their guns, but if I'm moving them up it's for an objective or to tarpit anyway.
Is the loss of Cclaws on the Tervigon worth outflanking the Spinegants? Or would it be better to drop the Tervigon altogether and change up with troops a bit?
Automatically Appended Next Post: I suppose with Hive Comander I could deep strike an empty pod and outflank the Tervigon, although I'm not sure why.
I really like Outflanking the Terv. If you don't have a passenger for a Pod, drop it and spend the points on something nice, like a Brood of Hormagaunts to screen the Big Bugs. Losing the claws does little (you have a Haywire Template afterall) and a Dakkafex still generates D3 HOW at ST 9 on a charge!
The will of the hive is always the same: HUNGER
2014/11/08 17:47:25
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
I'm just curious as to whether it's better to outflank a Tervigon or deep strike him. Outflank is cheaper, but there's a small chance he won't go where I want it. Deep strike comes with another MC, more guns, and will reliably go where I want it. Right now it's two deep striking Devilfexes and a deep striking Tervigon. I can also drop the Tervigon, but I thought the idea of dropping an MC who can spawn it's own bubble wrap and throw out an Egrub template plus some stinger salvo shots was too good to pass up. Seems like it could be as big of a pain as a devilfex(albeit less killy) when dropped in the backfield. You have to kill at least three units instead of two or one.
I think even assuming they both end up exactly where you want them (obviously far more likely with the pod, bust just assuming it's are equal) you still waste more points on the Hive Commander. 25 points with no other returns, or 100 pts with 5 Venom Cannons. You might be overcharging about 10-20 pts on whole for the Pod once you set the unit mobility aside, but that's still less points wasted than HC and better returns all round.
To me, pods made HC pretty obsolete, although really it already was.
P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it.
2014/11/08 18:40:35
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
Got in a test game with the Tyranid Deathleaper Assassin brood. Played against the new Dark Eldar for the very first time since their codex came out. I really didn't know what to expect as I haven't played against DE for quite some time now. I also didn't know my opponent, Forrest, who is new to our LGS.
BTW, we only played at 1275 because that was all that my opponent had brought (painted), so I dropped a whole lot of stuff from my 1850 list to get down there. Yet I still managed to keep the formation, dropping my other TAC units instead.
It's been a while since I've played against Dark Eldar, and I have not played against their new codex yet. Now back in 5th, DE was just a problematic matchup for Tyranids. In 6th, things got a little easier for bugs with the advent of Flying Monstrous Creatures (FMC's) but still, DE had the firepower to shoot them down. Fast forwards to 7th and now the shoe is on the other foot. Tyranids have become the potential bad matchup for DE, especially a FMC-heavy bug list. Well, that was the older DE codex. The newer DE codex may have changed this again, though this game probably wouldn't be an indication of that (i.e. my opponent is not running any DE flyers). What he is running is a lot of DE firepower, so that will still remain problematic for any of my units other than my flyrants.
My flyrants will be a nightmare for my opponent to deal with. He cannot take them down reliably and his flimsy glass boats won't stand up to their shooting. Moreover, the flyrant egrubs (electroshock grubs) will hit both the open-topped transport and the unit inside. Basically, my flyrants have the potential to rampage through his army. However, I really don't know if my Lictor formation will contribute much to the game, other than as target practice for my opponent. So I've got a couple of really good units against his army, but the rest of my army just isn't suited to dealing with DE, with probably the exception of the mawloc.
Overall, I think this game can go either ways. I really don't know the skill level of my opponent, but if he can somehow manage to take down at least 1 flyrant early, then he'd have the advantage. If not, then I think I can pull off the V in this one.
Had a close game against a good white scars bike list last night. We decided to both bring some pretty hardcore lists and see what happened.
My list:
Quad Flyrants, 2 TLBLDevs, EGrubs
Bastion
Malanthrope
4 DS Ripper Squads
2 Dimachaerons
Mawloc
It's a double combined-arms list
His list (an approximation, as I didn't look at the exact list when we played):
Khan w/Moondraken
Chapter Master w/artificer armor, shield eternal, thunder hammer
Command Squad, each with grav guns and storm shields. Two guys also had melta bombs
There was also an apothecary in the command squad
Relic Sicaran
Thunder fire cannon
Storm....Eagle I believe. It was the one with 4 hull points. Had 2 TL Lascannons, a Multi-Melta, and a whirlwind launcher. Was a forge world variant.
8 bikes w/2 grav guns, attack bike w/multi melta
8 bikes w/2 grav guns, attack bike w/multi melta
8 bikes w/2 grav guns, attack bike w/multi melta
It was vanguard strike deployment. We played BAO Mission 4. I didn't keep track of which Maelstrom objectives were achieved on a specific turn, mostly because we rolled "kill a unit" like 70 percent of the time. It was close but in the end I got a single more Maelstrom point than he did. Basically he just hunted down and killed the rippers turn by turn so he was able to keep pace despite combat squadding his bikes. Because he wanted to see my deployment, he made me go first (which was an interesting decision due to his strong alpha strike, but with all the 2+ cover I would be getting, he felt it would not be as effective). I deployed around my bastion, which I placed between two ruins so Shroudstar was in full effect. It was also night-fighting, not that it mattered for either of our armies. He deployed in a net across most of the diagonal. Not that I was looking to get away. He did then try to sieze after deploying second. Interestingly, his scout moves were somewhat stunted because of my Dimachaerons. He didn't want to give me a turn 1 charge on a unit of my choosing.
So after he failed to sieze, my flyrants took to the air and did what they do best. Two of them had rolled up psychic scream and I got to hit a total of 6 squads between the two of them. Didn't have great rolls but killed some bikes. Also got two warp lances and tried to hit up the sicaran, but I didn't have many warp charge and I needed to make sure that a) I didn't perils myself and fall out of the sky like an idiot and b) I got off psychic scream reliably both times. So I only used two dice for each warp lance and predictably didn't get either off. In the shooting phase, I had a golden moment. Flyrants did what flyrants do and made the bikes take a metric ton of armor saves, but he rolled well and three squads were crippled but first blood hadn't happened. Then, I remembered about my bastion's heavy bolter. 3 shots, 2 wounds, 1 failed armor save for first blood!!! That Malanthrope had a dead eye all game.
On his turn, his meltas whiffed on the bastion (he only shot 1 or 2) and his bikes moved up to shoot the crap out of one of the DImachaerons, but Shroudstar is Shroudstar. Did a total of 2 wounds to the beast. Those two wounds were due to a Thunderfire cannon....apparently ignores cover is pretty op, even if you are still taking 3+ armor saves He shot ineffectively at my Flyrants as well causing a wound but I passed my grounding check. This turn, he only accomplished one of his Maelstrom objectives. I mention it because it was the only turn that either of us failed to max out the secondary.
My turn 2, four of my five reserve units came in.....of course it was the Mawloc who didn't. The Rippers each dropped on a different objective, with pretty friendly scatter. Only one was out of run range at the end of the turn. But the flyrants continued to rampage about, as his Sicaran proved not to be a very good AA platform, and his plane was still in reserves. They continued to pour tons of shots into the bike squads, using their superior mobility to gain rear shots on many of the bikes that were kept towards the rear of the squads with the better weapons. About half his bikes were dead at the end of turn 2. I killed his Thunderfire and Psychic Scream continued to be decently effective when used against multiple squads. The Dimachaerons decided to both wait in their lair - the charge would have been too long and they liked their cover. Plus, he was going to come to me. It was his command squad's only option. Another highlight of the game - the Malanthrope continued to do his best Vindicare Assassin impression, sniping a lone biker who had passed his armor saves from the rest of the army, earning me a Maelstrom point!
On his turn 2, the Storm Eagle came in and genuinely made the Hive Tyrants shake a little. He made one jink, which then fell out of the sky and was a sitting duck with one wound, which two bike squads proceeded to finish off....with their hammer of wrath....shameful. Another hive tyrant was brought down to only one wound from combined shooting from a couple squads and some good rends from the Sicaran (2 ouf of 6 dice! Geez!) but he passed his grounding check! (Spoiler, he would live until the end of the game - what a champ!) The Dimachaeron gets charged by the Command Squad with Khan and the Chapter Master. To be fair, the Dimachaeron wasn't too sad. It's what he lives for. It was a bit of a high-level slap fight. His melta bombs and chapter master sort of whiffed and they all had 3+ invulns and/or eternal warrior, but I still did some work. Managed to knock a wound off the chapter master and kill two bikes. He did put down the Dimachaeron in the end (it was the one with 4 wounds to start, as the other one was sitting pretty on top of the Bastion, waiting to LEAP down and join the combat. Because you have to make use of his leap rule somehow haha).
On my turn 3, the Mawloc comes in and does what she does best.....MISS by a tantalizingly small amount. She did still kill 3 bikes but appeared on the board like a sitting duck after clearly them away. My flyrants were able to maneuver behind the Storm Eagle, and then shoot at whatever they pleased because it wouldn't be able to get a firing arc on any of them. So what they did was kill the sicaran, and then the third one decided to shoot some more bikes. My second Dimachaeron charged in to avenge his fallen brother (because Tyranids have honor like that) and killed Khan. KHAAAAAAN! He would then be taken down to a single wound by melta bombs and the Chapter Master, and of course the FNP hit is saved. Dima can't catch a FNP break. It's an ongoing chronicle now.
On his turn 3, he made what I think was his only tactical error of the game. Well, maybe one of two. Instead of flying the Storm Eagle off the board (or entering it into Hover mode) he decided to shoot my bastion. He did cause a detonation, causing 15 WOUNDS to my poor poor Malanthrope in the process....who then made 13 3+ armor saves LIKE A MAN. Of course he was still sitting in the open. And although the Dimachaeron did his best, he fell in the end to the Chapter Master (though not without taking a few more Command Squad members with him, most notably the Apothecary). He also assaults and kills the Mawloc after shooting it up beforehand. Two other contenders for moments of the game occurred during his assault phase, when an attack bike with a single wound tried to clear a solitary group of rippers off of an objective, but was not only repelled but actually killed by the rippers! Weight of attacks for the win! Later in that same assault phase, a lone ripper one-upped even that performance. The techmarine from the thunderfire had been out of line of sight from my flyrants when they killed the cannon itself, so he was still kicking, and caused 6 wounds to a ripper squad near his objective in the backfield with his flamer. He then charged the lone ripper, who wounded him twice, causing a single failed armor save before the marine could even strike! WOW! I know it's not that crazy, statistics-wise, but it was pretty cool.
My turn four consisted of using the Hive Tyrants to whittle down his bikes even further because I could again stay behind the arc of the Storm Eagle completely with all three of them. The Chapter Master finally fell to weight of fire from all three hive tyrants. Psychic scream once again did a little work. RIppers continued to die, but 2 squads were on far-away objectives out of LOS so that was looking good. The Malanthrope charged into a combat against some bikes with the rippers, not doing much at all but hey, Tyranids gotta eat.
His turn four, he decided to fly his Storm Eagle off the board rather than going into hover mode (which I think was also a bit of a bad idea, and I did caution him of the possibility that he would be tabled in the meantime, though he had 7 or 8 bikes left. He was relatively confident that with three squads (one of which had only 1 bike), he would probably be ok since I only had the three hive tyrants left. And to be fair to him, the flyrants did all have templates, so his plane would likely have died if he went into hover mode). Unfortunately for him, the bikes finished off my models in combat so everyone was free to be shot at.
On my turn, psychic scream did it's job once more and finished off one of the bike squads that had only a single member, freeing up my three tyrants to fire at only two squads, tabling him.......as I type that, I now realize that since he had second turn this was not the case. Whoops, rules OP. That being said, the game was very much over at that point since I had two ripper squads and three flyrants left, two of which had full wounds, and his Storm Eagle was the only model left in his army.
Overall, it was a close game. He wasn't really able to deal with the Flyrants and they pretty much wrecked most of his army over the course of the game. He focused on killing off my ground models, which he did do effectively. I had a total of 3 models on the ground at the top of four, and he probably could have killed all of them in another turn or two. However, I had first blood, and it would have been very difficult for him to kill my full health warlord. I also had guaranteed linebreaker, whereas he might have been able to get it if the game ended on turn 5, but not after that, as he certainly would have been tabled.
Primary: Won by Tyranids!
Secondary: Won by a single point by Tyranids
3 Tertiary points: Tyranids 3; Marines 0
Crushing 10-0 victory to Tyranids!
Overall thoughts - I know that the Hive Tyrants are MVPs, and nowhere is that more evident than when you take them in numbers. Much like Skyblight, they are just really tough to deal with, especially since they can often neutralize what little AA threats there are to their existence, leaving them free to rampage about the skies. The rippers surprised me by rolling really well, and they fulfilled their objective babysitting duties perfectly. The Dimachaerons and Mawlocs had a pretty bad matchup, but the occupied the ground forces for most of the game, freeing the Hive Tyrants up to do their job. Overall, I really like the list and look forward to playing variants of it more. I don't think the bike list was a good matchup for the bikes, but to be honest, I don't know how many lists can deal with that many air units that do so much.
This message was edited 2 times. Last update was at 2014/11/08 20:36:09
2014/11/08 20:17:38
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
Thanks. It felt a lot closer than it was in the early going. Especially because had my one-wound Flyrant failed his grounding check, he most certainly would have died (from assault if not the fall) and that would have swung the game quite a bit
2014/11/08 21:05:50
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
I got tabled by Grey knights with Space wolf allies turn 4... so how do we deal with grey knights?!
the main things that ruined my list was those 9inch damn nova's that ignore cover and auto hit everything - even fliers?!. God damn Grey knights are powerful vs Nids!
This message was edited 2 times. Last update was at 2014/11/08 21:15:12
2014/11/08 21:07:04
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
luke1705 wrote:To touch a bit more on the differences between a Malanthrope and...well....any other unit that you might be considering taking, there are a number of benefits that you'll get with a Malanthrope, the combination of all of which you won't find in any other combination of units, and certainly not for so few points and only a single kill point:
1) Toughness 5. Goodbye instant death strength 8 and 9
2) Synapse creature. Can't have too many. This means Shadows of the Warp as well. Suck it psychers!
3) Shrouded, and gives shrouded to every unit that has a SINGLE MODEL in said unit at least partially within 6"
4) 3+ armor. In conjunction with the shrouded save, you're almost always getting a 3++, unless you're getting shot by an AP 3 ignores cover weapon. There are less of those than you would think if you discount psychic shenanigans. Often times you will be able to get 2+ cover also (thank the sweet baby Jesus for ruins)
5) 4 wounds
6) Regeneration
7) Poisoned 2+
8) When it is part of a combat that is won by Tyranids, it's synapse bubble gives preferred enemy for that codex that the unit that lost combat belongs to. This doesn't happen all that often but it's pretty dope when it does
It is probably as close to an auto-include as our Flyrant is. Taking anything else just makes your army appreciably worse. That being said, there is a lovely debate between Shuppet and I about this very topic (the opportunity cost of taking a Malanthrooe) about...5 or 10 pages back. You're welcome to look through my post history. I don't have that many and once you get to a wall of text with a bunch of numbers you'll know you're in the right area
Awesome, thanks for the lowdown!
I'll check out that wall of text discussion as well
jy2 wrote:Interesting. Would you happen to have the list that the GK/SW player was running?
hello dude.
I literally know nothing about grey knights so apologies in advance, I'm also super tired and drunk so my brains a little fuzzed so if anyone can help out here!
his list was something like this;
Grey Knights primary
Librarian ML3? he got gate and two other powers.
Purifiers?
Psylincers? strength 7 weapons.
combat squadding to give 2 x ML 2 sqauds)Purifiers?
Strength 5, 9inch Nova with 2D6 auto hits that ignores cover? it's horrific! shredded my flyrants and hive crone. I definitely got too close so thats major error 1...
This message was edited 3 times. Last update was at 2014/11/08 21:18:01
2014/11/08 21:22:45
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
Those Novas are WC2 IIRC. Should be pretty tough to cast 2 a turn reliably without perils, let alone 3. Although I guess he had a lot of warp charge. They are also 9" range so like you said, you just need to stay 15+ inches away from that model. We do a great job of having 18" guns so it works out
2014/11/08 21:28:46
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
luke1705 wrote: Those Novas are WC2 IIRC. Should be pretty tough to cast 2 a turn reliably without perils, let alone 3. Although I guess he had a lot of warp charge. They are also 9" range so like you said, you just need to stay 15+ inches away from that model. We do a great job of having 18" guns so it works out
hmm. Yeah, I wasn't aware of what they could do and just completely unexpected it. Also, he had something like 14 WC + D6 per phase. I couldn't get any powers off and he got all the ones off that he needed.
He cast 3 of those Nova turn 1.
2014/11/08 21:44:34
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)