I ran all my models naked...and having psychic powers/lances/dominion on zoeys was probably the strongest point of the list...and the continuous pinning tests of stranglers.
Oh yes. Tau hate pinning checks - I play tau as well (not lately because they're so OP now it's boring to win with them) and I've had riptides get pinned in the past. Barbed Stranglers/the horror/etc are great tools vs tau and guard armies.
tag8833 wrote: I understand the walkrant for the Tyrant Node, but it seems like a Tyranid prime would make a better warlord. Give your formation Tyrant Hive commander, and then you could outflank the prime with the TGaunts. I guess I wasn't thinking it through completely. A Tyranid Prime wouldn't save enough points to get you a 2nd Carnifex or 3 biovores.
I really struggle to justify a Prime in a list over a Tyrant. All you really get is the synapse, no psychic rolls (which made the game for me here) and no TLDevs or HVC. Both Tyrants more than pulled their weight in shooting alone, let alone Paroxsym / Catalyst. A Walkrant with 3 guards is also arguably more durable than a Prime in guants, and I had to take the guards.
Walkrant with Guards is durable, but you can only put guards with one of your walkrants. That means you have one running around with no guards. No guards + no wings = dead walkrant right?
Walkrant with Guards is durable, but you can only put guards with one of your walkrants. That means you have one running around with no guards. No guards + no wings = dead walkrant right?
Usually it would, and yeah I'd probably try to squeeze in an extra Guard for him next time - that walkrant survived the game on 1 wound. In this case, he was quite low on the threat priority list compared to the DakkaFex, Exocrine, Trygon and warlord Walkrant all bearing down on the Aegis line. My opponent also suffered a bit from targeting ADD as I shifted Catalyst around and he tried to avoid it. Here's how my MC's finished:
Warlord Walkrant: 2 wounds, all guards dead
Formation Walkrant: 1 wound
Dakkafex: dead
Exocrine: 4 wounds
Trygon Prime: 2 wounds (managed to save against 2 lascannon wounds with Shrouded at the end)
My warlord keeps rolling the goddamn jungle trait. And all the club terrain is ruins/trenches.
I swear next time it happens I'll just go outside, grab a handful of grass and flowers from the nearby field and dump them on the board.
xttz wrote: My warlord keeps rolling the goddamn jungle trait. And all the club terrain is ruins/trenches.
I swear next time it happens I'll just go outside, grab a handful of grass and flowers from the nearby field and dump them on the board.
Aside from pride, why use our Warlord table? IMO it's kind of crappy and we're allowed to use the BRB ones.
When generating its Warlord Traits, a Tyranid Warlord may either roll on one of the Warlord Traits tables in the Warhammer 40,000 rulebook, or instead roll on the Warlord Traits table presented here.
rigeld2 wrote: Aside from pride, why use our Warlord table? IMO it's kind of crappy and we're allowed to use the BRB ones.
When generating its Warlord Traits, a Tyranid Warlord may either roll on one of the Warlord Traits tables in the Warhammer 40,000 rulebook, or instead roll on the Warlord Traits table presented here.
rigeld2 wrote: Aside from pride, why use our Warlord table? IMO it's kind of crappy and we're allowed to use the BRB ones.
When generating its Warlord Traits, a Tyranid Warlord may either roll on one of the Warlord Traits tables in the Warhammer 40,000 rulebook, or instead roll on the Warlord Traits table presented here.
Personal Traits is where its at for bugs.
Walk me through your logic a bit. Rolling a 6, and making a flyrant scoring would be a bonus, but most of the other Personal traits seem not that great for a typical dakka flyrant. A Tyranid Prime, on the other hand...
For me the best warlord table for Tyranids is either strategic or the Tyranid specific ones. Both of those lists have several beneficial options.
If I plan to roll on the Tyranid table, I offer my opponent a choice, either I reroll the forest one, or we include at least 3 forests in our terrain selections. I've never run into anyone who was upset with this deal.
1) Wich table do you usually go for the warlord traits? Strategic seems the better but only if you do use reserve/outflank. The two other from the BRB and the tyranid ones all have good ones and horrible ones, always hard to choose. Often i just get a crappy trait. =(
2) Some of you tried fortifications. I've heard of skyshield, bastion, aegis defence line and the vengeance batterie being used. Are they worth it? In what kind of lists do you use them? Seems the vengeance batterie could be fun.and help with some weakness the nids have. Giving very far range, high str low AP shots, skyfire as well as giving you two cover you can put anywhere you want. Seems they can also get battlements/battlefields so you could put barricades for 2+ saves with a venom.
1) Wich table do you usually go for the warlord traits? Strategic seems the better but only if you do use reserve/outflank. The two other from the BRB and the tyranid ones all have good ones and horrible ones, always hard to choose. Often i just get a crappy trait. =(
2) Some of you tried fortifications. I've heard of skyshield, bastion, aegis defence line and the vengeance batterie being used. Are they worth it? In what kind of lists do you use them? Seems the vengeance batterie could be fun.and help with some weakness the nids have. Giving very far range, high str low AP shots, skyfire as well as giving you two cover you can put anywhere you want. Seems they can also get battlements/battlefields so you could put barricades for 2+ saves with a venom.
Aegis is a substitute/additional venomthrope. Cheap (indestructible) cover.
Comms relay on a Bastion is relevant for reserves. And its relatively cheap, throw some Biovores in there and be happy.
Skyshield is a bit expensive and considering our (relative) lack of range, is rough. But obviously it comboes well with venoms.
captnobvious wrote: Maybe it's just my local club's meta. But how do you deal with flyers? Like if I don't try and field 2 crones, I'm shaking in my crushing claws......
Like its a rare day if I don't see A couple vendettas, thunderhawks, razorwings, and full fleet of croissants.
2 Flyrants and 6 Dakkafexes are all the AA I've needed so far.
captnobvious wrote: Maybe it's just my local club's meta. But how do you deal with flyers? Like if I don't try and field 2 crones, I'm shaking in my crushing claws......
Like its a rare day if I don't see A couple vendettas, thunderhawks, razorwings, and full fleet of croissants.
2 Flyrants and 6 Dakkafexes are all the AA I've needed so far.
6 Dakkafexes? Thats only 900 points....no big whoop.....
A 1-2 dakkafexes will cope with most AV10/11 flyers. The big problem is things like Stormravens with AV12, which is when you'll need 3+.
Hive Tyrants with the same weapons can do the same thing, and perform loads better if you have Wings to use Skyfire. Also don't forget Flyrants that roll Warp Blast can skyfire the lance attack, which is really nasty against basically any flyer.
captnobvious wrote: Maybe it's just my local club's meta. But how do you deal with flyers? Like if I don't try and field 2 crones, I'm shaking in my crushing claws......
Like its a rare day if I don't see A couple vendettas, thunderhawks, razorwings, and full fleet of croissants.
2 Flyrants and 6 Dakkafexes are all the AA I've needed so far.
6 Dakkafexes? Thats only 900 points....no big whoop.....
460 for flyrants, 415 for a tervigon 30 gants and 3 warriors, Take a venomthrope and spread out the last 30 points...that's a decent list.
Or skip the tervigon and play with your points a bit more by just taking 2 or 3 warrior broods.
rigeld2 wrote: My normal list is 2 Flyrants, Terv, gants, 6 dakkafexes, Tyrannofex. I'm debating dropping the Tyranno.[/quote
]
You certainly could, with that many Carnifexen, I'd recomend a Mawloc (not everybody likes 'em, but I do ) That should save a few points to spend else where...
rigeld2 wrote: My normal list is 2 Flyrants, Terv, gants, 6 dakkafexes, Tyrannofex. I'm debating dropping the Tyranno.
Weren't you running some Warrior Broods before? My Stranglers always do some work...but an exocrine might be worth playing with.
Yeah, I was thinking I was but I'm away from my books so not sure on points.
I hate Exocrines. I've tried one for about 7 games - 5 at the Railhead Rumble. That weekend my Exocrine killed 3 models. Total. Throughout 5 games.
Maybe I'm just using him wrong. Who knows.
rigeld2 wrote: My normal list is 2 Flyrants, Terv, gants, 6 dakkafexes, Tyrannofex. I'm debating dropping the Tyranno.
You certainly could, with that many Carnifexen, I'd recomend a Mawloc (not everybody likes 'em, but I do ) That should save a few points to spend else where...
I refuse to use Trygons, Mawlocs or Raveners. I don't like the snake aesthetic.
I'm torn between two very different lists for my next game...
I can either go all-out with Walkrants, plus an outflanking Terivgon. That's four tough psyker synapse units with at least 6 wounds (warlord effectively has 10), plus lots of Pinning from the Living Artillery:
rigeld2 wrote: My normal list is 2 Flyrants, Terv, gants, 6 dakkafexes, Tyrannofex. I'm debating dropping the Tyranno.
Weren't you running some Warrior Broods before? My Stranglers always do some work...but an exocrine might be worth playing with.
Yeah, I was thinking I was but I'm away from my books so not sure on points.
I hate Exocrines. I've tried one for about 7 games - 5 at the Railhead Rumble. That weekend my Exocrine killed 3 models. Total. Throughout 5 games.
Maybe I'm just using him wrong. Who knows.
rigeld2 wrote: My normal list is 2 Flyrants, Terv, gants, 6 dakkafexes, Tyrannofex. I'm debating dropping the Tyranno.
You certainly could, with that many Carnifexen, I'd recomend a Mawloc (not everybody likes 'em, but I do ) That should save a few points to spend else where...
I refuse to use Trygons, Mawlocs or Raveners. I don't like the snake aesthetic.
Big Wormey is sad... Well that puts you into the "don't like 'em " category Dropping a Tyrano should free up a big chunk of points, but you don't like many of the alternates...more Carnifexen?
Maybe you can stuff in a cheap Formation, though even a "cheap" one runs 350+...the only place left to look is a Crone, or Harpy?
pinecone77 wrote: Maybe you can stuff in a cheap Formation, though even a "cheap" one runs 350+...the only place left to look is a Crone, or Harpy?
Honestly, I wish the Haruspex was better. I absolutely love the model. I love the idea of it.
The WS3 just pisses all over it though. And I just don't get it - how is a creature that is literally the epitome of evolution in eating things that are actively resisting only WS3?
Charity tournament on this Saturday with the 1800 list. Should be a good run to test before the local club tournament the next weekend. Just to remind folks of the rules behind this...
No Formations, No Fortifications, No Forge World
Allies are allowed - for the purpose of this Tyranids can ally with Tyranids.
Must use the same Psychic Disciplines through the day.
My planned list is as follows...
Flyrant - 2 x Twin Devourers, Electroshock Grubs
Flyrant - 2 x Twin Devourers, Electroshock Grubs
Carnifex - 2 x Twin Devourers
Carnifex - 2 x Twin Devourers
*Allies*
Flyrant - Scything Talons, Lash Whip and Bonesword, Shreddershard Grubs
Zoanthrope
10 Termagants - Fleshborers
Now, I got to thinking a bit over Easter and now. With regards to what I think I fear? Hmm...
Tau. Eldar.
If I come across a Grav Spam SM army it may sting a fair bit.
But, at the same time I've had my first outing against Tau. Oh dear Lord Crones do bad things to Crisis suits. Such bad, bad things. My opponent's face when he realised the Vector strike wasn't AP - as he had believed....
People using the thorax swarms - you do realize that firing that stops you from firing a devourer, right? They lost the rule they used to have.
6 shots at BS4 TL is 5 hits, on average a glance against AV12. So really all you're doing is helping yourself against AV13 or 14 at very short range - against AV10 or 11 it's actually better to fire the Devs.
Is it really worth spending those points on a Flyrant?
rigeld2 wrote: People using the thorax swarms - you do realize that firing that stops you from firing a devourer, right? They lost the rule they used to have.
6 shots at BS4 TL is 5 hits, on average a glance against AV12. So really all you're doing is helping yourself against AV13 or 14 at very short range - against AV10 or 11 it's actually better to fire the Devs.
Is it really worth spending those points on a Flyrant?
rigeld2 wrote: People using the thorax swarms - you do realize that firing that stops you from firing a devourer, right? They lost the rule they used to have.
6 shots at BS4 TL is 5 hits, on average a glance against AV12. So really all you're doing is helping yourself against AV13 or 14 at very short range - against AV10 or 11 it's actually better to fire the Devs.
Is it really worth spending those points on a Flyrant?
Never...now a Tervigon or Tyranno...
A BS / LW Flyrant should take a Thorax Weapon. But for Dakkaflyrants, just stick with the Devs, and add 2 more gaunts.
rigeld2 wrote: People using the thorax swarms - you do realize that firing that stops you from firing a devourer, right? They lost the rule they used to have.
6 shots at BS4 TL is 5 hits, on average a glance against AV12. So really all you're doing is helping yourself against AV13 or 14 at very short range - against AV10 or 11 it's actually better to fire the Devs.
Is it really worth spending those points on a Flyrant?
The reason for the Thorax swarms - D3 automatic Haywire hits on a dread/walker that charges you. Also consider that Overwatch is Bs1 - even twin linked, D3 auto hits is mighty tasty.
rigeld2 wrote: People using the thorax swarms - you do realize that firing that stops you from firing a devourer, right? They lost the rule they used to have.
6 shots at BS4 TL is 5 hits, on average a glance against AV12. So really all you're doing is helping yourself against AV13 or 14 at very short range - against AV10 or 11 it's actually better to fire the Devs.
Is it really worth spending those points on a Flyrant?
The reason for the Thorax swarms - D3 automatic Haywire hits on a dread/walker that charges you. Also consider that Overwatch is Bs1 - even twin linked, D3 auto hits is mighty tasty.
Plus Devourers don't even dent AV13 or AV14.
Yeah they do...just from the other side of the tank.
rigeld2 wrote: People using the thorax swarms - you do realize that firing that stops you from firing a devourer, right? They lost the rule they used to have.
6 shots at BS4 TL is 5 hits, on average a glance against AV12. So really all you're doing is helping yourself against AV13 or 14 at very short range - against AV10 or 11 it's actually better to fire the Devs.
Is it really worth spending those points on a Flyrant?
The reason for the Thorax swarms - D3 automatic Haywire hits on a dread/walker that charges you. Also consider that Overwatch is Bs1 - even twin linked, D3 auto hits is mighty tasty.
Plus Devourers don't even dent AV13 or AV14.
S5 ap5 ignores cover - ESG can put serious dents in pesky scoring units, even eradicating some completely. Other times it helps remove a handful before you finish the unit off in combat.
For 10 pts I'll take a s5 flamer every time. Haywire is just a bonus.
rigeld2 wrote: People using the thorax swarms - you do realize that firing that stops you from firing a devourer, right? They lost the rule they used to have.
6 shots at BS4 TL is 5 hits, on average a glance against AV12. So really all you're doing is helping yourself against AV13 or 14 at very short range - against AV10 or 11 it's actually better to fire the Devs.
Is it really worth spending those points on a Flyrant?
The reason for the Thorax swarms - D3 automatic Haywire hits on a dread/walker that charges you.
I've pretty much never been charged by walkers. YMMV.
Also consider that Overwatch is Bs1 - even twin linked, D3 auto hits is mighty tasty.
12 shots TL - 3-4 hits S6 even at BS1. It's why I use dakkafexes as AA.
What's the best loadout for Shrikes? I've just picked up some cheap FW wings and have 6 spare Warriors to use. I'm tempted to run them with ScyTals, Rending Claws and AG because they could probably use them, but my common sense is telling me it's 6E so stop being silly and shoot stuff.
xttz wrote: What's the best loadout for Shrikes? I've just picked up some cheap FW wings and have 6 spare Warriors to use. I'm tempted to run them with ScyTals, Rending Claws and AG because they could probably use them, but my common sense is telling me it's 6E so stop being silly and shoot stuff.
I'm far too lazy to magnetise them.
So I go against the grain, and I magnetize things according to it's role in the FOC. IE, I put my wings on my raveners as they are both fast attack. 27 raveners magnetized with wings can be 27 shrikes. Meanwhile I still can play my warriors as is. Plus it gives them that "Quetzalcoatl" look that the ladies love.
Loadout should depend on role.
Either they're raveners that don't need a synapse node of their own using something along the lines of scytals/rending claws/spinefists.
Or you play them like DE scourges/mobile synapse node and use them as mobile fire suppresion and use things like strangler/double deathspitter/rending claws.
xttz wrote: What's the best loadout for Shrikes? I've just picked up some cheap FW wings and have 6 spare Warriors to use. I'm tempted to run them with ScyTals, Rending Claws and AG because they could probably use them, but my common sense is telling me it's 6E so stop being silly and shoot stuff.
I'm far too lazy to magnetise them.
I have 6 magnetized shrikes. I regularly run 2 with BS + LW + STs (Marine Killers) and 4 with RC + STs (Vehicles/MC/Terminator killers), and I give them all flesh hooks. I don't think shooty Shrikes are the way to go. I would rather get them in CC as soon as possible. Flesh Hooks give you some shooting, that because of its limited range you aren't going to kill yourself out of charge range, they provide overwatch, and they can pop transports to get at the yummy meat inside.
I don't do AGs, because Strength isn't usually a problem for them, and you can reroll charges if you don't use their jump packs in movement (Move 6 instead of 12).
For their points, you aren't ever going to get good value out of Shrike shooting.
rigeld2 wrote: People using the thorax swarms - you do realize that firing that stops you from firing a devourer, right? They lost the rule they used to have.
6 shots at BS4 TL is 5 hits, on average a glance against AV12. So really all you're doing is helping yourself against AV13 or 14 at very short range - against AV10 or 11 it's actually better to fire the Devs.
Is it really worth spending those points on a Flyrant?
One of my Flyrants is equipped with the Reaper, so it doesn't have a second set of devourers to shoot.
rigeld2 wrote: People using the thorax swarms - you do realize that firing that stops you from firing a devourer, right? They lost the rule they used to have.
6 shots at BS4 TL is 5 hits, on average a glance against AV12. So really all you're doing is helping yourself against AV13 or 14 at very short range - against AV10 or 11 it's actually better to fire the Devs.
Is it really worth spending those points on a Flyrant?
I agree that its a "not optimal" buy, but I assume its there for anti-Knights, though he did not buy it for the Winged assasain... The only thing I'd do differant though is dropping one Hive off a Dakka'rant, and buy Toxin for the assaain, and thats just because I obsessivly buy Toxic for the LW/BS combo (and I'd change the Rending bugs to Electro to get two templates of Haywire )
rigeld2 wrote: People using the thorax swarms - you do realize that firing that stops you from firing a devourer, right? They lost the rule they used to have.
6 shots at BS4 TL is 5 hits, on average a glance against AV12. So really all you're doing is helping yourself against AV13 or 14 at very short range - against AV10 or 11 it's actually better to fire the Devs.
Is it really worth spending those points on a Flyrant?
I agree that its a "not optimal" buy, but I assume its there for anti-Knights, though he did not buy it for the Winged assasain... The only thing I'd do differant though is dropping one Hive off a Dakka'rant, and buy Toxin for the assaain, and thats just because I obsessivly buy Toxic for the LW/BS combo (and I'd change the Rending bugs to Electro to get two templates of Haywire )
I got the Shreddershards on the Assassin. Really, I sort of want to use him to jump on small squads. Like command squads. And a rending template seems tempting for that. To each thing a purpose and a purpose it must stick. If I try to make the melee small squad bully into a tank killer it won't work so well. With the Dakka Flyrants - well, if something gets stripped to a single hull point I'm just going to fly up and Electrogrub it rather than risk 12 shots that may or may not roll a glance.
Ummm, electroshock wounds a command squad on 2+ and ignores their armor. Shreddershards wound on 4s and only ignore armor 1/6 of the time.
I still say ESG are the tac choice, whether you're facing infantry or tanks.
I believe that JY would agree with me that giving up the devourers on the Shrikes is a bad idea...they get it for free and it's a pretty bad@ss gun for an effective 30" range.
If you want scytals...you should have taken Raveners.
Now I personally take Rending Claws on my Shrikes, Flesh Hooks, and I give 2-3 of them Boneswords...no Lash Whip necessary. And don't waste points upgrading their front ranks when they'll just die expensively instead of just dying.
ductvader wrote: I believe that JY would agree with me that giving up the devourers on the Shrikes is a bad idea...they get it for free and it's a pretty bad@ss gun for an effective 30" range.
If you want scytals...you should have taken Raveners.
Now I personally take Rending Claws on my Shrikes, Flesh Hooks, and I give 2-3 of them Boneswords...no Lash Whip necessary. And don't waste points upgrading their front ranks when they'll just die expensively instead of just dying.
Shrike's main protection come from being in close combat. Devourers jeopardize that by having the potential to kill enough units so that you fail the charge. If you take Devourers you should drop flesh hooks and take AG instead to have a better chance to make the charge.
Also the shooting profile of Flesh hooks is nothing to laugh at. 2 S6 shots. Compare that to 3 S4 shots or 3 S5 shots:
Flesh hooks are better against everything but T3 than Devourers. In fact they are better at T6+ than deathspitters.
Flesh Hooks are better at popping armor than Devourers or Deathspitters.
Flesh Hooks are better at overwatch against everything but T3 than devourers and better at anything T6+ than deathspitters. Also better against most walkers (AV13 still can't touch).
The only place Flesh hooks fall down is range. I think it is a good philosophy that if you are 10+" away from an enemy unit, you should be running instead of shooting. That way you have a better chance of getting HOW and rerolling charge distances. If your are within 6", Flesh hooks are great at shooting. It is the same reason JY prefers 2 TL-devourers on Carnifexes. You lose one turn of shooting, but gain an earlier charge possibility.
And when you do get into assault, doing 25% more attacks is worth it.
Shrikes main protect and reason for being taken actually comes from having units around it that it is supporting.
Running shrikes means you should have Raveners Gargoyles, Sky Slashers, Hormagaunts, Stock Trygons or Adrenal Fexes in front of them.
This is where you're going to have the most success with Shrikes. Staying back and shooting while not being the primary target. (Just like Warriors)
UNLESS: You take A LOT of them.
If you're looking for a fast combat unit...go with Raveners. Fast Synapse and Assault...Trygon Prime. Fast supporting synapse with a big footprint...those are your Shrikes.
My 8 Shrikes are always hanging around 40+ hormagaunts or 14 Raveners.
rigeld2 wrote: People using the thorax swarms - you do realize that firing that stops you from firing a devourer, right? They lost the rule they used to have.
6 shots at BS4 TL is 5 hits, on average a glance against AV12. So really all you're doing is helping yourself against AV13 or 14 at very short range - against AV10 or 11 it's actually better to fire the Devs.
Is it really worth spending those points on a Flyrant?
I agree that its a "not optimal" buy, but I assume its there for anti-Knights, though he did not buy it for the Winged assasain... The only thing I'd do differant though is dropping one Hive off a Dakka'rant, and buy Toxin for the assaain, and thats just because I obsessivly buy Toxic for the LW/BS combo (and I'd change the Rending bugs to Electro to get two templates of Haywire )
I got the Shreddershards on the Assassin. Really, I sort of want to use him to jump on small squads. Like command squads. And a rending template seems tempting for that. To each thing a purpose and a purpose it must stick. If I try to make the melee small squad bully into a tank killer it won't work so well. With the Dakka Flyrants - well, if something gets stripped to a single hull point I'm just going to fly up and Electrogrub it rather than risk 12 shots that may or may not roll a glance.
Makes sense...I didn't say I'd replace the Hive with Toxic for a Good reason I agree that if you got the points, (and it is pretty cheap) buy it
Automatically Appended Next Post: Well I was doodling around during breakfast again...and I was looking at enhancing my "Endless Tunnel Assault" concept, by maximising the regeneration of units including upgrades....
Endless Tunnel, enhanced:
Winged Assassin, or Winged Dakka'rant Hive Commander, 250
That should total 1742.... toss in one more Devilgaunt, and done!
adding 100 to get to 1850 is a little bit of a puzzle...
Zoey Brood x2 a no brainer!....but...
Venothrope Brood x2, Thorax hive on Winged Assassin this just looks better.....
I suppose you could use a Lictor Brood? I guess it depends on what figures you own
Tacticly it looks simple to use. Just Outflank a Spinegaunt Brood(the one with the extra Devil ), Deepstrike in the Big Wormeys, Run the Hormies in an assault triangle. And use the Assassin as a "fireman". Camp the Warriors on VP points and snipe with the Cannons...
It should be hard to mess up with such a simple style of play, the only source of "worry" is placing the Tunnel Markers....
tetrisphreak wrote: Ummm, electroshock wounds a command squad on 2+ and ignores their armor. Shreddershards wound on 4s and only ignore armor 1/6 of the time.
I still say ESG are the tac choice, whether you're facing infantry or tanks.
I've yet to come across a SM command squad with a 5+ armour save....
tetrisphreak wrote: Ummm, electroshock wounds a command squad on 2+ and ignores their armor. Shreddershards wound on 4s and only ignore armor 1/6 of the time.
I still say ESG are the tac choice, whether you're facing infantry or tanks.
I've yet to come across a SM command squad with a 5+ armour save....
They're moon-lighting as guardsmen, shhh don't tell anyone.
Been testing this as my skyblight build. So far it has been doing fairly well. Looking to get some thoughts....
Primary:
HQ 2 x flyrant w 2tl devs
Elites:
Venomthorpe
Zoan
Troops:
2 x 10man gant units
FA:
Crone
HS 3 man biovore unit
Fort:
Skyshield
Formation
1 x flyrant 2tl devs 2 x harpy w/hvc 1 x crone
3 x 10man goyles
The bios and gants camp on the skyshield... venom under zoan behind a back leg... in most cases you can't even see the gants and even the bios to an extent.. the few things that can target them are going to give it the cover save... so rolling 2+ and 4++... I use the bios to bomb away.. I keep an objective under the SS for the gants... which allows me to use my goyles in a couple of different ways.
I've not faced a mech army yet and that tends to be where I think I'm going to have some issues... I have 20 points left over that I could use for electroshocks on 2 of the flyrants.... which I'm not yet sold on....
ductvader wrote: Shrikes main protect and reason for being taken actually comes from having units around it that it is supporting.
Running shrikes means you should have Raveners Gargoyles, Sky Slashers, Hormagaunts, Stock Trygons or Adrenal Fexes in front of them.
This is where you're going to have the most success with Shrikes. Staying back and shooting while not being the primary target. (Just like Warriors)
UNLESS: You take A LOT of them.
If you're looking for a fast combat unit...go with Raveners.
Fast Synapse and Assault...Trygon Prime.
Fast supporting synapse with a big footprint...those are your Shrikes.
My 8 Shrikes are always hanging around 40+ hormagaunts or 14 Raveners.
There is an argument to run 3 Shrikes with 2 Devourers + 1 BS, just like the standard warrior squad. However, if you want synapse support for anything like Adrenal fexes of HGaunts, IMO warriors are your better choice, because they can score objectives after the fexes have cleared them off. They are following the other units, so it doesn't matter if they are slow, and the 4+ armor gives them saves against basic weaponry like Bolters. Also, Venomthropes can keep up with them.
If you want synapse support for a fast unit. Like Gargoyles, Raveners, Crones, Harpies, Mawlocs, or Raveners, then Shrikes can be outfitted for CC because
1) they are either going to be a large enough squad to take some shooting, or a small enough squad that they are low on opponent target priority. Usually Flyrants are going to take most of the fire priority away from Shrikes.
2) Your fast units are going to take on the hard targets, so shrikes are good for picking off the softer ones, or throwing in with an assault already in progress.
3) Because of the 3 wounds, and the ability to do CC wound allocation shenanigans (you can change which model in base tanks wounds each imitative step), and the fearless that comes from synapse, they have good survivability in CC with softer targets.
4) The other fast units are going to either get into CC or do something like Burrow or fly off the board, so shooty Shrikes can end up being the only non-engaged target for your opponent to shoot at.
Because you have extra HS slots, I would suggest you split up the biovores. That way missing on your fist scatter isn't as catastrophic, and you have the potential to spawn more spore mines.
Otherwise the list looks great. For certain matchups you might want to drop one biovore for a 2nd Zoey. That gives you a bit more chance to score additional objectives.
The only place Flesh hooks fall down is range. I think it is a good philosophy that if you are 10+" away from an enemy unit, you should be running instead of shooting. That way you have a better chance of getting HOW and rerolling charge distances. If your are within 6", Flesh hooks are great at shooting. It is the same reason JY prefers 2 TL-devourers on Carnifexes. You lose one turn of shooting, but gain an earlier charge possibility.
And when you do get into assault, doing 25% more attacks is worth it.
Not sure i fallow that part. 2 TL-devourers makes you lost a turn of shooting but gives earlier charge? O.o
I am however considering just switching to the electroshocks for just that reason.
But the thought of a random rending (AP2!) template being dropped onto terminators/centurions etc is tempting...
Thing is a lot of the time with a command squad or centurions if I'm in template range with my Flyrant I'll just assualt and kill them anyway.
Why not do both?
Template for the free chances of wounds/dead models and then assault, eh? Eh?!
Because you want to leave 1 model standing at the end of your assault phase - so you can't be shot during his shooting phase.
Dropping the Template makes overkill more likely.
I am however considering just switching to the electroshocks for just that reason.
But the thought of a random rending (AP2!) template being dropped onto terminators/centurions etc is tempting...
Thing is a lot of the time with a command squad or centurions if I'm in template range with my Flyrant I'll just assualt and kill them anyway.
Why not do both?
Template for the free chances of wounds/dead models and then assault, eh? Eh?!
Because you want to leave 1 model standing at the end of your assault phase - so you can't be shot during his shooting phase.
Dropping the Template makes overkill more likely.
What Rigeld said.
Plus because Nids aren't short of ways of dealing with infantry, I think a ant-vehicle template has more uses. Especially when Guard parking lots start turning up again. How many Russes do you think you can fit under one template.
The only place Flesh hooks fall down is range. I think it is a good philosophy that if you are 10+" away from an enemy unit, you should be running instead of shooting. That way you have a better chance of getting HOW and rerolling charge distances. If your are within 6", Flesh hooks are great at shooting. It is the same reason JY prefers 2 TL-devourers on Carnifexes. You lose one turn of shooting, but gain an earlier charge possibility.
And when you do get into assault, doing 25% more attacks is worth it.
Not sure i fallow that part. 2 TL-devourers makes you lost a turn of shooting but gives earlier charge? O.o
18" range on a Carnifex that can only move 6" usually that means you aren't in range on turn 1, and so you RUN instead of shoot that turn. If you take a HVC or a STC then you are in range on turn 1 and shoot instead of run, thus you've lost distance that you would have run. That puts you D6" further away from making a charge. Also, it puts you in range of max firepower on turn 2 when you might not have been able to do that if you shot instead of ran.
ductvader wrote: Shreddershard is the only one I regularly use because marines like to drop on my tervigon...and he's gotten sick of it.
He? That's one odd terv.... just saying.
He's my only unit that takes it...and he shake and bakes marines with regularity.
The oddity is that your Tervigon's descended from Seahorses.
Gotcha...I've played Swarmy so much that I tend to think of my Tyranids all being masculine. I think I'm probably one of the only ones out their that doesn't submit to the whole Harpy/Crone/Dominatrix feminine ideology of bugs.
Tomorrow is my first tourney in 3 months (and only my 3rd in total), it's 1850 with no allies or dataslates, adepticon missions. I want to perform really well. I rebased my army, modified a Tyrant to also have 'twinlinked' devourers/devourer rifle, and now I have to decide whether to take an Exocrine or a Tyrannofex. Here is the list
30 Gants
3 Warriors
Venomthrope
Tyrannofex OR Exocrine
The first group is obviously in your face turn 1/2 and Tervigon is spawning/holding objectives on the opponents side.
The last 4 units start on board together and will move up together, obviously the gants out front, Warriors in the back for synapse and holding objectives late game, venomthrope saving lives and...either the Fex tanking and acid spraying Eldar/Tau troops mid field, or the Exocrine punching through White Scar bikes.
What do you guys think is best? The survivability of the Fex, or the killing power of the lone exocrine? Jy2, I would love to hear your thoughts if you're out there.
Considering you have a lot of answers for blobs (Crone Drool, Mawloc Pies) I would imagine the Exo would be more utility than a redundant flamer from the T-fex. I mean how much do you think you are going to get from +1 AC and a wound? And with the points you save, you can give that tervigon a thorax swarm. Tervigon's love swarms.
30 Gants
3 Warriors
Venomthrope
Tyrannofex OR Exocrine
I agree that the Crone is better than the Harpy.
But I wonder if 2 Crones + 1 Harpy are better than 3 crones. The Harpy has some uses. The Imitative penalty can be helpful. It can drop spore mines. It can Pen vehicles more reliably and sometimes even hit more than one vehicle. S8 vector strike is better, but S6 vector strike still puts down marines and bikes easily. It is less dependent on perfect positioning to do work.
30 Gants
3 Warriors
Venomthrope
Tyrannofex OR Exocrine
I agree that the Crone is better than the Harpy.
But I wonder if 2 Crones + 1 Harpy are better than 3 crones. The Harpy has some uses. The Imitative penalty can be helpful. It can drop spore mines. It can Pen vehicles more reliably and sometimes even hit more than one vehicle. S8 vector strike is better, but S6 vector strike still puts down marines and bikes easily. It is less dependent on perfect positioning to do work.
I still say exocrine. If you're doubling up monsters and can pretty much cordon off your venomthrope from sniping in general by putting bodies in the way, means the survivability of the blob is already relevantly high.
Either/or. Actually, only thing that really makes me nervous is Mawlocs with no Lictors/Deathleaper. (If you're thinking of dropping a crone)
30 Gants
3 Warriors
Venomthrope
Tyrannofex OR Exocrine
I agree that the Crone is better than the Harpy.
But I wonder if 2 Crones + 1 Harpy are better than 3 crones. The Harpy has some uses. The Imitative penalty can be helpful. It can drop spore mines. It can Pen vehicles more reliably and sometimes even hit more than one vehicle. S8 vector strike is better, but S6 vector strike still puts down marines and bikes easily. It is less dependent on perfect positioning to do work.
The Harpy is great, but having enough vector strike angle's across the board (Especially Crisis suit killing ones) seems more beneficial than potentially assaulting with a Harpy. The twinlinked S9 HVC just isnt enough for me to consider.
30 Gants
3 Warriors
Venomthrope
Tyrannofex OR Exocrine
I agree that the Crone is better than the Harpy.
But I wonder if 2 Crones + 1 Harpy are better than 3 crones. The Harpy has some uses. The Imitative penalty can be helpful. It can drop spore mines. It can Pen vehicles more reliably and sometimes even hit more than one vehicle. S8 vector strike is better, but S6 vector strike still puts down marines and bikes easily. It is less dependent on perfect positioning to do work.
I still say exocrine. If you're doubling up monsters and can pretty much cordon off your venomthrope from sniping in general by putting bodies in the way, means the survivability of the blob is already relevantly high.
Either/or. Actually, only thing that really makes me nervous is Mawlocs with no Lictors/Deathleaper. (If you're thinking of dropping a crone)
If I were using 3xMawlocs, then Lictors came in. But that sort of list inevitably comes at the expense of scoring.
So, just curious. Considering the Mawloc attack is a STR6 Large Blast every other turn (effectively) anywhere on the board (no LOS needed) or the exo is a STR7 Large blast every turn (barring range). Like why would you pick one over the other?
Like I guess the pros/cons of the two comparatively is points value vs versatility?
captnobvious wrote: So, just curious. Considering the Mawloc attack is a STR6 Large Blast every other turn (effectively) anywhere on the board (no LOS needed) or the exo is a STR7 Large blast every turn (barring range). Like why would you pick one over the other?
Like I guess the pros/cons of the two comparatively is points value vs versatility?
Because the Mawloc isn''t about reburrowing at each opportunity and coming out Terrify every other turn. I swear some people don't read past that ability.
He's a S6/T6/W6 DEEPSTRIKING mc for 140 pts. The blast is just a bonus. Point for point, these things have as many attacks as Trygon's in close combat, you just aren't paying for a largely overpriced stat (5 WS) and get a free blast instead. They keep up with his aggressive assault FMC base, whereas Exocrine is situational. Locs are also 30 points cheaper.
Iechine wrote: Tomorrow is my first tourney in 3 months (and only my 3rd in total), it's 1850 with no allies or dataslates, adepticon missions. I want to perform really well. I rebased my army, modified a Tyrant to also have 'twinlinked' devourers/devourer rifle, and now I have to decide whether to take an Exocrine or a Tyrannofex. Here is the list
30 Gants
3 Warriors
Venomthrope
Tyrannofex OR Exocrine
The first group is obviously in your face turn 1/2 and Tervigon is spawning/holding objectives on the opponents side.
The last 4 units start on board together and will move up together, obviously the gants out front, Warriors in the back for synapse and holding objectives late game, venomthrope saving lives and...either the Fex tanking and acid spraying Eldar/Tau troops mid field, or the Exocrine punching through White Scar bikes.
What do you guys think is best? The survivability of the Fex, or the killing power of the lone exocrine? Jy2, I would love to hear your thoughts if you're out there.
I don't think either of them are the right answer to be honest, you have both of their roles already covered and they will just slow down your initial alpha strike. Take another Mawloc. I also think outflanking a 6 man Warrior unit will cost the same and do much more damage than that Tervigon. They will tear it up nicely in CC and really work well with your Mawloc's. Or just drop the unreliable outflanking troop unit, and spend 25 pts more on 5 lictors. These have 2 far more reliable entry methods than outflanking (infiltrate and no-scatter deepstrike) and hit MUCH harder than the Tervigon in CC, not to mention as a bonus provide deepstrike homing beacons for your Mawlocs. I run a very similar list to you and originally used outflanking as a new cheaper drop pod that could fit a full squad of anything - I ended up getting rid of it for unreliability, and the fact that even if you get the optimal side its still sometimes not enough and I'm asking myself why I didn't just run those guys up the board. If you are going to outflank something, sometimes it will be amazing - there is no denying that - but in case it isn't, I would at least change that Tervigon to a unit of Warriors + Barbed Strangler. These guys will hit much harder, be almost just as tanky, and will tear through anything that slows down your Mawloc's in CC. But yeah same can said about the Lictors though, which I once again would strongly recommend for this role. Feth scoring lol (that is one advantage the Tervigon does have on the lictors admittedly - however once again an unreliable one. Know how easy it is to tear apart a single Gant spawn every turn in your own deployment zone for most armies? Especially since those anti-infantry guns aren't getting much attention elsewhere).
My other suggestions would be pack Electroshock grubs on both Flyrants, yes you can only shoot 1 set of devourers the turn you use it, but just play a game or two with them if you are wondering why. At this stage I no longer look at Flyrants as 230 pts they are 240 pt units for me, that template makes its 10 points back every game. Also, take 15 devourers on your Gant unit. It will double the amount of shots it puts out, for only 60 points more. And you still have 45 shots left over after the first half of the squad dies. This is our best troop option, I run this combined with a 3 man warrior unit. Don't be tempted to outflank the Gants, you don't want to have your Synapse positioning (likely your Flyrant) have to be altered to go stop some Gants from derping out, just walk them up with the Warriors whhich once again should probably pack a Barbed Strangler. They are only 10 points. Pinning has the possibility to be game changing. Especially for a walking unit that might not be doing much else early on anyway.
ductvader wrote: I believe that JY would agree with me that giving up the devourers on the Shrikes is a bad idea...they get it for free and it's a pretty bad@ss gun for an effective 30" range.
If you want scytals...you should have taken Raveners.
Now I personally take Rending Claws on my Shrikes, Flesh Hooks, and I give 2-3 of them Boneswords...no Lash Whip necessary. And don't waste points upgrading their front ranks when they'll just die expensively instead of just dying.
Shrike's main protection come from being in close combat. Devourers jeopardize that by having the potential to kill enough units so that you fail the charge. If you take Devourers you should drop flesh hooks and take AG instead to have a better chance to make the charge.
Also the shooting profile of Flesh hooks is nothing to laugh at. 2 S6 shots. Compare that to 3 S4 shots or 3 S5 shots:
Flesh hooks are better against everything but T3 than Devourers. In fact they are better at T6+ than deathspitters.
Flesh Hooks are better at popping armor than Devourers or Deathspitters.
Flesh Hooks are better at overwatch against everything but T3 than devourers and better at anything T6+ than deathspitters. Also better against most walkers (AV13 still can't touch).
The only place Flesh hooks fall down is range. I think it is a good philosophy that if you are 10+" away from an enemy unit, you should be running instead of shooting. That way you have a better chance of getting HOW and rerolling charge distances. If your are within 6", Flesh hooks are great at shooting. It is the same reason JY prefers 2 TL-devourers on Carnifexes. You lose one turn of shooting, but gain an earlier charge possibility.
And when you do get into assault, doing 25% more attacks is worth it.
It was mostly just a comparison of the blasts themselves, so effectively, yeah I was just comparing the two.
If you're looking for relatively cheap deep strikers, Mawlocs are certainly not bad, though lictors are a bit more efficient at it. 3 Lictors vs 1 Mawloc. Meh. I'm not really a fan of Instinctive guys floating around without a reliable synapse support. Thats kind of a personal call.
Automatically Appended Next Post: Flesh hooks got changed. Lost rending, became frag grenades. Still STR 6.
I take one Mawloc and use it much as I used the Doom of Malan'tai in the old book. Talk it up before the game and pretend it's really powerful, then drop it in and watch your opponent pour all their firepower into it instead of your bigger threats.
Iechine wrote: Tomorrow is my first tourney in 3 months (and only my 3rd in total), it's 1850 with no allies or dataslates, adepticon missions. I want to perform really well. I rebased my army, modified a Tyrant to also have 'twinlinked' devourers/devourer rifle, and now I have to decide whether to take an Exocrine or a Tyrannofex. Here is the list
30 Gants
3 Warriors
Venomthrope
Tyrannofex OR Exocrine
The first group is obviously in your face turn 1/2 and Tervigon is spawning/holding objectives on the opponents side.
The last 4 units start on board together and will move up together, obviously the gants out front, Warriors in the back for synapse and holding objectives late game, venomthrope saving lives and...either the Fex tanking and acid spraying Eldar/Tau troops mid field, or the Exocrine punching through White Scar bikes.
What do you guys think is best? The survivability of the Fex, or the killing power of the lone exocrine? Jy2, I would love to hear your thoughts if you're out there.
captnobvious wrote: It was mostly just a comparison of the blasts themselves, so effectively, yeah I was just comparing the two.
If you're looking for relatively cheap deep strikers, Mawlocs are certainly not bad, though lictors are a bit more efficient at it. 3 Lictors vs 1 Mawloc. Meh. I'm not really a fan of Instinctive guys floating around without a reliable synapse support. Thats kind of a personal call.
3 Lictors don't come in with a S6 large cover-ignoring armor-ignoring blast with re-rollable to Wounds. They also don't have smash attacks or built in AP 2. Both are good units and compliment each other well (for more than just pheromone trail) however I generally take Mawloc's first and Lictors after. They are just much less glass cannon and are the cheapest T6 wounds in the dex, while still seriously putting the hurt on both infantry with the blast, and any tanks they catch in combat, while still being able ok to rough and tumble with infantry in combat given their amazing points to Wounds value. They are still an aggressive unit, also very versatile, and don't throw away any tank for it. In the right list, I can't help but feel that they are the best unit in the codex.
I think two Flyrant's is reliable enough Synapse for, followed up by some Shrikes as well if you still feel nervous.
captnobvious wrote: It was mostly just a comparison of the blasts themselves, so effectively, yeah I was just comparing the two.
If you're looking for relatively cheap deep strikers, Mawlocs are certainly not bad, though lictors are a bit more efficient at it. 3 Lictors vs 1 Mawloc. Meh. I'm not really a fan of Instinctive guys floating around without a reliable synapse support. Thats kind of a personal call.
3 Lictors don't come in with a S6 large cover-ignoring armor-ignoring blast with re-rollable to Wounds. They also don't have smash attacks or built in AP 2. Both are good units and compliment each other well (for more than just pheromone trail) however I generally take Mawloc's first and Lictors after. They are just much less glass cannon and are the cheapest T6 wounds in the dex, while still seriously putting the hurt on both infantry with the blast, and any tanks they catch in combat, while still being able ok to rough and tumble with infantry in combat given their amazing points to Wounds value. They are still an aggressive unit, also very versatile, and don't throw away any tank for it. In the right list, I can't help but feel that they are the best unit in the codex.
I think two Flyrant's is reliable enough Synapse for, followed up by some Shrikes as well if you still feel nervous.
I like Mawlocs. The only problem I have with them is the same problem I have with every deep striker since 6th. You can't assault out of a deep strike. The way you're describing and playing them is akin to Distraction Carnifex in a drop pod. A friggin FANTASTIC strategy, just not my personal style.
Like my personal style is more akin to rapid melee with artillery support. I run Biovores all the time, and so my Heavy slots are usually full up. With dataslates, I might fanagle Mawlocs in but I'm still adjusting fire. Currently I'm having to find a substitute for Toxigaunts, as they were formerly my all time hero unit, and with the nerf to scything talons, it has gimped my army.
I think you guys are misinterpreting me or I'm delivering it wrong its not about DISTRACTION MAWLOC, at least not in the suitable list. Using it in a walking list with Sstandard heavy support and artillery like Carnifexen, Exocrine,Tyrannofex, Biovores, etc and that's probably what role it will perform,.However,-look at lechines list - outflanking troops, 5x FMC and 2x tunneling MC's. The mawloc is silly tanky but what you have to remember is three Mawlocs hit as hard as 2 trygons- for just about the same price. They also come with the epic eentry blast, as well as tricks like hit & run, and burrowing away when near death then coming back with abother suicide blast and 2 t6 wounds that really should be dealt with. They are just as offensive as they are defensive and can kill well over their value consistently each game
"You guys". Don't lump me in with professional/good/logical players like Raven. I find it offensive.
Honestly the guy's question wasn't even to add/subtract Mawlocs or anything like that. Strategically, he's running a spear (Venomthrope group), a small flank (outflanked Tervigon) and cavalry (Everything else). The question still remains. With the setup stated, what would be a better compliment to his go into his spear? Since he can't answer what foe he will be facing, its a question of Power vs Armor. The VERY slight improvement in defensive sats makes the T-fex have a slight edge in his strategy.
TL: DR. I say T-fex. You'll be sad at a tourney full of SPESS MAHREENS though.
Honestly the guy's question wasn't even to add/subtract Mawlocs or anything like that. Strategically, he's running a spear (Venomthrope group), a small flank (outflanked Tervigon) and cavalry (Everything else). The question still remains. With the setup stated, what would be a better compliment to his go into his spear? Since he can't answer what foe he will be facing, its a question of Power vs Armor. The VERY slight improvement in defensive sats makes the T-fex have a slight edge in his strategy.
^ This.
However, the roadblock I come to is the sheer amount of AP1/2 out there. I feel like BOTH the Fex and Exocrine are relying heavily on the Venomthrope and screen to survive to the end game. But then the Fex's guaranteed hits are very attractive. Still havent decided with just a few hours to go. : /
And it's not the stuff with high AP that is really relevant, it's mass firing. When volume of fire hits the fex, you're going to have to roll 2's instead of 3's, and that's when it's relevant.
Personally, I wouldn't Hive Commander and outflank. I'd march everyone as a blob and buy a regen or thorax swarms all around. My .02
Honestly the guy's question wasn't even to add/subtract Mawlocs or anything like that. Strategically, he's running a spear (Venomthrope group), a small flank (outflanked Tervigon) and cavalry (Everything else). The question still remains. With the setup stated, what would be a better compliment to his go into his spear? Since he can't answer what foe he will be facing, its a question of Power vs Armor. The VERY slight improvement in defensive sats makes the T-fex have a slight edge in his strategy.
^ This.
However, the roadblock I come to is the sheer amount of AP1/2 out there. I feel like BOTH the Fex and Exocrine are relying heavily on the Venomthrope and screen to survive to the end game. But then the Fex's guaranteed hits are very attractive. Still havent decided with just a few hours to go. : /
Well here's me thinking you were playing a faster hard hitting aggressive list, with Tervigon outflanking for a troop to keep up with the pack, and Mawloc's deepstriking in with them all, with Venomthrope to give Flyers a cover save turn 1. Termagants to take an outflanking Tervigon and Warriors to walk them up the board to where the fighting is. Did not realise you were doing something completely different..?
It's probably some combination of "these are the models I have ready" and "this is the way I want to play it. So the complete revamp might not be quite the correct answer.
Automatically Appended Next Post: So. Going to go ahead and change subject. With the points drop on them, and being able to still run full options:
Is there really a reason to take Raveners over Shrikes anymore other than maybe Red Terror? They had an extra attack before, now its just a single point of Initiative. So with synapse, shadow, and fearless. Is there much of a reason to take raveners anymore (dataslates aside).
So just trying to work out my list for a 5 game 5 week Tournament, it's 2k with no Forge World, and one FOC but I've been allowed to use the dataslates. So at the moment I have this....
Flyrant LW/BS, 1 x Devourers, Electrogrubs.
Venomthrope
Zoanthrope
30 x Termagants 10 Devourers, 20 Fleshbourers
Tervigon
Skyblight Formation
Flyrant 2 x Devourers, Electrogrubs.
3 x 10 Gargoyles
Harpy
Harpy
Crone.
That puts me at 1540 so I've got 460 points to put into my Heavy Support, and can't decide on what mix of Biovores, Carnifexes and Snakes would work best. The other interesting difference with this tournament is you can change your list up to 3 times, at any time.
captnobvious wrote: It's probably some combination of "these are the models I have ready" and "this is the way I want to play it. So the complete revamp might not be quite the correct answer.
Wasn't exactly what I would call a complete revamp, the Mawloc slot was still undecided and the only actual change I suggested was Warriors over the Tervigon. But whatever, complete revamp it is.
captnobvious wrote: I
So. Going to go ahead and change subject. With the points drop on them, and being able to still run full options:
Is there really a reason to take Raveners over Shrikes anymore other than maybe Red Terror? They had an extra attack before, now its just a single point of Initiative. So with synapse, shadow, and fearless. Is there much of a reason to take raveners anymore (dataslates aside).
They still have an extra attack due to 2 sets of Close Combat weapons. But I think you pretty much nailed it, Shrikes are now the same price and there is very little reason to run Raveners. Red Terror is pretty plain as well. Shrikes are quite playable, Raveners I think I would consider at 20 pts.
captnobvious wrote: It's probably some combination of "these are the models I have ready" and "this is the way I want to play it. So the complete revamp might not be quite the correct answer.
Wasn't exactly what I would call a complete revamp, the Mawloc slot was still undecided and the only actual change I suggested was Warriors over the Tervigon. But whatever, complete revamp it is.
Not really.....the only thing up for debate was the Fex/Exo slot. Was suggested changed to a Mawloc.
Add a group of warriors (or Lictors)
Change Tervigon to a group of warriors.
And swarms to the flyrants.
Add a heavy weapon to the warrior brood.
Add 15 devourers to the gant squad.
captnobvious wrote: I
So. Going to go ahead and change subject. With the points drop on them, and being able to still run full options:
Is there really a reason to take Raveners over Shrikes anymore other than maybe Red Terror? They had an extra attack before, now its just a single point of Initiative. So with synapse, shadow, and fearless. Is there much of a reason to take raveners anymore (dataslates aside).
They still have an extra attack due to 2 sets of Close Combat weapons. But I think you pretty much nailed it, Shrikes are now the same price and there is very little reason to run Raveners. Red Terror is pretty plain as well. Shrikes are quite playable, Raveners I think I would consider at 20 pts.
I think the idea behind the Red Terror is MUCH more in line with what the Prime SHOULD be instead of it's current incarnation. AKA a fancy veteran sergeant/champion/whatever you want to call him. And you can replace the warriors gun with another set of talons to give them the same number of attacks. So really little to no reason to run raveners at all. And you lose out on HoW with raveners.
captnobvious wrote: It's probably some combination of "these are the models I have ready" and "this is the way I want to play it. So the complete revamp might not be quite the correct answer.
Wasn't exactly what I would call a complete revamp, the Mawloc slot was still undecided and the only actual change I suggested was Warriors over the Tervigon. But whatever, complete revamp it is.
Not really.....the only thing up for debate was the Fex/Exo slot. Was suggested changed to a Mawloc. Add a group of warriors (or Lictors) Change Tervigon to a group of warriors. And swarms to the flyrants. Add a heavy weapon to the warrior brood. Add 15 devourers to the gant squad.
Seems about as re-vampy as it gets?
Cmon son... fleshborers to devourers? 1 heavy weapon on a Warrior? All this stuff comes in the same damn boxes lol... The swarms on the Flyrant don't even need to be modelled, and all the stuff you listed combined suggestion of 100 pts total in upgrades, using all the models he currently uses... So no, it is absolutely not a complete revamp, from neither a gameplay nor a modelling perspective. You must realise how pedantic you look right now. Newsflash - the "Exo/Fex slot" is actually the same slot as a Mawloc! He posted a list looking for advice, he mentioned nothing about model restrictions or an unwillingness to receive feedback (you know, the thing most people are looking for when they post their list in the "discussing tactics thread" for that army), so you've just completely shot down comprehensive responses on the basis of a bunch of assumptions, made by you, for no other real reason than to troll. The advice doesn't even affect you, if he can't afford/doesnt want to buy another Mawloc, or doesn't own the model he can either ignore the advice, and/or say so. Doesn't change the fact that I, in my personal opinion, felt it was the immediate obvious and best choice for an untaken slot still in contention that advice was asked about for. Sure he said he was weighing up between two models, he also didn't specify any restrictions though and in case he felt that was the only option, I gave him, you know, strategical tactical advice. Or is that not allowed anymore and we have to just work on the assumption that everybody only has the models they mention in their posts?
Stop trolling. You don't like Mawloc's. We get it.
The result? Complete Victory. Tabled all three opponents and each one agreed that they were overwhelmed with threats from turn 2 onwards which made target priority a mess. It also didn't help that one of my Crones decided he was never going to be grounded - ever and he was going to deny the witch like there was no tomorrow. Three DTWs in a row against Ahriman.
Quick summary time, with more in depth details coming later on.
Tournament rules were as follows...
1800 points, no FW, no Formations, 'nids allowed to ally with 'nids for the Tournament.
Psychic Disciplines had to be noted down (so, for Tyranids it was who cares?) but powers generated each game.
Warlord Trait generated at the start of the day and kept for all games - I wound up with Intimidating Presence from the Command traits (enemy within 12" of Warlord having to use the lowest Ld for tests...). The proved to be useful indeed.
Game 1 - SM - Blood Ravens (using Raven Guard Chapter Tactics). Mission was a modified version of the Relic with two diplomats being in the midfield and the goal being to get yours back and off the table to safety, possibly threatening the enemy once you have done that. Also in play were First Blood, Linebreaker and Slay the Warlord.
Opponent's list was a Chapter Master, 8 Vanguard with assorted kit, 2 10 man Assault Squads, 2 Sniper Scout squads, 2 Predators, Devastators with Flakk Missiles, Terminator Librarian and TH/SS Terminators. Got first turn and deployment - but before that he used his Scout move to move forward and hop into the ruin with the Chapter Master and Vanguard Vets to claim his diplomat.
That was the first mistake - The Dakka fireline pretty much wiped out the Vanguard Veterans in turn 1 scoring me First Blood and the flying blockade of monsters ended up using the Warlord trait and the horror to pin down a big assault squad while the Crones came forward. What followed through this game were Crones circling around, Vector striking Assault squads and Predators out of existence while sheer firepower from devourers killed everything else. Meanwhile the gaunts wandered off the table with their diplomat.
End Result - 6-0 to the Tyranids, Opponent was tabled.
In total I lost 12 points of models (3 termagants!)
Game 2 - Tau. Mission was a modified version of the Scouring with Fast Attack being an extra VP - 6 objectives (worth 1, 2, 2, 3, 3, 5) with First Blood, Slay the Warlord, Linebreaker.
Opponent's list was Battlesuit Commander, Crisis suits, Darkstrider and some Pathfinders, 3 Fire Warrior Squads, Broadsides, 2 Riptides. Opponent got first turn, I did not seize. Started off by shooting quite rudely as the only thing he managed to move to get sight to - a Crone, stripping 3 wounds off it. I decide to go aggro from the get go - leaving my gaunts and warriors sat on objectives with the Venomthropes and Zoeys. Everything else goes all out toward his lines and opens fire. End up in turn one routing the middle FW squad off their objective and doing damage to two others.
Have a fluke moment with Super Crone who ends up taking over three quarters of the Tau army's firepower to be brought down. Opponent got FB and a Fast Attack kill. This was followed up with turn two - crones start vector striking and drooling on things, assassin tyrant pounces on a FW squad and the dakka flyrants move to threaten the riptides and broadsides. I will note that the Skyfire riptide spent the ENTIRE game Paroxysmed for -3 WS/BS. Assaults ensue, assassin tyrant ends up bogged down in Fire Warriors who REFUSE to break (which made me laugh as it mean he was safe from all the tau firepower) and ends up assaulted by a Riptide which in round 3 of combat he ends up IDing.
Game continues with vector strikes and drool cannons, Tyrant assaults and opponent is tabled.
End result after objectives flipped and Tau tabled - 13 - 2 for the Tyranids. Total losses for this game - 190 points. One warrior, one crone.
Game 3 - Daemons. Mission was standard Kill Points.
Opponent's list was 2 Tzeentch Princes with wings, 2 horror squads, 3 screamer squads, Ahriman, some Marines and a Forgefiend. I get first turn, he doesn't seize.
Flying blockade moves forward in force with Assassin Tyrant flanking - massed devourer fire wipes out a screamer squad netting me First Blood. In response he flies the Princes over a Tyrant and vector strikes - but does nothing thanks to Catalyst and flies the remaining Screamers over the other Tyrant, again doing nothing. Ahriman uses Dominion on a Flyrant - note he did this most of the game. It did nothing Ld 10 is hilarious. Second turn sees Crones vector striking Chaos Marines and his Warlord Prince. the Flyrants moving forward. His Warlord is brought down by - you'll love this - mass termagant fire forcing a grounding test and taking his last wound. Warlord slain. The other prince is then shot at by a Carnifex who grounds him and then assaults him. The screamers are shot and assaulted by Termagants and the other Carnifex. Carnifexes murder their prey in combat. Tyrants chew through Horror squads (SitW is MEAN to them). The Crones fly in a circle and Vector strike Ahriman and his Marines to death.
The cruelest part of fate was when he had just two horrors left in combat with a Tyrant...on the whole board. Rolls on Warp Storm, double 6 - gets 7 more horrors who deep strike, scatter off the board, mishap and die.
End result - 14-0 to the Tyranids, opponent tabled. Total losses - 12 points - 3 Termagants.
All in all the test run of this list was very good. Just overwhelming people with SO MANY FLYING THINGS works.
captnobvious wrote: Is there really a reason to take Raveners over Shrikes anymore other than maybe Red Terror? They had an extra attack before, now its just a single point of Initiative. So with synapse, shadow, and fearless. Is there much of a reason to take raveners anymore (dataslates aside).
Shrikes > Raveners. However, Raveners aren't bad. +1 Iniative can make a difference, and being Beasts rather than Jump infantry can make a difference.
If I had to pick 1 unit, I would always pick Shrikes. But if I wanted to pick 2 units, I would go 1 Shrike, 1 Ravener rather than 2 Shrikes.
I played a game today against 30k Imperial fists. He had a lot of terminators, and a super killer HQ, a Land Raider. Plus 2 squads of 6 missile launcher devastators.
With all of those juicy terminators, I thought my Mawlocs were going to have an absolute field day. But when both Mawlocs came in turn 2. One scattered over the land raiders (missing everything else). It misshaped and died. The other scattered next to the Terminators, and was assaulted and killed. The Trygon Deep struck next to the Devastator squads, and shot at them, but they made all of their saves. On his turn he used the devastators to put 5 wounds on the Trygon Prime. He died to overwatch assaulting a single devastator.
Despite my heavy support going down in flames, my Shrikes came up Huge. They shot their Flesh hooks and killed 3! special terminators. Then they assaulted a squad of 7 more with a Sgnt with a power fist, and his crazy HQ. They Tarpit something like 800 points. I threw in 20 HGaunts, and gave the HGaunts preferred enemy from turn 3 on. It took 4 full turns, but eventually the HGaunts got him to fail 13 2+ saves, and finished the unit off. Meanwhile he was so focused on the Shrikes that he decided to destroy them, and was doing lots of wounds, but WS 5 and 3 wounds a piece meant they weren't going down very fast.
That gave Swarmy a chance to do his thing, and my flyrant a chance to deal with the devastators. My Gargoyles also tarpit a 300 point unit for 3 turns. Turn 5 they killed my last Gargoyles just in time for my flyrant to assault and finish them off for a complete tabling.
Cmon son... fleshborers to devourers? 1 heavy weapon on a Warrior? All this stuff comes in the same damn boxes lol... The swarms on the Flyrant don't even need to be modelled, and all the stuff you listed combined suggestion of 100 pts total in upgrades, using all the models he currently uses... So no, it is absolutely not a complete revamp, from neither a gameplay nor a modelling perspective. You must realise how pedantic you look right now. Newsflash - the "Exo/Fex slot" is actually the same slot as a Mawloc! He posted a list looking for advice, he mentioned nothing about model restrictions or an unwillingness to receive feedback (you know, the thing most people are looking for when they post their list in the "discussing tactics thread" for that army), so you've just completely shot down comprehensive responses on the basis of a bunch of assumptions, made by you, for no other real reason than to troll. The advice doesn't even affect you, if he can't afford/doesnt want to buy another Mawloc, or doesn't own the model he can either ignore the advice, and/or say so. Doesn't change the fact that I, in my personal opinion, felt it was the immediate obvious and best choice for an untaken slot still in contention that advice was asked about for. Sure he said he was weighing up between two models, he also didn't specify any restrictions though and in case he felt that was the only option, I gave him, you know, strategical tactical advice. Or is that not allowed anymore and we have to just work on the assumption that everybody only has the models they mention in their posts?
Stop trolling. You don't like Mawloc's. We get it.
Actually I kinda like Mawlocs. Dunno where you got the impression that I don't. Personally, I just prefer Biovores.
Changing 25 out of 43 total models seems pretty major, and timeline was stated:
Iechine wrote: . Still havent decided with just a few hours to go. : /
I would also say that choosing between Fex and Exo is "specifying restrictions".
This feels a lot like two parents arguing over a kid for no reason, plus kinda borderline flaming....so yea......Guess I'll just t-roll out.....
Back to the Ravener/Shrike thing:
It's good to hear Shrikes are providing a lot of value. And I really think flesh hooks on shrikes are going to start making appearances a lot more often. Even after losing some STR, the drag rule, and rending. A set of shots to snap fire and frag grenades is a lot of bonus for a small amount of points. And with the flesh hook addition, the fact that they're jump infantry instead of beasts improves their use in/on/around cover. That's just efficiency.
Even with 2 squads, I think the utility of Shadow on fast moving models would outweigh a single point of initiative, i mean even just tarpitting NEAR psykers nets you the effect.
Please don't attach nonwargaming images to Dakka.
Reds8n
And yet again, none of what you just said has any relevance to the fact that he just posted a list, and I just gave advice. Stop making a big deal over it. I am posting fully within the forum rules by giving advice in any thread in the tactics discussion category. Also, you know full well the statement you just quoted from him having to only a few hours to go was posted half a day AFTER i gave him advice on the list. On top of this, even if he had said it before I posted my advice, how in the feth would you captnobvious, have any idea, that user lechine does not have a Mawloc model sitting next to him on the table? Since when are we not allowed to make such assumptions when giving advice? Since when are we not allowed to share our opinions and advice?
Suggestions and responses are always welcomed by most, so why don't you just stop whining. It's not even the advice itself you are complaining about, just the fact that I provided an opinion where you feel I shouldn't have? I will post whatever tactical advice I choose to give in the tactics threads, if you don't agree with it by all means, but crying because it was given is just ridiculous. Go bother someone else.
And yes, I too feel like you are arguing over your child. You seem to be telling me on his behalf not to give him tactical advice, and I was starting to wonder if you knew him in real life or something and knew something I didn't. But alas, it seems you are just interjecting with unwanted and unnecessary trolling. At this stage I am just defending myself, I have no idea why you seem to have targeted me. I don't get it? Did lechine message you personally saying he didn't want to discuss Tyranid 40k tactics and asked you to defend him by telling me not to post opinions on Tyranid 40k tactics, in the Tyranid 40k list building tactics thread? Even if he had, I can post opinions in here all day long, its what the thread is for, and anyone who doesn't like reading peoples advice or opinions really doesn't belong in this forum subcategory.
My first matchup was vs Eldar and a 'non-douchey' list, owned by Ray who was a really nice guy that I'll hopefully be playing with a lot in the future. This
was a fun game.
Spiritseer
Eldrad
Wraithguard
Wraithknight
3x Wave serpents (Scatter laser x2, Brightlance)
Dire Avengers
Fire Dragons (!)
Warp Spiders
Guardians w/heavy weapon (I think it was a starcannon, dont recall)
I went first and he was unable to seize. My psychic powers stayed the same all day, mostly Pyschic scream, the horror, and Onslaught.
Only rolled catalyst once all day (of course).
Our setup. His forces in the back right are wave serpent bound.
My turn one hit very hard. I onslaughted the middle crone so she swooped and ran right up to 4+ save guardians. Left crone took down
some Warp Spiders. Eldrad's Wraith unit lost a lot of bodies to Devourer fire. The guardians would break and run, giving my FB.
His response brings down a Warlord Tyrant on the far right with Ranger fire, but not before SitW interfered with his casting phase.
A crone is brought down, and two wounds are dealt to the other but she stays in the air.
My newbie mistake here was vector striking the Wraithknight with both Crones, despite having told myself to ignore it for the duration of the
game. I do inflict wounds. The Tyrant flies hard legal (Wouldnt stand properly on the hill so thats why is facing is 'illegal' in the pic). Middle
arrow moves up, Tervigon comes on and spawns, and 1 Mawloc doesnt clear out Eldrad's unit so she mishaps to the far back. I make the
mistake of not bubble wrapping the Tervigon properly with her spawn.
He counters, inflicting many wounds on the Tervigon (which the Knight wound finish of in CC) and unloads the Dragons and WS to take down the Tyrant,
but he survives.
My new Gant squad would make all of their leadership checks when out of synapse. Flyrant goes off the table, and his spot is replaced with
two angry Crones. T-fex moves up, Warriors continue to move towards the left objective, and my massive gant blob controls the middle and
sets their sight's on Eldrad. The flame templates and torrents would melt away the Fire Dragons, and reduce the Warp Spiders to two.
WS's go to pick a fight with my gants. The Wraithknight fires on the T-fex, and then makes an 8" charge to fist fight. The Fex would not survive
the slap fight. He consolidates towards the bottom left objective. Not pictured so well is the 30 gant squad swarming towards Eldrad.
Tyrant is back on. I make a mistake here and fire on a WS, when I should have finished off Eldrad with his Wraithguard and Seer's gone.
Mawloc comes in off target but close enough to where I need her. Other Mawloc goes after the Rangers to clear them off their objective.
More vector strikes and flame templates finish off another Dire Avenger group.
Warrior brood disappears beneath Knight strikes. Eldrad would finally die to the massive swarm.
Crone flies to flame some Rangers, Mawloc moves to assault them and get them off the objective. Gants own the left objective, and the
middle group consolidated and ran back to the middle objective. Tyrant heads up to pop the gants back into synapse. I stretch the brood
out the middle to be in synapse and hold the middle.
With the knight being unable to contest both objectives, we call it. I think I had 11 kill points to his 5, and Im ahead on objectives. I have
FB, Warlord and Linebreaker, maxing out my points in the first round.[spoiler]
Game 2 vs Tau
Spoiler:
I was excited for this round because the opponents list was pretty tough. It was a Crisis and Broadside filled nightmare with plenty of
Pathfinders and Firewarriors. A Buffmander was his Warlord as well as an Ethereal. The two broadside units were all missile pods,
then there was a Fusion Crisis team, Missile Crisis Team, and another group plus the Commander's unit. Without a Riptide I a little fear
but some confidence in my ability to pop the suits with my Crones and get into melee. The Skyshield posed little trouble for my fliers, and the
two outflanking Kroot units should run in to solid resistance when they come in. My opponent is Scooter, one of the employees at Dropzone MD
and he is a hilarious dude who was really fun to play with who kept me laughing.
My deployment is much the usual, prepared to be seized on but able to rush in all directions with the spear up the middle.
I knew I needed to be prepared to lose some units first turn. Little did I know that I was about to roll one of the worst games of my life. See how I
have Crones there?
Now I dont! I failed literally every single save on every single unit, from armor to jink to grounding, I failed all tests. Not even Catalyst's FNP rolls. My opponent couldnt believe it and neither could I, I am used to Tau gunline but this was an extremely disheartening turn.
To help improve my mood, not a single one of my three reserve units come in. I'm not sure if I made the right choice here, but I moved my
Psychic scream equipped tyrant into the middle and cast PS, hoping to get easy wounds off of four units and then assault and hide in
the Broadsides. At this time, I was unaware of the ethereal (newbie mistake) and that the tests would go off on 10's, so I failed to deal a
single wound. The other Tyrant moved up hoping to hide in combat as well.
Of course the Tyrant breaks the Broadsides who flee and fail to escape. The other Tyrant fails his 5" charge. Sitting ducks now.
I dont have many photos of his phases, but for the most part his army was point and click. This isnt an insult to Scooter because he's a great
player with any army and this was a store army anyway, he'd probably win with anything. Without being able to get in there and disrupt on turns
1 and 2, I'm feeling pretty much doomed and can only hope to scrape together a solid hold on my Emperors Will objective.
Tervigon comes in and Mawloc scatters safely. Everything else moves up with Warriors holding back to control the point.
My other Mawloc doesnt clear her target, and mishaps...of course I roll a 1, killing her. Spawned gants shoot and assault the outflanked Kroot unit
who break and run. Tyrannofex backpedals to melt a unit of Kroot with his acid spray but cant assault. Tervigon assaults and destroys the Firewarriors
in the back left corner.
His next round of shooting would kill the Tervigon off, who would synaptic backlash most of her spawned children. Tyrannofex takes a lot of saves but
is brought down by AP1 fire with the cover save of the Venomthrope being negated. And all too crushingly my Warrior brood gets taken down as well
with poor saves.
Having no synapse and only Gants/Venom remaining, I concede. His Crisis suits are in range to contest my Emperors will even if they miraculously
survived all of the shooting without breaking and running (Or failing synapse checks).
Besides knowing about the Ethereal, there wasnt too much I would have done differently in this game. I simply had my main offensive broken too quickly,
and not being able to capitalize on the first go. My hope of being in the top three with Tyranids was broken so fast. In my opponent's words, I 'got screwed'.
Game 3 vs Chaos Marines (!)
Spoiler:
Having been crushed in the last round, I was not surprised to have fallen down to table 4. My opponents army was a strange one, most notably he brought
Typhus (!). Large marine groups with Slaneesh powers granted ignores cover (the noise marine weapons right?), two Maulerfiends, and a Helldrake. Even
Lucius the Eternal shows up. I forget the name of the tentacly things that you roll for in close combat, but he had four of those as well.
Mission was Relic and four corner objectives.
Truth be told, although I knew little of his army, I didnt have much to fear. My warlord trait even gave +1 to his reserve rolls, making it likely to keep the air support
off the field long enough for me to mop up. My plan is simple, vector strike everything and ignore the expensive units.
I set up first, but he successfully seizes. In his first round of shooting he inflicts some wounds with a blast weapon on the Tyrant and Tyrannofex which ignores
cover, but beyond that I lose a Gaunt or two.
I rush up the middle. The angles let me enjoy some vector strikes and close proximity flames with the Crones, and I pump even more fire
into Lucius' marine unit. Suffering mass casualties, only Lucius remains giving FB.
He moves up with Typhus and the Maulerfiend, sending wounds out but failing to capitalize. My 1 wound Tyrant survives and without any massed fire going towards
anything flying, the skies remain ruled by Tyranids.
Vector striking everything that I can, they slowly fall to the AP3. I immobilize one of the Fiends in the backfield, and the other pushes up to my midfield.
My gaunt blob is assaulted by the Tentacly things, but they are fearless and the numbers can prevail. One Mawloc comes in to wound and mishap into the corner.
In an iladvised move, he rushes the Warrior squad to try and break the synaptic hold. One falls immediately in the first round of combat. Typhus' unit joins the
battle in the middle, no one has grabbed the relic. In the backleft are his casualties. Tyrannofex turns around to aid his tiny friends. One of my crones comes back on the
board. The Tyrants finish off the Maulerfiend in the back and assault the Marines in the middle. They all fall.
The Warriors die, but the Tfex will avenge them shortly with smash attacks. Lucius is killed in close combat by the Tyrant in the building, he had tried to sneak in to finish
him off. The Gaunts in the middle are killed off and Typhus' unit grabs the relic, but they quickly find themselves alone and surrounded by big bugs. Typhus breaks off
and assaults the Tfex, with his psychic weapon instakilling him.The Helldrake does finish off my Warlord Tyrant, but he is quickly avenged...
...with Vector strikes and Tentaclids. The Maulerfiends stay on the field as wrecks. The relic holding marines are cut down by the Tyrant, dropping it where it was from the
start. Typhus moves to assault the Mawloc as well. He is now the last of his army. My Tervigon sends her offspring to capture an objective and to secure the other herself.
My flyrant will defensively move off the board.
The game actually continues to turn 7. Typhus kills everyone in CC, making magical saves. He gets wounded by a termagant blob in overwatch, and is finally finished off
by my Tyrant coming back on the board and shooting him dead. I have the Primaries and objectives, as well as linebreaker, FB and STW.
So I think I would have changed my list slightly, dropping the Tfex and Mawloc for two Carnifex's with devourers with a template going to the Tervigon. Very rarely did the Fex get to use his 2+ save, and while melting
Kroot and Eldar so easily feels good, 24 more TL S6 shots probably feels great too. But I do now that there is not another army I would rather use than the Tyranids, even without
their dataslates.
I have gotten some comments about the Tervigon and outflanking her, but honestly she did what I wanted her to, which is cement objectives. She died via newbie mistakes like not bubble wrapping her properly and she
secured the primary objectives for me alone in Game 3.
Anyway, Nice work spanking the Eldar lechine and those bugs are nicely painted. Did not look like the Tyrannofex did much for you at all that game.
Automatically Appended Next Post: Adding to that, I really enjoyed the battle report, quick, not too many words, good pics and nicely painted models. Will keep my eye out for more.
Strategical notes, you had two clear underperformers - the Tervigon and the Tyrannofex. Basically exactly as I predicted in my post before you played, both were at best distractions, although really the T-Fex was in between the WK and where he wanted to be anyway (and didn't even slow him down) and the Tervigon was destined to do nothing more than feed the Eldar an extra kill point every turn, so I wouldn't even glorify them as distraction units. Especially at 400 pts for the two and how little they achieved. Up to you if you want to act on that but I would say both unit are severely holding your list back.
My first matchup was vs Eldar and a 'non-douchey' list, owned by Ray who was a really nice guy that I'll hopefully be playing with a lot in the future. This
was a fun game.
Spiritseer
Eldrad
Wraithguard
Wraithknight
3x Wave serpents (Scatter laser x2, Brightlance)
Dire Avengers
Fire Dragons (!)
Warp Spiders
Guardians w/heavy weapon (I think it was a starcannon, dont recall)
I went first and he was unable to seize. My psychic powers stayed the same all day, mostly Pyschic scream, the horror, and Onslaught.
Only rolled catalyst once all day (of course).
Our setup. His forces in the back right are wave serpent bound.
My turn one hit very hard. I onslaughted the middle crone so she swooped and ran right up to 4+ save guardians. Left crone took down
some Warp Spiders. Eldrad's Wraith unit lost a lot of bodies to Devourer fire. The guardians would break and run, giving my FB.
His response brings down a Warlord Tyrant on the far right with Ranger fire, but not before SitW interfered with his casting phase.
A crone is brought down, and two wounds are dealt to the other but she stays in the air.
My newbie mistake here was vector striking the Wraithknight with both Crones, despite having told myself to ignore it for the duration of the
game. I do inflict wounds. The Tyrant flies hard legal (Wouldnt stand properly on the hill so thats why is facing is 'illegal' in the pic). Middle
arrow moves up, Tervigon comes on and spawns, and 1 Mawloc doesnt clear out Eldrad's unit so she mishaps to the far back. I make the
mistake of not bubble wrapping the Tervigon properly with her spawn.
He counters, inflicting many wounds on the Tervigon (which the Knight wound finish of in CC) and unloads the Dragons and WS to take down the Tyrant,
but he survives.
My new Gant squad would make all of their leadership checks when out of synapse. Flyrant goes off the table, and his spot is replaced with
two angry Crones. T-fex moves up, Warriors continue to move towards the left objective, and my massive gant blob controls the middle and
sets their sight's on Eldrad. The flame templates and torrents would melt away the Fire Dragons, and reduce the Warp Spiders to two.
WS's go to pick a fight with my gants. The Wraithknight fires on the T-fex, and then makes an 8" charge to fist fight. The Fex would not survive
the slap fight. He consolidates towards the bottom left objective. Not pictured so well is the 30 gant squad swarming towards Eldrad.
Tyrant is back on. I make a mistake here and fire on a WS, when I should have finished off Eldrad with his Wraithguard and Seer's gone.
Mawloc comes in off target but close enough to where I need her. Other Mawloc goes after the Rangers to clear them off their objective.
More vector strikes and flame templates finish off another Dire Avenger group.
Warrior brood disappears beneath Knight strikes. Eldrad would finally die to the massive swarm.
Crone flies to flame some Rangers, Mawloc moves to assault them and get them off the objective. Gants own the left objective, and the
middle group consolidated and ran back to the middle objective. Tyrant heads up to pop the gants back into synapse. I stretch the brood
out the middle to be in synapse and hold the middle.
With the knight being unable to contest both objectives, we call it. I think I had 11 kill points to his 5, and Im ahead on objectives. I have
FB, Warlord and Linebreaker, maxing out my points in the first round.[spoiler]
Nice! I agree that WraithKnights and Riptides are big problems for us Bugs Did you meet any Tau? Or should I just wait... I'm glad you went with the Tyranofex how did you kit her out? I always want to add a Thorax Hive, and I usually find the points for Adrenals as well...
I can't fault you for failing to ignore the WK, its hard to do! And with a little luck, you might have put it away The closest thing I have as an "answer" is Bone sword(s) ie: Get lucky If Rangers are causing problems, you should be able to clean them out, you have a lot of templates, and two Mawlocs (more templates!) So it was likely "threat overload" that kept you from getting them sooner....congrats on the fine victory!
I can't fault you for failing to ignore the WK, its hard to do! And with a little luck, you might have put it away The closest thing I have as an "answer" is Bone sword(s) ie: Get lucky If Rangers are causing problems, you should be able to clean them out, you have a lot of templates, and two Mawlocs (more templates!) So it was likely "threat overload" that kept you from getting them sooner....congrats on the fine victory!
That's the reason I have an Assassin Flyrant at 1800 points rather than something else as the allied HQ - his goal is to leap on big things like Riptides or Wraithknights and attempt to ID them to death. He really shines if I get Paroxysm though - because then his target tends to get Paroxysm-stacked and if I can reduce it to WS 3 or less? Gives him a lot more survivability!
Anyway, Nice work spanking the Eldar lechine and those bugs are nicely painted. Did not look like the Tyrannofex did much for you at all that game.
Adding to that, I really enjoyed the battle report, quick, not too many words, good pics and nicely painted models. Will keep my eye out for more.
Strategical notes, you had two clear underperformers - the Tervigon and the Tyrannofex. Basically exactly as I predicted in my post before you played, both were at best distractions, although really the T-Fex was in between the WK and where he wanted to be anyway (and didn't even slow him down) and the Tervigon was destined to do nothing more than feed the Eldar an extra kill point every turn, so I wouldn't even glorify them as distraction units. Especially at 400 pts for the two and how little they achieved. Up to you if you want to act on that but I would say both unit are severely holding your list back.
The Fex served as a roadblock all day and thats about it, the Exocrine would have gotten more action probably. But the Tervigon definitely served her purpose, IMO.
pinecone77 wrote:
Nice! I agree that WraithKnights and Riptides are big problems for us Bugs Did you meet any Tau? Or should I just wait... I'm glad you went with the Tyranofex how did you kit her out? I always want to add a Thorax Hive, and I usually find the points for Adrenals as well...
I can't fault you for failing to ignore the WK, its hard to do! And with a little luck, you might have put it away The closest thing I have as an "answer" is Bone sword(s) ie: Get lucky If Rangers are causing problems, you should be able to clean them out, you have a lot of templates, and two Mawlocs (more templates!) So it was likely "threat overload" that kept you from getting them sooner....congrats on the fine victory!
I ran everything vanilla, so no upgrades or alterations to speak of. In non tourney play I do use a Reapers and LW/BS warriors often, but not in this event.
SBG wrote: Worth picking up the DLC? I bought the other 2, but was hesitant on #1. The 5-lictor brood seems like it could be amazing, though...
I'm a huge fan. The assassin brood is good too - it can give up first blood easily but as a bonus it's easy to get at least a couple lictors into combat.
Anyway, Nice work spanking the Eldar lechine and those bugs are nicely painted. Did not look like the Tyrannofex did much for you at all that game.
Adding to that, I really enjoyed the battle report, quick, not too many words, good pics and nicely painted models. Will keep my eye out for more.
Strategical notes, you had two clear underperformers - the Tervigon and the Tyrannofex. Basically exactly as I predicted in my post before you played, both were at best distractions, although really the T-Fex was in between the WK and where he wanted to be anyway (and didn't even slow him down) and the Tervigon was destined to do nothing more than feed the Eldar an extra kill point every turn, so I wouldn't even glorify them as distraction units. Especially at 400 pts for the two and how little they achieved. Up to you if you want to act on that but I would say both unit are severely holding your list back.
The Fex served as a roadblock all day and thats about it, the Exocrine would have gotten more action probably. But the Tervigon definitely served her purpose, IMO.
pinecone77 wrote:
Nice! I agree that WraithKnights and Riptides are big problems for us Bugs Did you meet any Tau? Or should I just wait... I'm glad you went with the Tyranofex how did you kit her out? I always want to add a Thorax Hive, and I usually find the points for Adrenals as well...
I can't fault you for failing to ignore the WK, its hard to do! And with a little luck, you might have put it away The closest thing I have as an "answer" is Bone sword(s) ie: Get lucky If Rangers are causing problems, you should be able to clean them out, you have a lot of templates, and two Mawlocs (more templates!) So it was likely "threat overload" that kept you from getting them sooner....congrats on the fine victory!
I ran everything vanilla, so no upgrades or alterations to speak of. In non tourney play I do use a Reapers and LW/BS warriors often, but not in this event.
Cool, but its only 10 points to toss in a Hive, that gives you a big overwatch if you get charged, and lets you kill Troops twice as fast
SBG wrote: Worth picking up the DLC? I bought the other 2, but was hesitant on #1. The 5-lictor brood seems like it could be amazing, though...
I'm a huge fan. The assassin brood is good too - it can give up first blood easily but as a bonus it's easy to get at least a couple lictors into combat.
Lictors need to be characters....challenging out and killing sgts would be fluffy and useful.
SBG wrote: Worth picking up the DLC? I bought the other 2, but was hesitant on #1. The 5-lictor brood seems like it could be amazing, though...
I'm a huge fan. The assassin brood is good too - it can give up first blood easily but as a bonus it's easy to get at least a couple lictors into combat.
Lictors need to be characters....challenging out and killing sgts would be fluffy and useful.
I agree especially since they are 1 man units, and Deathleapers hand picked escort (lol @ deathleaper being a gentlemenly veteran of skirmish warfare with a curled moustache and a british accent) , or whatever, the Hive Mind's handpicked escort for the Deathleaper.
Nah.... Assassins brood is amazing, with obvious negatives. It's balanced.
ductvader wrote: Been a long long while since we've been "mod-ed"
Just played the forest lictor brood...d@mn can they take a hit and deal some pain...so much rending...
Yeah that guy was just painful though. +1 rep to Mods. He had de-evolved to "tl;dr" + jpg trolling by the end there.
From someone who has never bothered with the Terrain rules, what are the key features to playing a forest brood? What do I need to bring with me, and how do I go about it? Also, my thoughts are that I would have to place the forest just before their deployment zone starts, otherwise they could deploy all around it blocking the 6" margin needed to infiltrate? Any more info / explanation for me here?
I wouldn't say Lictors are Terrible. I would say that they are mainly overcosted, and competing with Venoms and Zoeys for FOC.
I think (might be wrong) that he is saying the Deathleaper Assassins brood itself is terrible, not Lictors. Deathleaper Assassins Brood is different because it puts 5 kill points on the table for 250 points, 50 points a Lictor. 6 if you include the Deathleaper although he isn't near as much of a liability. This can be a notable handicap. If running it, you pretty much have to play to table your opponent. I still think it's less likely to feed killpoints than running a Tervigon however
No, I'm definitely saying Lictors are terrible. In my opinion Lictors need at least 2 or 3 of the following in order to be worth fielding at a competitive level:
- Increased durability
- Lower points cost
- Ability to make non-declinable challenges
- Ability to assault from reserves
- Pheromone trail working the turn they arrive from reserves
- Better close combat stats
Fair enough, they are very glass cannon and probably need to be at about 40. I don't think making them Warrior price is a great idea, but they might still need a slight reduction, a lot the flaws you mentioned are definitely valid, although I wouldn't call them unplayable. They do hit like a ton of bricks, I think playing them cautiously is important, deepstriking directly next to unit so you can get flesh hook shots is probably not a great idea in a lot of situations. They are definitely one of the easiest ways to waste points if you don't make the right calls. Plus, a lot of the time Warriors will be better value for points.
Assuming Lictors are as they, if you personally HAD to field them, how do you feel about the Assassins Brood formation?
I feel that it's a 250 point tax to get Deathleaper out of the HQ slot, diminishing the threat potential and target saturation of your army, and handing your opponent Purge the Alien on a silver platter.
I'd say Kill Team if Genestealers didn't exist.. Maybe Apocalypse just because at that points level you can afford to throw away some points on a relatively cheap annoying unit.
Actually, in an Apocalypse sized game I can really see the use of the Assassin Brood to help guide in lots of deepstriking FMCs.
I don't believe they are permitted for kill team based on the no multi-wounds allowed rule, I think thats a standard rule now anyway?. Regardles, we have very little for kill team. :(
But my question was actually, how many points does each individual lictor need to be to be worth the purchase? How overcosted do you think they are?
So while tyranids do not have access to transports, with the rules we currently have we do have access to some nifty fortification tricks:
Page 121 of the BRB states "...Friendly units that have the infiltrate or scouts special rule can (re)deploy within the building, regardless of the proximity to enemy units." This is regarding fortifications. It goes on to state that enemy units cannot infiltrate within your fortifications before the start of the game, which is nice to prevent someone with kroot or scouts stealing your tactic.
Jump to Stronghold Assault, with updated rules for buildings and fortifications, and see the "Repel the Attackers" special rule. (no rules quote here as my book is elsewhere, but it is the rule that allows models to assault after disembarking from buildings.)
So with the above 2 referenced topics, I think genestealers (and lictors if you wish) have a niche use. Take a bastion or imperial bunker (75 pts for 20 model capacity, 55 pts for 10....bastion is probably the better buy as it also comes with heavy bolters and blocks more LOS than the bunker). Place it right on the center line, fully within your table half (as per the rules) and infiltrate your genestealers or lictors into it. Now the enemy has to crack an AV14 building in 1 turn, or the unit will be assaulting anything that approaches near the center table.
75 pts for a razorback..pah! tyranids might have just found their new land raider.
I had never heard nor thought of it.... nor have I seen it mentioned in this thread so I don't think its all that common.... thanks heaps for the heads up Tetris! Might give this a go...
SHUPPET wrote: I had never heard nor thought of it.... nor have I seen it mentioned in this thread so I don't think its all that common.... thanks heaps for the heads up Tetris! Might give this a go...
Definitely consider it with the redoubt as it gives your list some skyfire and even makes it so 2 flyrants is not necessary.
Sitting and thinking about this tactic I would advise to be wary of opponents who tote meltaguns, lances, etc on a regular basis. In those cases it might be better to place the fortification in a more defensive position.
Or alternatively purchase barricades for 10 pts per 6" section, and put them right in front of your building to give it a 4+ cover save. Sure, you'll inhibit LOS from the fire points on the building (if it's a Firestorm Redoubt) but Genestealers don't shoot anyway so it's no loss.
Exact wording on infiltrates page states two rules involving deploying 12" away no LOS, and 18" away with LOS, and that "a unit that deploys using these rules cannot charge in the first turn". Does this mean deploying into the bastion which is neither of the mentioned rules, does allow first turn assault?
Going second makes no difference, p 9 says if rules state turn it means player turn not game turn
So you have to leave the genestealers inside for a turn anyway? I don't think that is worth the 75 pts if so... But being that you were mistaken about half of the rulings you stated I think I'll wait for another opinion to verify the other half first
SHUPPET wrote: Going second makes no difference, p 9 says if rules state turn it means player turn not game turn
So you have to leave the genestealers inside for a turn anyway? I don't think that is worth the 75 pts if so... But being that you were mistaken about half of the rulings you stated I think I'll wait for another opinion to verify the other half first
The rule states no unit that used Infiltrate or Scout may assault on the first turn. Stop. In the first section of the rulebook, it states that the term "turn" means player turn, unless specifically referenced as "Game turn". Stop.
Therefore, If you go first you may not assault if you infiltrate - however on turn 1 if you go Second you can infiltrate then assault. In both scenarios, the defending player has 1 shooting phase to move out of the way/defend himself from your units.
Edit to add: The section on deploying within Fortifications (page 121) overrides the 12"/18" distance rule for normal infiltrators.
SHUPPET wrote: Going second makes no difference, p 9 says if rules state turn it means player turn not game turn
So you have to leave the genestealers inside for a turn anyway? I don't think that is worth the 75 pts if so... But being that you were mistaken about half of the rulings you stated I think I'll wait for another opinion to verify the other half first
The rule states no unit that used Infiltrate or Scout may assault on the first turn. Stop. In the first section of the rulebook, it states that the term "turn" means player turn, unless specifically referenced as "Game turn". Stop.
Therefore, If you go first you may not assault if you infiltrate - however on turn 1 if you go Second you can infiltrate then assault. In both scenarios, the defending player has 1 shooting phase to move out of the way/defend himself from your units.
Edit to add: The section on deploying within Fortifications (page 121) overrides the 12"/18" distance rule for normal infiltrators.
SHUPPET wrote: Dude...that is still your player turn 1, even if you went second. You still cannot assault either way.
Wrong. It's player turn 2, game turn 1.
BRBFAQ wrote:Q: The rulebook states " unit that m akes a Scout redeploym ent
A
cannot charge in the first turn." Does this m ean that if your
opponent has the first turn and you go second, your Scouting
unit can charge? (p41)
A: Yes.
PrinceRaven wrote: If I remember correctly only models with over 3 wounds are disallowed in the new Kill Team rules.
Ah, ok. I'd say 30 points would make them a decent choice and worth considering over other Elites.
30-35 points would definitely make Lictors much more attractive. Of course 20 points would make Warriors more attractive, 8 points would make Genesteelers more attractive. 220 would make Swarmlord more attractive.
Maybe 7th edition's changes to assault will make Lictors more appealing.
So does anyone think this a worthy 75 pt upgrade for stealers? If you leave them inside turn 1 then by turn 2 they will be no closer than if you had just infiltrated them normally... You have 5 more gene stealers as well with the points saved... However 20 gene stealers with an AV14 wall is obviously more survivable than 25 running up the field, in most cases... Turn 1 assault vs most no-melta-or-lance armies is nice too, although it most likely just tells your opponent to stay back a bit, which is fine for them considering our lack of decent ranged weaponry... Thoughts?
PrinceRaven wrote: If I remember correctly only models with over 3 wounds are disallowed in the new Kill Team rules.
Ah, ok. I'd say 30 points would make them a decent choice and worth considering over other Elites.
30-35 points would definitely make Lictors much more attractive. Of course 20 points would make Warriors more attractive, 8 points would make Genesteelers more attractive. 220 would make Swarmlord more attractive.
Honestly, I'd probably take Lictors if they had some of the formation rules by default, without having to take 300-400pts worth of them first. Paranoia and Ill Discipline (-1 to Ld for enemies within 12") is a potentially fantastic combo alongside some of our Pinning / psychic options, and getting Shrouded instead of Stealth in any area terrain (rather than just forests) would be pretty good too.
Most of all though, I think they need to be characters with some special challenge-related bonuses (perhaps a Tyranid version of Disarm). It would be awesome if they could be used to pick off sergeants/psykers in units, then Hit & Run out of there.
PrinceRaven wrote: No, I'm definitely saying Lictors are terrible. In my opinion Lictors need at least 2 or 3 of the following in order to be worth fielding at a competitive level:
- Increased durability
- Lower points cost
- Ability to make non-declinable challenges
- Ability to assault from reserves
- Pheromone trail working the turn they arrive from reserves
- Better close combat stats
I gotta agree in principle... Maybe just give Lictors Shrouded as part of Camo-skin, or buff up to "only snap shots" like Deathleaper Adding in a "Bio-assassin" rule that lets them make challenges (but not receive them) makes good sense from the fluff...I really agree on the trail working at all times is a workable, and needed change.
GW seems totally oposed to assault from...well Anything So thats likely out....and the stats? I think their fine
My only FMC is a Flyrant, and I magnetised his wings quite easily, using a couple of pins to stop them spinning around. It's much easier to transport, and I can see the same working for the Harpy/Crone kit.
I use a large plastic bin. It looks dangerous but very rarely do I suffer damages. Usually the only threat to the Hive Fleet is my 22 month old daughter.
My only FMC is a Flyrant, and I magnetised his wings quite easily, using a couple of pins to stop them spinning around. It's much easier to transport, and I can see the same working for the Harpy/Crone kit.
I've also Pinned and magnetized my Flyrant wings. Both of my flyrants are older metal models that I've converted by adding deamon wings to their backs.
I had planned to magnetize the Crone's wings as well, but I'm struggling a bit with how to do it, and maintain their structural integrity. There are 2 connection points, and I need 2 Pins to give it structure, and am then not sure where to place my magnets.
I magnetized the Cone and harpy head, and the Spike / Spore mine deployer just fine, but when I magnetized one of my Harpy weapons mounts with 2x2 mm at the connection point as well as along the torso, I was disappointed with the stability of them. They stay put, but tilting or shaking the crone can dislodge them. I'm going to go back and swap in larger magnets, but 2mm was the maximum diameter that didn't require reshaping of the connection points. I was hoping to use the squared edges to provide extra stability against tilt, but that apparently isn't going to work out. I use N50 magnets, and I know a lot of people use weaker N35 or N45 magnets.
ETA: It is my hope to magnetize my Crones sufficiently that I can easily fit at least 3 on a layer of foam. That means the Wings must be magnetized.
So yesterday I tried out a 3-Tyrant list, without using a Flyrant. Again I swapped the 3 Tyrant Guard from the formation to protect my warlord in the primary detachment. I also tried a Tervigon for the first time in 6E, outflanking it to threaten my opponent's backfield.
My opponent was running vanilla marines with mostly armour - 2 Predators, Las/plas Razorback, LRR with assault termies, Stormraven plus some tac marines / scouts and a bunch of sternguard in a drop pod. We rolled the mission with one objective each, and he went first. Despite psychic 7 rolls, I didn't manage to get Catalyst, instead picking up a mixed bag of Onslaught, Paroxsym, and Warp Blast on the HVC Tyrant.
I used the gaunts to bubble-wrap things as much as possible from the drop pod with combi-meltas (a few weeks ago I lost an Exocrine to this before it fired a shot). His only option was to land next to my Warlord, blowing away 2 Guards and wounding the Tyrant. The Land Raider with Termies + Captain rather bravely advanced toward two Tyrants, while the Predators hung around the back corner of the field sniping at anything they could. There wasn't enough cover to approach them safely, but I was able to reach a building in the middle of the board that blocked line of sight, preventing them shooting anything more worthwhile than gaunts.
The veteran squad was neutralised with a combo of The Horror and an Exocrine blast, preventing further plasma shenanigans. HVC and Warp Blast failed to scratch the LRR, and it managed to unload terminators in an attempt to kill the HVC Tyrant. I challenged the Captain to try and last a bit longer, which paid off. I piled in Termagants and a second HT, wiping out the Terminators with ease. Thanks to a combination of poor to hit rolls and lucky Iron Halo saves, the Captain lasted 3 turns in combat, with the HT surviving on 1 wound. It's worth nothing that Paroxsym was really valuable here - making TH/SS Terminators hit my WS8 Hive Tyrant on 5+ instead of 4+.
The Tervigon outflanked next to a combat squad, killing three tac marines including the missile launcher with Shreddershards. The following turn it spawned enough gaunts to finish off the rest, while making a beeline for his objective. Meanwhile, the Biovores obliterated absolutely anything that could walk, thanks to the Living Artillery re-roll. By turn 3/4 he had nothing left to hold objectives with, thanks to them. I'll definitely be taking this formation again.
We called the game during his 5th turn (I didn't play my 5th), as he only had a Predator and Stormraven on the board, and no troops. Two of my Tyrants survived (no guards did), and the Tervigon plus 2 spawned broods were in solid control of his objective. Mine was held by the Warriors, and I also had all three secondary objectives.
While my Hive Tyrants did perform fairly well, I don't think I'll be taking 3 of them again. The guards needed to make them durable mean they're pushing 300pts, which is expensive. I suffered mostly from lack of anti-armour, and some Fexes or even Hive Guard would have made it a massacre. Despite being mostly decent, the psychic powers I rolled didn't help much thanks to the lack of troops in range. I'm considering experimenting with 6+ Fexes next time instead.
Interesting. I don't think walking Tyrants are all that bad. I mean they are what 45 points more than a Dakkafex, for Synapse and WS8 / I5 ? Who can also take Tyrant Guards and Thorax Swarms and whatever else?
I think they are overlooked and spending 70 points on wings in a walking list just to throw your Tyrants forward and likely lose them.... I personally find Tyrants to be quite flimsy, especially for 240 pts, and while wings never hurt they are an expensive upgrade that I think is often not necessary.
Sounds like Tervigon did well, although against marines I expect them too.
The basic idea is to plant the Bastion Midfield, with the main door facing the enemy DZ. The Escape hatch will be placed 12" towards my DZ. On the first turn they are able to assault (Bottom of 1 or Top of 2 depending on who goes first), the genestealers will disembark from the bastion, and the hive guard will use the escape hatch to get in after it's empty. The ammo Store will let them re-roll 1's when shooting their impaler cannons, which will be able to protect about a 54" bubble from the center (or flank depending on terrain) of the table. The flyrant will use the bastion for cover before moving up and aiding the genestealers in whatever they need to assault, whether it be softening up a unit with shooting, buffing/debuffing with pyschic powers, etc. The tervigon's job is to guard the mid field, and spawn termagants to claim/contest objectives - the warriors and the 2 10-man termagants will hold the backfield. The lictors can go where necessary, and thanks to flying synapse/dominion, go to ground when shot at then become fearless to get up and move/assault their target (usually going to be backfield infantry or tanks & such).
@1250 points i don't think I will need more than 1 flyrant for AA support, and the hive guard with re-roll 1's to hit seem like they could be worth their investment.
SHUPPET wrote:Interesting. I don't think walking Tyrants are all that bad. I mean they are what 45 points more than a Dakkafex, for Synapse and WS8 / I5 ? Who can also take Tyrant Guards and Thorax Swarms and whatever else?
I think they are overlooked and spending 70 points on wings in a walking list just to throw your Tyrants forward and likely lose them.... I personally find Tyrants to be quite flimsy, especially for 240 pts, and while wings never hurt they are an expensive upgrade that I think is often not necessary.
Sounds like Tervigon did well, although against marines I expect them too.
The Tervigon didn't do a whole lot of damage, but tactically it was decent, grabbing an objective plus Linebreaker. I can't help but think how hilarious it would have been if it had outflanked next to the two Predators instead, though The only way for them to get safe would require moving toward a Hive Tyrant.
Walkrants would be awesome if they had a way to reliably get Catalyst or Biomancy, or a 2+ save. My MC list for this game ended up like this:
HT1: 1 wound left
HT2: 1 wound left
HT3: dead
Exocrine: dead
Tervigon: 4 wounds left
They work well enough in casual games, but against a reasonably competitive list, they'd all be dead.
tetrisphreak wrote:Here's a list i'm thinking of trying at 1250 points this coming monday:
Any suggestions/opinions on the list?
How come you're not taking the Tervigon as Troops? If you combined the Termagant broods it won't be too hard to find 40pts to unlock that, and it's arguably a better backfield scoring unit than 2x10 Terms (which themselves will be an issue if you roll the killpoint mission).
tetrisphreak wrote:Here's a list i'm thinking of trying at 1250 points this coming monday:
Any suggestions/opinions on the list?
How come you're not taking the Tervigon as Troops? If you combined the Termagant broods it won't be too hard to find 40pts to unlock that, and it's arguably a better backfield scoring unit than 2x10 Terms (which themselves will be an issue if you roll the killpoint mission).
I hadn't thought of that when i was just brainstorming the list on notebook paper. Now that you mention it, i guess i could drop 1 lictor, blob the termagants into a 30x brood and troop the tervigon, and add a thorax flamer (probably shreddershards). That really would change the battlefield role for the lictor, but I think i'd still keep it in for distraction/linebreaker, and a single lictor is still pretty good at shredding tanks with rear AV10. Thanks for the input!
ductvader wrote:
@Tetris...ammo store is a neat idea...I just take Swarmy half of the time for preferred enemy for the same effect.
It's really the only thing I could think of to really make hive guard worth bringing in a serious format. Swarmlord is good to have if you're taking him anyway, but 285 just to buff the shooting of 3 hive guard is too much. The ammo store is a 15 point upgrade to the bastion, which i'm really only taking as a delivery system for the genestealers and terrain for my flyrant to duck behind. The escape hatch/ammo store idea was an afterthought but i think it combos well with the hive guard, and i'm excited to give it a try.
Well that's not all Swarmy does...he's also slinging around 3 powers a turn, maintains synapse solidarity and presents a decent sized do-not-enter bubble.
Use just using an anecdote for one of his uses...I do the same with the Exocrine as well, especially since it's widely accepted that it can even TL the blast.
Its good to see some people have success with swarmy... personally I hate his guts now... he dies.. dies like a fruit fly every time he touches the table. I don't like walkrants either but they are cheaper at least.
Roci wrote: Its good to see some people have success with swarmy... personally I hate his guts now... he dies.. dies like a fruit fly every time he touches the table. I don't like walkrants either but they are cheaper at least.
I completely retired him outside of Homebrew/Houserule games.
tetrisphreak wrote: 2 models per fire point - the bastion has 8 fire points all around, so the hive guard will all be able to shoot.
That's actually very nice for Hive Guard. No matter where the fire points are, you don't need LOS to shot.
Now if only we had a way to put more than 3 Hive Guard in a Bastion.
If you want to be really obnoxious, take the following:
Tyranid Prime
Venomthrope brood
1-2 broods of Hive Guard
Bastion with Escape Hatch + Void Shield building upgrades, Ammo Dump battlefield debris.
Place the ammo dump on top of the bastion. Get one unit of Hive Guard onto the battlements, and an optional one hidden behind it. The Prime joins the Venom(s) inside the Bastion. You end up with:
Anything within 6" of the bastion is Shrouded
Anything within 12" of the bastion is in Synapse
The Prime fires an emplaced Heavy Bolter with BS4, Venomthrope(s) fire theirs with BS3.
The Hive Guard on top get re-rolls of 1, protected by a 2+ cover save and a void shield.
The optional 2nd Hive Guard brood behind the bastion are probably out of line of sight, but can fire as normal.
You don't get the fire point shenanigans like before, but you do get a nice Synapse/Shrouded aura, better Heavy Bolter firepower, and Hive Guard protected by 2+ cover and an AV12 barrier. It's a 48" radius no-go bubble in the middle of the board that only gets stronger the more units are nearby.
PrinceRaven wrote: I just wish the Tyranid Prime didn't take up an HQ slot and wasn't hideously overpriced.
Agreed, yet my Primes always seem to be more reliable in damage output than other HQs, flyrants included.
...I also don't run them outside of the formation too often.
If you're running warriors, taking the 3 broods + the Prime and getting 10 norn crowns for free isn't a bad deal at all.
I follow the "formation takes up your allies slot" house-rule and am already using the Living Artillery Node, but yes, that is a good way to get a Prime outside of the FOC and strengthen your Synaptic web.
Kain wrote:The thing is that Norn Crowns are heinously overpriced themselves.
He's referring to the extra 6 inches the Synaptic Swarm formation gives you.
PrinceRaven wrote: I just wish the Tyranid Prime didn't take up an HQ slot and wasn't hideously overpriced.
Agreed, yet my Primes always seem to be more reliable in damage output than other HQs, flyrants included.
...I also don't run them outside of the formation too often.
If you're running warriors, taking the 3 broods + the Prime and getting 10 norn crowns for free isn't a bad deal at all.
I follow the "formation takes up your allies slot" house-rule and am already using the Living Artillery Node, but yes, that is a good way to get a Prime outside of the FOC and strengthen your Synaptic web.
Kain wrote:The thing is that Norn Crowns are heinously overpriced themselves.
He's referring to the extra 6 inches the Synaptic Swarm formation gives you.
I know, I'm saying it shouldn't be a great bargain because the Norn Crown costs far more than it should.
Oh yes the actual wargear is overpriced but getting them for free on warriors makes up for it.
In my games lately the warriors haven't been bad, either. There really is a lack of s8+ weapons now that the game has gone to hull points glancing out vehicles with S7. The occasional battle cannon or basilisk definitely causes them some concern but overall it's S6 and S7 spam where i play. Also at base level, they're a small, easily hidden fearless scoring unit. Not terrible at shooting, and actually pretty decent in melee.
I might just for fun run a whole warrior-sized list in the near future and see how it performs. Hive guard included, of course, and zoanthropes just for the anti-tank.
tetrisphreak wrote: Oh yes the actual wargear is overpriced but getting them for free on warriors makes up for it.
In my games lately the warriors haven't been bad, either. There really is a lack of s8+ weapons now that the game has gone to hull points glancing out vehicles with S7. The occasional battle cannon or basilisk definitely causes them some concern but overall it's S6 and S7 spam where i play. Also at base level, they're a small, easily hidden fearless scoring unit. Not terrible at shooting, and actually pretty decent in melee.
I might just for fun run a whole warrior-sized list in the near future and see how it performs. Hive guard included, of course, and zoanthropes just for the anti-tank.
My zoeys often go unchallenged by my enemy...they just float up doing nothing and then go berserk on units. I think people have prioritization issues with them.
PrinceRaven wrote: I just wish the Tyranid Prime didn't take up an HQ slot and wasn't hideously overpriced.
Well, if you take a Synapse Node Formation (I haven't ever yet...) You get a Prime outside FOC, and she's got and enhanced Synapse bubble (18"? ) Maybe this is the way to use it....
Doh! should have read the thread before replying! Deathleapered!
Came home to find my Heirophant has arrived from China!
I have no idea where to start with it but Ill get around to it after the Wraithknight/Jetbikes/Terrain pieces/buying and moving into a home/ gets done.
Making some Bug terrain over here if anyone likes to DIY.
Iechine wrote: Came home to find my Heirophant has arrived from China!
I have no idea where to start with it but Ill get around to it after the Wraithknight/Jetbikes/Terrain pieces/buying and moving into a home/ gets done.
Making some Bug terrain over here if anyone likes to DIY.
I'm debating how to go about it...I want it to stand just on its legs during games and on a mount when its stored, but I've yet to find out how structurally sound its going to be. Definitely pinning it though, heavy duty.
There's two ways you can go:
1) Chop up the legs and pin them to keep them straight, as they can't support the weight of the body.
2) Make a stand under the body itself to take all the weight, like I've done above. This also lets you magnetise the limbs for easier transport/storage. Mine fit in a single KR case that way.
Iechine wrote: Came home to find my Heirophant has arrived from China!
I have no idea where to start with it but Ill get around to it after the Wraithknight/Jetbikes/Terrain pieces/buying and moving into a home/ gets done.
Making some Bug terrain over here if anyone likes to DIY.
Going to a 2000pt, no double force org, no fortifications tourney this weekend. They aren't allowing formations in this one, but plan to in the future. I'm expecting an uphill fight all day.
Here's what I'm planning on running:
Dakka Flyrant with Hive Commander
Dakka Flyrant
Venomthrope
Venomthrope
Zoanthrope
15 Hormagaunts with adrenal glands
15 Hormagaunts with adrenal glands
30 Termagaunts with 20 spinefists and 10 devourers
Tervigon
3 warriors with a barbed strangler
3 warriors with a barbed strangler
Hive Crone
Exocrine
Carnifex with stranglethorn cannon
Carnifex with stranglethorn cannon
76 models
15 units
6 troops
7 MCs; 3 of them flyers
4 pyskers
4 pinning weapons
Not sure how I feel about it, but I didn't have all of my models built yet and had to improvise. I think it has potential.
omerakk wrote: Going to a 2000pt, no double force org, no fortifications tourney this weekend. They aren't allowing formations in this one, but plan to in the future. I'm expecting an uphill fight all day.
Here's what I'm planning on running:
Dakka Flyrant with Hive Commander
Dakka Flyrant
Venomthrope
Venomthrope
Zoanthrope
15 Hormagaunts with adrenal glands
15 Hormagaunts with adrenal glands
30 Termagaunts with 20 spinefists and 10 devourers
Tervigon
3 warriors with a barbed strangler
3 warriors with a barbed strangler
Hive Crone
Exocrine
Carnifex with stranglethorn cannon
Carnifex with stranglethorn cannon
76 models
15 units
6 troops
7 MCs; 3 of them flyers
4 pyskers
4 pinning weapons
Not sure how I feel about it, but I didn't have all of my models built yet and had to improvise. I think it has potential.
Dosen't look bad I dunno about spending for Adrenals on the Hormigaunts though...At this high point levels I'd suggest Doubling up your Thrope Broods. Running solos just seems like giving away First Blood. 140 points to double them out...
Knowing the terrain they use... I don't think there is any way to stop first blood from happening if my opponents go first lol but good point.
I thought adrenal glands on the gaunts might make them useful enough to glance down some of the more vehicle heavy armies... but on second thought, I doubt enough of them will live to be any help. Ok, that's 60 extra points to work with right now... now to figure out what cuts and adjustments to make.
omerakk wrote: Knowing the terrain they use... I don't think there is any way to stop first blood from happening if my opponents go first lol but good point.
I thought adrenal glands on the gaunts might make them useful enough to glance down some of the more vehicle heavy armies... but on second thought, I doubt enough of them will live to be any help. Ok, that's 60 extra points to work with right now... now to figure out what cuts and adjustments to make.
Looking at the troops there, you're probably better off with one brood of 20-25 vanilla hormas for objective-grabbing and tarpitting. The current meta leans more toward AV13+ and flyers, so trying to glance down AV10 probably won't come up too much. I also find broods of 15 or less Hormas will take too much damage to be effective before they reach anything.
You can use the extra points for a few useful things:
Doubling up venoms or the zoanthrope broods
More firepower on the Fexes. A HVC can't hurt, and secondary devourers can also be handy if you really need to finish off a damaged flyer.
A template weapon for the Tervigon (Shreddershard or ESG are good options)
Regen for a Flyrant to try and deny Slay the Warlord
Wow....I've been out of this thread for a few days and it has really ballooned (about 10+ pgs since I was last here).
Any experiences against the new Astra Militarum? I've only played against them once (not with my bugs) and they appear to be quite strong.
I'm thinking of taking my nids up to Frontline and challenging Reece's AM army (which so far is undefeated).
Automatically Appended Next Post:
omerakk wrote: Going to a 2000pt, no double force org, no fortifications tourney this weekend. They aren't allowing formations in this one, but plan to in the future. I'm expecting an uphill fight all day.
Here's what I'm planning on running:
Dakka Flyrant with Hive Commander
Dakka Flyrant
Venomthrope
Venomthrope
Zoanthrope
15 Hormagaunts with adrenal glands
15 Hormagaunts with adrenal glands
30 Termagaunts with 20 spinefists and 10 devourers
Tervigon
3 warriors with a barbed strangler
3 warriors with a barbed strangler
Hive Crone
Exocrine
Carnifex with stranglethorn cannon
Carnifex with stranglethorn cannon
76 models
15 units
6 troops
7 MCs; 3 of them flyers
4 pyskers
4 pinning weapons
Not sure how I feel about it, but I didn't have all of my models built yet and had to improvise. I think it has potential.
I wouldn't focus so much on the troops. Rather, I'd probably focus more on the FA or Heavies. For your list, I'd drop 1 unit of warriors and some hormagants (probably combine the 2 to make 1 large, potentially outflanking unit). Then I'd get another hive crone if you've got the model.
Would love to see Nids go up against AM, especially with the skyblight formation. Seems a good test against an army that we historically have trouble with
Automatically Appended Next Post: I'm wondering what your guys' thoughts are on using two squads of warriors rather than the tervigon and gant tax for a skyblight list. My thinking is that I'd like to give them a try in a Skyblight list that I'm finishing building up:
I'm aware that the Tervigon is typically better, but I feel like with the venom in a bastion, the warriors' durability increases nicely, not to mention how much cheaper they are. They'll be camping the backfield (in 2 places instead of just one) and taking advantage of a 2+ or at worst 3+ cover until the venom is dealt with (which might not be so soon with all the FMCs to worry about, who will ALSO benefit greatly from the venomthrope. Effective 3++ for much of the first couple turns against anything that's not ignores cover AND sky fire? Thank you very much.
luke1705 wrote: Would love to see Nids go up against AM, especially with the skyblight formation. Seems a good test against an army that we historically have trouble with
Automatically Appended Next Post: I'm wondering what your guys' thoughts are on using two squads of warriors rather than the tervigon and gant tax for a skyblight list. My thinking is that I'd like to give them a try in a Skyblight list that I'm finishing building up:
I'm aware that the Tervigon is typically better, but I feel like with the venom in a bastion, the warriors' durability increases nicely, not to mention how much cheaper they are. They'll be camping the backfield (in 2 places instead of just one) and taking advantage of a 2+ or at worst 3+ cover until the venom is dealt with (which might not be so soon with all the FMCs to worry about, who will ALSO benefit greatly from the venomthrope. Effective 3++ for much of the first couple turns against anything that's not ignores cover AND sky fire? Thank you very much.
This is the sort of build I'd reccomend If only there was room for Zoey I think you'll have good results with this.
(I'd use 1 Winged Assassin, but that is because that's "how I roll" )
I gave the winged assassin some thought, but realized that for most targets having all that extra shooting does more, for 15 points less. Also it wouldn't allow the bastion to be in the list.
luke1705 wrote: I gave the winged assassin some thought, but realized that for most targets having all that extra shooting does more, for 15 points less. Also it wouldn't allow the bastion to be in the list.
Cool, though my "Base" build is Winged, LW/BS, Toxic....230 points. Toss in extras as points allow (I'd find 10 for a hive without fail...)
I had a game against Skyblight today. I got so screwed over, it wasn't even funny. I was running triptide Tau. Yes its a bit of a rude (substituting that for what I would normally say) move, but still it wasnt funny how it ended. Long story short, I killed all of his FMCs, it was looking very good for me by turn 3, I still had all three tides, and he had no more FMC, yada yada yada. But come turn four, one of my Riptides went down. Ok, I still have 2 more. Here is where it went wrong on turn 4. My opponent was taking 30 gargoyles. This made his Tervigon scoring. So I have bad target priority and go for his gargoyles because they are near the relic. I make the mistake of killing them. They go back into ongoing reserves, come back onto the Relic via DS. Come my turn 5 I kill them again. But I soon realize that the Tervigon is scoring! He moves and runs it onto the relic. SH*T! with this it is 4-3 him. I have First Blood, Warlord, and Line Breaker. He has Warlord.
As it stands now, on a 3+ the game will continue, I will be able to kill the Tervigon with my two remaining Riptides, and my Kroot would be able to reach the relic (not that it would really matter because my opponent would be tabled anyway). So I need the game to continue. My opponent rolls his bright green Nurgle dice and...
Spoiler:
Its a fething 2!!! My defeat was so horrible based on how the game was mine the whole time. So why am I posting this? I just wanted to share my experience playing against Nids and specifically Skyblight with my Tau. I made the mistake of not going for his troops when I needed to and focused a little too much on his last Harpie when it would not have done much. I was wondering of what you guys thought of this in general. Also, is there a rule that the person who goes second rolls to see if the game ends on turn 5, and then the first player on 6? It just came up in the FLGS just because of course after he rolls his 2, I roll my dice for fun, oh and of course that was a 3!!!
Thanks you guys for listening to my little batrep in a nutshell (or paragraph in this case), and let me know what you think!
Commander_Farsight wrote: I had a game against Skyblight today. I got so screwed over, it wasn't even funny. I was running triptide Tau. Yes its a bit of a rude (substituting that for what I would normally say) move, but still it wasnt funny how it ended. Long story short, I killed all of his FMCs, it was looking very good for me by turn 3, I still had all three tides, and he had no more FMC, yada yada yada. But come turn four, one of my Riptides went down. Ok, I still have 2 more. Here is where it went wrong on turn 4. My opponent was taking 30 gargoyles. This made his Tervigon scoring. So I have bad target priority and go for his gargoyles because they are near the relic. I make the mistake of killing them. They go back into ongoing reserves, come back onto the Relic via DS. Come my turn 5 I kill them again. But I soon realize that the Tervigon is scoring! He moves and runs it onto the relic. SH*T! with this it is 4-3 him. I have First Blood, Warlord, and Line Breaker. He has Warlord.
As it stands now, on a 3+ the game will continue, I will be able to kill the Tervigon with my two remaining Riptides, and my Kroot would be able to reach the relic (not that it would really matter because my opponent would be tabled anyway). So I need the game to continue. My opponent rolls his bright green Nurgle dice and...
Spoiler:
Its a fething 2!!! My defeat was so horrible based on how the game was mine the whole time. So why am I posting this? I just wanted to share my experience playing against Nids and specifically Skyblight with my Tau. I made the mistake of not going for his troops when I needed to and focused a little too much on his last Harpie when it would not have done much. I was wondering of what you guys thought of this in general. Also, is there a rule that the person who goes second rolls to see if the game ends on turn 5, and then the first player on 6? It just came up in the FLGS just because of course after he rolls his 2, I roll my dice for fun, oh and of course that was a 3!!!
Thanks you guys for listening to my little batrep in a nutshell (or paragraph in this case), and let me know what you think!
Triple Burstide Tau is arguably one of the toughest matchups for bugs, even Skyblight. If not for skyblight, this is probably the worst matchup I can think of for FMC-tyranids.
Target priority is the key when playing against the bugs. Kill the Synapse and the flyers. Gargoyles are only a threat when they get closer. Whittle them down but try not to finish them off until Turn 5. Always go after the flyrants (and any venomthropes within reach....an easy enough feat with nova-charged SMS).
Worth noting that this is not the case. Taking at least 3 broods of gargoyles (each anywhere from 10-30 models) is a requirement for the skyblight formation, not the Tervigon. You need a single squad of 30 Termagants to make a Tervigon scoring. You guys probably played it right, but I just wanted to clarify
Worth noting that this is not the case. Taking at least 3 broods of gargoyles (each anywhere from 10-30 models) is a requirement for the skyblight formation, not the Tervigon. You need a single squad of 30 Termagants to make a Tervigon scoring. You guys probably played it right, but I just wanted to clarify
Also, he could only deep strike those gargoyles if he had started them deep striking in reserves. If they began on the table, they enter normally.
Even if you are playing by the ridiculous Deep Strike RAW that says units forget how to Deep Strike if they start on the table, The Gargoyle units created by the Skyswarm rule always start in Ongoing Reserves, it's impossible to have them start on the board.
PrinceRaven wrote: Even if you are playing by the ridiculous Deep Strike RAW that says units forget how to Deep Strike if they start on the table, The Gargoyle units created by the Skyswarm rule always start in Ongoing Reserves, it's impossible to have them start on the board.
Trust me, I hope and think that's how an FAQ would rule it, by locally we tend towards RAW sadly.
Um, the RAWIS that they start in Ongoing Reserves, it says so right there in Skyswarm.
It is literally impossible to have a Skyswarm Gargoyle unit in reserves that didn't start there.
Yeah, Prince is right. Looking at the 'slate right now. Any unit of Gargoyles from a Skyblight that is killed is reformed and dropped into OR.
Strangely enough, we don't have any real Tau players in our local playgroup, and only one Eldar outside of myself. Since I am rocking 'nids now, my normal playgroup is mostly imperials (Guard and Marines).
I do have a friend with a heavy metal AM list that I am looking forward to playing, though.
Yeah, real hard to feel sorry for a Trip-Tide Tau player finding a list to be tough... It sounds like the Nids worked as desired. Threat Overload is based on the concept of messing up target priority. And that sounds like that's what happened. It is kinda sad though that even with so much going the Nids way...it took a lucky die roll to pull out a win ....
It seems like a Lot of people are using 30 Termigants+ Tervigon, as the Troops in the base formation. A little pricey for me, but I guess it depends on the budget....
I played against a Tyranid player who was just getting back into it after a hiatus, on my new FRONTLINE GAMING MAT for the first time. I have to say his army looked awesome, he said his theme was Bugs eating metal. So here is some Nid porn.
The only tactics I learned however, was that you CAN ID a Harpy with a Fex's Rupture Cannon on turn one. I failed my save. :(
I brought a friendly list and tabled him, but it felt good because the entire time he was relearning 6th ed rules and new bug rules, so I feel like I helped a fellow Tyranid out and we both had a good time. Again, his army looked awesome.
So with all these hierophants floating around, has anyone actually played with them using the most recent apocalypse rules? Seems like having them run around with a prime and a venomthrope embarked inside would be pretty ridiculous.
Ok, so I am looking at Tyranids and am trying to find the most competitive list. I am fairly sure that it includes Skyblight, but can someone aid me in my search? I have combed over this forum to the best of my ability, but it is quite dense with information.
Commander_Farsight wrote: Ok, so I am looking at Tyranids and am trying to find the most competitive list. I am fairly sure that it includes Skyblight, but can someone aid me in my search? I have combed over this forum to the best of my ability, but it is quite dense with information.
Well, the basics are...
HQ: Flyrants with Devourers
Elites: Solo venomthropes in a fortification, or Zoanthropes
Troops: Tervigon, 30 gants, and small gant broods OR 3 Warriors and lots of MSU gants
Fast Attack: Crones, and the necessities for Skyblight
Heavy Support: Here is the variety... Tyrannofex, Exocrines, Carnifex, Biovores and Mawlocs are all good.
So, the list: If you have the cash, Skyblight is brutally good. But it requires 7 flying monstrous creatures and at least 5 troop boxes...
Otherwise: 3-4 FMCs and a good ground presence. Look into the Living Artillery Node, it's amazing. Here's a basic 1850, no formations list:
It gives you lots of Troops, good synapse, boosted cover, a few big MCs and 4 Flying Monstrous Creatures. Plus, you can take out scoring units and transports to win objective games.
Commander_Farsight wrote: Ok, so I am looking at Tyranids and am trying to find the most competitive list. I am fairly sure that it includes Skyblight, but can someone aid me in my search? I have combed over this forum to the best of my ability, but it is quite dense with information.
Take a look over in Army Lists...I just saw a Skyblight list on the first or second pages 1750 I believe...
While being primarily a Guard player, I'm beginning a tyranid force piece by piece, thanks to a large input of used (or unbuilt) miniatures from my gaming club.
This pool mostly consists of classic 3rd / 4th edition miniatures, and no FMC. Troops already built are 20 termagants with fleshborers, representing spawns for a tervigon, plus 14 hormagaunts, some genestealers...
In order to unlock this tervigon as a troop choice, I will have to build 30 termagants. I'm hesitating between the following options, please tell me which configuration sounds best :
10* devourer + 20 spinefists
or
15 devourers + 15 spinefists
or
even more devourers because moar dakka.
While being primarily a Guard player, I'm beginning a tyranid force piece by piece, thanks to a large input of used (or unbuilt) miniatures from my gaming club.
This pool mostly consists of classic 3rd / 4th edition miniatures, and no FMC. Troops already built are 20 termagants with fleshborers, representing spawns for a tervigon, plus 14 hormagaunts, some genestealers...
In order to unlock this tervigon as a troop choice, I will have to build 30 termagants. I'm hesitating between the following options, please tell me which configuration sounds best :
10* devourer + 20 spinefists
or
15 devourers + 15 spinefists
or
even more devourers because moar dakka.
Personally I favor these loadouts.
12 Devourers/18 Fleshborers
(Originally it was 10/20 but after I math-ed it for a whole day...the extra 2 made all the difference for me.)
Personally, I prefer spinefists to fleshborers due to be being more effective against T3.
For loadout it depends on whether or not I intend to outflank the unit and how many points I have to spend. If I'm not outflanking them and have the points I generally use 10 devourers and 20 spinefists.
Unless you're running all Spike Rifles or used Stranglewebs, no one's going to get on your case. I have a few Stranglers and Stranglethorns so I need spinefists less.
While being primarily a Guard player, I'm beginning a tyranid force piece by piece, thanks to a large input of used (or unbuilt) miniatures from my gaming club.
This pool mostly consists of classic 3rd / 4th edition miniatures, and no FMC. Troops already built are 20 termagants with fleshborers, representing spawns for a tervigon, plus 14 hormagaunts, some genestealers...
In order to unlock this tervigon as a troop choice, I will have to build 30 termagants. I'm hesitating between the following options, please tell me which configuration sounds best :
10* devourer + 20 spinefists
or
15 devourers + 15 spinefists
or
even more devourers because moar dakka.
I'm a big fan of both Spinefists, and Devilgaunts ina 2 to 1 ratio. So...10 Devourers, 20 Spinefists looks best to me...
Tyran wrote: They only reason to run fleshborers over spinefists is if you are facing a lot of t5, t7 or av10.
Or a lot of 5+ saves...or because you like to recycle the models for spawns.
Sorry, but spinefists have AP:5 as well, so the choice of fleshborers boils down to the occasions listed by Tyran.
Out of the mentioned cases, only T5 can be a frequent encounter (SM bikes list). I'm not that worried about bike overrun, especially in casual, club gaming.
I prefer the spinefists over fleshborers without a doubt, that's why I put them in my question up there. Plus they look really nice on gaunts, and are easier to glue for yielding dynamic models.
So, there seems to be a consensus on fielding 10 devourers, or a bit more, but not up to 15 (a supplement cost of 20 points, not negligible).
I'm not contesting your advice, but do termagants suffer that much losses in early game to justify not to take more devogaunts ?
Sorry to ask this, but I rarely met tyranid players last years, so I'm having a blurry vision on how this army behaves.
Tyran wrote: They only reason to run fleshborers over spinefists is if you are facing a lot of t5, t7 or av10.
Or a lot of 5+ saves...or because you like to recycle the models for spawns.
Sorry, but spinefists have AP:5 as well, so the choice of fleshborers boils down to the occasions listed by Tyran.
Out of the mentioned cases, only T5 can be a frequent encounter (SM bikes list). I'm not that worried about bike overrun, especially in casual, club gaming.
I prefer the spinefists over fleshborers without a doubt, that's why I put them in my question up there. Plus they look really nice on gaunts, and are easier to glue for yielding dynamic models.
So, there seems to be a consensus on fielding 10 devourers, or a bit more, but not up to 15 (a supplement cost of 20 points, not negligible).
I'm not contesting your advice, but do termagants suffer that much losses in early game to justify not to take more devogaunts ?
Sorry to ask this, but I rarely met tyranid players last years, so I'm having a blurry vision on how this army behaves.
Medium long answer...the more Devourers you put in a Brood, the more fire it will attract And gaunts die pretty darn easy.
Tyran wrote: They only reason to run fleshborers over spinefists is if you are facing a lot of t5, t7 or av10.
Or a lot of 5+ saves...or because you like to recycle the models for spawns.
Sorry, but spinefists have AP:5 as well, so the choice of fleshborers boils down to the occasions listed by Tyran.
Out of the mentioned cases, only T5 can be a frequent encounter (SM bikes list). I'm not that worried about bike overrun, especially in casual, club gaming.
I prefer the spinefists over fleshborers without a doubt, that's why I put them in my question up there. Plus they look really nice on gaunts, and are easier to glue for yielding dynamic models.
So, there seems to be a consensus on fielding 10 devourers, or a bit more, but not up to 15 (a supplement cost of 20 points, not negligible).
I'm not contesting your advice, but do termagants suffer that much losses in early game to justify not to take more devogaunts ?
Sorry to ask this, but I rarely met tyranid players last years, so I'm having a blurry vision on how this army behaves.
Medium long answer...the more Devourers you put in a Brood, the more fire it will attract And gaunts die pretty darn easy.
In my experience, they don't die that easily. People focus much more on my flyers, Tyrants or synapses.
Funny thing, i was playing endless swarm and wanted my termies (20 devilgaunts each) and hormies (around 13-14 each i think) to die. Even charging without cover, walking through dangerous terrain for 2-3 rounds, they wouldn't die fast enough. First group to die was turn 4 i think. Really wanted to try Trygon tunnel.
I also like groups of 20, but I tend not to invest points in the Gants as a point of preference. Not that it's bad strategy or anything - I just feel like the hive mind would rather spend it's resources (and my army points lol) spawning bigger gribblies rather than better guns. I mean what are we, Dark Eldar?
Joking aside, I think it's also important to try and outflank a squad of Gants like that. Although you're probably right that they won't be a priority target, it will also be a few turns before they can do their damage if they footslog all the way across the board and a smart opponent will largely mitigate their damage. RIP drop pods
Hey, so for my next army I want to go out of my cumfort zone (I play Tau, so sitting and shooting), and I thought that Tyranids could fit that, and be fun. I'm also looking for an army that I can easily play a little less competitive with, but could if I want to.
So, I know that eventually I want to get everything to play Skyblight, but what should I start out with? I have really only gone up against Skyblight in playin against Nids, so I'm not really sure what to start with. I was thinking like some Gaunts, Gargoyles, a Tervigon, and maybe a T-Fex or Hive Crone.
Eldarain wrote: Grab at least one Flyrant and decide how you want to set your troops up. With the scoring Gargoyles from Skyblight you don't need many.
I like the Tervigon and 30 Terms myself.
Then keep adding Flyrants, Crones, Harpies, Gargoyles, Exocrines, maybe a Venomthrope or two to protect the FMCs before they take off.
Ironically I may be branching out to Tau next for similar reasons. Also broadside awesomeness. My advice for list building at a fun level is to simply read through the codex. Read the fluff and see what sounds like fun. Almost everything is viable in the codex if you set up the right list. If you want a list, first we need to know what you think would be fun to do.
It's probably also worth pointing out that at point values lower than 1500, skyblight is really just about impossible to field because it's such a large formation. Though people rag on the new codex a lot, that is because there is no real tournament-level power build that exists. We do now have that with Skyblight, and some people say that there are other good formations from the dataslates. But to the credit of the codex, you can field an army that can stand toe to toe with just about any army you'll face that isn't itself a tournament- winning army. And the best part is that there is versatility - you don't have to have a specific list.
That being said, good list-building principles do still apply and you can't just throw anything in there with no synergy and expect to do well. But once you have a theme we can definitely help with synergy and as much competitiveness as you'd like
12 Devourers/18 Fleshborers
(Originally it was 10/20 but after I math-ed it for a whole day...the extra 2 made all the difference for me.)
10 Spike Rifles/20 Fleshborers
Wondering what the maths is here? I've always just used a simple ratio guideline for my own for ease , not sure how to do the maths here. Please elaborate for me.
Automatically Appended Next Post:
luke1705 wrote: Almost everything is viable in the codex if you set up the right list [...] Though people rag on the new codex a lot, that is because there is no real tournament-level power build that exists. [...] But to the credit of the codex, you can field an army that can stand toe to toe with just about any army you'll face that isn't itself a tournament- winning army. And the best part is that there is versatility - you don't have to have a specific list.
This is all pretty inaccurate. We are arguably the least versatile army in the game. About half the book is unplayable even in casual games. You also completely missed the reason that people were disappointed with the new dex - it's not because of how well we compete at a competitive level at all.
Commander_Farsight wrote: Hey, so for my next army I want to go out of my cumfort zone (I play Tau, so sitting and shooting), and I thought that Tyranids could fit that, and be fun. I'm also looking for an army that I can easily play a little less competitive with, but could if I want to.
So, I know that eventually I want to get everything to play Skyblight, but what should I start out with? I have really only gone up against Skyblight in playin against Nids, so I'm not really sure what to start with. I was thinking like some Gaunts, Gargoyles, a Tervigon, and maybe a T-Fex or Hive Crone.
So what do you think I should start with?
I gave this some thought this morning...This is more of a "Nids in general" suggestion.
The "Swarm Box" (?) and a Tyrant, and a box or Warriors...
Heavy: Dakkafex (Carnifex, with 2x TL Devourers w/ Brain Leeches ) 150
Fast : Gargoyles: x10 60
That should be about 910 points... Build 10x Devilgaunts (Termagants with Devourers ) for 80, and spend the last 10 on a upgrade (Thorax Hive, or Tail?) or just take 2 extra Hormagants.. put the Devilgaunts into one of the Termigant Broods. This will boost it into a x30 super Brood, and be good practice for when you "upgrade" to higher point games.
Suggested purchases: Tervigon (with the x30 Brood this slots in as a Troop, giving you 6 Troops) spend the "spare 10 points on a Thorax Hive This puts you at 1205 (drop one Hormagant to ballence) (Late entry: for 1250, toss in a Venothrope )
At this point you can purchase to build Skyblight, or just plain "Nids"
For "Nidzilla" style builds get more Carnifexen, anywhere from 1 more to 3 more.
Then decide what you like for the third Heavy slot....
Buy 1 more Hive Tyrant at a minimum, 2 if you're commited to Skyblight...
You'll need 3 Hive Crone/Harpy boxes min to build 1 Crone, and two Harpys (but you really want 2 Crones as well )
2 boxes of Gargoyles min for Skyblight, maybe as many as 5...
"Other"...well I reccomend a couple of Zoanthropes, 4 might be better, and most anyone will tell you to buy some Venomthropes 1 min, I prefer two, either to increase durability, or split out for more coverage....
I build out Skyblight with two Broods of Warriors, many build it with Tervigon + x30 Termigants. So you might need a second box of Warriors down the road.
I hope this helps you plan out your assimilation into the Hive Mind..
luke1705 wrote: Almost everything is viable in the codex if you set up the right list [...] Though people rag on the new codex a lot, that is because there is no real tournament-level power build that exists. [...] But to the credit of the codex, you can field an army that can stand toe to toe with just about any army you'll face that isn't itself a tournament- winning army. And the best part is that there is versatility - you don't have to have a specific list.
This is all pretty inaccurate. We are arguably the least versatile army in the game. About half the book is unplayable even in casual games. You also completely missed the reason that people were disappointed with the new dex - it's not because of how well we compete at a competitive level at all.
Agree to disagree. I've used many models to great success. I know I'm not the most experienced general and I certainly don't play in the most competitive meta, but with few exceptions I've found most of the codex to be perfectly playable in a casual setting. I am curious, however, to know which units you find to be impossible to use? I will certainly concede the pyrovore and the rippers, plus old one eye, the sky slasher swarms and the shrikes. I suppose that is more entries than just a few, but they are spread nicely across the FOCs, with only 2 FA slots being "lost". Maybe I'm not familiar enough with other codices, but does having 1 bad entry in each FOC make a horrible codex? I'm not saying that I'm happy with the uninspired job that was done with the codex. I mean the cut and paste fluff alone....come on. But I really have no overarching issues with useless units everywhere I look.
Commander_Farsight wrote: Hey, so for my next army I want to go out of my cumfort zone (I play Tau, so sitting and shooting), and I thought that Tyranids could fit that, and be fun. I'm also looking for an army that I can easily play a little less competitive with, but could if I want to.
So, I know that eventually I want to get everything to play Skyblight, but what should I start out with? I have really only gone up against Skyblight in playin against Nids, so I'm not really sure what to start with. I was thinking like some Gaunts, Gargoyles, a Tervigon, and maybe a T-Fex or Hive Crone.
So what do you think I should start with?
I gave this some thought this morning...This is more of a "Nids in general" suggestion.
The "Swarm Box" (?) and a Tyrant, and a box or Warriors...
Heavy: Dakkafex (Carnifex, with 2x TL Devourers w/ Brain Leeches ) 150
Fast : Gargoyles: x10 60
That should be about 910 points... Build 10x Devilgaunts (Termagants with Devourers ) for 80, and spend the last 10 on a upgrade (Thorax Hive, or Tail?) or just take 2 extra Hormagants.. put the Devilgaunts into one of the Termigant Broods. This will boost it into a x30 super Brood, and be good practice for when you "upgrade" to higher point games.
Suggested purchases: Tervigon (with the x30 Brood this slots in as a Troop, giving you 6 Troops) spend the "spare 10 points on a Thorax Hive This puts you at 1205 (drop one Hormagant to ballence) (Late entry: for 1250, toss in a Venothrope )
At this point you can purchase to build Skyblight, or just plain "Nids"
For "Nidzilla" style builds get more Carnifexen, anywhere from 1 more to 3 more.
Then decide what you like for the third Heavy slot....
Buy 1 more Hive Tyrant at a minimum, 2 if you're commited to Skyblight...
You'll need 3 Hive Crone/Harpy boxes min to build 1 Crone, and two Harpys (but you really want 2 Crones as well )
2 boxes of Gargoyles min for Skyblight, maybe as many as 5...
"Other"...well I reccomend a couple of Zoanthropes, 4 might be better, and most anyone will tell you to buy some Venomthropes 1 min, I prefer two, either to increase durability, or split out for more coverage....
I build out Skyblight with two Broods of Warriors, many build it with Tervigon + x30 Termigants. So you might need a second box of Warriors down the road.
I hope this helps you plan out your assimilation into the Hive Mind..
That sounds really good! Personally I'm not looking to start off with anything that would do very well at lower point levels, just because I find myself getting a lot of youngsters to the game asking me to play, and so I feel like 1 FMC is enough for one do deal with while learning. I really appreciate all of your help, and keep it coming with some strategy for the list maybe? Off to my FLGS to pick up the dex!
luke1705 wrote: Almost everything is viable in the codex if you set up the right list [...] Though people rag on the new codex a lot, that is because there is no real tournament-level power build that exists. [...] But to the credit of the codex, you can field an army that can stand toe to toe with just about any army you'll face that isn't itself a tournament- winning army. And the best part is that there is versatility - you don't have to have a specific list.
This is all pretty inaccurate. We are arguably the least versatile army in the game. About half the book is unplayable even in casual games. You also completely missed the reason that people were disappointed with the new dex - it's not because of how well we compete at a competitive level at all.
Agree to disagree. I've used many models to great success. I know I'm not the most experienced general and I certainly don't play in the most competitive meta, but with few exceptions I've found most of the codex to be perfectly playable in a casual setting. I am curious, however, to know which units you find to be impossible to use? I will certainly concede the pyrovore and the rippers, plus old one eye, the sky slasher swarms and the shrikes. I suppose that is more entries than just a few, but they are spread nicely across the FOCs, with only 2 FA slots being "lost". Maybe I'm not familiar enough with other codices, but does having 1 bad entry in each FOC make a horrible codex? I'm not saying that I'm happy with the uninspired job that was done with the codex. I mean the cut and paste fluff alone....come on. But I really have no overarching issues with useless units everywhere I look.
We can agree to disagree on opinion subjective statements like the versatility of the new codex, but we can't agree to disagree on you speaking incorrectly for everybody by saying all the complaints were due to us not recieving a high-level tourney build when it was only a minority that felt this way and most of us were complaining about the sincere issues of the dex. If you want clarification on this I suggest you go back and actually read the threads in question that you are speaking on, because at this stage everything has been said too many times already to repeat again.
Sorry if I touched a nerve. To be honest, I think there's a fine line between people wanting "good, usable units" and "units that will help you win games". I have no desire to rehash what apparently has been hashed too many times already however, so I'll leave it at that
SHUPPET wrote: We can agree to disagree on opinion subjective statements like the versatility of the new codex, but we can't agree to disagree on you speaking incorrectly for everybody by saying all the complaints were due to us not recieving a high-level tourney build when it was only a minority that felt this way and most of us were complaining about the sincere issues of the dex. If you want clarification on this I suggest you go back and actually read the threads in question that you are speaking on, because at this stage everything has been said too many times already to repeat again.
Widely inaccurate.. I read every post on the rumors and release threads and whilst there were many complaints regarding what you have outlined above the fact that Tyranids were "non competitive" was the biggest gripe players had. If you would like another reference go read the comments on the IG codex, whilst allot of people were un happy things were removed once they realized there were a few tournament winning builds the "attitude" of the threads and opinions changed.
Looking at the Necron codex and you have the same situation, there are many, many units in that which are terrible and the fluff was drastically changed but not many complained about that when 6th was dropped... (yes I know it was released in 5th)
Most people care about the competitiveness of the army over any other consideration, that is a fact which is proven time and time again. But we have had this discussion before I believe and I don't think I will change your mind over this one...
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luke1705 wrote: Agree to disagree. I've used many models to great success. I know I'm not the most experienced general and I certainly don't play in the most competitive meta, but with few exceptions I've found most of the codex to be perfectly playable in a casual setting. I am curious, however, to know which units you find to be impossible to use? I will certainly concede the pyrovore and the rippers, plus old one eye, the sky slasher swarms and the shrikes. I suppose that is more entries than just a few, but they are spread nicely across the FOCs, with only 2 FA slots being "lost". Maybe I'm not familiar enough with other codices, but does having 1 bad entry in each FOC make a horrible codex? I'm not saying that I'm happy with the uninspired job that was done with the codex. I mean the cut and paste fluff alone....come on. But I really have no overarching issues with useless units everywhere I look.
Necrons:
1. Lychguards are pretty bad, 1 wound models with a 3+ armour save for 40 points each that only carry Warscythes. If you swap the Scythe for a shield and sword (extra 5 ppm) you get a power weapon and a cool ability to "deflect" a shot back at the enemy on a 4+ but it only works with AP3 attacks (as your armour save is better) and only within 6" of the enemy. Dakka will end these guys super easy as they are walking 6" across the board.
2. Praetorians are better because they are jump infantry but are still 1 wound models with a 3+ for 40 points each. Still a bad unit that hardly any one takes as they will die super easy.
3. Ctan Shard would be good if he could make it across to board! super expensive model that can be ignored easy and doesn't really pack that much of a punch in cc v a dedicated cc unit and only has a 4++ with 4 wounds (T7)
4. Flayed ones are so bad.. so so bad..
5. Stalkers are also pretty bad (but all walkers are really) 150 points for a walker with a 2 shot melta, it can give twin linked to units which is nice but hardly worth it's cost and will die.
6. Tomb blades are ok.. kinda meh
7. Destroyers are also ok, over priced a little but decent all though your hardly ever going to take them
8. Doomsday arks sound good in theory but are terrible in play, the large blast 72" str 9 AP1 template sounds like death but in general play opponents get cover saves or position so you cant see them (as you cant move the tank) and you scatter. V hordes it might be better (still 175 points though)
So.. there are a number of OK to Meh to Bad to Terrible units in the Necron codex. The difference between the nids and the necrons are wraiths, twin linked super durable very cheap Str 7 death (AB's and Flyers), Warlord's getting back up cheese, making you punch yourself in the face cheese and late objective grabbing Eldar style cheese.
Commander_Farsight wrote: Hey, so for my next army I want to go out of my cumfort zone (I play Tau, so sitting and shooting), and I thought that Tyranids could fit that, and be fun. I'm also looking for an army that I can easily play a little less competitive with, but could if I want to.
So, I know that eventually I want to get everything to play Skyblight, but what should I start out with? I have really only gone up against Skyblight in playin against Nids, so I'm not really sure what to start with. I was thinking like some Gaunts, Gargoyles, a Tervigon, and maybe a T-Fex or Hive Crone.
So what do you think I should start with?
I gave this some thought this morning...This is more of a "Nids in general" suggestion.
The "Swarm Box" (?) and a Tyrant, and a box or Warriors...
Heavy: Dakkafex (Carnifex, with 2x TL Devourers w/ Brain Leeches ) 150
Fast : Gargoyles: x10 60
That should be about 910 points... Build 10x Devilgaunts (Termagants with Devourers ) for 80, and spend the last 10 on a upgrade (Thorax Hive, or Tail?) or just take 2 extra Hormagants.. put the Devilgaunts into one of the Termigant Broods. This will boost it into a x30 super Brood, and be good practice for when you "upgrade" to higher point games.
Suggested purchases: Tervigon (with the x30 Brood this slots in as a Troop, giving you 6 Troops) spend the "spare 10 points on a Thorax Hive This puts you at 1205 (drop one Hormagant to ballence) (Late entry: for 1250, toss in a Venothrope )
At this point you can purchase to build Skyblight, or just plain "Nids"
For "Nidzilla" style builds get more Carnifexen, anywhere from 1 more to 3 more.
Then decide what you like for the third Heavy slot....
Buy 1 more Hive Tyrant at a minimum, 2 if you're commited to Skyblight...
You'll need 3 Hive Crone/Harpy boxes min to build 1 Crone, and two Harpys (but you really want 2 Crones as well )
2 boxes of Gargoyles min for Skyblight, maybe as many as 5...
"Other"...well I reccomend a couple of Zoanthropes, 4 might be better, and most anyone will tell you to buy some Venomthropes 1 min, I prefer two, either to increase durability, or split out for more coverage....
I build out Skyblight with two Broods of Warriors, many build it with Tervigon + x30 Termigants. So you might need a second box of Warriors down the road.
I hope this helps you plan out your assimilation into the Hive Mind..
That sounds really good! Personally I'm not looking to start off with anything that would do very well at lower point levels, just because I find myself getting a lot of youngsters to the game asking me to play, and so I feel like 1 FMC is enough for one do deal with while learning. I really appreciate all of your help, and keep it coming with some strategy for the list maybe? Off to my FLGS to pick up the dex!
OK, here is some basic suggestions at 1250, a nice low point game.... Nids work best using "Threat overload" ie: give your enemy too many threats , so that mistakes are made, then exploit those mistakes.
So think about dropping 4 Hormies, and getting Hive Commander. This lets you Outflank one Troop. This is either your Super Brood (of termigants + Devilgaunts) or the Tervigon. this puts a big threat into the backfield.
Attack in waves, the Tyrant can use the Gargoyles as a screen, and the Hormigaunts can keep up fairly well. (+3" to run, move through cover, yadda,yadda ) Wave two kinda depends on what you Outflank...if it was the Terv, the Termies move up with the Warriors, then roll foward into the Synapse bubble(s) up front. If the Terv stays home, it can watch the mid to back, and secure VP points with spawned Broods. The Warriors move up with the Termigants, and look to seize value in the mid to front. The Tyrant pushes forward to get the Super Brood into Synapse ASAP. The Dakkafex can try to keep up with the first wave, or can give support to the second wave.
This is a classic Swarm force, so you mostly want to maximise volume of fire (quantity, not quality ) and overwhelm. You have 6 Troops, that is likely to be several more than any opposing force. So objective based scenarios are your oyster The Veno should escort the first wave...this will slow you down, but the boosted cover saves will totally be worth it. If you feel a need for speed you can escort the second wave, but I don't think you'll get as much value this way...
All in all, it should be fun, and a real change from Tau...
Late entry: The first wave is a "wing" of Hormie, Gargoyle, Hormie. The Veno follows up, just keep 1 or 2 models from each Brood within 6" of the Veno. The tyrant follows on, providing a Synapse bubble, and getting an enhanced cover save (from the screening units if nothing else)
The second wave is too fill gaps,and/or exploit openings If you Outflank the Terv, it can take over the Synapse job once the first wave gets close enough, freeing up the Tyrant. If you out flank the super Brood, the tyrant needs to get north in a hurry, and the Warriors can push up to provide Synapse in the midfield.
KillerWabbit wrote: Just a question, but shouldn't all of this list theorycraft be in a different forum?
A fair point, but at this point this thread has expanded well beyond any individual forum category. And Tyranid tactica heavily relies upon synergy between units. Whereas you can discuss almost all of the applications of something like Sternguard without ever talking about a different marine unit.
KillerWabbit wrote: Just a question, but shouldn't all of this list theorycraft be in a different forum?
A fair point, but at this point this thread has expanded well beyond any individual forum category. And Tyranid tactica heavily relies upon synergy between units. Whereas you can discuss almost all of the applications of something like Sternguard without ever talking about a different marine unit.
Indeed this thread would probably be more aptly named 'The Hivemind'
SHUPPET wrote: We can agree to disagree on opinion subjective statements like the versatility of the new codex, but we can't agree to disagree on you speaking incorrectly for everybody by saying all the complaints were due to us not recieving a high-level tourney build when it was only a minority that felt this way and most of us were complaining about the sincere issues of the dex. If you want clarification on this I suggest you go back and actually read the threads in question that you are speaking on, because at this stage everything has been said too many times already to repeat again.
Widely inaccurate.. I read every post on the rumors and release threads and whilst there were many complaints regarding what you have outlined above the fact that Tyranids were "non competitive" was the biggest gripe players had. If you would like another reference go read the comments on the IG codex, whilst allot of people were un happy things were removed once they realized there were a few tournament winning builds the "attitude" of the threads and opinions changed.
Looking at the Necron codex and you have the same situation, there are many, many units in that which are terrible and the fluff was drastically changed but not many complained about that when 6th was dropped... (yes I know it was released in 5th)
Most people care about the competitiveness of the army over any other consideration, that is a fact which is proven time and time again. But we have had this discussion before I believe and I don't think I will change your mind over this one...
Automatically Appended Next Post:
luke1705 wrote: Agree to disagree. I've used many models to great success. I know I'm not the most experienced general and I certainly don't play in the most competitive meta, but with few exceptions I've found most of the codex to be perfectly playable in a casual setting. I am curious, however, to know which units you find to be impossible to use? I will certainly concede the pyrovore and the rippers, plus old one eye, the sky slasher swarms and the shrikes. I suppose that is more entries than just a few, but they are spread nicely across the FOCs, with only 2 FA slots being "lost". Maybe I'm not familiar enough with other codices, but does having 1 bad entry in each FOC make a horrible codex? I'm not saying that I'm happy with the uninspired job that was done with the codex. I mean the cut and paste fluff alone....come on. But I really have no overarching issues with useless units everywhere I look.
Necrons:
1. Lychguards are pretty bad, 1 wound models with a 3+ armour save for 40 points each that only carry Warscythes. If you swap the Scythe for a shield and sword (extra 5 ppm) you get a power weapon and a cool ability to "deflect" a shot back at the enemy on a 4+ but it only works with AP3 attacks (as your armour save is better) and only within 6" of the enemy. Dakka will end these guys super easy as they are walking 6" across the board. 2. Praetorians are better because they are jump infantry but are still 1 wound models with a 3+ for 40 points each. Still a bad unit that hardly any one takes as they will die super easy. 3. Ctan Shard would be good if he could make it across to board! super expensive model that can be ignored easy and doesn't really pack that much of a punch in cc v a dedicated cc unit and only has a 4++ with 4 wounds (T7) 4. Flayed ones are so bad.. so so bad.. 5. Stalkers are also pretty bad (but all walkers are really) 150 points for a walker with a 2 shot melta, it can give twin linked to units which is nice but hardly worth it's cost and will die. 6. Tomb blades are ok.. kinda meh 7. Destroyers are also ok, over priced a little but decent all though your hardly ever going to take them 8. Doomsday arks sound good in theory but are terrible in play, the large blast 72" str 9 AP1 template sounds like death but in general play opponents get cover saves or position so you cant see them (as you cant move the tank) and you scatter. V hordes it might be better (still 175 points though)
So.. there are a number of OK to Meh to Bad to Terrible units in the Necron codex. The difference between the nids and the necrons are wraiths, twin linked super durable very cheap Str 7 death (AB's and Flyers), Warlord's getting back up cheese, making you punch yourself in the face cheese and late objective grabbing Eldar style cheese.
Oh look at that, another non Tyranid player talking out his ass....
Here's the thread. http://www.dakkadakka.com/dakkaforum/posts/list/572719.page Number one complaint was, is, and has been, the fact that we lack versatility (to use one broad statement to define a lot of things). We have so much unplayable junk in our codex, more than any other army. Things that were unplayable last ed GOT NERFED, even before factoring in assault changes and whatever else to their point costs. That is not to say that there is not always going to be a few people who look at the dex's strongest build and judge from there - I actually made a thread recently pointing out how a lot of people's attitudes changed with the release of Skyblight, and how it became pretty transparent that a lot of them did not care about the flaws in the codex and were satisfied with even one, completely linear, tournament winning build. However it is pretty silly at this point to suggest things like this codex is balanced internally. If you were to look at the top 20 worst units in the game, we would have 10 of them. There is so much trash made up for by so much good stuff. The fact is at this stage, anyone saying we are a weak codex is being closeminded and outlandish, we have Skyblight. But not as outlandish as saying we are a versatile codex where "almost everything is viable in the right list" (exact quote), because we also have Rippers Pyrovores Swarmlord Skyslashers Raveners Genestealers Haruspex Old One Eye etc etc
And talking about Necrons here is not only irrelevant. Go find a necron thread.
PrinceRaven wrote: I, for one, am sick of people telling me why I'm upset about the new Codex.
Well you know what they say. Nobody knows you quite like some random person that you've never met before. I do agree though. Rather than dwelling on the shortcomings of the codex, I'd rather try and make lemonade. For example, I'm not convinced that lictors are all bad, even without Mawloc synergy. Has anyone used them with some success?
SHUPPET wrote: Oh look at that, another non Tyranid player talking out his ass....
Here's the thread. http://www.dakkadakka.com/dakkaforum/posts/list/572719.page Number one complaint was, is, and has been, the fact that we lack versatility (to use one broad statement to define a lot of things). We have so much unplayable junk in our codex, more than any other army. Things that were unplayable last ed GOT NERFED, even before factoring in assault changes and whatever else to their point costs. That is not to say that there is not always going to be a few people who look at the dex's strongest build and judge from there - I actually made a thread recently pointing out how a lot of people's attitudes changed with the release of Skyblight, and how it became pretty transparent that a lot of them did not care about the flaws in the codex and were satisfied with even one, completely linear, tournament winning build. However it is pretty silly at this point to suggest things like this codex is balanced internally. If you were to look at the top 20 worst units in the game, we would have 10 of them. There is so much trash made up for by so much good stuff. The fact is at this stage, anyone saying we are a weak codex is being closeminded and outlandish, we have Skyblight. But not as outlandish as saying we are a versatile codex where "almost everything is viable in the right list" (exact quote), because we also have Rippers Pyrovores Swarmlord Skyslashers Raveners Genestealers Haruspex Old One Eye etc etc
And talking about Necrons here is not only irrelevant. Go find a necron thread.
Why so upset dude? And FWIW I play Tyranids and Necron's (so does JY2 and Im sure his opinions are valid?). Was also responding to a direct query about other codecs. Just to be 100% all though I quoted you I was responding specifically to the bolded part. I think we have some common ground on that considering you yourself saw a change in attitude once the skyblight formation was released? suddenly it was rainbows and lollipops for allot of people on here!
SHUPPET wrote: We can agree to disagree on opinion subjective statements like the versatility of the new codex, but we can't agree to disagree on you speaking incorrectly for everybody by saying all the complaints were due to us not recieving a high-level tourney build when it was only a minority that felt this way and most of us were complaining about the sincere issues of the dex. If you want clarification on this I suggest you go back and actually read the threads in question that you are speaking on, because at this stage everything has been said too many times already to repeat again.
I have played most of those things you mentioned above and totally 100% agree they are terrible! and that the difference between a good unit and a crap unit in the Nids dex is wide.
PrinceRaven wrote: I, for one, am sick of people telling me why I'm upset about the new Codex.
Well you know what they say. Nobody knows you quite like some random person that you've never met before. I do agree though.
Hmm Luke, this is pretty hypocritical and quite contradictory to other statements of yours such as:
luke1705 wrote: Though people rag on the new codex a lot, that is because there is no real tournament-level power build that exists.
That's kind of.... the definition of telling us all why we are upset over the new codex. When in reality there is a multitude of reasons and that is seriously a minor one.
SHUPPET wrote: Oh look at that, another non Tyranid player talking out his ass....
Here's the thread. http://www.dakkadakka.com/dakkaforum/posts/list/572719.page Number one complaint was, is, and has been, the fact that we lack versatility (to use one broad statement to define a lot of things). We have so much unplayable junk in our codex, more than any other army. Things that were unplayable last ed GOT NERFED, even before factoring in assault changes and whatever else to their point costs. That is not to say that there is not always going to be a few people who look at the dex's strongest build and judge from there - I actually made a thread recently pointing out how a lot of people's attitudes changed with the release of Skyblight, and how it became pretty transparent that a lot of them did not care about the flaws in the codex and were satisfied with even one, completely linear, tournament winning build. However it is pretty silly at this point to suggest things like this codex is balanced internally. If you were to look at the top 20 worst units in the game, we would have 10 of them. There is so much trash made up for by so much good stuff. The fact is at this stage, anyone saying we are a weak codex is being closeminded and outlandish, we have Skyblight. But not as outlandish as saying we are a versatile codex where "almost everything is viable in the right list" (exact quote), because we also have Rippers Pyrovores Swarmlord Skyslashers Raveners Genestealers Haruspex Old One Eye etc etc
And talking about Necrons here is not only irrelevant. Go find a necron thread.
Why so upset dude? And FWIW I play Tyranids and Necron's (so does JY2 and Im sure his opinions are valid?). Was also responding to a direct query about other codecs. Just to be 100% all though I quoted you I was responding specifically to the bolded part. I think we have some common ground on that considering you yourself saw a change in attitude once the skyblight formation was released? suddenly it was rainbows and lollipops for allot of people on here!
Haha glad you agree, although you can see my confusion being that YOU DID NOT BOLD ANY PART of my quoted statement. I still disagree with you a little tho, I feel that most the complaints where definitely about valid concerns like the imbalances inside the codex. However, I do doubt that a lot of that was sincere as with the release of Skyblight, it certainly feels like all those "valid concerns" was just an outlet for peoples rage that we didn't get a top tier build. Seriously, how are people happy with Skyblight? Its one of the stupidest formations released, it's an entire army list written for you. If you cared about anything besides cheap victorys, you would have been downright disappointed with the dataslates. They fixed nothing that needed it. (i also play Necrons btw - not my main though )
luke1705 wrote: Rather than dwelling on the shortcomings of the codex, I'd rather try and make lemonade. For example, I'm not convinced that lictors are all bad, even without Mawloc synergy. Has anyone used them with some success?
I have tried to and have confirmed my suspicions that even with Mawloc synergy they are terrible against any competent opponent.
I do not actually own that many Lictors, so I haven't, but it's rare that spamming something terrible makes it good, usually it just means a greater percentage of your army is terrible.
That being said, I have heard rumours on the wind that the Deathleaper formation can be used effectively, even against competent opponents, so I'm not entirely discounting it as a possibility.
PrinceRaven wrote: I do not actually own that many Lictors, so I haven't, but it's rare that spamming something terrible makes it good, usually it just means a greater percentage of your army is terrible.
That being said, I have heard rumours on the wind that the Deathleaper formation can be used effectively, even against competent opponents, so I'm not entirely discounting it as a possibility.
Yes and no I think. I've messed around with DLAB quite a bit (I do think it's a really cool idea for a formation, enough so for me to buy the two more Lictors I needed to run it without proxying).
If you face an enemy vulnerable to morale, then DLAB is really effective (helping you force all sorts of leadership-based fun). I run a single Mawloc along with them and the precision placement you can get has turned a few situations around for me. Fearless armies are a lot harder to crack though, so building an army around DLAB and Leadership-effects isn't going to work everywhere you run it. DLAB + Shadows nerfs psychic-based opponents up close beautifully too.
One thing I have noticed that I think is under-estimated with this formation is that while yes, you've got six fairly fragile units out there... you've also got six extra small, dangerous units out there. Isolated units are easily picked off by one or two Lictors, and parking lots get overwhelmed easily enough (especially if you also throw in that Mawloc).
It's definitely not a meta-changing formation with some magical "master this and you win forever" property, but DLAB is a lot of fun if you are willing to work with it a little. The Forest Brood I've only used once, and it didn't have as much of an impact as DLAB.
Really on point ^ Deathleaper formation is pretty much the only way I take Lictors, as I've said before it has obvious disadvantages but the advantages counter balance. I think its better at higher point levels though, and mileage will vary every game. They are still better in almost every way to regular lictor squads.
One army I've yet to see much talk about is Iyanden Eldar? Has anyone had much experience against that, how do we fair against WraithGuard/Blades/Lords/Knights?
Yes I have lots of experience against those sorts of lists, How do we fair? As someone too poor to afford Hive Crones, horribly. Your shooting is a joke, with the exception of a Reaper Tyrant your melee is a joke, your conditional Fearless is a joke and your multiple wounds? Also a joke. I find myself considering a big blob or 2 of Gargoyles/Gaunts with Toxin Sacs and a second Exocrine just to deal with Iyanden fetching Eldar.
However, I expect those Hive Crone spammers and swarm players out there have a different story.
Ok, some feedback from the tournament last week....
Results 2 wins, 1 loss.
The wins were against a Sisters list that failed to bring anti-air and the same Space Marine player from the previous week. Again, both were near enough tabled.
Now the loss...the loss was painful. It was against a White Scars Bikestar list complete with allied Space Wolves.
Things to note - the Bikestar is annoying. It is the bane of 'nids. Nothing like a 2+ EWFNP T5 chapter master to drive you up the wall. Add to the the rudeness of a bike mounted, 2+ save divination Rune Priest who just so happened to get the power that allowed him to reroll armour saves.....
Ugh. I just simply could not dent that. I couldn't risk Carnifexes going in due to Khan being there as well and even the Tyrants were hard pressed to impact it. I will also note that this was the only game that I did not get first turn or Seize and that he got some luck right off the bat with an Orbital Barrage writing off one Crone straight off the line. Seriously, the sodding thing just hit the crone. If it had scattered a few inches more the Crone would have lived and the Tyrant that was hit would not have cared.
Also, the Rune Staff with its ability to straight up block psychic powers on a 4+ regardless of what they actually are? Yeaaaah, not a good match up. I get the feeling that if he had NOT rolled that one psychic power up it would have gone differently as well - the fact he could simply negate the vast majority of my firepower through rerolling saves AND then getting FNP....
Well, that was rude.
Things I learned from that....
How long before Space Wolves get looked at and get those shenanigans taken away? Seriously, 80% of that was the damn Rune Priest on his own - rerolling saves and negating a large amount of Dominions, Catalysts and Onslaughts through a 4+ is what caused the problem.
PrinceRaven wrote: Yes I have lots of experience against those sorts of lists, How do we fair? As someone too poor to afford Hive Crones, horribly. Your shooting is a joke, with the exception of a Reaper Tyrant your melee is a joke, your conditional Fearless is a joke and your multiple wounds? Also a joke. I find myself considering a big blob or 2 of Gargoyles/Gaunts with Toxin Sacs and a second Exocrine just to deal with Iyanden fetching Eldar.
However, I expect those Hive Crone spammers and swarm players out there have a different story.
The reason I ask is I have one in my upcoming league fixtures, the army I am using is a Skyblight, 30 man blob of mixed gants, Tervigon, Biovores, 2 x mawlocs, assassin Flyrant, venom and Zoanthrope.
So.................new to the Hive mind and loving it. Used an Endless Swarm formation to great effect and fear tactics today ;-)
On another note, I like doing fun/interesting/unexpected things...Looking in IA4: The Anphelion Project I see the entries for Brood Nests, Spore Chimneys, and Capillary towers...but only points costs for the Brood Nests. IA Apocalypse Second Edition has a Spore Chimney Infestation Formation...and says 25 + Models...and refers back to the IA4 book. Can anyone close the loop for me and point me to the Book/Page number for the points costs?
I greatly appreciate it! And JY2, although you play with robots...I still like you for your Bugs.
foto69man wrote: So.................new to the Hive mind and loving it. Used an Endless Swarm formation to great effect and fear tactics today ;-)
On another note, I like doing fun/interesting/unexpected things...Looking in IA4: The Anphelion Project I see the entries for Brood Nests, Spore Chimneys, and Capillary towers...but only points costs for the Brood Nests. IA Apocalypse Second Edition has a Spore Chimney Infestation Formation...and says 25 + Models...and refers back to the IA4 book. Can anyone close the loop for me and point me to the Book/Page number for the points costs?
I greatly appreciate it! And JY2, although you play with robots...I still like you for your Bugs.
Hey foto, welcome to the Hive! Most of the stuff from IA4 is outdated now, and expect an update by the end of the month, early June time. However all of the terrain you are talking about is gone from the books in terms of rules. No Models = No Rules. And Forge World have no plans for making them again as they said it just didnt sell before hand.
As an aside, for Termagants, my current loadout is for take-on-all-comer games, so I run with 9 Fleshborers, 9 Spinefists, and 2 Stranglewebs (Yeah, I'm the one guy!) for a 90 pt squad. Enough bodies to hold a point, small enough to hang in cover, decent firepower that changes depending on what kind of infantry I'm fighting (IE, do Spines or Borers go in the casualty line?) and, yeah, everybody hates Stranglewebs, but a pinning test template is still a pining test template.
Does Shadow in the Warp effect stubborn units, I know this is a big of a YMDC question but this thread has become such an almgamation of different sub forums, one more can't hurt...
Eldercaveman wrote: Does Shadow in the Warp effect stubborn units, I know this is a big of a YMDC question but this thread has become such an almgamation of different sub forums, one more can't hurt...
Interesting question. I'm not really sure where the debate is coming from. The rulebook states that stubborn units ignore any penalties to their leadership for the purposes of morale and pinning. That being said, it appears that the penalty still exists even for them when attempting to manifest psychic powers or taking leadership tests that are not specifically morale checks, as the rules clarify that morale checks are a specific subset of leadership checks, so if a model is stubborn, they don't care about morale but that doesn't mean that they don't care about their leadership.
So, in short, they are affected, but at certain points they are able to override the effects and just not care (resolving combat, pinning).
Even fearless models appear to be affected by Shadow in the Warp. It also makes sense thematically. It doesn't matter if you're afraid or a stone-faced Psyker. If your connection to the warp gets messed with by the Hive Mind, who knows what might happen? THE PERILS!
Anyone got some tips v CSM? specifically the deamon prince? I am unsure of what the best unit's are for taking this guy out? it generally flies around the board rolling 5's and 6's for extra attacks and murdering all of my MC's with impunity!
My current Idea is going second (hopefully) and reserving everything squishy whilst flying around the board myself killing his troops and just dogging the Deamon?
Going by the preview video released today from GW regarding 7th edition, Lords of War will have their own slot in the core rulebook FOC for battle-forged armies.
I foresee my harridan in lots of future battles post 5/24/2014.
1. 4ed consolidate in to combat is in 2. If you fail to cast a power you can't cast it the rest of the game 3. Every unit including vehicles will now score 4. Unbound armies may not contest objectives 5. Lords of war are in 6. Escalation and stronghold remain as they are now 7. Vehicles will be harder to kill the chart changes once more. 8. The book will come out in 3 options Art like warhammer visions, Fluff book, and one that only contains rules and that one is about as think as the current SM book. 9.difficult terrain is just -2 inches 10. Wound allocation has changed a bit.not super clear as to how. 11. D-weapons toned down but he was unclear as what that meant so from the sounds of it they will still be super ugly.
How do you see your army composition and tactics changing because of it?
1. 4ed consolidate in to combat is in
2. If you fail to cast a power you can't cast it the rest of the game
3. Every unit including vehicles will now score
4. Unbound armies may not contest objectives
5. Lords of war are in
6. Escalation and stronghold remain as they are now
7. Vehicles will be harder to kill the chart changes once more.
8. The book will come out in 3 options Art like warhammer visions, Fluff book, and one that only contains rules and that one is about as think as the current SM book.
9.difficult terrain is just -2 inches
10. Wound allocation has changed a bit.not super clear as to how.
11. D-weapons toned down but he was unclear as what that meant so from the sounds of it they will still be super ugly.
How do you see your army composition and tactics changing because of it?
1. A boon for us, allowing us to keep pushing once we hit the lines. Which the flying circus does. Fast.
2. This might shaft us. Bit of bad luck and you could lose your catalysts and dominions. Zoeys even more of a liability unless they seriously change how psychic shooting attacks work - seriously, make them autohit already.
3. WELL NOW. This is just a huge boon to us. Seriously, there is no reason to go spam happy with troops now.
4. I seriously wonder who is going to play with Unbound?
5. Meh. Seriously. Let's hope the new big critter in work at FW is worthwhile.
6. Not so fussed about this either.
7. I could boo at this. If hull points remain we'll be fine - if not we have a problem again.
8. Hurrah? I could do with a fluff free rulebook.
9. HAH. Did difficult terrain bother us anyhow?
10. Curious.
11. Toned down is better than nothing.
1. 4ed consolidate in to combat is in
2. If you fail to cast a power you can't cast it the rest of the game
3. Every unit including vehicles will now score
4. Unbound armies may not contest objectives
5. Lords of war are in
6. Escalation and stronghold remain as they are now
7. Vehicles will be harder to kill the chart changes once more.
8. The book will come out in 3 options Art like warhammer visions, Fluff book, and one that only contains rules and that one is about as think as the current SM book.
9.difficult terrain is just -2 inches
10. Wound allocation has changed a bit.not super clear as to how.
11. D-weapons toned down but he was unclear as what that meant so from the sounds of it they will still be super ugly.
How do you see your army composition and tactics changing because of it?
Either Flyrants and more Flyrants, or Mawlocs and more Mawlocs.
I foresee Battle-forged being house ruled as the standard way to play, with unbound games only coming as a result of a conversation between two people.
However as stated above, i have no qualms over fielding my super heavy flyer in a standard game of 40K once the Lord of War slot has been injected into the main game.
Assuming these other rumors are true (the lord of war one is, but that doesn't mean all the others are) then I could see my genestealers making a return to the table with Consolidation to CC.
Aside from that I just need to see how it all shakes out. Just about 12 more days and we will know it all (probably sooner than then actually).
1. 4ed consolidate in to combat is in
2. If you fail to cast a power you can't cast it the rest of the game
3. Every unit including vehicles will now score
4. Unbound armies may not contest objectives
5. Lords of war are in
6. Escalation and stronghold remain as they are now
7. Vehicles will be harder to kill the chart changes once more.
8. The book will come out in 3 options Art like warhammer visions, Fluff book, and one that only contains rules and that one is about as think as the current SM book.
9.difficult terrain is just -2 inches
10. Wound allocation has changed a bit.not super clear as to how.
11. D-weapons toned down but he was unclear as what that meant so from the sounds of it they will still be super ugly.
How do you see your army composition and tactics changing because of it?
1 good for Nids, make cc units a bit better
2 bad for NIds
3 bad for NIds
4 not sure
5 bad for NIds
6 bad for NIds
7 bad for NIds
8 not relevant
9 potentially an ok change
10 not sure
11 neutral - AP1 etc still bad.
PrinceRaven wrote: Every unit being scoring is a buff to Nids, but it's a bigger buff to a lot of other armies. Do you really want to deal with scoring Riptides?
1. 4ed consolidate in to combat is in
2. If you fail to cast a power you can't cast it the rest of the game
3. Every unit including vehicles will now score
4. Unbound armies may not contest objectives
5. Lords of war are in
6. Escalation and stronghold remain as they are now
7. Vehicles will be harder to kill the chart changes once more.
8. The book will come out in 3 options Art like warhammer visions, Fluff book, and one that only contains rules and that one is about as think as the current SM book.
9.difficult terrain is just -2 inches
10. Wound allocation has changed a bit.not super clear as to how.
11. D-weapons toned down but he was unclear as what that meant so from the sounds of it they will still be super ugly.
How do you see your army composition and tactics changing because of it?
Just how reliable are these? I see some of them as plausible but others, I dunno.
1. We are no longer the assault powerhouse that we once were. While this isn't bad, there are other armies out there that have scarier assault units than us. I'm talking about the assault deathstars.
2. I don't think this is the norm. Rather, it is probably one of the results on the Miscast table. In any case, this actually may benefit us. Why? Because of Shadows. We are making it harder for other psykers to cast their powers due to Shadows, thus increasing their chances of "failing" to cast a power.
3. Good and bad. It's a mixed bag. Scoring was never really an issue for us, but now, other armies which traditionally have weak scoring have become much better.
4. Sounds hokey....but yeah!
5. Ouch. Nerf to D? Yeah!
6. No change for us.
7. Ouch.
8. Does not apply.
9. Won't affect us too much.
10. Wound allocation won't bother us that much as we don't rely on wound allocation shenanigans.
11. Yeah! Bring back the Gargants!
It's too soon to develop tactics without the actual rules, but I still advocate a balanced army in favor of FOC armies.
I think if you want to work out what is likely out of there just look towards Fantasy.
Number 3 on that list for example there is a similar effect on the equivalent fantasy table for irresistible force. So I can imagine it will be a similar effect on the perils table. Something like the Psyker loses 1 mastery level and forgets the power.
Anyone else still finding after all this time our codex isn't getting the respect it deserves from our opponents.... Untill after the game?
I still get respect for my bugs, though that is probably more due to my skill than it actually is for the army. However, with the exception of Skyblight, I'm still finding it really tough for my bugs to go up against skyfire Tau and some of the other top tournament armies, especially when run by competent players.
bodazoka wrote: Anyone got some tips v CSM? specifically the deamon prince? I am unsure of what the best unit's are for taking this guy out? it generally flies around the board rolling 5's and 6's for extra attacks and murdering all of my MC's with impunity!
My current Idea is going second (hopefully) and reserving everything squishy whilst flying around the board myself killing his troops and just dogging the Deamon?
Try to shoot him down with your flyrants or tie him up with a bunch of gribblies. In combat, if your MC survives, do a Smash attack on him. He's only T5 and can be insta-killed unless he gets Iron Arm. Stick your MC's in terrain because he will be at I1 if he has to charge through terrain. Then Smash him to death.
Eldercaveman wrote: Does Shadow in the Warp effect stubborn units, I know this is a big of a YMDC question but this thread has become such an almgamation of different sub forums, one more can't hurt...
Interesting question. I'm not really sure where the debate is coming from. The rulebook states that stubborn units ignore any penalties to their leadership for the purposes of morale and pinning. That being said, it appears that the penalty still exists even for them when attempting to manifest psychic powers or taking leadership tests that are not specifically morale checks, as the rules clarify that morale checks are a specific subset of leadership checks, so if a model is stubborn, they don't care about morale but that doesn't mean that they don't care about their leadership.
So, in short, they are affected, but at certain points they are able to override the effects and just not care (resolving combat, pinning).
Even fearless models appear to be affected by Shadow in the Warp. It also makes sense thematically. It doesn't matter if you're afraid or a stone-faced Psyker. If your connection to the warp gets messed with by the Hive Mind, who knows what might happen? THE PERILS!
Agreed.
foto69man wrote: So.................new to the Hive mind and loving it. Used an Endless Swarm formation to great effect and fear tactics today ;-)
On another note, I like doing fun/interesting/unexpected things...Looking in IA4: The Anphelion Project I see the entries for Brood Nests, Spore Chimneys, and Capillary towers...but only points costs for the Brood Nests. IA Apocalypse Second Edition has a Spore Chimney Infestation Formation...and says 25 + Models...and refers back to the IA4 book. Can anyone close the loop for me and point me to the Book/Page number for the points costs?
I greatly appreciate it! And JY2, although you play with robots...I still like you for your Bugs.
Thanks!
Unfortunately, a lot of the older formations are out-of-date and possibly even obsolete. Sorry I don't have the news/info that you are looking for, but if you really can't find the info, just customize it, show your opponent any data you have on the formation and its relevent units, and then ask for permission from your opponent.
The wins were against a Sisters list that failed to bring anti-air and the same Space Marine player from the previous week. Again, both were near enough tabled.
Now the loss...the loss was painful. It was against a White Scars Bikestar list complete with allied Space Wolves.
Things to note - the Bikestar is annoying. It is the bane of 'nids. Nothing like a 2+ EWFNP T5 chapter master to drive you up the wall. Add to the the rudeness of a bike mounted, 2+ save divination Rune Priest who just so happened to get the power that allowed him to reroll armour saves.....
Ugh. I just simply could not dent that. I couldn't risk Carnifexes going in due to Khan being there as well and even the Tyrants were hard pressed to impact it. I will also note that this was the only game that I did not get first turn or Seize and that he got some luck right off the bat with an Orbital Barrage writing off one Crone straight off the line. Seriously, the sodding thing just hit the crone. If it had scattered a few inches more the Crone would have lived and the Tyrant that was hit would not have cared.
Also, the Rune Staff with its ability to straight up block psychic powers on a 4+ regardless of what they actually are? Yeaaaah, not a good match up. I get the feeling that if he had NOT rolled that one psychic power up it would have gone differently as well - the fact he could simply negate the vast majority of my firepower through rerolling saves AND then getting FNP....
Well, that was rude.
Things I learned from that....
How long before Space Wolves get looked at and get those shenanigans taken away? Seriously, 80% of that was the damn Rune Priest on his own - rerolling saves and negating a large amount of Dominions, Catalysts and Onslaughts through a 4+ is what caused the problem.
Ouch. Unless you are running the Tyranid Airforce, White Scars (and especially White Scars with Space Wolf allies) is just a bad matchup for us.
The last time I played against biker marines (fortunately, he wasn't running White Scars, though he did run SW allies and the Biker Chapter Master), I just tied up his biker deathstar unit with 30 termagants with FNP from Catalyst and focused the rest of my army on killing the rest of his army.
Eldercaveman wrote: One army I've yet to see much talk about is Iyanden Eldar? Has anyone had much experience against that, how do we fair against WraithGuard/Blades/Lords/Knights?
Eldar is another tough matchup for us, especially wave serpent-spam with wraithknights. Before, we could easily deal with high Toughness armies. Nowadays, Toxin Sacs are at a premium and just less frequently taken in a Tyranid TAC list. We can still win, but if they are meched up in wave serpents, we are going to be fighting an uphill battle.
Automatically Appended Next Post:
Eldercaveman wrote: I think if you want to work out what is likely out of there just look towards Fantasy.
Number 3 on that list for example there is a similar effect on the equivalent fantasy table for irresistible force. So I can imagine it will be a similar effect on the perils table. Something like the Psyker loses 1 mastery level and forgets the power.
Yeah, that's what I am thinking. Our "Psychic phase" is going to be a lot like Fantasy's "Magic phase".
Nice to get our formations written in as legal in all games, which makes turning up with Skyblight less risky and generally allows us to patch some of our units by popping a couple of extra rules on them (looking at you, Living Artillery Node, Endless Swarm and Deathleaper's Assassin Brood).
Come to think of it, with formations in in a big way, and the "logical" setup of most of them (heck, even odd ones like Broodlord Hunting Pack are pretty normal in terms of actual models taken if you were going to take Genestealers at all...) I foresee a trend of building the heart of a Battle Forged list around your mandatory HQ and Troops, bring whatever Nodes you want to buff whatever units you want beyond what you would get simply from taking them on their own, and then make up your points with a few extra regular Force Organisation choices (lone Zoanthropes, Mawlocs, Venomthropes, Winged Tyrants etc).
Where you going to take an Exocrine? Hey, take some complimentary Biovores and a nice unit of scoring Tyranid Warriors as well and we'll buff the whole lot with Organic Bombardment. Genestealers not quite lethal enough? Okay, throw in a Broodlord and a couple of extra minimal broods (ideal for scoring by the way) and we'll buff the whole lot with Preferred Enemy against something nearby and a nice enhanced version of Infiltrate.
The wins were against a Sisters list that failed to bring anti-air and the same Space Marine player from the previous week. Again, both were near enough tabled.
Now the loss...the loss was painful. It was against a White Scars Bikestar list complete with allied Space Wolves.
Things to note - the Bikestar is annoying. It is the bane of 'nids. Nothing like a 2+ EWFNP T5 chapter master to drive you up the wall. Add to the the rudeness of a bike mounted, 2+ save divination Rune Priest who just so happened to get the power that allowed him to reroll armour saves.....
Ugh. I just simply could not dent that. I couldn't risk Carnifexes going in due to Khan being there as well and even the Tyrants were hard pressed to impact it. I will also note that this was the only game that I did not get first turn or Seize and that he got some luck right off the bat with an Orbital Barrage writing off one Crone straight off the line. Seriously, the sodding thing just hit the crone. If it had scattered a few inches more the Crone would have lived and the Tyrant that was hit would not have cared.
Also, the Rune Staff with its ability to straight up block psychic powers on a 4+ regardless of what they actually are? Yeaaaah, not a good match up. I get the feeling that if he had NOT rolled that one psychic power up it would have gone differently as well - the fact he could simply negate the vast majority of my firepower through rerolling saves AND then getting FNP....
Well, that was rude.
Things I learned from that....
How long before Space Wolves get looked at and get those shenanigans taken away? Seriously, 80% of that was the damn Rune Priest on his own - rerolling saves and negating a large amount of Dominions, Catalysts and Onslaughts through a 4+ is what caused the problem.
Ouch. Unless you are running the Tyranid Airforce, White Scars (and especially White Scars with Space Wolf allies) is just a bad matchup for us.
The last time I played against biker marines (fortunately, he wasn't running White Scars, though he did run SW allies and the Biker Chapter Master), I just tied up his biker deathstar unit with 30 termagants with FNP from Catalyst and focused the rest of my army on killing the rest of his army.
Tragedy is that this was a Tyranid airforce - 3 Flyrants, 2 Crones. Couldn't get any psychic powers off at all due to the damn Space wolf rune priest and luck had him roll the power to give him a rerollable 2+. However, looking at 7th ed? DELICIOUS. Allowing all units to score is a boon, allowing our troops to get objective secured is insanely good. Tervigons might be a thing again and Warriors may be a bit more viable as well.
Actually, I found my Warriors to be quite staunch through the whole tournament. People didn't focus them and they held their objective every game....
Automatically Appended Next Post:
PrinceRaven wrote: Every unit being scoring is a buff to Nids, but it's a bigger buff to a lot of other armies. Do you really want to deal with scoring Riptides?
Do they really want to deal with scoring carnifexes, crones or mawlocs?
It's a ridiculous boon to us in the fact a lot of our more survivable stuff is non-scoring at the moment....suddenly it can score and claim objectives. Considering that our approach to a unit holding an objective tends to be utterly destroying it we should claim a healthy number more, no?
A big change that we may find if all of our bound units score, is that armies can't simply take out the synapse and watch our troops fall apart. Because we can score with the units that don't care apart synapse.
Eldercaveman wrote: A big change that we may find if all of our bound units score, is that armies can't simply take out the synapse and watch our troops fall apart. Because we can score with the units that don't care apart synapse.
Word, I can see Genestealer infiltraters being a "thing". And solo MCs... I am living for hitting a Unit with a Mawloc, then counting as holding.
Every unit scoring is not good overall as other codexes benefit more .. All vehicles now score. Riptides, wraithknights, dreadknights now score, Paladin Knights score, Screamer star, jetseer star, beast pack score. Getting them off objectives is not fun.
Unbound not contesting is just a don't know at this stage. The throw the FOC out the window to create armies that win by tabling is not looking so good for us, they may not contest but if they kill our whole army in 2 turns do they care? Only if we lose the limits on units on the table at the start and no insta-lose at the end of turn one do the odds turn back - otherwise a Tau marketlight spam army that needs nothing else in their army wins first turn as an example.
To be fair to this whole unbound idea...it is written as a footnote beneath the extensive battleforged rules. Much like the (create your own terrain rules!, or disregard whatever rules you want for YOUR game footnotes in the book)
I am almost certain it will not see play in general tournaments.
Otherwise I guess Draigo and 29 Solodins are about to go nuts with Hammers and Holocaust. That's 31 Warp Charges in the "pool" too.
If the other part of the rumor is true, armies that follow the FOC gain "objective secured", so they can still move in and grab objectives from scoring deathstars without having to kill or engage them
omerakk wrote: If the other part of the rumor is true, armies that follow the FOC gain "objective secured", so they can still move in and grab objectives from scoring deathstars without having to kill or engage them
Truth...so Skyblight would be able to doubly secure objectives?
Automatically Appended Next Post: I have another question...what have you noticed that your opponents don't realize about tyranids?
I recently beat my opponent because he didn't realize that I don't have to kill units to win. I often just have to survive.
I found troops were our weakest aspect so scoring everything is a great buff in my eyes
That being said, it's all really not hard for us to take absolutely anything we want +80 points of Gants, and still be in the FOC thanks to all our pages of DLC. I think most the time we should have no worries taking Battleforged bonus for almost anything you want to do. The main exception to this is if you want to add more Flyrants, which admittedly is not a light decision, other options for Synapse just aren't really cutting it as well as that one does....