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Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/15 16:01:46


Post by: Eihnlazer


You don't take biovores for their damage output only. You take them for board control and their sniping potential.


Their damage is fine against models that pay a prime for durability, but they also block movement paths and force your opponents to waste gunfire on spores instead of on your army. Since they don't need LOS to fire they aren't easy to get rid of either.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/15 16:04:20


Post by: Amishprn86


Its not just 1 MW, its movement denials too and they are not 40pts they are 36pts.

Edit: Didnt see page 81, what @Eihnlazer said


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/15 18:37:32


Post by: Zimko


Also also, biovores are difficult to kill. A single biovore can easily hide out of sight and continue to do it's job every single turn. Hit or miss, it'll have an impact on the game. They can hold an objective for you and deny a small corner of your deployment zone to deep strikers, while slowly but steadily dealing damage or preventing movement/wasting enemy fire. They have 4 wounds, so they don't die easily even if someone manages to spot a sliver of one.

There's plenty of tricks you can do with the missed spore mines too. Last game (detailed a couple pages ago in a battle report), I purposely moved all 6 biovores so they had a higher chance of missing. I shot them at a random unit that was screening a character. This character was on a hill. I placed 4 spore mines behind that hill where nothing could see them unless they moved to see them, and they were close enough to the character that he would be hit by all 4 spore mines and die next turn unless he wasted a whole unit's movement and shooting to take them out. This is the kind of utility that wins games and for a very cheap price. That was on turn 1. They continued raining down Mortal Wounds for 5 more turns and only 1 died.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/16 02:18:42


Post by: Odrankt


What's the consensus on Mawlocs? Have not used them but tempted to drop a Flyrant to field 2 of them. How have you guys been using them and how many? What's everyones recommended Have Fleet?


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/16 02:36:00


Post by: Niiai


 Odrankt wrote:
What's the consensus on Mawlocs? Have not used them but tempted to drop a Flyrant to field 2 of them. How have you guys been using them and how many? What's everyones recommended Have Fleet?


They are not great.

That being said. They get better if you take 4+ of them.

They are one of the cheapest T6 3+.

They make good road blocks, and can block advancing armies for a turn.

They can cheap on number of deepstriking, by deploying on board and then burrowing.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/16 10:44:49


Post by: Sneggy


 Odrankt wrote:
What's the consensus on Mawlocs? Have not used them but tempted to drop a Flyrant to field 2 of them. How have you guys been using them and how many? What's everyones recommended Have Fleet?


Why mawloc when you can Biovore?

Biovores put out similar damage output to a mawloc at a third of the price and are much more flexible and reliable.

Unless you desperately want a monstrous creature(a poor one offensively) in the back field they are just not really worth it.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/16 10:54:29


Post by: Odrankt


Sneggy wrote:
 Odrankt wrote:
What's the consensus on Mawlocs? Have not used them but tempted to drop a Flyrant to field 2 of them. How have you guys been using them and how many? What's everyones recommended Have Fleet?


Why mawloc when you can Biovore?

Biovores put out similar damage output to a mawloc at a third of the price and are much more flexible and reliable.

Unless you desperately want a monstrous creature(a poor one offensively) in the back field they are just not really worth it.


Tried Biovores at a tournament 3 weeks ago and they didn't preform all that well tbh. I never got 1st turn so they were usually shot up 1st if people where able to aim and anytime a spore was set up instead of inflicting MW my opponents just shot them up.

I only own 3 Biovores but I have 4 Mawlocs and for 104pts they look pretty decent. Able to Deep strike within 2" of enemy units. I had a terrible time against Eldar due to all my opponents leaving no area for my to deepstrike in. Even if the Mawloc can't charge the turn it appears it could still be a good distraction or soak up some wounds from enemy fire.

Besides Biovores and Mawlocs, anything else I could take that will generally give me Mortal wounds, good toughness and either good shooting or Melee? I don't have access to a Sporocyst so don't think that Is an option.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 1018/02/16 11:07:01


Post by: Badablack


Mawlocs are the greatest distraction carnifex in the game. Nothing elicits an unnecessary amount of firepower like a giant monster 2 inches from all their backfield stuff. Just accept that if you only take one, it’s dead. Don’t upgrade it. Don’t even bother with the 1-point toxin sacs.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/16 11:15:57


Post by: Sneggy


 Odrankt wrote:
Sneggy wrote:
 Odrankt wrote:
What's the consensus on Mawlocs? Have not used them but tempted to drop a Flyrant to field 2 of them. How have you guys been using them and how many? What's everyones recommended Have Fleet?


Why mawloc when you can Biovore?

Biovores put out similar damage output to a mawloc at a third of the price and are much more flexible and reliable.

Unless you desperately want a monstrous creature(a poor one offensively) in the back field they are just not really worth it.


Tried Biovores at a tournament 3 weeks ago and they didn't preform all that well tbh. I never got 1st turn so they were usually shot up 1st if people where able to aim and anytime a spore was set up instead of inflicting MW my opponents just shot them up.

I only own 3 Biovores but I have 4 Mawlocs and for 104pts they look pretty decent. Able to Deep strike within 2" of enemy units. I had a terrible time against Eldar due to all my opponents leaving no area for my to deepstrike in. Even if the Mawloc can't charge the turn it appears it could still be a good distraction or soak up some wounds from enemy fire.

Besides Biovores and Mawlocs, anything else I could take that will generally give me Mortal wounds, good toughness and either good shooting or Melee? I don't have access to a Sporocyst so don't think that Is an option.


Your going to encounter the 'nowhere good to put them' problem more and more as people realise what they do.

If your opponents were shooting your biovores off before they did anything it means a few things:
1; either you didn't hide them properly or your tables dont have enough terrain to hide them in.
2; your opponent has hyper mobility and you didn't screen properly.

Biovores are a lot harder to block than mawlocs, thats for sure.

Mortal wound generation for Tyranids:
smite, psychic scream, exploding creatures (not great since its low chance and means you lost something), biovores, mawlocs, meiotic spores, mucolid spores, spore mines, malanthrope/similar poison auras, maleceptor bubble smite thing

Generally the stuff that does mortal wounds isnt great at doing much else (except the smite/psychic scream on broodlords/flyrants/swarmlord. Who all pay a premium for being dual purpose.)

With Biovores try things like placing the spore mines out of line of sight, or in positions where people have to move the wrong way to dispatch them. Whilst yes they can generate mortal wounds you can also ruin peoples game plans with them. Put them so people have to fall back towards them, or so people cant fall back at all.
Interfere with targetting priorities/charge lanes/moving towards objectives by dropping spores there.
Theres a very good argument that biovores are substantially better when they miss their targets.

I'm only running 3 atm (waiting on delivery of 3 more) as 3 units of 1 and I'm seriously impressed with them.



Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/16 11:21:58


Post by: Odrankt


 Badablack wrote:
Mawlocs are the greatest distraction carnifex in the game. Nothing elicits an unnecessary amount of firepower like a giant monster 2 inches from all their backfield stuff. Just accept that if you only take one, it’s dead. Don’t upgrade it. Don’t even bother with the 1-point toxin sacs.


Yeah was going to leave them as they are just cause it seems like the would not survive from focus fire if I was to bring 1-2. I am tempted to drop a GSC Leman Russ (Running GSC/Nids) to gain another 2 of them. 4 monster deepstriking within 2" of my enemy units does not sound like a fun time for them. Especially when the enemy units take MW when they deepstrike.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/16 11:30:56


Post by: Sneggy


The problem is you cant stack up those mortal wounds on the same units much (specifically hidden characters) as the mawlocs have to be 6" away from each other.

Doing in en masse is sure to look threatening and maybe at the cheap cost its worthwhile as a distraction. Not convinced on their actual input aside from distraction though. Requires experimentation. Let us know how it goes with multiples.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/16 11:37:38


Post by: Odrankt


@Sneggy

That's a good point. I did notice that all my opponents made anti-deepstrking spaces for only 9"drops though. I would imagine that for the 1st 3 games I could use the Mawlocs as planned before word spreads around and I'm up against people who can counter their ability.

They Biovores where subject to guns that didn't need Loss to be shot, dealth Mortal wounds from my Russ's exploring due to using them for LoS Blocking, lack of 3" or taller terrain.

They did play in 2 out of the 5 games but just didn't preform how I wanted. I probably didn't optimise their ability all that well but I suppose you can't learn from mistakes if you don't make them.

Using the spore as a way to prevent people from Falling back from combat so that they don't get dealth Mortal Wounds sound like a great idea. I was usually moving them towards objectives or tight spaces e.g between 2 buildings. To prevent my opponents movement and to stop them from scoring more points. Especially late game where every objective was worth 3VPs. It worked but I'd didnt star doing this until the end of my 3rd game.

My idea for the Mawlocs though is to just deploy turn one, deal all their mortal wounds, distract my opponents from firing at my Russ, Flyrants and Gstealers and any that survived will just burrow away and Deploy them again the next time they can.

I have a nifty guide on how to make Biovores from converted Warriors/Carnifex Claws. I own a Metal Biovores and 2 Warriors conversion and they are ideantical in size. I can show you a pic if you interested in the result?

The Mawlocs are only for distraction to be honest. 104pts for T6, 3+ save, chance of dealing mortal wounds Everytime they DS and they deal MW per unit within 2" of the Mawlocs DSing. I didn't even look at their attacks or anything so if they actually get into combat and did damage that would be a bonus. The plan is the deploy them in opponents corners and middle of their back board so it would look like I'm "encircling" them in Nids and their allies. Even if not effective it would be pretty thematic imo.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/16 12:08:30


Post by: NidsNidsNids


Hi,
don't know if you guys remember me, I had a little fight with necrons... which I won by points. By 5 VP. But I only had ony model left in the end, and the necron guy had a fair control.
I hate Imortals with tesla and "My will be done" which add 2 extra hit with 5+

But with that in mind, a fresh barely victory I am looking into the Carnifexes - and especially Old One Eye.

His Alpha Leader gives him +1 to all hit rolls - then this should stack with his Beserk Rampage so that 5+ is in fact an additional attack

When I read the 1dchan of tyranids, they haven't connected these two abilites, but it's well know that aura effects also applies to the one who gives the effect.

Do you guys agree? Beserk Rampage at 5+? and any other +1's to hit would lower the dice roll needed for Beserk Rampage.

Just thought this should be noted in the 4dchan of tyranids.

Second question: If I have a vanilla Carnifex and I equip him with 2 pairs of dakka, so he has no CC weapons - then he would fight with his profile STR and no modifiers - basically claws and teeth?


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/16 13:41:59


Post by: Herodius


NidsNidsNids wrote:

His Alpha Leader gives him +1 to all hit rolls - then this should stack with his Beserk Rampage so that 5+ is in fact an additional attack

...

Do you guys agree? Beserk Rampage at 5+? and any other +1's to hit would lower the dice roll needed for Beserk Rampage.

...

Second question: If I have a vanilla Carnifex and I equip him with 2 pairs of dakka, so he has no CC weapons - then he would fight with his profile STR and no modifiers - basically claws and teeth?


1) Yes, Old One Eye gets extra attacks on a 5+ (barring any negative modifiers to hit). If he charges, then that changes to a 4+ (Immortal Battering Ram).

2) Yes, Pg 183 of the Rulebook, under 4. Choose Melee Weapon. It's worth mentioning that if you are equipping the Carnifex with Devourers, there is some debate over equipping it with the Acid Maw over the Enhanced Senses, due to the sheer volume of shots from the Devourers.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/16 14:00:05


Post by: Strat_N8


 Odrankt wrote:
What's the consensus on Mawlocs? Have not used them but tempted to drop a Flyrant to field 2 of them. How have you guys been using them and how many? What's everyones recommended Have Fleet?


Not sure on the overall consensus, but I like them in Jormungandr tunnel lists.

1. Mawlocs can start on the table to allow more units access to the tunnel network, then use burrow on the first turn to join up with the rest of the deep striking units (ideally behind the enemy to make it harder to fall back).
2. Mawlocs offer another potential emergence point for units hidden in the tunnel networks if needed, and can in theory deliver multiple units in a game due to their burrow ability (assuming they tunneled in turn 1, burrowed turn 2, and came back turn 3).
3. Jormungandr's trait synergizes perfectly with the Mawloc's role as disruption, giving it a 2+ armor against shooting makes it even more obnoxious to remove after it performs a Terror from the Deep attack.
4. Jormungandr tends to be fairly CP hungry due to their stratagem so they generally want a Brigade and Mawlocs are a fairly inexpensive way to fill Heavy Support slots (cheapest is Biovores, but they don't have as much synergy with Jormungandr as the Mawloc does).


Also is worth noting, while they aren't exactly melee powerhouses Mawlocs do get a surprising number of attacks (9 total, 7 base, 1 for tail, 1 bonus for multiple scything talons).


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/16 14:34:53


Post by: Amishprn86


I love Mawlocs, i normally use 2, but i take them not just for Damage, but as forward threats with my Genestealers and HT's.



Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/16 15:30:56


Post by: ChargerIIC


Hoping for some help on list choosing. I'm building up in an escalation league and need to make the final purchases to get to 2000 points. I'm debating betwen two list ideas but haven't been able to decide which one will work better.

List 1: Brigade with multiple popup threats:
Spoiler:


++ Brigade Detachment +9CP (Tyranids) [119 PL, 1996pts] ++

+ No Force Org Slot +

Hive Fleet: Kronos

+ HQ +

Hive Tyrant [11 PL, 210pts]: Balethorn Cannon, Monstrous Scything Talons, Power: Psychic Scream, Power: The Horror, Stranglethorn Cannon, Warlord, Warlord Trait: Soul Hunger, Wings

Hive Tyrant [11 PL, 199pts]: 2x Monstrous Scything Talons, Adrenal Glands, Power: Catalyst, Power: Onslaught, Toxin Sacs, Wings

Neurothrope [4 PL, 70pts]: Power: Catalyst

+ Troops +

Genestealers [16 PL, 240pts]: 5x Acid Maw
. 20x Genestealer: 20x Rending Claws, 20x Scything Talons

Hormagaunts [9 PL, 150pts]: 30x Hormagaunt

Ripper Swarms [2 PL, 33pts]: 3x Ripper Swarm

Ripper Swarms [2 PL, 33pts]: 3x Ripper Swarm

Termagants [9 PL, 120pts]: 30x Termagant (Fleshborer)

Termagants [9 PL, 120pts]: 30x Termagant (Spinefists)

+ Elites +

Tyrant Guard [7 PL, 123pts]
. Tyrant Guard: Crushing Claws, Rending Claws
. Tyrant Guard: Rending Claws, Scything Talons
. Tyrant Guard: Rending Claws, Scything Talons

Venomthropes [5 PL, 90pts]: 3x Venomthrope

Zoanthropes [6 PL, 120pts]: 3x Zoanthrope

+ Fast Attack +

Raveners [4 PL, 69pts]
. Ravener: 2x Scything Talons
. Ravener: 2x Scything Talons
. Ravener: 2x Scything Talons

Raveners [4 PL, 69pts]
. Ravener: 2x Scything Talons
. Ravener: 2x Scything Talons
. Ravener: 2x Scything Talons

Spore Mines [2 PL, 30pts]: 3x Spore Mine

+ Heavy Support +

Biovores [6 PL, 108pts]: 3x Biovore, Show Spore Mine Rules

Mawloc [6 PL, 106pts]: Toxin Sacs, Toxinspike

Mawloc [6 PL, 106pts]: Toxin Sacs, Toxinspike

++ Total: [119 PL, 1996pts] ++

Created with BattleScribe


List2: Batt + 2 specailty formations, focusing on bigger targets in hope of threat saturation

Spoiler:


++ Battalion Detachment +3CP (Tyranids) [57 PL, 925pts] ++

+ No Force Org Slot +

Hive Fleet: Kronos

+ HQ +

Hive Tyrant [11 PL, 199pts]: 2x Monstrous Scything Talons, Adrenal Glands, Power: Catalyst, Power: The Horror, Toxin Sacs, Wings

Hive Tyrant [11 PL, 210pts]: Balethorn Cannon, Monstrous Scything Talons, Power: Psychic Scream, Power: The Horror, Stranglethorn Cannon, Warlord, Warlord Trait: Soul Hunger, Wings

+ Troops +

Genestealers [4 PL, 60pts]
. 5x Genestealer: 5x Rending Claws

Hormagaunts [9 PL, 150pts]: 30x Hormagaunt

Ripper Swarms [4 PL, 66pts]: 6x Ripper Swarm

Termagants [9 PL, 120pts]: 30x Termagant (Fleshborer)

Termagants [9 PL, 120pts]: 30x Termagant (Fleshborer)

++ Vanguard Detachment +1CP (Tyranids) [20 PL, 370pts] ++

+ HQ +

Neurothrope [4 PL, 70pts]

+ Elites +

Venomthropes [5 PL, 90pts]: 3x Venomthrope

Venomthropes [5 PL, 90pts]: 3x Venomthrope

Zoanthropes [6 PL, 120pts]: 3x Zoanthrope

++ Spearhead Detachment +1CP (Tyranids) [40 PL, 704pts] ++

+ HQ +

Old One Eye [10 PL, 200pts]: Monstrous Scything Talons

+ Heavy Support +

Biovores [6 PL, 108pts]: 3x Biovore

Carnifexes [12 PL, 188pts]
. Carnifex: 2x Monstrous Scything Talons, Monstrous Acid Maw, Spine Banks
. Carnifex: 2x Monstrous Scything Talons, Monstrous Acid Maw, Spine Banks

Mawloc [6 PL, 104pts]: Prehensile Pincer Tail

Mawloc [6 PL, 104pts]: Prehensile Pincer Tail

++ Total: [117 PL, 1999pts] ++

Created with BattleScribe


Any advice?


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/16 15:54:53


Post by: Dynas


 Odrankt wrote:
Sneggy wrote:
 Odrankt wrote:
What's the consensus on Mawlocs? Have not used them but tempted to drop a Flyrant to field 2 of them. How have you guys been using them and how many? What's everyones recommended Have Fleet?


Why mawloc when you can Biovore?

Biovores put out similar damage output to a mawloc at a third of the price and are much more flexible and reliable.

Unless you desperately want a monstrous creature(a poor one offensively) in the back field they are just not really worth it.


Tried Biovores at a tournament 3 weeks ago and they didn't preform all that well tbh. I never got 1st turn so they were usually shot up 1st if people where able to aim and anytime a spore was set up instead of inflicting MW my opponents just shot them up.

I only own 3 Biovores but I have 4 Mawlocs and for 104pts they look pretty decent. Able to Deep strike within 2" of enemy units. I had a terrible time against Eldar due to all my opponents leaving no area for my to deepstrike in. Even if the Mawloc can't charge the turn it appears it could still be a good distraction or soak up some wounds from enemy fire.

Besides Biovores and Mawlocs, anything else I could take that will generally give me Mortal wounds, good toughness and either good shooting or Melee? I don't have access to a Sporocyst so don't think that Is an option.



What hive fleet did you play? I imagine Kronos Mawlocs againt eldar or Deamons and pop the 1 die pysker spell stratagem.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/16 17:29:06


Post by: Marmatag


I've found the Kronos stratagem to be somewhat overrated. Against a Psyker army you'd have better luck with a Kronos warlord, though, because failed powers can really hurt. But again, this is so situational.

I'm looking more into the 6+ FNP. Our usable stuff is either in droves or has lots of wounds. A list with 6 tyrants gets effectively an extra tyrant with the 6+ FNP. My current playstyle and list is built around Kraken, but if i was making a monster based list, i would strongly consider Leviathan.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/16 17:31:16


Post by: lindsay40k


Even if your opponent successfully screens, the fact that they did so means the Matlock forced them to react. That’s something. The larger the game gets, the more marginal the cost is on a single Maslow it and the greater the number of drops your opponent changes to avoid it. Also my autocorrect is clearly more interested in Derbyshire and psychologists than Xenos tremors worms


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/16 17:47:24


Post by: Odrankt


 Strat_N8 wrote:
 Odrankt wrote:
What's the consensus on Mawlocs? Have not used them but tempted to drop a Flyrant to field 2 of them. How have you guys been using them and how many? What's everyones recommended Have Fleet?


Not sure on the overall consensus, but I like them in Jormungandr tunnel lists.

1. Mawlocs can start on the table to allow more units access to the tunnel network, then use burrow on the first turn to join up with the rest of the deep striking units (ideally behind the enemy to make it harder to fall back).
2. Mawlocs offer another potential emergence point for units hidden in the tunnel networks if needed, and can in theory deliver multiple units in a game due to their burrow ability (assuming they tunneled in turn 1, burrowed turn 2, and came back turn 3).
3. Jormungandr's trait synergizes perfectly with the Mawloc's role as disruption, giving it a 2+ armor against shooting makes it even more obnoxious to remove after it performs a Terror from the Deep attack.
4. Jormungandr tends to be fairly CP hungry due to their stratagem so they generally want a Brigade and Mawlocs are a fairly inexpensive way to fill Heavy Support slots (cheapest is Biovores, but they don't have as much synergy with Jormungandr as the Mawloc does).


Also is worth noting, while they aren't exactly melee powerhouses Mawlocs do get a surprising number of attacks (9 total, 7 base, 1 for tail, 1 bonus for multiple scything talons).


Can Mawlocs deploy other units? I thought it was only the Trygon that was able to deploy Infantry keyword units when it tunnels to the surface?

Jormungandr Mawlocs sound pretty neat only issue is that they will be in the same Detachment as Genestealers so I'll need a Hive Fleet that benefits everyone. I could use an AM Detachment to use Grand Strategist to gain a CP on a 5+. That would probably help out with you eating Into your CPs.only issue is that your GSC detachment would be tax. I don't intend on my Mawlocs getting into CC or lasting long enough to get the option to. If they get into CC it's just another way for mean to deal wounds.

@Dynas

I was using Kraken because of my units of Genestealers. I think Kronos would be a waste on Mawlocs due to no guns and the Stratagem is only a once per turn Stratgem. If it lasted till the next pyskic phase then it be more tempting.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/16 17:53:47


Post by: Amishprn86


Yes but its 1CP and they still need to be 9" away. It is used to place units in DS so a Lictor can redirect that DSing unit, so for 2CP you can have a Mawloc act as a Pod and still do damage while redirecting the unit onto a Lictor LOL.

I did that with a 30man Devilgant unit.

Edit: Want to note, I dont think its worth doing at all and is a waste of CP


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/16 19:19:08


Post by: Zimko


 Amishprn86 wrote:
Yes but its 1CP and they still need to be 9" away. It is used to place units in DS so a Lictor can redirect that DSing unit, so for 2CP you can have a Mawloc act as a Pod and still do damage while redirecting the unit onto a Lictor LOL.

I did that with a 30man Devilgant unit.

Edit: Want to note, I dont think its worth doing at all and is a waste of CP


You can't do that. The FAQ restricted this use of Pheremone Trail.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/16 19:36:02


Post by: Amishprn86


It said for Genestealer If i remember, i'll dbl check


Automatically Appended Next Post:
"Page 119 – Pheromone Trail
Add the following sentence:
‘You cannot use this Stratagem to affect a unit of
reinforcements being set up by the Genestealer’s
Infestation ability, or that are added to your army due to
a unit’s ability.’"


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 0008/10/23 19:56:01


Post by: Herodius


 Amishprn86 wrote:
It said for Genestealer If i remember, i'll dbl check


Automatically Appended Next Post:
"Page 119 – Pheromone Trail
Add the following sentence:
‘You cannot use this Stratagem to affect a unit of
reinforcements being set up by the Genestealer’s
Infestation ability, or that are added to your army due to
a unit’s ability.’"


In the same FAQ:

Q: When a unit is set up in a locale other than the battlefield, can they change that locale (other than to be set up on the battlefield)? For example, if a unit is set up ‘within the tunnels’ as part of The Enemy Below, must they be set up on the battlefield following that Stratagem, or can they be set up in another fashion?
A: They cannot change their locale. In the example, they can only be set up on the battlefield following the conditions of The Enemy Below.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/16 20:03:02


Post by: Amishprn86


Well thats completely stupid, i played it before the FAQ so i didnt remember fully. I've been using Imperial lately for a Doubles tournament in march.

So they just dont want Nids to use Lictors lol.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/16 21:09:14


Post by: lindsay40k


Yeah, Lictors are marginally viable in Narrative and Open scenarios where you're allowed free reserves, and weak elsewhere. Even Deathleaper is just a minimum size Tactical Squad with rubbish guns and a fancy sword. Maybe the spring FAQ wave will rewrite PT to work like Jorm stratagem.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/16 21:31:02


Post by: Dynas


Yeah. the FAQ killed lictors and 2 or 3 of our stratagems. The other one i like was metabolic overdrive with catalyst to charge. Cant do that anymore either. I mean come on. At least let me charge and on a 6+ i take a wound. Just extend the stratagem wouldn't be that hard.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/16 21:50:02


Post by: Strat_N8


 Odrankt wrote:

Can Mawlocs deploy other units? I thought it was only the Trygon that was able to deploy Infantry keyword units when it tunnels to the surface?


Not innately, but the Enemy Below stratagem allows Jormungandr infantry units to be put into the tunnel network and emerge alongside a tunneling unit (Raveners, Mawlocs, Trygons). While Mawlocs ideally want to use their Terror from the Deep ability, they are perfectly viable targets to bring in units with if required.

Also note that the Trygon can only deliver units with the TROOPS battlefield role. If you want to deliver other infantry units (like Shock Hive Guard or Venomthropes) you'll need a Tyrannocyte or Jormungandr.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/18 00:48:54


Post by: Zimko


 Dynas wrote:
Yeah. the FAQ killed lictors and 2 or 3 of our stratagems. The other one i like was metabolic overdrive with catalyst to charge. Cant do that anymore either. I mean come on. At least let me charge and on a 6+ i take a wound. Just extend the stratagem wouldn't be that hard.


Onslaught didn't really allow that to begin with. Metabolic overdrive is really good as is anyway.




Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/18 17:54:14


Post by: tag8833


Went to a tourney, and had a couple interesting games yesterday with my Nids/GSC/Astra Militarum

My List:
Spoiler:
Kronos Battalion
Hive Tyrant (Monstrous Rending Claws, 2 TL-Devourers, Adrenal Glands, Wings)
Psychic: Psychic Scream, The Horror, Smite
Hive Tyrant (Monstrous Rending Claws, 2 TL-Devourers, Adrenal Glands, Wings)
Psychic: Psychic Scream, The Horror, Smite
Neurothrope
Psychic: Catalyst, Smite

Rippers
Rippers
10 Termagants

6 Hive Guard (Impaler Cannons)

2 Biovores
1 Biovore
Exocrine

GSC Patrol (9, 123)
Magus
Psychic: Mind Control, Smite

Neophytes

Brood Brothers Battalion (34, 710)
Company Commander
Warlord: Grand Strategist
Tempestor Prime (Command Rod)
Relic: Kurov’s Aquila
Tempestor Prime (Command Rod)
Relic: Laurels of Command
Infantry Squad (HWT w/ AC, Flamer)
Infantry Squad (HWT w/ AC)
Infantry Squad (HWT w/ AC)
MT Scions (2 Plasmaguns, Plasma Pistol)
MT Scions (2 Plasmaguns, Plasma Pistol)
MT Scions (2 Plasmaguns, Plasma Pistol)

MT Command Squad (4 Plasmaguns)
7 Crusaders


Round #1 I demolished a guy that was tac marines + dreadnoughts. Got 40/42 possible points for ITC champs missions.

Round #2:
Spoiler:
I played a meta Biel Tan list. 18 Dark Reapers, Max squad of Shining spears. He had no Ynarri, but instead relied on Banshees, striking scorpians to assault the back field thanks to Biel Tan's Strategem giving them extra charge distance, and reroll to hit.

Table was barren of los blocking terrain, so I deployed my castle right in the middle and he did the same on the other side of the table. Game came down to 1st turn. He got it, Dark Reapers obliterated the Hive Guard which made space for the Shining spears to assault the Exocrine (They flew over my screen), and tie up some biovores. I was tabled at the top of 4. If I had gone 1st, maybe I kill the shining spears, and 1/2 of the Dark Reapers which means I don't get tabled, but those Eldar Stategems and psychic powers are so absurdly powerful that I'm not sure if I win even then.


Do you guys have any advice on how to go 2nd against the Eldar Meta list? or just how to face it generally. I could probably put hundreds of Gants on the table and win, but that doesn't feel like a fun way to play. Kronos denying quicken on the Shining spears helped, but not enough. I feel like I've got nothing that can threaten the Dark Reapers that he can't neutralize with charging / screening / interceptoring.

Round #3:
Spoiler:
I played a really interesting list. 3 Plague Crawlers, a few pox walkers + alpha legion bezerkers, Fire raptor, Heldrake, and 2 Xiphon interceptors. I was really worried going into this mission. Alpha legion bezerkers are so insanely good if they go 1st, and I didn't think I had the vehicle killing power to handle the fliers which I knew could take me apart.

The one positive thing was I had 2 nice LOS blocking buildings in my zone, so my Hive Guard, and Biovores were able to be out of LOS.

He moved up, managed to place a Xiphone next to my neurothrope, and throw shots into it. Thanks to a command point reroll I made all my saves. The rest of his army shot into the Exocrine, and did only 5 wounds to it. Way to go Beefcake. The Bezerkers assaulted my Screens and managed to break through the Infantry squad screening the Exocrine, and the one screening my Neurothrope, but the Neophytes screening my hive guard had 1! survivor, and kept them from piling into the hive guard. He used command points to fight an extra time and finish the neurothrope.

My turn 1 was one of the most successful turns I've ever had playing 40K. I used a command point to roll 2 dice for the Magus, and got a 6 on cult ambush, allowing me to get within 12" of both the Fire Raptor and Xiphon. I brought my hive tyrants in next to the bezerkers that were tying up the exocrine. The Scions came in next to the Xiphons, and the one squad of bezerkers that obliterated my Neophytes. The Rippers came in in his backfield to get me recon.

I was able to smite / psychic scream the bezerkers dead that were tying up the exocrine. I mind controlled a xiphon to shoot the Fire Raptor which did 9 wounds. The Exocrine now freed up finished the Fire Raptor. Scions killed 1 Xiphon, the Hive Guard shooting twice thanks to a strategem killed the other xiphon. The Scions killed the bezerker. Leaving my opponent with just a Heldrake, 3 Plague crawlers, and some pox walkers. It was just cleanup from there.


This game really showed off the Exocrine. Boy did he exceed my expectations. I took the exocrine mainly because I only had 6 hive guard, and no lemun russes. Overall, I liked that Kronos detachment alot in that tourney list.

I was wondering if you guys had any thought on the viability of an Exocrine as a big "Look over here, shoot me" target. I was blown away that he survived 3 turns of bombardment from plague crawlers, and a round of shooting from a xiphon and fire raptor. If I'm playing GSC, am I better off with a lemun russ? More Hive Guard? Do I have enough Vehicle/ monster killing power in that army?


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/18 18:29:30


Post by: Amishprn86


Against CWE you need to Beta DS them IMO. FHT's DSing and doing lots of damage along with anything else you can get into melee. Even if Rippers get into melee with Dark Reapers they are done for a turn or 2.

Against Shiny Spears you MUST charge them, do not let them get into 6" of you, they will get 40 shots that rend and then some S6/S8 shots and finally an insane melee turn. Their str is rapid fire and amazing charge turn, they do not get weapon str bonus if they do not charge.



Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/18 21:40:07


Post by: Timeshadow


So after a few games as much as I like the economy of the 2 DIV/Mon Rending claws flyrant I think for the targets it needs to be used against a pure melee 2xMon sytal flyrant is more effective with it's rerolling 1's and extra attack. I tend to use the Dev gaunt bomb to clear screens so I like my Flyrants to punch hard into the tough enemies and I am finding the 12 DIV shots not to be cutting the mustard vs the average of 2 more hits in melee that the twin SYTALS are giving. What do you all say?

That said I have several pure gun kitted Flyrants that do very well with full 4xDIV or 2DIV/HVC(Which is often made into Mysama)

My next list I'm planning to field 2 pure melee flyrants with sytals and one HVC/DIV Flyrant. I think this will be the basis of most of my current lists usually a Battalion and a spearhead.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/18 23:48:02


Post by: tag8833


 Amishprn86 wrote:
Against CWE you need to Beta DS them IMO. FHT's DSing and doing lots of damage along with anything else you can get into melee. Even if Rippers get into melee with Dark Reapers they are done for a turn or 2.

Against Shiny Spears you MUST charge them, do not let them get into 6" of you, they will get 40 shots that rend and then some S6/S8 shots and finally an insane melee turn. Their str is rapid fire and amazing charge turn, they do not get weapon str bonus if they do not charge.

You understand that neither of those things are possible against most tourney meta eldar armies, right? In this game it was impossible for me to DS in within 18" to shoot the flyrant devourers at the Dark Reapers. Also, one of the Flyrants lost a pile of wounds to Dark Reapers interceptoring him. The Shining Spears start very well screened. Then move 36" or just start off the table.. They will always get the 1st assault on you, before you can assault them. Thanks to Kronos and deepest shadow, I was able to limit the shining spears to 18" movement, but they popped court of the young king, and made some insane charge. He rolled 11, so that let them move 14" if I recall. Not much you can do about that, especially when our long range guns are 36" range.

If I did manage to tie up a unit of dark reapers with a unit of rippers, they would leave combat, and spend 1 command point to act normally. It's likely a problem without a solution, I was just hoping I was missing something.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/18 23:53:19


Post by: Niiai


tag8833 wrote:
 Amishprn86 wrote:
Against CWE you need to Beta DS them IMO. FHT's DSing and doing lots of damage along with anything else you can get into melee. Even if Rippers get into melee with Dark Reapers they are done for a turn or 2.

Against Shiny Spears you MUST charge them, do not let them get into 6" of you, they will get 40 shots that rend and then some S6/S8 shots and finally an insane melee turn. Their str is rapid fire and amazing charge turn, they do not get weapon str bonus if they do not charge.

You understand that neither of those things are possible against most tourney meta eldar armies, right? In this game it was impossible for me to DS in within 18" to shoot the flyrant devourers at the Dark Reapers. Also, one of the Flyrants lost a pile of wounds to Dark Reapers interceptoring him. The Shining Spears start very well screened. Then move 36" or just start off the table.. They will always get the 1st assault on you, before you can assault them. Thanks to Kronos and deepest shadow, I was able to limit the shining spears to 18" movement, but they popped court of the young king, and made some insane charge. He rolled 11, so that let them move 14" if I recall. Not much you can do about that, especially when our long range guns are 36" range.

If I did manage to tie up a unit of dark reapers with a unit of rippers, they would leave combat, and spend 1 command point to act normally. It's likely a problem without a solution, I was just hoping I was missing something.


You could not come withe 18". But what about 24"? Mr devourer. Long and hard. Shoots like a boomstick. Yeah?


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/19 00:17:39


Post by: Lance845


I played a game yesterday.

2k points
Mission: Retrieval

Me
Spoiler:

Tyranid: Jormungnder
I had 3 detachments.
Battalion
HQ
Neurothrope x 2
Tyranid Prime - ScyTal, Deathspitter

Troops
Hormagaunts x30 AG
Termagants x 30 Devourers
Warriors x 6 - ScyTal, Deathspitters x4 / ScyTal, Venomcanons x2
RipperSwarm

Heavy Support
Exocrine

Outrider Detachment

HQ
Malanthrope

Troops
Ripper Swarm x 3

Elite
Hiveguard - Impaler Canons x3
Red Terror

Fast Attack
Raveners x 3 - Deathspitters, Rending Claws
Raveners x 3 - Deathspitters, Rending Claws
Raveners x 3 - Deathspitters, Rending Claws

Spearhead Detachment

HQ
Neurothrope

Heavy Support
Biovore x1
Biovore x1
Biovore x1


My opponent
Spoiler:

Dark Angles
Can't remember his exact list.
He had about 70 infantry and 3 Rhinos.
I know 2 Devestator Squads. 10 Snipers. A big unit of Scouts. 2 Company Champions. A character with a Plasma Pistol and a Power Fist and Jump pack and 2 5 man units with Jump Packs.
He had 3 guys on bikes too


Objectives were pretty evenly placed with 1 in each of our deployment zones and 1 just outside of each of them.

I deployed my raveners, redterror, prime, warriors, gaunts and gants into tunnels.

My ripper swarms were placed 9" in from my back corners and lined out towards the center of my deployment zone to block off deepstrikes and at the front line of my deployment zone in a similar way. Neurothropes spaced out int he middle. with the Malanthrope and Exocrine in a good area to keep the Exocrine protected by the -1 hit aura. The hivegaurd near the front and as best as could be out of LoS. There did end up being a small pocket in the back of my deployment zone where a few marines could drop in. But otherwise there was nowhere to deepstrike on me.

He had rhinos full of dudes, dudes in terrain and in buildings, and his jump packs in deepstrike.


Despite having less deployments then me I won the roll off. So deepstrikes happened. One batch of Raveners showed up with the Red Terror in his back field. One showed up along one board edge with the Hormagaunts in front and the Warriors/prime behind these ones closer to the bulk of his rhinos. The last was deployed on the other side of his deployment with the termagants.

Double shoot stratagem with the termagant bomb. It wasn't as effective as I hoped because we had a lot of large terrain pieces so his 3+ was a 2+. Guys died, but not as much as I would have liked.

The venom canons went to work on the rhinos along with the hive guard and biovores while the deathspitters chewed threw some more infantry. I didn't charge with the Hormagaunts yet because the closest unit, a rhino, had died and he deployed the marines inside back far enough that I would have needed to make a 10" charge. Better to not loose some dudes to pointless overwatch. The exocrine managed to wipe a unit of marines flat out and grabbed me first blood.

He made deepstriked assault marines into the little pocket in my deployment and one in front of my list and fired every las cannon or plasmas and whatever he could to try and take down my exocrine. One assault unit got it tied up in combat and the other went for the malanthrope (my warlord). He shot at my warriors and prime (with snipers) but didn't manage to hurt anything too bad (Hooray +1 sv). He gathered up all his marines from the rhinos and charged my hormgaunts probably hoping to get them before they could get him. Caustic Blood. I killed a small batch of his marines for trying to fight me. He turned his bikers into the Redterror/raveners. By the end of the round I was firmly in control of 2 objectives, contesting 1, had first blood, was feeling pretty good about myself.


Turn 2 I set about dismantling the assault marines/character in my deployment zone. I fell back with the exocrine and malanthrope and began a barrage of smite spam, spore mines, impaler canons, and charged what little survived with the rippers to make them deal with what I wanted them to deal with. 2 biovores and 1 implaer canon went back to work on his second rhino. I fell back with the hormagaunts and let rip with the deathspitters taking out a bulk of the marines that were in the fight with the hormagaunts. Just keep firing shots into his dudes.

By the end of turn 3 he had completely lost 2/3rds of the board. My exocrine had died but my Neurothropes were moving forward to add smites to my other heavy fire. The Termagants remained mostly unharmed, the Hormagaunts still existed but barely and the warriors started suffering some losses. A few raveners had dropped.

By the end of the game I had full control of 2 objectives. He had one. I could easily grab a 3rd with the termagants and grab line breaker. We called the game after a bit of movement because it was imossible for him to shift the balance.

A win for Jorm.


Final Thoughts.

This was not the list I want, just what I had built. But the strategy worked. My Raveners with the troops did a lot of work on his units. He had to split himself in several directions to deal with the threats on his doorstep leaving my backfield a impenetrable fortified area that I just kept pushing forward out of. He couldn't deal with it all. Even if I lost first turn he would have done too little against what I had on the board and the burrowers would have layed the pressure on him just the same.

Raveners and Warriors are durable because of their 3 wounds and cover, deathspitters are pretty great en mass, and controlling the board is incredibly powerful. He had to fight me on my terms the entire game and I leveraged that to my advantage.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/19 19:17:10


Post by: DaBraken


So you spent 6 of your 8 CPs for your alpha?

Did you miss some cp in the later turns? Or did it work out quite well?


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/20 00:09:59


Post by: Niiai


Just some general thoughts I have had while playing nids lately:

- I really wish we had a 'hidder powerfist/claw' somewhere. I really hate it when my units get bogged down by a big unit with a good save and high T. Even the math on genstealers does not look so good in it. My regular opponent usually use an ork death rollar with nobs in it. That death roller I can never shoot down before it makes CC, and it just pounds what ever it is against. Also, the nobs jumping out with warius weapons are so randomly good.

The closest we come at a hidden power claw is the broodlord and old one eye.

- The venom cannon for the tyranid warrior is very random and un-reliable. I hate the D3 shots , even though for the most part they averadge at 6 almost each roll. What I do not like is the d3 damage on the shots that do make it through a save.

- Tyranid warriors, at least in leviathan, are supricingly though. They survive far more then they should.

- The 'War on all fronts' stratgem from leviathan is very good. The pay off on only 1 CP is very strong. Do not use models with scything tallons though! What is hard is how to trigger it. Last game a malanthrope charged in with the swarmlord. I have activated it with a neuronthrope before. But I am having a hard time finding a good flying ynit. The one hive tyrant I have is pure shooting. Sugestions are welcome.

- Running 6 hive guards are great until you meet T8 tanks. I really have problems with T8 tanks.

- Do not make 2 big charges in one turn. I made 2 charges with genstealers. One agaunst a unit of blobs and one vs a gorka morka porka (I forget witch one it is, the cunning one) After I activated my one unit, 2 cp made the other charge target wipe out my GS unit. (It did not help that I rolled all 1 and 2's. Out of 16 genstealers, 3 orks died. :-p)

Sugestions for how to get more 'hidden powerclaws' or just activating the leviathan 'war on all front' is welcome. I am contemplating a flyrant with crushing claws and adrenal glands.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/20 00:12:28


Post by: Amishprn86


I've been saying for years Nids lack Sargent's with weapons and it hurts us more than we think. But everyone tells me its stupid or i'm wrong :(

Glad to see i'm not the only one.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/20 00:27:10


Post by: Niiai


 Amishprn86 wrote:
I've been saying for years Nids lack Sargent's with weapons and it hurts us more than we think. But everyone tells me its stupid or i'm wrong :(

Glad to see i'm not the only one.


Well, we are the only arm that has no induvidualaty. I would argue it is quite thematic. No stars and medals allow our hormogaunt to level up and yeald the deadly crushing claw. When the battle is over, into the digestive pool they go. If the hive mind wanted High S and AP they would just make some carnifexes. From a game balance perspective, well, we doo need some weaknes, besides the 5th to 7th edition curse of overcosting. I like it. That being said, I need to find a work around,


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/20 00:37:55


Post by: Amishprn86


Chaos daemons have many units that dont also.

But Nids used to have sargent like units int he past, you could even make them. It was pseudo sargents, but they could still do it in minor ways.

Nids are about adapting, if they needed to hid 1 strong weapon, they would.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/20 02:27:41


Post by: Arson Fire


I always thought it would be kinda cool if you could add a single warrior to a unit of gaunts as a sort of sergeant model.

It would basically invalidate synapse in the current system, so wouldn't work very well without wider changes to the army.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/20 05:28:01


Post by: Zimko


To avoid losing a unit of genestealers after charging 2 units, use paroxysm. It makes a unit unable to fight until everything else fights, so they can't use the strategem to fight because the unit is not elegible to fight yet.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/20 05:48:15


Post by: pinecone77


 Amishprn86 wrote:
I've been saying for years Nids lack Sargent's with weapons and it hurts us more than we think. But everyone tells me its stupid or i'm wrong :(

Glad to see i'm not the only one.
well, we do have precedent in devilgaunts, it would be tre cool if we could add in crushing claw Hormagaunts...str 6 would be very useful.


Maybe next edition?


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/20 07:32:59


Post by: DaBraken


 Niiai wrote:
[...]
- The 'War on all fronts' stratgem from leviathan is very good. The pay off on only 1 CP is very strong. Do not use models with scything tallons though! What is hard is how to trigger it. Last game a malanthrope charged in with the swarmlord. I have activated it with a neuronthrope before. But I am having a hard time finding a good flying ynit. The one hive tyrant I have is pure shooting. Sugestions are welcome.
[...]
Sugestions for how to get more 'hidden powerclaws' or just activating the leviathan 'war on all front' is welcome. I am contemplating a flyrant with crushing claws and adrenal glands.
War on all fronts:
Sky-Slasher Swarm and Gargoles (blinding venom) can be used. They are cheap and mobile and mostly not worth shooting on them, especially with the 6+++.
I did it with harpies too, because they give you the bonus, that the enemy unit can not be activated with cps to fight second. With this trick i kicked some berserkers to dust with termagants and some warriors as support. It also worked quite well with a troop of bulgryns who surrounded my warlord in cc, not beeing able to hit anything until everyone else had trampeled on them. There was not much bulgryn left afterwards.
Its situational, and i think you can build an army around 'War on all fronts' beeing effective enough, but it wil be hard work to build the list.
Maybe with shrikes and Warriors? Maybe combine with a prime...

Hidden powerclaws:
'Weapon Monsters' are not possible any more since some editions, so you have to work with the swarmy elements and flood the enemy with quantity, not quality.
The acid maw for genestealers is some kind of low budget version, but you cant hide good damage outputs in 'normal' stuff.
It would have to be a character to hide, or be part of the unit. The latter is not possible, the former leaves you with broodlord (cc monster+smite) and neurothrope (smite + scream). The prime, Red Terror and Deathleaper beeing not that hard of a hitter.
Edit:
Tyranids have more of the 'obvious powerclaw'. So threat overload is your way to go, or drown in bodies.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/20 07:35:44


Post by: Lance845


 DaBraken wrote:
So you spent 6 of your 8 CPs for your alpha?

Did you miss some cp in the later turns? Or did it work out quite well?


No. I spent 4. Red terror and ravs can deepstrike on their own. Termagants warrior hormagaunts and prime needed the cp.

And it wasnt really all about the alpha strike. If my oppnent went first they would have no viable targets because almost all visible targets were characters hiding behind batches of ripper swarms or protected by the malanthrope.

I not only secured my alpha strike and board control i negated his.

I did spend my other 4. Caustic blood and shoot twice primarily.

By the 3rd turn i had done my damage and was just cleaning up. I didnt need any more cp to win out.


Also i was playing nice building my list this way. I had the hq and troops to take several battalions or a brigade and grab more cp if i wanted.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/20 09:15:28


Post by: Amishprn86


pinecone77 wrote:
 Amishprn86 wrote:
I've been saying for years Nids lack Sargent's with weapons and it hurts us more than we think. But everyone tells me its stupid or i'm wrong :(

Glad to see i'm not the only one.
well, we do have precedent in devilgaunts, it would be tre cool if we could add in crushing claw Hormagaunts...str 6 would be very useful.


Maybe next edition?


I would LOVE that! lol


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/20 09:43:48


Post by: Eihnlazer


atm im thoroughly convinced Tyranids are the most balanced and well thought out codex out of all of them currently. We have all the tools, good mobility, cheap bodies, access to mortal wounds for tough stuff (which we need since we don't have really good long range AT). The only thing nids lack are durability and sticking power. I think that is a pretty fair trade off for having everything else.

If carnifex's suddenly had 2+/5++ we would be too strong.


I think we got hit a bit too hard on our FW units. Barbed and Scythed hierodules should be cheaper (should not cost much more than 2 leman russ tanks for the barbed), and the Malanthrope is way too expensive for what he brings (most armies get a -1 to hit aura for free or at 6" range). He should be 115 points and drop to 7 wounds instead of 9.

I will gripe about warriors though. They should have just rolled Shrikes, ravenors, and warriors all into one profile, gave them 4 wounds apiece, made wings or tails optional by changing them to Fast attack slot (wings dropping their save to 5+ and tails dropping their synapse). I'd also increase their base cost to 23 for the extra wound.






Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/20 09:54:07


Post by: Lance845


 Eihnlazer wrote:
atm im thoroughly convinced Tyranids are the most balanced and well thought out codex out of all of them currently. We have all the tools, good mobility, cheap bodies, access to mortal wounds for tough stuff (which we need since we don't have really good long range AT). The only thing nids lack are durability and sticking power. I think that is a pretty fair trade off for having everything else.

If carnifex's suddenly had 2+/5++ we would be too strong.


I think we got hit a bit too hard on our FW units. Barbed and Scythed hierodules should be cheaper (should not cost much more than 2 leman russ tanks for the barbed), and the Malanthrope is way too expensive for what he brings (most armies get a -1 to hit aura for free or at 6" range). He should be 115 points and drop to 7 wounds instead of 9.

I will gripe about warriors though. They should have just rolled Shrikes, ravenors, and warriors all into one profile, gave them 4 wounds apiece, made wings or tails optional by changing them to Fast attack slot (wings dropping their save to 5+ and tails dropping their synapse). I'd also increase their base cost to 23 for the extra wound.


I am fine with Warrior, shrikes, and Raveners as they are. I would have liked the Prime to gain options to be turned into a Shrike Prime (updated parasite of mortrex?) or the Red Terror (with the Red Terror gaining synapse) and it's +1 to hit applying to whatever type of unit it was built for.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/20 10:34:17


Post by: Amishprn86


Yeah, its for sure the best codex i've ever seen other than a couple minor things. 1 is the Warrior Prime, it costs a bit to much to only buff warriors and has no Heavy Bio-Cannon options, or able to get wings.

I would love Primes with Wings and Heavy weapons.



Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/20 13:28:51


Post by: Niiai


The GSC comes with a hybrid claw if you wanne do a test model hormagaunt. :p

Yeah, activating war on all fronts is hard. I am thinking maybe a 3 man group of shrikes to babysitt leviathan genestealers? Malantrope is a bit slow the turn you charge.

All the sugestions on paroxysemn are really good. Perhaps on a neuronthrope for the re-rolls?

What do people think about old one eye, or flyrant for vrushing claws (bonus can activate war on all fronts!) or GS primarch for the 'hidden powerfist'?


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/20 13:30:49


Post by: Niiai


Hormagaunt crushing claw beta test? :p

[Thumb - 15191328646981481507164.jpg]


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/20 13:36:17


Post by: topaxygouroun i


 Lance845 wrote:
 Eihnlazer wrote:
atm im thoroughly convinced Tyranids are the most balanced and well thought out codex out of all of them currently. We have all the tools, good mobility, cheap bodies, access to mortal wounds for tough stuff (which we need since we don't have really good long range AT). The only thing nids lack are durability and sticking power. I think that is a pretty fair trade off for having everything else.

If carnifex's suddenly had 2+/5++ we would be too strong.


I think we got hit a bit too hard on our FW units. Barbed and Scythed hierodules should be cheaper (should not cost much more than 2 leman russ tanks for the barbed), and the Malanthrope is way too expensive for what he brings (most armies get a -1 to hit aura for free or at 6" range). He should be 115 points and drop to 7 wounds instead of 9.

I will gripe about warriors though. They should have just rolled Shrikes, ravenors, and warriors all into one profile, gave them 4 wounds apiece, made wings or tails optional by changing them to Fast attack slot (wings dropping their save to 5+ and tails dropping their synapse). I'd also increase their base cost to 23 for the extra wound.


I am fine with Warrior, shrikes, and Raveners as they are. I would have liked the Prime to gain options to be turned into a Shrike Prime (updated parasite of mortrex?) or the Red Terror (with the Red Terror gaining synapse) and it's +1 to hit applying to whatever type of unit it was built for.


I am in love with the warriors. 5 pt heavy bolter for each guy, with a nice heavy weapon every three models and only two points for boneswords? Yes please. I basically split the cost of the tyranid prime / the number of warriors I have and I just consider that my warriors cost this much more.At 2 units of 6 warriors a tyranid prime really is a steal. I know other stuff work better, but i think that the tyranid warriors with deathspitters, boneswords and venom cannons are perhaps the only really viable "Jack of all trades" unit that's actually decently costed. Synapse and shadow are just icings on the cake.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/20 14:06:51


Post by: Niiai


I am not gonne take the whole warrior debate again. But weather you like them or not the fact that they have 3 wounds and do not get ganked by a 2 wound weapon (plasma) is huge. If the SM primaris models had 3 wounds and costed just a tad more, they would not be so vonerable ingame.

Warriors stil eat multi and singel wound weapons, so they are the opposet of target saturation. (All monsters, or all infantery.)


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/20 14:38:34


Post by: Dynas


I like leviathan warriors as well.
Agree that the prime needs some more options.

Also hate the d3 shots and d3 damage on Venom Cannons, its just another die to roll that slows down the game IMO, just make it 2 and keep it easy.

Malanthrope is over costed. His range needs to increase to the 6" and so does his speed. He has the great ability to get the rerolls for you entire army, but he is so slow it never gets into combat unless you somehow grab a screening scout unit.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/20 14:57:05


Post by: Strat_N8


 Niiai wrote:

- I really wish we had a 'hidder powerfist/claw' somewhere. I really hate it when my units get bogged down by a big unit with a good save and high T.


You're looking at it backwards, the big unit with good save and high toughness is getting bogged down by your units. If a sub-100 point unit can keep a far more costly unit tied up for a few turns I'll take that as a net win.

Anyway, the oft overlooked Tyrant Guard can do that trick to an extent since they do have access to Crushing Claws on a per model basis and GSC Acolyte Hybrids are basically tailor made for that purpose. I don't think our swarm units will ever have the ability to take an armor cracker in squad though, as all Tyranid infantry are designed to be disposable assets and the army as a whole is intended to work as a single interconnected organism rather than an army of self-sufficient squads.


 Niiai wrote:

- The 'War on all fronts' stratgem from leviathan is very good. The pay off on only 1 CP is very strong. Do not use models with scything tallons though! What is hard is how to trigger it. Last game a malanthrope charged in with the swarmlord. I have activated it with a neuronthrope before. But I am having a hard time finding a good flying ynit. The one hive tyrant I have is pure shooting. Sugestions are welcome.


Tyrannocytes are my personal favorite. Using them in their transport functionality means they will be in the thick of things anyway (along with whatever they delivered) and they aren't generally scary enough to concentrate fire against.


 Niiai wrote:

- Running 6 hive guards are great until you meet T8 tanks. I really have problems with T8 tanks.


If you have the new plastic version switch to Shock Cannons (the guns are actually designed to be able to swap between the two without magnets, really nice!). Shock Cannons work quite well against the larger vehicles though they need to be played more aggressively than Impaler Cannons.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/20 15:03:07


Post by: lindsay40k


WRT War On All Fronts - I’m building a Leviathan Outriders with a Dimachaeron, it can run up the middle of the table and take advantage of LOS-blocking terrain, not losing horizontal distance as it leaps tall buildings in a single bound. Add six Raveners and there’s two solid options for rendezvousing with a flyrant and Gargoyles - or the Harpy that’s coming along.

Not depending on pulling a WOAF off, but keeping it in mind if the opportunity arises.

Edit: also this is for a six fleets list that’s built around several themed detachments.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/20 15:07:03


Post by: Sneggy


So took my tyranids (with a touch of genestealer cult) to warhammer worlds Heat 3 last weekend.

Took 4th after getting alpha struck viciously round one for a loss then winning pretty handily vs all other opponents.

If theres interest I'll type up my list and a bit of a report.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/20 15:43:18


Post by: Zimko


Converted/kitbashed Biovores complete.




I used Genestealer body. The front legs are large scything talons that I inverted and cut off the scythes. The guns are stranglethorn cannons from hive tyrant and carnifex boxes. Green stuff was added here and there to fill in cracks and odd edges.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/20 16:04:34


Post by: shortymcnostrill


 Niiai wrote:
I am not gonne take the whole warrior debate again. But weather you like them or not the fact that they have 3 wounds and do not get ganked by a 2 wound weapon (plasma) is huge. If the SM primaris models had 3 wounds and costed just a tad more, they would not be so vulnerable ingame.
*snip*

It would have been hilarious if primaris had turned out to be the size of warriors upon release (size equals wounds in my mind)


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/20 16:17:27


Post by: Odrankt


Sneggy wrote:
So took my tyranids (with a touch of genestealer cult) to warhammer worlds Heat 3 last weekend.

Took 4th after getting alpha struck viciously round one for a loss then winning pretty handily vs all other opponents.

If theres interest I'll type up my list and a bit of a report.


that would be awesome man! Do you think you would have preformed better if you didnt lose the first game? did you preform better then you expected?


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/20 18:01:56


Post by: nordsturmking


I read this post by goldfireendymion on thetyranidhive forum what do you think about this tier list?

Spoiler:
Was thinking about this for a bit, and figured I could make a, probably not too inaccurate, tier list for bugs. Unfortunately I don't have any official statistics to work off of, but here it goes:

(NOTE: SPORE MINES PLACED ON THIS LIST AS BOUGHT AS A UNIT, NOT AS CREATED FOR FREE)
(Loadouts assumed to be the most effective for a given unit for tier placement, YMMV for straying from common loadouts)

EDIT: For a quick explaination, I determined these based pretty much on Utility VS Price, as well as combo potential with other units.

S Tier is for units that hit far above their points value and weight class. While not all are must haves for EVERY list, they're bargains for their price tag, and are often versatile and can be included in any number of lists.

A Tier is for units that are all-round great. These do their job excellently, and their utility is good for their cost while bringing something other units can't nessasarily bring to the table.

B Tier is for the generalist units which are a bit more niche. They do their job well enough, and have high utility, but are priced accordingly for that utility, but many of these units have better alternatives elsewhere in most lists (Biovores VS Zoanthropes for example)

C Tier is for units which may struggle to find a place, or have one job they do EXTREMELY well, but suck at almost everything else, meaning their roles are rigid for an army that's main strength is flexibility.

D Tier is for units which are simply underpowered and do not really have a place in most lists. Their cost exceeds their utility in all but the most niche cases. If you are bringing one of these units, you will likely have had a better time bringing an alternative for a cheaper points cost. (EG, 2 Carnifexes vs 1 Haruspex, a Hierodule or fliers in place of a Harridan, etc.)

------------------------------------------------------------------

S TIER:

Hierophant (IN APOCALYPSE ONLY, OTHERWISE EXEMPT FROM TIER LIST DUE TO POINTS COST BEING ABOVE STANDARD PLAY)

Genestealers

Hive Tyrant

Hive Guards

Neurothrope

Biovores

Carnifexes

Sporocyst (Borderline between S and A)

------------------------------------------------------------------

A TIER:

Exocrine

The Swarmlord

Stone-Crusher Carnifexes

Tyrannocyte

Broodlord

Old One Eye

Termagants

Raveners

Gargoyles

------------------------------------------------------------------

B TIER:

Hive Crone

Harpy

Tyrannofex

Trygon

Malanthrope

Scythed Hierodule

Tyranid Shrikes

Trygon Prime

Venomthropes

Tyranid Warriors

Ripper Swarms

Zoanthropes

------------------------------------------------------------------

C TIER:

Thornbacks

Screamer-Killers

Pyrovores

Mawloc

Hormagaunts

Spore Mines

Tervigon

Tyranid Prime

Barbed Hierodule

Mucolid Spores

The Red Terror

Toxicrene

------------------------------------------------------------------

D TIER:

Harridan

Haruspex

Maleceptor

Tyrant Guards

Dimachaeron

Sky Slasher Swarms

Lictor

Meiotic Spores

Deathleaper

------------------------------------------------------------------


Lemme know what you think, please





Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/20 19:03:33


Post by: Dynas


Rippers and Hormies need to be A tier. Rippers get so many objective points in tourney games.
Hormies pile in and shut down gun lines.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/20 20:38:00


Post by: Lance845


Tyrannocytes are crap because they can only carry 1 unit of 20 or 1 monster. I definitely wouldn't put them at A.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/20 20:44:59


Post by: Niiai


Carnifexes are not S tier. Probably A.

Exoshrine should be A.

Raveners are only A in Jhormungard. Othervice they are often less good shrikes.

Not shure about Gargoyles in A?

Prime should probably be C tier. The only thing he brings is make warriors better. His melee and shooting is bad,

Miemetic spores should go hiegh up, some people swear by them.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/20 21:30:41


Post by: topaxygouroun i


Why is Deathleaper a D? With -2 to hit and character status, I dare say he's a solid purchase. He also has a couple of very tasty stratagems to go with him.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/20 21:44:05


Post by: ChargerIIC


topaxygouroun i wrote:
Why is Deathleaper a D? With -2 to hit and character status, I dare say he's a solid purchase. He also has a couple of very tasty stratagems to go with him.


He's real swingy. Sometimes he hits and makes back his points, but a lot of the time he fails to kill his target and gets murdered in turn. Worse is when you drop against someone with no high-point character models. Then he is just an expensive melee combatant.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/20 21:46:17


Post by: topaxygouroun i


 ChargerIIC wrote:
topaxygouroun i wrote:
Why is Deathleaper a D? With -2 to hit and character status, I dare say he's a solid purchase. He also has a couple of very tasty stratagems to go with him.


He's real swingy. Sometimes he hits and makes back his points, but a lot of the time he fails to kill his target and gets murdered in turn. Worse is when you drop against someone with no high-point character models. Then he is just an expensive melee combatant.


He can generate CP's, no?


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/20 22:15:19


Post by: Lance845


topaxygouroun i wrote:
 ChargerIIC wrote:
topaxygouroun i wrote:
Why is Deathleaper a D? With -2 to hit and character status, I dare say he's a solid purchase. He also has a couple of very tasty stratagems to go with him.


He's real swingy. Sometimes he hits and makes back his points, but a lot of the time he fails to kill his target and gets murdered in turn. Worse is when you drop against someone with no high-point character models. Then he is just an expensive melee combatant.


He can generate CP's, no?


IF he does his job and kills a character.

And IF you have a cp to spend on the stratagem to attempt to generate cp.

And IF you roll a 2 or 3 on a d3 because if you roll a 1 your just making back the 1 CP you spent to attempt this nonsense to begin with.

Thats a lot of ifs.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/20 22:21:56


Post by: Niiai


I have not used the DL yet. But I think he can be good. He is very survivable with the -2 to hit, and the fact that he cahracter can be good. But he is the price of 2 licors, and they are not very good.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/20 22:38:57


Post by: Marmatag


 Zimko wrote:
To avoid losing a unit of genestealers after charging 2 units, use paroxysm. It makes a unit unable to fight until everything else fights, so they can't use the strategem to fight because the unit is not elegible to fight yet.


Wait, what? Is there an FAQ or something that supports this?


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/20 22:42:30


Post by: gameandwatch


 Niiai wrote:
I have not used the DL yet. But I think he can be good. He is very survivable with the -2 to hit, and the fact that he cahracter can be good. But he is the price of 2 licors, and they are not very good.


Problem is one of the most popular units in the game, dark reapers, totally denies his -2 if he is in kill range. If he is not in kill range, he is simply sitting somewhere not really doing anything. I have used him a lot, and I LOVE the character, but his rules do not reflect his fluff. with only 4 attacks, mostly only -1ap, no invul, a 5+ save, and t4, he dies to even medium space marine characters. I was hoping they would make his damage more on the tier of a broodlord, but oh well...

Unfortunately, the best use I have seen for him is holding a rear objective.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/20 22:45:40


Post by: Tyran


DL needs an entire rework, as its rules have nothing to do with its fluff.

DL isn't a character killer, it is a terror weapon. It's should do horrible things to the enemy leadership characteristic, while Lictors do the character killing.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/20 23:46:09


Post by: Niiai


 gameandwatch wrote:
 Niiai wrote:
I have not used the DL yet. But I think he can be good. He is very survivable with the -2 to hit, and the fact that he cahracter can be good. But he is the price of 2 licors, and they are not very good.


Problem is one of the most popular units in the game, dark reapers, totally denies his -2 if he is in kill range. If he is not in kill range, he is simply sitting somewhere not really doing anything. I have used him a lot, and I LOVE the character, but his rules do not reflect his fluff. with only 4 attacks, mostly only -1ap, no invul, a 5+ save, and t4, he dies to even medium space marine characters. I was hoping they would make his damage more on the tier of a broodlord, but oh well...

Unfortunately, the best use I have seen for him is holding a rear objective.


My argument for the DL having potensial was depended on using the character rule. How the DR shoots him in your example is beyond me, and by the time they are clipping your DL you are probably screwed anyway if it is him and your backline left.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/20 23:52:51


Post by: Odrankt


I think Mawlocs should be at least a B.

104pts for 2" deepstriking, does 1-2 MW (on average) to every enemy model within 2" when deepstriking, basically the best distraction carnifex of 8th edition, can go back in reserves and deepstrike in again before turn 3 and if taking Jormungandr it can deepstrike an ifantry unit (but you lose it's MW ability).

The reason it can't be an A or better is due to it not be able to charge when it deepstrikes and that every Mawloc has to be 6" away from each other when they deepstrike.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/21 02:47:15


Post by: Lance845


 Niiai wrote:
 gameandwatch wrote:
 Niiai wrote:
I have not used the DL yet. But I think he can be good. He is very survivable with the -2 to hit, and the fact that he cahracter can be good. But he is the price of 2 licors, and they are not very good.


Problem is one of the most popular units in the game, dark reapers, totally denies his -2 if he is in kill range. If he is not in kill range, he is simply sitting somewhere not really doing anything. I have used him a lot, and I LOVE the character, but his rules do not reflect his fluff. with only 4 attacks, mostly only -1ap, no invul, a 5+ save, and t4, he dies to even medium space marine characters. I was hoping they would make his damage more on the tier of a broodlord, but oh well...

Unfortunately, the best use I have seen for him is holding a rear objective.


My argument for the DL having potensial was depended on using the character rule. How the DR shoots him in your example is beyond me, and by the time they are clipping your DL you are probably screwed anyway if it is him and your backline left.


But why pay for DL to see on some objective in the back of your field? For 70 pts you could have another neurothrope as a 3++ character that heals itself, buffs/debuffs and hands out mortal wounds to anyone that comes near it.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/21 04:27:06


Post by: Zimko


 Marmatag wrote:
 Zimko wrote:
To avoid losing a unit of genestealers after charging 2 units, use paroxysm. It makes a unit unable to fight until everything else fights, so they can't use the strategem to fight because the unit is not elegible to fight yet.


Wait, what? Is there an FAQ or something that supports this?


There isn't. And honestly I'm not sure myself. The wording on the strategem is that it needs to target an 'eligible' unit to fight. Paroxysm doesn't allow a unit to fight until all other units fight. So I don't think it can be considered 'eligible to fight'.

I'm going to ask each TO before a tournament. Hopefully we can get an FAQ update for it.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/21 05:40:42


Post by: Eihnlazer


You can use the interrupt strat on a unit that has paroxysm cast on it, but you'd be wasting your CP.

The unit is Eligible to fight as it hasn't swung yet and is within 1" of an enemy unit, however, it cannot actually swing till the end of the fight phase as it has to go last after everything else.


There are some issues with units that automatically swing first though, such as Slaneshy marines. I think it says you have to roll off but I cant remember for sure.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/21 07:39:50


Post by: DaBraken


Units who would always fight first, act as if they dont have this ability under paroxysm.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/21 08:37:16


Post by: Niiai


 DaBraken wrote:
Units who would always fight first, act as if they dont have this ability under paroxysm.


not true. Units with an abilaty to always fight first. Does the unit have the abilaty, or does the rules allow it, aka, charging.?


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/21 09:46:02


Post by: Lance845


 Niiai wrote:
 DaBraken wrote:
Units who would always fight first, act as if they dont have this ability under paroxysm.


not true. Units with an abilaty to always fight first. Does the unit have the abilaty, or does the rules allow it, aka, charging.?


Units that charge do not simply "fight first". They get to be selected to fight before units that did not charge. If they have a stipulation that says they cannot fight until all other eligible units fight then they still have to wait until all other eligible units fight first. Eligible units is anyone who charged or are within 1" of an enemy unit.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/21 14:21:21


Post by: DaBraken


 Niiai wrote:
 DaBraken wrote:
Units who would always fight first, act as if they dont have this ability under paroxysm.


not true. [...]
Its part of the wording of paroxysm.
"... If the target unit has an ability that allows it to fight first in the fight phase, it instead fights as if it didn't have this ability. ..."

Units with an abilaty to always fight first. Does the unit have the abilaty, or does the rules allow it, aka, charging.?

Charging would not give such an ability like for example massive toxic lashes (melee) from the toxicrene do, or such like.
For the charging units the following part aplies:
"... , that unit cannot fight in the fight phase until all other units that are able to have done so. ..."


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/21 14:24:59


Post by: Zimko


So then, paroxysm does stop the strategem from interrupting combat. Thus if you're charging say... Mortarion with 2 units of Genestealers then you better use paroxysm on him so that after one unit attacks, the other isn't attacked before they also get to swing.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/21 14:34:36


Post by: Dynas


So example just to make sure I understand correctly on this double charge.

Unit A charges Chaos Marines
Unit B charges Montarion
Unit C is locked in combat with brimstones from prior turn.

In pysker phase I cast Paroxysm on Montarion, he fails to deny. Goes off Successfully.

In the fight phase, its might turn, I choose to fight with unit A first since it charged.
Unit B also gets to fight first since it charged. However, he plays the Counter Assault stratagem to attack first, he has now wasted 2 CP, as I remind him he has Paroxysm on him and always fights last.
Then I get to go to the beginning of alternating unit selection so now Unit C fights first against the brimstones.

Now assuming all units survived my attacks, my opponent has to pick either the Marines or the Brimstones to attack next.

Then after everyone on his side has fought Montarion gets to fight.

Is this correct?


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/21 15:04:28


Post by: Zimko


 Dynas wrote:
So example just to make sure I understand correctly on this double charge.

Unit A charges Chaos Marines
Unit B charges Montarion
Unit C is locked in combat with brimstones from prior turn.

In pysker phase I cast Paroxysm on Montarion, he fails to deny. Goes off Successfully.

In the fight phase, its might turn, I choose to fight with unit A first since it charged.
Unit B also gets to fight first since it charged. However, he plays the Counter Assault stratagem to attack first, he has now wasted 2 CP, as I remind him he has Paroxysm on him and always fights last.
Then I get to go to the beginning of alternating unit selection so now Unit C fights first against the brimstones.

Now assuming all units survived my attacks, my opponent has to pick either the Marines or the Brimstones to attack next.

Then after everyone on his side has fought Montarion gets to fight.

Is this correct?


That's my understanding, though after my opponent learns that they don't get to attack with Mortarion, I would allow them to either take back the 2 CP or allow them to use the strategem on something else. It's a rules question that resulted in them using the strat on Mortarion. I don't think it would be fair to penalize them if the rule was simply misunderstood since it's an an unusual rule interaction.

Forcing your opponent to accept wasting 2 CP would be one of those unsportsmanlike things that Tony got crucified for at LVO. Yeah you may be technically correct but everyone knows it's not cool to do.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/21 15:10:10


Post by: Dynas


 Zimko wrote:
 Dynas wrote:
So example just to make sure I understand correctly on this double charge.

Unit A charges Chaos Marines
Unit B charges Montarion
Unit C is locked in combat with brimstones from prior turn.

In pysker phase I cast Paroxysm on Montarion, he fails to deny. Goes off Successfully.

In the fight phase, its might turn, I choose to fight with unit A first since it charged.
Unit B also gets to fight first since it charged. However, he plays the Counter Assault stratagem to attack first, he has now wasted 2 CP, as I remind him he has Paroxysm on him and always fights last.
Then I get to go to the beginning of alternating unit selection so now Unit C fights first against the brimstones.

Now assuming all units survived my attacks, my opponent has to pick either the Marines or the Brimstones to attack next.

Then after everyone on his side has fought Montarion gets to fight.

Is this correct?


That's my understanding, though after my opponent learns that they don't get to attack with Mortarion, I would allow them to either take back the 2 CP or allow them to use the strategem on something else. It's a rules question that resulted in them using the strat on Mortarion. I don't think it would be fair to penalize them if the rule was simply misunderstood since it's an an unusual rule interaction.

Forcing your opponent to accept wasting 2 CP would be one of those unsportsmanlike things that Tony got crucified for at LVO. Yeah you may be technically correct but everyone knows it's not cool to do.


Yeah. If anything, it would at least shut down the ability for the opponent to use the interrupt stratagem on a key unit once you lock it in. So it still has its uses.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/21 15:40:21


Post by: Eihnlazer


I really want to make Gorgon work so I made this list. Is hoping for this any good or do Genestealers with a broodlord just beat it out.

+++ Gorgon (Warhammer 40,000 8th Edition) [108 PL, 1999pts] +++

++ Battalion Detachment +3CP (Tyranids) ++

+ No Force Org Slot +

Hive Fleet: Gorgon

+ Dedicated Transport +

Tyrannocyte: 5x Deathspitter

Tyrannocyte: 5x Deathspitter

Tyrannocyte: 5x Deathspitter

+ Heavy Support +

Biovores: 3x Biovore

Biovores: 3x Biovore

Biovores: 3x Biovore

+ HQ +

Hive Tyrant: Heavy Venom Cannon, Hyper-adaptive Biology, Monstrous Rending Claws, Power: Catalyst, Power: Psychic Scream, Toxin Sacs, Warlord, Warlord Trait: Adaptive Biology, Wings

Tyranid Prime: Adrenal Glands, Boneswords, Deathspitter, Flesh Hooks, Toxin Sacs

+ Troops +

Ripper Swarms: 3x Ripper Swarm

Tyranid Warriors
. Tyranid Warrior: Boneswords, Toxin Sacs, Venom Cannon
. Tyranid Warrior: Boneswords, Toxin Sacs, Venom Cannon
. Tyranid Warrior: Boneswords, Toxin Sacs, Venom Cannon
. Tyranid Warrior: Boneswords, Deathspitter, Toxin Sacs
. Tyranid Warrior: Boneswords, Deathspitter, Toxin Sacs
. Tyranid Warrior: Boneswords, Deathspitter, Toxin Sacs
. Tyranid Warrior: Boneswords, Deathspitter, Toxin Sacs
. Tyranid Warrior: Boneswords, Deathspitter, Toxin Sacs
. Tyranid Warrior: Boneswords, Deathspitter, Toxin Sacs

Tyranid Warriors
. Tyranid Warrior: Boneswords, Toxin Sacs, Venom Cannon
. Tyranid Warrior: Boneswords, Toxin Sacs, Venom Cannon
. Tyranid Warrior: Boneswords, Toxin Sacs, Venom Cannon
. Tyranid Warrior: Boneswords, Deathspitter, Toxin Sacs
. Tyranid Warrior: Boneswords, Deathspitter, Toxin Sacs
. Tyranid Warrior: Boneswords, Deathspitter, Toxin Sacs
. Tyranid Warrior: Boneswords, Deathspitter, Toxin Sacs
. Tyranid Warrior: Boneswords, Deathspitter, Toxin Sacs
. Tyranid Warrior: Boneswords, Deathspitter, Toxin Sacs

++ Fortification Network (Tyranids) ++

+ No Force Org Slot +

Hive Fleet: Kronos

+ Fortification +

Sporocyst: 5x Deathspitter

Sporocyst: 5x Deathspitter

Sporocyst: 5x Deathspitter

Created with BattleScribe (https://battlescribe.net)




Obviously the prime and 2 warrior squads come down in the tyranocytes to utterly blow up the opponent. Even with screens its hard to stop the damage of 6 venom cannons and 28 Deathspitters in your grill. The biovores plus hive tyrant and sporocysts would have to start on the board in the deploy zone though to facilitate this. Mabey one sporocyst infiltrates and rippers on the board in front of tyrant?


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/21 16:17:29


Post by: Tyran


Why not replace two tyrannocites with a Trygon, and use the stratagem to bring the Prime with the Trygon?


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/21 17:05:28


Post by: Dynas


I like the list. Very interesting.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/21 17:49:11


Post by: Goobi2


 Dynas wrote:
 Zimko wrote:
 Dynas wrote:
So example just to make sure I understand correctly on this double charge.

Unit A charges Chaos Marines
Unit B charges Montarion
Unit C is locked in combat with brimstones from prior turn.

In pysker phase I cast Paroxysm on Montarion, he fails to deny. Goes off Successfully.

In the fight phase, its might turn, I choose to fight with unit A first since it charged.
Unit B also gets to fight first since it charged. However, he plays the Counter Assault stratagem to attack first, he has now wasted 2 CP, as I remind him he has Paroxysm on him and always fights last.
Then I get to go to the beginning of alternating unit selection so now Unit C fights first against the brimstones.

Now assuming all units survived my attacks, my opponent has to pick either the Marines or the Brimstones to attack next.

Then after everyone on his side has fought Montarion gets to fight.

Is this correct?


That's my understanding, though after my opponent learns that they don't get to attack with Mortarion, I would allow them to either take back the 2 CP or allow them to use the strategem on something else. It's a rules question that resulted in them using the strat on Mortarion. I don't think it would be fair to penalize them if the rule was simply misunderstood since it's an an unusual rule interaction.

Forcing your opponent to accept wasting 2 CP would be one of those unsportsmanlike things that Tony got crucified for at LVO. Yeah you may be technically correct but everyone knows it's not cool to do.


Yeah. If anything, it would at least shut down the ability for the opponent to use the interrupt stratagem on a key unit once you lock it in. So it still has its uses.


I would be careful with this. Since Mortarion would still be eligible to fight in that phase he could theoretically be targeted with the 2 CP stratagem. All Paroxysm would accomplish is that no one could attack after him since he would have to be "last" to fight.



Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/21 18:15:13


Post by: Eihnlazer


that's not at all how that works. Paroxysm makes whoever you cast it on swing last after all other units swing. It doesn't mean when the unit who is paroxysm'd swings no other units get to swing.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/21 18:24:17


Post by: Lance845


Tyran wrote:
Why not replace two tyrannocites with a Trygon, and use the stratagem to bring the Prime with the Trygon?


Because that list is Gorgon and the strategem is Jormungandr.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/21 18:27:52


Post by: Goobi2


 Eihnlazer wrote:
that's not at all how that works. Paroxysm makes whoever you cast it on swing last after all other units swing. It doesn't mean when the unit who is paroxysm'd swings no other units get to swing.


Why not? He is still eligible to swing, just has to be last. 2 CP gets him his chance. Since everyone else had to go before him, they missed their chance because he was last.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/21 18:35:34


Post by: Niiai


I was trying to clearify that charging or using the 2CP stratgem does not override paroxysmn. But we are all on the same page now.

Do anybody have a list of units that it does not work on? Banshees mask,is that one?


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/21 18:51:29


Post by: Eihnlazer


Doesn't work on Culexes assassin :p

And Goobi2 since paroxysm states that whoever you cast it on has to swing last, AFTER ALL OTHER UNITS WHO ARE FIGHTING, he obviously cant just say "ok, I'm fighting now and no one else gets to fight after me".

also thanks for the backup on that lance.

You could of course use trygons instead of tyranocytes if you could squeeze out the extra points and find some extra heavy support slots. Probably wouldn't be hard to get at least one in. No stratagem support though, so would need 1 trygon per infantry unit.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/21 19:40:18


Post by: Goobi2


 Eihnlazer wrote:

And Goobi2 since paroxysm states that whoever you cast it on has to swing last, AFTER ALL OTHER UNITS WHO ARE FIGHTING, he obviously cant just say "ok, I'm fighting now and no one else gets to fight after me".


Well, given that no one would be attacking after him satisfies that capped section, since the only other fighting unit would have been that initial charger.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/21 19:56:13


Post by: Zimko


Goobi you're not making any sense.

2 units are charging. 1 non charging unit has paroxysm. The first charging unit fights. The opponent wants to use the strategem to fight with the non-charging unit but can't because all other eligible units haven't fought yet as per Paroxysm. (The other charging unit is still eligible to fight and hasn't done so yet, thus the requirements of Paroxysm haven't been met for the non-charging unit to fight.

Now please explain in that context what you're suggesting.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/21 20:10:46


Post by: Lance845


 Eihnlazer wrote:
Doesn't work on Culexes assassin :p

And Goobi2 since paroxysm states that whoever you cast it on has to swing last, AFTER ALL OTHER UNITS WHO ARE FIGHTING, he obviously cant just say "ok, I'm fighting now and no one else gets to fight after me".

also thanks for the backup on that lance.

You could of course use trygons instead of tyranocytes if you could squeeze out the extra points and find some extra heavy support slots. Probably wouldn't be hard to get at least one in. No stratagem support though, so would need 1 trygon per infantry unit.


One Trygon per a TROOP. Trygons can only bring troops with them. It's the jorm Strat that opens them up to bringing any infantry. Couldn't bring a Prime with a Trygon if you wanted to.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/21 20:27:43


Post by: ChargerIIC


What are people's thoughts on swapping Carnifexs out for Hive Tyrants? 40-50pts seems pretty good to get a 4++ invul and a pair of psychic powers.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/21 21:00:47


Post by: Goobi2


 Zimko wrote:
Goobi you're not making any sense.

2 units are charging. 1 non charging unit has paroxysm. The first charging unit fights. The opponent wants to use the strategem to fight with the non-charging unit but can't because all other eligible units haven't fought yet as per Paroxysm. (The other charging unit is still eligible to fight and hasn't done so yet, thus the requirements of Paroxysm haven't been met for the non-charging unit to fight.

Now please explain in that context what you're suggesting.


I am suggesting that 2 units are charging. 1 non charging unit has paroxysm. The first charging unit fights. The opponent wants to use the stratagem to fight with the non-charging unit and can since it is still a unit that is eligible to fight. (The other charging unit isn't still eligible to fight as the Paroxysm'd unit had to be last, thus the requirements of Paroxysm have been met.)

The stratagem is designed to interrupt any priority in selecting eligible units after the initial charging unit. Paroxysm is effectively only as restrictive as the base BRB rules saying non-charging units have to be selected after all chargers have attacked. That line in the charging rules has the same amount of impact as to saying who is able to be selected. The stratagem is satisfied in that the charger goes 1st and that the Paroxysm'd unit is ''eligible'' (is within 1'' of an enemy unit). All it takes for Paroxysm to be satisfied is no one can fight after the Paroxysm'd unit.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/21 21:13:41


Post by: Zimko


Goobi2 wrote:
 Zimko wrote:
Goobi you're not making any sense.

2 units are charging. 1 non charging unit has paroxysm. The first charging unit fights. The opponent wants to use the strategem to fight with the non-charging unit but can't because all other eligible units haven't fought yet as per Paroxysm. (The other charging unit is still eligible to fight and hasn't done so yet, thus the requirements of Paroxysm haven't been met for the non-charging unit to fight.

Now please explain in that context what you're suggesting.

All it takes for Paroxysm to be satisfied is no one can fight after the Paroxysm'd unit.


Let's read Paroxysm...

"Until your next psychic phase, that unit cannot fight in the Fight phase until all other units that are able to fight have done so."

By your words... all it takes to be 'eligible' or 'able' to fight is to be within 1" of an enemy unit or to have charged. The second charging unit is most certainly able to fight. It hasn't done so yet. Therefore the requirements of Paroxysm are NOT met if the unit with Paroxysm fights via other means.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/21 21:17:15


Post by: Goobi2


 Zimko wrote:
Goobi2 wrote:
 Zimko wrote:
Goobi you're not making any sense.

2 units are charging. 1 non charging unit has paroxysm. The first charging unit fights. The opponent wants to use the strategem to fight with the non-charging unit but can't because all other eligible units haven't fought yet as per Paroxysm. (The other charging unit is still eligible to fight and hasn't done so yet, thus the requirements of Paroxysm haven't been met for the non-charging unit to fight.

Now please explain in that context what you're suggesting.

All it takes for Paroxysm to be satisfied is no one can fight after the Paroxysm'd unit.


Let's read Paroxysm...

"Until your next psychic phase, that unit cannot fight in the Fight phase until all other that are able to fight have done so."

By your words... all it takes to be 'eligible' or 'able' to fight is to be within 1" of an enemy unit or to have charged. The second charging unit is most certainly able to fight. It hasn't done so yet. Therefore the requirements of Paroxysm are NOT met if the unit with Paroxysm fights via other means.


It's because the Paroxysm'd unit attacked that the 2nd charging unit is no longer eligible to attack. The specific rule you attached to the Paroxysm'd unit overrode the general eligibility of the 2nd charging unit.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/21 21:20:57


Post by: Zimko


Goobi2 wrote:
 Zimko wrote:
Goobi2 wrote:
 Zimko wrote:
Goobi you're not making any sense.

2 units are charging. 1 non charging unit has paroxysm. The first charging unit fights. The opponent wants to use the strategem to fight with the non-charging unit but can't because all other eligible units haven't fought yet as per Paroxysm. (The other charging unit is still eligible to fight and hasn't done so yet, thus the requirements of Paroxysm haven't been met for the non-charging unit to fight.

Now please explain in that context what you're suggesting.

All it takes for Paroxysm to be satisfied is no one can fight after the Paroxysm'd unit.


Let's read Paroxysm...

"Until your next psychic phase, that unit cannot fight in the Fight phase until all other that are able to fight have done so."

By your words... all it takes to be 'eligible' or 'able' to fight is to be within 1" of an enemy unit or to have charged. The second charging unit is most certainly able to fight. It hasn't done so yet. Therefore the requirements of Paroxysm are NOT met if the unit with Paroxysm fights via other means.


It's because the Paroxysm'd unit attacked that the 2nd charging unit is no longer eligible to attack. The specific rule you attached to the Paroxysm'd unit overrode the general eligibility of the 2nd charging unit.


Uhhh... how does it override eligibility to fight? A genestealers unit charged. Charging is the only requirement to be 'eligible' to fight. You're saying that Paroxysm somehow removes that eligibility? Paroxysm is a restriction on the unit it is on, not the rest of the units on the board.


Automatically Appended Next Post:
You know what, lets take this to You Make Da Call. I think we've taken up enough space here in the tactics thread.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/21 22:29:27


Post by: Lance845


Goobi.. Thats not how that works.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/21 23:18:10


Post by: Tyran


 Lance845 wrote:
 Eihnlazer wrote:
Doesn't work on Culexes assassin :p

And Goobi2 since paroxysm states that whoever you cast it on has to swing last, AFTER ALL OTHER UNITS WHO ARE FIGHTING, he obviously cant just say "ok, I'm fighting now and no one else gets to fight after me".

also thanks for the backup on that lance.

You could of course use trygons instead of tyranocytes if you could squeeze out the extra points and find some extra heavy support slots. Probably wouldn't be hard to get at least one in. No stratagem support though, so would need 1 trygon per infantry unit.


One Trygon per a TROOP. Trygons can only bring troops with them. It's the jorm Strat that opens them up to bringing any infantry. Couldn't bring a Prime with a Trygon if you wanted to.

You can bring a Prime with a Trygon and the Jorm Strat, Primes are infantry after all.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/21 23:34:24


Post by: Amishprn86


Primes are to costly IMO

If they were just a bit cheaper.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/22 09:06:53


Post by: Lance845


Tyran wrote:
 Lance845 wrote:
 Eihnlazer wrote:
Doesn't work on Culexes assassin :p

And Goobi2 since paroxysm states that whoever you cast it on has to swing last, AFTER ALL OTHER UNITS WHO ARE FIGHTING, he obviously cant just say "ok, I'm fighting now and no one else gets to fight after me".

also thanks for the backup on that lance.

You could of course use trygons instead of tyranocytes if you could squeeze out the extra points and find some extra heavy support slots. Probably wouldn't be hard to get at least one in. No stratagem support though, so would need 1 trygon per infantry unit.


One Trygon per a TROOP. Trygons can only bring troops with them. It's the jorm Strat that opens them up to bringing any infantry. Couldn't bring a Prime with a Trygon if you wanted to.

You can bring a Prime with a Trygon and the Jorm Strat, Primes are infantry after all.


He was talking about a Gorgon list. So no Jorm strat. Also, as highlighted above, I mentioned that.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/22 15:12:00


Post by: Dynas


Goobi, I am not understanding you.

Tyranid Unit A charges Enemy Unit Y (Monty)
Tyranid Unit B is locked in combat with Unit Y (monty) from prior turn.
Tyranid Unit C charges the Enemy Unit Z from prior turn. (brimstones horrors)

In my Psyker phase I cast Paroxysm on enemy unit Y (monty).

Now in Fight Phase. I choose unit A to fight first since it charged.
Opponent is eligible to interrupt but could NOT interrupt with Unit Y (monty) as it has Paroxysm on it and must fight last. He could choose to interrupt with Unit Z.

Lets say he does. Then I get to attack with my unit C vs against Unit Z (brimstones) since it charged.

After that, all units that have charged have fought, so now we go into the alternation method of locked in combat. Since it is my turn I now pick my last unit B to attack his Monty.

Now opponent unit Z attacks, and finally Unit Y (Monty) attacks absolutely LAST due to Paroxysm.

Goobi, using this example what would change? Are you saying after my unit A charges and attacks Unit Y who is paroxysm. The opponent is eligible to play the Interrupt Stratagem on his unit Y (Monty) to attack Unit B only.

The opponent is eligible to play the Stratagem after the charge, but not on the Paroxysm unit.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/22 15:15:25


Post by: DaBraken


Edit: long solved question.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/22 16:24:28


Post by: killerpenguin


I'm working on a list, i cant decide on my flyrants.

I have 3 flyrants, how would you kit them out? The list is 2 batallions, kronos and kraken, leaning more towards a shooty list with 2x6 hive guard and a tyrannofex. Kraken battalion has 2x14 genestealers, the rest of the points are rippers, termagants and a neurothrope. I was thinking, one with devourers and lash and bonesword with the relic, the other two with double devourer. What do you think?


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/22 16:33:18


Post by: topaxygouroun i


I find myself in love with the first flyrant in my list, but I think come the second and up they start having big diminishing returns.

Reason is the first flyrant I can make a ranged powerhouse with quad devourers and smite/scream. One mobile platform perfect in doing one thing: Dishing huge amounts of mid range damage. Come the second flyrant, I already start seeing saturation issues. When I'm against hordes I could see a need for more devourers but honestly, dude's shooting 24 shots a turn. That's crazy. Plus he van get the +1 damage strat and destroy also elite infantry. But against an all around list, sometimes my second flyrant gets to shoot in non optimal targets, and the third one doesn't really serve much purpose. I find myself wondering if an Exocrine could be a better deal for the points than a third flyrant, and then I find myself thinking if two Exocrines would be a better deal than the second and third flyrant. Usually I go for the exocrines.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/22 16:48:39


Post by: Dynas


 killerpenguin wrote:
I'm working on a list, i cant decide on my flyrants.

I have 3 flyrants, how would you kit them out? The list is 2 batallions, kronos and kraken, leaning more towards a shooty list with 2x6 hive guard and a tyrannofex. Kraken battalion has 2x14 genestealers, the rest of the points are rippers, termagants and a neurothrope. I was thinking, one with devourers and lash and bonesword with the relic, the other two with double devourer. What do you think?


I have 2. I would suggest magnatizing the arms.

I normally run one with MRC and HVC
The other with Devours, Reaper of Obliterax bonesword and lashwhip as you mentioned. With toxin sacs


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/22 16:51:51


Post by: Eihnlazer


As attractive as double devourers look, they make your tyrant useless in assault, and since its only 18" range your will find yourself getting assaulted.

ALWAYS take MRC/w toxin sacs.

Its 4 points for 4 attacks at str6 with reroll wounds, -3/6 ap, and D3/4 damage. It is literally the best melee weapon in the game.




Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/22 17:26:44


Post by: topaxygouroun i


 Eihnlazer wrote:
As attractive as double devourers look, they make your tyrant useless in assault, and since its only 18" range your will find yourself getting assaulted.

ALWAYS take MRC/w toxin sacs.

Its 4 points for 4 attacks at str6 with reroll wounds, -3/6 ap, and D3/4 damage. It is literally the best melee weapon in the game.




Why though? Let them charge. I can overwatch with my 24 shots, then on my turn I can fall back and shoot again, because I'm a flyer. I see zero reason to take half and half. Either go all out hth or all out shooting in my opinion.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/22 18:39:49


Post by: Dynas


topaxygouroun i wrote:
 Eihnlazer wrote:
As attractive as double devourers look, they make your tyrant useless in assault, and since its only 18" range your will find yourself getting assaulted.

ALWAYS take MRC/w toxin sacs.

Its 4 points for 4 attacks at str6 with reroll wounds, -3/6 ap, and D3/4 damage. It is literally the best melee weapon in the game.




Why though? Let them charge. I can overwatch with my 24 shots, then on my turn I can fall back and shoot again, because I'm a flyer. I see zero reason to take half and half. Either go all out hth or all out shooting in my opinion.


B/C MRC are free upgrades.
Also, you can still overwatch with 12 shots, and get to attack in fight phase with 4 attacks, then fall back and shoot 12 shots again, and charge back in and attack again. These MRC do more damage than your overwatch will.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/22 20:28:23


Post by: Tyran


But depending on the target, the MRC may not deal more damage than the 12 shots in the shooting phase.

Both are valid options, depending on what you want the Hive Tyrant to hunt.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/24 09:59:33


Post by: killerpenguin


Do you guys think my list needs more than 40 termagants as screen or is it too much? I haven't played with screens that often. Also any other suggestions on improvements are appreciated.
Spoiler:

++ Battalion Detachment +3CP (Tyranids) ++

+ No Force Org Slot +

Hive Fleet: Kronos

+ Heavy Support +

Tyrannofex: Rupture Cannon, Stinger Salvo

+ HQ +

Hive Tyrant: Adrenal Glands, Lash Whip and Monstrous Bonesword, Power: Catalyst, Power: Psychic Scream, The Reaper of Obilterax, Toxin Sacs, Two Devourers with Brainleech Worms, Warlord, Warlord Trait: Soul Hunger

Neurothrope

+ Elites +

Hive Guard
Hive Guard: Impaler Cannon
Hive Guard: Impaler Cannon
Hive Guard: Impaler Cannon
Hive Guard: Impaler Cannon
Hive Guard: Impaler Cannon
Hive Guard: Impaler Cannon

Hive Guard
Hive Guard: Impaler Cannon
Hive Guard: Impaler Cannon
Hive Guard: Impaler Cannon
Hive Guard: Impaler Cannon
Hive Guard: Impaler Cannon
Hive Guard: Impaler Cannon

+ Troops +

Ripper Swarms: 3x Ripper Swarm

Termagants: 20x Termagant (Fleshborer)

Termagants: 20x Termagant (Fleshborer)

++ Battalion Detachment +3CP (Tyranids) ++

+ No Force Org Slot +

Hive Fleet: Kraken

+ HQ +

Hive Tyrant: Power: Catalyst, Power: The Horror, 2x Two Devourers with Brainleech Worms, Wings

Hive Tyrant: Power: Paroxysm, Power: Psychic Scream, 2x Two Devourers with Brainleech Worms, Wings

+ Troops +

Genestealers: 3x Acid Maw
13x Genestealer: 13x Rending Claws

Genestealers: 3x Acid Maw
13x Genestealer: 13x Rending Claws

Ripper Swarms: 3x Ripper Swarm

Created with BattleScribe


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/24 10:38:56


Post by: Neophyte2012


 killerpenguin wrote:
Do you guys think my list needs more than 40 termagants as screen or is it too much? I haven't played with screens that often. Also any other suggestions on improvements are appreciated.
Spoiler:

++ Battalion Detachment +3CP (Tyranids) ++

+ No Force Org Slot +

Hive Fleet: Kronos

+ Heavy Support +

Tyrannofex: Rupture Cannon, Stinger Salvo

+ HQ +

Hive Tyrant: Adrenal Glands, Lash Whip and Monstrous Bonesword, Power: Catalyst, Power: Psychic Scream, The Reaper of Obilterax, Toxin Sacs, Two Devourers with Brainleech Worms, Warlord, Warlord Trait: Soul Hunger

Neurothrope

+ Elites +

Hive Guard
Hive Guard: Impaler Cannon
Hive Guard: Impaler Cannon
Hive Guard: Impaler Cannon
Hive Guard: Impaler Cannon
Hive Guard: Impaler Cannon
Hive Guard: Impaler Cannon

Hive Guard
Hive Guard: Impaler Cannon
Hive Guard: Impaler Cannon
Hive Guard: Impaler Cannon
Hive Guard: Impaler Cannon
Hive Guard: Impaler Cannon
Hive Guard: Impaler Cannon

+ Troops +

Ripper Swarms: 3x Ripper Swarm

Termagants: 20x Termagant (Fleshborer)

Termagants: 20x Termagant (Fleshborer)

++ Battalion Detachment +3CP (Tyranids) ++

+ No Force Org Slot +

Hive Fleet: Kraken

+ HQ +

Hive Tyrant: Power: Catalyst, Power: The Horror, 2x Two Devourers with Brainleech Worms, Wings

Hive Tyrant: Power: Paroxysm, Power: Psychic Scream, 2x Two Devourers with Brainleech Worms, Wings

+ Troops +

Genestealers: 3x Acid Maw
13x Genestealer: 13x Rending Claws

Genestealers: 3x Acid Maw
13x Genestealer: 13x Rending Claws

Ripper Swarms: 3x Ripper Swarm

Created with BattleScribe


Maybe consider drop the Kronos Hive Tyrant with a Malanthrope? to protect your big gun bugs from those lascannons and plasma firing back at them? Also the Kronos fleet is sounds more about gunline shooting, so the melee Walkrant feels a bit odd.

I also think it might better to have both of those Genestealer squads to be at full 20 models strength. So they can survive better in enemy shooting and retain 4A each longer in the game.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/24 15:43:02


Post by: killerpenguin


Neophyte2012 wrote:
 killerpenguin wrote:
Do you guys think my list needs more than 40 termagants as screen or is it too much? I haven't played with screens that often. Also any other suggestions on improvements are appreciated.
Spoiler:

++ Battalion Detachment +3CP (Tyranids) ++

+ No Force Org Slot +

Hive Fleet: Kronos

+ Heavy Support +

Tyrannofex: Rupture Cannon, Stinger Salvo

+ HQ +

Hive Tyrant: Adrenal Glands, Lash Whip and Monstrous Bonesword, Power: Catalyst, Power: Psychic Scream, The Reaper of Obilterax, Toxin Sacs, Two Devourers with Brainleech Worms, Warlord, Warlord Trait: Soul Hunger

Neurothrope

+ Elites +

Hive Guard
Hive Guard: Impaler Cannon
Hive Guard: Impaler Cannon
Hive Guard: Impaler Cannon
Hive Guard: Impaler Cannon
Hive Guard: Impaler Cannon
Hive Guard: Impaler Cannon

Hive Guard
Hive Guard: Impaler Cannon
Hive Guard: Impaler Cannon
Hive Guard: Impaler Cannon
Hive Guard: Impaler Cannon
Hive Guard: Impaler Cannon
Hive Guard: Impaler Cannon

+ Troops +

Ripper Swarms: 3x Ripper Swarm

Termagants: 20x Termagant (Fleshborer)

Termagants: 20x Termagant (Fleshborer)

++ Battalion Detachment +3CP (Tyranids) ++

+ No Force Org Slot +

Hive Fleet: Kraken

+ HQ +

Hive Tyrant: Power: Catalyst, Power: The Horror, 2x Two Devourers with Brainleech Worms, Wings

Hive Tyrant: Power: Paroxysm, Power: Psychic Scream, 2x Two Devourers with Brainleech Worms, Wings

+ Troops +

Genestealers: 3x Acid Maw
13x Genestealer: 13x Rending Claws

Genestealers: 3x Acid Maw
13x Genestealer: 13x Rending Claws

Ripper Swarms: 3x Ripper Swarm

Created with BattleScribe


Maybe consider drop the Kronos Hive Tyrant with a Malanthrope? to protect your big gun bugs from those lascannons and plasma firing back at them? Also the Kronos fleet is sounds more about gunline shooting, so the melee Walkrant feels a bit odd.

I also think it might better to have both of those Genestealer squads to be at full 20 models strength. So they can survive better in enemy shooting and retain 4A each longer in the game.


Thanks for the comment!
No the kronos HT has wings, something went wrong with my editing. I did consider the malantrope, its just that its so expensive now.

hmmm.. More genestealers...


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/25 21:35:19


Post by: blackmage


yes but kronos has a great stratagem force opponent to cast powers with only 1 dice if within 24" of a kronos model, so maybe flying HT isn't a bad choice.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/26 09:22:14


Post by: Spoletta


Had a game yesterday with Kronos against Thousand Sons.

My list:

Kronos Patrol (1000 points)

Broodlord (Soul Hunger)
Neurothrope
30 Hormagants
30 Termagants (Spinefist)
3 warriors (BS and DS)
Lictor
3x Venomthropes
Dakkafex (HVC and DS)
Screamer Killer

His list:

Thousand Son patrol

Terminator Sorcerer (+2 to cast)
5 Scarab occult with SRC
10 Rubrics with SRC
Predator with autocannon and 2 lascannons
20 cultists
Helbrute with fist and 2 lascannons
Some mixed horrors (i know, technically out of faction, but we didn't care)

No relics allowed for narrative rules.

Scenario was scorched earth on a 4x4 table, so only 4 objectives.

Highlight of the match, my dakkafex being wounded by a double lascannon and saving both on 6+.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/26 17:15:36


Post by: Badablack


Finished a tournament this weekend, and I’ve found that it’s important to always keep at least one command point aside for last turn movement shenanigans. 3 out of 4 games were won due to a unit of rippers double moving onto objectives, or a unit winning combat and using the move after combat stratagem to book it somewhere.
I will opt to go second nearly every game, even with the huge disadvantage of getting half my stuff blown off the board turn 1, in an objective based eternal war game going last with basically infinite movement units will win the game every time.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/26 17:54:53


Post by: Marmatag


Eternal war is an unbalanced joke, i'm shocked tournaments are still using these missions for the exact reason you describe. Also, ripper swarms don't have obsec. But i get your point. I found my games stop being close in turn 3, and i start pulling away in turn 2. It's tough to get longer games, but if a game can make it to turn 4 or 5 that's ideal.

I'm noticing Custodes are making waves in the meta. Those shield captains are not a joke. And the regular bike bros are also pretty good. Outfitted with Hurricane Bolters, they clear chaff incredibly well, and they fly, so you can't wrap them up. With T6 2+ they're immensely difficult to bring down.

For this reason, I am considering dropping my devilgaunt bomb with Trygon in favor of an Acid Spray Tyrannofex for playtesting purposes. I won a 16 person ITC tournament, and 3 lists had custodes bikes in them. It's pretty significant since all lists are basically Guard + something, Eldar, and Chaos. If that "+ something" becomes custodes, which it easily could, we don't have great answers.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/26 18:09:42


Post by: Lance845


I am confused. What says rippers don't have ObSec? It looks like they are troops. They should have it.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/26 22:03:20


Post by: Marmatag


 Lance845 wrote:
I am confused. What says rippers don't have ObSec? It looks like they are troops. They should have it.


Yes they do. My comment is wrong.

I started typing one thought, and replaced it with another, leaving that sentence totally messed up. I'm leaving in that way for posterity, and to also highlight that they *indeed do* have objective secured, and what i wrote was wrong.


Automatically Appended Next Post:
On another note:

Has anyone customized good battlefoam to transport 60+ hormagants? The best i can do is like 54 using their customize tool.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/26 22:54:54


Post by: Niiai


 Marmatag wrote:
 Lance845 wrote:
I am confused. What says rippers don't have ObSec? It looks like they are troops. They should have it.


Yes they do. My comment is wrong.

I started typing one thought, and replaced it with another, leaving that sentence totally messed up. I'm leaving in that way for posterity, and to also highlight that they *indeed do* have objective secured, and what i wrote was wrong.


Automatically Appended Next Post:
On another note:

Has anyone customized good battlefoam to transport 60+ hormagants? The best i can do is like 54 using their customize tool.


I can do 30 gaunts per layer of foam from the around 5th edition GW cases. Just have 3 layers and you have 90 gaunts.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/27 00:43:16


Post by: Lance845


I pack about 30-40 into a games plus tray by plucking out 2xlength rows and lining them up heads overlapping tails. You fit about 10 per row and can squeeze in 4 rows.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/27 04:18:16


Post by: RogueApiary


 Marmatag wrote:
 Lance845 wrote:
I am confused. What says rippers don't have ObSec? It looks like they are troops. They should have it.


Yes they do. My comment is wrong.

I started typing one thought, and replaced it with another, leaving that sentence totally messed up. I'm leaving in that way for posterity, and to also highlight that they *indeed do* have objective secured, and what i wrote was wrong.


Automatically Appended Next Post:
On another note:

Has anyone customized good battlefoam to transport 60+ hormagants? The best i can do is like 54 using their customize tool.


Magna rack from battlefoam. I have 60 hormagaunts and 40 stealers on the top layer with some to spare. The problem with the magna rack system is getting to models on lower tiers without using much taller spacers, and thus wasting bag space. Currently I run two trays with 6" spacers and it accommodates the vast majority of my 2k Nids list. The Tyrannocyte has to go in a separate box though cause it's too damn tall.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/27 06:09:19


Post by: Badablack


Running multiple Sporocysts, flying hive tyrants and Harpies, I have to use a big plastic automotive toolbox to realistically carry it all. Big stuff on the roomy bottom, a shelf above with all the gants and rippers lined along it, then a compartment on top with all the spore mines and various things I’ll have to reach for during a game.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/27 08:06:24


Post by: Lance845


I pin the wings on my hive tyrants. But sporocysts and tyrannocytes... Fuuuck... those models are a night mare to transport.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/27 08:15:22


Post by: Odrankt


I usually carry all my small guys in a case with 30 Gaunts per foam tray. Anything that is big, awkward or delicate I carry in their own separate box(s), put them in a school bag/backpack. I like to add bubble wrap or foam to my start collecting box's inner rim and use those as my transport for the bigger models. I also pin my Tyrants as well. A lot of effort but worth it if you transport your army often or don't want your models broken.I also found drilling into the tyrant and putting a rod where the wings go work better then pinning but takes way longer to get done.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/27 10:23:18


Post by: Sneggy


Really useful boxes, adhesive backed steel paper, magnets in your models bases.

I carry my 2000pts list (which features the big boys and 100+ gaunts everywhere in one tub about the size of a standard case (a little deeper)


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/27 15:31:15


Post by: ChargerIIC


+1 to magnetizing them. I was in such a rush last night I just through all 60 gaunts onto a baking tray and carried them off. Even had room for my venomthrops and Mawloc on there.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/27 18:08:48


Post by: Dynas


I gave both army transport cases and a custom tuppaware with magnet sheeting. I prefer the magnets, its so much easier, especially with all the claws and what not. That gets annoying when they catch on the foam.
I just bought some galvanized tin at home depot and some caulk and a large tuppaware bin at target. Caulk the inside of the tuppaware bottom and glue the tin down. Also, can put tin on the lid as well. Put magnets in the abases and drop it on the tin. I put my smaller models upside down on the lid, and the bigger guys right side up.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/28 02:39:00


Post by: iGuy91


I am considering selling off one of my current armies and starting to collect nids. Considering my Necrons are very shooty, I'd be looking to go assaulty with a lot of units.

Are horde assault nids worthwhile?

Anyone care to steer a nid noob in the right direction as far as a decent build for something like that?


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/28 03:05:09


Post by: Niiai


 iGuy91 wrote:
I am considering selling off one of my current armies and starting to collect nids. Considering my Necrons are very shooty, I'd be looking to go assaulty with a lot of units.

Are horde assault nids worthwhile?

Anyone care to steer a nid noob in the right direction as far as a decent build for something like that?


Nids fit what you want. Orks also fit that descrpition.

The best nid ass oult units is the genestealer. At 12 points per pop, it is an elite model, not a swarm model. Your averadge warrior cost 25 per model, it is descent in CC. Shrikes and ravaners cost about 23 to 30, but genstealers is where it is at.

Gargoyles and hormogaunts can be used to tie models up in CC.

You have no shortage og 'big models' that are good in CC.

Paint your army in your choise of colour so you can change between hive fleets. For melee there are 3 worth considering.

Hydra is a swarm army, gives you a lot of re-rolls in melee. Very good on gensteatealers. Kraken is super fast. Genstealers can charge turn 1 often. Behemot cam re-roll charge range, and with adrenal glands most if your stuff can charge from deep strike. (Need to roll an 8" on 2 dices, free re-roll of both dices or you can use a stratgem to re-roll 1 dice.)

Many tyranid lists use the swarmlord to garantee a first turn charge, although that charge often eats chaff.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/28 13:07:50


Post by: Overdose


Hi guys.
Starting to brew up a list to get started with my Tyranids army.
I'm personally not a fan of the horde-style so I wanted to go with a 'monster' variant.

Haven't been able to decide which Hive Fleet I will benefit from most.

Any help would be great!

(P.S. a box of Genestealers had horrendous amounts of moldlines on them... was i just unlucky or is that normal... :( )

Also I can't seem to find the link where there were tips on magnetizing Tyranids: if someone could guide me to the best place that'd be awesome.

Oh and finally do people paint their own schemes or are they following the Hive Fleet scheme to match their army?

ARMY LIST
Spoiler:

++ Battalion Detachment +3CP (Tyranids) [82 PL, 1488pts] ++

+ HQ +

Broodlord [8 PL, 162pts]: Monstrous Rending Claws, Power: The Horror

Hive Tyrant [11 PL, 193pts]: Adrenal Glands, Monstrous Rending Claws, Power: Catalyst, Power: The Horror, Toxin Sacs, Two Devourers with Brainleech Worms, Warlord, Wings

Tyranid Prime [6 PL, 112pts]: Adrenal Glands, Boneswords, Deathspitter, Toxin Sacs

+ Elites +

Hive Guard [7 PL, 120pts]
. Hive Guard: Adrenal Glands, Shockcannon
. Hive Guard: Adrenal Glands, Shockcannon
. Hive Guard: Adrenal Glands, Shockcannon

Hive Guard [7 PL, 144pts]
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon

+ Troops +

Genestealers [16 PL, 192pts]: 4x Acid Maw
. 16x Genestealer: 16x Rending Claws

Tyranid Warriors [5 PL, 111pts]
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter, Toxin Sacs
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter, Toxin Sacs
. Tyranid Warrior: Adrenal Glands, Boneswords, Toxin Sacs, Venom Cannon

Tyranid Warriors [5 PL, 96pts]
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter, Toxin Sacs
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter, Toxin Sacs
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter, Toxin Sacs

+ Heavy Support +

Carnifexes [6 PL, 120pts]
. Carnifex: Adrenal Glands, Enhanced Senses, Spore Cysts, 2x Two Devourers with Brainleech Worms

Tyrannofex [11 PL, 238pts]: Rupture Cannon, Stinger Salvo

++ Total: [82 PL, 1488pts] ++

Created with BattleScribe


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/28 14:52:31


Post by: DaBraken


Overdose wrote:

Also I can't seem to find the link where there were tips on magnetizing Tyranids: if someone could guide me to the best place that'd be awesome.

I think there is none. Never saw one, as long i can remember.
It depends on the model and the material how to magnetize it. For infantry models from rippers to tyranid wariors/shrikes/raveners i use 3x1mm round neodym magnets. As long its plastic or resin, its enough for each weaponry they can carry.
Best place to stick magnets is shoulder joints for arms and the connection between the weapon arms (venomcannon, deathspitter etc). Some people swear by drilling holes to insert magnets first, i personally glue them with superglue-greens stuff-superglue-magnet. With this combo i can adjust the position/angle afterwards for some time even if the superglue is already dry. Be sure to mark your magnets, so you insert the magnets always in the same direction so you can swap arms between models.
For bigger stuff like hive tyrants with or without wings, exocrine/haruspex, toxicrene/maleceptor, harpy/hive crone, tyrannofex/tervigon its a bit trickier, because you often have to model the magnets inside hollow bodies. For them i use 4x2mm round neodym magnets. Works just fine and has enough power to hold the parts even with 1-2 mm plastic between.

Oh and finally do people paint their own schemes or are they following the Hive Fleet scheme to match their army?

I developed my own paint sheme, mainly because i didnt like the one from 2nd edition and it carried over to all following editions until today. Following the known hive fleet shemes is not really a disadvantage, because its nowhere written, that you have to paint your models appropriate, but sometimes you play against "that guy" who knows/tells you that your sheme is for example Leviathan and so you cant use kraken benefits... it happens seldom, but it can happen...


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/28 15:54:53


Post by: Dynas


 DaBraken wrote:
Overdose wrote:

Also I can't seem to find the link where there were tips on magnetizing Tyranids: if someone could guide me to the best place that'd be awesome.

I think there is none. Never saw one, as long i can remember.
It depends on the model and the material how to magnetize it. For infantry models from rippers to tyranid wariors/shrikes/raveners i use 3x1mm round neodym magnets. As long its plastic or resin, its enough for each weaponry they can carry.
Best place to stick magnets is shoulder joints for arms and the connection between the weapon arms (venomcannon, deathspitter etc). Some people swear by drilling holes to insert magnets first, i personally glue them with superglue-greens stuff-superglue-magnet. With this combo i can adjust the position/angle afterwards for some time even if the superglue is already dry. Be sure to mark your magnets, so you insert the magnets always in the same direction so you can swap arms between models.
For bigger stuff like hive tyrants with or without wings, exocrine/haruspex, toxicrene/maleceptor, harpy/hive crone, tyrannofex/tervigon its a bit trickier, because you often have to model the magnets inside hollow bodies. For them i use 4x2mm round neodym magnets. Works just fine and has enough power to hold the parts even with 1-2 mm plastic between.

Oh and finally do people paint their own schemes or are they following the Hive Fleet scheme to match their army?

I developed my own paint sheme, mainly because i didnt like the one from 2nd edition and it carried over to all following editions until today. Following the known hive fleet shemes is not really a disadvantage, because its nowhere written, that you have to paint your models appropriate, but sometimes you play against "that guy" who knows/tells you that your sheme is for example Leviathan and so you cant use kraken benefits... it happens seldom, but it can happen...


I would try to get a malanthrope or unit of venomthropes to shroud that warrior fire base, other than that looks good. For points I would drop the Broodlord first to fit the Malantrhope in.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/28 23:14:32


Post by: Badablack


Im looking at a tyrannofex with fleshborer hive, and this honestly seems like a comparable choice to the other options for my shooty army. With the +1 wound and damage stratagems it could easily pull ahead of the rupture cannon and acid spray in total damage. Plus it handles hordes way better than either.

It would certainly need more support and babysitting to work though. Definitely need a screen in front, something giving it onslaught so it can advance first turn and shoot, and plenty of command points to feed into its damage. It also won’t really shine til the second turn when it can stand still and pump out 48 shots, at which point it might already be focused down and crippled or dead.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/28 23:25:40


Post by: killerpenguin


 Badablack wrote:
Im looking at a tyrannofex with fleshborer hive, and this honestly seems like a comparable choice to the other options for my shooty army. With the +1 wound and damage stratagems it could easily pull ahead of the rupture cannon and acid spray in total damage. Plus it handles hordes way better than either.

It would certainly need more support and babysitting to work though. Definitely need a screen in front, something giving it onslaught so it can advance first turn and shoot, and plenty of command points to feed into its damage. It also won’t really shine til the second turn when it can stand still and pump out 48 shots, at which point it might already be focused down and crippled or dead.


Yea, Iæm not completely sold on the tyrannofex. I've been fielding him with kronos and a rupture cannon for a few games now and he's pretty underwhelming even with the rerolls 1's to hit. So i probably wouldn't build an army around him. especially not a 18'' weapon. He's pretty survivable though, but not really a threat I've found. When it comes to clearing of i'd much rather use the temagant trygon double shoot strat.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/02/28 23:49:02


Post by: topaxygouroun i


 killerpenguin wrote:
 Badablack wrote:
Im looking at a tyrannofex with fleshborer hive, and this honestly seems like a comparable choice to the other options for my shooty army. With the +1 wound and damage stratagems it could easily pull ahead of the rupture cannon and acid spray in total damage. Plus it handles hordes way better than either.

It would certainly need more support and babysitting to work though. Definitely need a screen in front, something giving it onslaught so it can advance first turn and shoot, and plenty of command points to feed into its damage. It also won’t really shine til the second turn when it can stand still and pump out 48 shots, at which point it might already be focused down and crippled or dead.


Yea, Iæm not completely sold on the tyrannofex. I've been fielding him with kronos and a rupture cannon for a few games now and he's pretty underwhelming even with the rerolls 1's to hit. So i probably wouldn't build an army around him. especially not a 18'' weapon. He's pretty survivable though, but not really a threat I've found. When it comes to clearing of i'd much rather use the temagant trygon double shoot strat.


Guy packs 6 lascannon shots at 230ish points. What's not to like?


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/01 00:08:33


Post by: killerpenguin


topaxygouroun i wrote:
 killerpenguin wrote:
 Badablack wrote:
Im looking at a tyrannofex with fleshborer hive, and this honestly seems like a comparable choice to the other options for my shooty army. With the +1 wound and damage stratagems it could easily pull ahead of the rupture cannon and acid spray in total damage. Plus it handles hordes way better than either.

It would certainly need more support and babysitting to work though. Definitely need a screen in front, something giving it onslaught so it can advance first turn and shoot, and plenty of command points to feed into its damage. It also won’t really shine til the second turn when it can stand still and pump out 48 shots, at which point it might already be focused down and crippled or dead.


Yea, Iæm not completely sold on the tyrannofex. I've been fielding him with kronos and a rupture cannon for a few games now and he's pretty underwhelming even with the rerolls 1's to hit. So i probably wouldn't build an army around him. especially not a 18'' weapon. He's pretty survivable though, but not really a threat I've found. When it comes to clearing of i'd much rather use the temagant trygon double shoot strat.


Guy packs 6 lascannon shots at 230ish points. What's not to like?


4+ BS


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/01 01:32:38


Post by: Overdose


I would try to get a malanthrope or unit of venomthropes to shroud that warrior fire base, other than that looks good. For points I would drop the Broodlord first to fit the Malantrhope in.

Thanks for the advice!
I'll definitely look into those units.

Is the Broodlord really that bad?
I thought he'd do great with the unit of Genestealers


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/01 01:36:42


Post by: Niiai


Overdose wrote:
I would try to get a malanthrope or unit of venomthropes to shroud that warrior fire base, other than that looks good. For points I would drop the Broodlord first to fit the Malantrhope in.

Thanks for the advice!
I'll definitely look into those units.

Is the Broodlord really that bad?
I thought he'd do great with the unit of Genestealers


He is OK. Amazing when he rends. He is a bit of a push over though, so use his character trait for full value. Glass cannon. Better in Leviathan or kraken.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/01 01:41:40


Post by: Eihnlazer


Broodlord should have been like 130 points tbh. He's overcosted for what he does.

Yes he can do damage, but he's easy to kill and only improves your genestealers by 17.5%. I'd only field him if your running stealer spam (50+ genstealers).


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/01 02:06:21


Post by: Overdose


What do you guys think of this list? (minor changes to previous- took out the Broodlord, added Malanthrope etc.)
Spoiler:

++ Battalion Detachment +3CP (Tyranids) [83 PL, 1488pts] ++


+ HQ +

Hive Tyrant [11 PL, 207pts]: Adrenal Glands, Power: Catalyst, Power: The Horror, Toxin Sacs, 2x Two Devourers with Brainleech Worms, Warlord, Wings

Malanthropes [5 PL, 140pts]: Malanthrope

Tyranid Prime [6 PL, 112pts]: Adrenal Glands, Boneswords, Deathspitter, Toxin Sacs

+ Elites +

Hive Guard [7 PL, 120pts]
. Hive Guard: Adrenal Glands, Shockcannon
. Hive Guard: Adrenal Glands, Shockcannon
. Hive Guard: Adrenal Glands, Shockcannon

Hive Guard [7 PL, 144pts]
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon

+ Troops +

Genestealers [16 PL, 192pts]:
. 4x Acid Maw
. 16x Genestealer: 16x Rending Claws

Tyranid Warriors [5 PL, 96pts]
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter, Toxin Sacs
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter, Toxin Sacs
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter, Toxin Sacs

Tyranid Warriors [9 PL, 119pts]
. Tyranid Warrior: Adrenal Glands, Scything Talons, Venom Cannon
. Tyranid Warrior: Adrenal Glands, Deathspitter, Scything Talons
. Tyranid Warrior: Adrenal Glands, Deathspitter, Scything Talons
. Tyranid Warrior: Adrenal Glands, Deathspitter, Scything Talons

+ Heavy Support +

Carnifexes [6 PL, 120pts]
. Carnifex: Adrenal Glands, Enhanced Senses, Spore Cysts, 2x Two Devourers with Brainleech Worms

Tyrannofex [11 PL, 238pts]: Rupture Cannon, Stinger Salvo

++ Total: [83 PL, 1488pts] ++

And which Hive Fleet would I benefit from most?

Thanks everyone!


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/01 02:18:50


Post by: Niiai


Fleet Kronos orv leviathan I gues. Perhaps jormunghard.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/01 09:15:09


Post by: topaxygouroun i


 killerpenguin wrote:
topaxygouroun i wrote:
 killerpenguin wrote:
 Badablack wrote:
Im looking at a tyrannofex with fleshborer hive, and this honestly seems like a comparable choice to the other options for my shooty army. With the +1 wound and damage stratagems it could easily pull ahead of the rupture cannon and acid spray in total damage. Plus it handles hordes way better than either.

It would certainly need more support and babysitting to work though. Definitely need a screen in front, something giving it onslaught so it can advance first turn and shoot, and plenty of command points to feed into its damage. It also won’t really shine til the second turn when it can stand still and pump out 48 shots, at which point it might already be focused down and crippled or dead.


Yea, Iæm not completely sold on the tyrannofex. I've been fielding him with kronos and a rupture cannon for a few games now and he's pretty underwhelming even with the rerolls 1's to hit. So i probably wouldn't build an army around him. especially not a 18'' weapon. He's pretty survivable though, but not really a threat I've found. When it comes to clearing of i'd much rather use the temagant trygon double shoot strat.


Guy packs 6 lascannon shots at 230ish points. What's not to like?


4+ BS


That's still 3 lascannon hits per turn before Kraken reroll. That's kinda equivalent with 4 lascannons on a BS 3+ unit. The most cost efficient of them is probably devastators/havocs and that would take you to 100 pts for the four lascannons plus 60 pts for the 5 bodies in an MSU unit. 160 pts for equivalent shooting. For230 pts you get 14 wounds (vs 5), Toughness 8 (vs 4), +1 str on your gun so you can target Death Guard terminators if you feel like it, 8 extra heavy bolter-ish shots and far better hth potential. If both of them need to move for whatever reason, then their BS becomes the same and it's a difference of only 4 lascannons vs 3 lascannons.

I honestly believe that a Kronos list should begin with a rupture cannon T-fex (and two exocrines of course).


Automatically Appended Next Post:
 Eihnlazer wrote:
Broodlord should have been like 130 points tbh. He's overcosted for what he does.

Yes he can do damage, but he's easy to kill and only improves your genestealers by 17.5%. I'd only field him if your running stealer spam (50+ genstealers).


If Broodlord goes to 130 pts then I want the Prime down to 90.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/01 11:13:02


Post by: Overdose


What are everyone's 'go-to' layout for Warriors?

Units of 3 with Boneswords and Deathspitters?
Or do you like adding the Venom Cannons in?

Or maybe just kitting them to be melee-focused?
Since if they are kitted out to be in combat, Deathspitters won't be doing much once in combat so maybe Boneswords and Spinefists?


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/01 12:00:31


Post by: Eihnlazer


spinefists aren't good really. Unless you plan on first turn charging, and want to keep the unit really cheap.

I find that first turn charge warriors don't live past turn 2 so they are the only ones i'd put spinefists on.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/01 12:14:46


Post by: Niiai


Overdose wrote:
What are everyone's 'go-to' layout for Warriors?

Units of 3 with Boneswords and Deathspitters?
Or do you like adding the Venom Cannons in?

Or maybe just kitting them to be melee-focused?
Since if they are kitted out to be in combat, Deathspitters won't be doing much once in combat so maybe Boneswords and Spinefists?


I honestly think most warrior builds are good. 24 S5 is good enough you do not need the big cannons. Venom canons are OK, good range at 36 . Strangelthorn cannon also probably OK. Boneswords, lash and bone, scything tallons are all good. Best in leviqthan or jormunghard.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/01 14:46:56


Post by: Tyran


So how do we deal with the AM list of 40 guardsmen, 4 LRBT and Shadowsword?


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/01 15:19:00


Post by: Dynas


I run my warriors with Scy Tals, 2x Deathspitters and 1 vennom cannon per 3. Usually take 6+ per unit. Normally use them as a fire base and let the GS, Flyrants, and Hormies close in to melee. Thats why I don't pay for the boneswords.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/01 15:19:13


Post by: Sneggy


kill the guardsman, engage the russes in combat then pour firepower into the shadowsword, once its dead that games a cakewalk


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/01 15:26:14


Post by: ChargerIIC


 Eihnlazer wrote:
Broodlord should have been like 130 points tbh. He's overcosted for what he does.

Yes he can do damage, but he's easy to kill and only improves your genestealers by 17.5%. I'd only field him if your running stealer spam (50+ genstealers).


He definitely needs a price drop. A Hive Tyrant with Rending Claws has more wounds, a 4++ invul, an extra psychic power and a better armor save for an almost 20 point discount over the broodlord. (143pts vs 162).


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/01 15:44:48


Post by: killerpenguin


I had a game today against world eaters against khorne daemons. Here's my list.

Spoiler:

++ Battalion Detachment +3CP (Tyranids) ++

+ No Force Org Slot +

Hive Fleet: Kronos

+ HQ +

Hive Tyrant: Adrenal Glands, Lash Whip and Monstrous Bonesword, Power: Catalyst, Power: Psychic Scream, The Reaper of Obilterax, Toxin Sacs, Two Devourers with Brainleech Worms, Warlord, Warlord Trait: Soul Hunger, Wings

Malanthropes: Malanthrope

+ Elites +

Hive Guard
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon

Hive Guard
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon

+ Troops +

Ripper Swarms: 3x Ripper Swarm

Ripper Swarms: 3x Ripper Swarm

Termagants: 30x Termagant (Fleshborer)

++ Battalion Detachment +3CP (Tyranids) ++

+ No Force Org Slot +

Hive Fleet: Kraken

+ Heavy Support +

Mawloc: Prehensile Pincer Tail

Mawloc: Prehensile Pincer Tail

+ HQ +

Hive Tyrant: Power: Catalyst, Power: The Horror, 2x Two Devourers with Brainleech Worms, Wings

Hive Tyrant: Power: Paroxysm, Power: Psychic Scream, 2x Two Devourers with Brainleech Worms, Wings

+ Troops +

Genestealers: 4x Acid Maw
. 17x Genestealer: 17x Rending Claws

Genestealers: 4x Acid Maw
. 16x Genestealer: 16x Rending Claws

Ripper Swarms: 3x Ripper Swarm

Created with BattleScribe



World eaters had: Kharne, apostle, lord, 3 units of berserkers in rhinos with flamers. 2x LC and ML helbrutes, 10+30 deep striking bloodletters with hq(bloodmaster?), 5 warp talons, 35 autogun cultists.

Tactical escalation, corner to corner deployment with the circle in the middle. He got the side with 3 objectives, He won the roll of, I didn't roll to seize.

World eaters DS 30x bloodletters, but struggled to get into combat with my genestealers, but killed a few. Knocked 6 wounds of my WL. Moved up a bit with rhinos, but didn't commit.

In my turn I DS the mawlocks deep in his ranks, rolled bad on the Mortal wounds, but took a wound on kharne, 2 on the lord and a killed a few cultists. Genestealers and hive tyrants knocked down most of the 30 blob, hive guard took down a rhino.

It ended with me wiping the board in the end of turn 5. with 19 to 5 points.

Key points were Genestealers 3xD6 pick the highest and add to movement. With this I don't really see the need for the swarmlord.

Used rapid regen two turns in a row on my WL, awesome stratagem.

Hive guard double shoot is just too good to leave out.

With 9 CPs you can really spam those CPs the first two rounds to get an advantage. The ones I've mentioned are the most important ones.

Mawlocs were mediocre, but they did give the enemy something to deal with turn 2. and it gave the genestealers, tyrants room and it kept the enemy away from the hive gurard.

All he managed to do all game was to kill one genestealer squad, knocked the warlord down to 3 wounds and cleared most of the termagant unit.

Gotta say I'm really happy with the list.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/01 16:10:34


Post by: Resipsa131


Tyran wrote:
So how do we deal with the AM list of 40 guardsmen, 4 LRBT and Shadowsword?
12x Neurothropes and 3x20 Hormaguants equals 1000 points. a Battlion and 3 Sureme Command Detachments which is roughly equivalent to a striped down AM list you've described. Run down the map and cast smite 12 times, charge the guardsmen while keeping your characters shielded. Consolidate into tanks and cast smite 12x repeat. If I saw an AM player run this I would definitely run he list described.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/01 16:59:08


Post by: RogueApiary


Resipsa131 wrote:
Tyran wrote:
So how do we deal with the AM list of 40 guardsmen, 4 LRBT and Shadowsword?
12x Neurothropes and 3x20 Hormaguants equals 1000 points. a Battlion and 3 Sureme Command Detachments which is roughly equivalent to a striped down AM list you've described. Run down the map and cast smite 12 times, charge the guardsmen while keeping your characters shielded. Consolidate into tanks and cast smite 12x repeat. If I saw an AM player run this I would definitely run he list described.


You probably wouldn't even be able to run that since it's four detachments. On top of that, the beta smite rule means nearly half of those neuros can't even cast smite and three of the ones that can will need a 10+ to cast.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/01 17:02:11


Post by: Badablack


Hive Guard double shooting is extremely strong, to the point that the difference between my ‘soft’ newbie fighting armies and ‘hard’ competitive armies is usually whether I include any or not.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/01 17:22:38


Post by: Odrankt


I would say your Mawloc preformed pretty well tbh.

It's Mortal Wound ability isn't enough to kill anything with 4 or more wounds nor does it do much damage to units with several models. But the minute it comes up and does some damage to your opponent they are going to remember that.
Also, the more units your opponent has around each other the better this unit becomes.

I watched a battle last week and saw a Mawloc DS behind his opponent lines in-between his 3 Leman Russ's, Platoon command and Basilik. Didn't kill anything (did do 3 MW to the plat Commander though) but it did harm 5 units in the one go and it was literally the only thing the other guy shot at due to what it did and how it did it. It doesn't do that much damage when it arrives but it does distract your opponent from other units on the table. 104pt for something that has 2" DS as well as doing mortal wounds when DSing, T6, 12 wounds and 3+ save is a pretty good steal.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/01 17:27:04


Post by: Lance845


Overdose wrote:
What are everyone's 'go-to' layout for Warriors?

Units of 3 with Boneswords and Deathspitters?
Or do you like adding the Venom Cannons in?

Or maybe just kitting them to be melee-focused?
Since if they are kitted out to be in combat, Deathspitters won't be doing much once in combat so maybe Boneswords and Spinefists?


Deathspitters, venom cannons, scytal. Bone swords if I have the points/I think they will actually end up in melee.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/01 18:49:23


Post by: Resipsa131


RogueApiary wrote:
Resipsa131 wrote:
Tyran wrote:
So how do we deal with the AM list of 40 guardsmen, 4 LRBT and Shadowsword?
12x Neurothropes and 3x20 Hormaguants equals 1000 points. a Battlion and 2 Sureme Command Detachments which is roughly equivalent to a striped down AM list you've described. Run down the map and cast smite 12 times, charge the guardsmen while keeping your characters shielded. Consolidate into tanks and cast smite 12x repeat. If I saw an AM player run this I would definitely run he list described.


You probably wouldn't even be able to run that since it's four detachments. On top of that, the beta smite rule means nearly half of those neuros can't even cast smite and three of the ones that can will need a 10+ to cast.


I meant 3 detachments,1 battlion and 2 Supreme Command detachments will fit all of them. Beta Smite might not go through and even if it did you could just sub-out half of those for Primes.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/01 21:36:10


Post by: killerpenguin


 Badablack wrote:
Hive Guard double shooting is extremely strong, to the point that the difference between my ‘soft’ newbie fighting armies and ‘hard’ competitive armies is usually whether I include any or not.

No doubt, I see what you mean. They are one of the best units in our codex without a doubt, but you cant just leave them in the backfield to fend for themselves.


Automatically Appended Next Post:
 Odrankt wrote:
I would say your Mawloc preformed pretty well tbh.

It's Mortal Wound ability isn't enough to kill anything with 4 or more wounds nor does it do much damage to units with several models. But the minute it comes up and does some damage to your opponent they are going to remember that.
Also, the more units your opponent has around each other the better this unit becomes.

I watched a battle last week and saw a Mawloc DS behind his opponent lines in-between his 3 Leman Russ's, Platoon command and Basilik. Didn't kill anything (did do 3 MW to the plat Commander though) but it did harm 5 units in the one go and it was literally the only thing the other guy shot at due to what it did and how it did it. It doesn't do that much damage when it arrives but it does distract your opponent from other units on the table. 104pt for something that has 2" DS as well as doing mortal wounds when DSing, T6, 12 wounds and 3+ save is a pretty good steal.


Exactly my point! Its a huge distraction and they have to be dealt with.

I feel like they're the right addition to my list I dropped a rupture tyrannofex for them and I don't think i'll go back to the tfex. They combine perfectly with genestealer and hive tyrants. They fill the distraction carnifex role really well


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/02 01:03:29


Post by: Niiai


I might be a broke record because I keep mentioning this on the tyranid forum when it comes up, and I see people talk about warriors again. Anyway, here is a neat trick:

The warriors with bone swords and lash whip is supricingly good, particurly in bigger groups. If you place them in the front you get an option when you get charged. You can kill the las whips when models are being removed. When the opponent piles in, because of how the timing works, he piles inn towards the lash whip boys.

The following step is optional. When you fight back you just try to not pile in to much. Keep more then 1" away from the other enemy models, but tryb to be within 1" of the lash whip warriors*. Now you can attack with the few attacks you have in CC, Then do not pile in.

When your turn starts you can now shoot with the warriors (and others) before the warriors charge in. Since you charge you can hit first. Essentially you are trading one turn of CC for one turn of shooting. With warriors being multi purpose that can go both ways. Although, if you can remain more then 1" near the lash whip models you stil get some combat.

Essentially it is very similar to screening with some gaunts vs charges. But warriors being a good and versatile unit can screen for itself. It is very good VS things that munch you in CC, like dreadnought close combat weapons, that kills you and you can not damage back because of a high T7 or T8. I asume hive tyrants with lash whips can be used similar to prevent piling in, although, not as impressive on one model units.

*Piling in near the lash whip warriors that are dead while stil being 1" from the enemy can be dificult as you always pile in towards the closest enemy.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/02 02:04:05


Post by: Overdose


 Niiai wrote:
I might be a broke record because I keep mentioning this on the tyranid forum when it comes up, and I see people talk about warriors again. Anyway, here is a neat trick:

The warriors with bone swords and lash whip is supricingly good, particurly in bigger groups. If you place them in the front you get an option when you get charged. You can kill the las whips when models are being removed. When the opponent piles in, because of how the timing works, he piles inn towards the lash whip boys.

The following step is optional. When you fight back you just try to not pile in to much. Keep more then 1" away from the other enemy models, but tryb to be within 1" of the lash whip warriors*. Now you can attack with the few attacks you have in CC, Then do not pile in.

When your turn starts you can now shoot with the warriors (and others) before the warriors charge in. Since you charge you can hit first. Essentially you are trading one turn of CC for one turn of shooting. With warriors being multi purpose that can go both ways. Although, if you can remain more then 1" near the lash whip models you stil get some combat.

Essentially it is very similar to screening with some gaunts vs charges. But warriors being a good and versatile unit can screen for itself. It is very good VS things that munch you in CC, like dreadnought close combat weapons, that kills you and you can not damage back because of a high T7 or T8. I asume hive tyrants with lash whips can be used similar to prevent piling in, although, not as impressive on one model units.

*Piling in near the lash whip warriors that are dead while stil being 1" from the enemy can be dificult as you always pile in towards the closest enemy.

I'm still new to the gaming aspect so I'm not quite sure what this means. Why is the 1" so important? If anyone could explain to a beginner that'd be awesome.

Also what are everyone's thoughts on the current Start Collecting box for Tyranids?
I would love to grab my hands on the old box (with Hive Tyrant, Warriors and Gargoyles) but they are long gone (in Australia at least, not sure about elsewhere).

Seems like Broodlord isn't seeing all that play.
Genestealers are nice.

Now it's the Mawloc/Trygon which I am very confused about.

I've been reading online and it seems like lots of people have mixed opinions on them.

What would be the best situation to take a Mawloc or Trygon?


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/02 02:47:50


Post by: Eihnlazer


ATM Broodlord is about 34 points overcosted, Prime needs to drop down to 93 base (and needs options to be a shrike or ravenor prime), Tyranocyte needs to drop to same price as sporocyst, and malanthrope is also overcosted by about 30 points (nerf was too much).

Other than that, I dont think i'd change anything in the codex.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/02 13:44:23


Post by: Dynas


 ChargerIIC wrote:
 Eihnlazer wrote:
Broodlord should have been like 130 points tbh. He's overcosted for what he does.

Yes he can do damage, but he's easy to kill and only improves your genestealers by 17.5%. I'd only field him if your running stealer spam (50+ genstealers).


He definitely needs a price drop. A Hive Tyrant with Rending Claws has more wounds, a 4++ invul, an extra psychic power and a better armor save for an almost 20 point discount over the broodlord. (143pts vs 162).


I just realized this. I always take the wings and upgraded weapons so never gave it a thought. But dang, that is way over priced like mentioned unless running GS spam.


Automatically Appended Next Post:
Has anyone had any games vs the New Custodes yet? I hear they are pretty nasty, especially the shield guys and bikers. If you have played them what would you recommend is strong, weak, vs them. Anything to be aware of? Any good counters Nids have?


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/02 14:41:31


Post by: Neophyte2012


 Dynas wrote:
 ChargerIIC wrote:
 Eihnlazer wrote:
Broodlord should have been like 130 points tbh. He's overcosted for what he does.

Yes he can do damage, but he's easy to kill and only improves your genestealers by 17.5%. I'd only field him if your running stealer spam (50+ genstealers).


He definitely needs a price drop. A Hive Tyrant with Rending Claws has more wounds, a 4++ invul, an extra psychic power and a better armor save for an almost 20 point discount over the broodlord. (143pts vs 162).


I just realized this. I always take the wings and upgraded weapons so never gave it a thought. But dang, that is way over priced like mentioned unless running GS spam.


Automatically Appended Next Post:
Has anyone had any games vs the New Custodes yet? I hear they are pretty nasty, especially the shield guys and bikers. If you have played them what would you recommend is strong, weak, vs them. Anything to be aware of? Any good counters Nids have?


Not a Nidz player, but I think just spam Mortal Wounds would give you a easy time dealing them. Of course spam cheap bodys to hold them off for a few turns so your MW dealing can do the work. They are really low model count, so will lose combat efficiency very quick when you kill off a few of them. Hope you haven't implement Smite beta rule. lol lol.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/02 14:45:21


Post by: Zimko


 Dynas wrote:
 ChargerIIC wrote:
 Eihnlazer wrote:
Broodlord should have been like 130 points tbh. He's overcosted for what he does.

Yes he can do damage, but he's easy to kill and only improves your genestealers by 17.5%. I'd only field him if your running stealer spam (50+ genstealers).


He definitely needs a price drop. A Hive Tyrant with Rending Claws has more wounds, a 4++ invul, an extra psychic power and a better armor save for an almost 20 point discount over the broodlord. (143pts vs 162).


I just realized this. I always take the wings and upgraded weapons so never gave it a thought. But dang, that is way over priced like mentioned unless running GS spam.


Automatically Appended Next Post:
Has anyone had any games vs the New Custodes yet? I hear they are pretty nasty, especially the shield guys and bikers. If you have played them what would you recommend is strong, weak, vs them. Anything to be aware of? Any good counters Nids have?


I faced an admech list that had 3 custodes on bikes. They were pretty tough but flyrants were able to handle them fine. Mortal wounds of course stick nicely. My HVC flyrant killed one with lucky shooting. I haven't faced a full army of them though.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/02 16:17:46


Post by: killerpenguin


I imagine the +1 dmg strat on the 2x2 devouerer tyrant is good on custodes bikes, it’s are awesome on regular bikes. Biovores mawlocs and biovores is probably the way to go.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/02 17:27:57


Post by: Zimko


 killerpenguin wrote:
I imagine the +1 dmg strat on the 2x2 devouerer tyrant is good on custodes bikes, it’s are awesome on regular bikes. Biovores mawlocs and biovores is probably the way to go.


These were shield captains on jetbikes. They have 2+ saves and toughness 6. So you're likely to do nothing with devourers. 24 devourer shots with 3+ to hit and 4+ to wound will on average will allow 1 wound to get thru. They have 7 wounds each.

For me, the Miasma Cannon was very effective as a pre-combat gun to reduce their wounds a little. Then in melee the MRC could finish them off.

Smites were pretty effective but they do have an annoying 6+ save vs mortal wounds in the psychic phase.

For 160 pts, these guys are annoying. My opponent brought 3 in a supreme command detachment. They have hurricane bolters and 5 attacks at 2+ to hit, strength 6, AP -3, Damage D3 and reroll failed wound rolls when they charge. One of them managed to reach my Hive Guard and killed a few before the Swarmlord killed him. The other two were managed by Flyrants. I threw genestealers at the Admech.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/02 20:46:09


Post by: Badablack


I ran into Custodes bikers in a tourney recently. It was a Relic mission. I dropped 3 sporocysts in the middle of the field and pooped out 6 spore mines in a cluster around the relic every turn.

It...did not go well for the Custodes.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/02 21:49:09


Post by: Dynas


 Badablack wrote:
I ran into Custodes bikers in a tourney recently. It was a Relic mission. I dropped 3 sporocysts in the middle of the field and pooped out 6 spore mines in a cluster around the relic every turn.

It...did not go well for the Custodes.





"you see those mines blow up when you go near them, think of them as really large Speed Bumps for your bikes." lol



Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/04 15:59:45


Post by: EldarExarch


Had my first game with Tyranids new codex yesterday against Death Guard. Played ITC mission scoring. Ended up winning at the end of round 4 19-10. Learned some important lessons for sure, and also got a chance to try new things which actually turned out alright. Some of the DG units are just so damn resilient. Luckily they also tend to not put out a ton of damage and my opponent made a few key mistakes, but it was also our first time playing ITC, so it is quite understandable.

His list was essentially:

Nurgle Demon Prince Wings (with 2+ armor relic that when he makes a save on a 4+ roll he causes a mortal wound, SO GOOD) Also had warlord trait that at the beginning of every player turn he gets a wound back.
Typhus
Chaos Sorceror Termi armor
Nurgle Plaguecaster
Tallyman

30 man blob poxwalkers (basically used most of his spells to buff this unit out of control + typhus, str 5 tgh 5, reroll to hits with tallyman, +1 to wound rolls with spell)
15 cultists
2x 5 man plague marine squads w/ plasma
2 plaguedrones w/ spitters
2 plaguecrawlers (small guys) w/ multimelta, missile, and plaguespitter thing (basically gives cover bonus to units around them)
1 plagueburst crawler (large tank) with mortar, heavy stubber, and two entropy cannons
3 man deathshroud termis

My list:

Spoiler:


Hive Fleet Kraken

HQ -

Hive Tyrant wings - HVC, MRC, Warlord (adaptive biology), chameleonic skin (-1 hit)
Broodlord
Malanthrope

30x hormagaunts (my big screening unit)
28x termagaunts w/ devourers (go with trygon tunnel)
20x genestealers

4x hive guard w/ impaler
Trygon
Carnifex (spore cysts, tusks, 2x scytals)
Haruspex
Exocrine


The Battle:
Spoiler:


I got first turn, was able to get turn 1 charge off with genestealers using kraken trait and stratagem (double advance move), unfortunately catalyst got denied on them after CP reroll. They got stuck in with a plaguemarine unit and one of the smaller plaguecrawler things. Was able to dixie chain to keep them within broodlord range. Only 13 able to attack though, wiped out the plague marines and did 3 wounds to the crawler. I think i lost 1 in return. With shooting and psychic I was able to put some random wounds on some of his plagueburst drones, kill three plague marines, and that was about it (really bad turn of shooting) and that was the only combat. My trygon w/ termagaunts and hive tyrant did drop down but not really in super good positions to charge so I didn't even try.

His return was killing off one of my hive guard with his no LOS needed mortar tank. He buffed his poxwalkers like crazy. 2 wounds to haruspex, about 6 wounds to trygon and I think 2 wounds to my warlord. In CC he charged his DP and his poxwalkers into my genestealers. His poxwalkers went first since he buffed them up, but they were very strung out to get typhus bubble (one of his mistakes, he kept typhus back to hold obj instead of plaguecaster or something else) so they didn't get too many attacks. So even on hitting with 4's rerolling all misses, and wounding on 2's! with poxwalkers, I believe I lost about 8 GS. So still 11 left. I used 2 CP to interrupt, try to use my GS to kill off his DP. Well, try as they might, that DP is so damn tough with that Warlord trait and relic, I think we did about 4 wounds. His DP then swung and killed 3 more GS. But they are in synapse, so they STICK IN!

Turn 2 movement everything moves forward to either hold obj or get into charge distance. Catalyst fails again, this time on HT, throw out smite and psychic scream, kill off last 2 plaguemarines with it and do a wound to his deathshroud. In turn 1 he played a psychic spell which essentially forced all my shooting to shoot at his cultist squad. So my exocrine and Hive guard basically just killed a unit of 15 cultists. In CC I charge Haruspex into Plagueburst drone (do a decent 8 wounds), Trygon into Deathshroud (kills one deathshroud, then promptly dies), HT into other plagueburst drone (does 8 wounds as well), Broodlord into DP (does very poorly, manages only 3 wounds, then promptly dies). All in all a decent turn, but nothing spectacular. Points wise I have steadily been obtaining throughout the game, I had 7 at this point, he had 8.

Turn 3 was the turning point, and to cut it short, I was essentially able to finish off his DP, his two plagueburst drones, one of his little crawlers and Tallyman. In return he was finally able to kill off all my genestealers, and he had been whittling away at my hormagaunts all game which were down to about 12 at this point holding the center obj. He also did wounds to my HT who was at 4. Next turn HT finishes off the Deathshroud and sorcerer. Game is pretty much done.

Star Players:
Hive Tyrant - Chameleonic skin is just soooo good. HVC was ok, nothing special. MRC are good and with wings you can fly around and snipe out targets. Adaptive Biology adds a lot to his survivability.
Hive Guard - Always good no matter what.
Exocrine - Great firepower, just don't move him.
Malanthrope - Does his job, every time.
Genestealers - Did a decent amount of dmg, but more importantly held up a ton of crap with synapse and 5+

Disappoints:
Broodlord - I always overestimate this guy. Not sure hes worth in my list with just one unit of GS, maybe swap with another HT? DIES FAST
Termagaunts with Dev - Probably not their fault, bad target choice on my part, but with DG everything is friggin tough. 84 shots only = 3 dead plaguemarines who had bonus of cover from crawler thing

Haruspex was actually fun and did decent DMG, but only got 2 rounds of combat off. Carnifex did his job of area denial and got one significant kill in the game. Did his job I guess. Overall I'm happy with the game and my list save for the Broodlord. Maybe swap him out, or just go more GS heavy and do a small 10 man termagaunt squad instead of the 30x hormagaunts, and the rest GS.



Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/04 18:39:23


Post by: blackmage


poxwalkers cant have 30 models, max is 20.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/04 19:02:20


Post by: thisgui


Hey everyone, got a 40k league starting tomorrow and wanted some help on my 2k list. I'm not sure if i should go with the list below or swap out a Carni and 1 Genestealer for a Tyrannocyte for the Hive Guard. The terrain at the GW store is usually pretty good with a decent amount of line blocking, so i'm leaning towards this list with 2 Dakka Carnis.

Spoiler:
Kraken Battalion
HQ
Hive Tyrant – Wings, Two Devourers with Brainleech worms, Monstrous Rending Claws, Adrenal Glands, Toxin Sacs, Bio-Artefact: Chameleonic Mutation

Hive Tyrant – Wings, Heavy Venom Cannon – Bio Artefact: The Miasma Cannon, Monstrous Rending Claws, Adrenal Glands, Toxin Sacs

Neuropthrope

Troops
18x Genestealer – 18x Rending Claws, 4x Acid Maw
18x Genestealer – 18x Rending Claws, 4x Acid Maw
10x Termagant – 10x Flesborer

Kronos or Leviathan or Jorg Battalion

HQ
Hive Tyrant – WARLORD Wings, 2x Two Devourers with Brainleech worms

Hive Tyrant – Wings, Two Devourers with Brainleech worms, Monstrous Rending Claws, Adrenal Glands, Toxin Sacs

Troops
3x Rippers
3x Rippers
3x Warriors – 3x Deathspitters, 3x Boneswords
Elites
6x Hive Guard – 6x Impaler Cannons
Heavy Support
Carnifex - 2x Two Devourers with Brainleech worms
Carnifex - 2x Two Devourers with Brainleech worms


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/04 19:31:07


Post by: Spoletta


 Dynas wrote:
 ChargerIIC wrote:
 Eihnlazer wrote:
Broodlord should have been like 130 points tbh. He's overcosted for what he does.

Yes he can do damage, but he's easy to kill and only improves your genestealers by 17.5%. I'd only field him if your running stealer spam (50+ genstealers).


He definitely needs a price drop. A Hive Tyrant with Rending Claws has more wounds, a 4++ invul, an extra psychic power and a better armor save for an almost 20 point discount over the broodlord. (143pts vs 162).


I just realized this. I always take the wings and upgraded weapons so never gave it a thought. But dang, that is way over priced like mentioned unless running GS spam.


Automatically Appended Next Post:
Has anyone had any games vs the New Custodes yet? I hear they are pretty nasty, especially the shield guys and bikers. If you have played them what would you recommend is strong, weak, vs them. Anything to be aware of? Any good counters Nids have?


MRC being free actually play a big part in this. If they were 14 points each like they should be, the broodlord would still be a bit overpriced, but not so much.

I wouldn't be surprised if something happens to MRC in the March FAQ.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/04 23:29:47


Post by: Lance845


Yeah, IMO it's just a matter of time before MRC get a point cost. Enjoy their freeness while it lasts.

I wouldn't be surprised if the Broodlord got it's points dropped by roughly the cost of the MRC so that it ends up costing about the same but the HT with MRC ends up going up in cost.


Well.. I would be surprised. Because thats the intelligent way to do it but GW isn't that intelligent.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/04 23:32:11


Post by: killerpenguin


thisgui wrote:
Hey everyone, got a 40k league starting tomorrow and wanted some help on my 2k list. I'm not sure if i should go with the list below or swap out a Carni and 1 Genestealer for a Tyrannocyte for the Hive Guard. The terrain at the GW store is usually pretty good with a decent amount of line blocking, so i'm leaning towards this list with 2 Dakka Carnis.

Spoiler:
Kraken Battalion
HQ
Hive Tyrant – Wings, Two Devourers with Brainleech worms, Monstrous Rending Claws, Adrenal Glands, Toxin Sacs, Bio-Artefact: Chameleonic Mutation

Hive Tyrant – Wings, Heavy Venom Cannon – Bio Artefact: The Miasma Cannon, Monstrous Rending Claws, Adrenal Glands, Toxin Sacs

Neuropthrope

Troops
18x Genestealer – 18x Rending Claws, 4x Acid Maw
18x Genestealer – 18x Rending Claws, 4x Acid Maw
10x Termagant – 10x Flesborer

Kronos or Leviathan or Jorg Battalion

HQ
Hive Tyrant – WARLORD Wings, 2x Two Devourers with Brainleech worms

Hive Tyrant – Wings, Two Devourers with Brainleech worms, Monstrous Rending Claws, Adrenal Glands, Toxin Sacs

Troops
3x Rippers
3x Rippers
3x Warriors – 3x Deathspitters, 3x Boneswords
Elites
6x Hive Guard – 6x Impaler Cannons
Heavy Support
Carnifex - 2x Two Devourers with Brainleech worms
Carnifex - 2x Two Devourers with Brainleech worms


I don't see the use for a tcyte for the hive guard. What i would look into if i was you is a bigger screen for them. 10 termagants seems a bit thin. I would probably swap out the warriors for termagants. Otherwise your list looks good. Alot of strong units there. I would go 2 tyrants with 4 devourers and 2 with 2 devourers and rending claws, but thats just a matter of preference. I've been running a double battlion like yours for a while, but i've been looking into making a brigade. Have a look if youre interested.

Spoiler:

++ Brigade Detachment +9CP (Tyranids) ++

+ No Force Org Slot +

Hive Fleet: Kronos

+ Heavy Support +

Biovores: 3x Biovore

Biovores: 2x Biovore

Biovores: Biovore

+ HQ +

Hive Tyrant: Adrenal Glands, Lash Whip and Monstrous Bonesword, The Reaper of Obilterax, Toxin Sacs, Two Devourers with Brainleech Worms, Warlord, Warlord Trait: Soul Hunger, Wings

Hive Tyrant: Adrenal Glands, Monstrous Rending Claws, Toxin Sacs, Two Devourers with Brainleech Worms, Wings

Hive Tyrant: 2x Two Devourers with Brainleech Worms, Wings

Hive Tyrant: 2x Two Devourers with Brainleech Worms, Wings

Neurothrope

+ Elites +

Hive Guard
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon

Lictor: Flesh Hooks, Rending Claws

Lictor: Flesh Hooks, Rending Claws

+ Fast Attack +

Mucolid Spores: Mucolid Spore

Spore Mines: 3x Spore Mine

Spore Mines: 3x Spore Mine

+ Troops +

Genestealers: 5x Acid Maw
. 20x Genestealer: 20x Rending Claws

Ripper Swarms: 3x Ripper Swarm

Ripper Swarms: 3x Ripper Swarm

Ripper Swarms: 3x Ripper Swarm

Termagants: 15x Termagant (Fleshborer)

Termagants: 15x Termagant (Fleshborer)

Created with BattleScribe



Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/05 00:45:13


Post by: thisgui


 killerpenguin wrote:
thisgui wrote:
Hey everyone, got a 40k league starting tomorrow and wanted some help on my 2k list. I'm not sure if i should go with the list below or swap out a Carni and 1 Genestealer for a Tyrannocyte for the Hive Guard. The terrain at the GW store is usually pretty good with a decent amount of line blocking, so i'm leaning towards this list with 2 Dakka Carnis.

Spoiler:
Kraken Battalion
HQ
Hive Tyrant – Wings, Two Devourers with Brainleech worms, Monstrous Rending Claws, Adrenal Glands, Toxin Sacs, Bio-Artefact: Chameleonic Mutation

Hive Tyrant – Wings, Heavy Venom Cannon – Bio Artefact: The Miasma Cannon, Monstrous Rending Claws, Adrenal Glands, Toxin Sacs

Neuropthrope

Troops
18x Genestealer – 18x Rending Claws, 4x Acid Maw
18x Genestealer – 18x Rending Claws, 4x Acid Maw
10x Termagant – 10x Flesborer

Kronos or Leviathan or Jorg Battalion

HQ
Hive Tyrant – WARLORD Wings, 2x Two Devourers with Brainleech worms

Hive Tyrant – Wings, Two Devourers with Brainleech worms, Monstrous Rending Claws, Adrenal Glands, Toxin Sacs

Troops
3x Rippers
3x Rippers
3x Warriors – 3x Deathspitters, 3x Boneswords
Elites
6x Hive Guard – 6x Impaler Cannons
Heavy Support
Carnifex - 2x Two Devourers with Brainleech worms
Carnifex - 2x Two Devourers with Brainleech worms


I don't see the use for a tcyte for the hive guard. What i would look into if i was you is a bigger screen for them. 10 termagants seems a bit thin. I would probably swap out the warriors for termagants. Otherwise your list looks good. Alot of strong units there. I would go 2 tyrants with 4 devourers and 2 with 2 devourers and rending claws, but thats just a matter of preference. I've been running a double battlion like yours for a while, but i've been looking into making a brigade. Have a look if youre interested.

Spoiler:

++ Brigade Detachment +9CP (Tyranids) ++

+ No Force Org Slot +

Hive Fleet: Kronos

+ Heavy Support +

Biovores: 3x Biovore

Biovores: 2x Biovore

Biovores: Biovore

+ HQ +

Hive Tyrant: Adrenal Glands, Lash Whip and Monstrous Bonesword, The Reaper of Obilterax, Toxin Sacs, Two Devourers with Brainleech Worms, Warlord, Warlord Trait: Soul Hunger, Wings

Hive Tyrant: Adrenal Glands, Monstrous Rending Claws, Toxin Sacs, Two Devourers with Brainleech Worms, Wings

Hive Tyrant: 2x Two Devourers with Brainleech Worms, Wings

Hive Tyrant: 2x Two Devourers with Brainleech Worms, Wings

Neurothrope

+ Elites +

Hive Guard
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon

Lictor: Flesh Hooks, Rending Claws

Lictor: Flesh Hooks, Rending Claws

+ Fast Attack +

Mucolid Spores: Mucolid Spore

Spore Mines: 3x Spore Mine

Spore Mines: 3x Spore Mine

+ Troops +

Genestealers: 5x Acid Maw
. 20x Genestealer: 20x Rending Claws

Ripper Swarms: 3x Ripper Swarm

Ripper Swarms: 3x Ripper Swarm

Ripper Swarms: 3x Ripper Swarm

Termagants: 15x Termagant (Fleshborer)

Termagants: 15x Termagant (Fleshborer)

Created with BattleScribe



Thanks for the feedback. I'm just worried about the Hive Guard getting alpha'd, whether that be artillery that doesn't require LOS or simply poor terrain and I can't fully hide them. If i add some more screens, do you think Kronos is the best Hive Fleet for that detachment? It helps them the most but probably wouldn't effect the carnifex's until turn two or 3 when they're in range.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/05 01:24:53


Post by: Neophyte2012


thisgui wrote:
 killerpenguin wrote:
thisgui wrote:
Hey everyone, got a 40k league starting tomorrow and wanted some help on my 2k list. I'm not sure if i should go with the list below or swap out a Carni and 1 Genestealer for a Tyrannocyte for the Hive Guard. The terrain at the GW store is usually pretty good with a decent amount of line blocking, so i'm leaning towards this list with 2 Dakka Carnis.

Spoiler:
Kraken Battalion
HQ
Hive Tyrant – Wings, Two Devourers with Brainleech worms, Monstrous Rending Claws, Adrenal Glands, Toxin Sacs, Bio-Artefact: Chameleonic Mutation

Hive Tyrant – Wings, Heavy Venom Cannon – Bio Artefact: The Miasma Cannon, Monstrous Rending Claws, Adrenal Glands, Toxin Sacs

Neuropthrope

Troops
18x Genestealer – 18x Rending Claws, 4x Acid Maw
18x Genestealer – 18x Rending Claws, 4x Acid Maw
10x Termagant – 10x Flesborer

Kronos or Leviathan or Jorg Battalion

HQ
Hive Tyrant – WARLORD Wings, 2x Two Devourers with Brainleech worms

Hive Tyrant – Wings, Two Devourers with Brainleech worms, Monstrous Rending Claws, Adrenal Glands, Toxin Sacs

Troops
3x Rippers
3x Rippers
3x Warriors – 3x Deathspitters, 3x Boneswords
Elites
6x Hive Guard – 6x Impaler Cannons
Heavy Support
Carnifex - 2x Two Devourers with Brainleech worms
Carnifex - 2x Two Devourers with Brainleech worms


I don't see the use for a tcyte for the hive guard. What i would look into if i was you is a bigger screen for them. 10 termagants seems a bit thin. I would probably swap out the warriors for termagants. Otherwise your list looks good. Alot of strong units there. I would go 2 tyrants with 4 devourers and 2 with 2 devourers and rending claws, but thats just a matter of preference. I've been running a double battlion like yours for a while, but i've been looking into making a brigade. Have a look if youre interested.

Spoiler:

++ Brigade Detachment +9CP (Tyranids) ++

+ No Force Org Slot +

Hive Fleet: Kronos

+ Heavy Support +

Biovores: 3x Biovore

Biovores: 2x Biovore

Biovores: Biovore

+ HQ +

Hive Tyrant: Adrenal Glands, Lash Whip and Monstrous Bonesword, The Reaper of Obilterax, Toxin Sacs, Two Devourers with Brainleech Worms, Warlord, Warlord Trait: Soul Hunger, Wings

Hive Tyrant: Adrenal Glands, Monstrous Rending Claws, Toxin Sacs, Two Devourers with Brainleech Worms, Wings

Hive Tyrant: 2x Two Devourers with Brainleech Worms, Wings

Hive Tyrant: 2x Two Devourers with Brainleech Worms, Wings

Neurothrope

+ Elites +

Hive Guard
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon

Lictor: Flesh Hooks, Rending Claws

Lictor: Flesh Hooks, Rending Claws

+ Fast Attack +

Mucolid Spores: Mucolid Spore

Spore Mines: 3x Spore Mine

Spore Mines: 3x Spore Mine

+ Troops +

Genestealers: 5x Acid Maw
. 20x Genestealer: 20x Rending Claws

Ripper Swarms: 3x Ripper Swarm

Ripper Swarms: 3x Ripper Swarm

Ripper Swarms: 3x Ripper Swarm

Termagants: 15x Termagant (Fleshborer)

Termagants: 15x Termagant (Fleshborer)

Created with BattleScribe



Thanks for the feedback. I'm just worried about the Hive Guard getting alpha'd, whether that be artillery that doesn't require LOS or simply poor terrain and I can't fully hide them. If i add some more screens, do you think Kronos is the best Hive Fleet for that detachment? It helps them the most but probably wouldn't effect the carnifex's until turn two or 3 when they're in range.


I also suggest you to take a Malanthrope instead of the HT in the 2nd detachment, to protect your Hive Guard from alpha strike, at least a little more.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/05 06:29:28


Post by: Alessander


I'm playing in a league soon. My opponents in the first wave of the League will be Death Guard (first opponent), Custodes and Chaos - it'll be some tough armies to go up against.

I'm tring a 2K Kronos KRAKEN (sorry) Genestealer spam list in a league - my initial though is three units of 20 Genestealers with 2 broodlords. Allying with Genestealer Cult (20 more Purestrain Stealers and a Primus for ambushing shenanigans, single Acolyte squad) and either an IG Baneblade (as an allied Brood Brothers/ImpGuard SH Aux Detachment), or adding Leman Russes to the Cult.

The only other 'Nid models I own are a ton more Genestealers, Ripper swarms, a hive tyrant, a handful of lictors and a ton of spore mines. I have a ton of Guard stuff I can use too for Brood Brothers.

Any advice?





Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/05 08:49:53


Post by: Badablack


A single 3-man squad of rippers held in reserve will work wonders in objective games. They’ve clutch won me more matches than any other unit.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/05 09:21:20


Post by: topaxygouroun i


 Alessander wrote:
I'm playing in a league soon. My opponents in the first wave of the League will be Death Guard (first opponent), Custodes and Chaos - it'll be some tough armies to go up against.

I'm tring a 2K Kronos Genestealer spam list in a league - my initial though is three units of 20 Genestealers with 2 broodlords. Allying with Genestealer Cult (20 more Purestrain Stealers and a Primus for ambushing shenanigans, single Acolyte squad) and either an IG Baneblade (as an allied Brood Brothers/ImpGuard SH Aux Detachment), or adding Leman Russes to the Cult.

The only other 'Nid models I own are a ton more Genestealers, Ripper swarms, a hive tyrant, a handful of lictors and a ton of spore mines. I have a ton of Guard stuff I can use too for Brood Brothers.

Any advice?





Why would you play Kronos if you want to spam genestealers? Kronos is the shooting adaptation.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/05 11:55:21


Post by: DaBraken


topaxygouroun i wrote:
 Alessander wrote:
I'm playing in a league soon. My opponents in the first wave of the League will be Death Guard (first opponent), Custodes and Chaos - it'll be some tough armies to go up against.

I'm tring a 2K Kronos Genestealer spam list in a league - my initial though is three units of 20 Genestealers with 2 broodlords. Allying with Genestealer Cult (20 more Purestrain Stealers and a Primus for ambushing shenanigans, single Acolyte squad) and either an IG Baneblade (as an allied Brood Brothers/ImpGuard SH Aux Detachment), or adding Leman Russes to the Cult.

The only other 'Nid models I own are a ton more Genestealers, Ripper swarms, a hive tyrant, a handful of lictors and a ton of spore mines. I have a ton of Guard stuff I can use too for Brood Brothers.

Any advice?





Why would you play Kronos if you want to spam genestealers? Kronos is the shooting adaptation.
Maybe because of the psychic denial stratagem. He closes in fast with genestealers, but yeah, good question if its worth it.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/05 12:56:35


Post by: topaxygouroun i


 DaBraken wrote:
topaxygouroun i wrote:
 Alessander wrote:
I'm playing in a league soon. My opponents in the first wave of the League will be Death Guard (first opponent), Custodes and Chaos - it'll be some tough armies to go up against.

I'm tring a 2K Kronos Genestealer spam list in a league - my initial though is three units of 20 Genestealers with 2 broodlords. Allying with Genestealer Cult (20 more Purestrain Stealers and a Primus for ambushing shenanigans, single Acolyte squad) and either an IG Baneblade (as an allied Brood Brothers/ImpGuard SH Aux Detachment), or adding Leman Russes to the Cult.

The only other 'Nid models I own are a ton more Genestealers, Ripper swarms, a hive tyrant, a handful of lictors and a ton of spore mines. I have a ton of Guard stuff I can use too for Brood Brothers.

Any advice?





Why would you play Kronos if you want to spam genestealers? Kronos is the shooting adaptation.
Maybe because of the psychic denial stratagem. He closes in fast with genestealers, but yeah, good question if its worth it.


Kraken genestealers would close in a lot faster. And dead men cast no spells. If you want Kronos psychic denial, get yourself a spearhead with some biovores and send your mines 48" away to block incoming psychic signals for free


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/05 15:56:29


Post by: Alessander


Ooops I meant Kraken, not Kronos. I havn't played any non-Eldar in 8th ed yet so my terminology is off.

Would it be better just go to heavy Genestealer Cult instead of Tyranid Kraken? The Tyranids stratagems are far more flexible IMHO...


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/05 16:51:30


Post by: Dynas


thisgui wrote:
Hey everyone, got a 40k league starting tomorrow and wanted some help on my 2k list. I'm not sure if i should go with the list below or swap out a Carni and 1 Genestealer for a Tyrannocyte for the Hive Guard. The terrain at the GW store is usually pretty good with a decent amount of line blocking, so i'm leaning towards this list with 2 Dakka Carnis.

Spoiler:
Kraken Battalion
HQ
Hive Tyrant – Wings, Two Devourers with Brainleech worms, Monstrous Rending Claws, Adrenal Glands, Toxin Sacs, Bio-Artefact: Chameleonic Mutation

Hive Tyrant – Wings, Heavy Venom Cannon – Bio Artefact: The Miasma Cannon, Monstrous Rending Claws, Adrenal Glands, Toxin Sacs

Neuropthrope

Troops
18x Genestealer – 18x Rending Claws, 4x Acid Maw
18x Genestealer – 18x Rending Claws, 4x Acid Maw
10x Termagant – 10x Flesborer

Kronos or Leviathan or Jorg Battalion

HQ
Hive Tyrant – WARLORD Wings, 2x Two Devourers with Brainleech worms

Hive Tyrant – Wings, Two Devourers with Brainleech worms, Monstrous Rending Claws, Adrenal Glands, Toxin Sacs

Troops
3x Rippers
3x Rippers
3x Warriors – 3x Deathspitters, 3x Boneswords
Elites
6x Hive Guard – 6x Impaler Cannons
Heavy Support
Carnifex - 2x Two Devourers with Brainleech worms
Carnifex - 2x Two Devourers with Brainleech worms


They are very different styles.

I would take something like this.
Flyrant - MRC, HVC, AG, TS, Warlord
Flyrant - MRC, HVC, AG, TS,
Rippers 3x
Rippers 3x
GS 19x (if playing ITC) otherwise take 20
Hive Guard 6x
Fill this with whatever you want.

For fleets either pick kronos or kraken.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/05 16:54:58


Post by: topaxygouroun i


 Alessander wrote:
Ooops I meant Kraken, not Kronos. I havn't played any non-Eldar in 8th ed yet so my terminology is off.

Would it be better just go to heavy Genestealer Cult instead of Tyranid Kraken? The Tyranids stratagems are far more flexible IMHO...


 Alessander wrote:
Ooops I meant Kraken, not Kronos. I havn't played any non-Eldar in 8th ed yet so my terminology is off.

Would it be better just go to heavy Genestealer Cult instead of Tyranid Kraken? The Tyranids stratagems are far more flexible IMHO...


Ok I will share my dirty dream. Go Kraken. But forget genestealers.

BUY 9 CARNIFEX. In fact 10, you will need Old One eye too. Give the fexes adrenal glands, 2x MSC, spore cysts, Tusks and Bone Maces. Perhaps give them a couple of crushing claws if you see fit. Doesn't matter.

Now that's 107 pts per Carnifex. 963 pts for the 9. Plus 200 for OOE. 140 for 2 Neurothropes to manage Synapse. That's 1300. Put the remaining 700 pts in hormagaunts. That's 140 hormagaunts, or 120 with adrenal.

Enjoy your list. Untargetable characters, close in fast with Kraken. -1 to hit on your carnifex and you have nothing else for them to target. Except hormagaunts. They are welcome to shoot at those. Charge with your Carnifexes, which your opponent thinks are clunky and stupid. Inform your opponent that your fexes have living battering ram for impact hits, then 5 attacks each at a 3+ to hit with reroll 1's, plus the Bone Mace attacks. Those close to Old One Eye hit on a 2+. Use crushing claws when close to OOT to hit your opponent on a 3+. Proceed to carnage. Next turn, fall back and charge again because Kraken. See the hope drain from his face turn after turn. Every time you charge you have to shout: "RELEASE THE KRAKEEEEEEEENSSS". Profit.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/05 17:28:25


Post by: Dynas


topaxygouroun i wrote:
 Alessander wrote:
Ooops I meant Kraken, not Kronos. I havn't played any non-Eldar in 8th ed yet so my terminology is off.

Would it be better just go to heavy Genestealer Cult instead of Tyranid Kraken? The Tyranids stratagems are far more flexible IMHO...


 Alessander wrote:
Ooops I meant Kraken, not Kronos. I havn't played any non-Eldar in 8th ed yet so my terminology is off.

Would it be better just go to heavy Genestealer Cult instead of Tyranid Kraken? The Tyranids stratagems are far more flexible IMHO...


Ok I will share my dirty dream. Go Kraken. But forget genestealers.

BUY 9 CARNIFEX. In fact 10, you will need Old One eye too. Give the fexes adrenal glands, 2x MSC, spore cysts, Tusks and Bone Maces. Perhaps give them a couple of crushing claws if you see fit. Doesn't matter.

Now that's 107 pts per Carnifex. 963 pts for the 9. Plus 200 for OOE. 140 for 2 Neurothropes to manage Synapse. That's 1300. Put the remaining 700 pts in hormagaunts. That's 140 hormagaunts, or 120 with adrenal.

Enjoy your list. Untargetable characters, close in fast with Kraken. -1 to hit on your carnifex and you have nothing else for them to target. Except hormagaunts. They are welcome to shoot at those. Charge with your Carnifexes, which your opponent thinks are clunky and stupid. Inform your opponent that your fexes have living battering ram for impact hits, then 5 attacks each at a 3+ to hit with reroll 1's, plus the Bone Mace attacks. Those close to Old One Eye hit on a 2+. Use crushing claws when close to OOT to hit your opponent on a 3+. Proceed to carnage. Next turn, fall back and charge again because Kraken. See the hope drain from his face turn after turn. Every time you charge you have to shout: "RELEASE THE KRAKEEEEEEEENSSS". Profit.



How are you getting the -1 to hit? Are you referring to the Chameonic skin? If so, OOE can't take it, he is a named character with a fixed WL trait. Also, the carnifexes are not characters, so they can be targeted. OOE and the 2 neurothropes would be the only non targetable characters. I imagine you know that, but the way your response reads,at least to me, it seems like you are saying all the carnifexes are untargetable.

That being said, if you do want to spam a list, this does look like a good one. I think behemoth would be a really good choice as well. Re rolling all those charges to ensure you close in. Gorgon as we well since it is heavily melee based HF.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/05 17:56:12


Post by: Lance845


Sporcysts upgrade for fexes give them a personal -1 to it.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/05 18:09:24


Post by: topaxygouroun i


 Dynas wrote:
topaxygouroun i wrote:
 Alessander wrote:
Ooops I meant Kraken, not Kronos. I havn't played any non-Eldar in 8th ed yet so my terminology is off.

Would it be better just go to heavy Genestealer Cult instead of Tyranid Kraken? The Tyranids stratagems are far more flexible IMHO...


 Alessander wrote:
Ooops I meant Kraken, not Kronos. I havn't played any non-Eldar in 8th ed yet so my terminology is off.

Would it be better just go to heavy Genestealer Cult instead of Tyranid Kraken? The Tyranids stratagems are far more flexible IMHO...


Ok I will share my dirty dream. Go Kraken. But forget genestealers.

BUY 9 CARNIFEX. In fact 10, you will need Old One eye too. Give the fexes adrenal glands, 2x MSC, spore cysts, Tusks and Bone Maces. Perhaps give them a couple of crushing claws if you see fit. Doesn't matter.

Now that's 107 pts per Carnifex. 963 pts for the 9. Plus 200 for OOE. 140 for 2 Neurothropes to manage Synapse. That's 1300. Put the remaining 700 pts in hormagaunts. That's 140 hormagaunts, or 120 with adrenal.

Enjoy your list. Untargetable characters, close in fast with Kraken. -1 to hit on your carnifex and you have nothing else for them to target. Except hormagaunts. They are welcome to shoot at those. Charge with your Carnifexes, which your opponent thinks are clunky and stupid. Inform your opponent that your fexes have living battering ram for impact hits, then 5 attacks each at a 3+ to hit with reroll 1's, plus the Bone Mace attacks. Those close to Old One Eye hit on a 2+. Use crushing claws when close to OOT to hit your opponent on a 3+. Proceed to carnage. Next turn, fall back and charge again because Kraken. See the hope drain from his face turn after turn. Every time you charge you have to shout: "RELEASE THE KRAKEEEEEEEENSSS". Profit.



How are you getting the -1 to hit? Are you referring to the Chameonic skin? If so, OOE can't take it, he is a named character with a fixed WL trait. Also, the carnifexes are not characters, so they can be targeted. OOE and the 2 neurothropes would be the only non targetable characters. I imagine you know that, but the way your response reads,at least to me, it seems like you are saying all the carnifexes are untargetable.

That being said, if you do want to spam a list, this does look like a good one. I think behemoth would be a really good choice as well. Re rolling all those charges to ensure you close in. Gorgon as we well since it is heavily melee based HF.


Spore cysts on the fexes. He's free to target them. They are -1 to hit, T7, no degrade and I have 10 of those. Also stratagem for d3 heals. Adaptation must be kraken. Fexes become fluffy bunnies once in second round of combat. You need them to keep charging all the time to get battering ram, +1 to hit and +1 attack for every one of them. Also Kraken will swarm up the field that much faster. Same goes with your 140 hormagaunts, which will go charge big shooters and keep them occupied until the hammer drops. Plus, how are you going to shout "RELEASE THE KRAKEEEEEEEN" if you play behemoth?


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/05 21:45:37


Post by: Dynas


HAHAHA Fair point. Unleash the Behemoth and then just smashed the table like hulk.

I forgot about the spore cyst. Kraken is probably what I would pick as well, but I am saying their could be other options.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/05 22:03:27


Post by: killerpenguin



Hi guys, would you take a minute to have a look at my list? Got no response in the list forum.

Plan was to try and fit in a brigade to maximise the cp’s I can use on my flyrants and the hive guard.

Spoiler:

++ Brigade Detachment +9CP (Tyranids) ++

Hive Fleet: Kronos

+ Heavy Support +

Biovores: 3x Biovore

Biovores: 2x Biovore

Biovores: Biovore

+ HQ +

Hive Tyrant: Adrenal Glands, Lash Whip and Monstrous Bonesword, The Reaper of Obilterax, Toxin Sacs, Two Devourers with Brainleech Worms, Warlord, Warlord Trait: Soul Hunger, Wings

Hive Tyrant: Adrenal Glands, Monstrous Rending Claws, Toxin Sacs, Two Devourers with Brainleech Worms, Wings

Hive Tyrant: 2x Two Devourers with Brainleech Worms, Wings

Hive Tyrant: 2x Two Devourers with Brainleech Worms, Wings

Neurothrope

+ Elites +

Hive Guard
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon

Lictor: Flesh Hooks, Rending Claws

Lictor: Flesh Hooks, Rending Claws

+ Fast Attack +

Mucolid Spores: Mucolid Spore

Spore Mines: 3x Spore Mine

Spore Mines: 3x Spore Mine

+ Troops +

Genestealers: 5x Acid Maw
. 20x Genestealer: 20x Rending Claws

Ripper Swarms: 3x Ripper Swarm

Ripper Swarms: 3x Ripper Swarm

Ripper Swarms: 3x Ripper Swarm

Termagants: 15x Termagant (Fleshborer)

Termagants: 15x Termagant (Fleshborer)

Created with BattleScribe



Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/06 19:41:07


Post by: Timeshadow


 killerpenguin wrote:

Hi guys, would you take a minute to have a look at my list? Got no response in the list forum.

Plan was to try and fit in a brigade to maximise the cp’s I can use on my flyrants and the hive guard.

Spoiler:

++ Brigade Detachment +9CP (Tyranids) ++

Hive Fleet: Kronos

+ Heavy Support +

Biovores: 3x Biovore

Biovores: 2x Biovore

Biovores: Biovore

+ HQ +

Hive Tyrant: Adrenal Glands, Lash Whip and Monstrous Bonesword, The Reaper of Obilterax, Toxin Sacs, Two Devourers with Brainleech Worms, Warlord, Warlord Trait: Soul Hunger, Wings

Hive Tyrant: Adrenal Glands, Monstrous Rending Claws, Toxin Sacs, Two Devourers with Brainleech Worms, Wings

Hive Tyrant: 2x Two Devourers with Brainleech Worms, Wings

Hive Tyrant: 2x Two Devourers with Brainleech Worms, Wings

Neurothrope

+ Elites +

Hive Guard
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon

Lictor: Flesh Hooks, Rending Claws

Lictor: Flesh Hooks, Rending Claws

+ Fast Attack +

Mucolid Spores: Mucolid Spore

Spore Mines: 3x Spore Mine

Spore Mines: 3x Spore Mine

+ Troops +

Genestealers: 5x Acid Maw
. 20x Genestealer: 20x Rending Claws

Ripper Swarms: 3x Ripper Swarm

Ripper Swarms: 3x Ripper Swarm

Ripper Swarms: 3x Ripper Swarm

Termagants: 15x Termagant (Fleshborer)

Termagants: 15x Termagant (Fleshborer)

Created with BattleScribe



Do you really need that many flyrants? Honestly I think we have so many other great options. I'd consider up to 3 then use the near 400 pts for other great stuff like many an exocrine or fill out your genestealers or any number of great ideas. I do agree that flyrants are the bomb but the rest of the list really suffers when you take more than 3 (unless you are apoc with10k points then load up man

Edit: at first glance it looked like you had 5 flyrants I see you only have 4 which is not so bad. I'd still drop one and full out some other units though.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/06 20:34:02


Post by: luke1705


Penguin:

The genestealers have little to no place in your list. They are the easiest and most obvious target for any anti-infantry weaponry. Either trade your two CC flyrants for more stealers (you can ditch the termagants) or drop the stealers in favor of rippers and more biovores.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/07 03:19:52


Post by: killerpenguin


@Timeshadow

Flyrants are our best unit, I can preach flyrants all day, to be honest I’d probably add another one if I had the model. The idea behind this flyrant heavy list is to overwhelm a flank with 4 flyrants. It has worked really well for me so far, only thing is my genesters like @luke1705 said are a bit out of place. For the most part they’re hidden in nodes for turn 1 preparing to counter attack whoever goes for my screen. But then end up surfacing turn 2 and don’t get into combat til turn 3. It feels like I’m at a point where if I go for fewer flyrants they won’t do enough to really cripple a flank. As 4 they can really do something.

@luke1705 When it comes to the stealers weakness to anti infantry, being in nodes it’s really not an issue, at least not for turn 1. An option is to drop 3 or 6 of them to get another biovore or two. I’ve found keeping them in nodes kind of scares the opponent a bit from going for my hive guard and biovores. They’d rather go out of their way to target the flyrants giving me round after round of double shooting with my hive guard.

But I have to test the list more against a variety of lists. I have to stop altering it all the time xD

I did one change though, I put the neurothrope and 3 single biovores in a spearhead. This gave me one more CP and a total of 22 units.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/07 03:39:19


Post by: Traceoftoxin


I think you'd be way better served changing your main detachment to Kraken, putting MRC on the 2 double gun flyrants, and using that spearhead as kronos.

I think you've got a good plan with the genestealers, but maybe you could afford to reduce the unit to 12 or 16. With that and the MRC change, you free up some points to increase the gant squad sizes, or possibly change them to hormagaunts. You could actually turn one of the lictors into 3 more hive guard, if you did 12 genestealers, I think. You could also swap your Neurothrope into another flyrant, haha.

I think your list plays to our strong units, and into a lot of the current meta, and can do a lot of work. I am a big fan of brigades, and Tyranids blow through CP like crazy, so if you're playing ETC format with no double battalion, you're definitely on the right track.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/07 04:21:51


Post by: killerpenguin


Thanks for your comment @traceoftoxin

Kraken or Kronos, I’ve been battleing myself with this question ever since I created the brigade and I’ve come to settle on Kronos. The main reason for this is the combination of a DS’ing WL with the Kronos WL trait soul hunger, the Kronos stratagem “the deepest shadow” and shadow of the warp. My WL is right where he needs to be turn 1 and it’s just a huge thorn in my enemy’s side. Just being able to say. “I can make you roll one die on your warp time, you’re gonna automatically fail and you’ll take d3 wounds”. It’s just a great way to “PUT DOUBT IN MY ENEMYS HEARTS!! HAHAA!” No but seriously, it’s petty effective. Flyranta don’t really need the advance dice, genestealers sure, but it’s no big deal when I only have 1 unit of GS, there are times I would love to fall back and charge, but I’d rather have the option to not move my flyrants a turn and rerolling this 1’s. There you have it, disagree all you like, but it’s the decision I’ve made and I stand by it! (Also hive guard double shoot rerolling 1’s.)

MRC, yes. I will drop the sword and whip, too random. Why would I want hormagaunts, I guess they would be better if I needed to rush up the field I do want more hive guard, lictors are just tax, useless.


Automatically Appended Next Post:
Spoiler:

++ Brigade Detachment +9CP (Tyranids) ++

+ No Force Org Slot +

Hive Fleet: Kronos

+ HQ +

Hive Tyrant: Adrenal Glands, Monstrous Rending Claws, Toxin Sacs, Two Devourers with Brainleech Worms, Warlord, Warlord Trait: Soul Hunger, Wings

Hive Tyrant: Monstrous Rending Claws, Two Devourers with Brainleech Worms, Wings

Hive Tyrant: 2x Two Devourers with Brainleech Worms, Wings

+ Troops +

Genestealers: 3x Acid Maw
. 13x Genestealer: 13x Rending Claws

Ripper Swarms: 3x Ripper Swarm

Ripper Swarms: 3x Ripper Swarm

Ripper Swarms: 3x Ripper Swarm

Termagants: 15x Termagant (Fleshborer)

Termagants: 15x Termagant (Fleshborer)

+ Elites +

Hive Guard
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon

Lictor: Flesh Hooks, Rending Claws

Lictor: Flesh Hooks, Rending Claws

+ Fast Attack +

Mucolid Spores: Mucolid Spore

Spore Mines: 3x Spore Mine

Spore Mines: 3x Spore Mine

+ Heavy Support +

Biovores: Biovore

Biovores: Biovore

Biovores: Biovore

++ Spearhead Detachment +1CP (Tyranids) ++

+ HQ +

Neurothrope

+ Heavy Support +

Biovores: Biovore

Biovores: Biovore

Biovores: Biovore

++ Spearhead Detachment +1CP (Tyranids) ++

+ HQ +

Hive Tyrant: 2x Two Devourers with Brainleech Worms, Wings

+ Heavy Support +

Biovores: Biovore

Biovores: Biovore

Biovores: Biovore

++ Total: [118 PL, 2000pts] ++

Created with BattleScribe



I made some alterations. I added another spearhead, It’ll let me DS some of the spore mines too, plus I get an additional CP.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/07 10:19:33


Post by: topaxygouroun i


Do you own 9 biovores? Could have bought a new house instead

You should keep your biovores out of Synapse and also move with them each turn so you hit on 6's. Spore mine placement for movement blocking is worth way more than a hit does.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/07 11:36:36


Post by: killerpenguin


topaxygouroun i wrote:
Do you own 9 biovores? Could have bought a new house instead

You should keep your biovores out of Synapse and also move with them each turn so you hit on 6's. Spore mine placement for movement blocking is worth way more than a hit does.


Haha! Yes, i have 3 metal ones i bought a while ago from someone giving up on ‘nids the other 6 Are converted from venomthrope and hove guard sprues: got me about 4£ pro model.


Automatically Appended Next Post:
Cost me*


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/08 01:52:11


Post by: skycapt44


The more competitive nid games I play the more flyrants I add. Started at 2 and am up to 5. 6 doesn't sound half bad. Keep in mind this is competitive setting only. It's very tough to knock off 5 12 wound models with a 4++. I like them all with MRC and devourers. Kronos one for WL and one with kraken chamilic skin seems like a sweet spot. Hive guard rippers and gaunts to fill. Saw a list with 7 get 2nd in a major a few weeks back. Another guy with 6 got 4th out of 60.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/08 02:54:42


Post by: Overdose


Im slightly concerned the more Flyrant-heavy lists that perform well in tournaments, the chances of it getting nerfed in the March FAQ becoming something possible.

I didnt have this thought until I saw the Tau nerf/fix where they can only have 1 commander per detachment in matched play.

What do you guys think?


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/08 03:01:00


Post by: Badablack


Don’t spend hundreds of dollars on fad lists. Buy the things you will be happy to paint and play. Stats change constantly, models stay the same.

If the entirety of your strategy revolves around ‘this unit is really good so I’ll use a bunch of it’ then you’ve built a castle on a foundation of sand.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/08 04:37:12


Post by: Tyran


I pretty much expect that the Flyrant (or at least the MRC version) will get a nerf of some kind.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/08 04:50:11


Post by: killerpenguin


I’m gonna be pissed if they nerf it like they did with the malanthrope.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/08 05:09:46


Post by: Lance845


Again, mrc are going to cost points eventually. Prepare yourselves.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/08 06:04:03


Post by: Marmatag


If they start costing points people will just bring double devourers. Most people already do.

My personal opinion is that twin devourers will see a price hike, rather than MRC. They're incredibly good for their price.

Impaler cannons might also go up in price.
Genestealer rending claws could, too, go up in price.

But it's hard to say. I'm not convinced Tyranids are this overperforming juggernaut that bears nerfing.

And while the Broodlord is probably overcosted, remember that he can't be targeted. Hive Tyrants can.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/08 08:17:18


Post by: Sneggy


I'll be pretty amazed if genestealers go up in price. What was the last genestealer spam list you saw doing well at an event?

They are a tool, sure they hit hard. But they die in droves too. If they nerf stealers they'll have to nerf half of the units in the game.

Flyrants on the other hand, I'd expect to see pts increases to MRC and devourers.

Impaler cannons I hope not, sure hive guard are good but again its a unit with obvious weaknesses (just touch it in combat)


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/08 09:28:02


Post by: topaxygouroun i


Just gimme a tyranid prime for -30 pts. It's crazy that the warriors are really really decent stats and points wise AND with great weapon options and loadouts, yet the Prime price keeps them from being front liners.

I really believe that a Tyranid Prime at 90 pts would open so, so many build options for Tyranids.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/08 09:35:21


Post by: KurtAngle2


Tyranids do not need any nerf whatsoever, they are one if not the most balanced codex in 40K atm. Just buff the few obvious things and we've got a good example of balancing


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/08 09:42:59


Post by: Sneggy


I'd argue (and bear in mind I'm a competitive player with Tyranids) that flyrants are a touch too good and that can be sorted by making MRC cost 15pts like the other CC weapons.

I agree everything else is fine. Some units (haruspex, maleceptor, toxicrene spring to mind) could use a bit of buffing up but can't really complain as we have a wealth of decent choices already


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/08 12:01:49


Post by: KurtAngle2


Sneggy wrote:
I'd argue (and bear in mind I'm a competitive player with Tyranids) that flyrants are a touch too good and that can be sorted by making MRC cost 15pts like the other CC weapons.

I agree everything else is fine. Some units (haruspex, maleceptor, toxicrene spring to mind) could use a bit of buffing up but can't really complain as we have a wealth of decent choices already


People use flyrants because the other HQs are a tad overpriced:

- Swarmlord costs 300 pts (too much, lower it to 250) and needs Guards/Tyrannocyte too
- Tyranid Prime overpriced by 40 pts
- Neurothrope is good but Smite nerf will kill his viability in multiples
- Old One Eye overpriced by 20 pts
- Broodlord overpriced by 30 pts
- Tervigon is useless and needs a rework

Furthermore (except for the Neurothrope) all those HQs are highly sinergistic with a specific unit whereas Hive Tyrant are a very good generalist unit


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/08 12:16:55


Post by: Aeri


Quick questions from someone who doesn't play nids:

How are nids doing right now? (not talking about tournaments though)

What are the top 3 lists/tactics people play?


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/08 12:23:06


Post by: Sneggy


compare a flyrant to a daemon prince (daemon princes of course being considered very good.) and see quite how much better the flyrant is than the daemon prince.

I love my flyrant but hate hate hate flyrant spam. I find it so dull and uninventive. I'd take a 15pt hit to my single flyrant to see those taking 6 or 7 take a much bigger pts hit.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/08 12:24:41


Post by: KurtAngle2


Sneggy wrote:
compare a flyrant to a daemon prince (daemon princes of course being considered very good.) and see quite how much better the flyrant is than the daemon prince.

I love my flyrant but hate hate hate flyrant spam. I find it so dull and uninventive. I'd take a 15pt hit to my single flyrant to see those taking 6 or 7 take a much bigger pts hit.


Daemon princes are NOT targetable and that alone is HUGE


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/08 12:26:05


Post by: Sneggy


Aeri wrote:
Quick questions from someone who doesn't play nids:

How are nids doing right now? (not talking about tournaments though)

What are the top 3 lists/tactics people play?


Very well.
The codex has good internal balance, a lot of its choices are competitive and it can be built in a wide variety of ways.

Major build examples would be:
Kronos gunline: expect biovores and hive guard with a solid screen.
Kraken stealer shock: lots of stealers, lots of combat, backed up by a little shooting. This list is super fast
Jormungandr deep strike: the hybrid build really, combat units or shooty units appearing out of the ground. Quite often paired with a shooty gunline, potentially kronos in another detachment.

And flyrant spam: 5+ flyrants. Usually a kronos warlord for the trait. Otherwise leviathan is favoured generally. Kraken also has its place for move, shoot and charge regardless of being engaged or not.


Automatically Appended Next Post:
KurtAngle2 wrote:
Sneggy wrote:
compare a flyrant to a daemon prince (daemon princes of course being considered very good.) and see quite how much better the flyrant is than the daemon prince.

I love my flyrant but hate hate hate flyrant spam. I find it so dull and uninventive. I'd take a 15pt hit to my single flyrant to see those taking 6 or 7 take a much bigger pts hit.


Daemon princes are NOT targetable and that alone is HUGE


It is.....but is it 4 extra wounds +1 invul. Re-rolling wounds with extra damage. 14 str 6 shots. extra psychic power, 18" fearless bubble. inbuilt deep strike. +1 to charge huge?
Considering the MRC/devourer/adrenal flyrant is 9pts more.....


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/08 14:22:36


Post by: Dynas


KurtAngle2 wrote:
Sneggy wrote:
I'd argue (and bear in mind I'm a competitive player with Tyranids) that flyrants are a touch too good and that can be sorted by making MRC cost 15pts like the other CC weapons.

I agree everything else is fine. Some units (haruspex, maleceptor, toxicrene spring to mind) could use a bit of buffing up but can't really complain as we have a wealth of decent choices already


People use flyrants because the other HQs are a tad overpriced:

- Swarmlord costs 300 pts (too much, lower it to 250) and needs Guards/Tyrannocyte too
- Tyranid Prime overpriced by 40 pts
- Neurothrope is good but Smite nerf will kill his viability in multiples
- Old One Eye overpriced by 20 pts
- Broodlord overpriced by 30 pts
- Tervigon is useless and needs a rework

Furthermore (except for the Neurothrope) all those HQs are highly sinergistic with a specific unit whereas Hive Tyrant are a very good generalist unit



Agree with most of this.

Swarmlord 250
Prime prob drop by 25 and have the ability to take VC
Neurothrope is good even with smite nerf
OOE is good
Broodlord is too much
Tervigon just needs to be a 9 wound character, problem solved. She will always have gaunts with her to act as screen.



Automatically Appended Next Post:
KurtAngle2 wrote:
Sneggy wrote:
compare a flyrant to a daemon prince (daemon princes of course being considered very good.) and see quite how much better the flyrant is than the daemon prince.

I love my flyrant but hate hate hate flyrant spam. I find it so dull and uninventive. I'd take a 15pt hit to my single flyrant to see those taking 6 or 7 take a much bigger pts hit.


Daemon princes are NOT targetable and that alone is HUGE


This.



Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/08 16:11:12


Post by: Marmatag


KurtAngle2 wrote:
Sneggy wrote:
I'd argue (and bear in mind I'm a competitive player with Tyranids) that flyrants are a touch too good and that can be sorted by making MRC cost 15pts like the other CC weapons.

I agree everything else is fine. Some units (haruspex, maleceptor, toxicrene spring to mind) could use a bit of buffing up but can't really complain as we have a wealth of decent choices already


People use flyrants because the other HQs are a tad overpriced:

- Swarmlord costs 300 pts (too much, lower it to 250) and needs Guards/Tyrannocyte too
- Tyranid Prime overpriced by 40 pts
- Neurothrope is good but Smite nerf will kill his viability in multiples
- Old One Eye overpriced by 20 pts
- Broodlord overpriced by 30 pts
- Tervigon is useless and needs a rework

Furthermore (except for the Neurothrope) all those HQs are highly sinergistic with a specific unit whereas Hive Tyrant are a very good generalist unit


I 100% agree with this. My competitive Tyranid list doesn't spam hive tyrants. I have 2. I have very much tried to use other HQs, but they just aren't worth. I have tried the Swarmlord - he dies turn 1. I have tried Broodlords - they're way too expensive and die very fast to any real melee. Neurothropes I use, but mainly because they're durable and the cheapest thing; their psychic rarely does much of anything. If there was a cheaper HQ with different utility i would use it in a heartbeat. I have considered the Tyranid Prime, but again, he is more expensive and offers less. And a Tervigon is a flat out JOKE. His best use is a kitbash to make cool hive tyrants.

I would PREFER to have a Swarmlord and a Broodlord in my list. The main reason I run hive tyrants with wings is because i can keep them off of the table, and therefore ALIVE in this bonkers shooting meta. Yet a Swarmlord and a Broodlord... will cast less psychic powers, have 24 less shots, less wounds, and are susceptible to alpha... for pretty much the *same* cost. If MRC become 15 points, i'm going to look for a way to make these guys even cheaper. The MRC rarely come up, anyway.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/08 16:47:32


Post by: KurtAngle2


The other option to fix Swarmlord is to to keep his cost, raise his wound count to 18 (he's more pricey with his guards than equivalent Greater Daemons in Daemon codex) and give him some sort of bonus inside his Synapse Aura (remember that Tyranids do not have rerolls of any sort so even 1s to Wound would be fair at his ENORMOUS price).

Btw sent this email to GW inbox hoping it would be read by any WH40K Game Designer:

Good afternoon.

Generally I don't really use emails as the common method to suggest changes in a game environment but since this is the only email box that Warhammer 40k Developers avidly read (or atleast I think so), I'm going to explain why many of the Tyranid HQs are often not taken (and that has nothing to do with the apparent OPNESS of Tyranid Hive Tyrants but mainly lack of choice or premium price for synergistic rule).

Hive Tyrant
The epithome of Tyranid balanc. It's an all around model that can put pressure in each phase of the game whilst not being broken OP in each of those (any serious specialist will beat him in his field of competence). Well designed unit and price tag except for the seemingly uselessness of the on-foot version.

Swarmlord
The big bad boss is still a Hive Tyrant in disguise after all and there aren't too many differences in terms of abilities, whilst lacking any ranged damage output and costing almost as 2 Hive Tyrants (and almost 3 when you take the minimum 3 Tyrant Guards that accompany him). Even though he could be fixed by lowering his cost (by a fair amount I'd say, even 40 would not be enough considering the zero survivability increase compared to a Hive Tyrant against any ranged weapon), I think he just needs an increased survivability (12 wounds are not enough since he's in the price tag of Greater Daemons and much more when taking Guards) and an additional ability really worthy of the loss of any customization, therefore building a list with him from the ground-up and not merely inserting him and switching place with a Hive Tyrant as if they were almost the same thing.

Tyranid Prime
I could live with the fact that he has no ranged weapon available, but the price tag for this model is so insane that you're better playing even more Warrior instead of using him to buff the existant ones. Needs a hefty price drop to be even remotely decent (not even competitive) in a friendly environment. Have 12+ Tyranid Warriors taking dust because I can't really justify the lack of sinergies within the codex.

Neurothrope
Everything is fine, but the supposedly Smite nerf is gonna kill this model when taking in multiples. This HQ is nonetheless good and helps you fill the HQ slot since other options really have a steep price tag.

Old One Eye
Fine, just lower his cost a bit (I'd say 15/20 pts) and we have a real contender for lists including 3+ Carnefices instead of relying on another Flyrant.

Broodlord
I can't understand why this guy costs so much (162 pts). He's just 1 fewer point than the mighty Flyrant and loses just too much in every aspect (expect Survivability but that is not inherently unique to Broodlord but to every Character with fewer than 10 wounds). The model should've been 120/130 pts from the start otherwise I can't see myself (and every other Tyranid player confirmed my impression from a realistical and mathematical point of view) giving up 15 Genestealer for his +1 to hit bubble. Drop points now!

Tervigon
Whilst many of our HQs choices just need a price drop (and Swarmlord arguably a buff too), our lovely mother is in full need of a total rework. Everything within herself is wrong on so many levels that I can't even think of a way to immediately fix her since no price drop would make her even fieldable. There no real synergies, the tankiness is overpriced in this edition, she has no damage output in both a melee and ranged context, the single psychic power can be cast by any other psyker for a cheaper price and when relying on smite there are diminishing returns for multiple istances (but that's the Beta rule that sucks since it fixes a non-existant problem nowadays).

I'm not sure all of this wall of text will be read, in case I'd be happier if any of the GW designer sends a reply back just to inform me that something is changing in the March FAQ or CA 2018.

Best regards



Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/08 20:25:57


Post by: Dynas


KurtAngle2 wrote:
The other option to fix Swarmlord is to to keep his cost, raise his wound count to 18 (he's more pricey with his guards than equivalent Greater Daemons in Daemon codex) and give him some sort of bonus inside his Synapse Aura (remember that Tyranids do not have rerolls of any sort so even 1s to Wound would be fair at his ENORMOUS price).

Swarmlord
The big bad boss is still a Hive Tyrant in disguise after all and there aren't too many differences in terms of abilities, whilst lacking any ranged damage output and costing almost as 2 Hive Tyrants (and almost 3 when you take the minimum 3 Tyrant Guards that accompany him). Even though he could be fixed by lowering his cost (by a fair amount I'd say, even 40 would not be enough considering the zero survivability increase compared to a Hive Tyrant against any ranged weapon), I think he just needs an increased survivability (12 wounds are not enough since he's in the price tag of Greater Daemons and much more when taking Guards) and an additional ability really worthy of the loss of any customization, therefore building a list with him from the ground-up and not merely inserting him and switching place with a Hive Tyrant as if they were almost the same thing.
[\quote]

yeah. Look at Bobby G at 285. He has so much more. Possible rework of Swarmlord to 285 pts give him the following:
Keep stat line except for wounds, drop to 9 to make non targetable. I am even fine with the current invuls and AS, even though Bobby G is better.
Warlord trait, he gets 2, the default one he has for redeployment AND another of the players choice. [Bobby G has All from the BRB(3)]
Take away degrading and keep him at 9/8/7 line.
Increase synapse and SitW range to 18" as he is unique character. [not so important for Synapse, but it helps put him on par with the Deny the witch Bobby G has and represents his leadership I feel]
Increase range of Hive Commander to 12" rather than 6" [again represents the SL leadership. Sometimes I have to daisy chain GS around a building to make sure I get my 6" range, but keep SL out of LoS so he isn't shot of the board turn 1]

I am fine with not having the crazy sword or armor like bobby G, nor the resurrection.


Tervigon
Whilst many of our HQs choices just need a price drop (and Swarmlord arguably a buff too), our lovely mother is in full need of a total rework. Everything within herself is wrong on so many levels that I can't even think of a way to immediately fix her since no price drop would make her even fieldable. There no real synergies, the tankiness is overpriced in this edition, she has no damage output in both a melee and ranged context, the single psychic power can be cast by any other psyker for a cheaper price and when relying on smite there are diminishing returns for multiple istances (but that's the Beta rule that sucks since it fixes a non-existant problem nowadays).



Drop wounds to 9 so she is not targetable. Give her access to Carnifex Weapons basically, the Heavy venon cannon, devourers, etc....Increase synapse to 18"


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/08 20:56:53


Post by: KurtAngle2


You can't just drop everything to 9 wounds or less to make them playable...that's a fail in game design and should never happen.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/08 21:18:14


Post by: ChargerIIC


 Dynas wrote:
KurtAngle2 wrote:
The other option to fix Swarmlord is to to keep his cost, raise his wound count to 18 (he's more pricey with his guards than equivalent Greater Daemons in Daemon codex) and give him some sort of bonus inside his Synapse Aura (remember that Tyranids do not have rerolls of any sort so even 1s to Wound would be fair at his ENORMOUS price).

Swarmlord
The big bad boss is still a Hive Tyrant in disguise after all and there aren't too many differences in terms of abilities, whilst lacking any ranged damage output and costing almost as 2 Hive Tyrants (and almost 3 when you take the minimum 3 Tyrant Guards that accompany him). Even though he could be fixed by lowering his cost (by a fair amount I'd say, even 40 would not be enough considering the zero survivability increase compared to a Hive Tyrant against any ranged weapon), I think he just needs an increased survivability (12 wounds are not enough since he's in the price tag of Greater Daemons and much more when taking Guards) and an additional ability really worthy of the loss of any customization, therefore building a list with him from the ground-up and not merely inserting him and switching place with a Hive Tyrant as if they were almost the same thing.
[\quote]

yeah. Look at Bobby G at 285. He has so much more. Possible rework of Swarmlord to 285 pts give him the following:
Keep stat line except for wounds, drop to 9 to make non targetable. I am even fine with the current invuls and AS, even though Bobby G is better.
Warlord trait, he gets 2, the default one he has for redeployment AND another of the players choice. [Bobby G has All from the BRB(3)]
Take away degrading and keep him at 9/8/7 line.
Increase synapse and SitW range to 18" as he is unique character. [not so important for Synapse, but it helps put him on par with the Deny the witch Bobby G has and represents his leadership I feel]
Increase range of Hive Commander to 12" rather than 6" [again represents the SL leadership. Sometimes I have to daisy chain GS around a building to make sure I get my 6" range, but keep SL out of LoS so he isn't shot of the board turn 1]

I am fine with not having the crazy sword or armor like bobby G, nor the resurrection.


Tervigon
Whilst many of our HQs choices just need a price drop (and Swarmlord arguably a buff too), our lovely mother is in full need of a total rework. Everything within herself is wrong on so many levels that I can't even think of a way to immediately fix her since no price drop would make her even fieldable. There no real synergies, the tankiness is overpriced in this edition, she has no damage output in both a melee and ranged context, the single psychic power can be cast by any other psyker for a cheaper price and when relying on smite there are diminishing returns for multiple istances (but that's the Beta rule that sucks since it fixes a non-existant problem nowadays).



Drop wounds to 9 so she is not targetable. Give her access to Carnifex Weapons basically, the Heavy venon cannon, devourers, etc....Increase synapse to 18"


The Tervigon is kind of OP if you make it less than 10 wounds. It can generate its own models to prevent it from being shot at that point. They'd go from one of our 'meh' units to the must-have.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/08 21:19:55


Post by: Badablack


Tervigons should be able to use gants as shields. Tyrant Guard should also be able to block wounds for any other unit. That would help with getting our big slow monsters into melee.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/08 22:18:07


Post by: Lance845


Tervigons need about 2-4 more wounds and termagants should be able to act like tyrant guard for tervigons. That would 100% fix them for their current cost.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/08 22:54:39


Post by: Traceoftoxin


All bodyguard units should redirect the incoming attack, otherwise the only stat that matters is wounds/pts. Give Tyrant Guard a 2+, block for any character, and the ability to absorb incoming shots, then you just need minor pts tweaks to swarmlord and tervigon.

Give broodlord 4++, minor points drop.

Prime major points drop.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/09 09:41:47


Post by: Aeri


Sneggy wrote:
Aeri wrote:
Quick questions from someone who doesn't play nids:

How are nids doing right now? (not talking about tournaments though)

What are the top 3 lists/tactics people play?


Very well.
The codex has good internal balance, a lot of its choices are competitive and it can be built in a wide variety of ways.

Major build examples would be:
Kronos gunline: expect biovores and hive guard with a solid screen.
Kraken stealer shock: lots of stealers, lots of combat, backed up by a little shooting. This list is super fast
Jormungandr deep strike: the hybrid build really, combat units or shooty units appearing out of the ground. Quite often paired with a shooty gunline, potentially kronos in another detachment.

And flyrant spam: 5+ flyrants. Usually a kronos warlord for the trait. Otherwise leviathan is favoured generally. Kraken also has its place for move, shoot and charge regardless of being engaged or not.


Automatically Appended Next Post:
KurtAngle2 wrote:
Sneggy wrote:
compare a flyrant to a daemon prince (daemon princes of course being considered very good.) and see quite how much better the flyrant is than the daemon prince.

I love my flyrant but hate hate hate flyrant spam. I find it so dull and uninventive. I'd take a 15pt hit to my single flyrant to see those taking 6 or 7 take a much bigger pts hit.


Daemon princes are NOT targetable and that alone is HUGE


It is.....but is it 4 extra wounds +1 invul. Re-rolling wounds with extra damage. 14 str 6 shots. extra psychic power, 18" fearless bubble. inbuilt deep strike. +1 to charge huge?
Considering the MRC/devourer/adrenal flyrant is 9pts more.....



good to hear!

I mostly play Tau and my brother mostly plays nids.
Haven't played for a while now, but I used to table him hard. Is this still the case now? (new codex makes tau a lot stronger too)

What would you recommend to play against tau?


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/09 10:45:51


Post by: killerpenguin



good to hear!

I mostly play Tau and my brother mostly plays nids.
Haven't played for a while now, but I used to table him hard. Is this still the case now? (new codex makes tau a lot stronger too)

What would you recommend to play against tau?


30 gargoyles to drop in next to the SL, double move and tie up his tanks until the rest of your army gets to them


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/09 13:49:01


Post by: Tyran


Assuming you somehow keep the SL alive beyond the first turn, which requires either TG or a Tyrannocyte.


Automatically Appended Next Post:
And no screens.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/09 13:50:08


Post by: Dynas


 Badablack wrote:
Tervigons should be able to use gants as shields. Tyrant Guard should also be able to block wounds for any other unit. That would help with getting our big slow monsters into melee.


Totally agree about the Tervigon. If all they did was drop the wounds or add more I would be fine with it. I do like the idea of Tyrant Guard blocking wounds for any character, not necessarily any unit. Why would they sacrifice themselves for a mob of gants for example.


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/09 15:02:30


Post by: topaxygouroun i


 Dynas wrote:
 Badablack wrote:
Tervigons should be able to use gants as shields. Tyrant Guard should also be able to block wounds for any other unit. That would help with getting our big slow monsters into melee.


Totally agree about the Tervigon. If all they did was drop the wounds or add more I would be fine with it. I do like the idea of Tyrant Guard blocking wounds for any character, not necessarily any unit. Why would they sacrifice themselves for a mob of gants for example.


The love of a mother....


I don't think a tervigon needs protection. It's tough enough. The problem is that it does not come any close to the utility it should have to justify the cost:

It does psychic stuff but it's rather weak at doing it.
It does shoot but it's weak at doing it.
It does hth but it's weak at doing it.
It buffs nearby gants but not well enough - might as well buy more gants instead.
It spawns new units but that costs reinforcement points so not really.
It does explode friendly units upon dying, which defeats the purpose that you want it to be near gants in the first place.

The only thing it has going for it is synapse and that it's a tough bitch to bring down. That alone does not justify 240 pts. I think GW looked at the tervigon and thought "Holy gak this model does it all! It shoots, it buffs, it spawns, it casts psychic powers, it's synapse and it's tough as nails. We should probably make it cost a lot".


Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/09 15:30:31


Post by: xttz


While there are various rules & stat tweaks I'd like to see too, points adjustments have to be the simplest and easiest way to adjust internal balance. Here's my take on how to even out our list-building choices.

We have quite a few competing units and options where the decision is practically already made for us due to point values:
  • Warrior ranged weapons
  • Walkrant vs Flyrant
  • Rippers vs gaunts for cheap slot filling

  • There are also several units like Lictors, Tervigons and Tyrannocytes that struggle to fulfill their old roles due to new 8E rules. Cheaper Tyrannocytes open up deployment options for certain units without relying on the Jormungandr stratagem or sticking to fast units like Flyrants & 'stealers. This includes an expanded role for Warriors, Pyrovores, Shockcannon Hive Guard, and Zoans. Being able to bring characters along with units like everyone else's transports can would be best, though.

    I like the idea of Primes rather than Neurothropes being the best option for cheap detachment HQs. It's more 'fluffy' to see them acting as lieutenants rather than multiple rare strains of Zoanthrope. In contrast, with a Smite nerf likely then Zoanthropes should see some positive attention. Primes being cheaper is also a major buff for Warriors, alongside some other tweaks to our medium-sized bugs.

    Biovores 40 (+4)
    Broodlord 150 (-12)
    Haruspex 180 (-18)
    Hive Tyrant 135 (-7)
    Hive Tyrant with Wings 180 (+10)
    Lictor 35 (-6)
    Maleceptor 133 (-29)
    Neurothrope 84 (+14)
    Ripper Swarms 12 (+1)
    Screamer-killers 82 (-8)
    Tervigon 180 (-45)
    Toxicrene 139 (-18)
    Tyranid Prime 76 (-24)
    Tyrannocyte 75 (-23)
    Tyrant Guard 30 (-5)
    Venomthropes 24 (-6)
    Zoanthropes 36 (-4)

    Deathleaper 82 (-8)
    The Swarmlord 270 (-30)

    Devourer (Termagant) 4 (unchanged)
    Devourer (Warrior / Prime) 3 (-1)
    Deathspitter 6 (+1)
    Impaler Cannon 36 (+6)


    Toxin sacs (Hormagaunt) 1 (-1)
    Toxin sacs (Genestealer) 3 (-1)
    Toxin sacs (Tyranid Warrior / Prime) 2 (-2)

    Our FW stuff could benefit from the new codex rules if they weren't still stuck on 8E launch level point costs. This brings them in line with other superheavies that have been revised down since then, such as the Baneblade or Lord of Skulls:

    Barbed Hierodule (total cost) 360 (-82)
    Dimachaeron 170 (-30)
    Harridan (total cost) 640 (-122)
    Malanthrope 130 (-10)
    Scythed Hierodule (total cost) 340 (-70)


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/09 15:36:35


    Post by: Niiai


    If you wanne discuss rules change and not tactics there is a forum for that. This tends to clutter and rarly gets anywhere.


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/09 16:44:03


    Post by: killerpenguin


    I agree with @niiai on this, just one more question regarding this though. Do we know when’s the faq is coming?


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/09 16:44:27


    Post by: KurtAngle2


     xttz wrote:
    While there are various rules & stat tweaks I'd like to see too, points adjustments have to be the simplest and easiest way to adjust internal balance. Here's my take on how to even out our list-building choices.

    We have quite a few competing units and options where the decision is practically already made for us due to point values:
  • Warrior ranged weapons
  • Walkrant vs Flyrant
  • Rippers vs gaunts for cheap slot filling

  • There are also several units like Lictors, Tervigons and Tyrannocytes that struggle to fulfill their old roles due to new 8E rules. Cheaper Tyrannocytes open up deployment options for certain units without relying on the Jormungandr stratagem or sticking to fast units like Flyrants & 'stealers. This includes an expanded role for Warriors, Pyrovores, Shockcannon Hive Guard, and Zoans. Being able to bring characters along with units like everyone else's transports can would be best, though.

    I like the idea of Primes rather than Neurothropes being the best option for cheap detachment HQs. It's more 'fluffy' to see them acting as lieutenants rather than multiple rare strains of Zoanthrope. In contrast, with a Smite nerf likely then Zoanthropes should see some positive attention. Primes being cheaper is also a major buff for Warriors, alongside some other tweaks to our medium-sized bugs.

    Biovores 40 (+4)
    Broodlord 150 (-12)
    Haruspex 180 (-18)
    Hive Tyrant 135 (-7)
    Hive Tyrant with Wings 180 (+10)
    Lictor 35 (-6)
    Maleceptor 133 (-29)
    Neurothrope 84 (+14)
    Ripper Swarms 12 (+1)
    Screamer-killers 82 (-8)
    Tervigon 180 (-45)
    Toxicrene 139 (-18)
    Tyranid Prime 76 (-24)
    Tyrannocyte 75 (-23)
    Tyrant Guard 30 (-5)
    Venomthropes 24 (-6)
    Zoanthropes 36 (-4)

    Deathleaper 82 (-8)
    The Swarmlord 270 (-30)

    Devourer (Termagant) 4 (unchanged)
    Devourer (Warrior / Prime) 3 (-1)
    Deathspitter 6 (+1)
    Impaler Cannon 36 (+6)


    Toxin sacs (Hormagaunt) 1 (-1)
    Toxin sacs (Genestealer) 3 (-1)
    Toxin sacs (Tyranid Warrior / Prime) 2 (-2)

    Our FW stuff could benefit from the new codex rules if they weren't still stuck on 8E launch level point costs. This brings them in line with other superheavies that have been revised down since then, such as the Baneblade or Lord of Skulls:

    Barbed Hierodule (total cost) 360 (-82)
    Dimachaeron 170 (-30)
    Harridan (total cost) 640 (-122)
    Malanthrope 130 (-10)
    Scythed Hierodule (total cost) 340 (-70)


    Sorry but that's bad balancing: you're nerfing units without a real reason just because "they're often taken" and not considering the non viable alternatives that force such choice.
    Oh and most of the points decreases are worthless. You still wouldn't be taking a Swarmlord a 270pt or a Tervigon at 180pt


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/09 16:53:12


    Post by: Niiai


    Please do not start this on this thread!


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/09 18:05:24


    Post by: Lance845


    Agreed. If you wanna pitch balancing ideas start a thread in proposed rules.


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/09 22:16:21


    Post by: pinecone77


     Badablack wrote:
    Tervigons should be able to use gants as shields. Tyrant Guard should also be able to block wounds for any other unit. That would help with getting our big slow monsters into melee.
    This sounds good..."Protect the Mother" ganst can act like Tyrant guard 4+?


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/10 09:01:00


    Post by: killerpenguin


    I remember hearing about this guy who did well in some tournament with a tervigon. Does anybody have a link to the list or thread discussing this? I’ve recently acquired a tervigon and would like to know it’s uses in a competitive setting.


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/10 09:07:34


    Post by: Lance845


    I cannot imagine he did it with only 1. I have never seen a single Tervigon do much of anything.


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/10 10:04:23


    Post by: Spoletta


    I heard somewhere that GW is looking at increasing the wounds on our big bugs.

    Indeed increasing by 2W swarmy, tervigon, Maleceptor, haruspex, toxicrene, both trygons, harpy and hive crone, would fix them for me.

    That said, i already play the Maleceptor as it is.


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/10 18:17:01


    Post by: Master Chief VF


     Badablack wrote:
    Finished a tournament this weekend, and I’ve found that it’s important to always keep at least one command point aside for last turn movement shenanigans. 3 out of 4 games were won due to a unit of rippers double moving onto objectives, or a unit winning combat and using the move after combat stratagem to book it somewhere.
    I will opt to go second nearly every game, even with the huge disadvantage of getting half my stuff blown off the board turn 1, in an objective based eternal war game going last with basically infinite movement units will win the game every time.


    I always keep 1 command point for my Lictor to use metabolic overdrive on him and sprint to unclaimed objectives or objectives claimed by enemy tanks or monsters.

    And Sunday in a tournament in Italy I got a 2nd place out of 42.



    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/10 19:08:54


    Post by: killerpenguin


    Spoletta wrote:
    I heard somewhere that GW is looking at increasing the wounds on our big bugs.

    Indeed increasing by 2W swarmy, tervigon, Maleceptor, haruspex, toxicrene, both trygons, harpy and hive crone, would fix them for me.

    That said, i already play the Maleceptor as it is.


    Do you find the maleceptor make up for its points? I haven't tried it yet.


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/10 23:03:39


    Post by: Badablack


    I could see double-moving a Kraken maleceptor into aoe range of a bunched up group of enemies with a couple mawlocs popping up nearby being a decent mortal wound bomb to take out armies that like to group all their stuff for buffs, like Guilliman lists. Kills off all the characters too. The 4+ on the maleceptor makes it pretty hard to take out, as well.

    Opportunistic advance + metabolic overdrive gives it an average threat range of 29” with its psychic overload. That should get it in range of something.


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/11 15:22:47


    Post by: Spoletta


     Badablack wrote:
    I could see double-moving a Kraken maleceptor into aoe range of a bunched up group of enemies with a couple mawlocs popping up nearby being a decent mortal wound bomb to take out armies that like to group all their stuff for buffs, like Guilliman lists. Kills off all the characters too. The 4+ on the maleceptor makes it pretty hard to take out, as well.

    Opportunistic advance + metabolic overdrive gives it an average threat range of 29” with its psychic overload. That should get it in range of something.


    Opportunistic advance is better used on other units, but yes, i use metabolic overdrive on the Maleceptor. That's already a 22" inch movement, which puts the next enemy psy phase in deep troubles.


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/11 19:42:16


    Post by: Badablack


    I had a heap of bits lying around and, in a moment of boredom, converted up some Tyranid Shrikes. I’m wondering what their best use is now in 8th. 12” move fast attack slot Warriors for 6 more points that are otherwise unchanged. I was thinking of running Leviathan, and using them as a cheaper synapse booster for Genestealers than Broodlords that can still keep up with the speedy buggers.With deathspitters and boneswords they’re putting out 9 str5 shots and 12 ap2 melee swings for under a 100 points. Run them both up the board, charge in, and pop the Leviathan reroll 1’s strat to pump up the stealer damage.

    Not sure if I’d want to increase the squad size past 3 though.


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/11 20:11:45


    Post by: C4790M


    If only they'd been codexed and got the wing deepstrike, they'd be brilliant. As it is, running them as mini flyrants with kraken, bouncing them in and out of enemy lines while still being able to shoot is probably the best use


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/12 15:28:08


    Post by: topaxygouroun i


    C4790M wrote:
    If only they'd been codexed and got the wing deepstrike, they'd be brilliant. As it is, running them as mini flyrants with kraken, bouncing them in and out of enemy lines while still being able to shoot is probably the best use


    Extremely cheap, fast synapse with heavy bolter rate of fire. Not bad at all. About 90 pts per unit of 3 with deathspitters and boneswords.


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/13 03:24:14


    Post by: Karang029


     killerpenguin wrote:
    Spoletta wrote:
    I heard somewhere that GW is looking at increasing the wounds on our big bugs.

    Indeed increasing by 2W swarmy, tervigon, Maleceptor, haruspex, toxicrene, both trygons, harpy and hive crone, would fix them for me.

    That said, i already play the Maleceptor as it is.


    Do you find the maleceptor make up for its points? I haven't tried it yet.


    I can't speak for him, but outside of my last game my Maleceptor has frequently been a beefy thorn in my opponents side and has definitely made its point back generally. It may also help that I run mine as a Smite+Psychic Scream setup and usually use him as my last smite since that +1 to cast with the new beta rules really increases the viability of the brain bug.


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/13 09:13:39


    Post by: Sneggy


    My maleceptorhas actually been half decent in the games he has played. I wouldn't put him anywhere near my tournament list but for practise/friendly he does just fine.


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/14 01:28:57


    Post by: killerpenguin


    What do you guys think about adding a cheap GSC supreme command detachment to get access to their powers for competitive lists?


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/14 01:55:24


    Post by: Niiai


     killerpenguin wrote:
    What do you guys think about adding a cheap GSC supreme command detachment to get access to their powers for competitive lists?


    Very bad. The only power you want is the -1 to hit and no overwatch. YOu do not need the other 2 powers. You can have a prime deliver genestealersw or aberants, but that stil leaves 1 'emty' HQ. It is better to goi with a batalion (3CP) or something. Perhaps 2 primuses.


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/14 03:03:17


    Post by: killerpenguin


     Niiai wrote:
     killerpenguin wrote:
    What do you guys think about adding a cheap GSC supreme command detachment to get access to their powers for competitive lists?


    Very bad. The only power you want is the -1 to hit and no overwatch. YOu do not need the other 2 powers. You can have a prime deliver genestealersw or aberants, but that stil leaves 1 'emty' HQ. It is better to goi with a batalion (3CP) or something. Perhaps 2 primuses.


    The one with no overwatch seemes really good, the one where you can control a unit to shoot seems great too though. Unless It’s been faq’d or I’m missing something . That’s two good powers and the last one can smite?


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/14 04:11:36


    Post by: Lance845


    But are they better then the nid powers? The horror is -1 to hit and ld. Pretty much everything but dominion is a great power for nids.

    What are you really getting from the gsc.


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/14 05:59:00


    Post by: killerpenguin


     Lance845 wrote:
    But are they better then the nid powers? The horror is -1 to hit and ld. Pretty much everything but dominion is a great power for nids.

    What are you really getting from the gsc.


    no overwatch and you can take controll of a baneblade/stormsurge/whatever and shoot for a round, that is pretty strong. And i usually run at least 5 psychers, so I don't need any more nid powers.


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/14 08:03:20


    Post by: Lance845


    If you can get in range of a stormsurge/baneblade. Those are backfield things. Granted if someone can its probably deepstriking gsc. But you need to get your psykers there to do that.


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/14 08:39:51


    Post by: Strat_N8


    Mass Hypnosis is nice to have with Tyranids since it basically combines The Horror with Paroxysm (-1 to hit and must swing last) on top of shutting off overwatch. It has a good deal of flexibility since it shuts down both melee and shooting units and its ability to restrict overwatch is very nice in certain circumstances.

    Mind Control I've generally found to be useful but it requires the right opponent. It is very strong if the enemy has a good shooting platform to hijack (Russes, Storm Ravens, pretty much any Lord of War vehicle/walker) and is good at abusing overcharge rules on plasma weapons but its main limitation is that it can only affect one model so if the opponent doesn't have many juicy targets it isn't as much use. The range is also potentially an issue, but I tend to run my Magi on the front lines anyway to take advantage of their melee stats and aura (helps vs Smite).

    Might from Beyond itself doesn't really help Tyranids since it can only target GSC models (though within the army itself it is quite strong - gives Acolytes and 'stealers a strength boost for hunting higher toughness infantry and Aberrants an extra attack).

    As far as adding a supreme command, I'd probably go for a different detachment type. The biggest advantage GSC brings to the table for Tyranids is armor cracking on infantry platforms and an element of mobility through their mechanized options/Return to Shadows, so you will ideally want to capitalize on those capabilities when taking them as allies. I've personally been experimenting a bit with the following:
    Spoiler:

    GSC Vanguard Detachment:

    HQ: 1x Primus
    HQ: 1x Primus
    ELITE: 4x Aberrants with Hammers
    ELITE: 4x Aberrants with Hammers
    ELITE: 10x Purestrain Genestealers
    HEAVY: 1x Goliath Rockgrinder with Incinerator
    HEAVY: 1x Goliath Rockgrinder with Incinerator

    Total: ~787 points


    Grinders are fairly mobile and provide alternate deployment options for the heavy hitters, as well as added threat saturation with Tyranid monsters. Purestrains are mostly there because I don't have a cheaper option to cram in that slot that will also be effective.

    Also in regards to the Malceptor, I've had some good experiences with it so far as well with the Shriek + Smite configuration. I'd be curious to see what would happen were they to be spammed, as their AoE ability is fairly reliable as far as getting it to hit is concerned, just suffering from only being able to tag a target once per beast. Bring a bunch though and it might be a bit like the old Doom of Malan'tai in terms of potential area clearing. Combine with some Hive Tyrants for T7 4++ saturation and it might be a decent start for a list.


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/14 14:28:14


    Post by: ChargerIIC


     killerpenguin wrote:
    What do you guys think about adding a cheap GSC supreme command detachment to get access to their powers for competitive lists?


    I've done that very thing in several games, but I got to tell you it was an unsucesful experiment. As great as their powers are, GSC has expensive psykers who can't do much other than cast powers (broodlord excepted - he's just plain overcosted in both factions). You'd be hard pressed to have the detachment do enough work to justify the point cost.



    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/14 15:07:43


    Post by: Niiai


    Also the magus is over 70 points. Neuronthrope with 2 powers is 70 points.


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/14 17:07:25


    Post by: lindsay40k


    Hmm. If you’re taking GSC anyway for Brood Brothers, is a SC an ok choice for your Detachment?


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/14 18:31:27


    Post by: TonyH122


    GSC seem to me to be in a weird spot. I want to create a combined force of Nids, GSC, and AM, but every time I try to figure out lists I see Nids as doing CC better and AM as doing shooting better, leaving me with a minimum patrol detachment.

    Maybe someone else can enlighten me, but it seems all GSC can give Nids is some very cool models at the moment.


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/14 18:55:16


    Post by: Niiai


    Even as brood brothers 'Nids benefit from lascannons. Mortars are also good.

    Primuses with statagems are very good. GSC that can charge without the swarmlord, rock saws in groups with banners and abberants can all bennefit 'nids.

    The magus is good. Sentinels can prevent dep strike. (I do not know enough about the timing to counter deployment shenanigans.) While the russ looses out badly vs the exoshrine, it is cheaper and the russ can take a punishment better, meaning it can benefit in a resilient list (probably with warriors.)

    What GSC offers IG is melee units. The mentioned primus comes to mind again. And since IG do not have 33 point ripper swarms, a 55 point moral squad can be good at capping an objective. The one magus is also good there.

    I do not know 8th edition vehicles enough to compare them.


    Automatically Appended Next Post:
    Spoiler:


     lindsay40k wrote:
    Hmm. If you’re taking GSC anyway for Brood Brothers, is a SC an ok choice for your Detachment?




    GSC can not take IG SC as of the FAQ.


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/14 18:58:05


    Post by: ChargerIIC


     lindsay40k wrote:
    Hmm. If you’re taking GSC anyway for Brood Brothers, is a SC an ok choice for your Detachment?


    Using a supreme command GSC on top of AM isn't bad, but you are still paying a bunch of points for something that isn't going to do much work for you. Compare it to a supreme comand of a company commander and three primaris psykers. That's an equal amount of psykering at a much cheaper price tag and free orders to boot.

    GSC need their codex or a nice price drop in the march FAQ. There's so much fluffy potential that being waylaid because GW was afraid they'd be too good.


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/14 19:43:35


    Post by: xttz


     Strat_N8 wrote:
    Mind Control I've generally found to be useful but it requires the right opponent. It is very strong if the enemy has a good shooting platform to hijack (Russes, Storm Ravens, pretty much any Lord of War vehicle/walker) and is good at abusing overcharge rules on plasma weapons but its main limitation is that it can only affect one model so if the opponent doesn't have many juicy targets it isn't as much use. The range is also potentially an issue, but I tend to run my Magi on the front lines anyway to take advantage of their melee stats and aura (helps vs Smite).


    To me Mind Control seems handy for assassinating characters. Got a conscript blob around a Commissar? Well he's probably the nearest 'enemy' unit to them, so why not rapid-fire away?


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/14 19:53:56


    Post by: Niiai


    You mind controll a model, not a unit.


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/14 23:53:25


    Post by: killerpenguin


    Thanks for your input guys. I think i'll wait a bit with the GSC psychers. Considering the +1 to smites too.


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/15 14:38:39


    Post by: ChargerIIC


     xttz wrote:
     Strat_N8 wrote:
    Mind Control I've generally found to be useful but it requires the right opponent. It is very strong if the enemy has a good shooting platform to hijack (Russes, Storm Ravens, pretty much any Lord of War vehicle/walker) and is good at abusing overcharge rules on plasma weapons but its main limitation is that it can only affect one model so if the opponent doesn't have many juicy targets it isn't as much use. The range is also potentially an issue, but I tend to run my Magi on the front lines anyway to take advantage of their melee stats and aura (helps vs Smite).


    To me Mind Control seems handy for assassinating characters. Got a conscript blob around a Commissar? Well he's probably the nearest 'enemy' unit to them, so why not rapid-fire away?


    Don't think so small.. Did you know Imperial Knights only have a leadership of 9? I've done it and it was glorious.

    Still don't advise tacking them onto nids, but mind control is a great spell.


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/17 00:10:27


    Post by: Master Chief VF


    Hi guys, I wanted to Try OOE, and in order to do it I wanted to run a kraken list with only two 18" synapses, a swarmlord with t guards and a winged hive tyrant.

    Is it possible to run a list with only 2 synapses?


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/17 00:47:07


    Post by: Niiai


    Everything is possible. Hope you dont take leadership saves or need to shoot something backfield. OOE is good.


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/17 02:33:13


    Post by: lindsay40k


    Nothing wrong with OOE. Hell, a Carnifex stampede can pretty much run off on their own with him and not need much babysitting. I’d recommend Stonecrushers and Behemoth, but Kraken should be fine, notwithstanding uncommon but not rare attacks that roll against Ld.

    Only one Flyrant and Swarmie... you’ll face tough matches. Lascannon-heavy lists that take first turn will be extremely painful, especially if it’s not a table you can hide on. Biovores might be a useful solution to long-range inaccuracy - guaranteed disruption, regardless of hit rolls, and can easily hide to avoid morale issues (or just take loads of single model units).


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/17 11:41:45


    Post by: Master Chief VF


     Niiai wrote:
    Everything is possible. Hope you dont take leadership saves or need to shoot something backfield. OOE is good.


    My armylist is:

    Vanguard Detachment:

    HQ1: Swarmlord, catalyst, onslaught, WL, trait Alien Cunning

    Elite1: 3 T Guards, AG, TS

    Elite2: 3 Venomthropes

    Elite3: Lictor



    Batallion Detachment:

    HQ2: Winged HT, MSC, HVC, TS, AG, the horror, psychic scream

    HQ3: Broodlord, the horror

    HS1: Trygon, AG

    T1: 30 Dakkagants

    T2: 20 Genestealers, RC, ST, 5 Acid Maws

    T3: 20 Genestealers, RC, ST, 5 Acid Maws

    T4: 28 Hormagaunts, ST

    T5: 3 Ripper Swarms



    I have no Malanthrope and only 1 Batallion + Vanguard because usually where I play we cannot use FW and we cannot double detachments, so no 2 or 3 batallions and so on...

    By the way running 3 synapses (two 18" and one 12") I never had any problems, and as the Broodlord is too expensive for what he does and specially for his resistance, I was thinking about OOE which is great.

    More than having synapses problems I think I may have some psychic powers problems. I mean, usually I want the Hive Tyrant to do his magic with smite, scream, d3 HVC shots and charge, and if I don't have the Broodlord the HT to cast the Horror couldn't run his smite + psychic scream.

    And I was also thinking to change the HT's horror with a nice paroxysm. Even if that power is extremely situational, that power can be very useful against stuff that always fights first, otherwise 90% if the times the HT will smite and scream.

    I just wanted to try OOE, but I really cannot find place for him in the synergies running in this list, so I have probably to build another list completely different. :(


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/18 10:16:53


    Post by: Timeshadow


    Unless I am playing over 2000pts I leave Swarmy and the tyrant guard home and take another flyrant insted. This frees up about 200 pts from your current list. I'd guess you would drop a brood of stealers and the Trygon for OOE and some carnifex love?


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/18 12:42:43


    Post by: Master Chief VF


    Timeshadow wrote:
    Unless I am playing over 2000pts I leave Swarmy and the tyrant guard home and take another flyrant insted. This frees up about 200 pts from your current list. I'd guess you would drop a brood of stealers and the Trygon for OOE and some carnifex love?


    To be honest Swarmlord is my favourite model and I want to play him, and playing it a lot I've noticed that in some games I couldn't win without his abilities and all the synergies that he has in THAT particular armylist.

    He will be the 6th deployment drop and he will redeploy hiding himself somewhere in case of opponent's 1st turn, or he will be in the first line in case of my 1st turn.

    He can make a single unit of GS move more than 30" in a single turn, which is a huge thing considering that lots of anti infantry weapons are range 24".

    He can make a GS unit move after they pop out from their node.

    And for some armies he is simply unstoppable.

    I've played It something like 30 times till now and he NEVER disappointed me.

    The real bonus that the Swarmlord brings to my army is the capability to adapt to the enemy.

    But of course to play It you need to build a list around him, and that will take a lot of points. You need some more wounds because in case you need to expose him to enemy fire for one turn in has to survive, so you need to buy him the T guards.

    Then you need to use something that will protect him against enemy deep strikers, so you will need some sacrificial stuff like hormagaunts or termagants and as you are playing Kraken hormagaunts are a fantastic choice!

    Then you will need some units to benefit from his unique special ability, so in with the Genestealers.

    But to cover yourself against Warp Times, Death Hexes and Null Zones you will need an advanced not targettable psyker, and as you are playing some genestealers the best choice is a Broodlord.

    But then you will need some anti horde fire to kill bubblewraps and you bring devilgaunts, so your genestealers can hit their target.

    But your devilgants will need to be delivered so you will pay them a Trygon.

    But then you will need an advanced synapse for your deep striking devilgants, so here is the Winged Hive Tyrant.

    Is a fantastic machine where everything is like a gear and has a purpose.



    To use OOE I should start building a list from the scratches, it cannot be the same list implant.


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/18 13:04:08


    Post by: lindsay40k


    Mmm, I think there’s things to be said for T-cyte for Devilgaunt drops. Spitters and stranglers are fine additions to a horde clearing squadron, and it can daisy-chain synapse to keep them in the fight. Though it doesn’t help fill out a formation, and Trygons are also excellent.

    Absolutely agree that Swarmy wants a list built around him, and that OOE is similar in this respect.


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/18 13:32:43


    Post by: Master Chief VF


    Well for 174 points a Trygon is a HUGE threat.

    If that thing can manage to catch a tank or an elite unit can cripple it without any mercy.

    But the most important thing about it is that is fantastic to intercept incoming overwatch fire instead of something else, or can go against units with a lot of flamers that wil martoriate your charging infantries.

    So a big ovale base that can easily allow you to try multiple charges, 12 wounds T6 and a Sv3+ are quite good to take some enemy overwatch fire instead of your infantry.

    And like everything with a +1 to charge has good chances to charge if you still have a command re roll. Charging on a 8+ if you roll a 6 re rolling the 1 you have 83% chance of success. If you roll a 5 re rolling the other dice you have a 66% chance to get a 3+ and charge. If you roll a 4 re rolling the other dice you still have a 50% chance to make your charge. And if is really important even if you roll a 3 you can try the charge on a 5+.


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/18 13:37:42


    Post by: KurtAngle2


     Master Chief VF wrote:
    Well for 174 points a Trygon is a HUGE threat.

    If that thing can manage to catch a tank or an elite unit can cripple it without any mercy.

    But the most important thing about it is that is fantastic to intercept incoming overwatch fire instead of something else, or can go against units with a lot of flamers that wil martoriate your charging infantries.

    So a big ovale base that can easily allow you to try multiple charges, 12 wounds T6 and a Sv3+ are quite good to take some enemy overwatch fire instead of your infantry.

    And like everything with a +1 to charge has good chances to charge if you still have a command re roll. Charging on a 8+ if you roll a 6 re rolling the 1 you have 83% chance of success. If you roll a 5 re rolling the other dice you have a 66% chance to get a 3+ and charge. If you roll a 4 re rolling the other dice you still have a 50% chance to make your charge. And if is really important even if you roll a 3 you can try the charge on a 5+.


    In all seriousness I can't get behind the idea of only having Toughness 6 on such a huge model (and for its cost it isn't cost effective at "soaking damage"). Leman Russes get Toughness 8 for 50 fewer points whilst shooting from 72" away. Trygon needs a statline improvements as of now


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/18 18:02:39


    Post by: blackmage


    there is a reason why no top competitive lists plays no swarmlord nor trygon, nice models but...points sink wihout real game impact.


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/18 20:02:58


    Post by: Eihnlazer


    lol I don't know how this guy can be so wrong in one post.


    Theres a lot of top lists with Swarmlord in this, mine included.


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/18 20:27:12


    Post by: blackmage


    show them pls, thx, referrred with tournaments, cause im not intersted to see a list played in local store tournaments that matter nothing.


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/18 21:18:06


    Post by: Eihnlazer


    My list is currently undefeated in 6 rounds of Tourny play, so equivalent to a GT. This is from an ongoing tournament series called the Louisiana state 40k series and has me at Number 4 overall points (using ITC format).


    It is also undefeated in numerous games at my local store.


    +++ Round3 (Warhammer 40,000 8th Edition) [113 PL, 1999pts] +++

    ++ Fortification Network (Tyranids) ++

    + No Force Org Slot +

    Hive Fleet: Kronos

    + Fortification +

    Sporocyst: 5x Deathspitter

    Sporocyst: 5x Deathspitter

    ++ Battalion Detachment +3CP (Tyranids) ++

    + No Force Org Slot +

    Hive Fleet: Kraken

    + Heavy Support +

    Biovores: 2x Biovore

    Biovores: 2x Biovore

    + HQ +

    Neurothrope: Power: Onslaught

    Neurothrope: Power: The Horror

    Neurothrope: Power: Paroxysm

    + Troops +

    Ripper Swarms: 3x Ripper Swarm

    Ripper Swarms: 3x Ripper Swarm

    Ripper Swarms: 3x Ripper Swarm

    ++ Battalion Detachment +3CP (Tyranids) ++

    + No Force Org Slot +

    Hive Fleet: Kraken

    Stratagem: Bounty of the Hive Fleet (-1 CP): 1 Extra Bio-artefact

    + Heavy Support +

    Trygon: Adrenal Glands, 3x Massive Scything Talons, Toxinspike

    + HQ +

    Hive Tyrant: Chameleonic Mutation, Monstrous Rending Claws, Power: Catalyst, Power: Psychic Scream, Toxin Sacs, Two Deathspitters with Slimer Maggots, Warlord Trait: Adaptive Biology, Wings

    Hive Tyrant: Heavy Venom Cannon, Monstrous Rending Claws, Power: Paroxysm, Power: The Horror, The Miasma Cannon, Toxin Sacs, Wings

    The Swarmlord: Power: Catalyst, Power: Psychic Scream

    + Troops +

    Genestealers: 4x Acid Maw
    . 19x Genestealer: 19x Rending Claws

    Ripper Swarms: 3x Ripper Swarm

    Termagants
    . 25x Termagant (Devourer): 25x Devourer
    . 4x Termagant (Fleshborer)

    Created with BattleScribe (https://battlescribe.net)



    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/18 21:42:38


    Post by: Master Chief VF


    The thing is that Swarmlord gives you is the ability to hit very hard at a real long range.

    Always been using the Swarmlord, at the moment with the new codex I have something like more than 30 games and only victories.

    Not because I could be a better player than someone else, but just because of the flexibility it gives to your army, so you are capable of adapt from enemy to enemy and change your approach if needed.

    If using 7 flyrants you find a Magnus or 3+ predators or a Repulsor, you are having a very bad match up.


    Automatically Appended Next Post:
    And the most important thing about him is that it gives you the chance to attack OVER the first line of sacrificial stuff and bubblewraps, and not to shoot all your Flyrant's devourers on some conscripts...


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/20 03:20:16


    Post by: Tyran


    A little modeling problem here. I'm magnetizing some models, but I'm unsure of the size of the magnets needed.

    The models in question are a Hive Tyrant/Swarmlord/Flyrant, a Tyrannofex/Tervigon and some Warriors.


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/20 03:50:41


    Post by: Karang029


    Well I just had my best case scenario tonight with my Maleceptor. Can guarantee he will never be that good again. Got 16 mortal wounds off of a Psychic Overload. Very rare case but it makes me like him a little more.


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/20 04:36:13


    Post by: shadowfinder


     Master Chief VF wrote:
    Hi guys, I wanted to Try OOE, and in order to do it I wanted to run a kraken list with only two 18" synapses, a swarmlord with t guards and a winged hive tyrant.

    Is it possible to run a list with only 2 synapses?


    I run with just a tyrant and a nero all the time with OOE at 2000 points. Works well.

    You give the Nero the Relic that adds 6 inches to the synapse Helps a lot.


    Automatically Appended Next Post:
     blackmage wrote:
    there is a reason why no top competitive lists plays no swarmlord nor trygon, nice models but...points sink wihout real game impact.


    Have to disagree with this a lot. To say that both don't have impact is odd. Most people worry about both right away when they are in a list. People know they need to focus on them or their in trouble. Building a list to take advantage of this is smart.


    Swarmlord gives you many options. You would be foolish to dismiss him as not useful or a threat.

    Trygon or Trygon Primes give you the best delivery system for devigaunts with Synapse if you take a prime.
    Str 7 is rare for tyranids so they are a big issue for dreds and toughness 7 units. He is also one of our only d6 damage dealers.

    A trygon is a flexible threat by itself. it needs 8 inches for a charge. Moves 9 inches. Is a great target for onslaught or even double move from Swarmlord.

    Tyranids have been doing well with many different list at the local and GT level. No one list has become the must take list. Which is a good thing.

    People playing 5 to 7 Tyrants have been doing ok. One won in a special format. In ITC i have seen people with that list having a lot issues.

    To say Tyrgons or Swarmlord aren't any good... That person has not played with them much or vs someone that use them effectively.



    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/20 05:53:02


    Post by: DaBraken


    Tyran wrote:
    A little modeling problem here. I'm magnetizing some models, but I'm unsure of the size of the magnets needed.

    The models in question are a Hive Tyrant/Swarmlord/Flyrant, a Tyrannofex/Tervigon and some Warriors.
    I use for most parts 3x1mm round neodym magnets. For the tervigon/tyrannofex arms I used 4x2mm round neodym magnets. Rupture cannon should be build with a stabilizer to hold the weapon forward, or it will sink down to the ground till contact. Acid spray got an inbuilt stabilizer.

    I got some samples how i magnetized stuff in my images. Not the best pictures though.



    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/20 15:13:56


    Post by: lindsay40k


    Hmm. Swarmlord is going to attract a lot of firepower.

    I guess in high level play there's no point making him warlord and an early drop to try to false flag your opponent's big guns. Any wise player will ignore that honey pot.


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/20 18:22:11


    Post by: Dynas




    I run with just a tyrant and a nero all the time with OOE at 2000 points. Works well.

    You give the Nero the Relic that adds 6 inches to the synapse Helps a lot.





    Are you referring to the crown? It only adds to ignore Instinctive behavior, not synapse.


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/20 21:17:10


    Post by: pinecone77


     Eihnlazer wrote:
    My list is currently undefeated in 6 rounds of Tourny play, so equivalent to a GT. This is from an ongoing tournament series called the Louisiana state 40k series and has me at Number 4 overall points (using ITC format).


    It is also undefeated in numerous games at my local store.


    +++ Round3 (Warhammer 40,000 8th Edition) [113 PL, 1999pts] +++

    ++ Fortification Network (Tyranids) ++

    + No Force Org Slot +

    Hive Fleet: Kronos

    + Fortification +

    Sporocyst: 5x Deathspitter

    Sporocyst: 5x Deathspitter

    ++ Battalion Detachment +3CP (Tyranids) ++

    + No Force Org Slot +

    Hive Fleet: Kraken

    + Heavy Support +

    Biovores: 2x Biovore

    Biovores: 2x Biovore

    + HQ +

    Neurothrope: Power: Onslaught

    Neurothrope: Power: The Horror

    Neurothrope: Power: Paroxysm

    + Troops +

    Ripper Swarms: 3x Ripper Swarm

    Ripper Swarms: 3x Ripper Swarm

    Ripper Swarms: 3x Ripper Swarm

    ++ Battalion Detachment +3CP (Tyranids) ++

    + No Force Org Slot +

    Hive Fleet: Kraken

    Stratagem: Bounty of the Hive Fleet (-1 CP): 1 Extra Bio-artefact

    + Heavy Support +

    Trygon: Adrenal Glands, 3x Massive Scything Talons, Toxinspike

    + HQ +

    Hive Tyrant: Chameleonic Mutation, Monstrous Rending Claws, Power: Catalyst, Power: Psychic Scream, Toxin Sacs, Two Deathspitters with Slimer Maggots, Warlord Trait: Adaptive Biology, Wings

    Hive Tyrant: Heavy Venom Cannon, Monstrous Rending Claws, Power: Paroxysm, Power: The Horror, The Miasma Cannon, Toxin Sacs, Wings

    The Swarmlord: Power: Catalyst, Power: Psychic Scream

    + Troops +

    Genestealers: 4x Acid Maw
    . 19x Genestealer: 19x Rending Claws

    Ripper Swarms: 3x Ripper Swarm

    Termagants
    . 25x Termagant (Devourer): 25x Devourer
    . 4x Termagant (Fleshborer)

    Created with BattleScribe (https://battlescribe.net)

    Just wat to say, Dang! Nice list!


    Automatically Appended Next Post:
     lindsay40k wrote:
    Hmm. Swarmlord is going to attract a lot of firepower.

    I guess in high level play there's no point making him warlord and an early drop to try to false flag your opponent's big guns. Any wise player will ignore that honey pot.
    Personally I don't use her, because I think it is priced too high.

    But image a senario like this... You set an infestation node up front, protected by a large Termagant Brood. Then you place your Swarmlord someplace safe, suggesting that you plan to double move her close in T2. Then you steal or take your first turn ...you reposistion the Swarmy right out front, yell Waagh! pop the stealers and speed rush that fool. You would almost certainly put then on their back foot, and let you dictate the flow of the game, dice permitting. It just might make a "can't win" into a amazing win.


    So. just because I think the price is too high, that does not mean Swarmy can't be useful.


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/21 04:18:43


    Post by: Lance845


    Unless your being very careful to place the termagants super spread out the gs cannot move through their unit. Keep that in mind.


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/21 06:41:31


    Post by: Master Chief VF


     Eihnlazer wrote:


    So. just because I think the price is too high, that does not mean Swarmy can't be useful.


    I've been playng the Swarmlord a lot and honestly even if he is very expensive I don't think at all that his price is too high. And I'm playing him (300 points) and 3 T Guards with RC, ST, AG and TS (117 points).

    He is way tougher than a normal Hive Tyrant considering that in close combat has a 3+ invo (not only 4+) and he is extremely easy to hide him from incoming enemy fire.

    He is a better psyker than a Hive Tyrant, casting 2 powers and dispelling 2 powers (insteas of only one).

    He is simply terrifying in close combat! On his last wound he still fights better than an average Hive Tyrant. 4 attacks, hitting always on 2+, S6, 3 damages per unsaved wound and an extra mortal wound on 6+ to wound. This on his last wound...

    His ability is extremely powerful! It gives your genestealers an amazing board control, and your maximum threat range is outranging a damn Lascannon. But let's say that on an average a genestelers unit can get a charge range of 42" or 44" in one turn. And that is completely insane counting that you are moving the second time whenever you want in the shooting phase AFTER cleaning bubblewraps, so is not a warp time that happens before shooting, this happens automatically (no psychic power to cast on a 6+, no way to dispell or preventing it) and AFTER shooting.

    His warlord trait is simply amazing.



    Only him is 300 points, but he is fantastic and having more than 30 games using him (always on the battlefield, no T cytes, just 3 T guards) in my point of view his price is not too high counting ALL the things that he is bringing to your army.


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/21 08:20:39


    Post by: Lance845


    Tyrant Guard need to be faster. They need to be able to match their Hive Tyrant's pace on the battlefield without having to advance to do so.


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/21 08:52:42


    Post by: Master Chief VF


     Lance845 wrote:
    Tyrant Guard need to be faster. They need to be able to match their Hive Tyrant's pace on the battlefield without having to advance to do so.


    They don't need to fight, They are just 9 more wounds for your hive tyrants.

    If they manage to fight is just something bonus.


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/21 13:44:11


    Post by: Dynas


     Master Chief VF wrote:
     Eihnlazer wrote:


    So. just because I think the price is too high, that does not mean Swarmy can't be useful.


    I've been playng the Swarmlord a lot and honestly even if he is very expensive I don't think at all that his price is too high. And I'm playing him (300 points) and 3 T Guards with RC, ST, AG and TS (117 points).

    He is way tougher than a normal Hive Tyrant considering that in close combat has a 3+ invo (not only 4+) and he is extremely easy to hide him from incoming enemy fire.

    He is a better psyker than a Hive Tyrant, casting 2 powers and dispelling 2 powers (insteas of only one).

    He is simply terrifying in close combat! On his last wound he still fights better than an average Hive Tyrant. 4 attacks, hitting always on 2+, S6, 3 damages per unsaved wound and an extra mortal wound on 6+ to wound. This on his last wound...

    His ability is extremely powerful! It gives your genestealers an amazing board control, and your maximum threat range is outranging a damn Lascannon. But let's say that on an average a genestelers unit can get a charge range of 42" or 44" in one turn. And that is completely insane counting that you are moving the second time whenever you want in the shooting phase AFTER cleaning bubblewraps, so is not a warp time that happens before shooting, this happens automatically (no psychic power to cast on a 6+, no way to dispell or preventing it) and AFTER shooting.

    His warlord trait is simply amazing.



    Only him is 300 points, but he is fantastic and having more than 30 games using him (always on the battlefield, no T cytes, just 3 T guards) in my point of view his price is not too high counting ALL the things that he is bringing to your army.


    If you have decent LoS blocking terrain then yes you can hide him. That isn't always the case though. With the Tyrannt Guard you are paying another 100+ points for that model. Basically you have 400+ points in a single HQ slot. That is 20% of your list in a 2k point game. You can get 2 Flyrants for that (24 wounds) vs your swarmy plus TG (21 wounds, and slower movement). As other have mention that is a hefty tax, not to mention the TG are slow , so if Swarmy uses the Double move on himself he leaves them behind. IMO

    I think the warlord redeploy trait is crap. I would rather have the ability to choose my own trait, or at least pick one of the Hive Fleets (and not any trait). Redeploying CAN work, but its a one time effect, whereas many other WL Traits are persistent throughout the entire game.

    Another way I think about the WL trait is this. You are basically using your WL trait as an equivalent of Flyrant Wings. Instead of DS though, you redeploy turn 1 and he can still be shot at possibly. Even if you hide it their is the chance the opponent goes first and moves to within LoS to shoot it. The WL trait is at best, priced to be 40 points when compared to wings, but you don't get the WL trait the entire match like you do wings. Just not worth it.


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/21 14:36:31


    Post by: ChargerIIC


     Lance845 wrote:
    Tyrant Guard need to be faster. They need to be able to match their Hive Tyrant's pace on the battlefield without having to advance to do so.


    Are you talking about giving them a 9inch or 16inch movement?


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/21 14:52:08


    Post by: Tyran


    The should take a page out of DOWII and make TG have a movement of 5", but it is buffed to 9" if within 6" of a HT.


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/21 18:18:44


    Post by: Lance845


     Master Chief VF wrote:
     Lance845 wrote:
    Tyrant Guard need to be faster. They need to be able to match their Hive Tyrant's pace on the battlefield without having to advance to do so.


    They don't need to fight, They are just 9 more wounds for your hive tyrants.

    If they manage to fight is just something bonus.


    1) you pay for them to be able to fight. They SHOULD be able to fight. 2) they are 9 more wounds that you kind of have to move first to make sure your Swarmlord/Hive Tyrant doesn't outpace them.


    Automatically Appended Next Post:
     ChargerIIC wrote:
     Lance845 wrote:
    Tyrant Guard need to be faster. They need to be able to match their Hive Tyrant's pace on the battlefield without having to advance to do so.


    Are you talking about giving them a 9inch or 16inch movement?

    9


    Automatically Appended Next Post:
    Tyran wrote:
    The should take a page out of DOWII and make TG have a movement of 5", but it is buffed to 9" if within 6" of a HT.


    I am fine with this too.


    Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured @ 2018/03/21 20:06:55


    Post by: Arson Fire


    My problem with the idea of tyrant guard as ablative wounds for a hive tyrant, is that points per wound there's not all that much difference between them and the tyrant they're guarding. That's before considering that it's easier to damage the guard than the tyrant.
    So why not just put those points towards a second tyrant?

    I do like the idea of a bodyguard creature from a fluff perspective.

    I don't think making them any cheaper is the answer. That would probably just lead to them being used as a tough assault unit, rather than bodyguards.
    A special rule to make them better at bodyguarding in a different manner to just adding wounds might make them more appealing.
    Perhaps something like the old Fortress of Chitin formation, where they buff the saves of both themselves and their tyrant while close to each other.