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2014/10/30 19:03:11
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
Could you (and others) look over this list? I'm trying to perfect it for a competitive setting at 1250 points, of which I think it will be Maelstrom, but could be Eternal.
Troops 3x Rippers w/ Deep Strike = 45
3x Rippers w/ Deep Strike = 45
You've got too many troops. At 1250, you really don't need that many ripper units. I'd recommend swapping out 2 ripper units for a unit of 15 gargoyles or a larger unit of screening hormagants. The reason why I recommend gargoyles/hormagants is because they are a good utility unit and they control the board better than just the rippers. Overall, they help to balance out your list.
10 Hormagants < amazing at Maelstrom
3 Rippers (DS) < not as good at Maelstrom, but you expressed a preference.
I'd have to disagree about the rippers not being as good at Maelstrom missions. It is precisely due to the flexibility of them being able to deploy almost anywhere why they are perfect for Maelstrom missions.
This message was edited 1 time. Last update was at 2014/10/30 19:04:25
Could you (and others) look over this list? I'm trying to perfect it for a competitive setting at 1250 points, of which I think it will be Maelstrom, but could be Eternal.
Troops 3x Rippers w/ Deep Strike = 45
3x Rippers w/ Deep Strike = 45
You've got too many troops. At 1250, you really don't need that many ripper units. I'd recommend swapping out 2 ripper units for a unit of 15 gargoyles or a larger unit of screening hormagants. The reason why I recommend gargoyles/hormagants is because they are a good utility unit and they control the board better than just the rippers. Overall, they help to balance out your list.
10 Hormagants < amazing at Maelstrom
3 Rippers (DS) < not as good at Maelstrom, but you expressed a preference.
I'd have to disagree about the rippers not being as good at Maelstrom missions. It is precisely due to the flexibility of them being able to deploy almost anywhere why they are perfect for Maelstrom missions.
^^^^ I agree with jy2. You force your opponent to overkill your unit or not deal with them. How many TACMSU units can wipe a unit of rippers out in a turn? I'd argue not many. Therefore, your opponent will have to use something more powerful. I've been seeing the trend towards lots of units being taken for their ridiculous damage output. Fewer so, that aren't a waste to fire at a piddly unit of 3 rippers....
2014/10/30 20:19:51
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
My opinion on Warp Blast has been changed much more for the better after Mechanicon. The sheer number of successes and the damage it put out was awesome on my Tyrants...I'll at least no longer frown when I roll it.
Iechine wrote: My opinion on Warp Blast has been changed much more for the better after Mechanicon. The sheer number of successes and the damage it put out was awesome on my Tyrants...I'll at least no longer frown when I roll it.
7th edition's psychic phase really buffed that power - yes, it made it harder to cast, but a Flyrant is able to drop Lance/Blast and still fire both Devs or a Dev and an ESG. Before, the risk wasn't worth the reward. Now it indisputably is.
My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
2014/10/30 20:26:41
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
I've got a 1650 Tournament coming up in two weeks time and finally decided I'm going to use my Nids and not Necrons.
This is the list I'm thinking of running,
Hive Tyrant - 240
Hive Tyrant - 240
Malonthrope
DS Rippers x 5
DS Rippers x 5
Skyblight
Edit: Just caught part of the comp that means any compulsary parts of the FOC must be at least 75 points, so I've put the rippers up to 5 base units and I'm left with 90 points?
This message was edited 2 times. Last update was at 2014/10/30 20:32:37
Eldercaveman wrote: I've got a 1650 Tournament coming up in two weeks time and finally decided I'm going to use my Nids and not Necrons.
This is the list I'm thinking of running,
Hive Tyrant - 240
Hive Tyrant - 240
Malonthrope
DS Rippers x 5
DS Rippers x 5
Skyblight
Edit: Just caught part of the comp that means any compulsary parts of the FOC must be at least 75 points, so I've put the rippers up to 5 base units and I'm left with 90 points?
AG or more bodies with gargoyles. Or a 2nd malanthrope.
2014/10/30 20:59:04
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
Eldercaveman wrote: I've got a 1650 Tournament coming up in two weeks time and finally decided I'm going to use my Nids and not Necrons.
This is the list I'm thinking of running,
Hive Tyrant - 240
Hive Tyrant - 240
Malonthrope
DS Rippers x 5
DS Rippers x 5
Skyblight
Edit: Just caught part of the comp that means any compulsary parts of the FOC must be at least 75 points, so I've put the rippers up to 5 base units and I'm left with 90 points?
AG or more bodies with gargoyles. Or a 2nd malanthrope.
I'm thinking the 2nd Malonthrope personally. More Gargoyles would mean buying building and painting more which I don't fancy, with the third tyrant and rippers I need to do anyway.
The only reason I have gone Skyblight is because it's the only way of getting the 3rd Tyrant in there due to the comp. Comp pack is here if anyone is interested to see what I'm working with.
10 Hormagants < amazing at Maelstrom 3 Rippers (DS) < not as good at Maelstrom, but you expressed a preference.
I'd have to disagree about the rippers not being as good at Maelstrom missions. It is precisely due to the flexibility of them being able to deploy almost anywhere why they are perfect for Maelstrom missions.
I generally defer to you as a more experience player of 40k, who plays in a more competitive meta, but on this one thing you are dead wrong, mainly because you are conflating the secondary component of BAO missions with Maelstrom. They are not the same. Not even close.
In Maelstrom you are playing with 6 objectives, and you are going to have to move a scoring unit from one to another, and ideally they will score one while denying others. Likewise you are going to need to deny your opponent access to all 6 objectives, because you generally don't know what cards he is going to draw. You draw and score cars on your player turn not the game turn. In that vein you have got to control the center of the board or you are going to lose. You need units that can score multiple points because final scores are in the range of 16-19. You generally have 3 or more active cards, and have to respond to all 3 of them every turn.
So lets look at advantages and disadvantages.
Hormagants Board control - They can spread out to quickly move between multiple objectives, and score one objective while contesting another Screening - They can provide cover saves to your army which MUST be at midfield, and cannot rely on terrain. Bounding Leap - This lets them regularly move 13-14" Enough to put 3-4 objectives within their one turn range. Fleet - Gives them reliable charge / run moves Survivability - I could write paragraphs on this. Suffice to say, if you play pure Maelstrom you will see what I mean in an instant. Tarpit - Part of board control is being able to neutralize units that can threaten your synapse such as Wraith Knights or Riptides or Dreadnoughts. Needs Synapse - mitigated by the center board control required for Maelstrom. If you lose your synapse you are likely losing the game. No guns Objective Secured - You've got to be able to steal objectives that are contested by things without OS, and to continue to contest against opponents os. Assault - several of the Maelstrom cards require that you get into assault. Gants can help support the units or break them out or eat overwatch. Big Profile - makes them a better screening unit. High Target Priority - Maelstrom gives opponents lots of reasons to target every unit in your army. But Hormagants because they can score so effective take alot of fire. Contribute Early - Turn 1 Hormagants almost always get you a maelstrom point, and can reach ones that are out of range of your other units. Turn 2, if they survive they can score another.
Rippers Deep strike - gets you 1 objective if you don't scatter, and come in on the perfect turn. T3 3 Wound - Every army has shooting capable of killing. Small unit size - Can't conga-line out of LOS or back to shrouding. Limited mobility - Once they arrive they move 9" on average. Inconsistent - Without fleet, jump, or beast the charge ranges, and run moves are not reliable, so you have to move a second unit into permission in case you roll poorly. Objective Secured - You've got to be able to steal objectives that are contested by things without OS, and to continue to contest against opponents os. Small profile - Easier to keep out of LOS. No Board Presence - Not there turn 1. When they do arrive they are only 3 bases and can't spread out very far. No guns High Target Priority - Maelstrom gives opponents lots of reasons to target every unit in your army. But Rippers because they control objectives while not supported with the bulk of your army are especially vulnerable. Also several cards require killing units, and rippers are the obvious target of those cards. Late Contributer - The earliest they could help you out is turn 2, but they might not arrive until turn 4. Because Maelstrom is scored every turn. A lead can become insurmountable.
I have logged lots and lots and lots of games of Mealstrom since 7th dropped. I have run every unit in the codex in more than 5. Rippers at least 20 times. hormagants probably more like 50. I can tell you that while Tyranids generally perform well in Maelstrom, rippers do not. They lack the mobility, screening, board presence, reliability, and assault ability of hormagants, and are a clearly suboptimal choice.
ETA: One key component of Maelstrom is knowing when to hold cards and when to discard them. Rippers complicate this significantly because they technically have the ability to score objectives deep behind enemy lines. If you do take rippers in pure maelstrom, I find that it is better to drop them behind your own lines unless you score multiple points for putting them behind your opponents lines.
This message was edited 1 time. Last update was at 2014/10/30 21:22:35
2014/10/30 23:43:17
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
10 Hormagants < amazing at Maelstrom
3 Rippers (DS) < not as good at Maelstrom, but you expressed a preference.
I'd have to disagree about the rippers not being as good at Maelstrom missions. It is precisely due to the flexibility of them being able to deploy almost anywhere why they are perfect for Maelstrom missions.
I generally defer to you as a more experience player of 40k, who plays in a more competitive meta, but on this one thing you are dead wrong, mainly because you are conflating the secondary component of BAO missions with Maelstrom. They are not the same. Not even close.
In Maelstrom you are playing with 6 objectives, and you are going to have to move a scoring unit from one to another, and ideally they will score one while denying others. Likewise you are going to need to deny your opponent access to all 6 objectives, because you generally don't know what cards he is going to draw. You draw and score cars on your player turn not the game turn. In that vein you have got to control the center of the board or you are going to lose. You need units that can score multiple points because final scores are in the range of 16-19. You generally have 3 or more active cards, and have to respond to all 3 of them every turn.
So lets look at advantages and disadvantages.
Hormagants
Board control - They can spread out to quickly move between multiple objectives, and score one objective while contesting another
Screening - They can provide cover saves to your army which MUST be at midfield, and cannot rely on terrain.
Bounding Leap - This lets them regularly move 13-14" Enough to put 3-4 objectives within their one turn range.
Fleet - Gives them reliable charge / run moves
Survivability - I could write paragraphs on this. Suffice to say, if you play pure Maelstrom you will see what I mean in an instant.
Tarpit - Part of board control is being able to neutralize units that can threaten your synapse such as Wraith Knights or Riptides or Dreadnoughts.
Needs Synapse - mitigated by the center board control required for Maelstrom. If you lose your synapse you are likely losing the game.
No guns
Objective Secured - You've got to be able to steal objectives that are contested by things without OS, and to continue to contest against opponents os.
Assault - several of the Maelstrom cards require that you get into assault. Gants can help support the units or break them out or eat overwatch.
Big Profile - makes them a better screening unit.
High Target Priority - Maelstrom gives opponents lots of reasons to target every unit in your army. But Hormagants because they can score so effective take alot of fire.
Contribute Early - Turn 1 Hormagants almost always get you a maelstrom point, and can reach ones that are out of range of your other units. Turn 2, if they survive they can score another.
Rippers
Deep strike - gets you 1 objective if you don't scatter, and come in on the perfect turn.
T3 3 Wound - Every army has shooting capable of killing.
Small unit size - Can't conga-line out of LOS or back to shrouding.
Limited mobility - Once they arrive they move 9" on average.
Inconsistent - Without fleet, jump, or beast the charge ranges, and run moves are not reliable, so you have to move a second unit into permission in case you roll poorly.
Objective Secured - You've got to be able to steal objectives that are contested by things without OS, and to continue to contest against opponents os.
Small profile - Easier to keep out of LOS.
No Board Presence - Not there turn 1. When they do arrive they are only 3 bases and can't spread out very far.
No guns
High Target Priority - Maelstrom gives opponents lots of reasons to target every unit in your army. But Rippers because they control objectives while not supported with the bulk of your army are especially vulnerable. Also several cards require killing units, and rippers are the obvious target of those cards.
Late Contributer - The earliest they could help you out is turn 2, but they might not arrive until turn 4. Because Maelstrom is scored every turn. A lead can become insurmountable.
I have logged lots and lots and lots of games of Mealstrom since 7th dropped. I have run every unit in the codex in more than 5. Rippers at least 20 times. hormagants probably more like 50. I can tell you that while Tyranids generally perform well in Maelstrom, rippers do not. They lack the mobility, screening, board presence, reliability, and assault ability of hormagants, and are a clearly suboptimal choice.
ETA: One key component of Maelstrom is knowing when to hold cards and when to discard them. Rippers complicate this significantly because they technically have the ability to score objectives deep behind enemy lines. If you do take rippers in pure maelstrom, I find that it is better to drop them behind your own lines unless you score multiple points for putting them behind your opponents lines.
You know, you could run both hormagants and rippers in a TAC list, just as you can run both a malanthrope as well as a zoanthrope in the same list even though they both share similar duties. Each also has its distinct advantages, however, each also complement the other. Right now, the problem with Tyranids is that they can't reach the far objectives or Maelstrom objectives that deal with being in the enemy backfield unless you want to potentially sacrifice your flyer by landing him. You could pop your mawloc up by an enemy backfield objective, but then, what if there is no enemy unit there? Then you would be wasting the offensive potential of the mawloc. Enter the ripper. He fills the niche role of being able to pop up anywhere on the field to grab these types of objectives and he cannot be contested except by other ObSec units. Why send a 140-240-pt unit to do so when a 45-pt unit would suffice. And by doing so, you won't take away anything at all from your offense. As good as hormagants are, they will have trouble getting past some enemies to reach far objectives. That doesn't make them bad. They DO have a purpose in the army and they DO contribute to it. They just don't have the tools to do some of the things that you need in your army. That's where the rippers come in. They are good in Maelstrom objectives because they can complement the army well. If anything, at least you can guarantee Linebreaker with them if you hide 1 unit in the enemy backfield. So, in short, I am not saying that rippers are the be-all-end-all of Tyranid troops. I am saying that they have a place in the army because of the flexbility with how you can play them. And it is also because of this flexibility (and mobility) that rippers have a place, both in Eternal War missions as well as Maelstrom ones.
This message was edited 3 times. Last update was at 2014/10/30 23:47:16
jy2 wrote: Right now, the problem with Tyranids is that they can't reach the far objectives or Maelstrom objectives that deal with being in the enemy backfield unless you want to potentially sacrifice your flyer by landing him.
For people who play Maelstrom correctly, this becomes less of a problem because you place the objectives before you decide on deployment. Therefore, there is no way to place a maelstrom objective in you backfield. If you place it near the edge of the board, it might be in your opponents backfield. If you do go around placing objectives in the corners of the board you are insuring that the game will come down to who picks sides first, and what cards you draw, and not to player skill. The more experienced Maelstrom players tend to place the objectives roughly evenly across the board unless they are facing a very, very unfavorable matchup. A good house rule for Maelstrom is that all objectives must be placed in No-Mans-Land. It greatly decreases the randomness while increasing the players skill. About 60% of the people I play regularly have adopted this house rule, and it is a no-brainer if you wanted to run a Maelstrom tournament.
jy2 wrote: They DO have a purpose in the army and they DO contribute to it. They just don't have the tools to do some of the things that you need in your army. That's where the rippers come in. They are good in Maelstrom objectives because they can complement the army well.
So, they do exactly one thing and that makes them compliment the army well? Lack of synergy?
jy2 wrote: If anything, at least you can guarantee Linebreaker with them if you hide 1 unit in the enemy backfield.
That is worth 1 point. It is huge in games that score a maximum of 4-5 points, It is still big in BAO mission with a max score of 10, but Maelstrom games are a much higher scoring affair, and giving up the points that hormagants could generate in exchange for a single point is a bad decision.
jy2 wrote: So, in short, I am not saying that rippers are the be-all-end-all of Tyranid troops. I am saying that they have a place in the army because of the flexbility with how you can play them. And it is also because of this flexibility (and mobility) that rippers have a place, both in Eternal War missions as well as Maelstrom ones.
We've gone several rounds on this. A unit that does exactly one thing and doesn't contribute to your army in other ways is not adding flexibility. It is locking you into a specific strategy where specific units have specific tasks. That works very well in Eternal War where the goals are clear from the start. It works a tiny bit less well in BAO mission where there is a small Maelstrom component, but in a mission that is completely Maelstrom, where you don't know what you have to accomplish until the start of your turn, and every unit may be asked to contribute in various ways it is a sub-optimal choice. You can still use only rippers if you want, but it isn't your best choice. In the same way that using Genestealers aren't your best choice even though they can guarantee you a single Maelstrom point.
I generally take rippers as my 3rd troop choice when playing Maelstrom if I am taking 3 troops, because multiple of the same type of troop can become redundant, but I never take more than one group of rippers unless I'm playing eternal war, BAO, or am trying to seriously nerf myself playing Maelstrom.
2014/10/31 01:43:46
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
I do have a list in place where I have double Dakkafexen bit it only has three troops and until my gaming club says you can't go double Cad, only ally with yourself, I am forced to take four troops
YMDC = nightmare
2014/10/31 01:48:11
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
Here!'a the link-
http://www.40kambassadors.com/coverage.php Very neat format- Tyranids defeated Necrons, Chaos Space Marines, Blood Angels, and finally Space Wolves. The Tau and Eldar players faced off in the the second round- Eldar lost to Space Wolves who lost against Tyranids.
Sinful Hero wrote: Don't you only need one troop and one hq for an allied detachment? Two for your main, one for your ally makes three.
Correct however you can't take an allied detachment with the same faction as your primary IIRC in a battle forged army. I think BAO ruled against double CAD
YMDC = nightmare
2014/10/31 02:22:18
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
I do have a list in place where I have double Dakkafexen bit it only has three troops and until my gaming club says you can't go double Cad, only ally with yourself, I am forced to take four troops
I think that will be a pretty good list for Eternal war. Make sure you check ahead of time to see if spawned gants are objective secured.
2014/10/31 02:23:25
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
" Sinful Hero wrote:
Don't you only need one troop and one hq for an allied detachment? Two for your main, one for your ally makes three.
Correct however you can't take an allied detachment with the same faction as your primary IIRC in a battle forged army. I think BAO ruled against double CAD"
most places generally roll with self-ally though, because not to is kind of pants on head stupid when SM can and they're already BB with all imperial factions.
edit: FAILQUOTES, my bad.
This message was edited 2 times. Last update was at 2014/10/31 02:24:40
2014/10/31 02:47:08
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
I have to agree with tag that the word flexibility is being used wrong here. I'm not sure however that I agree that Horms are better than Rippers, I think jy2 is right that both have their merits, I think Horms are SLIGHTLY better overall, but hey they cost SLIGHTLY more so it's dependant on what you can spare. Same with Terms really, rippers are just SLIGHTLY better for 5 more points a squad. I do say I rarely find myself with 20 points to blow on turning terms into Horms but often can spare 10 for rippers. But i dont think any of them are the wrong choice and all suit different players.
P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it.
2014/10/31 06:14:56
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
Alright, finally got in my game with the Deathleaper Assassin brood and I must say, it was a very good game. It was a tense and nailbiter of a game all the way to the end. We played pure Maelstrom and this was also my very first game against the new Dark Eldar.
BTW, we only played at 1275 because that was all that my opponent had brought (painted), so I had to drop a whole lot of stuff from my 1850 list to get down there. Yet I still managed to keep the formation.
The wargear that potentally upgrades power from pain is the Animus Vitia (spelling might be a bit off). It's a relic now if I remember right.
That looks like it is going to be a very one-sided fight depending on the Tyrants. If they get into the air they will probably wreck the Dark Eldar alone (DE don't like mass S6 firepower), but if they die early the Dark Eldar should have no problem cleaning up the rest of the army with superior mobility.
2014/10/31 09:49:17
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
SHUPPET wrote: I have to agree with tag that the word flexibility is being used wrong here. I'm not sure however that I agree that Horms are better than Rippers, I think jy2 is right that both have their merits, I think Horms are SLIGHTLY better overall, but hey they cost SLIGHTLY more so it's dependant on what you can spare. Same with Terms really, rippers are just SLIGHTLY better for 5 more points a squad. I do say I rarely find myself with 20 points to blow on turning terms into Horms but often can spare 10 for rippers. But i dont think any of them are the wrong choice and all suit different players.
Hormagaunts are hands down the most overrated unit from the Tyranid codex in this thread.
2014/10/31 10:27:37
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
Just a preview of my game and some pics of the battle. Report will be coming this weekend.
BTW, in our game, my opponent's FNP rolls were on fire. In 1 incident, I shoot 12 devourers into his unit of jetbikes. 10 wounds....and no one dies. Next turn I shoot another 12 shots into them....and only 1 dies. No wonder the game went the distance with rolls like that!
BTW (Part II), even with -1 LD from the lictors and -3 LD on his Archon from Deathleaper, my opponent DID NOT FAIL 1 SINGLE LEADERSHIP TEST!
This message was edited 1 time. Last update was at 2014/10/31 10:34:48
SHUPPET wrote: I have to agree with tag that the word flexibility is being used wrong here. I'm not sure however that I agree that Horms are better than Rippers, I think jy2 is right that both have their merits, I think Horms are SLIGHTLY better overall, but hey they cost SLIGHTLY more so it's dependant on what you can spare. Same with Terms really, rippers are just SLIGHTLY better for 5 more points a squad. I do say I rarely find myself with 20 points to blow on turning terms into Horms but often can spare 10 for rippers. But i dont think any of them are the wrong choice and all suit different players.
Hormagaunts are hands down the most overrated unit from the Tyranid codex in this thread.
Care to elaborate? What makes you think they're overrated?
I agree. The only time I ever got hormagaunts into combat, they turned out to be less than spectacular (they lost the combat... with tactical marines). I wouldn't bother running them now.
2014/10/31 13:59:21
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
SHUPPET wrote: I have to agree with tag that the word flexibility is being used wrong here. I'm not sure however that I agree that Horms are better than Rippers, I think jy2 is right that both have their merits, I think Horms are SLIGHTLY better overall, but hey they cost SLIGHTLY more so it's dependant on what you can spare. Same with Terms really, rippers are just SLIGHTLY better for 5 more points a squad. I do say I rarely find myself with 20 points to blow on turning terms into Horms but often can spare 10 for rippers. But i dont think any of them are the wrong choice and all suit different players.
Just to be clear. In Eternal war both Rippers and Termagants are better than Hormagants. In BAO Rippers are generally better because of end of game turn scoring, and the strong Eternal War component (I run 3 Rippers, and 10 Hormagants in my BAO lists). I was only saying that in Maelstrom, Hormagants are better. I have a feeling that I'm the only one that plays alot of straight Maelstrom which is a shame, but it gives me a perspective based on lots of game experience to draw this conclusion.
zerosignal wrote: I agree. The only time I ever got hormagaunts into combat, they turned out to be less than spectacular (they lost the combat... with tactical marines). I wouldn't bother running them now.
When was the last time you beat tactical marines in combat with rippers? Hormagants are not in your list to win combats they are there to score Maelstrom points. Maybe Tarpit a Wraith Knight or Riptide if they get the chance. If you are expecting them to win combat for you, you are doing something wrong.
2014/10/31 13:59:46
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)