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2015/05/12 17:21:43
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
Benlisted wrote: All this talk of Skytyrant has got me thinking. Obviously it'd be nice to give the whole swarm Fleet with AG, but at a 30 Garg swarm that's costing you 75 points, which is pretty damn hefty since it already costs 450pts or so depending how you run the flyrant. Would it be at all viable to stick AG on only 20/30 of the gargoyles, since they're technically two separate broods so you can upgrade them differently? If your opponent shoots 10 off then he gives the remainder fleet. Then again, that only actually saves you 20 points, so maybe it isn't particularly worth it.
Boyz > Toyz
YMDC = nightmare
2015/05/13 00:19:25
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
Jy2 I finally got to read through the entire article. It is a fantastic resource for any nid looking to take some craftworlders down a peg or two.
Some things that might be beneficial to point out.
1) CWE has lost a significant amount of board control in ITC events. If they only take 1 wraithknight a CWE army will really struggle to stay near midfield objectives where they can end up in assault. Look at the example competitive lists provided. There is only 2 units in the entire lot that want anything to do with melee (seer council and wraithknight). The only other units that are even okay in an assault are wraithguard though they are easy to tarpit and grind down, though with wraithscythes you will need a cheap unit to sacrifice to the wall of death.
This may not seem as important in a thought experiment but it becomes extremely important in a maelstorm objectives type game as the CWE player will have to choose between getting a point from jumping onto an objective with the scatbike unit only to be assaulted by you or to not get the point and let you pull forward. This problem is exacerbated as compared to the previous CWE serpent spam + 3 wraithknights by the fact that scatbikes cannot carry small sacrificial dire avenger units inside them to be used to block charges. This also becomes even more drastic because winning an assault by even a single point gives the scatbikes a 50% chance of breaking.
I am not advising people to try killing CWE in melee but I am saying that if you play to objectives assaults assaults will happen and this is one of the edges that could win a game.
2) Many CWE units firepower is reduced with every unsaved wound. This is different than serpent spam of yore and most imperial units where the real damage comes from 2-3 special weapon models. Most CWE units have the same gun on every model. This means every single model removed reduces the firepower output of the unit in a linear fashion. So killing 2 scatbikes of a 5 scatbike unit reduces the units firepower from 20 shots to 12 shots. Thus, aside from the purposes of removing a scoring unit, killing 10 scatbikes from 5 units is essentially the same as killing 2 units of 5 scatbikes, except there is a benefit to killing 25% of a scatbike unit. This factor helps to make chipping away with small amount of anti infantry firepower useful against CWE. Things like Psychic Scream or multi charges can be a real concern for armies that spam scatbikes. They will fill up so much of their deployment area that you are likely to catch 3-4 units with these and if you do you will make them pay in a big way.
3) The new CWE has a weird dichotomy. The "backbone" of their army the scatbikes has essentially the worse morale in the army. If you can get 25% casualties on a unit it has a 28% chance to fail morale. This may seem low but remember that 1-2(1 for units of 3 and 2 for units of 6) MEQ have not exactly been difficult to kill. This can make for an interesting strategy for turn 1-2 shooting priorities as I am finding it is better to just kill 25% of each scatbike unit I target and then use the rest of my shooting to do the same to the rest of the scatbikes. What this does is reduces the return fire to about 50% of what it would otherwise have been (this is essentially 1/3 failure rate combined with a more efficient firepower to kill return as I am not over killing units). This reduction of the alpha or beta strike can put me on a up on the attrition cycle letting me grind the CWE player to a wraithknight alone rather than me getting ground down instead.
The weakness to this strategy of distributed kills is that you end up with a bunch of weakened 2-3 model units of scatbikes that are still excellent scoring. However consider these points;
a) there is essentially 0 chance you would have wiped the opponents scatbike units all out turn 1. This same firepower needed to kill 25% of each units would leave 75%+ of the scatbike units alive, at full strength, and not having to snap fire from failed morale checks.
b) Subsequent turns the small scatbikes will have to get closer to score objectives. This will give more opportunities to use small arms fire to kill 1 bike here or there. If you have already reduced a unit of 6 scatbikes down to 4 then killing 1 bike will cause more morale checks. Thus you have set yourself up to gain more benefits for less resources down the line.
c) if you face the 30+ scatbike list with this strategy some of the scatbike units are likely to flee off the table as packing that many bikes into a deployment zone is going to leave them looking like sardines in a tin. This is a ~4 times multiplication of the effects of that units shooting, that is massive.
Sorry for all the ramblings on scatbikes. I did just look at a lot of stats on them.
Also don't forget to vector strike the crimson hunter formation. Shooting them can be rough due to vector dance and the rerollable jink saves but the vector strike ignore cover and have a good chance to pen. Against the crimson hunter formation all you really need is to neuter their firepower as unlike nids flyrants the crimson hunters cannot score or contribute anything other than their shooting.
For the wraithknight I agree that it is probably best to just mitigate it with MSU however keep in mind only 1 configuration has D attacks in assault. The other versions will struggle against nid GMC.
2015/05/13 02:07:54
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
ansacs wrote: Jy2 I finally got to read through the entire article. It is a fantastic resource for any nid looking to take some craftworlders down a peg or two.
Some things that might be beneficial to point out.
1) CWE has lost a significant amount of board control in ITC events. If they only take 1 wraithknight a CWE army will really struggle to stay near midfield objectives where they can end up in assault. Look at the example competitive lists provided. There is only 2 units in the entire lot that want anything to do with melee (seer council and wraithknight). The only other units that are even okay in an assault are wraithguard though they are easy to tarpit and grind down, though with wraithscythes you will need a cheap unit to sacrifice to the wall of death.
This may not seem as important in a thought experiment but it becomes extremely important in a maelstorm objectives type game as the CWE player will have to choose between getting a point from jumping onto an objective with the scatbike unit only to be assaulted by you or to not get the point and let you pull forward. This problem is exacerbated as compared to the previous CWE serpent spam + 3 wraithknights by the fact that scatbikes cannot carry small sacrificial dire avenger units inside them to be used to block charges. This also becomes even more drastic because winning an assault by even a single point gives the scatbikes a 50% chance of breaking.
I am not advising people to try killing CWE in melee but I am saying that if you play to objectives assaults assaults will happen and this is one of the edges that could win a game.
2) Many CWE units firepower is reduced with every unsaved wound. This is different than serpent spam of yore and most imperial units where the real damage comes from 2-3 special weapon models. Most CWE units have the same gun on every model. This means every single model removed reduces the firepower output of the unit in a linear fashion. So killing 2 scatbikes of a 5 scatbike unit reduces the units firepower from 20 shots to 12 shots. Thus, aside from the purposes of removing a scoring unit, killing 10 scatbikes from 5 units is essentially the same as killing 2 units of 5 scatbikes, except there is a benefit to killing 25% of a scatbike unit. This factor helps to make chipping away with small amount of anti infantry firepower useful against CWE. Things like Psychic Scream or multi charges can be a real concern for armies that spam scatbikes. They will fill up so much of their deployment area that you are likely to catch 3-4 units with these and if you do you will make them pay in a big way.
3) The new CWE has a weird dichotomy. The "backbone" of their army the scatbikes has essentially the worse morale in the army. If you can get 25% casualties on a unit it has a 28% chance to fail morale. This may seem low but remember that 1-2(1 for units of 3 and 2 for units of 6) MEQ have not exactly been difficult to kill. This can make for an interesting strategy for turn 1-2 shooting priorities as I am finding it is better to just kill 25% of each scatbike unit I target and then use the rest of my shooting to do the same to the rest of the scatbikes. What this does is reduces the return fire to about 50% of what it would otherwise have been (this is essentially 1/3 failure rate combined with a more efficient firepower to kill return as I am not over killing units). This reduction of the alpha or beta strike can put me on a up on the attrition cycle letting me grind the CWE player to a wraithknight alone rather than me getting ground down instead.
The weakness to this strategy of distributed kills is that you end up with a bunch of weakened 2-3 model units of scatbikes that are still excellent scoring. However consider these points;
a) there is essentially 0 chance you would have wiped the opponents scatbike units all out turn 1. This same firepower needed to kill 25% of each units would leave 75%+ of the scatbike units alive, at full strength, and not having to snap fire from failed morale checks.
b) Subsequent turns the small scatbikes will have to get closer to score objectives. This will give more opportunities to use small arms fire to kill 1 bike here or there. If you have already reduced a unit of 6 scatbikes down to 4 then killing 1 bike will cause more morale checks. Thus you have set yourself up to gain more benefits for less resources down the line.
c) if you face the 30+ scatbike list with this strategy some of the scatbike units are likely to flee off the table as packing that many bikes into a deployment zone is going to leave them looking like sardines in a tin. This is a ~4 times multiplication of the effects of that units shooting, that is massive.
Sorry for all the ramblings on scatbikes. I did just look at a lot of stats on them.
Also don't forget to vector strike the crimson hunter formation. Shooting them can be rough due to vector dance and the rerollable jink saves but the vector strike ignore cover and have a good chance to pen. Against the crimson hunter formation all you really need is to neuter their firepower as unlike nids flyrants the crimson hunters cannot score or contribute anything other than their shooting.
For the wraithknight I agree that it is probably best to just mitigate it with MSU however keep in mind only 1 configuration has D attacks in assault. The other versions will struggle against nid GMC.
We might get something by combining the Deathleaper's Assassin Brood -1 Leadership bubble with heavy firepower targeting their bikes then?
2015/05/13 08:33:33
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
ansacs wrote: Jy2 I finally got to read through the entire article. It is a fantastic resource for any nid looking to take some craftworlders down a peg or two.
Some things that might be beneficial to point out.
Spoiler:
1) CWE has lost a significant amount of board control in ITC events. If they only take 1 wraithknight a CWE army will really struggle to stay near midfield objectives where they can end up in assault. Look at the example competitive lists provided. There is only 2 units in the entire lot that want anything to do with melee (seer council and wraithknight). The only other units that are even okay in an assault are wraithguard though they are easy to tarpit and grind down, though with wraithscythes you will need a cheap unit to sacrifice to the wall of death.
This may not seem as important in a thought experiment but it becomes extremely important in a maelstorm objectives type game as the CWE player will have to choose between getting a point from jumping onto an objective with the scatbike unit only to be assaulted by you or to not get the point and let you pull forward. This problem is exacerbated as compared to the previous CWE serpent spam + 3 wraithknights by the fact that scatbikes cannot carry small sacrificial dire avenger units inside them to be used to block charges. This also becomes even more drastic because winning an assault by even a single point gives the scatbikes a 50% chance of breaking.
I am not advising people to try killing CWE in melee but I am saying that if you play to objectives assaults assaults will happen and this is one of the edges that could win a game.
2) Many CWE units firepower is reduced with every unsaved wound. This is different than serpent spam of yore and most imperial units where the real damage comes from 2-3 special weapon models. Most CWE units have the same gun on every model. This means every single model removed reduces the firepower output of the unit in a linear fashion. So killing 2 scatbikes of a 5 scatbike unit reduces the units firepower from 20 shots to 12 shots. Thus, aside from the purposes of removing a scoring unit, killing 10 scatbikes from 5 units is essentially the same as killing 2 units of 5 scatbikes, except there is a benefit to killing 25% of a scatbike unit. This factor helps to make chipping away with small amount of anti infantry firepower useful against CWE. Things like Psychic Scream or multi charges can be a real concern for armies that spam scatbikes. They will fill up so much of their deployment area that you are likely to catch 3-4 units with these and if you do you will make them pay in a big way.
3) The new CWE has a weird dichotomy. The "backbone" of their army the scatbikes has essentially the worse morale in the army. If you can get 25% casualties on a unit it has a 28% chance to fail morale. This may seem low but remember that 1-2(1 for units of 3 and 2 for units of 6) MEQ have not exactly been difficult to kill. This can make for an interesting strategy for turn 1-2 shooting priorities as I am finding it is better to just kill 25% of each scatbike unit I target and then use the rest of my shooting to do the same to the rest of the scatbikes. What this does is reduces the return fire to about 50% of what it would otherwise have been (this is essentially 1/3 failure rate combined with a more efficient firepower to kill return as I am not over killing units). This reduction of the alpha or beta strike can put me on a up on the attrition cycle letting me grind the CWE player to a wraithknight alone rather than me getting ground down instead.
The weakness to this strategy of distributed kills is that you end up with a bunch of weakened 2-3 model units of scatbikes that are still excellent scoring. However consider these points;
a) there is essentially 0 chance you would have wiped the opponents scatbike units all out turn 1. This same firepower needed to kill 25% of each units would leave 75%+ of the scatbike units alive, at full strength, and not having to snap fire from failed morale checks.
b) Subsequent turns the small scatbikes will have to get closer to score objectives. This will give more opportunities to use small arms fire to kill 1 bike here or there. If you have already reduced a unit of 6 scatbikes down to 4 then killing 1 bike will cause more morale checks. Thus you have set yourself up to gain more benefits for less resources down the line.
c) if you face the 30+ scatbike list with this strategy some of the scatbike units are likely to flee off the table as packing that many bikes into a deployment zone is going to leave them looking like sardines in a tin. This is a ~4 times multiplication of the effects of that units shooting, that is massive.
Sorry for all the ramblings on scatbikes. I did just look at a lot of stats on them.
Also don't forget to vector strike the crimson hunter formation. Shooting them can be rough due to vector dance and the rerollable jink saves but the vector strike ignore cover and have a good chance to pen. Against the crimson hunter formation all you really need is to neuter their firepower as unlike nids flyrants the crimson hunters cannot score or contribute anything other than their shooting.
For the wraithknight I agree that it is probably best to just mitigate it with MSU however keep in mind only 1 configuration has D attacks in assault. The other versions will struggle against nid GMC.
Thanks for sharing. I will try to incorporate some of you ideas into my tactica at a future date. I will also respond to some of these points tomorrow.
But for now, I've got a battle report to share.....Tyranids vs Eldar!
Ok, so I finally got in a game with Tyranids vs Eldar. Only I was the one playing Eldar. My opponent? None other than the man, the myth, the StarCraft legend himself, Mr. Geoff "iNcontrol" Robinson and was Barbed Hierodule tournament Tyranids. Geoff is a really good Tyranid player, winning Best Tyranids at the BAO 2014 (I took Best Tyranids at the BAO 2013 and was runner-up to Geoff in 2014). Geoff also took the award for Best Tyranid player in the ITC 2014, and he is one of a very, very small group of people whom I actually have a losing record against.
He brought his 1850 tournament list:
iNcontrol's Tyranids:
Leviathan:
Flyrant - Egrubs
Flyrant - Egrubs
Mucolid
Mucolid
Mucolid
CAD:
Flyrant - Egrubs, Fighter Ace
Swarmlord
Malanthrope
3x Rippers - Deepstrike
3x Rippers - Deepstrike
Barbed Hierodule
Jy2's Eldar:
While my opponent brought his proven, tournament Tyranid list, I only brought a generalist Eldar list. It isn't a fully optimized list, but it is still pretty good. I was running this list mainly to get a feel of how the Eldar army works, and I mainly used models that I currently own (with only 1 proxy, the D-scythe Wraithguards).
3. The nerf to D...Destroyer shots can only do 2W at most. The D-scythes only wound on a 3+ and they do D2 wounds (instead of D3).
4. Other than a lucky '6' on the D-charts, Eldar will have problems against 2+ Shrouded cover.
5. The Barbed Hierodule with 2+ cover and 12 S10 shots has a better chance to take out my Wraithknight than vice versa. I really don't have an answer for his GMC.
6. Geoff actually got some very good Psychic powers with 4 Catalysts, 2 Paroxysms, 1 Psychic Scream, 1 Warp Blast and 1 Onslaught. I have weak psychic defense with no psykers in my army.
7. We are playing the Scouring. Eldar has got 3 Fast Attacks. Tyranids have none.
8. Although Tyranids are going 1st, they do have Master of Ambush and so will be getting the alpha-strike.
9. We played with plenty of ruins in this game. Basically, his flyrants will never have to jink as they should almost always be in terrain.
10. In the Maelstrom Secondary, there are 3 VP sub-missions. These will be very hard for my army to take because they consist of FMC's, a Gargantuan and units with 2+ cover.
Eldar:
Top 10 Reasons Why Eldar Will Win.
1. I am more familiar with Tyranids than Geoff is with the new Eldar.
2. Eldar is going 2nd, meaning they will have the last say on objectives.
3. Mobility. No one can take objectives quite like the Eldar. Their bikes can zoom from 48" away onto an objective.
4. In the Maelstrom Secondary, there are 3 Objectives sub-missions. With Eldar going 2nd and ObSec bikers, I should be able to grab these every turn, that is, if I don't mind sacrificing my scoring units next turn.
5. Hammer & Anvil deployment. One of the worst deployment types for Tyranids and one of the best for Eldar.
6. One of the best ways to deal with Eldar is by running MSU. Well, Geoff is doing quite the opposite of that, with 1 big "deathstar" unit (his Barbie) and a bunch of flyers. He's only got 2 units of rippers to grab those objectives. Once I take them out, Geoff's ability to grab the objectives will become really hard.
7. D-weapons. Even though the D has been nerfed, it is still really dangerous, especially from my D-scythe Wraithguards. You know what they say....a D a day keeps the big bugs away. Of course, this is assuming my WG wave serpent doesn't get popped out in the middle of nowhere.
8. Target priority. Let's see if Geoff gets his Target Priority correct. Before the game, I was going on about how good the Warp Spiders and the D-scythe WG's were. I also stressed how my Crimson Hunter Exarch was my best weapon against his flyrants and how I have 3 Fast Attack units in my list. Let's see if he goes after those units or my ObSec jetbike troops. If he leaves my jetbikes alone, then I have a chance. If he goes after them early, then he will neutralize my mobility advantage and I will be in trouble.
9. His flyrants will have to eventually land. And when they do, I will take them out....assuming I still have any offense left.
10. Sorry, I barely made it to 9. I don't have a 10.
So what do you think of the matchup? Who will win? Who is favored? We played ITC mission #4, with Scouring as the Primary and Modified Maelstrom as the Secondary. I had 3 Fast Attacks (Crimson Hunter, Swooping Hawks and Warp Spiders). Geoff had none. Also, I opted to go 2nd, even though Geoff had Master of Ambush for his Warlord flyrant (meaning he was going to infiltrate all 3 flyrants and his Barbed Hierodule and he is going 1st).
Also, we were playing with the ITC nerf to D. On the Destroyer Table, 2-5 = D2 Wounds/Hull Points and 6 = 2 Wounds/HP's with no saves of any kind. Also, the Destroyer shots do not count as S10 for the purposes of Instant Death.
This will be a text-only battle report, as I didn't bring my camera to take any pictures.
Primary: The Scouring (worth 4-pts)
Secondary: Modified Maelstrom (roll for 2 each turn, worth 4-pts):
1. Hold Objective #1.
2. Hold Objective #2.
3. Hold Objective #3.
4. Kill an enemy unit.
5. Kill an enemy unit.
6. Kill an enemy unit.
Tertiaries: Linebreaker, Slay the Warlord, Big Game Hunter (Kill the most expensive enemy unit)
My Big Game Hunter (BGH) unit is the Wraithknight. Geoff's is his Barbed Hierodule.
Deployment: Hammer & Anvil
First Turn: Tyranids (I win the roll and opted to go 2nd)
No Night-fight.
We both get Master of Ambush for our Warlord traits.
Geoff gets some really good psychic powers - 4 Catalysts, 2 Paroxysms, 1 Onslaught, 1 Psychic Scream and 1 Warp Blast.
Terrain consists of 1 large ruins in the middle, surrounded by 6 terrain pieces - 2 smaller ruins, 2 BLOS hills and 2 BLOS ruins. Overall, there was plenty of ruins for all the MC's in the game.
I win the roll to go first but opt to go second instead.
Geoff deploys everything but the mucolids. He deploys Swarmy and the Malanthrope as far forwards as possible. He deploys the 2 rippers in the back in ruins on both of the objectives. He then infiltrates his 3 flyrants and the Barbed Hierodule about 18" from my units.
I deploy only 2 units. Talk about gutsy. I deploy my WK on an objective and in ruins (18" away from where he would later infiltrate his flyrant and Barbed Hierodule). I then deploy my D-artillery (the Vaul's Wrath Support Battery) behind the BLOS hill in my deployment zone.
I then reserve the rest of my army. WG's, Dark Reapers and 2 units of jetbikes with my Warlord Autarch will be outflanking (due to Master of Ambush). Scorpions and Hawks will deepstrike and 1 unit of jetbikes will be coming in on my board edge (along with my flyer). That's right, I'm going with a null-deployment strategy against Geoff's Tyranids thanks to the +/-1 I get on Reserves with my Autarch. I just hope that I don't get tabled before then. Gulp!
Maelstrom - His 2 Maelstrom objectives are the ones that his 2 rippers are on. My 2 Maelstrom objectives are the ones that my 2 units are on.
Movement - Malanthrope and Swarmlord advances into the central ruins. Barbie moves back slightly 1) to get out of my WK's charge range and 2) to get within the Malanthrope's bubble. 2 flyrants move towards my artillery. 1 flyrant move towards my WK but stays in ruins.
Psychic - Tyranids get off all of their powers except Paroxysm on my WK (which I manage to deny). Flyrant Psychic Screams at my artillery. I fail the Psychic Scream test and lose 1 guy and the artillery piece. The last guy then fails morale again and runs off the table. You will see this trend in the game.
Shooting - 2 flyrants have no target. The other flyrant shoots at my WK and does no wounds. Barbie then shoots at my WK and causes 2 unsaved wounds.
Eldar 1:
Spoiler:
My turn is very short. I go straight to the shooting phase since my WK is already on a Maelstrom objective. Due to 2+ shrouded cover, my shooting does no damage.
Maelstrom - Geoff scores 2 Maelstrom points for claiming 2 of his objectives with his rippers. I get 1 for having my WK on an objective.
Maelstrom VP's - Eldar: 1, Tyranids: 2
Tyranids 2:
Spoiler:
Maelstrom - We both get 1 objective and 1 kill-a-unit for our Maelstrom objectives.
Movement - 2 mucolids come in (deepstriking near the 2-pt objective). All 3 flyrants fly off the table. He moves the Malanthrope, Swarmy and Barbie towards the center of the table (to get away from the threat range of my outflanking D-Scythe Wraithguards).
Shooting - Barbed Hierodule does 6W to my Wraithknight. I then fail 4 out of 6 4+ cover saves. However, I then make 3 out of 4 5+ FNP saves.
Tyranids fail to kill a unit, but they do have their rippers on their Maelstrom objective.
Eldar 2:
Spoiler:
Movement - I use my Autarch to give +1 to my Reserves. Everything comes in except for my Autarch and his unit of bikers and the Crimson Hunter Exarch. I deepstrike the hawks into my opponent's deployment zone to go after the rippers on an objective. Scorpions come in on the opposite flank of the hawks (but still within range of the rippers and objective in my opponent's Deployment zone). Spiders come in mid-board and behind a BLOS hill to go after either Barbie or the malanthrope. Scatterbikes come in around my deployment zone (I get 1 Skyfire Nexus on my 1-pt objective). I make sure that the bikes are out of flyrant threat range when they come back in next turn. Finally, wave serpents (with WG's and Dark Reapers) come in mid-board as well. Geoff does a good job of keeping his TMC's/GMC out of my D-scythe threat range and so I leave my WG's (and Dark Reapers) in their transports this turn.
Shooting - Between my Swooping Hawks, 1 serpent shield and the scatterbikes, I manage to erase both units of rippers, thus denying my opponent of his Maelstrom objective. The rest of my shooting - Warp Spiders, WK and scatterbikes - fail to do any damage to his TMC's with 2+ cover, though I do manage to take out 1 mucolid as well. Geoff gets a little revenge on me as he fails 4 2+ saves on his malanthrope but then makes 4 5+ FNP saves on him instead. WG wave serpent then moves flat-out towards Barbie and his friends.
Assault - While making my assault moves for my bikers, I lose 1 bike to dangerous terrain. They then fail the Morale and fall back.
Maelstrom - My opponent fails to achieve either of his Maelstrom objectives this turn. He fails to kill a unit and then I erase his unit on his Maelstrom objective. I, on the other hand, get both of mine. However, since Geoff did 3W to my Gargantuan Lord of War, he gets +1VP, which in the ITC missions counts towards the Secondary Maelstrom objectives.
Maelstrom VP's - Eldar: 3, Tyranids: 3
Tyranids 3:
Spoiler:
Maelstrom - Geoff gets Kill-1-unit and 1 objective Maelstrom objectives. I get 2 objectives.
Movement - Flyrants come back in. They go after my hawks and spiders. Last mucolid comes in as well. Barbie moves away from my WG's in wave serpent and towards my Warp Spiders. Geoff has just made it impossible for my Warp Spiders to get away. If they jump out of range of the flyrants, they will be in LOS and potential charge range of Barbie. Lastly, Swarmy will sacrifice himself by moving in the way of my WG's (if order to try to save Barbie).
Psychic - I cannot stop any of his psychic powers. Swarmy paroxyses my WK. Flyrant Psychic Shrieks my warp spiders and I lose 1 (again, another failed LD). Catalyst goes off on almost his entire army.
Shooting - Flyrant fires at the Swooping Hawks. Despite going-to-ground in ruins for the 3+, I lose the entire squad of 6 due to crappy saves. 2 flyrants shoot at my Warp Spiders. Statistically, I should lose 6 spiders (3 from each flyrant). Again, I roll poorly on their saves and lose the entire unit. Lastly, Barbie shoots at my WK. This time he does only 5W and between 4+ cover and 5+ FNP, I only lose 1W. Anyways, Geoff gets +2VP to the Primary for killing 2 of my Fast Attack units.
Assault - Geoff makes a mistake here and forgets to assault my WG wave serpent with the Swarmlord. Or maybe he didn't want to assault it because that would then pull him out of Malanthrope range and I still have my Crimson Hunter and WK shooting next turn. Hmmm.... Finally, mucolid assault and kill 2 of my Striking Scorpions.
Eldar 3:
Spoiler:
Movement - Warlord's unit and Crimson Hunter both come in. This turn I go after his Warlord flyrant. Dark Reapers disembark. Crimson Hunter and bikes (with 1 unit of bikes on the Skyfire objective) aim for his flyrant. My fleeing bikers regroup. I make sure to cover both of my Maelstrom objectives as well. Lastly, WG's disembark after their serpent advances 6". I am actually in range of Barbie, however, I opt to go after Swarmy instead. Why? Because Swarmy is in range of the Malanthrope, and I can actually BBQ them both.
Shooting - I make a mistake here. I fire the Crimson Hunter into his Warlord, and then I find out he is also within 6" of the Malanthrope! Needless to say, with 2+ cover (in ruins), his Warlord doesn't lose a single wound. I then fire with my WG's. They barbeque Swarmy. However, when I roll to wound against his Malanthrope, I roll a 1, 2, 1, 2, 3 for a total of only 1W. I need to redirect my firepower against his Malanthrope and Geoff rolls well for his saves. None of my shots get past his 2+ cover, though I do manage to do another 1W to it from the WG's Wave Serpent cover-ignoring serpent shields. In short, my Shooting phase was just horrible.
Assault - Bikers do their jump moves (except for the unit that just regrouped).
Maelstrom - Despite Geoff's really good turn and my really bad one, I outscore Geoff again in the Maelstrom objectives. I get both of mine (with several different units) and Geoff only manages to get 1 of his (kill-a-unit).
Maelstrom VP's - Eldar: 5, Tyranids: 4
Tyranids 4:
Spoiler:
Maelstrom - We both get 1 objective and 1 kill-a-unit for our Maelstrom objectives.
Movement - Geoff keeps his flyrants on the table in preparation for Turn 5. 1 flyrant goes after the Crimson Hunter. Another goes after my Dark Reapers. The last one goes after the Wraithguards. All will be in position to jump onto objectives next turn. Barbie continues to retreat away from my WG's.
Psychic - Scream claims another kill - 1 Dark Reaper model (yet another failed LD test). I believe he only gets 1 Catalyst off this turn.
Shooting - Flyrant finishes off my reapers. 2nd flyrant fails to down my Crimson Hunter, managing to take off 2HP's and forcing me to jink. 3rd flyrant manages to shoot down 3 WG's (average would have been 2 WG's dead only). Barbie shoots at my WK with 2W remaining in an attempt to take him out (for the extra +1VP to the Maelstrom Secondary). Once again, I roll well for my WK and he only takes 1W of damage (1W remaining). Only my WK has been rolling well. The rest of my army hasn't.
Eldar 4:
Spoiler:
Movement - I fly my flyer off the table. I then position my bikes to shoot at either a flyrant or the Malanthrope. WK moves towards the Skyfire Nexus. This may be risky because he will be out in the open, but I take the gamble anyways. Scorpions are still alive but continue to hide in the ruins by Objective #3 in my opponent's deployment zone. I move the DR's Wave Serpent into my opponent's deployment zone as well (I've not got 3 units there - scorpions, Wave Serpent and my Warlord's unit). Lastly, my 2 remaining WG's go after the Malanthrope.
Shooting - It takes my entire army just to kill the Malanthrope with 2W left! First of all, the WG's fire but only 1 of the D-scythes do any damage (and it only does 1W). I then fire all 3 bikers at the Malanthrope. That's 32 S6 shots and 2 S5 shots (from my Autarch) and he makes EVERY SINGLE 2+ SAVES! So I am forced to fire the WK at him. At first I wanted to run my WK to the Skyfire objective (and cover as well), but now, he's going to be out in the open. Instead, he shoots....and my opponent finally fails a 2+ cover save! The Malanthrope finally goes down!
Maelstrom - Once again, I get both of mine, killing 1 enemy unit (his Malanthrope) and with one of my units on an objective. And once again, Geoff only gets 1 of his. He kills one of my units (Dark Reapers) but has no one within reach of his objective (and he didn't want to land his flyrants just yet).
Maelstrom VP's - Eldar: 7, Tyranids: 5
Tyranids 5:
Spoiler:
Maelstrom - Geoff gets 1 objective and 1 kill-a-unit for his Maelstrom objectives. I need to kill 2 units.
Geoff re-evaluates his chances of possibly winning at the end of this turn. I've got 3 units (actually 4 as I could split off my Warlord from his unit) in his deployment zone for Linebreaker and to cover his 2 objectives. I've got 1 wave serpent and the WG's to cover the 2 mid-field objectives (both worth 2-pts). I've got my WK in my deployment zone to cover my objective. HOWEVER, I've also got 2 units of bikers hiding in my deployment zone waiting to zip onto objectives on my next turn. So he decides that he can't take the Primary from me.
With the Secondary, I will have a hard time taking out any of his units - 3 flyrants and Barbie, almost all at full strength or just 1W on them. He could potentially win Maelstrom if he can achieve both of his Maelstrom objectives and if he kills my WK, which would give him a bonus +1VP.
So if I take Primary and he takes Secondary, the difference will be in the Tertiaries. He needs for 2 things to happen - he needs to deny me Linebreaker and he needs to kill my Warlord. It's a long shot, but it's his only chance of winning this turn. However, what he really needs is for the game to go on another turn as the chances for him to pull it all off is very slim indeed.
Movement - Warlord flyrant lands onto his Objective #3 (behind and in his BLOS ruins terrain). I have 3 scorpions there contesting but he should be able to shoot them off. Another flyrant goes after my Warlord and his unit (he stays in the air). Barbie goes after my contesting Wave Serpent. His last flyrant swoops into the central ruins. It is no use for him to go after my WG's because I've got both my WG's and their Wave Serpent on Objective #2 in the central ruins, so it will probably go after the WK as insurance.
Psychic - Scream doesn't go off and only 1 Catalyst goes off.
Shooting - Ok, for Geoff to pull this off, almost everything has to go perfectly for him. First of all, his Warlord shoots at my scorpions. I am clutch with their saves as I pass 8 out of 10 saves and only lose 2 (Exarch survives). HOWEVER, my Exarch then fails his Morale and falls back off of the 3-pt objective. Doh!
Next, his other flyrant shoots at my Warlord's unit. He kills only 1 biker and put 1W on my Warlord (slightly below-average, average would have been 3 Wounds).
So now he's got a decision to make. Should Barbie fire at my WK and Wave Serpent or should he fire at my Warlord's unit and Wave Serpent? Geoff decides to go after my Warlord's unit and so split-fires between the unit and the Wave Serpent. He manages to glance my serpent once and also kills off both windrider bikers. However, my Warlord survives! I then roll for Morale and roll , ! Warlord falls back off of the 1-pt objective.
Lastly, he goes for a hail mary and fires his last flyrant at my WK....to no effect. My WK survives.
Assault - Finally, we have assault. Barbie charges and wrecks the Wave Serpent.
Currently, Geoff has both of his Maelstrom objectives (Warlord on Objective #3 and he kills 2 of my units). If I don't achieve either of my Maelstrom objectives, then we will tie the Secondary. It I get even 1, then I will take the Secondary (and assuming the game ends).
Eldar 5:
Spoiler:
Movement - Crimson Hunter comes in and goes after the mid-field flyrant. I move my bikers towards the objectives. WK jumps onto the Skyfire 1-pt objective. Autarch regroups and nabs me Linebreaker. Scorpion Exarch is a lost cause and continues to run away.
Shooting - Crimson Hunter does 2W to his flyrant. My WK then goes clutch when he hits the wounded flyrant twice and rolls , on the Destroyer table to take it out. My bikes don't even have to shoot. Instead, they just turbo onto the 2-pt and 3-pt Scouring objectives.
Maelstrom - Geoff gets both of his objectives this turn (Warlord flyrant on Objective #3 and kills several of my units). I actually manage to get one of my kill objectives
Maelstrom VP's - Eldar: 8, Tyranids: 7
In the Primary, I have the 1-pt (WK), both 2-pts (jetbikes, WG and Wave Serpent) and the 3-pt objective (jetbikes) for a total of 8-pts for the Scouring. Geoff only gets 1 3-pt objective (his Warlord flyrant) and 2 Fast Attack pts (Warp Spiders, Swooping Hawks) for a total of 5-pts. I would take the Primary. I also would take the Secondary as well. Lastly, I would get Linebreaker (my Warlord).
That is....if the game ends. If not, then I just may be in trouble as all of my units are exposed.
I roll to see if the game continues and.....
Tyranids 6:
Spoiler:
....the roll is a . Game over!
Eldar takes Primary, Secondary and Linebreaker for a 9-0 win.
So how did Eldar win? Despite Geoff being a very experienced Tyranid player, getting alpha-struck by his bugs (Master of Ambush and Tyranids going 1st), my bad rolling, my horrible Leadership tests, my lack of anti-air against FMC's and having trouble against Tyranids in 2+ cover, how was I able to win?
Target Priority. Geoff's target priority actually wasn't bad. However, he did not go after the units that are the most dangerous in my army - my ObSec Windrider scatterbikes. Sure, the units he went after were offensive threats. Some of them even gave up bonus points. However, the scatterbikes are the only true double-threat in the army. They are both an offensive threat as well as a threat to objectives anywhere on the table. I rank them in my tactica as the highest priority threats and yet, they were the very unit that my opponent chose to ignore basically the entire game.
Army Build. This is no fault of my opponent as he brought his standard Take-All-Comer's list, but his army build really suffers against mine. It just isn't a very good Maelstrom army. In my tactica, running MSU (multiple-small-units) will give you the best chances of going up against the new Eldar. Geoff's army was the complete opposite. The Barbed Hierodule is more like a deathstar unit in that it is a huge points-investment into 1 single unit. Other than him and some very expensive MC's, my opponent really didn't have many units to grab the Maelstrom objectives. Flyrants are not that great in Maelstrom scenarios because you really don't want to land them if you can help it. If you want to run multiple flyrants, you need to complement them with a better ground force that can hold multiple objectives in Maelstrom scenarios. Geoff's list just isn't as suitable for Maelstrom scenarios as a more MSU Tyranid list is. But despite that, Geoff was still able to keep it close, which is a testament to his skill and experience.
Wraithguards. Wraithguards were actually huge this game and helped to push my opponent's army back. With them, I was able to deny my opponent the 2 2-pt objectives in the middle as I forced him to sacrifice his Swarmlord and to keep his Barbed Hierodule back. Without them, Geoff probably would have advanced Barbie into my deployment zone for Linebreaker and my 3-pt objective.
Eldar truly is a very forgiving army. This may be the real secret as to why the new Eldar are so good. In this game, everything went against me. I gave my opponent the alpha-strike. I wasn't rolling well for the most part. My offense was basically stagnant and I struggled to kill any of his units. I had no answer to 2+ cover other than my Wraithguards and I couldn't stop him from having his way with me in the Psychic phase. My Leadership tests were just atrocious. I gave up 3 bonus VP's (2 Fast Attack VP's, 1VP for my WK). Sure, I played a very smart game and with very, very few mistakes, but it is the power of the codex itself (how good and super-efficient the units are) that makes the new space elves still such a threat in spite of all of these adverse conditions. You get a general who knows what he is doing and the new Eldar just becomes a powerhouse, despite him running a non-optimized Eldar army and with everything going against him. I can totally see why Reece was willing to wager $250 of his money to anyone who can beat his Eldar. They really are that good and despite a lot of mistakes Reece has made in his games with them, they are really a forgiving army as well.
Next time, I'm going to have to play as Tyranids against another Eldar player. Thanks for reading!
This message was edited 18 times. Last update was at 2015/05/18 14:21:32
ansacs wrote: Jy2 I finally got to read through the entire article. It is a fantastic resource for any nid looking to take some craftworlders down a peg or two.
Some things that might be beneficial to point out.
1) CWE has lost a significant amount of board control in ITC events. If they only take 1 wraithknight a CWE army will really struggle to stay near midfield objectives where they can end up in assault. Look at the example competitive lists provided. There is only 2 units in the entire lot that want anything to do with melee (seer council and wraithknight). The only other units that are even okay in an assault are wraithguard though they are easy to tarpit and grind down, though with wraithscythes you will need a cheap unit to sacrifice to the wall of death.
This may not seem as important in a thought experiment but it becomes extremely important in a maelstorm objectives type game as the CWE player will have to choose between getting a point from jumping onto an objective with the scatbike unit only to be assaulted by you or to not get the point and let you pull forward. This problem is exacerbated as compared to the previous CWE serpent spam + 3 wraithknights by the fact that scatbikes cannot carry small sacrificial dire avenger units inside them to be used to block charges. This also becomes even more drastic because winning an assault by even a single point gives the scatbikes a 50% chance of breaking.
I am not advising people to try killing CWE in melee but I am saying that if you play to objectives assaults assaults will happen and this is one of the edges that could win a game.
2) Many CWE units firepower is reduced with every unsaved wound. This is different than serpent spam of yore and most imperial units where the real damage comes from 2-3 special weapon models. Most CWE units have the same gun on every model. This means every single model removed reduces the firepower output of the unit in a linear fashion. So killing 2 scatbikes of a 5 scatbike unit reduces the units firepower from 20 shots to 12 shots. Thus, aside from the purposes of removing a scoring unit, killing 10 scatbikes from 5 units is essentially the same as killing 2 units of 5 scatbikes, except there is a benefit to killing 25% of a scatbike unit. This factor helps to make chipping away with small amount of anti infantry firepower useful against CWE. Things like Psychic Scream or multi charges can be a real concern for armies that spam scatbikes. They will fill up so much of their deployment area that you are likely to catch 3-4 units with these and if you do you will make them pay in a big way.
3) The new CWE has a weird dichotomy. The "backbone" of their army the scatbikes has essentially the worse morale in the army. If you can get 25% casualties on a unit it has a 28% chance to fail morale. This may seem low but remember that 1-2(1 for units of 3 and 2 for units of 6) MEQ have not exactly been difficult to kill. This can make for an interesting strategy for turn 1-2 shooting priorities as I am finding it is better to just kill 25% of each scatbike unit I target and then use the rest of my shooting to do the same to the rest of the scatbikes. What this does is reduces the return fire to about 50% of what it would otherwise have been (this is essentially 1/3 failure rate combined with a more efficient firepower to kill return as I am not over killing units). This reduction of the alpha or beta strike can put me on a up on the attrition cycle letting me grind the CWE player to a wraithknight alone rather than me getting ground down instead.
The weakness to this strategy of distributed kills is that you end up with a bunch of weakened 2-3 model units of scatbikes that are still excellent scoring. However consider these points;
a) there is essentially 0 chance you would have wiped the opponents scatbike units all out turn 1. This same firepower needed to kill 25% of each units would leave 75%+ of the scatbike units alive, at full strength, and not having to snap fire from failed morale checks.
b) Subsequent turns the small scatbikes will have to get closer to score objectives. This will give more opportunities to use small arms fire to kill 1 bike here or there. If you have already reduced a unit of 6 scatbikes down to 4 then killing 1 bike will cause more morale checks. Thus you have set yourself up to gain more benefits for less resources down the line.
c) if you face the 30+ scatbike list with this strategy some of the scatbike units are likely to flee off the table as packing that many bikes into a deployment zone is going to leave them looking like sardines in a tin. This is a ~4 times multiplication of the effects of that units shooting, that is massive.
Sorry for all the ramblings on scatbikes. I did just look at a lot of stats on them.
Also don't forget to vector strike the crimson hunter formation. Shooting them can be rough due to vector dance and the rerollable jink saves but the vector strike ignore cover and have a good chance to pen. Against the crimson hunter formation all you really need is to neuter their firepower as unlike nids flyrants the crimson hunters cannot score or contribute anything other than their shooting.
For the wraithknight I agree that it is probably best to just mitigate it with MSU however keep in mind only 1 configuration has D attacks in assault. The other versions will struggle against nid GMC.
Thank you for posting this. Your analysis on how to deal with "scatbikes" is some of the most constructive advice I have seen sense CWE hit the streets. I will keep this strategy in mind for when I next play against CWE.
2015/05/13 17:25:16
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
I agree with ansacs scatbike analysis after playing a few games against the new book. There's also the psychological aspect of the "death by 1000 cuts" strategy... it's much easier and feels much less daunting when I'm faced with loads of scatbikes to just tell myself "Ok, only 1 guy needs to die from that squad... 1 from this squad..." rather than "kill them all!" I've also found that getting the bike squads to fail their morale checks isn't too bad. If I can force 3-4 checks in a phase I have a decent shot at one of them failing.
That being said, I use a Tyranid list that would get me laughed off the internet if I posted it in here so it's all relative I guess.
2015/05/13 18:03:00
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
Jy2 looks like an interesting game. I wonder how many times Jeff has played against the new CWE? I could see a major experience gap due to your familiarity with his army which the CWE have completely changed since last codex. Either way should be a good game.
Xyptc wrote:We might get something by combining the Deathleaper's Assassin Brood -1 Leadership bubble with heavy firepower targeting their bikes then?
If you can get things to align this could be brutal. Actually the overall value of Ld based tactics has been going up as more top tier codexes are starting to see non vehicle units and units without fearless/ATSKNF as major parts of competitive lists (Skitarii and CWE, being the most recent additions). I would be careful of basing an entire strategy around something with so many failure points though. Make sure you have a back up strategy if you get seized on and they kill your brood or turbo boost away. (neither of which are necessarily a failure of the strategy as if you put them in good cover the opponent will have wasted a lot of alpha strike either way).
LordRogalDorn wrote:Thank you for posting this. Your analysis on how to deal with "scatbikes" is some of the most constructive advice I have seen sense CWE hit the streets. I will keep this strategy in mind for when I next play against CWE.
Thanks. Ironically when I saw the new scatbike units my first thought when looking at each bike may take a heavy was...wow, they are finally making troops function as more than tax and bodies on an objective, cool! My second thought was, wow those are undercosted ny ~5 pts per model but at least they aren't toxic for the game like waveserpent. I am happy that the serpent was at least replaced with scatbikes. Scatbikes there are strategic considerations to combating them, ie they have morale, cover saves matter, alpha strikes are effective, they cannot shoot from the corner edges of the board, the interact in assault, all guns work on them, etc. Serpents didn't play half of the game of 40K while scatbikes may be hyper efficient they still play the same game as everyone else. This is why I ended up breaking down the exact strategies and maths behind the scatbikes, it is actually a very interesting unit now from a strategic/mathematical perspective.
Cirronimbus wrote:I agree with ansacs scatbike analysis after playing a few games against the new book. There's also the psychological aspect of the "death by 1000 cuts" strategy... it's much easier and feels much less daunting when I'm faced with loads of scatbikes to just tell myself "Ok, only 1 guy needs to die from that squad... 1 from this squad..." rather than "kill them all!" I've also found that getting the bike squads to fail their morale checks isn't too bad. If I can force 3-4 checks in a phase I have a decent shot at one of them failing.
That being said, I use a Tyranid list that would get me laughed off the internet if I posted it in here so it's all relative I guess.
That is a lot of the reason I bothered to write up a rather long math and tactics thread as if you consider the sheer RAW firepower of a scatbike alpha strike it is absolutely daunting. However once you account for them in your pre game/set up strategies and break the problem down it becomes vastly more manageable.
BTW I wouldn't laugh. There are a huge number of lists that have significant chances of victory against most of the top lists, you just never hear about them as they usually have a hard time winning 7-9 games in a row.
2015/05/13 19:35:10
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
I am doing a 750pts doubles tournament (for a total of 1500 points for each side) with a random teammate tomorrow. I am very anxious of what to bring, because I know there is going to be some experienced players there. Normally I would go for triple Flyrants triple Mucolids, but I am limited to only one flyer. The missions is four of the Eternal War missions.
I have gone through a couple of potentional lists, but because I lack the necessary models for some of them, including Tervigons, Carnifexes and Dimachareons, I have decided to go with something like this:
Just a little foreshadowing, but in my game against iNcontrol (Eldar vs Tyranids), my Leadership almost killed me! I've never failed so many LD tests before. I failed 3 Psychic Scream tests. Then my scatterbikes failed 1 LD test because they stepped onto dangerous terrain, killing 1 guy. Finally, I failed 2 crucial LD tests on Turn 4 with my guys on objectives - my Striking Scorpion on 1 objective and my Warlord Autarch on another! Wow!
Anyways, report coming out later (probably tomorrow as I need to watch the Golden State Warriors playoff game tonight). For now, I will leave you with my Pre-game Analysis.
Pre-Game Analysis:
Tyranids:
Top 10 Reasons Why Tyranids Will Win.
1. Geoff is a highly experienced Tyranid player.
2. I have very weak anti-air.
3. The nerf to D...Destroyer shots can only do 2W at most. The D-scythes only wound on a 3+ and they do D2 wounds (instead of D3).
4. Other than a lucky '6' on the D-charts, Eldar will have problems against 2+ Shrouded cover.
5. The Barbed Hierodule with 2+ cover and 12 S10 shots has a better chance to take out my Wraithknight than vice versa. I really don't have an answer for his GMC.
6. Geoff actually got some very good Psychic powers with 4 Catalysts, 2 Paroxysms, 1 Psychic Scream, 1 Warp Blast and 1 Onslaught. I have weak psychic defense with no psykers in my army.
7. We are playing the Scouring. Eldar has got 3 Fast Attacks. Tyranids have none.
8. Although Tyranids are going 1st, they do have Master of Ambush and so will be getting the alpha-strike.
9. We played with plenty of ruins in this game. Basically, his flyrants will never have to jink as they should almost always be in terrain.
10. In the Maelstrom Secondary, there are 3 VP sub-missions. These will be very hard for my army to take because they consist of FMC's, a Gargantuan and units with 2+ cover.
Eldar:
Top 10 Reasons Why Eldar Will Win.
1. I am more familiar with Tyranids than Geoff is with the new Eldar.
2. Eldar is going 2nd, meaning they will have the last say on objectives.
3. Mobility. No one can take objectives quite like the Eldar. Their bikes can zoom from 48" away onto an objective.
4. In the Maelstrom Secondary, there are 3 Objectives sub-missions. With Eldar going 2nd and ObSec bikers, I should be able to grab these every turn, that is, if I don't mind sacrificing my scoring units next turn.
5. Hammer & Anvil deployment. One of the worst deployment types for Tyranids and one of the best for Eldar.
6. One of the best ways to deal with Eldar is by running MSU. Well, Geoff is doing quite the opposite of that, with 1 big "deathstar" unit (his Barbie) and a bunch of flyers. He's only got 2 units of rippers to grab those objectives. Once I take them out, Geoff's ability to grab the objectives will become really hard.
7. D-weapons. Even though the D has been nerfed, it is still really dangerous, especially from my D-scythe Wraithguards. You know what they say....a D a day keeps the big bugs away. Of course, this is assuming my WG wave serpent doesn't get popped out in the middle of nowhere.
8. Target priority. Let's see if Geoff gets his Target Priority correct. Before the game, I was going on about how good the Warp Spiders and the D-scythe WG's were. I also stressed how my Crimson Hunter Exarch was my best weapon against his flyrants and how I have 3 Fast Attack units in my list. Let's see if he goes after those units or my ObSec jetbike troops. If he leaves my jetbikes alone, then I have a chance. If he goes after them early, then he will neutralize my mobility advantage and I will be in trouble.
9. His flyrants will have to eventually land. And when they do, I will take them out....assuming I still have any offense left.
10. Sorry, I barely made it to 9. I don't have a 10.
Using deathstorm unit, I want to try it out because I think made more than half of tyranids unit gain 2+ cover save is good survive..
With regards to your list, honestly, I don't think the Phodia units are very good. But I applaud you for trying to run a themed list.
Your best best will probably be to infiltrate your 2 units of stealers (into ruins if you can or out of LOS from your opponent). Make sure that they are out of Synapse range initially. This way, if they get shot at, they can go-to-ground. Then on your turn, move your flyrant to within Synapse range of them and they will be able to act normally again.
Flyrant will harass the enemy. The bulk of your army should be constantly advancing. Use your gants as a screening unit if you have to but make sure to trail them back to venomthrope range.
Callylove wrote: I am doing a 750pts doubles tournament (for a total of 1500 points for each side) with a random teammate tomorrow. I am very anxious of what to bring, because I know there is going to be some experienced players there. Normally I would go for triple Flyrants triple Mucolids, but I am limited to only one flyer. The missions is four of the Eternal War missions.
I have gone through a couple of potentional lists, but because I lack the necessary models for some of them, including Tervigons, Carnifexes and Dimachareons, I have decided to go with something like this:
Does anyone have some thoughts about any changes I should do? Is the list crap or do you think it can give my opponents some trouble?
Thanks!
I'd drop the zoanthrope for more troops. You already have the malanthrope and he is pretty durable for a Synapse creature. Instead, swap out the zoanthrope + mucolid for more Tyranid ObSec troops. Play to the objectives. While your opponent is busy trying to shoot down your TMC's, your gribblies will go grab the objectives.
Automatically Appended Next Post:
Frozocrone wrote: 10) Eldar will roll hot and Tyranids will roll badly, rendering the previous 19 points moot.
Should be an interesting read all the same.
Actually, I don't roll hot this game and my opponent doesn't roll badly. My saves were a mix of good and bad (so average overall). However, my LD tests were just bad as I failed the majority of the LD tests I had to take.
But it will be an interesting read and will show some insight as to how the new Eldar army works, which is why I am posting this here.
This message was edited 1 time. Last update was at 2015/05/14 00:55:20
ansacs wrote: Jy2 I finally got to read through the entire article. It is a fantastic resource for any nid looking to take some craftworlders down a peg or two.
Some things that might be beneficial to point out.
Spoiler:
1) CWE has lost a significant amount of board control in ITC events. If they only take 1 wraithknight a CWE army will really struggle to stay near midfield objectives where they can end up in assault. Look at the example competitive lists provided. There is only 2 units in the entire lot that want anything to do with melee (seer council and wraithknight). The only other units that are even okay in an assault are wraithguard though they are easy to tarpit and grind down, though with wraithscythes you will need a cheap unit to sacrifice to the wall of death.
This may not seem as important in a thought experiment but it becomes extremely important in a maelstorm objectives type game as the CWE player will have to choose between getting a point from jumping onto an objective with the scatbike unit only to be assaulted by you or to not get the point and let you pull forward. This problem is exacerbated as compared to the previous CWE serpent spam + 3 wraithknights by the fact that scatbikes cannot carry small sacrificial dire avenger units inside them to be used to block charges. This also becomes even more drastic because winning an assault by even a single point gives the scatbikes a 50% chance of breaking.
I am not advising people to try killing CWE in melee but I am saying that if you play to objectives assaults assaults will happen and this is one of the edges that could win a game.
2) Many CWE units firepower is reduced with every unsaved wound. This is different than serpent spam of yore and most imperial units where the real damage comes from 2-3 special weapon models. Most CWE units have the same gun on every model. This means every single model removed reduces the firepower output of the unit in a linear fashion. So killing 2 scatbikes of a 5 scatbike unit reduces the units firepower from 20 shots to 12 shots. Thus, aside from the purposes of removing a scoring unit, killing 10 scatbikes from 5 units is essentially the same as killing 2 units of 5 scatbikes, except there is a benefit to killing 25% of a scatbike unit. This factor helps to make chipping away with small amount of anti infantry firepower useful against CWE. Things like Psychic Scream or multi charges can be a real concern for armies that spam scatbikes. They will fill up so much of their deployment area that you are likely to catch 3-4 units with these and if you do you will make them pay in a big way.
3) The new CWE has a weird dichotomy. The "backbone" of their army the scatbikes has essentially the worse morale in the army. If you can get 25% casualties on a unit it has a 28% chance to fail morale. This may seem low but remember that 1-2(1 for units of 3 and 2 for units of 6) MEQ have not exactly been difficult to kill. This can make for an interesting strategy for turn 1-2 shooting priorities as I am finding it is better to just kill 25% of each scatbike unit I target and then use the rest of my shooting to do the same to the rest of the scatbikes. What this does is reduces the return fire to about 50% of what it would otherwise have been (this is essentially 1/3 failure rate combined with a more efficient firepower to kill return as I am not over killing units). This reduction of the alpha or beta strike can put me on a up on the attrition cycle letting me grind the CWE player to a wraithknight alone rather than me getting ground down instead.
The weakness to this strategy of distributed kills is that you end up with a bunch of weakened 2-3 model units of scatbikes that are still excellent scoring. However consider these points;
a) there is essentially 0 chance you would have wiped the opponents scatbike units all out turn 1. This same firepower needed to kill 25% of each units would leave 75%+ of the scatbike units alive, at full strength, and not having to snap fire from failed morale checks.
b) Subsequent turns the small scatbikes will have to get closer to score objectives. This will give more opportunities to use small arms fire to kill 1 bike here or there. If you have already reduced a unit of 6 scatbikes down to 4 then killing 1 bike will cause more morale checks. Thus you have set yourself up to gain more benefits for less resources down the line.
c) if you face the 30+ scatbike list with this strategy some of the scatbike units are likely to flee off the table as packing that many bikes into a deployment zone is going to leave them looking like sardines in a tin. This is a ~4 times multiplication of the effects of that units shooting, that is massive.
Sorry for all the ramblings on scatbikes. I did just look at a lot of stats on them.
Also don't forget to vector strike the crimson hunter formation. Shooting them can be rough due to vector dance and the rerollable jink saves but the vector strike ignore cover and have a good chance to pen. Against the crimson hunter formation all you really need is to neuter their firepower as unlike nids flyrants the crimson hunters cannot score or contribute anything other than their shooting.
For the wraithknight I agree that it is probably best to just mitigate it with MSU however keep in mind only 1 configuration has D attacks in assault. The other versions will struggle against nid GMC.
Thanks for your insight. Let me reply in kind to some of your points.
1) Yes, it's true that Eldar has lost some of the board control presence that they used to have with wave serpents. Scatbike troops are much more fragile than wave serpent transports with ObSec troops inside. And 1 WK, even though a LoW, cannot control the Movement phase as much as 3 normal WK's can. They can still get around this, however, with the WK and firepower. They've got the firepower to shoot down Tyranids from a safe distance and the WK still radiates a keep-away-from-me aura. Unless one is running a horde Tyranid army that can tarpit the WK (or spamming those dimachaerons or running Barbie backed by a malanthrope), Eldar with the WK is actually better than Tyranids in holding the middle because the WK is a threat to any TMC other than the dimas. Then there are the Seer Council and D-scythe Wraithguards, 2 excellent board control units if the Eldar player really want to clog up the middle.
Also, in my playtests, I'm finding MSU min-sized bike units to be better than bigger units. It's better to run 5 units of 3 scatterbikes than 3 units of 5 bikes. This allows the Eldar army much more flexibility. It also allows them to sacrifice 1 or 2 units to Maelstrom objectives with the score-&-then-die method (if they absolutely need to).
Finally, if the Eldar army is going up against an army with superior board control, they could spread out their objectives to counter any army that likes to bunch up their objectives.
In short, losing board control isn't as big a factor to Eldar as it is to many of the other armies. Eldar do have the units that can play the board control game, but even if they don't, the super-mobility of Eldar helps to compensate for their lack of board presence because they can get to any objective anywhere and at any time.
2) True again. The loss of even 1 single model reduces the firepower of the unit substantially (assuming each bike takes a special weapon). However, for their price, the Eldar can get a lot of threats at very low costs. Just look at a base of 6x3 scatterbikes. That is only 486-pts for 72 S6 shots a turn in 6 units (compared to 2 flyrants for 480-pts, you only get 24 TL-S6 shots). In a typical 1850 lists, that leaves you with 1364-pts for the rest of the army. The army is super-efficient in terms of the cost/firepower ratio. Eldar are the new "Necrons" (which IMO used to be the most efficient army). So while every model you kill hurts the Eldar warmachine, their potency remains still very high compared to many other armies just due to their sheer efficiency. This is just a rough estimate, but I'd say a typical 1000-pt Eldar army has as much firepower as a typical 1500-pt Marine army. If you take out 200-pts of Eldar, the 800-pts remaining will still have as much firepower as about a 1200-pt Marine army.
3) So is it better to finish off 1 unit of scatterbikes or to kill several models from each unit to force Morale? I'll use your example of killing either 10 bikes from 5 units of 5 bikes each or killing 2 whole units of 5 bikers each. I shall refer to this as "distributed killing" and "focused killing". In the short term, distributed killing may be better. With 28% chance to fail Morale, you kill 10 bikes and 1 will most likely break and fall back (and if you're lucky, maybe even fall off the table). Also, you might cause the bikes to jink, thus reducing their offensive potency even further. However, in the long term, I prefer focused killing. In distributed killing, you hurt all 5 units. Now I've got 4-5 units (depending on whether a unit breaks or not) that can still grab Maelstrom objectives. With focused killing, I've only got 3 to go grab Maelstrom objectives. Also, in the long term, if even 1 biker survives, he is a HUGE threat to the endgame objectives. Once you reduce a biker squad to 1-2 units, that unit is going to hide and wait (while shooting and still jumping behind BLOS terrain). If you're playing in an Objectives-based game and you don't have a very mobile army (with ObSec troops), IMO it is better to not let a single model from a biker unit survive. With distributed killing, you may disrupt the Eldar offense temporarily, but those surviving bikers will come back to bite you in the arse.
Automatically Appended Next Post: Oh, I forgot to add....
4) Vector strike vs Crimson Hunters. While this is a viable strategy, the reality of it is that it is actually harder to do than you would think, especially when going up against an experienced Eldar opponent. Crimson Hunters out-range flyrants or almost any other Tyranid FMC. The prudent Eldar player will make sure to try to stay our of VS range of Tyranid FMC's (especially the hive crones) and still easily be in range to try to down them. Also, Vector Dancer allows them to perform maneuvers like getting behind the FMC, turning to shoot it and staying out of their flight paths of the FMC.
Vector Striking against an Eldar flyer is much like trying to cast an important psychic power in the presence of the Seer Council. You just can't rely on it as a tactic. You should look at it as a bonus instead. If the Eldar flyer is foolish enough to move into your flight path, then he is a target of opportunity. Just don't plan your tactics revolving how to best VS an Eldar flyer. Your flyrants should be going for other Eldar ground units or even trying to shoot down the flyer as its primary tactic.
This message was edited 1 time. Last update was at 2015/05/14 18:46:56
How I have missed Dakka and this thread. After a reboot of life...new position at work, divorce and a couple moves it is time to get back into 40k like I was a few months ago.
Back to the roots...been playing bugs since 1994, anyone need 4 pounds of a pewter carnifex? I bring him to every game and threaten my opponent with him if they cheat...
Anyway. I have bee thinking about this as a core of my list.
Flyrant - TLDev x2 some eGrubs though I think a case can be made for shattershard with the eldar jetikes, just haven't done the math.
Flyrant - TLDev x2 some eGrubs
Malanthrope
Ripper base x3 with DS Ripper base x3 with DS
I have plenty of gaunts, magnetized carnifexes (4), plus the old pewter one...a mawloc, lots of gargoyles some lictors and more genestealers than should be allowed, a walking tyrant and another flyrant.
I am willing to spend a little bit of money. I have enough set aside for a couple of box sets or one big purchase.
I have been considering the lictor formation and or the Skyrant formation with the gargoyles. I am thinking MSU and honestly have thought about trying lots of 10 model gaunt squads with 5 devourers or even taking the spore formation.
Has anyone tried board control utilizing lots of small units of gaunts?
Words of wisdom by Prophet40k
That game put my faith in Khorne to the test. My table-neighbor looked at the match up and said "Here you're going to need these more than I will" and handed me a bag of Jello shots. They must have pleased Khorne because I walked out 11-2.
Now looking at another list with MORE tyrants and MORE mawlocks, I said to myself. "Oh well looks like it's time for another beer. It'll take the sting out of this. LOL"
2015/05/14 22:58:15
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
jy2 wrote:Thanks for your insight. Let me reply in kind to some of your points.
Thanks for the detailed response.
jy2 wrote:1) Yes, it's true that Eldar has lost some of the board control presence that they used to have with wave serpents. Scatbike troops are much more fragile than wave serpent transports with ObSec troops inside. And 1 WK, even though a LoW, cannot control the Movement phase as much as 3 normal WK's can. They can still get around this, however, with the WK and firepower. They've got the firepower to shoot down Tyranids from a safe distance and the WK still radiates a keep-away-from-me aura. Unless one is running a horde Tyranid army that can tarpit the WK (or spamming those dimachaerons or running Barbie backed by a malanthrope), Eldar with the WK is actually better than Tyranids in holding the middle because the WK is a threat to any TMC other than the dimas. Then there are the Seer Council and D-scythe Wraithguards, 2 excellent board control units if the Eldar player really want to clog up the middle.
I was more thinking of board control as focused around MSU moderate melee threats like a bunch of lictors, MSU drop pod marines, etc. Against bigger threats and even to some degree against hordes the new WK and wraithguard are a huge threat and will be difficult to handle. Against lots of medium melee threats the WK will struggle to effectively engage all the targets and the wraithguard can be charged by 2 units to tie them up or grind them down. I guess this stuck out in my mind due to my playing Khorne Daemonkin (Khorne Dogs), Renegades of Vraks (Spawn), and Imperial Fists (Drop Pod TACs). This is also part of the reason why I propose a distributed killing strategy for the first 1-2 turns as this reduces the firepower available. Yes this means you are more likely to loose the first 1-2 turns of maelstorm until you switch of focus killing but you will also have vastly more resources to win turns 3-5(or 6 and 7) which means you sacrifice 4 pts to win 6. Additionally if the opponent knows this is a possibility then they are more likely to reserve the windrider units in the future which will give you the first turns of maelstorm instead. This is similar to the trap spider and reserves strategies but rather than defending turns 1-2 you selectively kill your opponent.
jy2 wrote:Also, in my playtests, I'm finding MSU min-sized bike units to be better than bigger units. It's better to run 5 units of 3 scatterbikes than 3 units of 5 bikes. This allows the Eldar army much more flexibility. It also allows them to sacrifice 1 or 2 units to Maelstrom objectives with the score-&-then-die method (if they absolutely need to).
I completely agree. I have actually been posting in several threads that IMO the most powerful builds will be 4-6 units of 3 scatbikes. With the caveat a single unit of 5 scatbikes + 3 catbikes w/ warlock could make a good unit to stash your skyrunner farseer. Though again IMO the new seer council formation is incredibly powerful and I think will become a mainstay of competitive CWE.
jy2 wrote:Finally, if the Eldar army is going up against an army with superior board control, they could spread out their objectives to counter any army that likes to bunch up their objectives.
Very true. No matter what you are going to absolutely NEED mobility in your armies. I think this has been mostly true all 7ed but with CWE has become blatantly obvious (at least it will be after they beat it into their opponent).
jy2 wrote:In short, losing board control isn't as big a factor to Eldar as it is to many of the other armies. Eldar do have the units that can play the board control game, but even if they don't, the super-mobility of Eldar helps to compensate for their lack of board presence because they can get to any objective anywhere and at any time.
I agree that they don't actually have to "control" the board. CWE don't claim board space with their own units but with the lack of your units. However I do believe that board control will give you an edge in scoring as like you pointed out in your pre battle report often claiming an objective in the early game would cost a scatbike unit. This can either be true most of the game if you get an attrition cycle in your favor or cease to be true after 2-3 turns depending on how far the attrition cycle swings against you.
jy2 wrote:2) True again. The loss of even 1 single model reduces the firepower of the unit substantially (assuming each bike takes a special weapon). However, for their price, the Eldar can get a lot of threats at very low costs. Just look at a base of 6x3 scatterbikes. That is only 486-pts for 72 S6 shots a turn in 6 units (compared to 2 flyrants for 480-pts, you only get 24 TL-S6 shots). In a typical 1850 lists, that leaves you with 1364-pts for the rest of the army. The army is super-efficient in terms of the cost/firepower ratio. Eldar are the new "Necrons" (which IMO used to be the most efficient army). So while every model you kill hurts the Eldar warmachine, their potency remains still very high compared to many other armies just due to their sheer efficiency. This is just a rough estimate, but I'd say a typical 1000-pt Eldar army has as much firepower as a typical 1500-pt Marine army. If you take out 200-pts of Eldar, the 800-pts remaining will still have as much firepower as about a 1200-pt Marine army.
This is true against some target profiles but not against a number of others. Let's compare an Imperial Fist SM Drop Pod TAC squad (I love these units because nobody ever claims they are OP or broken but they are extremely solid in every aspect of the game).
T3 Sv5+ 5 SM w/ bolters [5.9 usw] vs 3 scatbikes [4.4 usw]
T3 2+ cover 5 SM w/ bolters [1 usw] vs 3 scatbikes [1.1 usw]
The real strength of the CWE is not exactly or perhaps not just their hyper efficient firepower. Their strength comes from 3 factors;
1) Hyper pts efficient firepower.
2) Being able to apply this firepower anywhere on the board from turn 1. It is much like how flyrant are actually fairly mediocre in terms of firepower efficiency being approximately the same cost per S6 hit as scout sentinels...however the flyrant usually gets within range of a good target while the scout sentinels struggle.
3) Ubiquity of targets for S6 shooting.
I would also like to point out that firepower efficiency is a weird metric because it actually changes depending on what you play against. If you play against a T4-6 Sv6 or worse without cover army the scatbikes are hyper efficient if you play against a T7-8 Sv3+ army then the grav gun white scar bikers are vastly more efficient.
jy2 wrote:3) So is it better to finish off 1 unit of scatterbikes or to kill several models from each unit to force Morale? I'll use your example of killing either 10 bikes from 5 units of 5 bikes each or killing 2 whole units of 5 bikers each. I shall refer to this as "distributed killing" and "focused killing". In the short term, distributed killing may be better. With 28% chance to fail Morale, you kill 10 bikes and 1 will most likely break and fall back (and if you're lucky, maybe even fall off the table). Also, you might cause the bikes to jink, thus reducing their offensive potency even further. However, in the long term, I prefer focused killing. In distributed killing, you hurt all 5 units. Now I've got 4-5 units (depending on whether a unit breaks or not) that can still grab Maelstrom objectives. With focused killing, I've only got 3 to go grab Maelstrom objectives. Also, in the long term, if even 1 biker survives, he is a HUGE threat to the endgame objectives. Once you reduce a biker squad to 1-2 units, that unit is going to hide and wait (while shooting and still jumping behind BLOS terrain). If you're playing in an Objectives-based game and you don't have a very mobile army (with ObSec troops), IMO it is better to not let a single model from a biker unit survive. With distributed killing, you may disrupt the Eldar offense temporarily, but those surviving bikers will come back to bite you in the arse.
My assertion is it is better to use a mixture of both depending on the situation. If you are going to spend the entire game flying or in 2+ cover then you can focus kill. If you don't think you can fulfill those two conditions then you should consider distributed killing for your turn 1 and perhaps turn 2. There won't be a significant difference in your opponent's ability to score maelstrom objectives as there will only be 2 of objectives to score turn 1. This means 2 units are needed, thus killing 2 of 5 units leaves 3, one more than the number of objectives. Additionally turn 1 there are essentially 2 types of objectives. 1) Distant objectives which you (nids) can easily reach and thus shoot up or assault the scatbikes and 2) close objectives which any CWE unit should be able to claim and nids will have trouble contesting turn 1. The situation turn 1 is such that 2 units of scatbikes is pretty much the same as 4 units of scatbikes as both players resources are still plentiful.
Thus my assertion is that distributed killing during turns 1-2 when the number of available units is at it's peak (thus the value of having more units is the least) can put you on a positive attrition cycle (where you kill more of your opponent's units than they kill of yours) thus putting you into a position where you can wipe out units turns 3-4.
jy2 wrote:4) Vector strike vs Crimson Hunters. While this is a viable strategy, the reality of it is that it is actually harder to do than you would think, especially when going up against an experienced Eldar opponent. Crimson Hunters out-range flyrants or almost any other Tyranid FMC. The prudent Eldar player will make sure to try to stay our of VS range of Tyranid FMC's (especially the hive crones) and still easily be in range to try to down them. Also, Vector Dancer allows them to perform maneuvers like getting behind the FMC, turning to shoot it and staying out of their flight paths of the FMC.
Vector Striking against an Eldar flyer is much like trying to cast an important psychic power in the presence of the Seer Council. You just can't rely on it as a tactic. You should look at it as a bonus instead. If the Eldar flyer is foolish enough to move into your flight path, then he is a target of opportunity. Just don't plan your tactics revolving how to best VS an Eldar flyer. Your flyrants should be going for other Eldar ground units or even trying to shoot down the flyer as its primary tactic.
Yeah, that wasn't meant to be a complete strategy. More along the lines of the typical crimson death vs flyrant is 2/3 crimson hunters come on board, shoots flyrant, this will average ~4 wounds if you don't jink (or have cover), you jink (assuming no big ruins), then fly off and vector strike the crimson hunter next turn. It is more something to keep in mind as it can give a small but significant boost to taking them down. You are correct though that unless the crimson hunter needs to angle for LoS they can use vector dancer to essentially "dance" outside your range or overfly you which would require flying off the board to fix the dog fight like situation.
2015/05/15 07:49:28
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
For the wraithknight I agree that it is probably best to just mitigate it with MSU however keep in mind only 1 configuration has D attacks in assault. The other versions will struggle against nid GMC.
Doesn't it have stomp attacks?
2015/05/15 17:35:16
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
For the wraithknight I agree that it is probably best to just mitigate it with MSU however keep in mind only 1 configuration has D attacks in assault. The other versions will struggle against nid GMC.
Doesn't it have stomp attacks?
Stomp doesn't cannot be used against GMC creatures. While MSU will leave the wraithknight struggling to catch and kill a bunch of small units (sure once it catches a unit it will kill it but let it do that to a bunch of lictors rather than a tervigon).
2015/05/15 20:26:23
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
Callylove wrote: I am doing a 750pts doubles tournament (for a total of 1500 points for each side) with a random teammate tomorrow. I am very anxious of what to bring, because I know there is going to be some experienced players there. Normally I would go for triple Flyrants triple Mucolids, but I am limited to only one flyer. The missions is four of the Eternal War missions.
I have gone through a couple of potentional lists, but because I lack the necessary models for some of them, including Tervigons, Carnifexes and Dimachareons, I have decided to go with something like this:
Does anyone have some thoughts about any changes I should do? Is the list crap or do you think it can give my opponents some trouble?
Thanks!
Just a quick update to the ones who may be interested in how this tournament went.
We played doubles, and since we were only six players we had a singles table as well. We doubled the VPs from the singles table to keep up with the points from the doubles table for tie breaker. It was a weird tournament setup, but that’s how you need to do it sometimes when so few people show up.
I made a last minute change to the list and took out the Zoanthrope and Mucolid for another unit of Hormagaunts. My list looked like this:
I didn’t feel it was a very strong list, but I was hoping to have some fun and win a few games.
Game 1 with Imperial Guard vs. Eldar and Orks
We played kill points, they went first and there was no night fighting. Turn one the Eldar Farseer went for Psychic Shriek and succeeded with one die, I tried to deny it with eight dice but couldn’t, and he rolled a triple sixes for First Blood onto my Hormagaunts. In the shooting phase, he shot with his seven Scatter Bikes and some Shuriken Bikes and took down my Flyrant and Malanthrope and three wounds off of my Carnifex. My saves rolled horribly and I knew we were going to lose but we played it out for the victory points. My teammates Imperial Guard could obviously not stand against Nob Bikers as they ran through squads after squads.
Game 2 with Eldar vs. Eldar and Imperial Guard
Same Eldar opponent as before, but with my last teammate as his teammate. My teammate is a very good Necron player, but this time around he took his Eldar with him. We go first and prepare an alpha strike against our opponents.
Turn one we killed a few Windriders and some Guardsmen. Although we didn’t do too much damage we were feeling pretty safe, having a lot of meaningful targets in their face. My teammate flat out his Wave Serpent carrying Wraithguard and I brought my kind-of-deathstar up the field. Their turn they did a wound to my swooping Hive Tyrant with two Lascannon platforms and I failed my jink save. He took a wound from grouding check. Nothing else of note happened. Our turn two my teammate convinced me that charging my Flyrant into his Windriders with his warlord and challenging him was the play, although I was set on going into ongoing reserves. I consider it for some time but decide that he probably knows what he was talking about and charge. My Hormagaunts took the overwatch and he accepted the challenge. His two attacks hit and wounded, and I managed to fail both my armor saves. I did one wound back.
Their next turn they shot my Malanthrope (failed five out of seven armor saves) and Carnifex.
So we went from a convincing lead to a devastating loss.
0-2
The next two games is coming up later.
This message was edited 3 times. Last update was at 2015/05/15 21:50:10
2015/05/15 21:47:13
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
Otherwise in the Spoiler below. I really love some feed back on these list to see if my thinking is in the right-ish direction .
Spoiler:
I all I have been reworking my list over the past month or so. With the changes to the ITC I have done some tweaking as well.
So I have 4 list that I have been working on. I lost a game to a guy in the area and he got to pick one of my unit for the next tournament. ??? He picked the Trygon Prime with the reaper artifact I recently finished for a local custom model contest. I love the model and don’t mind using him and he’s been effective in the list I have been running. He wasn't my first pick but I can work with him.
So the unit has to stay. I keep my word.
So the list have come up with are below. I’m open to ideas for the list. The first one is the one I think most people will like as it is all offence. The two middle ones are very alike in that they have a solid back field but with different striking abilities. The last, 4 option is closer to the first list with a screening unit included. I think it is more a TAC list.
The first list is a spam list with 3 Carnifex’s and 3 tyrants. The trygon get dropped behind the Carnifex’s in cover while the tyrants go after the biggest threats. As the Carnifex open things up the trygon has been very us as a counter attack unit allowing my Carnifex’s to get clear of combat and shoot more. Its work well. It is a Null style list so it is week at getting secondary point in the first turn for the ITC missions.
Here the list option 1
+++ Option 1(1850pts) +++
++ Tyranids: Codex (2014) (Combined Arms Detachment) ++
Tyrannocyte [5x Deathspitters]
Tyrannocyte [5x Deathspitters]
Tyrannocyte [5x Deathspitters]
+ HQ +
Hive Tyrant [Electroshock Grubs, Twin-linked Devourer with Brainleech Worms, Twin-linked Devourer with Brainleech Worms, Wings]
Hive Tyrant [Electroshock Grubs, Twin-linked Devourer with Brainleech Worms, Twin-linked Devourer with Brainleech Worms, Wings]
+ Troops +
Mucolid Spore Cluster [Mucolid Spore]
Mucolid Spore Cluster [Mucolid Spore]
+ Fast Attack +
Spore Mine Cluster [3x Spore Mine]
Spore Mine Cluster [3x Spore Mine]
+ Heavy Support +
Carnifex [Twin-linked Devourer with Brainleech Worms, Twin-linked Devourer with Brainleech Worms]
Carnifex [Twin-linked Devourer with Brainleech Worms, Twin-linked Devourer with Brainleech Worms]
Carnifex [Twin-linked Devourer with Brainleech Worms, Twin-linked Devourer with Brainleech Worms]
Aegis Defense Line [Comms Relay]
++ Tyranids: Codex (2014) (Allied Detachment) ++
+ HQ +
Hive Tyrant [Twin-linked Devourer with Brainleech Worms, Twin-linked Devourer with Brainleech Worms, Wings]
+ Troops +
Mucolid Spore Cluster [Mucolid Spore]
Ripper Swarm Brood
3x Ripper Swarm [3x Deep Strike]
+ Heavy Support +
Trygon Prime [The Reaper of Obliterax]
List option 2
This list has a solid back field with large 29 man blob of hormagaunts with a 2+ cover save from the Malanthrope. This also allows me to leave my tyrants on the table if I wish to strike 1st turn. I like the Hormagaunts over the termagants as I feel the will do more damage to any unit that gets close for less points. I have had then whip out 6 man units of TWC with ease.
I have thought about dropping some hormagaunts to get a biovore or two just not sure if it is worth it.
The list:
+++ option 2 (1847pts) +++
++ Tyranids: Codex (2014) (Combined Arms Detachment) ++
Tyrannocyte [5x Deathspitters]
Tyrannocyte [5x Deathspitters]
+ HQ +
Hive Tyrant [Twin-linked Devourer with Brainleech Worms, Twin-linked Devourer with Brainleech Worms, Wings]
Hive Tyrant [Twin-linked Devourer with Brainleech Worms, Twin-linked Devourer with Brainleech Worms, Wings]
+ Elites +
Malanthrope Brood [Malanthrope]
+ Troops +
29x Hormagaunt [29x Toxin Sacs]
Mucolid Spore Cluster [Mucolid Spore]
+ Fast Attack +
Spore Mine Cluster [3x Spore Mine]
+ Heavy Support +
Carnifex [Twin-linked Devourer with Brainleech Worms, Twin-linked Devourer with Brainleech Worms]
Carnifex [Twin-linked Devourer with Brainleech Worms, Twin-linked Devourer with Brainleech Worms]
Trygon Prime [The Reaper of Obliterax]
Aegis Defense Line [Comms Relay]
++ Tyranids: Codex (2014) (Allied Detachment) ++
+ HQ +
Hive Tyrant [Twin-linked Devourer with Brainleech Worms, Twin-linked Devourer with Brainleech Worms, Wings]
+ Troops +
Mucolid Spore Cluster [Mucolid Spore]
List option 3
This list drops a Carnifex and a drop spore for a Mawloc and a unit of Biovore. I left this list has more tools with the ap2 from the Mawloc. And is better VS Necrons and the new preference fore warrior blobs as it can put a large amount of wound on the unit and halves their saves. I think it would still put pressure on most armies. But if I miss with the Mawloc like I tend to and with the biovores. It is more of a gamble. It also doesn’t pack as big as a threat in the opponents back field when coming in.
The list:
+++ option 3 (1850pts) +++
++ Tyranids: Codex (2014) (Combined Arms Detachment) ++
Tyrannocyte [5x Deathspitters]
+ HQ +
Hive Tyrant [Twin-linked Devourer with Brainleech Worms, Twin-linked Devourer with Brainleech Worms, Wings]
Hive Tyrant [Twin-linked Devourer with Brainleech Worms, Twin-linked Devourer with Brainleech Worms, Wings]
+ Elites +
Malanthrope Brood [Malanthrope]
+ Troops +
Hormagaunt Brood
30x Hormagaunt [30x Toxin Sacs]
Mucolid Spore Cluster [Mucolid Spore]
+ Heavy Support +
Carnifex [Twin-linked Devourer with Brainleech Worms, Twin-linked Devourer with Brainleech Worms]
Mawloc
Trygon Prime [The Reaper of Obliterax]
Aegis Defense Line [Comms Relay]
++ Tyranids: Codex (2014) (Allied Detachment) ++
+ HQ +
Hive Tyrant [Twin-linked Devourer with Brainleech Worms, Twin-linked Devourer with Brainleech Worms, Wings]
+ Troops +
Mucolid Spore Cluster [Mucolid Spore]
+ Fast Attack +
Spore Mine Cluster [3x Spore Mine]
+ Heavy Support +
2x Biovore
List Option 4:
While this list doesn’t have the pure offence of the first list, it still hits hard when it comes in. While giving an opponent a hard choice as what to kill off. With the hormagaunts, Carnifex’s and the trygon prime all saying hello you must pick what to kill before the next turn. The hormagaunts and the trygon have worked well together in killing thing, even WK. I been very happy with them. With the tyrants and everything coming in together in a Tyranid version of an alpha/ Bata strike I can normally kill everything in the zone I pick to come in within two turns. This list tends to do what the first does and be null deployment as much as possible.
+++ New Roster (1850pts) +++
++ Tyranids: Codex (2014) (Combined Arms Detachment) ++
Tyrannocyte [5x Deathspitters]
Tyrannocyte [5x Deathspitters]
Tyrannocyte [5x Deathspitters]
+ HQ +
Hive Tyrant [Electroshock Grubs, Twin-linked Devourer with Brainleech Worms, Twin-linked Devourer with Brainleech Worms, Wings]
Hive Tyrant [Electroshock Grubs, Twin-linked Devourer with Brainleech Worms, Twin-linked Devourer with Brainleech Worms, Wings]
+ Troops +
20x Hormagaunt [20x Toxin Sacs]
Mucolid Spore Cluster [Mucolid Spore]
+ Fast Attack +
Spore Mine Cluster [4x Spore Mine]
Spore Mine Cluster [4x Spore Mine]
+ Heavy Support +
Carnifex [Twin-linked Devourer with Brainleech Worms, Twin-linked Devourer with Brainleech Worms]
Carnifex [Twin-linked Devourer with Brainleech Worms, Twin-linked Devourer with Brainleech Worms]
Aegis Defense Line [Comms Relay]
++ Tyranids: Codex (2014) (Allied Detachment) ++
+ HQ +
Hive Tyrant [Electroshock Grubs, Twin-linked Devourer with Brainleech Worms, Twin-linked Devourer with Brainleech Worms, Wings]
+ Troops +
Ripper Swarm Brood
3x Ripper Swarm [3x Deep Strike]
+ Heavy Support +
Trygon Prime [The Reaper of Obliterax]
So please give me a vote and some advice.
2015/05/16 12:40:36
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
I'm actually thinking that the playing field is getting leveled. There are some very difficult match ups for Eldar, BTW. I watched a drop squad skitarii list (used flesh teafer allies) take Eldar apart early and the game before the Eldar could recover fully and control the game which had started. One more turn would have been bad for the skitarii but they got lucky and ebded turn five.
I also saw Tyranids beat decurion with orkinstar. Orekinstar beats a lot of builds but is bad against heavy flyer lists which the Nid list featured.
I think Eldar will be strong but I think that every list has its counter now and really that makes for an interesting meta.
This message was edited 1 time. Last update was at 2015/05/17 12:41:19
2015/05/16 16:17:53
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
Solid first round at Killadelphia, tabled my opponent. However there are some scary lists here, my low experience and midlevel list are in for a rough tourney.
Hey Jy2, Just read whole battle report... Enjoy it.
[Reader: Only read below once you have read Jy2 battle report.]
Spoiler:
Bah tyranids lose! This is Tyranids tactic and you play as elder!
But thank for teach us how elder behave. We will strike back!
I think Tyranids should replace his GMC for carnifexs. But lose that Str10 shots... Ermm. But 3d3 x hammer of wreaths is good against big unit. Take multiple twinlink brain leech carnifex and barb carnifex can wipe jetbike I guess.
2015/05/17 08:21:39
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
Solidcrash wrote: Hey Jy2, Just read whole battle report... Enjoy it.
[Reader: Only read below once you have read Jy2 battle report.]
Spoiler:
Bah tyranids lose! This is Tyranids tactic and you play as elder!
But thank for teach us how elder behave. We will strike back!
I think Tyranids should replace his GMC for carnifexs. But lose that Str10 shots... Ermm. But 3d3 x hammer of wreaths is good against big unit. Take multiple twinlink brain leech carnifex and barb carnifex can wipe jetbike I guess.
Spoiler:
Haha....sorry about that. Our 2 Eldar players here have taken a sabbatical. Thus, no one to play Eldar here currently. Guess I have to be the bad guy. But whether I play as or against, I think that there is some insight to be gleened from the matchup.
Next time, maybe I will take my bugs down to SoCal and beat up on Reece and his Eldar.
Barbie isn't bad. He's actually quite good against a lot of armies and is the only unit who can truly threaten the Wraithknight. However, with him in the army, Tyranids will struggle in Maelstrom objectives against Eldar. On the flip side, if we were playing VP's for the Primary, it would have been Eldar who would have trouble against this type of Tyranid build.
It's a shame really because MSU is a great way to counter Eldar, yet Barbie is the best unit in the army to deal with a Wraithknight
Spoiler:
Yeah, he's a double-edged sword. He's great against some armies and against the WK as an individual unit. However, as a team, the Tyranid army with Barbie will suffer, especially with the Maelstrom objectives.
As far as board control, he really did a job against my WK, keeping my WK back and in my own deployment zone the entire game. Fortunately for me, I had the best weapon against Barbie, the D-scythe WG's, and I was able to keep him back with them as well.
Automatically Appended Next Post:
NightWrench wrote: How I have missed Dakka and this thread. After a reboot of life...new position at work, divorce and a couple moves it is time to get back into 40k like I was a few months ago.
Back to the roots...been playing bugs since 1994, anyone need 4 pounds of a pewter carnifex? I bring him to every game and threaten my opponent with him if they cheat...
Anyway. I have bee thinking about this as a core of my list.
Flyrant - TLDev x2 some eGrubs though I think a case can be made for shattershard with the eldar jetikes, just haven't done the math.
Flyrant - TLDev x2 some eGrubs
Malanthrope
Ripper base x3 with DS Ripper base x3 with DS
I have plenty of gaunts, magnetized carnifexes (4), plus the old pewter one...a mawloc, lots of gargoyles some lictors and more genestealers than should be allowed, a walking tyrant and another flyrant.
I am willing to spend a little bit of money. I have enough set aside for a couple of box sets or one big purchase.
I have been considering the lictor formation and or the Skyrant formation with the gargoyles. I am thinking MSU and honestly have thought about trying lots of 10 model gaunt squads with 5 devourers or even taking the spore formation.
Has anyone tried board control utilizing lots of small units of gaunts?
Your core is solid.
I like playing MSU Tyranids. MSU and null-deployment. You have the units necessary to run a competitive Tyranid list - carnifexes, mawloc, gargoyles, lictors and another flyrant. Currently, flyrant-spam is one of our most competitive builds. Competitively, I would recommmend at least 3 dakka flyrants at 1850. In tournament play, it's not uncommon at all to see 3-4 flyrants.
The lictor formation is decent, though after running it, I wish I had a little more offense in my army. Personally, I don't think you will need more than 3-4 lictors at most.
Skytyrant is a good formation and with the nerf to Eldar serpent shields, it's gotten a little better. It is definitely worthy of consideration in your list. Just watch out for walkers and especially the Imperial Knights.
I don't think lots of MSU gants is a really good build. They suffer from 3 main weaknesses - 1) they rely on a network of Synapse to function properly, 2) they lack mobility (consider running 1 or 2 trygons for the trygon hole(s) if you want to spam MSU gants) and 3) they are offensively challenged. However, if you are thinking MSU gants, consider the Endless Swarm formation along with 2-3 trygons in your army. I think that is one of the better ways to run a gant-farm.
This message was edited 1 time. Last update was at 2015/05/17 19:32:45
I have a question as to how the Tyranocite and Sporecyst's guns work.
Monsterous creatures have a 360 line of sight, so do all 5 of its guns fire at the nearest unit? Even though some of the guns will technically be pointing in a different direction.
This message was edited 3 times. Last update was at 2015/05/17 23:17:56