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The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/08 02:45:43


Post by: Boburrito


Hi! I've seen quite few nice army lists while skimming through here, but I have a few questions for you guys.
1. What units are the most competitive? What combination of units make up the most competitive list? I'm not gonna lie, I like to win and knowing this can help me make a stronger list, while being able to make it fun as well.
2. It seems that both rippers and dimas are probably the most controversial units available to the tyranids but do you think there is any way to make them worth taking? Can you build a list around them to make them strong? Their models are just so darn cool! I know that the Dima discussion went on a few pages back but it seems like some new people have joined the conversation so I'll ask it again.
As always, thanks for your time.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/08 02:58:53


Post by: SHUPPET


The most competitive list possible imo:


Hive Tyrant, Wings, 2x TL-Devs, eGrubs
Hive Tyrant, Wings, 2x TL-Devs, eGrubs

Venomthrope
Zoanthrope
Zoanthrope

10x Termagant
10x Termagant

2x Carnifex, TL-Devs
2x Carnifex, TL-Devs
Mawloc, Adrenal Glands

Living Artillery Formation:
Exocrine
3x Biovores
3x Tyranid Warrior, Venom Cannon



This comes to 1850 points. Where I have a Mawloc people often have something different like a Crone or a Garg squad, I personally think the Mawloc is by far the best option but it's to taste. Rolling for MoA on Warlord Traits is important as well.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/08 03:33:35


Post by: Chaplain Sam


I like Shuppet's list, I'd probably swap the Venom/Zoans for Malanthrope or two though


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/08 04:19:05


Post by: tag8833


Boburrito wrote:
Hi! I've seen quite few nice army lists while skimming through here, but I have a few questions for you guys.
1. What units are the most competitive? What combination of units make up the most competitive list? I'm not gonna lie, I like to win and knowing this can help me make a stronger list, while being able to make it fun as well.
2. It seems that both rippers and dimas are probably the most controversial units available to the tyranids but do you think there is any way to make them worth taking? Can you build a list around them to make them strong? Their models are just so darn cool! I know that the Dima discussion went on a few pages back but it seems like some new people have joined the conversation so I'll ask it again.
As always, thanks for your time.
The usefulness of the Dima isn't related as much to the list around it as it is to the list on the other side of the table. Against drop pod marines or Meganobz, a Dima will wreck face. Thunderwolf calvary go down to a Dima, though they can kill him right back. The problem is he is next to worthless against gunlines, and not good against MSU. Unless you are going against one of his favorable matchups he contributes nothing until turn 3. 200 points is quite a bit to spend on something that takes 1/2 of the game off.

One trick depending on your opponent is to assault the Dima into a unit then take a large squad (gargoyles or gants) and multi-assault them into several units including the one the Dima just assaulted. That way he can pile-in from one combat to the next, also if he kills a bunch of models, sometimes he can sweep all of the units that the large squad engaged.

If you are running a Dima, it is probably worth it to consider running a Malanthrope and a squad of 20 Hormagants or Gargoyles with him to keep him alive and support him. Always throw the Malanthrope into combat alongside the Dima. Preferred enemy is quite a buff.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/08 05:39:48


Post by: luke1705


Boburrito wrote:
Hi! I've seen quite few nice army lists while skimming through here, but I have a few questions for you guys.
1. What units are the most competitive? What combination of units make up the most competitive list? I'm not gonna lie, I like to win and knowing this can help me make a stronger list, while being able to make it fun as well.
2. It seems that both rippers and dimas are probably the most controversial units available to the tyranids but do you think there is any way to make them worth taking? Can you build a list around them to make them strong? Their models are just so darn cool! I know that the Dima discussion went on a few pages back but it seems like some new people have joined the conversation so I'll ask it again.
As always, thanks for your time.



***************WALL OF TEXT ALERT****************

1. Flying Hive Tyrant. End of conversation. The issue is that this is such a strong unit that you can literally bring 3-4 (using double Combined Arms detachment or self-ally if your local TO decides to go that route) and then fill the rest of your army with almost whatever else you want (within reason, I mean we're not talking Pyrovores here). They are great at doing everything if you give them 2 Brainleech Devourers and a Electroshock Grubs thorax biomorph. You would gladly pay 960 points for 4 of those bad boys, unless you want the game to be more fun for your opponent.

I'll throw a quick 2 cents on the rest of the codex units here, as well as the forge world Dima and Malanthrope (the only two that are somewhat worthwhile, though there is some stone-crusher fex love floating around. The crushers just don't have math on their side)

Swarmlord - good at buffing other units and has a nice area denial zone (you won't get closer than ~18" of him, and that's not insignificant). However, slow, easy to kill so needs expensive body guards to allow him to live, and he's expensive already. Generally not points-efficient
Tyranid Prime - Essentially just a synapse source that is difficult to kill; however we are not lacking for that thanks to the Malanthrope. Way too expensive for just synapse, and his upgrades cost a lot if you want him to do anything else
Old One Eye - Doesn't have synapse, is expensive and has no gun....basically the definition of a distraction carnifex, only this time he's much more expensive
Tervigon - will usually be taken in the troops section if at all - just beware that some tournaments are ruling that the spawned Gants are not Objective: Secured, even though by RAW they certainly are. If this is true for you, mostly useless. He also did get a points increase from the previous codex, as well as the Gants losing any buffs that Mama Jamma has purchased as upgrades, so less attractive. But still not terrible.
Deathleaper - Some people have great success with him, some do not. Was better when Leadership tests meant more for Psykers, but can still be useful in the right list. Does not provide synapse but most lists that involve him won't need as much (and you can always go double Combined Arms Detachment and still take 3 Flyrants to make yourself feel better). Still somewhat expensive.

Tyranid Warriors - not a bad way to fill out some pretty durable troops. If they sit in cover and fire away while babysitting a squad of Biovores or Hive Guard, while securing an objective, it's not a bad idea at all. If there isn't ignores cover out there, they are tougher than people give them credit for
Genestealers - I want to love them and make them work. I will find a way to do it before this edition is over, I promise. They are, however, fragile and lack a reliable method of delivery without getting lit up. Also, they are expensive for how fragile they are
Termagants - nice now that you can give them mixed weapons in a squad, so the ones with the good guns can be protected by cheap meat shields. If nothing else, 80 points to make a battleforged list is not the worst. Gives you a lot of freedom to do other things. Keep them in reserve and it can work out nicely, but not as nicely as with....
Rippers! - 45 points gets you a deep-striking squad of three. If that wasn't good enough, they have stealth, are fearless, and their instinctive behavior means that they can essentially function outside of synapse quite well. Plop them down on whatever objective you want with their deep strike, and they will not run away. Really no contest with normal Termagants, who need a synapse babysitter to not run away, and can't deep strike for tactical flexibility.
Hormagants - I actually like these dudes, and I know some people have been running them with decent success. They are slightly more expensive, but have fleet and a bucket of attacks, plus the ability to be more than just little gribblies if you give them poison.


Hive Guard - Haywire at range? Or just str 8 ignores cover (sort of) and doesn't need LOS? Sign me up! I don't run these guys but that's just a play-style preference. I know a lot of people love them. The only downside is the relatively low range
Zoanthropes - Good warp charge batteries and synapse if you want to pull psychic shenanigans (and you do - it's much better than most people would lead you to believe). Somewhat fragile if only one per squad, and somewhat expensive with two or more due to the brotherhood of psykers rule
Venomthropes - People swear by these, and rightfully so. The shrouded bubble they provide is incredible. For added tom-foolery, you can put it in a bastion (greatly increasing it's durability and making the shrouded bubble extend from the walls of the bastion - dope!). Still decently attractive first blood bait if left exposed, especially against Ignores Cover weaponry
Malanthropes - Does anyone want to take all the good things about venomthropes, zoanthropes, put them together, and add more good things, for less than the cost of the two models combined? Yes, yes they do. The only real question is how many you need. I run one but two is not a bad idea either. You do lose being a psyker, but it's not the end of the world at all. One of the best units Tyranids have ever seen (forge world)
Lictors - sort of like Genestealers - they are an iconic unit that we ALL really want to work (though I have less faith in these guys than Genestealers) but are fragile, expensive and don't generally do what you would like them to.
Haruspex - doesn't really get the job done when it gets to close combat (which, sadly, is it's only job). I haven't heard much at all about these guys working out, but what a beautiful model
Pyrovores - just don't. You might think you want to, but the best use of a pyrovore model is a base for a conversion to a biovore

Shrikes - pretty expensive for their durability, but some people like them. I have very little experience with these guys so I will leave it at that
Raveners - With the advent of the malanthrope, I think we'll be finding more of these in people's lists. Give them a nice screen of gargoyles and they're rocking 3+ cover all the way into a turn 2 assault. Definitely worth consideration
Sky-slasher swarm - maybe if they were troops....
Gargoyes - what the flying hive tyrant is to the HQ section, these dudes are to the fast attack section. Great utility if you want them to have poison, or just a cheap and fast screening unit otherwise.
Harpy - If you're running the Skyblight Formation (which is very good) then sure, you'll take them (because you have to). Otherwise, their role is typically covered better by other units
Hive Crone - Great anti-air. I mean, you will just destroy anything else in the sky. And it's always nice to have some haywire missiles against ground targets, even if they aren't twin-linked against them. Flamer is also very good. Wish vector striking ground units was better, but it's still a pretty good unit.
Spore Mine Cluster - don't bother. Buy more biovores
Dimachaeron - certainly the most controversial unit Tyranids have seen in quite some time. Slow (thankfully has fleet) but otherwise it might as well be a gunless Carnifex with no default alternative deployment method (pray for Master of Ambush on the Strategic Warlord Traits Table, and 1/3 of the time your prayers will be answered if your army is battle-forged). The big upside is that when it gets to combat, it WRECKS FACE. If it gets there. BUT IF IT DOES, SWEET BABY JESUS. But it will often get gunned down before it gets there for that reason. Still, with T6 and hopefully some decent cover (like a malanthope + gargoyle screen giving it a 3+) it isn't that easy to take down, and it will take bullets away from your hive tyrants, which is very good. I'm a fan, but understand those who aren't

Carnifexes - Give them 12 STR6 twin-linked shots each on a fairly durable gun platform that can also wreck tanks and infantry with similar ease (though it's not as good against infantry). People will definitely pay 150 points for that, again and again. I mean, 3-4 of these guys and 3-4 hive tyrants with the same gun loadout means that you are forcing just shy of 70 armour saves on anything T4 or less, PER TURN. On average. Good luck with that. With a malanthrope they are also rather durable (sensing a theme, I hope)
Biovores - excellent cheap long range anti-infantry. In an age that is dominated by the exact opposite, their usefulness is somewhat lessened; however the mines can now block position, potentially waste an entire squad's turn, and frankly you will almost always have SOMETHING for them to shoot at. Almost always worth taking a squad in a Take-All-Comers list. The Living Artillery Formation just makes them even better.
Trygon - well, yeah. He is pretty sad because he doesn't bring much to the table and costs quite a bit. Not typically used at all
Trygon Prime - oh wait, he wasn't expensive enough? Now he is
Mawloc - quite controversial. The definition of "hit-or-miss" . When he hits, WOW! When he doesn't, well, that sucks. Sometimes you can get very lucky and have him hit, not quite clear everything, and then go right back into reserves to come back the next turn. The definition of living the dream, but it doesn't happen consistently
Exocrine - great anti-2+ armour. Even can take light mech/MC out nicely. Not great range, but what does have good range, honestly? The only real issue is that most 2+ armour isn't stupid enough to get near you or wander around outside of a land raider, so you have to work for it a little. But we don't play Nids because it's easy. Still a unit that many people like, especially in the Living Artillery Formation
Tyrannofex - nice in low point games due to its armor save (which sadly, we can't get anywhere else, no matter how much we might like to) and due to the decent amount of firepower that it can put out. Overall, it's not my style and I think it's somewhat overcosted, but people definitely do use this unit

So that was a little more than 2 cents but it's nice to have it all in one place (even if it's just an opinion that people will disagree with in the posts below). Generally speaking, the MO of tyranids is to have army-wide synergy and force-multipliers. Have the malanthrope cover up for weaknesses in other units - have the hive tyrant cast onslaught or catalyst so that you can get more out of the units around it. You want your whole army to be united in purpose. Just ask yourself - what is unit A going to do for me? Is there another unit that does that better/more cheaply? Do I already have another unit that does that? If so, do I want more saturation for that or do I have enough? If you have answers for everything that you're going to come across, you will be in every game. Just make sure that you ask the right questions, and we're always here to help


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/08 07:21:42


Post by: Zach


Staying up all night to be ready for night shift this week, so I had 5 hours to start and finish this guy!





Spoiler:









The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/08 08:05:42


Post by: SHUPPET


 Chaplain Sam wrote:
I like Shuppet's list, I'd probably swap the Venom/Zoans for Malanthrope or two though


Yeah that's the other thing I meant to mention - a lot of people will prefer 1-2 Malanthropes in the Elites. I personally prefer the effeciency of 1 Venomthrope, doesn't matter even if it is the first model removed from the table, it will always be worth its points just in attracting a full units round of fire. The Zoanthropes are good for rolls on Catalyst and Onslaught for games that I don't get Master of Ambush, as well as the occasional utility with Paroxysm or the Horror (outflanking Psychic Scream Zoanthropes vs Tau can be hilarious too although a rare situation). I can see why people prefer the Malanthrope, for me I wouldn't trade my Venom + Zope for it any day in this list. However in other styles of play I think Malanthrope is often much better.



On the subject of Malanthropes,

lechine ! that looks amazing !!


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/08 10:51:43


Post by: Frozocrone


I agree with SHUPPET, that Thrope looks awesome! I especially love that base


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/08 11:54:26


Post by: Boburrito


Ok, cool! Thanks guys, and that really is a nice looking Malanthrope, well done on that base!
So, correct me if I'm wrong but;
-Flyrants are always great
-LAN or Skyblight are good formations to take
-Biovores are great units but generally not in the current meta
-DakkaFexes are good
-Dima's are situational
-Mawlocs are just plain fun, but very dependent on the dice
So with that in mind I'll go see if I can make a few lists!
How do you guys feel about a 9 FMC list? I just did the math in my head so it might be wrong but...
CAD
2x -Flyrants (1 w/ Egrubs)
3x -Hive Crones
10x -termagants
10x -termagants
Skyblight formation
1x -Flyrant (1 stranglethorn cannon, one tld w/ blw)
2x -Harpies
1x -Hive crone
10x -Gargoyles
10x -Gargoyles
10x -Gargoyles
That comes out to 1850 I think. There's one flyrant per two other FMC's which is a good balance I think. I have 5 OS units which are pretty small but that isn't the focus of the army. It's the 9 FMC's . The Flyrant with the stranglethorn will pair up with the harpies and go infantry hunting while the one with egrubs goes specifically vehicle hunting with 2 of the hive crones and the last one can go do whatever he wants with the other 2. It kind of leaves the gargoyles and termagants to fend for their own without synapse (or atleast the termagants) but again, they aren't focus of the army, they're just there for battle forged. If I went Unbound I could take another flyrant and add on 2 e-grub biomorphs, but I'd rather not go unbound (so that I don't have to play against other unbound lists)
As always, thanks for your time.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/08 12:14:08


Post by: Frozocrone


Boburrito wrote:
Ok, cool! Thanks guys, and that really is a nice looking Malanthrope, well done on that base!
So, correct me if I'm wrong but;
-Flyrants are always great
-LAN or Skyblight are good formations to take
-Biovores are great units but generally not in the current meta
-DakkaFexes are good
-Dima's are situational
-Mawlocs are just plain fun, but very dependent on the dice
So with that in mind I'll go see if I can make a few lists!
How do you guys feel about a 9 FMC list? I just did the math in my head so it might be wrong but...
CAD
2x -Flyrants (1 w/ Egrubs)
3x -Hive Crones
10x -termagants
10x -termagants
Skyblight formation
1x -Flyrant (1 stranglethorn cannon, one tld w/ blw)
2x -Harpies
1x -Hive crone
10x -Gargoyles
10x -Gargoyles
10x -Gargoyles
That comes out to 1850 I think. There's one flyrant per two other FMC's which is a good balance I think. I have 5 OS units which are pretty small but that isn't the focus of the army. It's the 9 FMC's . The Flyrant with the stranglethorn will pair up with the harpies and go infantry hunting while the one with egrubs goes specifically vehicle hunting with 2 of the hive crones and the last one can go do whatever he wants with the other 2. It kind of leaves the gargoyles and termagants to fend for their own without synapse (or atleast the termagants) but again, they aren't focus of the army, they're just there for battle forged. If I went Unbound I could take another flyrant and add on 2 e-grub biomorphs, but I'd rather not go unbound (so that I don't have to play against other unbound lists)
As always, thanks for your time.


I think removing those E-Grub on the Flyrants and changing Termagants into Deepstriking Rippers would serve you better, a Termagants need babysitting whereas Rippers work well outside of Synapse while holding objectives. You do after all have 16 BS3 Haywire for the AV13/14 and S8 Vector Strike can glance AV14. If need be, you can always land and Smash vehicles anyway.

Also Twin-Linked Devourers in place of the Stranglethorn Cannon on the Flyrant, as you can still Snapshoot it if you ever need to Jink, but otherwise look like a solid Skyblight list :thumbs:


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/08 12:35:06


Post by: brassangel


I've killed Wraithknights with my Dimachaeron. A little clever board control, get him in there, and he'll eat most any MC with ease. Especially when all of his To-Wound rolls cause Instant Death.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/08 14:28:33


Post by: Unyielding Hunger


Well, time to come out of the woodworks again. I've been lurking around, here and there, and most of my friends assume I quit the game, since I haven't had a game at the shop in ages. I've yet to finish that Harridan, the thrice accursed beast (And lets not get started on the rest of my swarm). Anyhow, onto what I came here for. What would you guys say is a good solution for the following;

As most of the other old timers know, I have that preference for hordes, with an assault theme. As it stands, I have finally met my match in my best friend that I got into the game on Dark Angels, but since has gone and brought IG into the fold. With Grenade Launchers. And far too many flamers. So god dang many templates that I started running the numbers. On average, a decent blob (a full 30) of my termagants would wind up with roughly 75% casualties before getting stuck into assault. Against single squads. I really need to stop teaching people to stop thinking my 'Nids are so terrifying.

Anyhow, with every tactic comes its problems. I run light on Synapse, and heavy on the Swarms. My TMCs are sporadic, and almost always single assault units with the obligatory screens from my scuttling swarms, designed to follow the initial waves and go for the quick kills to continue a general heavy press into my opponents lines. Except now, much of my screens are disappearing long before the TMCs can get stuck into assault and finish them up on the opponents turn, giving them the option to soften them up first. My sole psychic phase strategy has been to simply outpower my opponent and fish for catalysts for early pushes and assaults.

What percentage of my army should I devote to screens, synapse, and TMCs, respectively? I used to run a roughly...60/20/20 split on those lines.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/08 15:09:19


Post by: roxor08


 Iechine wrote:
Staying up all night to be ready for night shift this week, so I had 5 hours to start and finish this guy!





Spoiler:









Looks fantastic Lechine!


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/08 15:22:35


Post by: tag8833


Boburrito wrote:

CAD
2x -Flyrants (1 w/ Egrubs)
3x -Hive Crones
10x -termagants
10x -termagants
Skyblight formation
1x -Flyrant (1 stranglethorn cannon, one tld w/ blw)
2x -Harpies
1x -Hive crone
10x -Gargoyles
10x -Gargoyles
10x -Gargoyles
I have 5 OS units which are pretty small but that isn't the focus of the army.

This list is going to really struggle in Maelstrom missions. You have no synapse outside of the Flyrants so your Gargoyles and Termagants are likely to fail synapse and run away. You will generally have to table your opponent to win, or start landing you FMC's which defeats the point. Instead consider dropping 2 Crones for a Malanthrope (midfield synapse, buffer), and a Zoey (backfield synapse, buffer), and adding more gargoyles to use the remaining points.

One underrated feature of the Zoey is helping you cast Warp Lance / Blast from a flyrant. It doesn't count as firing a weapon so it is one extra shot for a 50 point unit that can also support and buff in its own right.




Automatically Appended Next Post:
luke1705 wrote:
Boburrito wrote:
Hi! I've seen quite few nice army lists while skimming through here, but I have a few questions for you guys.
1. What units are the most competitive? What combination of units make up the most competitive list? I'm not gonna lie, I like to win and knowing this can help me make a stronger list, while being able to make it fun as well.
2. It seems that both rippers and dimas are probably the most controversial units available to the tyranids but do you think there is any way to make them worth taking? Can you build a list around them to make them strong? Their models are just so darn cool! I know that the Dima discussion went on a few pages back but it seems like some new people have joined the conversation so I'll ask it again.
As always, thanks for your time.

Rippers! - 45 points gets you a deep-striking squad of three. If that wasn't good enough, they have stealth, are fearless, and their instinctive behavior means that they can essentially function outside of synapse quite well. Plop them down on whatever objective you want with their deep strike, and they will not run away. Really no contest with normal Termagants, who need a synapse babysitter to not run away, and can't deep strike for tactical flexibility.

Termagants can participate in the game beyond deep striking and scoring objectives. Termagants are survivable than Rippers. The advantage isn't as clear as you indicate. I would give termagants the advantage 80/20, but most people (especially those still playing Eternal War missions) go the other way.


luke1705 wrote:
Hive Guard - Haywire at range? Or just str 8 ignores cover (sort of) and doesn't need LOS? Sign me up! I don't run these guys but that's just a play-style preference. I know a lot of people love them. The only downside is the relatively low range

The biggest downside is Assault 2, BS 3, AP 4. So each Hive guard hits once on average and does 2/3 of a hull point to a rhino, or 1/2 of a hull point to a Wave Serpent with 0% chance of exploding it. How eager are you to spend 165 points on a unit that can kill at most 120 points of Rhinos in a game?
luke1705 wrote:
Shrikes - pretty expensive for their durability, but some people like them. I have very little experience with these guys so I will leave it at that

Shrikes do everything warriors do better. So if you like Warriors, you should love Shrikes.

luke1705 wrote:
Raveners - With the advent of the malanthrope, I think we'll be finding more of these in people's lists. Give them a nice screen of gargoyles and they're rocking 3+ cover all the way into a turn 2 assault. Definitely worth consideration

Shrikes are like higher leadership, more versatile Raveners with 1 less initiative and Synapse. Any time you are taking Raveners, add an equal or greater sized unit of Shrikes. If you decided to replace every ravener with a Shrike you wouldn't be doing anything wrong.

luke1705 wrote:
Gargoyes - what the flying hive tyrant is to the HQ section, these dudes are to the fast attack section. Great utility if you want them to have poison, or just a cheap and fast screening unit otherwise.

Also the best tarpit in the game. They can get there. They can get there in numbers, and they can blind.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/08 15:29:19


Post by: SHUPPET


Hey tag how useful do you find blind? I've never even bothered experimenting with it, do you blind with every attack? I just sink a few gargs into something and let it play it outself out generally, might have to start taking blind rolls


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/08 16:01:28


Post by: Frozocrone


SHUPPET, I've got 120 points left on my current list and I'm looking into spending them on Gargoyles, which is the best option out of these four:

1) Two Broods of 10x models
2) One Brood of 20x models
3) One Brood of 15x Models with AG or TS
4) One Brood of 15 Models and ditch E-Grubs on Flyrants for a Zoanthrope

?


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/08 16:10:04


Post by: SHUPPET


To give you the best answer to that question I'd need to see your whole list! However I can definitely tell you that ditching e-Grubs for 1.5 Gargoyles is a bad idea. Depending on your synapse, taking 13 Gargoyles (unlucky!) for a Zoanthrope or other form of Synapse might be a good idea. However, as far as all the top 3 go, the best answer is definitely #1. There is absolutely no benefit to running them as one squad, and the upgrades are overpriced. But it's fine to run them as a 20 man squad if you want to open up another fast attack squad, the difference is minimal.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/08 16:18:46


Post by: Frozocrone


 SHUPPET wrote:
To give you the best answer to that question I'd need to see your whole list! However I can definitely tell you that ditching e-Grubs for 1.5 Gargoyles is a bad idea. Depending on your synapse, taking 13 Gargoyles (unlucky!) for a Zoanthrope or other form of Synapse might be a good idea. However, as far as all the top 3 go, the best answer is definitely #1. There is absolutely no benefit to running them as one squad, and the upgrades are overpriced. But it's fine to run them as a 20 man squad if you want to open up another fast attack squad, the difference is minimal.


Ahh fair, well my list is in the spoiler. All my thoughts are in the spoiler, don't want to clog a post.

Spoiler:
Hive Tyrant
-Wings
-Twin-Linked Devourers with Brain Leechworms
-Twin-Linked Devourers with Brain Leechworms
-Electroshock Grubs
=240

Hive Tyrant
-Wings
-Twin-Linked Devourers with Brain Leechworms
-Twin-Linked Devourers with Brain Leechworms
-Electroshock Grubs
=240

Troops
Termagants x15
=60

Termagants x15
=60

Termagants x15
=60

Elites
Malanthrope
=85

Malanthrope
=85

Heavy Support
Carnifexes x2
-Twin Linked Devourers x2
-Twin Linked Devourers x2
=300

Carnifexes x2
-Twin Linked Devourers x2
-Twin Linked Devourers x2
=300

Carnifexes x2
-Twin-Linked Devourers x2
-Twin-Linked Devourers x2
=300

Which comes to 1730.

I'm looking at Gargoyles as they can tarpit dangerous units and are fast to boot.

I've got 3 units of Termagants bubble-wrapping the Carnifexes that are dishing out 24 S6 shots so it seems pretty good on paper

I would have liked to take either an Exocrine or Bastion/Aegis Defence Line, but the new local tournament is trying out a new rule set which is, only one CAD, no Allies, no Formations. But they also banned fortifications :s so I sort of went 'spam S6' Is an Exocrine a good stand alone unit?

Would it be worth it replacing a Carnifex Brood with some Hive Crones?





The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/08 16:18:55


Post by: tag8833


 SHUPPET wrote:
Hey tag how useful do you find blind? I've never even bothered experimenting with it, do you blind with every attack? I just sink a few gargs into something and let it play it outself out generally, might have to start taking blind rolls
You have to announce you are using blind. If you use blind on the charge, you give up your charge bonus, but otherwise it is the same attack (S3 ap:-). If you hit while using blind (no need to wound), then the opponent has to take an initiative test. If they fail then they are WS1 aka hitting on 5's. It is wonderful against a Riptide who is init 2. Also good against things that have init 1 because of unwieldy. For instance Thunder Hammer Space wolves.

It doesn't work so hot against higher init models like Wraith Knights, but I'm pretty sure it works on walkers, though I've never pulled it off.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/08 16:20:25


Post by: Asmodas


 Unyielding Hunger wrote:
Well, time to come out of the woodworks again. I've been lurking around, here and there, and most of my friends assume I quit the game, since I haven't had a game at the shop in ages. I've yet to finish that Harridan, the thrice accursed beast (And lets not get started on the rest of my swarm). Anyhow, onto what I came here for. What would you guys say is a good solution for the following;

As most of the other old timers know, I have that preference for hordes, with an assault theme. As it stands, I have finally met my match in my best friend that I got into the game on Dark Angels, but since has gone and brought IG into the fold. With Grenade Launchers. And far too many flamers. So god dang many templates that I started running the numbers. On average, a decent blob (a full 30) of my termagants would wind up with roughly 75% casualties before getting stuck into assault. Against single squads. I really need to stop teaching people to stop thinking my 'Nids are so terrifying.

Anyhow, with every tactic comes its problems. I run light on Synapse, and heavy on the Swarms. My TMCs are sporadic, and almost always single assault units with the obligatory screens from my scuttling swarms, designed to follow the initial waves and go for the quick kills to continue a general heavy press into my opponents lines. Except now, much of my screens are disappearing long before the TMCs can get stuck into assault and finish them up on the opponents turn, giving them the option to soften them up first. My sole psychic phase strategy has been to simply outpower my opponent and fish for catalysts for early pushes and assaults.

What percentage of my army should I devote to screens, synapse, and TMCs, respectively? I used to run a roughly...60/20/20 split on those lines.


I don't know about percentages, but against that opponent I would definitely consider Biovores and a T-Fex with Acid Spray as one of your heavy hitters. That will help quite a bit with big Guard blobs. The T-Fex is tanky enough that you can run it out in front of a bunch of Gants to give them cover, too. If they charge it for some reason, Wall of Death them.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/08 16:49:05


Post by: SHUPPET


Frozocrone wrote:
 SHUPPET wrote:
To give you the best answer to that question I'd need to see your whole list! However I can definitely tell you that ditching e-Grubs for 1.5 Gargoyles is a bad idea. Depending on your synapse, taking 13 Gargoyles (unlucky!) for a Zoanthrope or other form of Synapse might be a good idea. However, as far as all the top 3 go, the best answer is definitely #1. There is absolutely no benefit to running them as one squad, and the upgrades are overpriced. But it's fine to run them as a 20 man squad if you want to open up another fast attack squad, the difference is minimal.


Ahh fair, well my list is in the spoiler. All my thoughts are in the spoiler, don't want to clog a post.

Spoiler:
Hive Tyrant
-Wings
-Twin-Linked Devourers with Brain Leechworms
-Twin-Linked Devourers with Brain Leechworms
-Electroshock Grubs
=240

Hive Tyrant
-Wings
-Twin-Linked Devourers with Brain Leechworms
-Twin-Linked Devourers with Brain Leechworms
-Electroshock Grubs
=240

Troops
Termagants x15
=60

Termagants x15
=60

Termagants x15
=60

Elites
Malanthrope
=85

Malanthrope
=85

Heavy Support
Carnifexes x2
-Twin Linked Devourers x2
-Twin Linked Devourers x2
=300

Carnifexes x2
-Twin Linked Devourers x2
-Twin Linked Devourers x2
=300

Carnifexes x2
-Twin-Linked Devourers x2
-Twin-Linked Devourers x2
=300

Which comes to 1730.

I'm looking at Gargoyles as they can tarpit dangerous units and are fast to boot.

I've got 3 units of Termagants bubble-wrapping the Carnifexes that are dishing out 24 S6 shots so it seems pretty good on paper

I would have liked to take either an Exocrine or Bastion/Aegis Defence Line, but the new local tournament is trying out a new rule set which is, only one CAD, no Allies, no Formations. But they also banned fortifications :s so I sort of went 'spam S6' Is an Exocrine a good stand alone unit?

Would it be worth it replacing a Carnifex Brood with some Hive Crones?




I played with your list on army builder a bit, Those restrictions are tough. Exocrine is a good standalone but not better than those Dakkafexes. And with no free formation ally or CAD slots, they aren't worth wasting on an Exocrine because the meat of your army needs to come from those 3 slots. You have ample Synapse btw. Would I ditch fexes for a Crone? No. But what I would do is ditch the additional 100 pts of Gants, turn the Malanhropes to a Venom/Zope/Zope load out, and grab a Harpy. The big loss from the Living Artillery is the AP anti-infantry clusters to support our Devourer spam, you can get away with no Exocrine for Power/Terminator armour since they aren't as common and more expensive so your Dakkafexes will trade well enough with them in CC and Dakkashots anyway, but it's really nice to have something that trades really efficiently with large numbers GEQ, and Harpy fills a very similar offensive role to the Biovores. Plus, this gives you 4 rolls for Onslaught which is amazing with 3 broods of Dakkafex. The Harpy can support an assault too with Dakkafexes if it comes to it, Screech reducing their iniative to 1 allowing Carnis to amazingly get the first strike lol!

The other option would be to condense the squads of Dakkafex into 2x3 and taking a squad of Biovores. As far as your Terms go, bubble wrap is nice, but not nicer than critical offensive coverage. Melta is bad vs Nids anyway as is acounter ssaults so don't put too much value into gribble screens, take them where you can get them but don't blow an extra 100 points on them.

This is all just my opinion and I'm sure someone is going to come in and disagree with it all. However i really like what you've gone for with your list, I feel like I can see all your reasoning with your choices and under the restrictions I think that's exactly what I would take (after the minor changes I suggested).


Automatically Appended Next Post:
My changes bring it to 1745 btw.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/08 17:19:36


Post by: Frozocrone


 SHUPPET wrote:
Frozocrone wrote:
 SHUPPET wrote:
To give you the best answer to that question I'd need to see your whole list! However I can definitely tell you that ditching e-Grubs for 1.5 Gargoyles is a bad idea. Depending on your synapse, taking 13 Gargoyles (unlucky!) for a Zoanthrope or other form of Synapse might be a good idea. However, as far as all the top 3 go, the best answer is definitely #1. There is absolutely no benefit to running them as one squad, and the upgrades are overpriced. But it's fine to run them as a 20 man squad if you want to open up another fast attack squad, the difference is minimal.


Ahh fair, well my list is in the spoiler. All my thoughts are in the spoiler, don't want to clog a post.

Spoiler:
Hive Tyrant
-Wings
-Twin-Linked Devourers with Brain Leechworms
-Twin-Linked Devourers with Brain Leechworms
-Electroshock Grubs
=240

Hive Tyrant
-Wings
-Twin-Linked Devourers with Brain Leechworms
-Twin-Linked Devourers with Brain Leechworms
-Electroshock Grubs
=240

Troops
Termagants x15
=60

Termagants x15
=60

Termagants x15
=60

Elites
Malanthrope
=85

Malanthrope
=85

Heavy Support
Carnifexes x2
-Twin Linked Devourers x2
-Twin Linked Devourers x2
=300

Carnifexes x2
-Twin Linked Devourers x2
-Twin Linked Devourers x2
=300

Carnifexes x2
-Twin-Linked Devourers x2
-Twin-Linked Devourers x2
=300

Which comes to 1730.

I'm looking at Gargoyles as they can tarpit dangerous units and are fast to boot.

I've got 3 units of Termagants bubble-wrapping the Carnifexes that are dishing out 24 S6 shots so it seems pretty good on paper

I would have liked to take either an Exocrine or Bastion/Aegis Defence Line, but the new local tournament is trying out a new rule set which is, only one CAD, no Allies, no Formations. But they also banned fortifications :s so I sort of went 'spam S6' Is an Exocrine a good stand alone unit?

Would it be worth it replacing a Carnifex Brood with some Hive Crones?




I played with your list on army builder a bit, Those restrictions are tough. Exocrine is a good standalone but not better than those Dakkafexes. And with no free formation ally or CAD slots, they aren't worth wasting on an Exocrine because the meat of your army needs to come from those 3 slots. You have ample Synapse btw. Would I ditch fexes for a Crone? No. But what I would do is ditch the additional 100 pts of Gants, turn the Malanhropes to a Venom/Zope/Zope load out, and grab a Harpy. The big loss from the Living Artillery is the AP anti-infantry clusters to support our Devourer spam, you can get away with no Exocrine for Power/Terminator armour since they aren't as common and more expensive so your Dakkafexes will trade well enough with them in CC and Dakkashots anyway, but it's really nice to have something that trades really efficiently with large numbers GEQ, and Harpy fills a very similar offensive role to the Biovores. Plus, this gives you 4 rolls for Onslaught which is amazing with 3 broods of Dakkafex. The Harpy can support an assault too with Dakkafexes if it comes to it, Screech reducing their iniative to 1 allowing Carnis to amazingly get the first strike lol!

The other option would be to condense the squads of Dakkafex into 2x3 and taking a squad of Biovores. As far as your Terms go, bubble wrap is nice, but not nicer than critical offensive coverage. Melta is bad vs Nids anyway as is acounter ssaults so don't put too much value into gribble screens, take them where you can get them but don't blow an extra 100 points on them.

This is all just my opinion and I'm sure someone is going to come in and disagree with it all. However i really like what you've gone for with your list, I feel like I can see all your reasoning with your choices and under the restrictions I think that's exactly what I would take (after the minor changes I suggested).


Automatically Appended Next Post:
My changes bring it to 1745 btw.


Thanks for the advice! I think a small unit of Gargoyles and Deepstriking Rippers could fill out the last points?

Which one would you personally go for, considering the changes to the Elites section and reduction of Troops, Harpy or Biovores?


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/08 17:56:42


Post by: Zach


Personally Id work it to two units of two Carnifexes and not add any more bodies to the table such as gargoyles. Im not a fan of that many gants on the table especially in a tournament setting for time considerations. Two flyrants, 4 fexes and something like a Tyranofex to tank bullets
and youve got a tough list. Your current one just doesnt have a lot of punch in my opinion, so maybe a large Biovore brood has a place.



SHUPPET wrote:

On the subject of Malanthropes,

lechine ! that looks amazing !!


Frozocrone wrote:I agree with SHUPPET, that Thrope looks awesome! I especially love that base


roxor08 wrote:


Looks fantastic Lechine!


Hey thanks everyone, I wanted him to have that 'being out your dead' look according to the fluff and I really hate Tau, so Im glad I worked on my basing (Ive traditionally sucked at it).


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/08 18:16:33


Post by: rollawaythestone


tag8833 wrote:
 SHUPPET wrote:
Hey tag how useful do you find blind? I've never even bothered experimenting with it, do you blind with every attack? I just sink a few gargs into something and let it play it outself out generally, might have to start taking blind rolls
You have to announce you are using blind. If you use blind on the charge, you give up your charge bonus, but otherwise it is the same attack (S3 ap:-). If you hit while using blind (no need to wound), then the opponent has to take an initiative test. If they fail then they are WS1 aka hitting on 5's. It is wonderful against a Riptide who is init 2. Also good against things that have init 1 because of unwieldy. For instance Thunder Hammer Space wolves.

It doesn't work so hot against higher init models like Wraith Knights, but I'm pretty sure it works on walkers, though I've never pulled it off.


Blind is pretty good. It was brutal in 6th Ed. when you had to make an Inititative check for each Blind hit. But now it's a single Initative check. What is nice, though, is that single models trade their attacks in for Blind attacks. So on the charge, you don't have to give up the whole unit's charge attacks. Instead, have 2 or 3 Gargoyles use their Blinding Venom in order to guarantee a hit and force at least one Initiative check, while the rest of the unit strikes with full attacks from the charge. The Blinding Venom is also Poison 6+ so you can kill things like Wraithknights or GUO's. Walkers are immune to Blind. Also, you mention Riptides - they are also immune to Blind due to their Black Sun Filters.

Also, i'm pretty positive that's not how it works with the Thunder Hammer / Unwieldy. Models strike at I1 - they aren't I1 for purposes of Initiative tests. For example, Typhus is I5, can deploy his Destroyer Hive at I5, or strike at I1 - he and his unit must fail their Initiative check on a 6.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/08 18:36:47


Post by: pinecone77


tag8833 wrote:
Boburrito wrote:

CAD
2x -Flyrants (1 w/ Egrubs)
3x -Hive Crones
10x -termagants
10x -termagants
Skyblight formation
1x -Flyrant (1 stranglethorn cannon, one tld w/ blw)
2x -Harpies
1x -Hive crone
10x -Gargoyles
10x -Gargoyles
10x -Gargoyles
I have 5 OS units which are pretty small but that isn't the focus of the army.

This list is going to really struggle in Maelstrom missions. You have no synapse outside of the Flyrants so your Gargoyles and Termagants are likely to fail synapse and run away. You will generally have to table your opponent to win, or start landing you FMC's which defeats the point. Instead consider dropping 2 Crones for a Malanthrope (midfield synapse, buffer), and a Zoey (backfield synapse, buffer), and adding more gargoyles to use the remaining points.

One underrated feature of the Zoey is helping you cast Warp Lance / Blast from a flyrant. It doesn't count as firing a weapon so it is one extra shot for a 50 point unit that can also support and buff in its own right.




Automatically Appended Next Post:
luke1705 wrote:
Boburrito wrote:
Hi! I've seen quite few nice army lists while skimming through here, but I have a few questions for you guys.
1. What units are the most competitive? What combination of units make up the most competitive list? I'm not gonna lie, I like to win and knowing this can help me make a stronger list, while being able to make it fun as well.
2. It seems that both rippers and dimas are probably the most controversial units available to the tyranids but do you think there is any way to make them worth taking? Can you build a list around them to make them strong? Their models are just so darn cool! I know that the Dima discussion went on a few pages back but it seems like some new people have joined the conversation so I'll ask it again.
As always, thanks for your time.

Rippers! - 45 points gets you a deep-striking squad of three. If that wasn't good enough, they have stealth, are fearless, and their instinctive behavior means that they can essentially function outside of synapse quite well. Plop them down on whatever objective you want with their deep strike, and they will not run away. Really no contest with normal Termagants, who need a synapse babysitter to not run away, and can't deep strike for tactical flexibility.

Termagants can participate in the game beyond deep striking and scoring objectives. Termagants are survivable than Rippers. The advantage isn't as clear as you indicate. I would give termagants the advantage 80/20, but most people (especially those still playing Eternal War missions) go the other way.


luke1705 wrote:
Hive Guard - Haywire at range? Or just str 8 ignores cover (sort of) and doesn't need LOS? Sign me up! I don't run these guys but that's just a play-style preference. I know a lot of people love them. The only downside is the relatively low range

The biggest downside is Assault 2, BS 3, AP 4. So each Hive guard hits once on average and does 2/3 of a hull point to a rhino, or 1/2 of a hull point to a Wave Serpent with 0% chance of exploding it. How eager are you to spend 165 points on a unit that can kill at most 120 points of Rhinos in a game?
luke1705 wrote:
Shrikes - pretty expensive for their durability, but some people like them. I have very little experience with these guys so I will leave it at that

Shrikes do everything warriors do better. So if you like Warriors, you should love Shrikes.

luke1705 wrote:
Raveners - With the advent of the malanthrope, I think we'll be finding more of these in people's lists. Give them a nice screen of gargoyles and they're rocking 3+ cover all the way into a turn 2 assault. Definitely worth consideration

Shrikes are like higher leadership, more versatile Raveners with 1 less initiative and Synapse. Any time you are taking Raveners, add an equal or greater sized unit of Shrikes. If you decided to replace every ravener with a Shrike you wouldn't be doing anything wrong.

luke1705 wrote:
Gargoyes - what the flying hive tyrant is to the HQ section, these dudes are to the fast attack section. Great utility if you want them to have poison, or just a cheap and fast screening unit otherwise.

Also the best tarpit in the game. They can get there. They can get there in numbers, and they can blind.


Yes, one of the "unspoken" issues with Skyblight is Synapse. That is why I usually suggest two Broods of Warriors for the mandated Troops.....expensive, but Synapse (plus Cannons)


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/08 18:44:32


Post by: Wilson


Spoiler:
pinecone77 wrote:
tag8833 wrote:
Boburrito wrote:

CAD
2x -Flyrants (1 w/ Egrubs)
3x -Hive Crones
10x -termagants
10x -termagants
Skyblight formation
1x -Flyrant (1 stranglethorn cannon, one tld w/ blw)
2x -Harpies
1x -Hive crone
10x -Gargoyles
10x -Gargoyles
10x -Gargoyles
I have 5 OS units which are pretty small but that isn't the focus of the army.

This list is going to really struggle in Maelstrom missions. You have no synapse outside of the Flyrants so your Gargoyles and Termagants are likely to fail synapse and run away. You will generally have to table your opponent to win, or start landing you FMC's which defeats the point. Instead consider dropping 2 Crones for a Malanthrope (midfield synapse, buffer), and a Zoey (backfield synapse, buffer), and adding more gargoyles to use the remaining points.

One underrated feature of the Zoey is helping you cast Warp Lance / Blast from a flyrant. It doesn't count as firing a weapon so it is one extra shot for a 50 point unit that can also support and buff in its own right.




Automatically Appended Next Post:
luke1705 wrote:
Boburrito wrote:
Hi! I've seen quite few nice army lists while skimming through here, but I have a few questions for you guys.
1. What units are the most competitive? What combination of units make up the most competitive list? I'm not gonna lie, I like to win and knowing this can help me make a stronger list, while being able to make it fun as well.
2. It seems that both rippers and dimas are probably the most controversial units available to the tyranids but do you think there is any way to make them worth taking? Can you build a list around them to make them strong? Their models are just so darn cool! I know that the Dima discussion went on a few pages back but it seems like some new people have joined the conversation so I'll ask it again.
As always, thanks for your time.

Rippers! - 45 points gets you a deep-striking squad of three. If that wasn't good enough, they have stealth, are fearless, and their instinctive behavior means that they can essentially function outside of synapse quite well. Plop them down on whatever objective you want with their deep strike, and they will not run away. Really no contest with normal Termagants, who need a synapse babysitter to not run away, and can't deep strike for tactical flexibility.

Termagants can participate in the game beyond deep striking and scoring objectives. Termagants are survivable than Rippers. The advantage isn't as clear as you indicate. I would give termagants the advantage 80/20, but most people (especially those still playing Eternal War missions) go the other way.


luke1705 wrote:
Hive Guard - Haywire at range? Or just str 8 ignores cover (sort of) and doesn't need LOS? Sign me up! I don't run these guys but that's just a play-style preference. I know a lot of people love them. The only downside is the relatively low range

The biggest downside is Assault 2, BS 3, AP 4. So each Hive guard hits once on average and does 2/3 of a hull point to a rhino, or 1/2 of a hull point to a Wave Serpent with 0% chance of exploding it. How eager are you to spend 165 points on a unit that can kill at most 120 points of Rhinos in a game?
luke1705 wrote:
Shrikes - pretty expensive for their durability, but some people like them. I have very little experience with these guys so I will leave it at that

Shrikes do everything warriors do better. So if you like Warriors, you should love Shrikes.

luke1705 wrote:
Raveners - With the advent of the malanthrope, I think we'll be finding more of these in people's lists. Give them a nice screen of gargoyles and they're rocking 3+ cover all the way into a turn 2 assault. Definitely worth consideration

Shrikes are like higher leadership, more versatile Raveners with 1 less initiative and Synapse. Any time you are taking Raveners, add an equal or greater sized unit of Shrikes. If you decided to replace every ravener with a Shrike you wouldn't be doing anything wrong.

luke1705 wrote:
Gargoyes - what the flying hive tyrant is to the HQ section, these dudes are to the fast attack section. Great utility if you want them to have poison, or just a cheap and fast screening unit otherwise.

Also the best tarpit in the game. They can get there. They can get there in numbers, and they can blind.


Yes, one of the "unspoken" issues with Skyblight is Synapse. That is why I usually suggest two Broods of Warriors for the mandated Troops.....expensive, but Synapse (plus Cannons)


Really? I don't consider synapse an issue on LD10 Fearless MC's. Nor do I on re-spawning Gargoyles.
Warriors for Synapse on a fast moving army? :S You must be high!


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/08 19:27:16


Post by: coredump


tag8833 wrote:
Termagants can participate in the game beyond deep striking and scoring objectives. Termagants are survivable than Rippers. The advantage isn't as clear as you indicate. I would give termagants the advantage 80/20, but most people (especially those still playing Eternal War missions) go the other way.


Termagants can do a slightly better job acting as a funnel or bubblewrap. But taking broods of 10 doesn't make for much of a tarpit or bubblewrap.
And termagants can't do anything 'beyond' deepstriking, because they can't do that. Anything they do they do in place of the mobility provided by DS.
But the harshest problem, is you can't take 'just' gaunts, they have to have a synapse babysitter, so the comparison is between 2 broods of rippers, or 2 broods of gaunts *and* enough synapse to keep them under control.

As for survivability... that depends. They both have about the same number of wounds, but rippers are more susceptible to S6+ shooting and blasts, but in return are much easier to hide out of LoS and are not slowed by diff terrain. And, as mentioned, can go and hide places without need of a babysitter. And with DS, they can be kept off the board and safe for 2-4 turns and still be where you want them later.

The biggest downside is Assault 2, BS 3, AP 4. So each Hive guard hits once on average and does 2/3 of a hull point to a rhino, or 1/2 of a hull point to a Wave Serpent with 0% chance of exploding it. How eager are you to spend 165 points on a unit that can kill at most 120 points of Rhinos in a game?
That is horrible comparison. A flyrant is 230pts, and will only take out 210pts of rhinos in a game.
And you have skipped over cover saves. That same flyrant will only get .6 HP from the wave serpent once you account for the cover save. Those 3 Hive Guard will do 1.5 HP to that same wave serpent, since they ignore cover saves.
Plus hive guard can ID T4 models, and deal damage to units relying on their cover saves for protection.


Shrikes do everything warriors do better. So if you like Warriors, you should love Shrikes.
Except provide Objective Secured, fulfill a troop requirement, have a better save, and unlock various formations.
Granted, I have switched one of my MSU warrior broods for an MSU shrike brood, but there are some downsides also.






Automatically Appended Next Post:
 Wilson wrote:

Really? I don't consider synapse an issue on LD10 Fearless MC's. Nor do I on re-spawning Gargoyles.
Warriors for Synapse on a fast moving army? :S You must be high!

Until you realize you have 6 of those, which means if they are all out of synapse, you will fail one IB test per turn. Granted, they will not all be out, but even if half are out, that is a fail every other turn.
And those gargs are not re-spawning, they are 50%-re-spawning, every time they go away, there is a good chance they are gone for good. Gargs are IB-hunt, so they will stick around for a failed IB, but will still break morale from shooting or CC.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/08 19:35:17


Post by: tag8833


 Wilson wrote:
Spoiler:
pinecone77 wrote:
tag8833 wrote:
Boburrito wrote:

CAD
2x -Flyrants (1 w/ Egrubs)
3x -Hive Crones
10x -termagants
10x -termagants
Skyblight formation
1x -Flyrant (1 stranglethorn cannon, one tld w/ blw)
2x -Harpies
1x -Hive crone
10x -Gargoyles
10x -Gargoyles
10x -Gargoyles
I have 5 OS units which are pretty small but that isn't the focus of the army.

This list is going to really struggle in Maelstrom missions. You have no synapse outside of the Flyrants so your Gargoyles and Termagants are likely to fail synapse and run away. You will generally have to table your opponent to win, or start landing you FMC's which defeats the point. Instead consider dropping 2 Crones for a Malanthrope (midfield synapse, buffer), and a Zoey (backfield synapse, buffer), and adding more gargoyles to use the remaining points.

One underrated feature of the Zoey is helping you cast Warp Lance / Blast from a flyrant. It doesn't count as firing a weapon so it is one extra shot for a 50 point unit that can also support and buff in its own right.


luke1705 wrote:
Boburrito wrote:
Hi! I've seen quite few nice army lists while skimming through here, but I have a few questions for you guys.
1. What units are the most competitive? What combination of units make up the most competitive list? I'm not gonna lie, I like to win and knowing this can help me make a stronger list, while being able to make it fun as well.
2. It seems that both rippers and dimas are probably the most controversial units available to the tyranids but do you think there is any way to make them worth taking? Can you build a list around them to make them strong? Their models are just so darn cool! I know that the Dima discussion went on a few pages back but it seems like some new people have joined the conversation so I'll ask it again.
As always, thanks for your time.

Rippers! - 45 points gets you a deep-striking squad of three. If that wasn't good enough, they have stealth, are fearless, and their instinctive behavior means that they can essentially function outside of synapse quite well. Plop them down on whatever objective you want with their deep strike, and they will not run away. Really no contest with normal Termagants, who need a synapse babysitter to not run away, and can't deep strike for tactical flexibility.

Termagants can participate in the game beyond deep striking and scoring objectives. Termagants are survivable than Rippers. The advantage isn't as clear as you indicate. I would give termagants the advantage 80/20, but most people (especially those still playing Eternal War missions) go the other way.


luke1705 wrote:
Hive Guard - Haywire at range? Or just str 8 ignores cover (sort of) and doesn't need LOS? Sign me up! I don't run these guys but that's just a play-style preference. I know a lot of people love them. The only downside is the relatively low range

The biggest downside is Assault 2, BS 3, AP 4. So each Hive guard hits once on average and does 2/3 of a hull point to a rhino, or 1/2 of a hull point to a Wave Serpent with 0% chance of exploding it. How eager are you to spend 165 points on a unit that can kill at most 120 points of Rhinos in a game?
luke1705 wrote:
Shrikes - pretty expensive for their durability, but some people like them. I have very little experience with these guys so I will leave it at that

Shrikes do everything warriors do better. So if you like Warriors, you should love Shrikes.

luke1705 wrote:
Raveners - With the advent of the malanthrope, I think we'll be finding more of these in people's lists. Give them a nice screen of gargoyles and they're rocking 3+ cover all the way into a turn 2 assault. Definitely worth consideration

Shrikes are like higher leadership, more versatile Raveners with 1 less initiative and Synapse. Any time you are taking Raveners, add an equal or greater sized unit of Shrikes. If you decided to replace every ravener with a Shrike you wouldn't be doing anything wrong.

luke1705 wrote:
Gargoyes - what the flying hive tyrant is to the HQ section, these dudes are to the fast attack section. Great utility if you want them to have poison, or just a cheap and fast screening unit otherwise.

Also the best tarpit in the game. They can get there. They can get there in numbers, and they can blind.


Yes, one of the "unspoken" issues with Skyblight is Synapse. That is why I usually suggest two Broods of Warriors for the mandated Troops.....expensive, but Synapse (plus Cannons)


Really? I don't consider synapse an issue on LD10 Fearless MC's. Nor do I on re-spawning Gargoyles.
Warriors for Synapse on a fast moving army? :S You must be high!

Warriors are a decent suggestion. I prefer a zoey for the reasons I specified, but warriors are more survivable and have OS. I would go with 1 brood rather than 2.

You should be worried about synapse on respawning gargoyles. They fail synapse 60% of the time. 1/2 of those failures run away, and the rest mean that they can't charge and tarpit or eat overwatch or claim a controlled objective. Also they only respawn 1/2 of the time. But more important, is the way for Skyblight to get into the air is Shrouded + Jink for a 2+ cover save against alpha strikes. No shrouded = lose 2 FMC's on turn 1 when your opponent gets 1st turn.

NOTE: I know that the key to playing skyblight for many players is to "forget" about instinctive behavior and hope your opponent doesn't call you on it, but I would never advocate that, nor would I do it intentionally.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/08 19:53:11


Post by: pinecone77


 Wilson wrote:
Spoiler:
pinecone77 wrote:
tag8833 wrote:
Boburrito wrote:

CAD
2x -Flyrants (1 w/ Egrubs)
3x -Hive Crones
10x -termagants
10x -termagants
Skyblight formation
1x -Flyrant (1 stranglethorn cannon, one tld w/ blw)
2x -Harpies
1x -Hive crone
10x -Gargoyles
10x -Gargoyles
10x -Gargoyles
I have 5 OS units which are pretty small but that isn't the focus of the army.

This list is going to really struggle in Maelstrom missions. You have no synapse outside of the Flyrants so your Gargoyles and Termagants are likely to fail synapse and run away. You will generally have to table your opponent to win, or start landing you FMC's which defeats the point. Instead consider dropping 2 Crones for a Malanthrope (midfield synapse, buffer), and a Zoey (backfield synapse, buffer), and adding more gargoyles to use the remaining points.

One underrated feature of the Zoey is helping you cast Warp Lance / Blast from a flyrant. It doesn't count as firing a weapon so it is one extra shot for a 50 point unit that can also support and buff in its own right.




Automatically Appended Next Post:
luke1705 wrote:
Boburrito wrote:
Hi! I've seen quite few nice army lists while skimming through here, but I have a few questions for you guys.
1. What units are the most competitive? What combination of units make up the most competitive list? I'm not gonna lie, I like to win and knowing this can help me make a stronger list, while being able to make it fun as well.
2. It seems that both rippers and dimas are probably the most controversial units available to the tyranids but do you think there is any way to make them worth taking? Can you build a list around them to make them strong? Their models are just so darn cool! I know that the Dima discussion went on a few pages back but it seems like some new people have joined the conversation so I'll ask it again.
As always, thanks for your time.

Rippers! - 45 points gets you a deep-striking squad of three. If that wasn't good enough, they have stealth, are fearless, and their instinctive behavior means that they can essentially function outside of synapse quite well. Plop them down on whatever objective you want with their deep strike, and they will not run away. Really no contest with normal Termagants, who need a synapse babysitter to not run away, and can't deep strike for tactical flexibility.

Termagants can participate in the game beyond deep striking and scoring objectives. Termagants are survivable than Rippers. The advantage isn't as clear as you indicate. I would give termagants the advantage 80/20, but most people (especially those still playing Eternal War missions) go the other way.


luke1705 wrote:
Hive Guard - Haywire at range? Or just str 8 ignores cover (sort of) and doesn't need LOS? Sign me up! I don't run these guys but that's just a play-style preference. I know a lot of people love them. The only downside is the relatively low range

The biggest downside is Assault 2, BS 3, AP 4. So each Hive guard hits once on average and does 2/3 of a hull point to a rhino, or 1/2 of a hull point to a Wave Serpent with 0% chance of exploding it. How eager are you to spend 165 points on a unit that can kill at most 120 points of Rhinos in a game?
luke1705 wrote:
Shrikes - pretty expensive for their durability, but some people like them. I have very little experience with these guys so I will leave it at that

Shrikes do everything warriors do better. So if you like Warriors, you should love Shrikes.

luke1705 wrote:
Raveners - With the advent of the malanthrope, I think we'll be finding more of these in people's lists. Give them a nice screen of gargoyles and they're rocking 3+ cover all the way into a turn 2 assault. Definitely worth consideration

Shrikes are like higher leadership, more versatile Raveners with 1 less initiative and Synapse. Any time you are taking Raveners, add an equal or greater sized unit of Shrikes. If you decided to replace every ravener with a Shrike you wouldn't be doing anything wrong.

luke1705 wrote:
Gargoyes - what the flying hive tyrant is to the HQ section, these dudes are to the fast attack section. Great utility if you want them to have poison, or just a cheap and fast screening unit otherwise.

Also the best tarpit in the game. They can get there. They can get there in numbers, and they can blind.


Yes, one of the "unspoken" issues with Skyblight is Synapse. That is why I usually suggest two Broods of Warriors for the mandated Troops.....expensive, but Synapse (plus Cannons)


Really? I don't consider synapse an issue on LD10 Fearless MC's. Nor do I on re-spawning Gargoyles.
Warriors for Synapse on a fast moving army? :S You must be high!

What keeps your Termagants, and Gargoyles from running away? Warriors work just fine, you camp on Objectives (for Maestrom) and if your gribblies fail a leadership, they fall back Towards your synapse bubble. I am glad you have no problems with Synapse, that must be why Skyblight armies sweep tourney after tourney. Of course it does not. I think if I did not play Nids, I could push that army right off the table...and rack up a huge score with OS troops of my own. Fliers don't score. If they come down to play, they are not OS. If I sweep the Termagants, I can just gun down the Gargoyles as they "re-spawn". Its only a 50/50 chance they come back, and if I camp out my Troops, they best you can do is contest 3 of 6 objectives...


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/08 19:54:13


Post by: Wilson



NOTE: I know that the key to playing skyblight for many players is to "forget" about instinctive behavior and hope your opponent doesn't call you on it, but I would never advocate that, nor would I do it intentionally.


Is that a well known thing? and I thought I was alone! haha RATS! MOD delete these posts! The other players are on to us!!!


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/08 19:57:01


Post by: tag8833


coredump wrote:
tag8833 wrote:
Termagants can participate in the game beyond deep striking and scoring objectives. Termagants are survivable than Rippers. The advantage isn't as clear as you indicate. I would give termagants the advantage 80/20, but most people (especially those still playing Eternal War missions) go the other way.


Termagants can do a slightly better job acting as a funnel or bubblewrap. But taking broods of 10 doesn't make for much of a tarpit or bubblewrap.
And termagants can't do anything 'beyond' deepstriking, because they can't do that. Anything they do they do in place of the mobility provided by DS.
But the harshest problem, is you can't take 'just' gaunts, they have to have a synapse babysitter, so the comparison is between 2 broods of rippers, or 2 broods of gaunts *and* enough synapse to keep them under control.

Thanks to the Malanthrope you are always going to have a babysitter for Gants. You also get a survivability bump from him, and an ability to tarpit. Your MC's wonder off and do their thing, but the gants always stay with the Malanthrope for a mutually beneficial synergy.

ETA. I phrased this a little reductively. There are situations where a Malanthrope moves away from gaunts, but usually not very far.


coredump wrote:
The biggest downside is Assault 2, BS 3, AP 4. So each Hive guard hits once on average and does 2/3 of a hull point to a rhino, or 1/2 of a hull point to a Wave Serpent with 0% chance of exploding it. How eager are you to spend 165 points on a unit that can kill at most 120 points of Rhinos in a game?
That is horrible comparison. A flyrant is 230pts, and will only take out 210pts of rhinos in a game.
And you have skipped over cover saves. That same flyrant will only get .6 HP from the wave serpent once you account for the cover save. Those 3 Hive Guard will do 1.5 HP to that same wave serpent, since they ignore cover saves.
Plus hive guard can ID T4 models, and deal damage to units relying on their cover saves for protection.
How many T4 models are there with multiple wounds and a 4+ armor?

Hive guard should definitely kill 1/2 of a wave serpent a turn. They don't in my experience because the wave serpent can kill them easily, and can stay out of range if it chooses, but it is possible. A flyrant can indeed kill rhinos. It can kill wave serpents. Where it separates itself from hive guard is that it can kill other things too. It can kill the fire dragons that got out of the wave serpent (3+ dead per turn vs 0.8 for hive guard). Hive Guard are a unitasker. They kill light armor. They don't do it as well as Flyrants, but are roughly on par with Carnfexes, and Crones, and a little better than Exocrines. However, if you opponent doesn't have light armor, or if you kill it all, the Hive Guard become pretty minor contributors. Hive Guard have one job, and they aren't very good at it.

coredump wrote:

Shrikes do everything warriors do better. So if you like Warriors, you should love Shrikes.
Except provide Objective Secured, fulfill a troop requirement, have a better save, and unlock various formations.
Granted, I have switched one of my MSU warrior broods for an MSU shrike brood, but there are some downsides also.

Shrikes are going to score you more points than warriors. Loss of O.S. is more than compensated for by the increased mobility. I also argue that the increased mobility allows you to get cover more often giving them roughly equal survivability in the open field. However, the increased mobility also gives them the ability to hide in combat which warriors can't really do because they can't get there.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/08 20:36:52


Post by: Frozocrone


 Iechine wrote:
Personally Id work it to two units of two Carnifexes and not add any more bodies to the table such as gargoyles. Im not a fan of that many gants on the table especially in a tournament setting for time considerations. Two flyrants, 4 fexes and something like a Tyranofex to tank bullets
and youve got a tough list. Your current one just doesnt have a lot of punch in my opinion, so maybe a large Biovore brood has a place.


Thanks for the input The Biovores take up 120 points so leave 180 points left, how would you flesh out the rest of the points if I were to replace a Carnifex Brood?


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/08 20:54:38


Post by: Zach


I wouldnt replace carnifexes, Id replace gants. If I was running 1850 single CAD it'd be

2x Flyrants with devs/electro
2x Malanthrope
4x Rippers w/DS
20 Gargoyles
Crone
2x Carnifex with Devs
2x Carnifex with Devs
Mawloc (Or 3x Biovore)

Im pretty done with termagants and the like for this edition.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/08 20:59:02


Post by: Frozocrone


 Iechine wrote:
I wouldnt replace carnifexes, Id replace gants. If I was running 1850 single CAD it'd be

2x Flyrants with devs/electro
2x Malanthrope
4x Rippers w/DS
20 Gargoyles
Crone
2x Carnifex with Devs
2x Carnifex with Devs
Mawloc (Or 3x Biovore)

Im pretty done with termagants and the like for this edition.


Looks pretty good from where I am sitting. Can I ask why you don't like Termagants in 7th?


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/08 22:18:09


Post by: SHUPPET


rollawaythestone wrote:
tag8833 wrote:
 SHUPPET wrote:
Hey tag how useful do you find blind? I've never even bothered experimenting with it, do you blind with every attack? I just sink a few gargs into something and let it play it outself out generally, might have to start taking blind rolls
You have to announce you are using blind. If you use blind on the charge, you give up your charge bonus, but otherwise it is the same attack (S3 ap:-). If you hit while using blind (no need to wound), then the opponent has to take an initiative test. If they fail then they are WS1 aka hitting on 5's. It is wonderful against a Riptide who is init 2. Also good against things that have init 1 because of unwieldy. For instance Thunder Hammer Space wolves.

It doesn't work so hot against higher init models like Wraith Knights, but I'm pretty sure it works on walkers, though I've never pulled it off.


Blind is pretty good. It was brutal in 6th Ed. when you had to make an Inititative check for each Blind hit. But now it's a single Initative check. What is nice, though, is that single models trade their attacks in for Blind attacks. So on the charge, you don't have to give up the whole unit's charge attacks. Instead, have 2 or 3 Gargoyles use their Blinding Venom in order to guarantee a hit and force at least one Initiative check, while the rest of the unit strikes with full attacks from the charge. The Blinding Venom is also Poison 6+ so you can kill things like Wraithknights or GUO's. Walkers are immune to Blind. Also, you mention Riptides - they are also immune to Blind due to their Black Sun Filters.

Also, i'm pretty positive that's not how it works with the Thunder Hammer / Unwieldy. Models strike at I1 - they aren't I1 for purposes of Initiative tests. For example, Typhus is I5, can deploy his Destroyer Hive at I5, or strike at I1 - he and his unit must fail their Initiative check on a 6.

I was going to mention this, and you are right, it's a characteristic test, unwieldy just affects it's combat priority not its actual Iniative.

I hadn't even payed attention to those 7th blind changes! Looks really much more usable. The way tag described them (the way it worked in 6th) came across very meh to me.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/08 22:24:23


Post by: tag8833


 SHUPPET wrote:
rollawaythestone wrote:
tag8833 wrote:
 SHUPPET wrote:
Hey tag how useful do you find blind? I've never even bothered experimenting with it, do you blind with every attack? I just sink a few gargs into something and let it play it outself out generally, might have to start taking blind rolls
You have to announce you are using blind. If you use blind on the charge, you give up your charge bonus, but otherwise it is the same attack (S3 ap:-). If you hit while using blind (no need to wound), then the opponent has to take an initiative test. If they fail then they are WS1 aka hitting on 5's. It is wonderful against a Riptide who is init 2. Also good against things that have init 1 because of unwieldy. For instance Thunder Hammer Space wolves.

It doesn't work so hot against higher init models like Wraith Knights, but I'm pretty sure it works on walkers, though I've never pulled it off.


Blind is pretty good. It was brutal in 6th Ed. when you had to make an Inititative check for each Blind hit. But now it's a single Initative check. What is nice, though, is that single models trade their attacks in for Blind attacks. So on the charge, you don't have to give up the whole unit's charge attacks. Instead, have 2 or 3 Gargoyles use their Blinding Venom in order to guarantee a hit and force at least one Initiative check, while the rest of the unit strikes with full attacks from the charge. The Blinding Venom is also Poison 6+ so you can kill things like Wraithknights or GUO's. Walkers are immune to Blind. Also, you mention Riptides - they are also immune to Blind due to their Black Sun Filters.

Also, i'm pretty positive that's not how it works with the Thunder Hammer / Unwieldy. Models strike at I1 - they aren't I1 for purposes of Initiative tests. For example, Typhus is I5, can deploy his Destroyer Hive at I5, or strike at I1 - he and his unit must fail their Initiative check on a 6.

I was going to mention this, and you are right, it's a characteristic test, unwieldy just affects it's combat priority not its actual Iniative.

I hadn't even payed attention to those 7th blind changes! Looks really much more usable. The way tag described them (the way it worked in 6th) came across very meh to me.

Yep my bad. I've used it on Warbosses with PKs. The only time I tried to use it on thunder cav, he made all of his init tests, so i must have played it right, because he was in that multi assault for 4 of 4 rounds.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/08 23:35:03


Post by: rollawaythestone


 SHUPPET wrote:
rollawaythestone wrote:
tag8833 wrote:
 SHUPPET wrote:
Hey tag how useful do you find blind? I've never even bothered experimenting with it, do you blind with every attack? I just sink a few gargs into something and let it play it outself out generally, might have to start taking blind rolls
You have to announce you are using blind. If you use blind on the charge, you give up your charge bonus, but otherwise it is the same attack (S3 ap:-). If you hit while using blind (no need to wound), then the opponent has to take an initiative test. If they fail then they are WS1 aka hitting on 5's. It is wonderful against a Riptide who is init 2. Also good against things that have init 1 because of unwieldy. For instance Thunder Hammer Space wolves.

It doesn't work so hot against higher init models like Wraith Knights, but I'm pretty sure it works on walkers, though I've never pulled it off.


Blind is pretty good. It was brutal in 6th Ed. when you had to make an Inititative check for each Blind hit. But now it's a single Initative check. What is nice, though, is that single models trade their attacks in for Blind attacks. So on the charge, you don't have to give up the whole unit's charge attacks. Instead, have 2 or 3 Gargoyles use their Blinding Venom in order to guarantee a hit and force at least one Initiative check, while the rest of the unit strikes with full attacks from the charge. The Blinding Venom is also Poison 6+ so you can kill things like Wraithknights or GUO's. Walkers are immune to Blind. Also, you mention Riptides - they are also immune to Blind due to their Black Sun Filters.

Also, i'm pretty positive that's not how it works with the Thunder Hammer / Unwieldy. Models strike at I1 - they aren't I1 for purposes of Initiative tests. For example, Typhus is I5, can deploy his Destroyer Hive at I5, or strike at I1 - he and his unit must fail their Initiative check on a 6.

I was going to mention this, and you are right, it's a characteristic test, unwieldy just affects it's combat priority not its actual Iniative.

I hadn't even payed attention to those 7th blind changes! Looks really much more usable. The way tag described them (the way it worked in 6th) came across very meh to me.


Blind is demonstrably worse in 7th. In 6th, you could force a Initiative check for each successful Hit made by one of the Gargoyles. Thus a unit of Gargoyles using their blind could virtually guarantee the target was blinded. Now, it's only a single Initiative check no matter how many Hits occur.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/09 04:31:18


Post by: gigasnail


Blind is basically the same, just clarified to only be one test now. As much as garg lovers everywhere wanted it to be per hit, I don't really know anyone that played it like that. It was just really poorly written.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/09 05:23:25


Post by: SHUPPET


Here's a few shots of my own custom-made Harpy. Still need to touch up the paint job, gloss the wings and some of the carapace, and flock the base (call me oldschool, I love white snow flock!). But here's what I'm looking at for now:
I apologise for the dreadful lighting!! All I have is an iPhone and nowhere in my house i can set up decent shots.

My paintwork isn't anywhere near on the level of some of the posters in this thread, hopefully my conversion perks some interest tho!





The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/09 05:41:34


Post by: gigasnail


I love those wings. I have a greater daemon/mutalith voidbeast/thing I made that uses those.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/09 06:26:12


Post by: barnowl


Just though I would share this light report on an OOE lead nid list. I got a nice little 500pt game sunday against necrons, and ran OOE for fun. He turned out to be quite the beast.

Nid's:
HQ:
OOE 220

Elite
Zoe 50
Zoe 50

Troops
10 Hormie 50
10 Hormie 50
10 Termigaunts
10 Termiguants


Necrons: (actually may have have a point advantage)

HQ:
Obyron

Troops
6 Warriors
8 immortals

HVY
Annilation barge


We played Purge the Alien, used a 4x4 board do to the small point level. I got Catalyst and Horror on the Zoes. First Turn was night fighting. Nid's when First

I deploy OOE in the middle with a clear charge line, on both flanks went 1 Zoe and a brood of Termis and Hormies with good cover on the right side.

Turn 1: Nids charged down field using the cover of night fighting. Zoes each got off Dominion and the one got off Catalyst on itself and OOE. Every one ran, with both Hormies getting a 6 inch run and OOE a nice 4" run. Necrons held ground and poured fire in too OOE from the immortals and warriors. only netted one wound which was FNPed a way. The barge fired in to the hormies hoping to arc in to both the guants and Zoe. Lost 4 Hormies but not much else.

Turn 2: Nids close to charge range on the left and crest the right flank cover to prepare for a turn 3 charge. OOE closes on the Barge. Hormie guants close on the Immortalls and Obyron. Zoe 1 perils on Warp lance taking a wound, and passes Dominon. Zoe 2 fails catalyst and gets dominon. OOE charges the barge and gets 1 HoW glance, then 8 hits and pens in assault. Barge goes boom. Hormigants attempt the charge, come up short and loose 2 to overwatch. Imortals in turn attempt to ghost walk away but scatter next to OOE, inflict 2 wounds in the shooting phase. Warriors kill left Zoanthrope.

Turn 3: OOE regens 1 wound, passes IB, and Adaptive mutation kicks in. Left Hormiganst out of Synapse fail IB and eat each other killing 1. Left Termigaunts just in range of right Zoe dominion. Move everyone closer to necrons. Here I make a mistake and drop catalyst on the right Termigants instead of the hormigants, and kick off dominion. Termigants fire at immortals and wiff, right ones fire at warriors and wiff. Left Termigants charge immortals, and opponent makes the mistake of overwatching them. they come up short on the charge do to losing 3. OOE however makes the charge unmolested. Gets 3 HoW to wound 3 Immortals but make all saves, then gets a total of 9 attacks on the Immortals with 3 misses. 4 immortals fall. Oberyon wiffs, the immortals hit but fail to wound. Necrons fail moral check and are swept by OOE. On the right, the warriors mange to overwatch the hormigants down to 3, which manage to get killed in the assault after doing nothing. Warriors fall back and gun down lead element of termigaunt advance.

Turn 4: Nids turn full force on remaining Warriors. Zoanthrope warp blasts one done, termigaunts fell 2 more. The remains 4 overwatch the Termies out of charge distance. 2 Warriors get back up and fall back killing more guants.

Turn 5: We called the game as there was now way the warriors would survive turn 5, and we both had to get home.

Nids win 6-2

OOE was as always fun to play, did the most killing in the game with the Barge, 8 immortals, and Obyron. Had the opponent focused down on OOE, he probably would have won the game as I had nothing else to reliably threaten the Barge.



The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/09 13:56:11


Post by: Unyielding Hunger


Out of curiosity, can we use the apocalypse formations for 'Nids from the Valedor book in standard 40k, much like escalation? I would like to hear the opinion on the Eater Swarm.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/09 15:26:09


Post by: tag8833


 Unyielding Hunger wrote:
Out of curiosity, can we use the apocalypse formations for 'Nids from the Valedor book in standard 40k, much like escalation? I would like to hear the opinion on the Eater Swarm.

No. Apoc formations are not like normal 40k Formations. They can only be used in Apoc games.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/09 16:05:21


Post by: pinecone77


 SHUPPET wrote:
Here's a few shots of my own custom-made Harpy. Still need to touch up the paint job, gloss the wings and some of the carapace, and flock the base (call me oldschool, I love white snow flock!). But here's what I'm looking at for now:
I apologise for the dreadful lighting!! All I have is an iPhone and nowhere in my house i can set up decent shots.

My paintwork isn't anywhere near on the level of some of the posters in this thread, hopefully my conversion perks some interest tho!





Very nice!


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/09 16:27:43


Post by: L0rdF1end


 Wilson wrote:

NOTE: I know that the key to playing skyblight for many players is to "forget" about instinctive behavior and hope your opponent doesn't call you on it, but I would never advocate that, nor would I do it intentionally.


Is that a well known thing? and I thought I was alone! haha RATS! MOD delete these posts! The other players are on to us!!!


WTF, this is total bull.
You can be fairly relaxed regarding Instinctive Behaviour if most of your Units are LD10, you don't just throw Instinctive behaviour out the window though nor have I come across anyone that does.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/09 17:31:50


Post by: foto69man


Now I have forgotten my rippers before...and so has everyone else at the table. But it was never maliciously. All they do is backfield objective camp for me.

Can't help it if my basecoat is dark gray and everything on the table is dark gray too...


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/09 18:18:27


Post by: Chaplain Sam


 SHUPPET wrote:
Here's a few shots of my own custom-made Harpy. Still need to touch up the paint job, gloss the wings and some of the carapace, and flock the base (call me oldschool, I love white snow flock!). But here's what I'm looking at for now:
I apologise for the dreadful lighting!! All I have is an iPhone and nowhere in my house i can set up decent shots.

My paintwork isn't anywhere near on the level of some of the posters in this thread, hopefully my conversion perks some interest tho!





I really like the pose and base combo. Good stuff, Shuppet!


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/09 18:26:42


Post by: Wilson


 L0rdF1end wrote:
 Wilson wrote:

NOTE: I know that the key to playing skyblight for many players is to "forget" about instinctive behavior and hope your opponent doesn't call you on it, but I would never advocate that, nor would I do it intentionally.


Is that a well known thing? and I thought I was alone! haha RATS! MOD delete these posts! The other players are on to us!!!


WTF, this is total bull.
You can be fairly relaxed regarding Instinctive Behaviour if most of your Units are LD10, you don't just throw Instinctive behaviour out the window though nor have I come across anyone that does.


I think its a joke broseph. ( at least I was joking!)


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/09 23:36:56


Post by: Frozocrone


barnowl wrote:
Just though I would share this light report on an OOE lead nid list. I got a nice little 500pt game sunday against necrons, and ran OOE for fun. He turned out to be quite the beast.

Nid's:
HQ:
OOE 220

Elite
Zoe 50
Zoe 50

Troops
10 Hormie 50
10 Hormie 50
10 Termigaunts
10 Termiguants


Necrons: (actually may have have a point advantage)

HQ:
Obyron

Troops
6 Warriors
8 immortals

HVY
Annilation barge


We played Purge the Alien, used a 4x4 board do to the small point level. I got Catalyst and Horror on the Zoes. First Turn was night fighting. Nid's when First

I deploy OOE in the middle with a clear charge line, on both flanks went 1 Zoe and a brood of Termis and Hormies with good cover on the right side.

Turn 1: Nids charged down field using the cover of night fighting. Zoes each got off Dominion and the one got off Catalyst on itself and OOE. Every one ran, with both Hormies getting a 6 inch run and OOE a nice 4" run. Necrons held ground and poured fire in too OOE from the immortals and warriors. only netted one wound which was FNPed a way. The barge fired in to the hormies hoping to arc in to both the guants and Zoe. Lost 4 Hormies but not much else.

Turn 2: Nids close to charge range on the left and crest the right flank cover to prepare for a turn 3 charge. OOE closes on the Barge. Hormie guants close on the Immortalls and Obyron. Zoe 1 perils on Warp lance taking a wound, and passes Dominon. Zoe 2 fails catalyst and gets dominon. OOE charges the barge and gets 1 HoW glance, then 8 hits and pens in assault. Barge goes boom. Hormigants attempt the charge, come up short and loose 2 to overwatch. Imortals in turn attempt to ghost walk away but scatter next to OOE, inflict 2 wounds in the shooting phase. Warriors kill left Zoanthrope.

Turn 3: OOE regens 1 wound, passes IB, and Adaptive mutation kicks in. Left Hormiganst out of Synapse fail IB and eat each other killing 1. Left Termigaunts just in range of right Zoe dominion. Move everyone closer to necrons. Here I make a mistake and drop catalyst on the right Termigants instead of the hormigants, and kick off dominion. Termigants fire at immortals and wiff, right ones fire at warriors and wiff. Left Termigants charge immortals, and opponent makes the mistake of overwatching them. they come up short on the charge do to losing 3. OOE however makes the charge unmolested. Gets 3 HoW to wound 3 Immortals but make all saves, then gets a total of 9 attacks on the Immortals with 3 misses. 4 immortals fall. Oberyon wiffs, the immortals hit but fail to wound. Necrons fail moral check and are swept by OOE. On the right, the warriors mange to overwatch the hormigants down to 3, which manage to get killed in the assault after doing nothing. Warriors fall back and gun down lead element of termigaunt advance.

Turn 4: Nids turn full force on remaining Warriors. Zoanthrope warp blasts one done, termigaunts fell 2 more. The remains 4 overwatch the Termies out of charge distance. 2 Warriors get back up and fall back killing more guants.

Turn 5: We called the game as there was now way the warriors would survive turn 5, and we both had to get home.

Nids win 6-2

OOE was as always fun to play, did the most killing in the game with the Barge, 8 immortals, and Obyron. Had the opponent focused down on OOE, he probably would have won the game as I had nothing else to reliably threaten the Barge.



Nice, I hadn't realised you can fit in that many models at 500!! How well did the Zoanthropes perform with their Psychic Powers?

General question for all, are Harpy's worth taking if you take some Biovores? Are Hive Crones worth taking by themselves (I am running Two Flyrants and two units of Gargoyles, but can condense them to find room for another Crone).


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/10 01:35:14


Post by: coredump


 SHUPPET wrote:
Here's a few shots of my own custom-made Harpy. Still need to touch up the paint job, gloss the wings and some of the carapace, and flock the base (call me oldschool, I love white snow flock!). But here's what I'm looking at for now:
I apologise for the dreadful lighting!! All I have is an iPhone and nowhere in my house i can set up decent shots.

My paintwork isn't anywhere near on the level of some of the posters in this thread, hopefully my conversion perks some interest tho!


]


Okay dude... that is cool. Can you give the low-down on what models/bits you used for it? (if already in a thread, a link would suffice.)



The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/10 01:59:25


Post by: jy2




Nice conversion.

I'm wondering if a tyrant's head would be more appropriate to the body due to the size. In the neck area with the carnifexes head joins with the dragon body looks somewhat unproportional. Maybe some green stuff will help with that?

Otherwise, a stellar job!




The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/10 06:07:02


Post by: SHUPPET


You might be right on that one jy2, I hadn't noticed that actually. Might just be the bad photo, I was really disappointed with how little of the Harpy itself I could catch in that actual photo, I'll have a look when I get home and see what it needs, thanks for pointing that out. I'll also give an in depth explanation of how i made him for you too coredump. The conversion was actually super easy (if I can do it anyone can ), and made up entirely of GW parts, costing about the same or a bit less than the official model, and that's including the fact that I had to pay multiple eBay sellers international shipping (being Australian), so Euros and Americans may find this even cheaper than I did.

I'm very anti-supportive of the new Nid release, and although I bought an Exocrine, I just couldn't justify buying that horrible new FMC dual kit they released.

The Harpy was intended to be a somewhat dynamic pose of him gliding down and Sonic Screeching. When I've finished basing and highlighting him, adding his Venom Cannons, and take some better shots I'm sure he'll look a lot better and a lot less like "generic Tyranid FMC". I know this because I've already done it once with my Crone who is fully finished and I'll also share some pics of. He looks a lot better, and I'll share the process of making (also super simple). Expect it up within the hour.


Automatically Appended Next Post:


So I'm home now - Jy2 I looked at the model first hand, and slightly out of proportion might be correct, but far less than that photo would make it seem. Heres one from a different angle that might give you a better perspective:
Spoiler:


The neck may be a little fat, but I'm planning on highlighting some blue fleshy bits ala gills or possibly adding some frills ala komodo dragon, to fit with the theme of them flaring up with the Sonic Screech. In a few weeks when parts arrive I'll share a finished shot at taken with a proper camera on a proper setting and get further feedback.

For now, here's some shots of my Hive Crone:

Base and Gloss unfinished, but worth sharing for the clarity I achieved with the shot:




Heres a Finished shot, with Tentaclids:



Fuzzy shot of them all together with one of my Flyrants, for sizing reference if you were curious.


Following this post up with a quick reference build, shouldn't take a minute.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/10 09:09:13


Post by: SHUPPET


First thing I started with for both models was a WHFB Terrorgheist. Won't take you long to spot the similarities
Spoiler:


These things sell for 10 pound less than the Crone model on the English Games Workshop, not sure about U.S. but I'm sure it's still a save. I'd recommend checking eBay, where I found them even cheaper and ordered both mine at once off the one seller.

From there, the important bits are:

- your Heads - I used Tyrannofex head for my Harpy as it's what I had laying around and I personally really like it for the theme of the screeching Harpy, but as mentioned by Jy2, a Hive Tyrants head may look a little more in proportion. As for the Hive Crone you could try to jam that Drool Cannon down the throat of a Hive Tyrant head, I just used the standard Crone head for it. You can just use what you have left over from kits by all means, the important thing is putting it together on the top of the Terrorgheist body. This requires a little bit of judging and holding parts against each other for sizing, but I basically just used a modelling knife to drill a hole in the base of the neck where the top of the Terrorgheist spine can slide through, than cut the terrogheist spine/further hollowed out the head as I saw fit to make it look natural. I was pretty rough with it, someone with ANY amount of patience or modelling skill could easily do a lot better than me (because past creativity, I really am pretty impatient and very average at the modelling side of this hobby lol)

- your ScyTals - for this I just took small Claws from the Mawloc kit, and stuck them just before the ribcarapace starts. These you will not have lying around, but luckily there is usually an abundance of them on eBay: http://www.ebay.com.au/itm/40K-Tyranid-Trygon-Mawloc-Mawloc-Scything-Talons-Small-Bits-/380947633655?pt=Games_US&hash=item58b23f95f7&_uhb=1 You could I guess try the medium ones if you wanted them to be more prominent and, I just went with the small ones to keep it fairly lowkey, personal choice, did consider both. Wouldn't do the large ones (these ones are the standard MC size Scything Talons) but it might work if you mount your guy on a flying stand.


As for the tail on my Hive Crone (to represent Vektor Strike) which I just now realise I didn't really provide a clear shot of, although you can see it from the third photo in my last post, all the bits are actually from a Haruspex tongue believe it or not. This is what I had lying around and I felt looked really cool, you'll also have a bunch of cool spiky/Tyranidfleshy bits left over from it. I can't really do much further explanation than that, if you have the pieces you'll be able to recognise what I did if you want to cut a tail up to emulate me, and I'm sure if you wanted to do it differently you could easily find multiple ways with all those bits http://www.ebay.com.au/itm/WARHAMMER-40K-BITS-TYRANID-EXOCRINE-HARUSPEX-HEAD-MOUTH-OF-HARUSPEX-/131174198098?pt=Games_US&hash=item1e8a976b52&_uhb=1 . I had them lying around from my Exocrine kit as I imagine a lot of others do.

On the back of the Harpy, I just carved out the inside of the saddle with a modelling knife and flattened the edges, then painted it the standard colour of my tyranid fleshy bits and nobody would suspect a thing, just looks like fleshy protusions/tenctacle/membrane. I'm planning to mount the Venom Cannons from the Harpy kit on there (turned upside down) but I'm still waiting for them to arrive. The Harpy's Tongue is merely just the horn from one of the demons or whatever it is, inside the Terrorgheist kit.


The zombie dragon and the Terrorgheist each have two different spinal poses (as you can see by my two flyers), the rest however is pretty dynamic. The only things I really did different from the kit instructions was not add the fleshmuscle attachment bits that go between the wings and the side carapace, this allows for much more control over the wing posing, but you may not need it if you prefer to pose how the kit suggests, and I put the wings on opposite arms so the membrane curve is facing the same way that the rest our FMC wings do while in the flight position.


As for the basing, well, you probably have your own ideas in mind, if not, look up a basing tutorial lol, trust me you don't want my advice on it. I just scoured eBay for fishtank ornaments with sensible enough dimentions to fit on a flying stand LOL, sprayed them black, and then just drybrushed them a bunch of shades of grey and threw some PVA Glue + White flock on it. My best skill at modelling miniatures is creatively disguising the fact that I actually have very little skill, lol.




But anyway, as I said, it's all fairly simple stuff and mostly made capable by the awesome Terrorgheist model looking so naturally Nid-esque. I recommend anyone not impressed with the poorly conceived, bland, stupid looking Tyranid FMC kit released this year give this a go. It will also only cost you around about the same amount or less anyway. It will look great on a flying stand trust me, especially if you use Hive Tyrant legs, I just prefer to give my Flyers dynamic flying bases rather than the clear plastic spear of the heavens provided for flyer kits.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/10 16:32:24


Post by: tag8833


A little Hive Guard update from a game yesterday.

I played 2K vs Eldar and Necrons who both had 1K I brought 3 Hive guard as primary anti-tank. Thank god I threw in a Dakkafex as well.
Turn 1: only 1 hive guard makes it into range of anything (Anhillation barge AV13). 1 hit, 0 glances / pens
Turn 2: all three hive guard get back armor on a Ghost Ark (AV 11), 2 hits, 1 Pen. The pen took down the shield, so a dakkafex could fire at side armor 11. 4 Pens none saved by Jink.
Turn 3: all three hive guard fire at the Anhillation Barge (AV 13), 4 hits, 0 glances / pens.
Turn 4: no vehicles in range. Shot at some Necron warriors, 2 hits, 1 wounds, make the resurrections. Ended on 4 because store was closing.

Final comparison:
Hive Guard: 1 hull point
Dakkafex: 4 hull points, 4 Necron warriors (sweeping a unit of 20 with an attached lord).

Hive Guard who should (on paper) have a chance to kill 50% of a vehicle a turn managed instead averaged 8.3% of a vehicle per turn. They just aren't near as good in game as they are on paper.

It is the same issue as Zoenthrope's anti tank. With so few shots (not TL), the chance of them having 0 effect is much, much higher than a Dakkafex, Dakkaflyrant, or even a Crone. You can't use averages to judge their effectiveness because they are too likely to do nothing at all. They might work well 1 game, and then leaving you hanging the next.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/10 17:11:52


Post by: Chaplain Sam


tag8833 wrote:
A little Hive Guard update from a game yesterday.

I played 2K vs Eldar and Necrons who both had 1K I brought 3 Hive guard as primary anti-tank. Thank god I threw in a Dakkafex as well.
Turn 1: only 1 hive guard makes it into range of anything (Anhillation barge AV13). 1 hit, 0 glances / pens
Turn 2: all three hive guard get back armor on a Ghost Ark (AV 11), 2 hits, 1 Pen. The pen took down the shield, so a dakkafex could fire at side armor 11. 4 Pens none saved by Jink.
Turn 3: all three hive guard fire at the Anhillation Barge (AV 13), 4 hits, 0 glances / pens.
Turn 4: no vehicles in range. Shot at some Necron warriors, 2 hits, 1 wounds, make the resurrections. Ended on 4 because store was closing.

Final comparison:
Hive Guard: 1 hull point
Dakkafex: 4 hull points, 4 Necron warriors (sweeping a unit of 20 with an attached lord).

Hive Guard who should (on paper) have a chance to kill 50% of a vehicle a turn managed instead averaged 8.3% of a vehicle per turn. They just aren't near as good in game as they are on paper.

It is the same issue as Zoenthrope's anti tank. With so few shots (not TL), the chance of them having 0 effect is much, much higher than a Dakkafex, Dakkaflyrant, or even a Crone. You can't use averages to judge their effectiveness because they are too likely to do nothing at all. They might work well 1 game, and then leaving you hanging the next.


That's pretty much my experience with Hive Guard. Some games great, some games it's as if I didn't even have them. I want them to be a solid choice, but they just aren't. 6 BS3 shots (not twin-linked) is very unreliable, like you said. I do like being able to shoot through walls though


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/10 17:14:28


Post by: ductvader


I tend to only take them when I am building for TAC with Swarmy.

I've seen that preferred enemy on them gives their odds much more favor...not to mention Onslaught.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/10 17:20:08


Post by: pinecone77


tag8833 wrote:
A little Hive Guard update from a game yesterday.

I played 2K vs Eldar and Necrons who both had 1K I brought 3 Hive guard as primary anti-tank. Thank god I threw in a Dakkafex as well.
Turn 1: only 1 hive guard makes it into range of anything (Anhillation barge AV13). 1 hit, 0 glances / pens
Turn 2: all three hive guard get back armor on a Ghost Ark (AV 11), 2 hits, 1 Pen. The pen took down the shield, so a dakkafex could fire at side armor 11. 4 Pens none saved by Jink.
Turn 3: all three hive guard fire at the Anhillation Barge (AV 13), 4 hits, 0 glances / pens.
Turn 4: no vehicles in range. Shot at some Necron warriors, 2 hits, 1 wounds, make the resurrections. Ended on 4 because store was closing.

Final comparison:
Hive Guard: 1 hull point
Dakkafex: 4 hull points, 4 Necron warriors (sweeping a unit of 20 with an attached lord).

Hive Guard who should (on paper) have a chance to kill 50% of a vehicle a turn managed instead averaged 8.3% of a vehicle per turn. They just aren't near as good in game as they are on paper.

It is the same issue as Zoenthrope's anti tank. With so few shots (not TL), the chance of them having 0 effect is much, much higher than a Dakkafex, Dakkaflyrant, or even a Crone. You can't use averages to judge their effectiveness because they are too likely to do nothing at all. They might work well 1 game, and then leaving you hanging the next.


Yeah, I've pretty consistently recommended replacing Hive Guard with Zoeys. Not because Zoeys replace the HG shooting, but because they can do useful things without providing any shooting. The fact that you save points is just icing on the cake.

But no need to read too much into one game though. I do agree with the basic principle, the more dice you roll, the more "average" the out comes ...


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/10 17:21:43


Post by: ductvader


Law of Large Numbers...got to love it


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/10 17:24:22


Post by: Tyrpak


What are your thoughts of Exocrine instead of 3 Hive Guards?

BS4 standing, 6x S7 Ap2? Against AV12 I think it's better than the Hive Guard.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/10 17:26:47


Post by: Zach


*Lights a candle for Hive Guard's old BS4*


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/10 17:27:35


Post by: ductvader


Exocrine is different. Mean for killing heavy infantry and light vehicles.

I like 1...2 exocrine max.

Ignoring jink though is a biggy.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/10 17:44:37


Post by: Chaplain Sam


 ductvader wrote:
Exocrine is different. Mean for killing heavy infantry and light vehicles.

I like 1...2 exocrine max.

Ignoring jink though is a biggy.


Agreed. Though, If I want an exocrine I always try to include the Living Artillery Node for twin-linked goodness.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/10 17:56:53


Post by: barnowl


Frozocrone wrote:


Nice, I hadn't realised you can fit in that many models at 500!! How well did the Zoanthropes perform with their Psychic Powers?

General question for all, are Harpy's worth taking if you take some Biovores? Are Hive Crones worth taking by themselves (I am running Two Flyrants and two units of Gargoyles, but can condense them to find room for another Crone).


Dominion was needed and the main reason I took them. At 500 points they make great synapse anchors with OOE acting as weak back up. Catalyst did well, the one Warp blast was effective killing 2 warriors (Will Be Back not with standing), the one Warp Lance was as normal useless. Horror had it's check passed. I got more powers used with just the 2 Zoanthrope than in more psycher heavy lists, averaging 4 a turn. I suspect this may be intended, 2 psychers get a lot of juice with 3-4 master levels and a d6, were as 4 or 5 even with ML2 are starting to get dice starved.

The Crone good make good AA cover for the tyrants doing ground attacks.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/10 17:59:24


Post by: tag8833


 ductvader wrote:
I tend to only take them when I am building for TAC with Swarmy.

I've seen that preferred enemy on them gives their odds much more favor...not to mention Onslaught.
Yep, I had Swarmy in that list. But I was giving out furious charge to Gargoyles and Gants because I was facing so many vehicles. Didn't roll Onslaught, which was a bummer.

Also preferred enemy isn't great because it just rerolls 1's to hit. Because rolling to glance a vehicle is not the same as rolling to wound. It is a minor boost, but a boost none-the-less.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/11 04:05:06


Post by: DarkStarSabre


 Iechine wrote:
*Lights a candle for Hive Guard's old BS4*


Goodbye Leviathan Rose.....


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/11 04:35:48


Post by: BlaxicanX


Is it just me or is it actually better for Biovores to miss with their spore mine launcher? I dunno if I'm reading it right, but it seems like if you score a "hit!" the unit hit only suffers a single strength 4 AP4 large blast, whereas if you scatter a little ways off you get the multiple spore mines, which can create a much stronger large blast explosion in the ensuing assault phase.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/11 04:42:08


Post by: SHUPPET


Nah, its better to hit and wipe off some firepower a turn earlier. Plus the mines are the easiest things in the game to kite. It is however a decent 2nd place prize if you will, good for mitigating wasted shots, the spores still have to be avoided and if you can force something with a heavy weapon to move, or your opponent to deal with it, it helps a wasted shot not be so much of a waste. It's better than nothing, but generally better to hit the desired target.

However, it might depend on the target, because sometimes the stronger blast might give better chance at wounding. Most times though, its best to hit. Not like you really have a choice however lol.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/11 04:45:15


Post by: BlaxicanX


Speaking of which,

I can't find any rule that says the mines can't assault the turn they're created. They're not deep-striking or coming out of reserves in any way, so the rules for that wouldn't apply in this situation.

Is there any reason to assume that mines created by the launcher can't assault the turn they're made?


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/11 04:47:43


Post by: Tyran


They still need to get through overwatch.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/11 04:50:00


Post by: jy2


 BlaxicanX wrote:
Speaking of which,

I can't find any rule that says the mines can't assault the turn they're created. They're not deep-striking or coming out of reserves in any way, so the rules for that wouldn't apply in this situation.

Is there any reason to assume that mines created by the launcher can't assault the turn they're made?

They can assault. However, they only do so at half charge distance (i.e. charge D6" instead of 2D6").





Automatically Appended Next Post:
 Tyran wrote:
They still need to get through overwatch.

That's not always a bad thing. Sometimes, better for the spores to eat Overwatch so that your carnifexes (or whatever) can assault safely.




The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/11 04:52:39


Post by: BlaxicanX


That's how I've been playing it, yeah.

Overwatch is a thing, though in my experience it hasn't been a major problem. They're still hitting on 6's, etc, and since most people take Biovores in squads, they can only overwatch one of the spore-units, not considering vehicles and melee units.

I'm considering dumping the living artillery formation. It's a good formation, but with the points saved from the warriors and the exocrine, I can fit a second dakka Flyrant into my 1500 point list. Pinning and re-rolls to scatter are cool, but I'm not sure if my Biovores being more accurate is worth that second Flyrant.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/11 05:04:43


Post by: SHUPPET


That might be a wise cut then Blaxican. The second Flyrant is probably more important than the Exocrine+Warriors and Re-Rolls. However, I'd have to ask what else you have in your list. I'd probably try keep 2 Dakkafex, Flyrant, and Living Artillery as a base line and cutting the other stuff.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/11 05:12:30


Post by: BlaxicanX


The list is

Dakka Flyrant
25xTermagaunts
25xTermagaunts
25xTermagaunts
Venomthrope
Venomthrope
3xZoanthropes
4xTyranid Warriors (1xVenom Cannon)
3xBiovores
Exocrine
2xDakka Carnifex

1500

A concern I have about dumping the formation is synapse. I'm not sure if the three Zoan's alone are enough to do the job, even with a gaunt-wall and venomthropes for support.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/11 05:16:38


Post by: SHUPPET


Well, hypothetically you would replace that Synapse with an even tankier Synapse in the form of the Flyrant.

On top of that,That being said, forcing your Flyrant to hang back some gangs may cost you where you need early aggression and Flyrant pays alot for that mobility.

Honestly, I'd drop 120 points of Termagants and 2 Zoanthropes. Bam, new Flyrant. Same amount of army Synapse as before + the Flyrants bubble too.

Multiple Zoanthropes in a squad are generally a bad investment, the only spell it matters for is Warp Blast/Lance, a notoriously unreliable investment.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/11 05:56:31


Post by: tag8833


 SHUPPET wrote:
Well, hypothetically you would replace that Synapse with an even tankier Synapse in the form of the Flyrant.

On top of that,That being said, forcing your Flyrant to hang back some gangs may cost you where you need early aggression and Flyrant pays alot for that mobility.

Honestly, I'd drop 120 points of Termagants and 2 Zoanthropes. Bam, new Flyrant. Same amount of army Synapse as before + the Flyrants bubble too.

Multiple Zoanthropes in a squad are generally a bad investment, the only spell it matters for is Warp Blast/Lance, a notoriously unreliable investment.
I agree with this advice 100%. I would also add that the 4th warrior doesn't really improve the list, so you could redistribute those points to keep some of your Termagants.

Its a good list at 1500 either in its original form or with the 2nd flyrant. The downside of the 2nd flyrant is that you will become a hard counter to many lists, and have the potential to frustrate opponents. Nobody is ever frustrated playing against 80 Gants because at the end of the game, even if you win 10 points to 0, he will have killed 60-70 Gants, and feel good about that.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/11 09:03:33


Post by: king88mob


Alright, I may be completely off my nut here, but I just don't see why people are taking crones over harpies with TL-Venom Cannons in 7th.

Against other aircraft, I see it but only just.

Crone gets 4 haywire, 3 hit, 2.5 glance, .5 chance of pen Still only enough to knock 3 HP off a flyer with some bad luck on the pen (assuming no jinking)

Against armour they are really not very good...

4 haywire attacks, 2 hit, usually you'll get 2 HP. not enough to kill a rhino even :(

take 2 of them and you blow up a rhino.

The flamer's not that great either.

Back in 6th when Vector Strike was D3 S8 attacks and you could land and then assault, i can see it. Now? Not so much.

Am I misplaying them? Am i missing something?

Thanks!


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/11 09:26:27


Post by: Frozocrone


 king88mob wrote:
Alright, I may be completely off my nut here, but I just don't see why people are taking crones over harpies with TL-Venom Cannons in 7th.

Against other aircraft, I see it but only just.

Crone gets 4 haywire, 3 hit, 2.5 glance, .5 chance of pen Still only enough to knock 3 HP off a flyer with some bad luck on the pen (assuming no jinking)

Against armour they are really not very good...

4 haywire attacks, 2 hit, usually you'll get 2 HP. not enough to kill a rhino even :(

take 2 of them and you blow up a rhino.

The flamer's not that great either.

Back in 6th when Vector Strike was D3 S8 attacks and you could land and then assault, i can see it. Now? Not so much.

Am I misplaying them? Am i missing something?

Thanks!


Well I'm currently running one but I'm debating whether to replace it and field a Mawloc with Adrenal Glands as it took up the last 155 points in my list after all my Elites HQ and HS were filled up (can shift my HS to make room for a Mawloc).

The biggest nerf was Vector Strike, I completely agree with you there. It does have it's uses, it helps the Tyrants against Air units so they can choose to focus on ground units.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/11 09:36:02


Post by: SHUPPET


 king88mob wrote:
Alright, I may be completely off my nut here, but I just don't see why people are taking crones over harpies with TL-Venom Cannons in 7th.

Against other aircraft, I see it but only just.

Crone gets 4 haywire, 3 hit, 2.5 glance, .5 chance of pen Still only enough to knock 3 HP off a flyer with some bad luck on the pen (assuming no jinking)

Against armour they are really not very good...

4 haywire attacks, 2 hit, usually you'll get 2 HP. not enough to kill a rhino even :(

take 2 of them and you blow up a rhino.

The flamer's not that great either.

Back in 6th when Vector Strike was D3 S8 attacks and you could land and then assault, i can see it. Now? Not so much.

Am I misplaying them? Am i missing something?

Thanks!


Nope, I think that's pretty accurate. I said this the day 7th dropped and a bunch of people argued against it... just like what happened when I said the same thing about the Tervigon when our 6th ed codex dropped... people don't like letting go of old models, but the fact is, the Crone is a pretty big waste of points now. Not quite Tervigon tier, you need at least 2 and you can probably secure an early kill on some Heavy armour, while your Flyrants and Dakkafexes deal with light tranports. They are pretty much the next best unit when you're out of heavy support and HQ slots to be honest.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/11 11:37:41


Post by: Korias1004


 BlaxicanX wrote:
That's how I've been playing it, yeah.

Overwatch is a thing, though in my experience it hasn't been a major problem. They're still hitting on 6's, etc, and since most people take Biovores in squads, they can only overwatch one of the spore-units, not considering vehicles and melee units.

I'm considering dumping the living artillery formation. It's a good formation, but with the points saved from the warriors and the exocrine, I can fit a second dakka Flyrant into my 1500 point list. Pinning and re-rolls to scatter are cool, but I'm not sure if my Biovores being more accurate is worth that second Flyrant.


You don't have to reroll if you scatter off though.

Just saying.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/11 14:29:51


Post by: N.I.B.


 Iechine wrote:
*Lights a candle for Hive Guard's old BS4*

BS nerf and a point increase on top - because, why?
I hope Centurions get that treatment in their next codex.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/11 14:34:56


Post by: SHUPPET


 N.I.B. wrote:
 Iechine wrote:
*Lights a candle for Hive Guard's old BS4*

BS nerf and a point increase on top - because, why?
I hope Centurions get that treatment in their next codex.


Me too!

Even the assault a Centurions - just so they know how it feels to have a gak unit further nerfed.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/11 15:21:36


Post by: coredump


 BlaxicanX wrote:
The list is

Dakka Flyrant
25xTermagaunts
25xTermagaunts
25xTermagaunts
Venomthrope
Venomthrope
3xZoanthropes
4xTyranid Warriors (1xVenom Cannon)
3xBiovores
Exocrine
2xDakka Carnifex

1500

A concern I have about dumping the formation is synapse. I'm not sure if the three Zoan's alone are enough to do the job, even with a gaunt-wall and venomthropes for support.

I concur with the previous advice, the 2nd flyrant is important, but I would rather lose
1 venom
1-3 zoans
X gaunts
1 warrior
(combine until you get 230-240 pts)

and keep the LAN


Automatically Appended Next Post:
 king88mob wrote:
Alright, I may be completely off my nut here, but I just don't see why people are taking crones over harpies with TL-Venom Cannons in 7th.

Against other aircraft, I see it but only just.

Crone gets 4 haywire, 3 hit, 2.5 glance, .5 chance of pen Still only enough to knock 3 HP off a flyer with some bad luck on the pen (assuming no jinking)

Against armour they are really not very good...

4 haywire attacks, 2 hit, usually you'll get 2 HP. not enough to kill a rhino even :(

take 2 of them and you blow up a rhino.

The flamer's not that great either.

Back in 6th when Vector Strike was D3 S8 attacks and you could land and then assault, i can see it. Now? Not so much.

Am I misplaying them? Am i missing something?

Thanks!

So, using your own logic....
Harpy will hit lets say 75% of the time, so glance/Pen .62 each turn. Meaning it will take 5 turns to kill that rhino... Why would you take a Harpy?? (besides as Skyblight tax)


You take a Crone for 2 reasons.
1) One of the best AA units in the game, between haywire missiles and D3 S8 Vstrikes....(No Jink!)
2) S6 AP4 flamer is made of win against xenos armies, and not bad against power armor grouped up. (Do you also hate TFexes?)

If you are taking Crones because of ground armor, you are doing it wrong

You take them to help your flyrants deal with other flyers, and to take out IG behind and ADL, or Lootas in cover, or pathfinders in ruins, or plaguebearers hiding on an objective, etc etc.

In 6E I would always take 2, and considered taking 3; now I will almost always take 1, but almost never take 2+. They are very good at what they do, but what they do is kind of niche; so often times there are not enough good targets for 2 of them.



The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/11 15:55:18


Post by: Strat_N8


 king88mob wrote:
Alright, I may be completely off my nut here, but I just don't see why people are taking crones over harpies with TL-Venom Cannons in 7th. [...] Back in 6th when Vector Strike was D3 S8 attacks and you could land and then assault, i can see it. Now? Not so much.

Am I misplaying them? Am i missing something?


The popularity of the Crone basically comes down to their being a bit more TAC than the Harpy. The Crone's weapon load-out covers a wide range of target types (importantly including ones that devourer-equipped MCs struggle against) while the Harpy is more specialized for fighting infantry and lighter vehicles (same preferred targets as devourers, though the HVC can potentially do something to higher AV if no better targets are available).


 SHUPPET wrote:

[...] people don't like letting go of old models, but the fact is, the Crone is a pretty big waste of points now.


I respectfully disagree, at least in a general sense. Crones are still one of the cheaper flyers in the game (especially as a dedicated AA flyer - see Nephilim Jetfighter or Crimson Hunter as examples) and are the second cheapest flying monstrous creature in the game after the Harpy. They do have some unit match-ups where they are now less than ideal (light mech being #1), but they will never be completely useless due to their diverse weapon load-out.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/11 16:41:28


Post by: Korias1004


coredump wrote:
So, using your own logic....
Harpy will hit lets say 75% of the time, so glance/Pen .62 each turn. Meaning it will take 5 turns to kill that rhino... Why would you take a Harpy?? (besides as Skyblight tax)


You take a Crone for 2 reasons.
1) One of the best AA units in the game, between haywire missiles and D3 S8 Vstrikes....(No Jink!)
2) S6 AP4 flamer is made of win against xenos armies, and not bad against power armor grouped up. (Do you also hate TFexes?)

If you are taking Crones because of ground armor, you are doing it wrong

You take them to help your flyrants deal with other flyers, and to take out IG behind and ADL, or Lootas in cover, or pathfinders in ruins, or plaguebearers hiding on an objective, etc etc.

In 6E I would always take 2, and considered taking 3; now I will almost always take 1, but almost never take 2+. They are very good at what they do, but what they do is kind of niche; so often times there are not enough good targets for 2 of them.



Don't have the BRB handy but I thought the reason why we all say the Crone got nerfed hard was because vector strike dropped to only 1 attack rather than the D3.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/11 16:49:45


Post by: Chaplain Sam


A single crone dedicated to AA can be okay-ish because its shots become twin-linked and vector strike becomes D3. Anymore than one is a waste of points in my opinion. In my most competitive lists I don't bring any.

I think the crone and the harpy's best role is to saturate the field with FMCs in a Skyblight list. But I don't think it's useful to just take 1 or 2.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/11 17:25:00


Post by: tag8833


 Chaplain Sam wrote:
A single crone dedicated to AA can be okay-ish because its shots become twin-linked and vector strike becomes D3. Anymore than one is a waste of points in my opinion. In my most competitive lists I don't bring any.

I think the crone and the harpy's best role is to saturate the field with FMCs in a Skyblight list. But I don't think it's useful to just take 1 or 2.

I run 2 alongside 2 flyrants in many of my lists. It takes 2 to have a reasonable chance of killing a Land Raider (with support from a flyrant). Since 40% of all lists I face include at least one Land Raider, It is good to have Crones around to kill it. Otherwise they work about like a Tyrannofex. More mobility, less staying power, but they contribute to my Alpha strike in a way that Tyrannofexes don't. 2 Flyrants + 2 Crones, and I can easily kill a stalker or Hydra for 1st blood, making the skies safe for my FMCs.

I also see a ton of Rhinos and other dedicated transports. A Crone can strip one Hull point with Vector strike, and then use the flamer at a different target. They can do almost as much damage as a Dakkfex to a Wave serpent, and often convince the wave serpents to target them rather than my flyrants. The flamer is quite useful for hitting an infantry squad and a vehicle or two vehicles.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/11 17:38:29


Post by: Xyptc


Tyrpak wrote:
What are your thoughts of Exocrine instead of 3 Hive Guards?

BS4 standing, 6x S7 Ap2? Against AV12 I think it's better than the Hive Guard.


The ability to explode light vehicles works wonders. My Exocrine has been a very reliable transport destroyer this year. It's also extremely flexible in what it can shoot, having the strength and AP to damage light to medium vehicles (and explode them), is devastating to enemy Monstrous Creatures, has the weight of fire to score the odd shot on a troublesome flier and of course decimates MEQ/TEQ. I am seriously tempted to replace the Biovores and Warriors in my LAN with a second Exocrine, maybe even a third. With Malanthrope support I think they would make an excellent anvil against which Skyblight can slam opponents.

Something like this?

Tyrant, wings, 2x Devourers, Egrubs (240)
Malanthrope (85)
Malanthrope (85)
10x Termagants (40)
10x Termagants (40)
10x Termagants (40)
Exocrine (170)
Exocrine (170)
Exocrine (170)

Skyblight
Tyrant, wings, 2x Devourers, Egrubs (240)
Crone (155)
Harpy, Venom Cannon (140)
Harpy, Venom Cannon (140)
10 Gargoyles (60)
10 Gargoyles (60)
10 Gargoyles (60)

This totals 1845, gives you ObjSec Gargoyles, decent psychic punch, great anti MEQ/TEQ, great mobility and a resilient walking plasma battery.




The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/11 17:58:44


Post by: Chaplain Sam


tag8833 wrote:
I run 2 alongside 2 flyrants in many of my lists. It takes 2 to have a reasonable chance of killing a Land Raider (with support from a flyrant). Since 40% of all lists I face include at least one Land Raider, It is good to have Crones around to kill it. Otherwise they work about like a Tyrannofex. More mobility, less staying power, but they contribute to my Alpha strike in a way that Tyrannofexes don't. 2 Flyrants + 2 Crones, and I can easily kill a stalker or Hydra for 1st blood, making the skies safe for my FMCs.

I also see a ton of Rhinos and other dedicated transports. A Crone can strip one Hull point with Vector strike, and then use the flamer at a different target. They can do almost as much damage as a Dakkfex to a Wave serpent, and often convince the wave serpents to target them rather than my flyrants. The flamer is quite useful for hitting an infantry squad and a vehicle or two vehicles.


I know LRs can be a pain for Nidz, but I don't think a Crone is the best tool to use against them. Those haywire missiles are way to unreliable against ground targets to be the deciding factor in choosing to take them. Their best role is AA and being mobile. I think anymore than one (unless your taking a Skyblight list) is inefficient. In my experience Crones just don't contribute enough to be worth taking them. Smart opponents just ignore them.

But what works for you in your meta may be different, keep doing your thing


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/11 18:52:44


Post by: BlaxicanX


After thinking about it overnight, I've decided to dump the 2nd flyrant, because it's a good point that double flyrants might just be a little too competitive. I'm already on thin-ice with my gaming group because of my Purple Rain list, which has been undefeated for a couple of months now and has been the target of more than a few passive-aggressive mutterings about OP invisibility. Part of why I'm jumping in with 'nids again is to give people a break- so I think I'll leave the second Flyrant at home for now.

What I've done instead is removed two of the three zoanthropes, one warrior and a handful of gaunts and put in a third dakka-fex.

I'd originally considered just putting in a walking dakka-tyrant, but without wings I don't see how that would be worth the extra 45 points it'd cost to take it over a dakka-fex.

The loss of the two zoan's scares me a little, but I figure that the super-majority of vehicles I can't kill with the Flyrant's rear-armor shots or the dakka-fex's guns will be the kind of units that need to get close in order to do anything, meaning my fex's will make short work of 'em.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/11 18:55:52


Post by: coredump


Korias1004 wrote:


Don't have the BRB handy but I thought the reason why we all say the Crone got nerfed hard was because vector strike dropped to only 1 attack rather than the D3.

1 hit against ground targets
D3 against zooming and Swooping targets.



The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/11 19:11:46


Post by: barnowl


Just looking at IA4. I see why the Dima was spec'ed as is. It was meant really as a Zone Mortalis/Cities of Death MC. In the tight spaces with limit movement options, getting caught in the same hallway as one will be bad.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/11 19:42:47


Post by: Eldercaveman


barnowl wrote:
Just looking at IA4. I see why the Dima was spec'ed as is. It was meant really as a Zone Mortalis/Cities of Death MC. In the tight spaces with limit movement options, getting caught in the same hallway as one will be bad.


Except it base size makes it too big for Zone Mortalis


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/11 21:39:57


Post by: barnowl


Eldercaveman wrote:
barnowl wrote:
Just looking at IA4. I see why the Dima was spec'ed as is. It was meant really as a Zone Mortalis/Cities of Death MC. In the tight spaces with limit movement options, getting caught in the same hallway as one will be bad.


Except it base size makes it too big for Zone Mortalis


The base is wider than 4"? Other than that I don't recall a base size limit on ZM.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/13 10:29:34


Post by: Frozocrone


Are Tervigons viable in a competitive sense as a support unit?

195 points seems like a bit too much for this edition..

Also what about ten Genestealers with a Broodlord for 200 points?


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/13 10:54:03


Post by: Zach


No to either. (Competitive sense)

Tervigon is too expensive for what it does, Genestealers are terrible in any sense.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/13 10:57:44


Post by: SHUPPET


Frozocrone wrote:
Are Tervigons viable in a competitive sense as a support unit?

195 points seems like a bit too much for this edition..

Also what about ten Genestealers with a Broodlord for 200 points?

Neither are particularly competitive choices.

I don't mind Tevigons at <1000 pts. The Terms add a decent percentage of points in Termagants to justify their massive points cost at lower levels IMO. Still far from auto-take. Anything above 1000 and they are really really bad.

Genestealers rely on numbers and support. Fixing a couple of them into a list just gives you an overpriced easy to kill target. They can work in numbers tho, imo - alot of people don't like attempting to absorb this preferring to rule them out as crap, but with the right support and enough numbers to make a difference, they are one of the better CC units in the game. Broodlords aren't terrible, but often you are struggling to make the points for enough Stealers and they just can't be justified for the tank and damage they take away from a unit.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/13 14:14:58


Post by: Cambonimachine


I've seen this a few times in regards to units that need the right support to be any good... Maybe ive just glazed over where this was explained but could you give me an idea of what sort of support would be needed to make a blob of genestealers work at, say, 1500 and 1850? I've got 80 of 'em and would love to at least dust a few off and get table time


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/13 14:28:50


Post by: Zach


Venomthropes and alternative (or difficult) target choices for your opponents. Even supported, you'd have to accept that your 80 genestealers are points that could be spent on better units.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/13 14:45:15


Post by: SHUPPET


I disagree completely, Genestealers are our hardest hitting CC units for the points beside the Dima, except unlike the Dima they have Infiltrate to help secure second turn assault. Often enough they are the best unit on the field and you wish you'd brought a few more in the games where the support is less relevant.

The main support they need IMO is something to deal with their lack of frags. Living Artillery for a bunch of pinning Blasts are nice, Stranglethorn Cannon Harpys are nice, especially if you glide them the turn before the stealers assault, and assault with them to force I1 on your opponents units. You don't want to be striking last win Stealers (en masse as well), especially since they have I6 for a reason. Numerous ways to do this, including spammed Broodlords for the Horror (I like this one least as it's least reliable, does however throw your list out the least and Broodlords come with benefits of their own), and any combination of Pinning Weaponry/powers spurred on by the Deathleaper Assassin Brood formation which gives the -1 to all enemy units Pinning rolls while providing nice assault support wherever you may need it on the map.

The other thing is obviously Venomthrope. Stealers don't need Synapse however but a squad of Shrikes or Warriors behind them can also be nice, if you leave them just out of Synapse range and GtG, it's quite easy to claim a 2+ army wide save in your opponents first turn of shooting! and moving the Synapse unit up the field gives them all fearless and allows them to move again. Just don't lose your Synapse I take one Flyrant as my HQ for this purpose, Swoop him up from backfield, still leaving him behind the Stealers, but T6 Flying 3+ with a mink cover save (possibly bonused by a Venom) is a hard Synapse to move p, especially when it's still 12" behind your Stealers. You need a HQ anyway, you cannot however afford two.

I've experimented a lot with Stealers. A lot of support is viable, just dn 't take less than 40 of them or it's a wasted investment ~_~ they are a glass cannon who need the numbers to ensure they do can do enough! otherwise a bit of firepower cuts down their offensive potential far too quickly. 1850 I'd say.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/13 16:25:14


Post by: pinecone77


Cambonimachine wrote:
I've seen this a few times in regards to units that need the right support to be any good... Maybe ive just glazed over where this was explained but could you give me an idea of what sort of support would be needed to make a blob of genestealers work at, say, 1500 and 1850? I've got 80 of 'em and would love to at least dust a few off and get table time


The short answer...Shrouded, and Pinning. anything to allow you to arrive in CC more or less intact. The "goofiest" thing I've done (a trick I use constantly) is give them a screen of gaunts. Let the Hormies eat the overwatch, then join the combat with the Stealers, that way they arrive intact, and fight at their own iniative.

But sadly, there is really no "good" way to use them.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/13 16:57:34


Post by: SHUPPET


Problem with relying on a screen of units to take the iniative penalty, as I've seen mentioned before, is that you want to be aiming to assault as quickly as possible, that turn 2 assault through infiltrate is pretty important with Stealers. The screen does nothing for your initiative there, Same issue with CC Flyrant, someone mentioned this as their way to get in into combat at max Iniative without frags, I never got around to responding but its generally a bad idea. Take advantage of it where possible, and a Horm screen is a good idea for granting cover to your Stealers, however it's not to be relied on for a frags alternative or else you are nerfing your army before you even put models on the table.

Pinning is good. Living Artillery is the very best pinning weaponry in the game that I can think of for any army.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/13 17:51:56


Post by: tag8833


pinecone77 wrote:
Cambonimachine wrote:
I've seen this a few times in regards to units that need the right support to be any good... Maybe ive just glazed over where this was explained but could you give me an idea of what sort of support would be needed to make a blob of genestealers work at, say, 1500 and 1850? I've got 80 of 'em and would love to at least dust a few off and get table time


The short answer...Shrouded, and Pinning. anything to allow you to arrive in CC more or less intact. The "goofiest" thing I've done (a trick I use constantly) is give them a screen of gaunts. Let the Hormies eat the overwatch, then join the combat with the Stealers, that way they arrive intact, and fight at their own iniative.

But sadly, there is really no "good" way to use them.

TAG's Genestealer Tactica.

Firstly, and this is important. Genestealers suck. They are overcosted by 1/2 and lack the mobility options of Shrikes and Raveners (who have a similar killing power). Even Hormagants are faster. They lack the survivability of a house fly, and they need support to be effective. There are very, very few scenarios where they would make a better choice than Shrikes or Raveners in an army. Or even Hormagants.

However, there are ways to use them and win some games. Here are 10 suggestions to help you pull this off.
1) Don't take upgrades. Genestealers are too expensive already, and upgrades just make them more so. Quantity over Quality here.
1A) that includes a broodlord. It is always better to take more genestealers than a broodlord. Don't be impressed with his pinning ability. Most things genestealers want to assault can't be pinned. If it can be pinned (i.e. Necrons) it still needs to fail a pinning test at -2, and that just isn't going to happen often. It will work for you once in 5 games, and anything that inconsistent is not worth it.
2) Run them in large squads. 15 is a good number. Never less than 10. This helps with support as well.
3) Support them. There are two ways to do so.
3A) Malanthropes. To be useful at all, Genestealers need shrouded. To be effective they need preferred enemy. The Malanthrope can help with both. It can also tank wounds on its 3+, and eat challenges. If Genestealers could take a Malanthrope instead of a brood lord, they would be a very good unit. I think 2 Malanthropes are best if you are running Genestealers.
3B) Venom + Swarmlord. Swarmlord can give Genestealers furious charge, preferred enemy, and potentially Feel No Pain. That is a ton of support. If only it didn't come in such an expensive package.
4) Don't outflank them. It may seem like you can outflank them as a way to offset their abysmal mobility. However, if you do so, the might not come in turn 2, and they can't start seriously contributing until turn 3 or 4. It is a costly unit to not have contribute for 1/2 of the game.
5) Do Infiltrate them. Unless you are facing drop pods, or are confident you opponent will put something in range for a turn 1 charge, you want these genestealers at midfield asap. However there are some tricks.
5A) Focus fire is not a part of the 7th edition rulebook. Abuse this. Infiltrate the Genestealers to midfield making sure that as many as possible are in ruins, and that those models are closer to the enemy than the models out of ruins.
5B) Remember the support. Congaline the genestealers back to your deployment zone to make sure they get Shrouded from a venom or malan. If you do this, the 1st few genestealers get a 2+ cover save.
5C) Fear Flamers. If you enemy has flamers in their army you want to infiltrate somewhere that the flamers can't get to you on turn 1.
6) Distract your opponent. Remember that the second someone wants to kill a mob of genestealers, they all drop dead instantly. Give them something else that they want to kill. Flyrants can sometimes do this. Gargoyles with better mobility can seem scarier. Lictors can infiltrate, and you can talk up their leathality. Deathleaper is usefule here.
7) Gargoyles. Genestealers are bad at being overwatched. That means you've got to get something to them ASAP to help them eat overwatch. Gargoyles are that thing. Also use the gargoyles to screen genestealers whenever possible. Hormagants can work this way, but are not as good as gargoyles.
7A) Sometimes you can use gants or gargoyles to bring more units into a combat. Because combat results are all added together, you might be able to do enough wounds with your genestealers to sweep a couple units at a time. If not, once in a while you can use this trick to keep the genestealers in combat on your opponent's turn.
8) Multi-Assault. Genestealers suffer from a similar problem to the Dima. In the current age of min sized squads, they can kill those squads too effectively, and not stay locked in combat so that they can survive opponent's shooting. However, Genestealers have a solution to this that Dima's don't. With many models, they can multi assault. A good choice is to multi-assault them into a Rhino or other vehicle, and also into a unit that they can stay locked with. Try to put as many attacks in the first round against the vehicle so that you don't wipe out the other unit. You can always kill them on your opponent's turn.
9) Don't take them against opponents who ignore cover Without a cover save they are dead. Wave serpent spam, Tau are genestealer kryptonite.
10) Take something else as well. Even if you follow all of these steps, and get lucky in the game, your genestealers are probably only good for 1 big assault. That means you need something else in your army which can mop up the rest of your opponent's forces. Once your genestealers get below 5, drop them back to an objective. They are done.

We aren't going to see Genestealers at top table any time soon, but if you follow these suggestions you can use them to help you win games.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/13 18:04:18


Post by: SHUPPET


Most your advice is pretty good, but I fear you're slipping back into the exact same mistake you made last time you commented on Stealers... You did the maths, you saw that they out damage many dedicated CC units in combat... I don't think you had Shrikes on that list but I don't see how they out damage Stealers in CC even with a dual melee load out...

However you are probably right that massed Shrikes might be better all round because of their durability and less reliance on support. I don't have the models to test it lol I mean we've all got 50 stealers laying around, who can say the same for shrikes


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/13 19:34:49


Post by: tag8833


 SHUPPET wrote:
Most your advice is pretty good, but I fear you're slipping back into the exact same mistake you made last time you commented on Stealers... You did the maths, you saw that they out damage many dedicated CC units in combat... I don't think you had Shrikes on that list but I don't see how they out damage Stealers in CC even with a dual melee load out...

However you are probably right that massed Shrikes might be better all round because of their durability and less reliance on support. I don't have the models to test it lol I mean we've all got 50 stealers laying around, who can say the same for shrikes

Shrikes weren't on the list but Raveners were. Genestealers slightly more damage per point. Raveners had a much, much higher survivability per point. Shrikes are essentially the same as Raveners with more options and 1 less initiative. I'll look up the exact numbers if you want.

As I said when I posted the math. Just because Genestealers do slightly higher damage per point than a Ravener doesn't make them better. Greater mobility on raveners is gigantic. Also the rate at which ravener/Shrike damage potential declines is much, much, much slower than Genestealers. In fact if you look back to the post where I did all of the math I commented on the fact that Genestealers had the worst mobility options of anything on the list.

I have a feeling that if you ran them extensively in games you would see what I'm talking about. Genestealers are good for one charge. They kill something, and then are themselves killed. Raveners on the other hand can pull off multiple charges per game while preserving their unit integrity. Also, Raveners / Shrikes are better at multi-assaulting because 1) Overwatch is less threatening, 2) The charge bonus is less impactful.


Automatically Appended Next Post:
To put it into a real life scenario. 6 Raveners with Rending claws and 15 Genestealers both cost 210 points.

If they both Charge a unit of 10 Tac Marines with no upgrades:
Marines fire 20 Overwatch shots. 3.33 hits. 1.66 hits. I'll round it to 2 for future calculations.

So 2 Genestealers go down to overwatch, and 1 Ravener takes 2 wounds to overwatch but doesn't die.

Now they are in. Both have higher initiative than space marines. Genestealers do 39 Attacks while Raveners only do 30 Attacks. The Genestealers kill 7.2 marines (Rounding down to 7). The Raveners kill 5.56 Marines (also rounding down to 5).

The marines hit back. They Kill 1 more genestealer, and put a wound on a Full wound Ravener. Assuming they don't break or they run, and we catch them, the next round of combat will look like this.

Genestealers do 24 Attacks. Raveners do 24 Attack <- as you can see despite killing more marines in round 1, they are no long any killier than Raveners for round 2. They both kill 4.4 marines meaning both units have statistically eliminated that Tactical Marines.

So they charge another squad of 10 Tac marine. It looks like this.
On the charge both units take 2 wounds from overwatch, both units do 30 attacks. Both units kill 5.56 marines. Both unit lose 1 wound.
Next round. Genestealers do 18 Attacks. Raveners do 24 Attacks Genestealers kill 3.33 marines (aka there is statistically 1 left.) Raveners statistically kill the rest of them.
At this point there are only 9 Genestealers, but there are still 6 Raveners (2 with 1 wound, 2 with 2 wounds, 2 with 3 wounds).

Because of their multi-wound nature Raveners have much more staying power, and potential to continue contributing to the game in a way that Genestealers do not. That, coupled with their grossly superior mobility, and Raveners make a much more effective assault unit. There are exceptions, for instance assaulting Walkers, but the exceptions are rare and not sufficient to base list building decisions on unless you are list tailoring to a specific opponent.




The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/14 05:00:37


Post by: coredump


Scy Talons give an extra attack, if taking a larger brood, you can sprinkle in some scy talons to give it more punch for not many points.

You can also go to ground for the Sv boost, and then use synapse next turn to allow the charge.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/14 05:08:03


Post by: SHUPPET


The points you put into ScyTals are better put into more genestealers, for more offense and defense to the unit


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/14 05:31:40


Post by: tag8833


 SHUPPET wrote:
The points you put into ScyTals are better put into more genestealers, for more offense and defense to the unit
Very correct. Genestealers don't need more attacks, they need more wounds. It costs 14 points to add 1 wound and 2-3 attacks (charge). Meanwhile it cost 8-12 points to add 2-3 attacks. So, for the cost of roughly a gant, you get the same increase in attacks, but also get an extra wound. That is the better way to go.

In many ways, I wonder if there wasn't a plan to make Genestealers 2 wounds each. That would make their points cost make sense.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/14 05:58:48


Post by: SHUPPET


They would be fucktons better balanced at 2 wounds each.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/14 06:00:51


Post by: Unyielding Hunger


tag8833 wrote:
 SHUPPET wrote:
The points you put into ScyTals are better put into more genestealers, for more offense and defense to the unit
Very correct. Genestealers don't need more attacks, they need more wounds. It costs 14 points to add 1 wound and 2-3 attacks (charge). Meanwhile it cost 8-12 points to add 2-3 attacks. So, for the cost of roughly a gant, you get the same increase in attacks, but also get an extra wound. That is the better way to go.

In many ways, I wonder if there wasn't a plan to make Genestealers 2 wounds each. That would make their points cost make sense.


I would probably die in joy even as the rest of the world realized that something had gone horribly wrong.

Out of curiosity, what do you think of multi-CAD "stealer shocks?"

Basic gist being a pair of tervigons for HQs, multiple units of Genestealers (some small for back field scoring) for the compulsory troops, and the rest being Gargoyles and some Shrikes with a minor fortification in the back field with something sitting on a comms relay. Turn one will be some minor pushing, while you throw some gargoyles up to early screen and push and then deep strike in several more full brood on top of the enemy on turn 2, for some very reliable assault options?


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/14 06:14:46


Post by: Eihnlazer


Why would you take multiple CAD's?

Just take one CAD and the MSU genestealer formation (manufactorum I believe).


You can always opt to run something like:

Flyrant x2
5 strong genestealers x5
2 large squads of gargs/w toxin
Genestealer formation with 5 squads of 5 genestealers
2 malenthrope
2 squads of stock carnifex

This would be a very scary list to deal with. A gunline army would be mowing down the formation genestealers first 2 turns and then the rest of your army would be all over him. It has AA, Anti-AV, and Anti-infantry all at once while also having a large number of scoring units and bodies for board control.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/14 13:39:54


Post by: tag8833


 Unyielding Hunger wrote:
tag8833 wrote:
 SHUPPET wrote:
The points you put into ScyTals are better put into more genestealers, for more offense and defense to the unit
Very correct. Genestealers don't need more attacks, they need more wounds. It costs 14 points to add 1 wound and 2-3 attacks (charge). Meanwhile it cost 8-12 points to add 2-3 attacks. So, for the cost of roughly a gant, you get the same increase in attacks, but also get an extra wound. That is the better way to go.

In many ways, I wonder if there wasn't a plan to make Genestealers 2 wounds each. That would make their points cost make sense.


I would probably die in joy even as the rest of the world realized that something had gone horribly wrong.

Out of curiosity, what do you think of multi-CAD "stealer shocks?"

Basic gist being a pair of tervigons for HQs, multiple units of Genestealers (some small for back field scoring) for the compulsory troops, and the rest being Gargoyles and some Shrikes with a minor fortification in the back field with something sitting on a comms relay. Turn one will be some minor pushing, while you throw some gargoyles up to early screen and push and then deep strike in several more full brood on top of the enemy on turn 2, for some very reliable assault options?

I think that is not a very good list. It includes Tervigons who are overcosted, and underpowed, not very threatening and slow to contribute. Are you planning to deep strike Gargoyles? They don't shoot much, and they are fast enough that they can start on the board and guarantee a turn 3 charge, so there is no point to deep strike them unless you are playing skyblight. It is never going to make sense taking min squads of stealers as objective scorers when we have rippers.

Overall, I think it violates several of the key suggestions for running genestealers effectively.
tag8833 wrote:

6) Distract your opponent. Remember that the second someone wants to kill a mob of genestealers, they all drop dead instantly. Give them something else that they want to kill. Flyrants can sometimes do this. Gargoyles with better mobility can seem scarier. Lictors can infiltrate, and you can talk up their leathality. Deathleaper is usefule here.
10) Take something else as well. Even if you follow all of these steps, and get lucky in the game, your genestealers are probably only good for 1 big assault. That means you need something else in your army which can mop up the rest of your opponent's forces. Once your genestealers get below 5, drop them back to an objective. They are done.

If you have enough Shrikes and Gargoyles, you might satisfy #6, but you would need a ton of Shrikes to satisfy #10.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/14 16:42:07


Post by: pinecone77


tag8833 wrote:
 SHUPPET wrote:
The points you put into ScyTals are better put into more genestealers, for more offense and defense to the unit
Very correct. Genestealers don't need more attacks, they need more wounds. It costs 14 points to add 1 wound and 2-3 attacks (charge). Meanwhile it cost 8-12 points to add 2-3 attacks. So, for the cost of roughly a gant, you get the same increase in attacks, but also get an extra wound. That is the better way to go.

In many ways, I wonder if there wasn't a plan to make Genestealers 2 wounds each. That would make their points cost make sense.


Word, there are lots of ways to make Stealers worth taking...add something in, or lower the cost. Both of those arguments boil down to "over priced as is" I'd like to see the price drop, but making them 2W would also put them on the "worth looking at" list.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/14 20:49:43


Post by: coredump


tag8833 wrote:
 SHUPPET wrote:
The points you put into ScyTals are better put into more genestealers, for more offense and defense to the unit
Very correct. Genestealers don't need more attacks, they need more wounds. It costs 14 points to add 1 wound and 2-3 attacks (charge). Meanwhile it cost 8-12 points to add 2-3 attacks. So, for the cost of roughly a gant, you get the same increase in attacks, but also get an extra wound. That is the better way to go.

In many ways, I wonder if there wasn't a plan to make Genestealers 2 wounds each. That would make their points cost make sense.
That is not an accurate comparison.

For 14pts you get 2 more attacks and 1 more wound, and *sometimes* a third attack.
For 8 points you get 2 more attacks
For 12 points you always get 3 more attacks

Or think of it this way, for 28% more points, you get *50%* more attacks normally, and 33% more attacks on the charge.
For 'roughly' a gant? A stealer is only 14pts, so the difference of 6pts is a big deal....

I would never put scy tals on every stealer, just like I would never put devourers on every gaunt. But a brood of 15 stealers, with 5-8 scy tals in the back..... The 'cheap' stealers will be the ones to die to overwatch, and the first to die CC; the Scystealers will be the ones left alive on subsequent rounds, which is when their *50%* increase in attacks will be a big help.



The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/15 03:07:59


Post by: tag8833


coredump wrote:
Spoiler:
tag8833 wrote:
 SHUPPET wrote:
The points you put into ScyTals are better put into more genestealers, for more offense and defense to the unit
Very correct. Genestealers don't need more attacks, they need more wounds. It costs 14 points to add 1 wound and 2-3 attacks (charge). Meanwhile it cost 8-12 points to add 2-3 attacks. So, for the cost of roughly a gant, you get the same increase in attacks, but also get an extra wound. That is the better way to go.

In many ways, I wonder if there wasn't a plan to make Genestealers 2 wounds each. That would make their points cost make sense.
That is not an accurate comparison.

For 14pts you get 2 more attacks and 1 more wound, and *sometimes* a third attack.
For 8 points you get 2 more attacks
For 12 points you always get 3 more attacks

Or think of it this way, for 28% more points, you get *50%* more attacks normally, and 33% more attacks on the charge.
For 'roughly' a gant? A stealer is only 14pts, so the difference of 6pts is a big deal....

I would never put scy tals on every stealer, just like I would never put devourers on every gaunt. But a brood of 15 stealers, with 5-8 scy tals in the back..... The 'cheap' stealers will be the ones to die to overwatch, and the first to die CC; the Scystealers will be the ones left alive on subsequent rounds, which is when their *50%* increase in attacks will be a big help.

So let us take the best case scenario for your argument. 8 Points for 2 Scything Talons and thus 2 attacks. VS. 14 points for another genestealer, and thus 2 attacks.

If you had the option for an upgrade that was "Additional Biomass" that gave the Genestealer one more wound (with EW), and that upgrade cost you 6 points, would you take it. I would. If your answer is "No", then you probably want to take Scything Talons on some/all of your Genestealers.



The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/15 03:46:05


Post by: Gazra


It seems the conventional wisdom is that Tervigon's are bad, but is it possible to build them in a way to make them less sucky? I ask this as someone just starting their Tyranid army trying to figure out what to buy, knowing the answer will probably be no.

I get the arguments against them. They're expensive, their shooting ability is laughable, their psychic ability worse, and I pretty much agree. I also understand why dumping more points into an already over-costed model seems counter intuitive, but bear with me.

What if you added Adrenal Glands, Crushing Claws, and maybe even Electroshock Grubs to it? It seems that doing so would make this thing a pretty effective vehicle hunter. The glands gives it mobility and increases it's strength on the charge. The claws add another point of strength and give it Armourbane. That's 2-3 hits that will glance AV14 armor and penetrate everything else reliably. Electroshock Grubs are optional, but if you do take them you'll be able to tear through pretty much any HP3 AV13 vehicle in a single turn and, with some luck, a LAnd Raider equivalent as well.

Thoughts?


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/15 04:05:21


Post by: SHUPPET


The answer is definitely no, and anybody who tells you otherwise is likely either as new as you or someone who refuses to accept that it HAS been nerfed into unplayability from last edition. Don't listen to anyone telling you to play them.

However, if y have to use the model for whatever reason, low points games are where he will do slightly better. Also outflanking him with eGrubs in an aggressive list might POSSIBLY make you not so disappointed in the fact that you brought him and not another Mawloc. But it's unlikely. and this is assuming barebones+template btw! not some crappy close combat kitted Terv


The problem with crushing claws/AG is that he is already the most cost effective target in the dex to shoot at. Giving him those upgrades makes him the cost of a Flyrant without wings. Every wound they take off him is worth 40 points, that's almost double as much as a Mawloc for the same survivability and likely more damage. It's highly unlikely he'll make it to combat, but if he does it will be turn 3 at best since he has zero mobility, but often never at all.

He's one of the worse models in the dex, at lower points games his versatility and free points are more relevant and he isn't quite so squishy so I sometimes play him at <1000. Other than that he's p bad.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/15 04:43:01


Post by: luke1705


Gazra wrote:
It seems the conventional wisdom is that Tervigon's are bad, but is it possible to build them in a way to make them less sucky? I ask this as someone just starting their Tyranid army trying to figure out what to buy, knowing the answer will probably be no.

I get the arguments against them. They're expensive, their shooting ability is laughable, their psychic ability worse, and I pretty much agree. I also understand why dumping more points into an already over-costed model seems counter intuitive, but bear with me.

What if you added Adrenal Glands, Crushing Claws, and maybe even Electroshock Grubs to it? It seems that doing so would make this thing a pretty effective vehicle hunter. The glands gives it mobility and increases it's strength on the charge. The claws add another point of strength and give it Armourbane. That's 2-3 hits that will glance AV14 armor and penetrate everything else reliably. Electroshock Grubs are optional, but if you do take them you'll be able to tear through pretty much any HP3 AV13 vehicle in a single turn and, with some luck, a LAnd Raider equivalent as well.

Thoughts?


The tervigon is not all that bad in many ways, but as people have pointed out, it's expensive for what it does. Ask yourself what kind of army list you want to play, and the tervigon's place in the list. For example, I like playing aggressive lists that get up in your face as quickly as possible, relegating the tervigon to backfield support. For that role, a single unit of warriors is half the cost and just as durable against anything that isn't strength 8+. In cover, they're even MORE durable against non-strength 8 (9 wounds to 6). The other killer cost for a tervigon is that it means you can take one less flying hive tyrant. If you make it a troops selection (which seems nice) then you have to pay the gant tax, effectively making the troop tervigon even more expensive. One up-side is that you can get away with a single tervigon and 30 Gants as backfield objective support due to the tervigon spawning 2-3 troop choices most games (which RAW are Objective Secured, though there are some that debate that oddly). Even so, that's still a minimum of 315 points for 2 troop units (plus the freebie units), which leaves you less for the rest of the army. And what you get for those points is just not that impressive.

I feel like the best way to run Tervigons would be en masse (like 3 plus 3 max size gant squads). You have 3 incredibly durable troop choices, 3 huge troop units, and you can spawn an average of ....48 extra bodies or so. I actually should figure out the real number. If there is a 44 % chance of failure for each roll, with 10.5 Gants spawned per roll, how many Gants are spawned on average before the Mamma Jammas are exhausted? Point being, it's in that neighborhood and that's nearly 140 bodies (all OS) plus the surprisingly durable Tervigons for the low low cost of 1045 points. That might seem like a lot, but it's not much worse than the space marine OS drop pod spam lists. It's more durable but has less firepower. It's not going to win tournaments, but I guarantee 90 percent of lists you'll run into simply don't have enough anti-horde to deal with it. The issue with that is that it's BORING. Many people in my meta have stopped playing marine drop pod armies because they find them extremely linear and boring, but this takes that to a new extreme. And it's just a lot of models to move. But it's probably the best way to field Tervigons, sadly


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/15 05:37:58


Post by: SBG


You're kind of making me want to run 2 CAD's.

Walkrant
Tervi
Tervi
30 Gants
30 Gants
Venomthrope

The Swarmlord, 1 Guard
Tervi
Tervi
30 Gants
30 Gants
Venomthrope

1845 points. Swarmlord can give a bonus to a relevant squad, 120 gants can clog up the treads somewhat, and 4 tervigons should provide more bodies for the grinder when needed. Everything is fearless all the time, and now I need to go paint the 80 gaunts I have waiting for paint because this needs to be played.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/15 06:20:41


Post by: SHUPPET


luke1705 wrote:
Gazra wrote:
It seems the conventional wisdom is that Tervigon's are bad, but is it possible to build them in a way to make them less sucky? I ask this as someone just starting their Tyranid army trying to figure out what to buy, knowing the answer will probably be no.

I get the arguments against them. They're expensive, their shooting ability is laughable, their psychic ability worse, and I pretty much agree. I also understand why dumping more points into an already over-costed model seems counter intuitive, but bear with me.

What if you added Adrenal Glands, Crushing Claws, and maybe even Electroshock Grubs to it? It seems that doing so would make this thing a pretty effective vehicle hunter. The glands gives it mobility and increases it's strength on the charge. The claws add another point of strength and give it Armourbane. That's 2-3 hits that will glance AV14 armor and penetrate everything else reliably. Electroshock Grubs are optional, but if you do take them you'll be able to tear through pretty much any HP3 AV13 vehicle in a single turn and, with some luck, a LAnd Raider equivalent as well.

Thoughts?


The tervigon is not all that bad in many ways, but as people have pointed out, it's expensive for what it does. Ask yourself what kind of army list you want to play, and the tervigon's place in the list. For example, I like playing aggressive lists that get up in your face as quickly as possible, relegating the tervigon to backfield support. For that role, a single unit of warriors is half the cost and just as durable against anything that isn't strength 8+. In cover, they're even MORE durable against non-strength 8 (9 wounds to 6). The other killer cost for a tervigon is that it means you can take one less flying hive tyrant. If you make it a troops selection (which seems nice) then you have to pay the gant tax, effectively making the troop tervigon even more expensive. One up-side is that you can get away with a single tervigon and 30 Gants as backfield objective support due to the tervigon spawning 2-3 troop choices most games (which RAW are Objective Secured, though there are some that debate that oddly). Even so, that's still a minimum of 315 points for 2 troop units (plus the freebie units), which leaves you less for the rest of the army. And what you get for those points is just not that impressive.

I feel like the best way to run Tervigons would be en masse (like 3 plus 3 max size gant squads). You have 3 incredibly durable troop choices, 3 huge troop units, and you can spawn an average of ....48 extra bodies or so. I actually should figure out the real number. If there is a 44 % chance of failure for each roll, with 10.5 Gants spawned per roll, how many Gants are spawned on average before the Mamma Jammas are exhausted? Point being, it's in that neighborhood and that's nearly 140 bodies (all OS) plus the surprisingly durable Tervigons for the low low cost of 1045 points. That might seem like a lot, but it's not much worse than the space marine OS drop pod spam lists. It's more durable but has less firepower. It's not going to win tournaments, but I guarantee 90 percent of lists you'll run into simply don't have enough anti-horde to deal with it. The issue with that is that it's BORING. Many people in my meta have stopped playing marine drop pod armies because they find them extremely linear and boring, but this takes that to a new extreme. And it's just a lot of models to move. But it's probably the best way to field Tervigons, sadly

They are also equally durable to S8+ unless it's in the blast form. Wounds both of them 2+, 6 Warriors w/ dual Cannons still trade slightly better against LasCannon shots and the like than Tervigons do. That is how overpriced Tervigons are.



The problem with massed Tervigons is that you are also paying for mass Gants, at least 400-500 points of your army, inevitably suffering massive losses to the size of your army, which is already subpar In Terms of damage and defence due to the nature of massing the over costed Tervigon in the first place. You might at the end of the game have enough Gants to claim some objectives. I'd like to see the theory crafting put aside for a second and someone actually taking 4 Tervs vs a competent opponent who focuses the Tervs first, and see exactly what you are left with by turn 5. Every single one that goes down is nuking the field. That will happen 4 times. Then all they have to do is clean up the remaining Gants squads. I think this is just doomed to fail, every single Tervigon troop you take is 325 points that could have been spent on better things. Much more better things. Taking more just compounds this until you are effectively bringing a 1000 pt army to an 1500 pt game.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/15 11:40:21


Post by: Gazra


 SHUPPET wrote:
The answer is definitely no, and anybody who tells you otherwise is likely either as new as you or someone who refuses to accept that it HAS been nerfed into unplayability from last edition. Don't listen to anyone telling you to play them.

However, if y have to use the model for whatever reason, low points games are where he will do slightly better. Also outflanking him with eGrubs in an aggressive list might POSSIBLY make you not so disappointed in the fact that you brought him and not another Mawloc. But it's unlikely. and this is assuming barebones+template btw! not some crappy close combat kitted Terv


The problem with crushing claws/AG is that he is already the most cost effective target in the dex to shoot at. Giving him those upgrades makes him the cost of a Flyrant without wings. Every wound they take off him is worth 40 points, that's almost double as much as a Mawloc for the same survivability and likely more damage. It's highly unlikely he'll make it to combat, but if he does it will be turn 3 at best since he has zero mobility, but often never at all.

He's one of the worse models in the dex, at lower points games his versatility and free points are more relevant and he isn't quite so squishy so I sometimes play him at <1000. Other than that he's p bad.


I understand that the high point cost means that every wound is going to hurt more, but are opponents going to prioritize him as a target over things like Carnifexes, Tyrannofexes, Exocrines, Venomthropes, and Zoanthropes? Again, I'm coming from a lack of experience with Tyranids (but not 40k), but I'm just curious about targeting priority since pretty much all of or MCs have the same stats in regards to S/T and saves.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/15 13:19:30


Post by: tag8833


Gazra wrote:
I understand that the high point cost means that every wound is going to hurt more, but are opponents going to prioritize him as a target over things like Carnifexes, Tyrannofexes, Exocrines, Venomthropes, and Zoanthropes? Again, I'm coming from a lack of experience with Tyranids (but not 40k), but I'm just curious about targeting priority since pretty much all of or MCs have the same stats in regards to S/T and saves.
Short answer. Yes. If they kill the tervigon they are also greatly reducing the effect of Tfexes, CFexes, and Venoms. It also deals with Termagants easily. The Tervigon is so expensive that he dominates you backfield support, and simplifies your opponents target priority significantly.

If you want to run a Tervigon, start with the following, and build your list out from there.

Tyrant (Wings. 2 TL-Devourer, E.Grubs, Hive Commander)

Malanthrope (warriors + venom could fill this role but not as well).

Tervigon (E. Grubs, Adrenal Glands)
Termagants (10 Spinefists, 20 Devourers).

At game time, after you see your opponent's lists, decide if it would be better to outflank a Tervigon or Termagants.

It works because the Tervigon isn't critical to your backfield, and you keep the tervigon away from the gants. Also, it helps with the Tervigon's mobility problems. It doesn't work, because the Terivgon is significantly too expensive for what it contributes. 220 points + 20 for Hive commander. If you are lucky it will pop one vehicle, assault one squad of infantry, and the score an objective. If can almost never make its points back.

Generally if you are thinking about taking a Tervigon in a list that you want to be good, stop, take a second to consider, and then take a Malanthrope instead.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/15 15:47:47


Post by: tag8833


Here is a mini batrep for my game against Triptide with Farsight bomb.
SPOILER.......
Spoiler:
I won Big. He conceded turn 4, I would have tabled him turn 5.


My List
Spoiler:
CAD:
Tyrant (Wings, 2 TL-Devourers, E.Grubs)
Tyrant (Wings, 2 TL-Devourers, E.Grubs)

Malanthrope
Malanthrope

10 Hormagants
10 Termagants

20 Gargoyles
Crone

Mawloc (AG) <- I normally run 2 crones, but wanted to try out a substitution
Carnifex (2 TL-Devourers)

Bastion (Void Shield, 4 Barricades)

Living Artillery Node:
Exocrine
3 Biovores
3 Warriors (BS)


My Opponent's list was: (might be wrong on one upgrade or two, but really close).
Spoiler:
Commander Farsight.
Buffmander aka Commander (CNC, MSSS, PEN, VRT, Drone Controller) + 2 Gun Drones

Riptide (IA)
Riptide (HBC, Skyfire)
4 Crisis Suites (2 Plasma each, Target Lock) + 7 Gun Drones.

10 Kroot + 1 Kroot Hound
10 Kroot

Skyray (SMS, Disruption Pod)
R'varna (FNP, Skyfire)
3 Broadsides (HYMP, 2 Target locks)



Pregame: I had never faced R'varna before. It is great against Tyranids. Shoots 2 Large blasts works like this:
Gaunt 1 Hit per model S6 AP4
Gargoyle (bulky) 2 Hit per model S7 AP4
Malanthrope (Very Bulky) 3 Hit per model S8 AP4
Flyrant (MC) 3 Hit per model S8 AP4

Mission: We played BAO Mission #4 (not good for 'nids with the emphasis on Kill points, and the Hammer and anvil Deployment). It was night fighting.

Psychic powers. I had Paroxism, Warp Blast, Psychic Shriek, and Onslaught. The only one that ever mattered was paroxism which took his Burstide down to BS:1 on turn 2.

Deployment: He put 3 Broadsides in his backfield on the left flank. R'varna on his backfield objective, and a Riptide flanking on either side. His skyray was on the left flank. I Deployed my bastion on my left flank at the edge of my deployment. My non-warlord flyrant, My Crone, gants, Exocrine, and Biovores behind the barricades. A Malanthrope inside, and Warriors on top. I rolled master of ambush, and so pushed My warlord flyrant, Gargoyle, other Malanthrope, and Dakkafex to midfield into terrain. Everything had a 2+ cover save.

Tau Turn 1:
Spoiler:
He won first turn, and opened up, The skyray put marker lights on my midcourt Malanthrope, and he fired R'varna at it (Failed a nova and took a wound, it the nova had succeed it would have been twice as many shots) getting my flyrant twice, My Dakkafex once, and 2 Gargoyles twice. 6 wounds on the Malan, I failed 3 saves, took a wound on the flyrant, and lost some gargoyles. Then the broadsides lit up the Malanthrope and killed it dead with SMS (no need for HYMPs). FIRST BLOOD. The rest of his army fired into my warlord. I thought it was going down but once it was at 1 wound, it made 8 saves.


Tyranid Turn 1:
Spoiler:
I didn't have a ton of options. Lots of stuff out of range. I move my gargoyles foward, but was 2" away from scoring a Maelstrom object so I ran them 6", and put them in a line right up against his entire backfield. My Biovores hit the broadsides 12 Hits, 8 wounds, 8 Saves (no pinning check). My Flyrants flew toward the broadsides. Lit them up. Managed to kill 1 which forced him to take a leadership, but he passed, I put 1 wound on another. My Crone fired 2 haywires at the Skyray. Both hit, but his 2+ Jink save (Jink + Nightfighting + Disruption pod) took care of them. My Dakkafex puts a wound on the ion tide. I ran everything else, disembarking the Malanthrope from the bastion.


Tau Turn 2:
Spoiler:
all of his reserves came in. Kroot outflanked on the right side of the board out of range of everything, but my TGauants, they killed 5. Farsight bomb arrived and Annihilated my Exocrine, and 2 of my Biovores, then got an 11 inch assault move to get it on terrain away from my Mawloc. Everything else fired at my one wound flyrant, However, all 3 riptides failed to Nova Charge and took a wound. The Skyray let go all 6 of its missiles (snap shooting because of Jink). The burstide also Shot at BS:1 because of paroxisms. Between the 2 they only made me take 2 saves, and I passed both. R'varna scattered off with the first shot, and back onto itself on the 2nd. Lol. It failed a save and took another wound. Everything else got me to take another 2-3 saves, but I made them all. It was epic.


Tyranid Turn 2:
Spoiler:
Mawloc doesn't comes in. My incredible unkillable warlord vector strikes off the board (Taking one wound off of a broadside). Crone vector strikes the Skyray, rolls a 1. Flyrant fires Warp lance at Skyray, rolls a 1. Flyrant and crone light up the Broadsides doing 1 more wound leaving 2 broadsides with 1 wound each. Ugh!. But the key thing going on is that my Gargoyles line up 1 inch away from all 3 Riptides, and my Dakkafex moves into charge range of one of them. (3 inch move through cover). Dakkafex strips another wound off, leaving the iontide with 2 wounds. The Gargoyles fire, because hey why not? My dakkafex fails its 8 inch charge, but my Gargoyles easily make their multi-assault. They actually stip a wound off the ion tide (taking it down to 1), and gloriously tarpitting most of his army. In my backfield, things look grim, but in his desire to spread farsight bomb out he gave me some options, I move my 5 Termagants, 10 Hormagants, 1 Biovore, Malanthrope, and 3 Warriors all to charge the bomb. Took a wound off Farsight, and killed a drone in shooting. I send in the Termagants first to eat overwatch. They die. Then the Biovore, Malanthrope, warriors and Hormagants all make the charge. I'm charging over my barricades, so I'm initiative one, but I do challenge with my Malanthrope, and Farsight accepts. Farsight does no wounds to me (T 5 is big), and I take another wound from him with my poison 2+. Buffmander piles in but can't make base. The suites and drones pile in and kill a hormagant. My warriors and Biovore manage to kill the one suite who did make base, and them my Hormagants kill some drones. He lost combat by 4. Rolled an 11, and ran, but it was not to be. I swept him. HAHAHHAHAHAHAHAHAHAHA.

Tau turn 3:
Spoiler:
He doesn't have much to shoot. But what he does have kills my Crone. In the assault phase one riptide kills the only 2 gargoyles in base, and can't pile in, so he gets free.


Tyranids turn 3:
Spoiler:
My Mawloc comes in, and finishes the broadsides. My Flyrant comes on and kills a bunch of Kroot sending them running the entire length of the board. My other flyrant lands behind the Skyray (a mistake). He takes 2 hull points off of it, stunning it. My Dakkafex moves toward the one wound ion tide. Fails to kill it in shooting, but does finish it in assault leaving my Dakkafex with only 1 wound. My backfield moves toward the Kroot. My Gargoyles do nothing but blind R'varna, and lose 3 gargoyles, but because I wasn't paying enough attention they are out of synapse, and get swept.


Tau turn 4:
Spoiler:
Kroot do nothing. R'Varna kills the Dakkafex and Burstide takes a wound off the flyrant. At this point with little left, he concedes. If he hadn't, I would have assaulted his burstide with my flyrant, R'varna with my Mawloc, and killed his Kroot. I would have tabled him by the end of 5.


Tyranids turn 4:
Spoiler:
Game over


Tau Turn 5:
Spoiler:
Game over


Tyranids Turn 5:
Spoiler:
Game over



Post Game thoughts:
Spoiler:
I rolled really, really well, and he rolled really, really poorly. This isn't the way this matchup is going to go most of the time. I still feel like my list doesn't have good answers to Tau gunline, although farsight bomb is less of a problem. Gargoyles are freaking good!


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/15 15:57:19


Post by: coredump


tag8833 wrote:

So let us take the best case scenario for your argument. 8 Points for 2 Scything Talons and thus 2 attacks. VS. 14 points for another genestealer, and thus 2 attacks.

If you had the option for an upgrade that was "Additional Biomass" that gave the Genestealer one more wound (with EW), and that upgrade cost you 6 points, would you take it. I would. If your answer is "No", then you probably want to take Scything Talons on some/all of your Genestealers.


Do you feel the same way about Gaunts? That people should never put devourers on them? The math works out almost exactly the same for both situations. (8 for offense + 6 for wounds compared to 4 for offense and 4 for wounds)

I'm not saying scytals are a no-brainer... just that they are a much cheaper way of boosting the offense instead of adding bodies. Assuming you have some vanilla stealers to absorb the initial casualties, it can give you more offense for less points than you would get otherwise.

You have 15 stealers at 210pts. You can either spend 28pts and get 2 more stealers (for 4/6 more attacks), or spend the same pointss and get 7 sets of ST for 7/7 extra attacks. This advantage holds even if half of the brood has been killed.

In fact, by the time your choice is better, the brood has taken 12 casualties; at that point, your remaining 5 stealers get 10 attacks, and my remaining 3 only get 9 attacks. But I rarely make decisions that are only better after my unit is almost wiped out.



The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/15 16:17:32


Post by: tag8833


coredump wrote:
tag8833 wrote:

So let us take the best case scenario for your argument. 8 Points for 2 Scything Talons and thus 2 attacks. VS. 14 points for another genestealer, and thus 2 attacks.

If you had the option for an upgrade that was "Additional Biomass" that gave the Genestealer one more wound (with EW), and that upgrade cost you 6 points, would you take it. I would. If your answer is "No", then you probably want to take Scything Talons on some/all of your Genestealers.


Do you feel the same way about Gaunts? That people should never put devourers on them? The math works out almost exactly the same for both situations. (8 for offense + 6 for wounds compared to 4 for offense and 4 for wounds)

I'm not saying scytals are a no-brainer... just that they are a much cheaper way of boosting the offense instead of adding bodies. Assuming you have some vanilla stealers to absorb the initial casualties, it can give you more offense for less points than you would get otherwise.

You have 15 stealers at 210pts. You can either spend 28pts and get 2 more stealers (for 4/6 more attacks), or spend the same pointss and get 7 sets of ST for 7/7 extra attacks. This advantage holds even if half of the brood has been killed.

In fact, by the time your choice is better, the brood has taken 12 casualties; at that point, your remaining 5 stealers get 10 attacks, and my remaining 3 only get 9 attacks. But I rarely make decisions that are only better after my unit is almost wiped out.

Termagants are a much different situation for many reasons. Here are a few.
1) Termagants aren't overcosted
2) Termagant do their damage via shooting, and thus don't take as many casualties.
3) Termagants are a much, much lower target priority.
4) A devourer gant does 3 times the damage output of a fleshgant at 1.5 times the range.
5) Fleshborer gants usually don't do enough attacks to do the job without upgrading.
6) The offense / survivability ratio on fleshgants is skew toward survivability not offense, so adding offense to balance that out is a good thing.

But, as I said, you could choose to take Scy Tals on your Genestealers if you want. It just makes me wonder, what is in your meta where Genestealers aren't doing enough attacks already? Because to me, their problem isn't their offense. They win combat when they make it there, unless they are facing superior cc dedicated units like Dark Eldar beast packs, Beasts of Nurgle, Thunder Puppies, or invisible deathstars. Once I sent 14 Genestealers in on Mephiston and Corbolo, and that didn't work out well for me, but more often than not they are winning combats too quickly making them vulnerable to shooting on my opponent's phase. There really isn't anything in my meta where I feel like "Gee... I wish I had more attacks on my genestealers."


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/15 16:21:10


Post by: SHUPPET


For the cost of the model again Devourers triple your damage output instead of doubling it. These combos nicely with outflanking and allows you to deliver a bucketload of cheap shots the turn it arrives. It's no comparison to Scytals imo


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/15 16:57:13


Post by: jy2


tag8833 wrote:

TAG's Genestealer Tactica.

Spoiler:
Firstly, and this is important. Genestealers suck. They are overcosted by 1/2 and lack the mobility options of Shrikes and Raveners (who have a similar killing power). Even Hormagants are faster. They lack the survivability of a house fly, and they need support to be effective. There are very, very few scenarios where they would make a better choice than Shrikes or Raveners in an army. Or even Hormagants.

However, there are ways to use them and win some games. Here are 10 suggestions to help you pull this off.
1) Don't take upgrades. Genestealers are too expensive already, and upgrades just make them more so. Quantity over Quality here.
1A) that includes a broodlord. It is always better to take more genestealers than a broodlord. Don't be impressed with his pinning ability. Most things genestealers want to assault can't be pinned. If it can be pinned (i.e. Necrons) it still needs to fail a pinning test at -2, and that just isn't going to happen often. It will work for you once in 5 games, and anything that inconsistent is not worth it.
2) Run them in large squads. 15 is a good number. Never less than 10. This helps with support as well.
3) Support them. There are two ways to do so.
3A) Malanthropes. To be useful at all, Genestealers need shrouded. To be effective they need preferred enemy. The Malanthrope can help with both. It can also tank wounds on its 3+, and eat challenges. If Genestealers could take a Malanthrope instead of a brood lord, they would be a very good unit. I think 2 Malanthropes are best if you are running Genestealers.
3B) Venom + Swarmlord. Swarmlord can give Genestealers furious charge, preferred enemy, and potentially Feel No Pain. That is a ton of support. If only it didn't come in such an expensive package.
4) Don't outflank them. It may seem like you can outflank them as a way to offset their abysmal mobility. However, if you do so, the might not come in turn 2, and they can't start seriously contributing until turn 3 or 4. It is a costly unit to not have contribute for 1/2 of the game.
5) Do Infiltrate them. Unless you are facing drop pods, or are confident you opponent will put something in range for a turn 1 charge, you want these genestealers at midfield asap. However there are some tricks.
5A) Focus fire is not a part of the 7th edition rulebook. Abuse this. Infiltrate the Genestealers to midfield making sure that as many as possible are in ruins, and that those models are closer to the enemy than the models out of ruins.
5B) Remember the support. Congaline the genestealers back to your deployment zone to make sure they get Shrouded from a venom or malan. If you do this, the 1st few genestealers get a 2+ cover save.
5C) Fear Flamers. If you enemy has flamers in their army you want to infiltrate somewhere that the flamers can't get to you on turn 1.
6) Distract your opponent. Remember that the second someone wants to kill a mob of genestealers, they all drop dead instantly. Give them something else that they want to kill. Flyrants can sometimes do this. Gargoyles with better mobility can seem scarier. Lictors can infiltrate, and you can talk up their leathality. Deathleaper is usefule here.
7) Gargoyles. Genestealers are bad at being overwatched. That means you've got to get something to them ASAP to help them eat overwatch. Gargoyles are that thing. Also use the gargoyles to screen genestealers whenever possible. Hormagants can work this way, but are not as good as gargoyles.
7A) Sometimes you can use gants or gargoyles to bring more units into a combat. Because combat results are all added together, you might be able to do enough wounds with your genestealers to sweep a couple units at a time. If not, once in a while you can use this trick to keep the genestealers in combat on your opponent's turn.
8) Multi-Assault. Genestealers suffer from a similar problem to the Dima. In the current age of min sized squads, they can kill those squads too effectively, and not stay locked in combat so that they can survive opponent's shooting. However, Genestealers have a solution to this that Dima's don't. With many models, they can multi assault. A good choice is to multi-assault them into a Rhino or other vehicle, and also into a unit that they can stay locked with. Try to put as many attacks in the first round against the vehicle so that you don't wipe out the other unit. You can always kill them on your opponent's turn.
9) Don't take them against opponents who ignore cover Without a cover save they are dead. Wave serpent spam, Tau are genestealer kryptonite.
10) Take something else as well. Even if you follow all of these steps, and get lucky in the game, your genestealers are probably only good for 1 big assault. That means you need something else in your army which can mop up the rest of your opponent's forces. Once your genestealers get below 5, drop them back to an objective. They are done.

We aren't going to see Genestealers at top table any time soon, but if you follow these suggestions you can use them to help you win games.

Great tactica, tag.

I will put a link to this tactica from the opening post on p.1.




The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/15 17:06:25


Post by: Traceoftoxin


Scytals are clearly more cost efficient for damage, and allow you to mitigate one of the biggest issues with stealers. That being it's difficult to get more than a few into combat, as they generally get the absolute gak blasted out of them. If you were going to use a 20 man squad of Genestealers, I'd reccomend taking 5 or so with the talons, as you're not likely to get more than 5-10 into combat nowadays.

Hell, in 5th with 4+/4+, stealershock rarely managed to get more than 8-10 in on armies that didn't (foolishly) try to throw down with them.

Regardless, genestealers are borderline useless in 7th edition. They've lost pretty much everything that made them worth using, and cost a ton.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/15 17:09:29


Post by: jy2


tag8833 wrote:
Here is a mini batrep for my game against Triptide with Farsight bomb.
SPOILER.......
Spoiler:
I won Big. He conceded turn 4, I would have tabled him turn 5.


My List
Spoiler:
CAD:
Tyrant (Wings, 2 TL-Devourers, E.Grubs)
Tyrant (Wings, 2 TL-Devourers, E.Grubs)

Malanthrope
Malanthrope

10 Hormagants
10 Termagants

20 Gargoyles
Crone

Mawloc (AG) <- I normally run 2 crones, but wanted to try out a substitution
Carnifex (2 TL-Devourers)

Bastion (Void Shield, 4 Barricades)

Living Artillery Node:
Exocrine
3 Biovores
3 Warriors (BS)


My Opponent's list was: (might be wrong on one upgrade or two, but really close).
Spoiler:
Commander Farsight.
Buffmander aka Commander (CNC, MSSS, PEN, VRT, Drone Controller) + 2 Gun Drones

Riptide (IA)
Riptide (HBC, Skyfire)
4 Crisis Suites (2 Plasma each, Target Lock) + 7 Gun Drones.

10 Kroot + 1 Kroot Hound
10 Kroot

Skyray (SMS, Disruption Pod)
R'varna (FNP, Skyfire)
3 Broadsides (HYMP, 2 Target locks)



Pregame: I had never faced R'varna before. It is great against Tyranids. Shoots 2 Large blasts works like this:
Gaunt 1 Hit per model S6 AP4
Gargoyle (bulky) 2 Hit per model S7 AP4
Malanthrope (Very Bulky) 3 Hit per model S8 AP4
Flyrant (MC) 3 Hit per model S8 AP4

Mission: We played BAO Mission #4 (not good for 'nids with the emphasis on Kill points, and the Hammer and anvil Deployment). It was night fighting.

Psychic powers. I had Paroxism, Warp Blast, Psychic Shriek, and Onslaught. The only one that ever mattered was paroxism which took his Burstide down to BS:1 on turn 2.

Deployment: He put 3 Broadsides in his backfield on the left flank. R'varna on his backfield objective, and a Riptide flanking on either side. His skyray was on the left flank. I Deployed my bastion on my left flank at the edge of my deployment. My non-warlord flyrant, My Crone, gants, Exocrine, and Biovores behind the barricades. A Malanthrope inside, and Warriors on top. I rolled master of ambush, and so pushed My warlord flyrant, Gargoyle, other Malanthrope, and Dakkafex to midfield into terrain. Everything had a 2+ cover save.

Tau Turn 1:
Spoiler:
He won first turn, and opened up, The skyray put marker lights on my midcourt Malanthrope, and he fired R'varna at it (Failed a nova and took a wound, it the nova had succeed it would have been twice as many shots) getting my flyrant twice, My Dakkafex once, and 2 Gargoyles twice. 6 wounds on the Malan, I failed 3 saves, took a wound on the flyrant, and lost some gargoyles. Then the broadsides lit up the Malanthrope and killed it dead with SMS (no need for HYMPs). FIRST BLOOD. The rest of his army fired into my warlord. I thought it was going down but once it was at 1 wound, it made 8 saves.


Tyranid Turn 1:
Spoiler:
I didn't have a ton of options. Lots of stuff out of range. I move my gargoyles foward, but was 2" away from scoring a Maelstrom object so I ran them 6", and put them in a line right up against his entire backfield. My Biovores hit the broadsides 12 Hits, 8 wounds, 8 Saves (no pinning check). My Flyrants flew toward the broadsides. Lit them up. Managed to kill 1 which forced him to take a leadership, but he passed, I put 1 wound on another. My Crone fired 2 haywires at the Skyray. Both hit, but his 2+ Jink save (Jink + Nightfighting + Disruption pod) took care of them. My Dakkafex puts a wound on the ion tide. I ran everything else, disembarking the Malanthrope from the bastion.


Tau Turn 2:
Spoiler:
all of his reserves came in. Kroot outflanked on the right side of the board out of range of everything, but my TGauants, they killed 5. Farsight bomb arrived and Annihilated my Exocrine, and 2 of my Biovores, then got an 11 inch assault move to get it on terrain away from my Mawloc. Everything else fired at my one wound flyrant, However, all 3 riptides failed to Nova Charge and took a wound. The Skyray letting go all 6 of its missiles (snap shooting because of Jink). The burstide also Shot at BS:1 because of paroxisms. Between the 2 they only made me take 2 saves, and I passed both. R'varna scattered off with the first shot, and back onto itself on the 2nd. Lol. It failed a save and took another wound. Everything else got me to take another 2-3 saves, but I made them all. It was epic.


Tyranid Turn 2:
Spoiler:
Mawloc doesn't comes in. It finished them off. My incredible unkillable warlord vector strikes off the board (Taking one wound off of a broadside). Crone vector strikes the Skyray, rolls a 1. Flyrant fires Warp lance at Skyray, rolls a 1. Flyrant and crone light up the Broadsides doing 1 more wound leaving 2 broadsides with 1 wound each. Ugh!. But the key thing going on is that my Gargoyles line up 1 inch away from all 3 Riptides, and my Dakkafex moves into charge range of one of them. (3 inch move through cover). Dakkafex strips another wound off, leaving the iontide with 2 wounds. The Gargoyles fire, because hey why not? My dakkafex fails its 8 inch charge, but my Gargoyles easily make their multi-assault. They actually stip a wound off the ion tide (taking it down to 1), and gloriously tarpitting most of his army. In my backfield, things look grim, but in his desire to spread farsight bomb out he gave me some options, I move my 5 Termagants, 10 Hormagants, 1 Biovore, Malanthrope, and 3 Warriors all to charge the bomb. Took a wound off Farsight, and killed a drone in shooting. I send in the Termagants first to eat overwatch. They die. Then the Biovore, Malanthrope, warriors and Hormagants all make the charge. I'm charging over my barricades, so I'm initiative one, but I do challenge with my Malanthrope, and Farsight accepts. Farsight does no wounds to me (T 5 is big), and I take another wound from him with my poison 2+. Buffmander piles in but can't make base. The suites and drones pile in and kill a hormagant. My warriors and Biovore manage to kill the one suite who did make base, and them my Hormagants kill some drones. He lost combat by 4. Rolled an 11, and ran, but it was not to be. I swept him. HAHAHHAHAHAHAHAHAHAHA.

Tau turn 3:
Spoiler:
He doesn't have much to shoot. But what he does have kills my Crone. In the assault phase one riptide kills the only 2 gargoyles in base, and can't pile in, so he gets free.


Tyranids turn 3:
Spoiler:
My Mawloc comes in, and finishes the broadsides. My Flyrant comes on and kills a bunch of Kroot sending them running the entire length of the board. My other flyrant lands behind the Skyray (a mistake). He takes 2 hull points off of it, stunning it. My Dakkafex moves toward the one wound ion tide. Fails to kill it in shooting, but does finish it in assault leaving my Dakkafex with only 1 wound. My backfield moves toward the Kroot. My Gargoyles do nothing but blind R'varna, and lose 3 gargoyles, but because I wasn't paying enough attention they are out of synapse, and get swept.


Tau turn 4:
Spoiler:
Kroot do nothing. R'Varna kills the Dakkafex and Burstide takes a wound off the flyrant. At this point with little left, he concedes. If he hadn't, I would have assaulted his burstide with my flyrant, R'varna with my Mawloc, and killed his Kroot. I would have tabled him by the end of 5.


Tyranids turn 4:
Spoiler:
Game over


Tau Turn 5:
Spoiler:
Game over


Tyranids Turn 5:
Spoiler:
Game over



Post Game thoughts:
Spoiler:
I rolled really, really well, and he rolled really, really poorly. This isn't the way this matchup is going to go most of the time. I still feel like my list doesn't have good answers to Tau gunline, although farsight bomb is less of a problem. Gargoyles are freaking good!

Thanks for sharing. For some of our bad batchups, a little luck goes a long ways.


I've added a link to your report in my opening post on p. 1 as well.




The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/15 17:09:32


Post by: ductvader


Anyone want to offer up what they think a good theoretical cost for stealers would be?

(Disregarding broody completely as he adds too many variables)


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/15 17:10:26


Post by: tag8833


 jy2 wrote:
tag8833 wrote:

TAG's Genestealer Tactica.

Spoiler:
Firstly, and this is important. Genestealers suck. They are overcosted by 1/2 and lack the mobility options of Shrikes and Raveners (who have a similar killing power). Even Hormagants are faster. They lack the survivability of a house fly, and they need support to be effective. There are very, very few scenarios where they would make a better choice than Shrikes or Raveners in an army. Or even Hormagants.

However, there are ways to use them and win some games. Here are 10 suggestions to help you pull this off.
1) Don't take upgrades. Genestealers are too expensive already, and upgrades just make them more so. Quantity over Quality here.
1A) that includes a broodlord. It is always better to take more genestealers than a broodlord. Don't be impressed with his pinning ability. Most things genestealers want to assault can't be pinned. If it can be pinned (i.e. Necrons) it still needs to fail a pinning test at -2, and that just isn't going to happen often. It will work for you once in 5 games, and anything that inconsistent is not worth it.
2) Run them in large squads. 15 is a good number. Never less than 10. This helps with support as well.
3) Support them. There are two ways to do so.
3A) Malanthropes. To be useful at all, Genestealers need shrouded. To be effective they need preferred enemy. The Malanthrope can help with both. It can also tank wounds on its 3+, and eat challenges. If Genestealers could take a Malanthrope instead of a brood lord, they would be a very good unit. I think 2 Malanthropes are best if you are running Genestealers.
3B) Venom + Swarmlord. Swarmlord can give Genestealers furious charge, preferred enemy, and potentially Feel No Pain. That is a ton of support. If only it didn't come in such an expensive package.
4) Don't outflank them. It may seem like you can outflank them as a way to offset their abysmal mobility. However, if you do so, the might not come in turn 2, and they can't start seriously contributing until turn 3 or 4. It is a costly unit to not have contribute for 1/2 of the game.
5) Do Infiltrate them. Unless you are facing drop pods, or are confident you opponent will put something in range for a turn 1 charge, you want these genestealers at midfield asap. However there are some tricks.
5A) Focus fire is not a part of the 7th edition rulebook. Abuse this. Infiltrate the Genestealers to midfield making sure that as many as possible are in ruins, and that those models are closer to the enemy than the models out of ruins.
5B) Remember the support. Congaline the genestealers back to your deployment zone to make sure they get Shrouded from a venom or malan. If you do this, the 1st few genestealers get a 2+ cover save.
5C) Fear Flamers. If you enemy has flamers in their army you want to infiltrate somewhere that the flamers can't get to you on turn 1.
6) Distract your opponent. Remember that the second someone wants to kill a mob of genestealers, they all drop dead instantly. Give them something else that they want to kill. Flyrants can sometimes do this. Gargoyles with better mobility can seem scarier. Lictors can infiltrate, and you can talk up their leathality. Deathleaper is usefule here.
7) Gargoyles. Genestealers are bad at being overwatched. That means you've got to get something to them ASAP to help them eat overwatch. Gargoyles are that thing. Also use the gargoyles to screen genestealers whenever possible. Hormagants can work this way, but are not as good as gargoyles.
7A) Sometimes you can use gants or gargoyles to bring more units into a combat. Because combat results are all added together, you might be able to do enough wounds with your genestealers to sweep a couple units at a time. If not, once in a while you can use this trick to keep the genestealers in combat on your opponent's turn.
8) Multi-Assault. Genestealers suffer from a similar problem to the Dima. In the current age of min sized squads, they can kill those squads too effectively, and not stay locked in combat so that they can survive opponent's shooting. However, Genestealers have a solution to this that Dima's don't. With many models, they can multi assault. A good choice is to multi-assault them into a Rhino or other vehicle, and also into a unit that they can stay locked with. Try to put as many attacks in the first round against the vehicle so that you don't wipe out the other unit. You can always kill them on your opponent's turn.
9) Don't take them against opponents who ignore cover Without a cover save they are dead. Wave serpent spam, Tau are genestealer kryptonite.
10) Take something else as well. Even if you follow all of these steps, and get lucky in the game, your genestealers are probably only good for 1 big assault. That means you need something else in your army which can mop up the rest of your opponent's forces. Once your genestealers get below 5, drop them back to an objective. They are done.

We aren't going to see Genestealers at top table any time soon, but if you follow these suggestions you can use them to help you win games.

Great tactica, tag.

I will put a link to this tactica from the opening post on p.1.

Thanks. I'm looking forward to a Dimacharon Tactica once someone has the opportunity to figure it out fully.

I was going to run your Flying Circus + Dima list against the Triptide tau list, but he specifically ask for my TAC list. He's going to tweak the list, and then I let loose the Dimas.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/15 17:11:24


Post by: jy2


 ductvader wrote:
Anyone want to offer up what they think a good theoretical cost for stealers would be?

(Disregarding broody completely as he adds too many variables)

Currently, I'd say about 10-pts at most. They should be comparable to daemonettes in terms of costs.





Automatically Appended Next Post:
tag8833 wrote:

Thanks. I'm looking forward to a Dimacharon Tactica once someone has the opportunity to figure it out fully.

I was going to run your Flying Circus + Dima list against the Triptide tau list, but he specifically ask for my TAC list. He's going to tweak the list, and then I let loose the Dimas.

Here's a review of the Dimachaeron by Geoff "InControl" Robinson:


http://www.frontlinegaming.org/2014/09/14/dimachaeron-review/


BTW, here's a couple pics of Geoff's Dimachaeron, painted by Frontline Gaming.






The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/15 17:41:50


Post by: pinecone77


 ductvader wrote:
Anyone want to offer up what they think a good theoretical cost for stealers would be?

(Disregarding broody completely as he adds too many variables)


I posted a thread over in general , I suggested 11 per...(Oh and being able to purchase Flesh Hooks )


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/15 19:28:58


Post by: coredump


tag8833 wrote:

Termagants are a much different situation for many reasons. Here are a few.
1) Termagants aren't overcosted
2) Termagant do their damage via shooting, and thus don't take as many casualties.
3) Termagants are a much, much lower target priority.
4) A devourer gant does 3 times the damage output of a fleshgant at 1.5 times the range.
5) Fleshborer gants usually don't do enough attacks to do the job without upgrading.
6) The offense / survivability ratio on fleshgants is skew toward survivability not offense, so adding offense to balance that out is a good thing.


1) Then don't take stealers in the first place, Scy Tals are an easy way of getting more attacks that are costed *less* than standard attacks
2) What? Of course gaunts take casualties, thats why no one ever goes *all* devourers, in order to absorb some damage with the cheap gaunts. In fact, it is *easier* to damage the gaunts, since they are not getting locked into combat so everyone can shoot them.
3) Not once you give them devourers.... Go ahead and plop down 20-30 gaunts with devourers, see how 'low' they are prioritized...
4) For 4 points, you get 2 more attacks, for 8 points you get 2 more attacks and *2* more wounds.
So (roughly), for 50% of a stealer you can double its attacks, for 100% of a stealer you can double attacks and wounds.
For 100% of a gaunt you can triple its attacks, for 200% of a gaunt you can triple attacks and wounds. The ratios are *very* similar.
5) So get more fleshborer gaunts.... you get more damage *and* more wounds. Your tactica advises larger stealer broods... so obviously smaller stealer broods don't get the job done either.
6) T3 6+ save is skewed towards survivable? They are crap at killing, they are crap at surviving...

Do you *never* have stealers take more than one round to kill the enemy? Do you *never* multi-assault? (Your tactica suggests it, ST stealers are better at this)

Did you skip over the comparison I did? 17 stealers vs 15+7ST, which will do better? Yes my brood has fewer wounds, but it takes *12 dead* before it matters. Why are you basing decisions when the only improvement is after you lose 80% of the brood?

But, as I said, you could choose to take Scy Tals on your Genestealers if you want. It just makes me wonder, what is in your meta where Genestealers aren't doing enough attacks already?
More attacks lets you target more things, lets you multiassault more confidently, lets you still kill more when you taken casualties. Why would I *not* want to make them better? I lose almost nothing important in terms us survivability, and gain in attacks; what is not to like?

but more often than not they are winning combats too quickly making them vulnerable to shooting on my opponent's phase.
The Scytals don't add many attacks on the charge, They add more in subsequent rounds, so you are *not* more likely to be vulnerable, but you are more likely to kill them off in your opponents turn if you have more attacks.

There really isn't anything in my meta where I feel like "Gee... I wish I had more attacks on my genestealers."
Then take broods of 10, or 5.... you take 15 because you need enough attacks after some die on the way in. If you are getting there with more than enough attacks, take fewer models.

Look, both of us are calculating that some of these stealers are just bullet sponges... they will die on the way in, or in the first round or so of combat. The question is how to best outfit the remainder. If 5 are likely to be sponges.... you want to add 12 more, I want to add 10 more, but give 7 STs.
Lets say we lose those 5 on the way in/overwatch.... Your brood does 36 attacks, mine does 37 attacks.
In return they kill 3 more.
Next round your brood does 18 attacks, mine does 21.

Yes 2 wounds matter, but by the time those two wounds matter, the brood is almost destroyed. The extra attacks matter *all the time*. You choose to make a decimated brood better, I choose to make it better while its still big enough to actually fight.




Automatically Appended Next Post:
 SHUPPET wrote:
For the cost of the model again Devourers triple your damage output instead of doubling it. .... It's no comparison to Scytals imo
Then you are not comparing it correctly. The ratios are almost exactly the same.
The gaunts fare a bit better, but the stealer attacks get to be used twice a turn, and the gaunt attacks only once a turn.

I provided the actual comparison above.




Automatically Appended Next Post:
Gazra wrote:
It seems the conventional wisdom is that Tervigon's are bad, but is it possible to build them in a way to make them less sucky? I ask this as someone just starting their Tyranid army trying to figure out what to buy, knowing the answer will probably be no.

What if you added Adrenal Glands, Crushing Claws, and maybe even Electroshock Grubs to it? It seems that doing so would make this thing a pretty effective vehicle hunter.
Thoughts?


You have succeeded in making them 'less sucky'. But still not 'good'.

You are talking 235pts, I guess you can knock off 92pts for the 'free' gaunts, so now 143pts.

And what you have is a pretty resilient objective secured walking anti-tank melee unit. I would rather buy 20 gaunts and grab a devilfex. An almost as resilient, not OS, walking anti-tank melee unit, that can also shoot 12 S6 shots a turn.

The problem with your terv is its melee, and still slow. It should not be hard to keep vehicles away from it. If you want to run it, I would think about Hive Commander and Outflank it.

Now you can spawn gaunts in their backfield, and the Terv can deal with any vehicles they are keeping in back. Still not convinced it is a great idea, but I think it is getting closer.





The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/15 22:27:37


Post by: tag8833


coredump wrote:
Spoiler:
tag8833 wrote:

Termagants are a much different situation for many reasons. Here are a few.
1) Termagants aren't overcosted
2) Termagant do their damage via shooting, and thus don't take as many casualties.
3) Termagants are a much, much lower target priority.
4) A devourer gant does 3 times the damage output of a fleshgant at 1.5 times the range.
5) Fleshborer gants usually don't do enough attacks to do the job without upgrading.
6) The offense / survivability ratio on fleshgants is skew toward survivability not offense, so adding offense to balance that out is a good thing.


1) Then don't take stealers in the first place, Scy Tals are an easy way of getting more attacks that are costed *less* than standard attacks
2) What? Of course gaunts take casualties, thats why no one ever goes *all* devourers, in order to absorb some damage with the cheap gaunts. In fact, it is *easier* to damage the gaunts, since they are not getting locked into combat so everyone can shoot them.
3) Not once you give them devourers.... Go ahead and plop down 20-30 gaunts with devourers, see how 'low' they are prioritized...
4) For 4 points, you get 2 more attacks, for 8 points you get 2 more attacks and *2* more wounds.
So (roughly), for 50% of a stealer you can double its attacks, for 100% of a stealer you can double attacks and wounds.
For 100% of a gaunt you can triple its attacks, for 200% of a gaunt you can triple attacks and wounds. The ratios are *very* similar.
5) So get more fleshborer gaunts.... you get more damage *and* more wounds. Your tactica advises larger stealer broods... so obviously smaller stealer broods don't get the job done either.
6) T3 6+ save is skewed towards survivable? They are crap at killing, they are crap at surviving...

Do you *never* have stealers take more than one round to kill the enemy? Do you *never* multi-assault? (Your tactica suggests it, ST stealers are better at this)

Did you skip over the comparison I did? 17 stealers vs 15+7ST, which will do better? Yes my brood has fewer wounds, but it takes *12 dead* before it matters. Why are you basing decisions when the only improvement is after you lose 80% of the brood?

But, as I said, you could choose to take Scy Tals on your Genestealers if you want. It just makes me wonder, what is in your meta where Genestealers aren't doing enough attacks already?
More attacks lets you target more things, lets you multiassault more confidently, lets you still kill more when you taken casualties. Why would I *not* want to make them better? I lose almost nothing important in terms us survivability, and gain in attacks; what is not to like?

but more often than not they are winning combats too quickly making them vulnerable to shooting on my opponent's phase.
The Scytals don't add many attacks on the charge, They add more in subsequent rounds, so you are *not* more likely to be vulnerable, but you are more likely to kill them off in your opponents turn if you have more attacks.

There really isn't anything in my meta where I feel like "Gee... I wish I had more attacks on my genestealers."
Then take broods of 10, or 5.... you take 15 because you need enough attacks after some die on the way in. If you are getting there with more than enough attacks, take fewer models.

Look, both of us are calculating that some of these stealers are just bullet sponges... they will die on the way in, or in the first round or so of combat. The question is how to best outfit the remainder. If 5 are likely to be sponges.... you want to add 12 more, I want to add 10 more, but give 7 STs.
Lets say we lose those 5 on the way in/overwatch.... Your brood does 36 attacks, mine does 37 attacks.
In return they kill 3 more.
Next round your brood does 18 attacks, mine does 21.

Yes 2 wounds matter, but by the time those two wounds matter, the brood is almost destroyed. The extra attacks matter *all the time*. You choose to make a decimated brood better, I choose to make it better while its still big enough to actually fight.




Automatically Appended Next Post:
 SHUPPET wrote:
For the cost of the model again Devourers triple your damage output instead of doubling it. .... It's no comparison to Scytals imo
Then you are not comparing it correctly. The ratios are almost exactly the same.
The gaunts fare a bit better, but the stealer attacks get to be used twice a turn, and the gaunt attacks only once a turn.

I provided the actual comparison above.

Rather than address point by point each line, I would like to address 3 fundamental places I disagree.
1) Devourers vs. Scything Talons what is the better upgrade?

Extensive mathhammer follows:
Spoiler:
Fleshborers have the following profile:
R:12" S:4 AP:5 Assault 1
Devourers have this profile:
R:18" S:4 AP:- Assault 3
1 Attack vs 3 attacks. Devourers triple (300%) the damage output of Termagants and also increase their range by 50%.

Genestealers do the following attack profile:
S:4 AP:5 Attacks:2, rending
With a scything talon they do
S:4 AP:5 Attacks:3, rending
2 Attacks vs 3 attacks. Scything Talons increase the damage output of Genestealers by 50% with no other benefit.

More bang for you buck right there, especially when you consider they cost the same absolute points. Now lets look at effectiveness compared to TAC marines.
100 points of each.
Fleshborer Gant: 2.08 Dead marines
Devourer Gant: 3.13 Dead marines

No charge bonus. Rends are included.
Base Stealers: 2.65 Dead marines
Scytal Stealer: 3.09 Dead marines

Now lets see what it looks like if we run squads that are 50/50.
Gants: 2.61
Genestealers: 2.87

So a relative increase of killing power of 50.5% for gants, and 16.6% for Genestealers. Overall, upgraded genestealers kill 1.3% less marines per point spent on them than Devourer Gants, While base genestealers kill 18.2% more marines than Fleshgants per point. Overall Genestealers are more killy, though this isn't a great comparison because it is shooting vs assault.

Now lets take the same 100 points of each unit and test their survivability vs Bolters. We will do this by seeing how many bolters it takes to kill 100 points worth.

Fleshgants: 56.25
Devourer gants: 28.13

Genestealers: 21.43
Scytal stealers: 16.67

Now lets see what it looks like if we run squads that are 50/50.
Gants: 42.19
Genestealers: 19.05

So Devourer gants are more survivable than non-upgraded genestealers from a points to point comparison. Therefore, running pure Devourer gants is a better points investment than running Genestealers at all. Lets look at the ratios of killing power to survivability.

Fleshgants: 0.037
Devourer gants: 0.113

Genestealers: 0.124
Scytal stealers: 0.185

50/50.
Gants: 0.074
Genestealers: 0.155
The ratio of killing power to survivability with points cost factored in is screwed up in genestealers. It is worse than a squad of pure devil gants to begin with, and just get worse as you add any upgrades to them. I would propose that a squad of 50/50 Flesh/devil gants is about the ratio we want. 0.074. Anything that we can do to move genestealers back toward that ratio is probably a good thing, Otherwise we have a glass cannon that is an unreasonably high target priority. This ratio is even more important when you figure that genestealers have to take damage to apply that killing power.

2. My reason for preferring larger squads.
It doesn't have anything to do with killing power. It wasn't that I looked at 5 genestealers and said that doesn't do enough killing, I need more genestealers in there. The reason I prefer large squads is that is the only way to get them to apply that killing power. I feel this for several reasons
A) You've got to infiltrate the leading elements in the squad into terrain, and conga line back to a venom or Malan if you want them to survive alpha strikes. That means a fairly sizeable unit. 5 Genestealers don't conga line very far.
B) You lose Genestealers to overwatch. In order to get any genestealers in, you've got to have enough that you can afford to take some losses.
C) Multi-assault is the technique that allow Genestealers to not kill their way out of combat. Staying in combat is the safest place for them. In order to multi assault, the more models the better.

3. Killier Genestealers are not always better.
The more turns it takes a brood of genestealers to kill something the better. Close combat is where Genestealers should be. It protects them from shooting, and it is the one place where they outperform other tyranid options. It is easy to fall into this trap. I have a gamer who use to regularly tell me that Orks are great because one-on-one, a properly equipped warboss can beat most other generic HQ's in close combat. This is a clear fallacy. He is right that warbosses are pretty good in close combat, but you see more winning lists with Tau Commanders who are no-where near as good in close combat. Being killy does not win you games.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/15 23:37:29


Post by: SHUPPET


Devilgants can unload volume of fire the turn they arrive. At the very least they don't have to weather 2 shooting phases and overwatch before applying the Devourers.Not sure what the math is on ScyTals, but I wouldn't mind seeing it. Regardless, Stealers are already a glass cannon unit as is and more attacks should never be prioritized over more bodies.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/15 23:52:16


Post by: jy2


To me, in general, more bodies > more upgrades.



The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/16 00:26:36


Post by: Zach


Got my FW twin linked devourers in the mail for my two tyrants, Ill finally have my tyranids wrapped up and will do one massive group photo.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/16 01:12:02


Post by: jy2


Awesome, Iechine. Can't wait to see!



The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/16 05:01:58


Post by: SHUPPET


Speaking of which, how many others use Fleshborer Hives as TL-Devs?


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/16 06:05:02


Post by: tag8833


 SHUPPET wrote:
Speaking of which, how many others use Fleshborer Hives as TL-Devs?

I was. I just went through and remodeled everything with real Devourers.

ETA. I'm also closing in on completing my 'Nid collection. I assembled my Malanthropes tonight. I have 2 Malanthropes, A barbed Hierodule, and 10 more gargoyles to paint, and then I'll post a pick of my entire army.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/16 06:38:05


Post by: Strat_N8


 SHUPPET wrote:
Speaking of which, how many others use Fleshborer Hives as TL-Devs?


Most of the other Tyranid players at my group do, though I made my own using some spare Harpy gun arms from my Hive Crone.


All you need to do is cut off the tab that the gun barrels fit over and glue on a pair of devourer cones - one on the stump and the other where the "hose" from the gun barrels attaches with a bit of greenstuff to fill the gap. After that, just trim down the ammunition sacs to fit with the wings and it works lovely.



The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/16 11:27:54


Post by: zerosignal


I did something similar with a stranglethorn cannon arm I had lying around and three gant devourers cut up and glued in place. I didn't even need green stuff really, it looked pretty good. I'm not paying stupid money for arms that should come with the kits in the first place.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/17 03:38:53


Post by: deekthegreat


So can anybody here tell me how area effects work in transports since I guess I'm blind and can't find the page that says anything in the Brb. The hierophant has an upgrade that will allow it to become a transport with the assault vehicle rules. A reference to page# in the rule book would be awesome thanks


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/17 06:10:45


Post by: luke1705


deekthegreat wrote:
So can anybody here tell me how area effects work in transports since I guess I'm blind and can't find the page that says anything in the Brb. The hierophant has an upgrade that will allow it to become a transport with the assault vehicle rules. A reference to page# in the rule book would be awesome thanks


I don't have the page number memorized, but I do know the rule, paraphrased:

"For units embarked on a transport, any measurement will be conducted with respect to the hull of the vehicle"

This goes for embarking/disembarking, as well as the Venomthrope/Malanthrope shrouded effect, in addition to synapse if applicable. The issue is that the hierophant doesn't have a hull. So you can use any part of the model to measure. In addition, you would typically have a base for any unit that isn't a tank. Though the hierophant isn't supplied with a base, some people do build one. Personally, I find it to be non-thematic at best and clunky at worst. Forge world has thankfully understood this and stated (I can't recall where) that you may use the square that would connect the legs as it's "base" for purposes of measurement.

It gives one heck of a shrouded bubble, and synapse if you go the Malanthrope route. I really do want to try stealer shock though. Probably the only way to get them on the field :(


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/17 06:33:17


Post by: SBG


 Strat_N8 wrote:
 SHUPPET wrote:
Speaking of which, how many others use Fleshborer Hives as TL-Devs?


Most of the other Tyranid players at my group do, though I made my own using some spare Harpy gun arms from my Hive Crone.


All you need to do is cut off the tab that the gun barrels fit over and glue on a pair of devourer cones - one on the stump and the other where the "hose" from the gun barrels attaches with a bit of greenstuff to fill the gap. After that, just trim down the ammunition sacs to fit with the wings and it works lovely.



Nice conversion you've done there - now I have one fewer reason to avoid buying the Harpy kit! Curses!

If you like, check out the link in my signature for my TL-devourer method - I like the single gun/ammo tube look, so went with modified heavy venom cannons. I really like how all of us Tyranid players come up with our own spin on conversions for our armies, lots of good ideas floating about.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/17 19:04:06


Post by: coredump


Wow tag, that is a lot of Math... unfortunately almost all of it misses the point of the issue. (Plus, you change how you determined percentages, to be consistent, devourers increase damage by 200%, not 300%)


Devourers triple (300%) the damage output of Termagants and also increase their range by 50%.
Scything Talons increase the damage output of Genestealers by 50% with no other benefit.

You skip over the fact that devourers increase offense to 200%, if you increase cost by *100%*
STals increase offense by 50%, but you only increase costs by 28%.

If you will notice, the ratio is about the same. Devourers are a *big* upgrade, and STs are a small upgrade, but they deliver almost the same improvement ratio.

100 points of each.
Fleshborer Gant: 2.08 Dead marines
Devourer Gant: 3.13 Dead marines
Base Stealers: 2.65 Dead marines
Scytal Stealer: 3.09 Dead marines
So a relative increase of killing power of 50.5% for gants, and 16.6% for Genestealers.

*Of Course* it looks like that. You are comparing a 100% cost upgrade to a 28% cost upgrade.... the gaunt upgrade had better deliver more results. But your logic is fatally flawed... and the math helps to show it.
First, is wounds. The gaunt brood has lost 50% of the wounds in the brood, while the Stealer brood has lost only 22% Your comparison ignores both the relative costs, and the inherrent disadvantages.
Second is a closer comparison. Lets say you could take ST multiple times, and the effects stacked.
100pts of
STx4 Stealers: 3.72 dead marines

Now you get a 42% increase of killing power... which according to your above logic (which still ignores the loss of wounds) is much better for the stealers, and almost as good as the gaunts. But.... Do you *really* think 30pt stealers are a good idea??
Overall, upgraded genestealers kill 1.3% less marines per point spent on them than Devourer Gants, While base genestealers kill 18.2% more marines than Fleshgants per point. Overall Genestealers are more killy, though this isn't a great comparison because it is shooting vs assault.
Again missing the point.... this is not a comparison between Gaunts vs Stealers. We all know stealers suck, the point is what is the best way to take stealers.... Of course devourer gaunts kill a lot more, they are one of our most 'killy' units per point. (but also one of the most fragile, and you still ignore the loss of resiliency to gain the offense)
So Devourer gants are more survivable than non-upgraded genestealers from a points to point comparison. Therefore, running pure Devourer gants is a better points investment than running Genestealers at all.
Okay, thats great.. so why write a tactica, and then do a bunch of math convincing people why stealers suck...??
Of course, your numbers also show that devourers are a much bigger resiliency hit than the STs are... but you skipped over that tiny piece of info.
I would propose that a squad of 50/50 Flesh/devil gants is about the ratio we want. 0.074.
Really? Why? How does that number become the 'goal'? And did you come up with that before or after you discovered it perfectly matched the point you were trying to make?
Are you basing this 'ratio we want' on anything beyond convenience?

Couple of reference points
Stealer .123
TS Stealer .123 (So its just as good to run TS stealers as stealers?
Devilfex .023 Wow... much worse than even plain gaunts. I suppose we should never run this unit anymore...??


But aside from ignoring the relative cost increases, and ignoring the drop in resiliency.... here is the biggest issue with your calculations: They are based on an entire brood being wiped out, or an entire brood attacking, and assuming the brood is homogeneous.

The *reason* mixed gaunt broods (or mixed stealer broods) work out, is because *some* will die, and we arrange for those to be the cheap ones. And *some* will be able to attack, and we arrange for those to be the upgraded ones. We never just line them up and let them get shot until they die... its not how the game works.

STs are not a big upgrade, they are a 28% increase in points, and a 50% increase in offense. Sure it makes the brood *slightly* less resilient, but it makes *NO NEGATIVE DIFFERENCE* until 80% of the brood has been wiped out. But it does make a positive difference from the very first attack.
It *barely* effects the charge, but does help on subsequent rounds; and it helps a lot on multi-charges. *Staying* in combat is the job of a tarpit unit, get some gaunts. Stealers want to hit, do damage, wait *one* turn, and get out so they can hit somewhere else.
ST helps with this, because most of the increase is in the subsequent rounds.



The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/17 19:48:53


Post by: winterman


tag8833 wrote:

TAG's Genestealer Tactica.

Spoiler:
Firstly, and this is important. Genestealers suck. They are overcosted by 1/2 and lack the mobility options of Shrikes and Raveners (who have a similar killing power). Even Hormagants are faster. They lack the survivability of a house fly, and they need support to be effective. There are very, very few scenarios where they would make a better choice than Shrikes or Raveners in an army. Or even Hormagants.

However, there are ways to use them and win some games. Here are 10 suggestions to help you pull this off.
1) Don't take upgrades. Genestealers are too expensive already, and upgrades just make them more so. Quantity over Quality here.
1A) that includes a broodlord. It is always better to take more genestealers than a broodlord. Don't be impressed with his pinning ability. Most things genestealers want to assault can't be pinned. If it can be pinned (i.e. Necrons) it still needs to fail a pinning test at -2, and that just isn't going to happen often. It will work for you once in 5 games, and anything that inconsistent is not worth it.
2) Run them in large squads. 15 is a good number. Never less than 10. This helps with support as well.
3) Support them. There are two ways to do so.
3A) Malanthropes. To be useful at all, Genestealers need shrouded. To be effective they need preferred enemy. The Malanthrope can help with both. It can also tank wounds on its 3+, and eat challenges. If Genestealers could take a Malanthrope instead of a brood lord, they would be a very good unit. I think 2 Malanthropes are best if you are running Genestealers.
3B) Venom + Swarmlord. Swarmlord can give Genestealers furious charge, preferred enemy, and potentially Feel No Pain. That is a ton of support. If only it didn't come in such an expensive package.
4) Don't outflank them. It may seem like you can outflank them as a way to offset their abysmal mobility. However, if you do so, the might not come in turn 2, and they can't start seriously contributing until turn 3 or 4. It is a costly unit to not have contribute for 1/2 of the game.
5) Do Infiltrate them. Unless you are facing drop pods, or are confident you opponent will put something in range for a turn 1 charge, you want these genestealers at midfield asap. However there are some tricks.
5A) Focus fire is not a part of the 7th edition rulebook. Abuse this. Infiltrate the Genestealers to midfield making sure that as many as possible are in ruins, and that those models are closer to the enemy than the models out of ruins.
5B) Remember the support. Congaline the genestealers back to your deployment zone to make sure they get Shrouded from a venom or malan. If you do this, the 1st few genestealers get a 2+ cover save.
5C) Fear Flamers. If you enemy has flamers in their army you want to infiltrate somewhere that the flamers can't get to you on turn 1.
6) Distract your opponent. Remember that the second someone wants to kill a mob of genestealers, they all drop dead instantly. Give them something else that they want to kill. Flyrants can sometimes do this. Gargoyles with better mobility can seem scarier. Lictors can infiltrate, and you can talk up their leathality. Deathleaper is usefule here.
7) Gargoyles. Genestealers are bad at being overwatched. That means you've got to get something to them ASAP to help them eat overwatch. Gargoyles are that thing. Also use the gargoyles to screen genestealers whenever possible. Hormagants can work this way, but are not as good as gargoyles.
7A) Sometimes you can use gants or gargoyles to bring more units into a combat. Because combat results are all added together, you might be able to do enough wounds with your genestealers to sweep a couple units at a time. If not, once in a while you can use this trick to keep the genestealers in combat on your opponent's turn.
8) Multi-Assault. Genestealers suffer from a similar problem to the Dima. In the current age of min sized squads, they can kill those squads too effectively, and not stay locked in combat so that they can survive opponent's shooting. However, Genestealers have a solution to this that Dima's don't. With many models, they can multi assault. A good choice is to multi-assault them into a Rhino or other vehicle, and also into a unit that they can stay locked with. Try to put as many attacks in the first round against the vehicle so that you don't wipe out the other unit. You can always kill them on your opponent's turn.
9) Don't take them against opponents who ignore cover Without a cover save they are dead. Wave serpent spam, Tau are genestealer kryptonite.
10) Take something else as well. Even if you follow all of these steps, and get lucky in the game, your genestealers are probably only good for 1 big assault. That means you need something else in your army which can mop up the rest of your opponent's forces. Once your genestealers get below 5, drop them back to an objective. They are done.


We aren't going to see Genestealers at top table any time soon, but if you follow these suggestions you can use them to help you win games.

I agree with your tactica in relation to the original query (how to use big blocks of genestealers) but there's a couple of things I'd add.

--Broodlords can be usefull for a couple reasons.

One, you can take a small brood of stealers, add the broodlord and make him your warlord. In formats that weight slay the warlord heavily this can be a life saver -- it opens up your play a bit with your hive tyrant. InControl did this at NoVa and I have used this trick on occasion as well. The main drawback is when fishing for Master of Ambush he doesn't benefit. You also tend to just put in him reserve and hide him, so that is less points resources available to the army. Still a viable option.

Two, in a big block of stealers you can use a broodlord to help get into assault. Overwatch can and will keep you out of assault range. General shooting can also. A broodlord helps mitigate this via being a character with T5 multiwound and 4+ save -- he is much more likely to survive and stay close to the target unit. Simply having more bodies won't do that in the same manner. This is, in my opinion, the only reason he is worth his extra points in a big stealer unit (that and he does add to the warp pool which can benefit a stealer spam army).

--Small stealer units have their place due to obsec. They can go to ground unlike rippers. They can outflank which is terrible for assault but great for objective grabs. They can infiltrate which makes them better in maelstrom then either gants or rippers. Like any MSU strategy they can work by diluting enemy firepower and are more of a distraction then other gribblies (they will draw more fire then rippers or gants). Still the caveat remains they aren't exactly stellar either for the points but I have em so try and use em anyways to decent effect.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/17 19:54:49


Post by: ductvader


Broody's 4+ has saved my unit on many occassions


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/17 21:30:13


Post by: tag8833


coredump wrote:
Wow tag, that is a lot of Math... unfortunately almost all of it misses the point of the issue.
.....
Overall, upgraded genestealers kill 1.3% less marines per point spent on them than Devourer Gants, While base genestealers kill 18.2% more marines than Fleshgants per point. Overall Genestealers are more killy, though this isn't a great comparison because it is shooting vs assault.
Again missing the point.... this is not a comparison between Gaunts vs Stealers. We all know stealers suck, the point is what is the best way to take stealers....

Yep. I got a little caught up in Gants vs Stealers, and sidestepped the issue a bit.

coredump wrote:
STs are not a big upgrade, they are a 28% increase in points, and a 50% increase in offense. Sure it makes the brood *slightly* less resilient, but it makes *NO NEGATIVE DIFFERENCE* until 80% of the brood has been wiped out. But it does make a positive difference from the very first attack.
It *barely* effects the charge, but does help on subsequent rounds; and it helps a lot on multi-charges. *Staying* in combat is the job of a tarpit unit, get some gaunts. Stealers want to hit, do damage, wait *one* turn, and get out so they can hit somewhere else.
ST helps with this, because most of the increase is in the subsequent rounds.
I see your point here. I'm not sure if I agree with you. I think one of the jobs of Genestealers includes tarpitting units. If I can pull off a charge onto a Wraith Knight or Riptide I'm going to do it. If I can't kill a a walker in shooting, in go the Genestealers. If I have the option to charge at Devastators or Tac Marines, I'm charging the Devastators. Their High weapon's skill makes them a formidable tarpit. I almost always send them after the unit in range that is most threatening to me in my opponent's shooting phase, and my worst fear when I charge something with Genestealers is that I will kill it on the turn I charge, and not get to stay safe in combat next turn. This leads me to do odd things like reroll charges that are too big, or conga line my stealers farther away from the model(s) that I'm charging. If they can stay locked for my opponent's 2nd turn, I will have had time to mobilize the rest of my army and neutralize other shooting, so even if I win combat on my turn 3, I am safer.

It might be that Scything Talons wouldn't get in the way of this. You've made a good enough case that I will do some test games when I have appropriate opponents.

coredump wrote:
(Plus, you change how you determined percentages, to be consistent, devourers increase damage by 200%, not 300%)

You are correct. My bad. Changed how I was doing calculation 1/2 way through, and missed this when I went back to correct.




 winterman wrote:
tag8833 wrote:

TAG's Genestealer Tactica.
Spoiler:
Firstly, and this is important. Genestealers suck. They are overcosted by 1/2 and lack the mobility options of Shrikes and Raveners (who have a similar killing power). Even Hormagants are faster. They lack the survivability of a house fly, and they need support to be effective. There are very, very few scenarios where they would make a better choice than Shrikes or Raveners in an army. Or even Hormagants.

However, there are ways to use them and win some games. Here are 10 suggestions to help you pull this off.
1) Don't take upgrades. Genestealers are too expensive already, and upgrades just make them more so. Quantity over Quality here.
1A) that includes a broodlord. It is always better to take more genestealers than a broodlord. Don't be impressed with his pinning ability. Most things genestealers want to assault can't be pinned. If it can be pinned (i.e. Necrons) it still needs to fail a pinning test at -2, and that just isn't going to happen often. It will work for you once in 5 games, and anything that inconsistent is not worth it.
2) Run them in large squads. 15 is a good number. Never less than 10. This helps with support as well.
3) Support them. There are two ways to do so.
3A) Malanthropes. To be useful at all, Genestealers need shrouded. To be effective they need preferred enemy. The Malanthrope can help with both. It can also tank wounds on its 3+, and eat challenges. If Genestealers could take a Malanthrope instead of a brood lord, they would be a very good unit. I think 2 Malanthropes are best if you are running Genestealers.
3B) Venom + Swarmlord. Swarmlord can give Genestealers furious charge, preferred enemy, and potentially Feel No Pain. That is a ton of support. If only it didn't come in such an expensive package.
4) Don't outflank them. It may seem like you can outflank them as a way to offset their abysmal mobility. However, if you do so, the might not come in turn 2, and they can't start seriously contributing until turn 3 or 4. It is a costly unit to not have contribute for 1/2 of the game.
5) Do Infiltrate them. Unless you are facing drop pods, or are confident you opponent will put something in range for a turn 1 charge, you want these genestealers at midfield asap. However there are some tricks.
5A) Focus fire is not a part of the 7th edition rulebook. Abuse this. Infiltrate the Genestealers to midfield making sure that as many as possible are in ruins, and that those models are closer to the enemy than the models out of ruins.
5B) Remember the support. Congaline the genestealers back to your deployment zone to make sure they get Shrouded from a venom or malan. If you do this, the 1st few genestealers get a 2+ cover save.
5C) Fear Flamers. If you enemy has flamers in their army you want to infiltrate somewhere that the flamers can't get to you on turn 1.
6) Distract your opponent. Remember that the second someone wants to kill a mob of genestealers, they all drop dead instantly. Give them something else that they want to kill. Flyrants can sometimes do this. Gargoyles with better mobility can seem scarier. Lictors can infiltrate, and you can talk up their leathality. Deathleaper is usefule here.
7) Gargoyles. Genestealers are bad at being overwatched. That means you've got to get something to them ASAP to help them eat overwatch. Gargoyles are that thing. Also use the gargoyles to screen genestealers whenever possible. Hormagants can work this way, but are not as good as gargoyles.
7A) Sometimes you can use gants or gargoyles to bring more units into a combat. Because combat results are all added together, you might be able to do enough wounds with your genestealers to sweep a couple units at a time. If not, once in a while you can use this trick to keep the genestealers in combat on your opponent's turn.
8) Multi-Assault. Genestealers suffer from a similar problem to the Dima. In the current age of min sized squads, they can kill those squads too effectively, and not stay locked in combat so that they can survive opponent's shooting. However, Genestealers have a solution to this that Dima's don't. With many models, they can multi assault. A good choice is to multi-assault them into a Rhino or other vehicle, and also into a unit that they can stay locked with. Try to put as many attacks in the first round against the vehicle so that you don't wipe out the other unit. You can always kill them on your opponent's turn.
9) Don't take them against opponents who ignore cover Without a cover save they are dead. Wave serpent spam, Tau are genestealer kryptonite.
10) Take something else as well. Even if you follow all of these steps, and get lucky in the game, your genestealers are probably only good for 1 big assault. That means you need something else in your army which can mop up the rest of your opponent's forces. Once your genestealers get below 5, drop them back to an objective. They are done.


We aren't going to see Genestealers at top table any time soon, but if you follow these suggestions you can use them to help you win games.

I agree with your tactica in relation to the original query (how to use big blocks of genestealers) but there's a couple of things I'd add.

--Broodlords can be usefull for a couple reasons.

One, you can take a small brood of stealers, add the broodlord and make him your warlord. In formats that weight slay the warlord heavily this can be a life saver -- it opens up your play a bit with your hive tyrant. InControl did this at NoVa and I have used this trick on occasion as well. The main drawback is when fishing for Master of Ambush he doesn't benefit. You also tend to just put in him reserve and hide him, so that is less points resources available to the army. Still a viable option.

Give it a try and see if you like it. I don't care for this tactic. Putting him in a large squad that infiltrates gives up warlord too easily. It is better when he is in a min squad. It basically puts a 130 point tax on your army, because a broodlord is too easy to kill. If you do it, I recommend reserving him, and possibly outflanking depending on terrain. As games get large you can spend these points, but my opinion is that InControl could have scored more points if he took those 130 points and spent them on a unit that contributed to his ability to score. For instance 21+ gargoyles. He placed where he did because he wasn't scoring many points.


 winterman wrote:
Two, in a big block of stealers you can use a broodlord to help get into assault. Overwatch can and will keep you out of assault range. General shooting can also. A broodlord helps mitigate this via being a character with T5 multiwound and 4+ save -- he is much more likely to survive and stay close to the target unit. Simply having more bodies won't do that in the same manner. This is, in my opinion, the only reason he is worth his extra points in a big stealer unit (that and he does add to the warp pool which can benefit a stealer spam army).
He costs as much as 4 more Genestealers. 3 wounds with a 4+ save vs 4 wounds with a 5+. Also his value recedes significantly as you support you genestealers. It is more important for unsupported stealers. If you do run him, give him poison and Scy tals so that he doesn't have to decline challenges.


 winterman wrote:
--Small stealer units have their place due to obsec. They can go to ground unlike rippers. They can outflank which is terrible for assault but great for objective grabs. They can infiltrate which makes them better in maelstrom then either gants or rippers. Like any MSU strategy they can work by diluting enemy firepower and are more of a distraction then other gribblies (they will draw more fire then rippers or gants). Still the caveat remains they aren't exactly stellar either for the points but I have em so try and use em anyways to decent effect.
I've tried running 5 broods of 5 genestealers for this reason several times. Not impressed. MSU amplifies their high price tag while mitigating their close combat damage output. Rippers are a better bet for this sort of strategy. Easier to hide. More wounds, and 1/2 the price.



The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/17 22:50:51


Post by: winterman


tag8833 wrote:

 winterman wrote:
Two, in a big block of stealers you can use a broodlord to help get into assault. Overwatch can and will keep you out of assault range. General shooting can also. A broodlord helps mitigate this via being a character with T5 multiwound and 4+ save -- he is much more likely to survive and stay close to the target unit. Simply having more bodies won't do that in the same manner. This is, in my opinion, the only reason he is worth his extra points in a big stealer unit (that and he does add to the warp pool which can benefit a stealer spam army).
He costs as much as 4 more Genestealers. 3 wounds with a 4+ save vs 4 wounds with a 5+.


You missed the point. Its not just his wounds and saves and stats, which you seem to focus on a lot, its all about his ability to help the unit maintain positioning. If you lose models due to overwatch or shooting you will more often then not have a larger gap to close on the charge. Extra wounds and attacks mean nothing if you don't actually get into combat.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/17 22:58:44


Post by: luke1705


 winterman wrote:
tag8833 wrote:

 winterman wrote:
Two, in a big block of stealers you can use a broodlord to help get into assault. Overwatch can and will keep you out of assault range. General shooting can also. A broodlord helps mitigate this via being a character with T5 multiwound and 4+ save -- he is much more likely to survive and stay close to the target unit. Simply having more bodies won't do that in the same manner. This is, in my opinion, the only reason he is worth his extra points in a big stealer unit (that and he does add to the warp pool which can benefit a stealer spam army).
He costs as much as 4 more Genestealers. 3 wounds with a 4+ save vs 4 wounds with a 5+.


You missed the point. Its not just his wounds and saves and stats, which you seem to focus on a lot, its all about his ability to help the unit maintain positioning. If you lose models due to overwatch or shooting you will more often then not have a larger gap to close on the charge. Extra wounds and attacks mean nothing if you don't actually get into combat.


It's not that he doesn't bring anything to the table - he certainly does - but the point is that it's not as effective as more Stealers would be, typically. If the total cost of the Broodlord was an upgrade cost that incorporated the base cost of a Genestealer, making him 14 points cheaper, we would be having a different conversation. Also worth noting that although he is T5, this is irrelevant in the opponent's shooting phase due to majority toughness, which is what you wound against (unless I misunderstood you and were referencing his CC durability).

Frankly, I think just giving the stealers a 4+ armor save (and bumping the Broodlord to a 3+) would make everything appropriately costed and usable.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/18 00:30:28


Post by: winterman


T5 is relevant when you are using a multiwound character to tank and filter wounds so as to maintain positioning for an assault. He won't instant death to S8. If he was T4 he'd be much less effective at that role.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/18 02:09:22


Post by: SHUPPET


winterman 572843 7210208 b3d5f45758f70650314a9503dc1e4362 wrote:
--Broodlords can be usefull for a couple reasons.

One, you can take a small brood of stealers, add the broodlord and make him your warlord. In formats that weight slay the warlord heavily this can be a life saver -- it opens up your play a bit with your hive tyrant. InControl did this at NoVa and I have used this trick on occasion as well. The main drawback is when fishing for Master of Ambush he doesn't benefit. You also tend to just put in him reserve and hide him, so that is less points resources available to the army. Still a viable option.

I'd just like to point out that this isn't actually a negative, you already have your infiltrate on all your Stealers every single game without needing to rely on the 1/3 chance or whatever it is, for MoA, also allowing you to benefit from one of the many other useful traits on that table. On top of this, InControl is pretty bad at 40k generally just taking net list + some completely unexplained and stupid tweaks and playing it quite mediocrely.


Automatically Appended Next Post:
@coredump while you might see no negative returns until the squad is dead this sort of forces you into taking large squads, as small squads get dead very quickly. Pythia stops you from taking the H&R Genestealer formation as an obvious setback, but just in general MSU is so much better for stealers. I'm top of the that, the benefits assuming best case scenario are so minor. And there is never going to be a game where every Stealer wound isn't relevant.

On top of ally this, the trade off of tank for attacks just isn't worth it like it is with Devourers. I don't ever risk points on Devourers unless outflanking them and they hit the turn they hit the field, so I think both upgrades are kind of crappy, but at least Termagants pay 60 points for 15 ablative wounds before the Devourers start dying, for the same price Genestealers get 4. It's no comparison really and casting a logical eye on ScyTals the upgrade just doesn't stand to make back what it's worth.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/18 02:41:51


Post by: jy2


 SHUPPET wrote:

On top of this, InControl is pretty bad at 40k generally just taking net list + some completely unexplained and stupid tweaks and playing it quite mediocrely.

I LOL'd when I read this. Too bad InControl doesn't browse/post here on dakka. It would have been interesting to see the fireworks if he did.




The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/18 03:36:30


Post by: SHUPPET


I still watch his stream whenever its on and quite enjoy watching him play Starcraft, it hurts my head to look at his 40k lists and battlereports however.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/18 04:16:03


Post by: tag8833


 winterman wrote:
T5 is relevant when you are using a multiwound character to tank and filter wounds so as to maintain positioning for an assault. He won't instant death to S8. If he was T4 he'd be much less effective at that role.
Every single genestealer gets ID'd by S8 that is true. On the other hand every single genestealer also gets one-shotted by S3, so the added toughness only really matters in challenges or once the unit gets down to 1 stealer plus the broodlord.

If you vision of the Broodlord is an overwatch eater, he really isn't all that good at that either. Eat overwatch with 6 point gargoyles or a Malanthrope with a 3+ save and regen. Not with a Broodlord who costs 24.5 points per wound (ST + TS).

The other issue is one of deployment. You don't want to infiltrate the broodlord up front of the genestaler unit. It raises your opponent's target priority on the unit. Instead you are generally going to want to keep the broodlord near the back of whatever terrain you infiltrate the stealers on to. Now, in order for him to eat overwatch, he has to be at the front, meaning that your charge range is going to be significantly greater.

In later turns, he might be able to eat overwatch, but there are many things that could go wrong prior to that point in the game, and so building a strategy around that scenario is dubious. It is the same problem with building a strategy around his ability to pin opponents. It will work 1 in 5 games depending on the meta, but most of the time it is relatively worthless. Now, if the Horror was written better it would be a 12" nova power, and might justify its existence, and its inclusion as the broodlord's predefined power. Or, if it lowered the initiative to one, and denied overwatch rather than pinning (because 2/3 of what you are going to run into can't be pinned.

I used to pin riptides in 6th quite a bit. But I think in 7th I've only ever successfully pinned Necron warriors. I seem to have pretty good luck pinning them.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/18 06:17:04


Post by: coredump


tag8833 wrote:
]I see your point here. I'm not sure if I agree with you. I think one of the jobs of Genestealers includes tarpitting units. If I can pull off a charge onto a Wraith Knight or Riptide I'm going to do it.

Sure you can, and sometimes you need to; but they are really bad at it. That is what gaunts are for, heck warriors and shrikes are better in most situations. If you are looking to use your stealers as a tarpit, then we do disagree. Otherwise, I prefer to gear my broods for their prime purpose, and not worry about desparation moves for the most part.

If they can stay locked for my opponent's 2nd turn, I will have had time to mobilize the rest of my army and neutralize other shooting, so even if I win combat on my turn 3, I am safer.
The problem I find, is that stealers can't last in a prolonged fight. If the enemy is good enough, or numerous enough to take multiple game turns to die; there usually isn't much left in the stealer brood.

And there is no benefit to being locked in combat during your turn. You want to destroy the enemy in two phases so you can pick another target to destroy, and to get the charge bonus again.

It might be that Scything Talons wouldn't get in the way of this. You've made a good enough case that I will do some test games when I have appropriate opponents.
The trick to understanding this is to realize it is a *small* change in the brood. This isn't a big increase in offense *or* resilency. The example I was using (17 vs 15 w/7ST) is a difference of 2 wounds and 3 attacks per phase. This is just sprinkling in some talons to tweak the damage up a bit, without losing any practical resiliency.





Automatically Appended Next Post:
 SHUPPET wrote:

@coredump while you might see no negative returns until the squad is dead this sort of forces you into taking large squads, as small squads get dead very quickly. Pythia stops you from taking the H&R Genestealer formation as an obvious setback, but just in general MSU is so much better for stealers.
You have it backwards, I am not saying "STs are great, so take big broods" I am saying "If you are taking big broods, a few ST can be a good idea" I probably would not use them in broods less than 10.
Since the tactica under discussion was suggesting 15... it seemed appropriate.

It's no comparison really and casting a logical eye on ScyTals the upgrade just doesn't stand to make back what it's worth.
The only way it doesn't 'make back' what its worth, is if the brood gets destroyed before ever getting into combat.... At which point, who cares what you do...



Automatically Appended Next Post:
Lets breakdown the Broodlord

Costs the same as 4 stealers

Has the offense of 2-3 stealers (1/2 the attacks, but at S5)

Has the resiliency of
AP-/6 4 stealers
AP5 6 stealers (Bolter bait??)
AP4/3/2 3 stealers

So lets call the resiliency a wash, and see what you get for giving up the attacks of 1-2 stealers:

Adds 1 die to your psy pool
Horror: Roll 3 dice against Ld9 unit = 31% chance, against Ld8 is 43% chance of pinning, and thus prevent overwatch and no Init penalty for Diff terrain
Dominon: Lets you GtG to get +1 cover save, then cast Dominion to end GtG and assault (if close enough)
Overwatch: Not only does a BLord have 3 wounds and a better save, it is character. Put him in front and even if you LoS some of the wounds, the assault range does not get any further.
Snipe: If you can get the Blord into base contact, all his wounds get allocated to *that* model. Lets you snipe out trouble models before they can swing.

Now, these may not be all that great, or pretty situational, or whatever... but they also only 'cost' about 4 attacks.
Compare that to a 30-40% chance of pinning an enemy unit?
How many stealers (attacks) will be saved by no overwatch? How many will be saved by being able to strike first?
When you have a brood with 30-45 attacks on the charge, is this chance worth losing 4ish attacks?

What if the stealers get fired at, how many stealers get saved by GtG?

How valuable is it to snipe out that one model?



The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/18 13:23:56


Post by: tag8833


coredump wrote:
Lets breakdown the Broodlord

Costs the same as 4 stealers

Has the offense of 2-3 stealers (1/2 the attacks, but at S5)

Has the resiliency of
AP-/6 4 stealers
AP5 6 stealers (Bolter bait??)
AP4/3/2 3 stealers

So lets call the resiliency a wash, and see what you get for giving up the attacks of 1-2 stealers:

Provided the stealers are on their own and not covered by a Malanthrope or Venomthrope.

coredump wrote:
Horror: Roll 3 dice against Ld9 unit = 31% chance, against Ld8 is 43% chance of pinning, and thus prevent overwatch and no Init penalty for Diff terrain. Compare that to a 30-40% chance of pinning an enemy unit?
The problem is many, many things in 40k can't be pinned. Bikes, MC's, Vehicles, anything fearless. So the effective percent is more like 1/3 of that.

coredump wrote:
Dominon: Lets you GtG to get +1 cover save, then cast Dominion to end GtG and assault (if close enough)
Only works if the Stealers aren't supported. There is no way to make use of this during your opponent's first shooting phase. Best case scenario, it might be useful on opponent turn 2 or 3.

coredump wrote:
Snipe: If you can get the Blord into base contact, all his wounds get allocated to *that* model. Lets you snipe out trouble models before they can swing.

This one is a definite plus. You can snipe out a Nob with a challenge.

coredump wrote:
Now, these may not be all that great, or pretty situational, or whatever... but they also only 'cost' about 4 attacks.

4 attacks and 3-4 bodies. So you've got less board control, and multi-charge ability.

In a vacuum, the broodlord is definitely worth it. However a properly supported brood invalidates most of his positives. He raises the target priority of genestealers for very little gain.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/18 17:18:30


Post by: coredump


tag8833 wrote:

Provided the stealers are on their own and not covered by a Malanthrope or Venomthrope.

Valid, but if you are infiltrating, or outflanking, or using the formations... Or heck, even if you are running more broods than you can always cover...

The problem is many, many things in 40k can't be pinned. Bikes, MC's, Vehicles, anything fearless. So the effective percent is more like 1/3 of that.
You really think 2/3 of the GS targets can't be pinned? Even if some can't, target the ones you can. It is a *big* boost in effectiveness. (If it works)

Only works if the Stealers aren't supported. There is no way to make use of this during your opponent's first shooting phase. Best case scenario, it might be useful on opponent turn 2 or 3.
No, only works if the stealers are not in synapse, and thats the *point*, it provides the ability to put them out of synapse, so they *can* GtG, and still assault next turn. It really shouldn't be that hard to infiltrate and be out of synapse range, you could even put a venom nearby for more cover save goodness. (Or if you Outlfank, or if you use the formations...)


This one is a definite plus. You can snipe out a Nob with a challenge.
Not just a challenge, *any* model, perhaps the one carrying a banner, or the one providing FnP, etc. Just get the BL into base contact and all attacks allocate to *that* model. No challenge required.


4 attacks and 3-4 bodies. So you've got less board control, and multi-charge ability.
3 bodies... and the same charge ability. If you need every single model just to stretch from one combat to another... you are doing it wrong. 10 models can multi assault just as well as 13 (assuming same offensive power available), 15 can multi assault just as well as 18.
Sure, 5 has more problems than 8, but do you really want to multi-assault with only 8 stealers? And *if* you do, the targets are likely very close together, so 5 should work just fine.


But again, you are looking for the 'one great reason'... and admittedly it doesn't exist. But there are multiple 'little reasons' that may add up to enough. Being able to GtG is a big help, having a venom boost to a 3+ save is great, getting a 2+ cuts your casualties *in half*.

But that, alone, is not enough reason.... but also the *chance* to pin a unit. Again, not overly reliable, but a *big* shift if it happens. No overwatch *and* you kill models before they even attack? Even if its only a 20% chance... thats worth something.

etc
etc




The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/18 17:30:09


Post by: barnowl


coredump wrote:

This one is a definite plus. You can snipe out a Nob with a challenge.
Not just a challenge, *any* model, perhaps the one carrying a banner, or the one providing FnP, etc. Just get the BL into base contact and all attacks allocate to *that* model. No challenge required.


Eh? I may have missed a rule here. As the broodlord is part of the unit not an IC, wouldn't his attacks still go in general pool of attacks? Or is it working of the fact BL goes alone on at I7 so all attacks hit the nearest model, which of course the one in B2B?





The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/18 18:19:34


Post by: tag8833


coredump wrote:
tag8833 wrote:

Only works if the Stealers aren't supported. There is no way to make use of this during your opponent's first shooting phase. Best case scenario, it might be useful on opponent turn 2 or 3.
No, only works if the stealers are not in synapse, and thats the *point*, it provides the ability to put them out of synapse, so they *can* GtG, and still assault next turn. It really shouldn't be that hard to infiltrate and be out of synapse range, you could even put a venom nearby for more cover save goodness. (Or if you Outlfank, or if you use the formations...)

If you put a venom within range to give cover (6") that venom couldn't be used to give shrouded to any synapse creature unless the Genestealers are also in synapse.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/18 20:28:49


Post by: Zach


Fellas, here is my tyranid porn for you:

http://www.dakkadakka.com/dakkaforum/posts/list/0/615665.page#7213043

My 6000 pt or so collection fully painted.

I never want to paint this scheme again!


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/18 20:28:58


Post by: rigeld2


tag8833 wrote:
coredump wrote:
tag8833 wrote:

Only works if the Stealers aren't supported. There is no way to make use of this during your opponent's first shooting phase. Best case scenario, it might be useful on opponent turn 2 or 3.
No, only works if the stealers are not in synapse, and thats the *point*, it provides the ability to put them out of synapse, so they *can* GtG, and still assault next turn. It really shouldn't be that hard to infiltrate and be out of synapse range, you could even put a venom nearby for more cover save goodness. (Or if you Outlfank, or if you use the formations...)

If you put a venom within range to give cover (6") that venom couldn't be used to give shrouded to any synapse creature unless the Genestealers are also in synapse.

Not true. 6" from the venom in one direction, plus the venoms base, plus 6" in another direction means you can cover 2 units and not have Synapse cross the gap.

It's not trivial, but it's doable.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/18 21:36:28


Post by: tag8833


rigeld2 wrote:
tag8833 wrote:
coredump wrote:
tag8833 wrote:

Only works if the Stealers aren't supported. There is no way to make use of this during your opponent's first shooting phase. Best case scenario, it might be useful on opponent turn 2 or 3.
No, only works if the stealers are not in synapse, and thats the *point*, it provides the ability to put them out of synapse, so they *can* GtG, and still assault next turn. It really shouldn't be that hard to infiltrate and be out of synapse range, you could even put a venom nearby for more cover save goodness. (Or if you Outlfank, or if you use the formations...)

If you put a venom within range to give cover (6") that venom couldn't be used to give shrouded to any synapse creature unless the Genestealers are also in synapse.

Not true. 6" from the venom in one direction, plus the venoms base, plus 6" in another direction means you can cover 2 units and not have Synapse cross the gap.

It's not trivial, but it's doable.
I stand corrected. I did not consider the base size of the venom.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/19 03:12:49


Post by: gigasnail


 Iechine wrote:
Fellas, here is my tyranid porn for you:

http://www.dakkadakka.com/dakkaforum/posts/list/0/615665.page#7213043

My 6000 pt or so collection fully painted.

I never want to paint this scheme again!


hnnnnnnnnnnggggg it's gorgeous. like sherbet flavored death.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/19 03:30:58


Post by: SBG


They just... want hugs.

Until you stop breathing.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/19 13:52:09


Post by: Strat_N8


 Iechine wrote:

I never want to paint this scheme again!


Hehe, I fully sympathize. I have a Trygon, Tyrant, and another ~150 odd gribblies still demanding attention...

Still, 6000 points fully painted (especially to such a standard) is quite an accomplishment, congratulations!



Anyway, all this talk of Genestealers is getting my creativity going. I'm tempted to try the following next week and see how it goes:
Spoiler:

(unbound)

ELITE: 1x Lictor (50 points)
ELITE: 1x Lictor (50 points)

TROOPS: 1x Brood lord with Scything Talons (Warlord) + 7x Genestealers (162 points)
TROOPS: 7x Genestealers (98 points)

HEAVY: 1x Mawloc (140 points)

Total: 500


The environment has softened quite a bit since the last time I posted. Quite a few people with new armies have started showing up so people have been dialing back a bit to accommodate the more limited collections (i.e. no more Knights of either sort at 500). I'm not sure if the above list is entirely "friendly", but I think it would be fun (everything Infiltrate!) and "fluffy" at least.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/19 14:50:39


Post by: Korias1004


Ok, since we are talking about the genestealers and GtG/Broodlord dominion trick I have a question.

So my question is if my unit of non synapse critters start in synapse range at the beginning of my turn, but fall out of range, due to either the nearest synapse being killed off or moving out of range, do I then have to take synapse checks immediately, or only at the beginning of the next turn?

Conversely, if I started my turn with them out of range, and I then move my synapse back into range, they then immediately negate the effects of the instinctive behavior?


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/19 15:53:21


Post by: Unyielding Hunger


 Strat_N8 wrote:
Anyway, all this talk of Genestealers is getting my creativity going. I'm tempted to try the following next week and see how it goes:
Spoiler:

(unbound)

ELITE: 1x Lictor (50 points)
ELITE: 1x Lictor (50 points)

TROOPS: 1x Brood lord with Scything Talons (Warlord) + 7x Genestealers (162 points)
TROOPS: 7x Genestealers (98 points)

HEAVY: 1x Mawloc (140 points)

Total: 500


The environment has softened quite a bit since the last time I posted. Quite a few people with new armies have started showing up so people have been dialing back a bit to accommodate the more limited collections (i.e. no more Knights of either sort at 500). I'm not sure if the above list is entirely "friendly", but I think it would be fun (everything Infiltrate!) and "fluffy" at least.


At 500 points, I do not think that will be enough bodies to really stick in.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/19 16:26:10


Post by: Strat_N8


Korias1004 wrote:
So my question is if my unit of non synapse critters start in synapse range at the beginning of my turn, but fall out of range, due to either the nearest synapse being killed off or moving out of range, do I then have to take synapse checks immediately, or only at the beginning of the next turn?


You only take checks if they are out of synapse at the beginning of your turn. The only thing affected by leaving synapse during your own turn is fearless (for assault or going to ground), otherwise units act normally.


Korias1004 wrote:

Conversely, if I started my turn with them out of range, and I then move my synapse back into range, they then immediately negate the effects of the instinctive behavior?


Depends on the effect. If a Hunt creature goes to ground for instance then yes you can negate that and a Lurk creature that is forced to fall back will automatically rally upon entering synapse. The other effects however cannot be stopped until your next turn.

Also, if a non-fearless unit is stranded out of synapse just have the unit in question go to ground during your opponent's shooting phase. Units that have gone to ground do not test for instinctive behavior and you can get them back up next turn via synapse coverage. Buys you a bit of time with IB: Feed units (Hormagaunts and Raveners) in particular.

 Unyielding Hunger wrote:

At 500 points, I do not think that will be enough bodies to really stick in.


Yeah, body count does feel rather low (and I normally run a strong swarm component which makes it feel worse), but to be fair I think most of the damage is probably going to be coming from the pin-point Mawloc strikes rather than melee proper. Basically the Genestealers exist to draw attention from the Lictors and mop up whatever is left.



The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/19 16:37:49


Post by: Korias1004


Thanks Strat...means I misplayed some this last tournament . Oh well, it's what I get for still learning.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/22 16:27:05


Post by: tag8833


Not much activity for a while. So, how would you guys beat a Pacific Rim List:

Combined Arms:
Commander

Riptide (Interceptor, HBC)
Riptide (Interceptor, HBC)
Riptide (Interceptor, IA)

3 Crisis Suites
Crisis Suite

Adamantine Lance:
Knight Errant
Knight Errant
Knight Errant

My thought is that I Kill one Knight (Flyrants, Crone), and do my best to tarpit the skyfire Riptide(Gargoyles), and then try to claim or contest objectives, while curled in a fetal position, hoping I don't get tabled.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/22 16:40:55


Post by: Hulksmash


Ignore the knights. Tear down the riptides and obsec troop units. A lot depends on your list and the mission. Normally I'd say play the mission too. Once the tides and obsec are gone then he has to split up to grab objectives and such. When that happens you can shred 1 knight a turn.

For example I run a Nid/Daemon list. But if I was running pure Nids I'd be inclined to go with skyblight and normal nids. I'd been considering running 3 Flyrants, 3 Crones, and 3 Harpies once you take the Skyblight. That should just shred knights since your crone's St8 vector is a random facing. Also good use of Onslaught helps kill knights too.

If you can find 25pts I recommend a venomthrope. But those last 15pts are hard to come by.

Be more concerned with the Riptide/Knight list that brings Riptides w/Velocity Tracker. That's a tougher one.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/22 17:43:46


Post by: tag8833


 Hulksmash wrote:
Ignore the knights. Tear down the riptides and obsec troop units. A lot depends on your list and the mission. Normally I'd say play the mission too. Once the tides and obsec are gone then he has to split up to grab objectives and such. When that happens you can shred 1 knight a turn.

With what? Devourers? 5 rounds of shooting a Flyrant at a Riptide might kill it, assuming it fails one Nova Charge in that time.


 Hulksmash wrote:
Be more concerned with the Riptide/Knight list that brings Riptides w/Velocity Tracker. That's a tougher one.

TL BS:1 is still nearly as dangerous as TL BS:3


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/22 18:45:59


Post by: Hulksmash


tag8833 wrote:
 Hulksmash wrote:
Ignore the knights. Tear down the riptides and obsec troop units. A lot depends on your list and the mission. Normally I'd say play the mission too. Once the tides and obsec are gone then he has to split up to grab objectives and such. When that happens you can shred 1 knight a turn.

With what? Devourers? 5 rounds of shooting a Flyrant at a Riptide might kill it, assuming it fails one Nova Charge in that time.


 Hulksmash wrote:
Be more concerned with the Riptide/Knight list that brings Riptides w/Velocity Tracker. That's a tougher one.

TL BS:1 is still nearly as dangerous as TL BS:3


Well, TL BS:1 is indeed almost as Dangerous as TL BS:3 except the big gun isn't TL and 4 missiles aren't that scary when they wound on 4 or 5. I was talking about VT's for the Burst Tides.

As for the pulling down of the Riptides it's a combination of psychic powers (you're pretty likely to pull down the psychic scream nova power), devourers, rando vector strikes, and warp blasts. That is if the opportunity to tear down knights in the run-up doesn't occur. Which using Onslaught and vector strikes works out pretty well on them too. Especially when you have 12 haywire missiles you can use over the course of the game.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/23 00:18:21


Post by: SHUPPET


I don't think in any situation is it a good idea to focus Riptides. They are the tankiest models in the game from a point to durability ratio.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/23 02:26:36


Post by: luke1705


 SHUPPET wrote:
I don't think in any situation is it a good idea to focus Riptides. They are the tankiest models in the game from a point to durability ratio.


Unless you are running harridans and there are no flyers in the sky. Wounds on 2+ and ignores the Wraithknight's Armour. Has a 3+ and FNP of it's own. Literally, we just bring our own pacific rim. Two of them would be 24 shots (to 4 different targets). You want to see wraithknights hide in cover all game? It'll only cost you 1470 points. Or you could just bring one for 735. It literally won't die. I don't believe there's a single more durable thing in the entire game (except when An'ggrath decides to fly, and I mean really, why would he?) I think a cool and thematic list would be Skyblight plus a Harridan; you could even make it battle-forged. Skyblight will cost you....805 at minimum IIRC. After the Harridan, you'll have 310 points left. 2 Ripper Squads (or two Gant Squads) leaves you with 232 points (or 230 if you go the Gant route). This seems really attractive until you realize that my definition of "minimum" means that you don't get a template or the guns on the first hive tyrant, which is pretty worthless. Oh the math, we came so close. At 2k this is perfectly viable however. Gives you the 50 points necessary to kit out the flyrants, plus giving the rippers deep strike and grabbing a malanthrope for good measure (because obviously). All that is literally one minimum FOC, a LOW and a formation. Technically three sources if people care about those kinds of things, but that list is not about to go stomp a tournament any time soon.

That being said, I wonder if a Harridan list might? A hyper-durable gun platform that will explode armour and wraithknights before they know what hit them. Sure, it's not AP 2 but with that many STR 10 shots who cares? AP 3 is good enough.

Maybe something like:

Flyrant w/the works - 240
Flyrant w/the works - 240
Flyrant w/the works - 240
Flyrant w/the works - 240

Harridan - 735

3 Rippers - 39
3 Rippers - 39
3 Rippers - 39
3 Rippers - 39

Ah that's 1851!!!!!!

Well you could take a template or two off of the flyrants to give some deep strike to the rippers since the harridan will be dismantling heavy armor left and right. It's even easier if you just have one FOC. I don't know if the tournaments typically have a LOW and allies both count towards the "two source limit" meaning you couldn't take both, but let's assume that they do (so no third flyrant)

Flyrant w/the works - 240
Flyrant w/the works - 240

3 Rippers w/deep strike - 45
3 Rippers w/deep strike - 45
3 Rippers w/deep strike - 45

Harridan - 735

You've got 500 points left to spend to taste. My personal taste? Malan-in-a-box for 160, mawloc for 140 and 2 Dakkafex for 300.

I looked at the BAO LOW list and the Harridan was curiously excluded (though the Hierophant was not-so-curiously excluded). Even without the transport capacity/other upgrades, it's still pretty nuts. As far as the Harridan, though, yeah it's tough to kill, but it's 735 points. That's a lot of points!


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/23 02:41:07


Post by: tag8833


luke1705 wrote:
 SHUPPET wrote:
I don't think in any situation is it a good idea to focus Riptides. They are the tankiest models in the game from a point to durability ratio.


Unless you are running harridans and there are no flyers in the sky. Wounds on 2+ and ignores the Wraithknight's Armour. Has a 3+ and FNP of it's own. Literally, we just bring our own pacific rim. Two of them would be 24 shots (to 4 different targets). You want to see wraithknights hide in cover all game?

Wraith Knights have a reason to fear a Brarbed Hierodule or Harridan, but Riptides still get their 2+ save. All they fear is assault, and that is what knights are good for.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/23 02:47:00


Post by: luke1705


tag8833 wrote:
luke1705 wrote:
 SHUPPET wrote:
I don't think in any situation is it a good idea to focus Riptides. They are the tankiest models in the game from a point to durability ratio.


Unless you are running harridans and there are no flyers in the sky. Wounds on 2+ and ignores the Wraithknight's Armour. Has a 3+ and FNP of it's own. Literally, we just bring our own pacific rim. Two of them would be 24 shots (to 4 different targets). You want to see wraithknights hide in cover all game?

Wraith Knights have a reason to fear a Brarbed Hierodule or Harridan, but Riptides still get their 2+ save. All they fear is assault, and that is what knights are good for.


True. The tactically-superior choice would probably be to bring the Hierodule for cheaper so that you could do more to menace the rest of the army. It is, for most intents and purposes, plenty durable in its own right.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/23 06:53:50


Post by: SHUPPET


luke1705 wrote:
 SHUPPET wrote:
I don't think in any situation is it a good idea to focus Riptides. They are the tankiest models in the game from a point to durability ratio.


Unless you are running harridans and there are no flyers in the sky. Wounds on 2+ and ignores the Wraithknight's Armour. Has a 3+ and FNP of it's own. Literally, we just bring our own pacific rim. Two of them would be 24 shots (to 4 different targets). You want to see wraithknights hide in cover all game?


That's all very nice, but please point me to the part where anyone said anything about Wraithknights. This is about fighting an army with Riptides and Knights and Crisis Suits in it. To which I was saying, that Riptides are the last target you should be focusing on, they will make back their points in shots that could have been directed elsewhere


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/23 12:08:43


Post by: Hulksmash


Bear in mind my perspective is without the Harridan as those aren't considered legal in my parts yet and even if it was I'm not sure I'd trade it for 4 other FMC's.

Here's the thing from my perspective. Knights can't hurt an FMC list. A list based around 3 Flyrants, 3-4 Crones, and 2-3 Harpies (Either 3/3 or 4/2) is pretty immune to knights. That being said in passing you can probably pull one down simply through St. 8 Vector strikes, Onslaughting into different arcs not covered by the shield, haywire missiles, and devourers.

Focussing on the Knights to the exclusion of everything else is a losing proposition as well. Focussing on Riptides to the exclusion of everything else is a losing proposition.

The odds of stripping a HP off a Knight with it's 4+ shield in the right arc is .43 per Hive Tyrant. However a Tyrant does .88 wounds to a Riptide.

A Riptide has the firepower to hurt an FMC. A Knight doesn't.

A Riptide has 5 wounds. A Knight has "6".

A Riptide can hurt itself trying to be better. A Knight can't.

A Riptide can manuever indepently of other Riptides. Knight's can't if they want to keep that re-roll shield.

I'm not seeing a good reason with a tyrant, when presented the choice between a Knight and Riptide that are fully functional, to go for the Knight unless it's shields are in a different arc. That's assuming Troops aren't anywhere to be seen. In a list that has 6 models (troops hide as long as possible), all pretty equally tough, you make the decision to go after what you can hurt the fastest and can hurt you the most. Hence, focus on the Riptides and troops unless opportunity or the scenario pushes you into the Knights.



The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/23 13:08:50


Post by: ductvader


Agreed, Riptide focus offers greater ability for damage and enemy firepower reduction.

And if they're 3++ing then you're even more likely to survive too.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/23 14:01:19


Post by: tag8833


 ductvader wrote:
Agreed, Riptide focus offers greater ability for damage and enemy firepower reduction.

And if they're 3++ing then you're even more likely to survive too.
They won't take the 3++, they get a 2+ against everything but vector strikes. They will Nova charge for the HBC to pluck a flyrant out of the sky.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/23 14:19:42


Post by: Hulksmash


Of course they will, and having wounds on them will make them question taking that risk.

But without VT's a nova charged Riptide is only going to inflict .32 wounds with the cannon and another .13 from it's non VT smart missiles. In other words a Tyrant will die in around 6 turns (assuming I fall out of the sky once and without FnP). A Tryand kills a Riptide in 5-6 turns assuming the Riptide never hurts itself.

None of this takes into account the increased ability of the Tryant via psychic powers (Warp Blast, Psychic Shriek, Catalyst).

In others words in a list with 3 Knights and 3 Riptides the focus from a tyranid tyrant should be on tearing down the Riptides if the troops aren't available because that is the most bang for your buck as well as the largest reduction in enemy capacity when you kill one.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/23 15:49:24


Post by: tag8833


 Hulksmash wrote:
But without VT's a nova charged Riptide is only going to inflict .32 wounds with the cannon and another .13 from it's non VT smart missiles. In other words a Tyrant will die in around 6 turns (assuming I fall out of the sky once and without FnP). A Tryand kills a Riptide in 5-6 turns assuming the Riptide never hurts itself.

This doesn't seem even close to right, but it is pretty close. HBC does 0.17 Rends and 0.28 unsaved wounds for a total of 0.44 Wounds to a tyrant per turn. SMS does 0.14. A total of 0.58 Wounds.

I realized that I was thinking of HBC as Twin Linked because of Buffmander, and that isn't a thing any more. I'm also used to HBC riptides getting marker light support and there is no more room in an 1850 list for marker lights if you are trying to run 3 Riptides and 3 Knights (that is why none of the riptides have VT as well).

Riptides also have a higher survivability in my memory because of Stimulant Injector and Eath Caste Pilot Array. I guess Flyrant vs HBC Riptide, flyrant is doing 0..89 wounds to a riptide per turn. So assuming the Flyrant doesn't fail a grounding test, it will kill a HBC riptide with no upgrades.

It will generally take a flyrant 5.6 rounds of shooting to kill a Riptide. However it can kill an imperial knight in 3.4 rounds if it isn't hitting the shield. If it is, it takes 6.8. If the Shield get rerolls, because GW sucks, then it will take 13.6 turns. So a Imperial Knight is squishier. Also more of a threat to scoring units which Flyrants generally are not.

I think we generally agree that the crisis suites should die first, but after that, I'm not sure that the riptides are the way to go.

Also we are screwed if someone only takes 2 Riptides so that they can give VT to them, and adds a skyray.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/23 23:22:23


Post by: SHUPPET


 Hulksmash wrote:
Of course they will, and having wounds on them will make them question taking that risk.

But without VT's a nova charged Riptide is only going to inflict .32 wounds with the cannon and another .13 from it's non VT smart missiles. In other words a Tyrant will die in around 6 turns (assuming I fall out of the sky once and without FnP). A Tryand kills a Riptide in 5-6 turns assuming the Riptide never hurts itself.

None of this takes into account the increased ability of the Tryant via psychic powers (Warp Blast, Psychic Shriek, Catalyst).

In others words in a list with 3 Knights and 3 Riptides the focus from a tyranid tyrant should be on tearing down the Riptides if the troops aren't available because that is the most bang for your buck as well as the largest reduction in enemy capacity when you kill one.


Wait wait what? I was with you all the way till the last sentence, it seems we interpret the information at hand differently... Riptides being so cheap, such a small pricetag, low in damage output vs our main offensive units according to your maths, and so so durable for the price, seems like these are the last things you want to focus... yes you can trade positively if you spend all game shooting at them with a Flyrant, however you should focus more immediate threats that not only hit harder, but die easier. Crisis Suits --> Knights --> Commander --> Riptides. Seriously. Riptides last. Just for example as Tag said, assuming that maths is correct, and optimal positioning, you can just about kill all 3 Knights in the amount of time it takes to kill just one and a half Riptides. Other than Psychic Shriek rolls, I don't think you should ever throw your damage output away sinking it into Riptides.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/23 23:33:54


Post by: Hulksmash


 SHUPPET wrote:
 Hulksmash wrote:
Of course they will, and having wounds on them will make them question taking that risk.

But without VT's a nova charged Riptide is only going to inflict .32 wounds with the cannon and another .13 from it's non VT smart missiles. In other words a Tyrant will die in around 6 turns (assuming I fall out of the sky once and without FnP). A Tryand kills a Riptide in 5-6 turns assuming the Riptide never hurts itself.

None of this takes into account the increased ability of the Tryant via psychic powers (Warp Blast, Psychic Shriek, Catalyst).

In others words in a list with 3 Knights and 3 Riptides the focus from a tyranid tyrant should be on tearing down the Riptides if the troops aren't available because that is the most bang for your buck as well as the largest reduction in enemy capacity when you kill one.


Wait wait what? I was with you all the way till the last sentence, it seems we interpret the information at hand differently... Riptides being so cheap, such a small pricetag, low in damage output vs our main offensive units according to your maths, and so so durable for the price, seems like these are the last things you want to focus... yes you can trade positively if you spend all game shooting at them with a Flyrant, however you should focus more immediate threats that not only hit harder, but die easier. Crisis Suits --> Knights --> Commander --> Riptides. Seriously. Riptides last. Just for example as Tag said, assuming that maths is correct, and optimal positioning, you can just about kill all 3 Knights in the amount of time it takes to kill just one and a half Riptides. Other than Psychic Shriek rolls, I don't think you should ever throw your damage output away sinking it into Riptides.


Let me break this down for you. I'm pretty sure I've addressed it multiple times but we'll try one more time.

Troops & Etheral/Commander are going to be hidden/not on the table. We're all in agreement that when they show up we kill them. Yes? Good.

Now, that leaves Knights and Riptides. Riptides have higher damage output towards you than Knights. They are more likely to knock you out of the sky for the Knights (low probability but massively higher than 3 heavy stubbers). They are easier to kill than a shielded side of a Knight. They have less "wounds" than a Knight. Riptides have a roll that can cause wounds to themselves that increases their firepower and putting wounds on them makes this a choice.

So, to recap. There may be an opportunity to damage a Knight. If there is you take it. But if you have a choice between a shielded knight (highly likely) or a Riptide you take the Riptide. Killing a Riptide is exponentially better for your army than a Knight. This assumes and FMC based list.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/24 00:39:07


Post by: Zach


It looks like my wife and I may get to play in a local 2v2 2000pt tournament on the 4th, which sounds like an awesome date as long as we can get a sitter.

We're looking at

Tyranids:
2x Flyrant with Electro
2x Ripper w/DS
2x Mawloc
150pts of something, possibly a 3rd Mawloc. Biovores even.

Eldar:
Jetseer x2
Jetbikes
2x Wraithknights
2 to 3 Dire Avenger filled Wave Serpents

It will be all book missions, which makes me consider taking more ripper broods and letting her bulk up on firepower while I handle mission objectives. I have NO idea what meta to expect as this isnt at our usual location, but her dual Wraithknights make me feel a lot better about running into Eldar or Knights.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/24 01:52:29


Post by: luke1705


 Iechine wrote:
It looks like my wife and I may get to play in a local 2v2 2000pt tournament on the 4th, which sounds like an awesome date as long as we can get a sitter.

We're looking at

Tyranids:
2x Flyrant with Electro
2x Ripper w/DS
2x Mawloc
150pts of something, possibly a 3rd Mawloc. Biovores even.

Eldar:
Jetseer x2
Jetbikes
2x Wraithknights
2 to 3 Dire Avenger filled Wave Serpents

It will be all book missions, which makes me consider taking more ripper broods and letting her bulk up on firepower while I handle mission objectives. I have NO idea what meta to expect as this isnt at our usual location, but her dual Wraithknights make me feel a lot better about running into Eldar or Knights.


Sounds like a lot of fun. Can you self-ally? A number of tournaments seem to be allowing that. You could get 3 flyrants decked out plus 3 deep striking ripper squads along with a Mawloc for 995. That would hit like a ton of bricks and compliment your wife's eldar very nicely


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/24 02:00:13


Post by: Zach


I have to find out, that was something Im hoping to be able to do but I havent gotten in touch with them yet (GW in Bowie) as we just saw the facebook post about it today.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/24 05:09:47


Post by: SHUPPET


 Hulksmash wrote:
 SHUPPET wrote:
 Hulksmash wrote:
Of course they will, and having wounds on them will make them question taking that risk.

But without VT's a nova charged Riptide is only going to inflict .32 wounds with the cannon and another .13 from it's non VT smart missiles. In other words a Tyrant will die in around 6 turns (assuming I fall out of the sky once and without FnP). A Tryand kills a Riptide in 5-6 turns assuming the Riptide never hurts itself.

None of this takes into account the increased ability of the Tryant via psychic powers (Warp Blast, Psychic Shriek, Catalyst).

In others words in a list with 3 Knights and 3 Riptides the focus from a tyranid tyrant should be on tearing down the Riptides if the troops aren't available because that is the most bang for your buck as well as the largest reduction in enemy capacity when you kill one.


Wait wait what? I was with you all the way till the last sentence, it seems we interpret the information at hand differently... Riptides being so cheap, such a small pricetag, low in damage output vs our main offensive units according to your maths, and so so durable for the price, seems like these are the last things you want to focus... yes you can trade positively if you spend all game shooting at them with a Flyrant, however you should focus more immediate threats that not only hit harder, but die easier. Crisis Suits --> Knights --> Commander --> Riptides. Seriously. Riptides last. Just for example as Tag said, assuming that maths is correct, and optimal positioning, you can just about kill all 3 Knights in the amount of time it takes to kill just one and a half Riptides. Other than Psychic Shriek rolls, I don't think you should ever throw your damage output away sinking it into Riptides.


Let me break this down for you. I'm pretty sure I've addressed it multiple times but we'll try one more time.

Troops & Etheral/Commander are going to be hidden/not on the table. We're all in agreement that when they show up we kill them. Yes? Good.

Now, that leaves Knights and Riptides. Riptides have higher damage output towards you than Knights. They are more likely to knock you out of the sky for the Knights (low probability but massively higher than 3 heavy stubbers). They are easier to kill than a shielded side of a Knight. They have less "wounds" than a Knight. Riptides have a roll that can cause wounds to themselves that increases their firepower and putting wounds on them makes this a choice.

So, to recap. There may be an opportunity to damage a Knight. If there is you take it. But if you have a choice between a shielded knight (highly likely) or a Riptide you take the Riptide. Killing a Riptide is exponentially better for your army than a Knight. This assumes and FMC based list.

Fair enough - I guess this is really specific for your list. Being that I run 8 MC's and only 2 of them are flying, I think I would focus the Knights. That being said, if I was building specifically to beat that list and not TAC, cramming as many Flyrants in as I can might just be a better option.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/24 12:16:13


Post by: Hulksmash


I think the FMC list is a TAC list. It performs well against pretty much any match up. That said it isn't the list I run. I run a combined FMC list with Daemons for some added flexibility. I give up 3 FMC's but gain psychic support and the ability to summon units I need on the field. It fairs extremely well against Knights/Tides.

I do agree with you that if you are primarily ground pounding then Knights are the priority target. Since they then do far more damage to your army than Riptides ever could.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/24 13:10:23


Post by: DarkStarSabre


Once more into the Charity Tournament Breach dear friends.

Once more I approach, though this list should at least make Shuppet and a few others happy (largely because I'm focusing on painting for the next few weeks to get things done and not letting myself fall for the terrible nature of Trygons.)

Rules for the Tournament are as follows....

1800 points
No Unbound, LoW or Fortifications
Allies are allowed
Warlord Traits are rolled for at the beginning (So, obviously, aim for MoA. Go go Battleforged lists!)

What I have planned currently is the following...

Flyrant - 2 x Twin Devourers
Flyrant - 2 x Twin Devourers

Zoanthrope
Zoanthrope
Malanthrope

10 Termagants
10 Termagants
11 Termagants
3 Tyranid Warriors - Barbed Strangled, Devourers
4 Ripper Swarms - Deep Strike

Crone
4 Shrikes - 1 Twin Boneswords, 3 Lash Whip and Bonesword, Toxin Sacs, Flesh Hooks

Carnifex - 2 x Twin Devourers
Carnifex - 2 x Twin Devourers
Tyrannofex - Acid Spray, Electroshock Grubs

Seems stable so far, right?

Flyrants and Carnifexes provide a solid bunker in the terms of volume of shots, Crone is there to deal with enemy flyers or just be a nuisance and Vector strike lone ICs to ID them to death. T-fex is a nice solid bunker of anti-infantry and the Shrikes are my noble unit to murder big critters that come along.

But I have a second choice... for the cost of the T-fex and the Rippers I can take a third Flyrant and field 2 Force Org charts (as I will have 4 troops).

Ultimately I'm weighing the value of a 3rd Flyrant against a T-fex and some Rippers.

Opinions?


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/24 13:33:10


Post by: Hulksmash


I like 3 Flyrants. But i'm a sucker for FMC's.


The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/24 16:37:34


Post by: xttz


Here's a little conundrum... how do the Agile and Onslaught rules work together?

Agile says to pick one from:
  • 1) Don't run and fire all weapons

  • 2) Run once and fire 1 weapon

  • 3) Run twice and don't shoot

  • Onslaught lets you "run and then shoot in the same shooting phase".

    It's not clear how it would work with options 2 and 3. How would you all play it?


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/24 16:44:21


    Post by: SHUPPET


    That's interesting, and I'm not sure. What actually has Agile in the dex?


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/24 16:48:16


    Post by: xttz


    Nothing in the dex has it, only things like Hierodules and the Hierophant.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/24 16:52:00


    Post by: Eihnlazer


    nothing in the dex. But the Barbed heirodule has it.

    RAW, onlsaught would let you run and still shoot.

    RAI, im thinking make it so that you can run and shoot 2, or run twice and shoot 1. Basically just upgrade one step on the agile chart.


    Ninja'd


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/24 17:19:13


    Post by: pinecone77


     Eihnlazer wrote:
    nothing in the dex. But the Barbed heirodule has it.

    RAW, onlsaught would let you run and still shoot.

    RAI, im thinking make it so that you can run and shoot 2, or run twice and shoot 1. Basically just upgrade one step on the agile chart.


    Ninja'd


    That seems totally reasonable to me...so I expect the official answer to be the complete opposite!


    Automatically Appended Next Post:
     DarkStarSabre wrote:
    Once more into the Charity Tournament Breach dear friends.

    Once more I approach, though this list should at least make Shuppet and a few others happy (largely because I'm focusing on painting for the next few weeks to get things done and not letting myself fall for the terrible nature of Trygons.)

    Rules for the Tournament are as follows....

    1800 points
    No Unbound, LoW or Fortifications
    Allies are allowed
    Warlord Traits are rolled for at the beginning (So, obviously, aim for MoA. Go go Battleforged lists!)

    What I have planned currently is the following...

    Flyrant - 2 x Twin Devourers
    Flyrant - 2 x Twin Devourers

    Zoanthrope
    Zoanthrope
    Malanthrope

    10 Termagants
    10 Termagants
    11 Termagants
    3 Tyranid Warriors - Barbed Strangled, Devourers
    4 Ripper Swarms - Deep Strike

    Crone
    4 Shrikes - 1 Twin Boneswords, 3 Lash Whip and Bonesword, Toxin Sacs, Flesh Hooks

    Carnifex - 2 x Twin Devourers
    Carnifex - 2 x Twin Devourers
    Tyrannofex - Acid Spray, Electroshock Grubs

    Seems stable so far, right?

    Flyrants and Carnifexes provide a solid bunker in the terms of volume of shots, Crone is there to deal with enemy flyers or just be a nuisance and Vector strike lone ICs to ID them to death. T-fex is a nice solid bunker of anti-infantry and the Shrikes are my noble unit to murder big critters that come along.

    But I have a second choice... for the cost of the T-fex and the Rippers I can take a third Flyrant and field 2 Force Org charts (as I will have 4 troops).

    Ultimately I'm weighing the value of a 3rd Flyrant against a T-fex and some Rippers.

    Opinions?


    You know me, I loves me some Tyranofex. I think both choices are strong. So personally I would go with the figs I am most comfortable using (the Tyrano).


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/24 19:48:55


    Post by: BlaxicanX


    I played an 1850 match against a mech-heavy Iron Hands+IG allies list a few days ago. He was packing 6 leman russes (3 executioners, 1 LRBT, 1 exterminator, 1 demolisher) two tri-las predators, a predator infernus and a plasma-vet chimera squad.

    My list had one Dakka-Flyrant (I initially had 2 but dropped the second one because my opponent was a new player and I didn't know beforehand if he had AA or not), two venomthropes, the living artillery formation, Tgaunts and 4 dakka-fex's.

    I was initially apprehensive because of all those blasts. Buuut in the end, the match was an exercise in hilarity. He won the roll-off to go first, so at the start of the game he took a couple of pot-shots at my gaunts, who happened to be rocking a 3+ from the venomthropes. I informed of him of what the 'thropes and shrouding does, so he decided to try to focus down my venomthropes first- which kind of proved to be a bit of a blunder. The 'thropes were both in ruins, and so were rocking 2+ saves, and he spent four turns dumping every point of dakka he had in his list into those two venomthropes. lol

    I don't know why he was so insistent on killing them, I guess after the first turn of throwing over a 1000 points of shooting at one and not causing a single wound it just became personal, but by the time they were killed at the top of turn 5, they'd easily tanked 4-5000 points of shooting between the two of them. lol

    Also, my Flyrant killed an entire Leman Russ squadron in a single shooting phase via rear-armor shots.

    t'was a good day for the 'nids.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/24 19:52:31


    Post by: luke1705


     DarkStarSabre wrote:
    Once more into the Charity Tournament Breach dear friends.

    Once more I approach, though this list should at least make Shuppet and a few others happy (largely because I'm focusing on painting for the next few weeks to get things done and not letting myself fall for the terrible nature of Trygons.)

    Rules for the Tournament are as follows....

    1800 points
    No Unbound, LoW or Fortifications
    Allies are allowed
    Warlord Traits are rolled for at the beginning (So, obviously, aim for MoA. Go go Battleforged lists!)

    What I have planned currently is the following...

    Flyrant - 2 x Twin Devourers
    Flyrant - 2 x Twin Devourers

    Zoanthrope
    Zoanthrope
    Malanthrope

    10 Termagants
    10 Termagants
    11 Termagants
    3 Tyranid Warriors - Barbed Strangled, Devourers
    4 Ripper Swarms - Deep Strike

    Crone
    4 Shrikes - 1 Twin Boneswords, 3 Lash Whip and Bonesword, Toxin Sacs, Flesh Hooks

    Carnifex - 2 x Twin Devourers
    Carnifex - 2 x Twin Devourers
    Tyrannofex - Acid Spray, Electroshock Grubs

    Seems stable so far, right?

    Flyrants and Carnifexes provide a solid bunker in the terms of volume of shots, Crone is there to deal with enemy flyers or just be a nuisance and Vector strike lone ICs to ID them to death. T-fex is a nice solid bunker of anti-infantry and the Shrikes are my noble unit to murder big critters that come along.

    But I have a second choice... for the cost of the T-fex and the Rippers I can take a third Flyrant and field 2 Force Org charts (as I will have 4 troops).

    Ultimately I'm weighing the value of a 3rd Flyrant against a T-fex and some Rippers.

    Opinions?


    Something to consider - a third flyrant, in addition to the psychic abilities that it brings, will bring a third electroshock grubs upgrade (which looking back it seems like you haven't given to any of your flyrants). Although it might not be ideal to kit out a tyrant that can't use all of it's weapons each turn, having that haywire flamer (which ignores cover remember) it is still very potent. If you can bring 3 templates to bear on a tank turn 1 (which is actually a lot easier done than you might think, even without onslaught) you have a really solid chance at first blood even if it's AV13 or higher. And that's even without rolling any psychic powers that could bust a tank. Remember also that since the psychic phase isn't in the shooting phase any more, you can effectively "split fire" by targeting one unit with a malediction or witchfire and target another in the shooting phase. They just bring so much to the table. I never leave home without them

    If you want to free up points for Rippers (which I would if I was you) just drop a Gant squad.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/24 20:01:22


    Post by: luke1705


    Oh and I know this isn't really tactics-related (but I am looking forward to the tactical applications that I will discover this Friday) - assembled my Dimachaeron and I'm very excited. I haven't proxied it in game so this will be my first time using him and after seeing the sculpt in person I don't really care if he's just a bullet magnet (but I'll do what I can to make sure that isn't the case )

    Oh and sorry for the weird orientation for the pictures - I can't seem to fix it but when you click on the picture it's oriented correctly, as well as in all of my preview programs. If anyone knows how to fix that I'd love to hear it

    [Thumb - IMG_1108.JPG]
    [Thumb - IMG_1109.JPG]
    [Thumb - IMG_1112.JPG]


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/24 23:51:05


    Post by: Nomster13


    Long time lurker on this thread and was curious on y'alls opinion on a few things. At my FLGS we play 2k games strictly by the book meaning as many CAD's, Formations and Apoc allies that you could fit. Only limitation is that Unbound normally plays with Unbound, and super heavy LoW list normally need to bring two list in case no one wants to play against them. I am a Tyranid player at heart and when it comes to the local tournaments and league play I am one of the more competitive player. My more competitive list is built around Dakka Flyrants and a Tyrannofex in the hopes to convince people to shoot him. For this months League I had been playing the following list:

    HQ:
    3 Dakka Flyrants w/ Electro grubs
    Elite:
    Brood of 2 Zoanthropes
    Venomthrope
    Troops:
    3 Minimum broods of Hormagaunts
    Minimum brood of Warriors w/ barbed strangler
    Heavy:
    Tyrannofex w/ Electro grubs
    2 Single Dakkafexes

    Formation: Living artillery node
    3 Biovores
    Exocrine
    3 Warriors 2w/ deathspitters and one with a venom cannon.

    If there was one thing that list did it was destroy light armor and infantry. Only real issue I have is with heavy armor which id have to glance down or hope my carni's get close enough or high toughness like Wraithknights. So I was thinking of trading out the Dakkafexes for two Vindicare Assassins. Potentially limiting my mobility can be a bummer but the potential to actually shoot something on turn one in some games, explode a high armor vehicle, or focus on a wraithknight and with some luck kill it with 2 shots. Seems like a lot of gain for losing something everything else in my army does good at.

    And I take hormagaunts over deep striking ripper broods because I have terrible luck on scatter and they are the fastest Obj Sec in the codex without a formation. Zoanthropes are together for the off chance they get to warp blast I have much better luck with 2 shots rather than one, assuming I make it to the To Hit portion.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/25 05:18:57


    Post by: jy2


    Ok, just got back from vaca and it seems that I sort of missed out on some of the topics here. So here is my take, or mini-tactica, on how Tyranids can deal with multiple Imperial Knights, especially the dreaded Adamantine Lance Knight formation.

    First off, what is the Adamantine Lance formation? Basically, it is a formation consisting of 3 Imperial Knights, either Paladins, Errants or a mix of the 2. In this formation, if a knight stays within 3" of another knight, then they get a bunch of bonuses. First of all, they get to re-roll their Ion Shield saves. That's a 4++ re-rollable save and a 3++ re-rollable save for the Seneschals. Next, they get to re-roll their charge attempts. Finally, each knight gets D3 Hammer of Wraths instead of just 1 HoA attack.

    I'm going to break this tactica down into 4 parts. First of all, I'm going to talk a little more in-depth about 1) the knights - their strengths and their weaknesses. Then I'm going to talk about how to deal with them with both 2) foot-bugs and 3) flying bugs. Finally, I will discuss how to deal with the latest craze which people are calling the 4) Pacific Rim Imperial Knights.


    I. The Ecology of the Imperial Knights.

    I'm not really going to go into the different knights that are out there. That isn't the point of my tactica. Rather, I'm going to go into the strengths and the weaknesses of an Imperial Knight (IK) build, because to properly be able to defeat the enemy, one must know thine enemy. If you can know their strengths and weaknesses, then you can better formulate a strategy to take them on. In particular, I will refer to an Adamantine Lance (Adlance) IK build as that will be the future of competitive, tournament IK builds.

    First of all, one thing you have to understand is an Adlance IK build is just like a deathstar army. You have about 60% of an 1850 army invested in just 3 units consisting of 3 models. Like a deathstar army, they tend to stay together until your opponent feels that it is time to break them apart in order to kill 3 different units. And just like a deathstar army, they share the same weaknesses in many respects.


    Strengths of the Imperial Knights.

    1. They are tough for Tyranids to take out with shooting. While we can take them out with shooting, if our units do not have the mobility to get into their different armor facings, most likely we will be shooting at AV13 with 4++ or 3++ saves (re-rollable if they are in the Adlance formation).

    2. Destroyer weaponry. D-weapons will just kill our bugs in Assault. We have few assault options against the knights. We need to gang up on them with multiple monstrous creatures or our MC's will die before they can even get to swing. And even if we do gang up against the knights, they are still better at killing multiple MC's than we are at just trying to kill 1 knight! Basically, we are very inefficient when it comes to killing knights in assault.

    3. Mobility. Knights are actually very mobile. Other than our FMC's and some of our fast attacks, they are more mobile than most of our bugs. It is actually quite hard to out-maneuver them unless you are running a Tyranid Airforce (or Skyblight). In most cases, they should be able to dictate where the assaults will take place and they should be able to get the charges off against our bugs unless we park our bugs in cover.

    4. Board Control. The knights can actually control the board/table better than our bugs. That is because currently, most competitive Tyranid builds run nidzilla. The knights just excel in tearing up our nidzilla builds. We are forced to keep our big guys at bay in order to wait for the right opportunity to attack. In this case, we cannot advance against the knights with our big guys the way we normally can against other armies.

    5. Multiple Targets. Many people don't realize the advantage of being able to target multiple units, but it is actually really good. So here is what a knight can do. He fires his 2 S8 AP3 blasts at the core of your army (let's say, your venomthrope and any MC's near him) and then he fires 1 heavy stubbers at your termagant screen in front and another heavy stubber into a 3rd unit elsewhere. Now he's got the option to assault any of those 3 units which he has just fired at. Better yet, let's say his S8 blasts wipe out the venomthrope and 1 of his stubbers takes out a zoanthrope. With other units, they are basically done for the turn, but with the knight, now he can assault the termagants that he just fired at with his other stubbers. He can potentially target and kill up to 3 units in just 1 turn!!!


    Weaknesses of the Imperial Knights.

    So they are super resilient to our shooting, can beat us down in assault and can out-maneuver our bugs in most cases. Moreover, they can potentially kill several Tyranid units with just 1 knight in just 1 turn. How in the heck are we to deal with that? While the knights match up well to many of our Tyranid units, they do have some weaknesses for our bugs to exploit.

    1. Deathstar Syndrome I. They share the same weaknesses as deathstar armies. They can only be in so many places at any given time. If you can spread out your bugs and force them into multiple directions, then you can actually overcome their mobility advantage. More importantly, if you can force them to break up, then they lose their Adlance advantage.

    2. Deathstar Syndrome II - Limited Resources. Deathstar armies have limited resources. They can only take on so many units at a time. Thus, you can potentially overwhelm them by overloading them with more targets than they can handle. I am talking about MSU, or Multiple-Small-Units Tyranid builds. All deathstar armies are susceptible to armies with many, many units. They can't kill enough and the ones they kill are only worth a fraction of the points that the knights cost. Now I am not saying that Imperial Knights cannot deal with multiple units. I am saying that they tend to have trouble against these types of builds because of the limitations of the army. The formation is, after all, a formation of just 3 models.

    3. Limited Shooting. The shooting of IK's is rather limited. Against particular armies, they may be adequate....but they really aren't against a Tyranid army protected by a Venomthrope/Malanthrope bubble. As long as you can keep the important bugs in cover, the Tyranid army should be able to survive knight shooting.

    4. Tyranid Tarpits. Knights (with the exception of the Castigator) are more suited to handling the more elite bugs. They don't do horde particularly well, even with their stomp attacks. They will have trouble with large bodies of Tyranid gribblies or even the free gribblies spawned by our tervigons.

    5. ObSec, or lack of. Knights are not Objective Secured. Thus, if the bugs are going 2nd, they can still contest objectives held by these knights.

    6. Vulnerable to flyers. This is perhaps the biggest weakness of the knight. They are near helpless against flyers and flying MC's. In that regards, they will have to rely on the "support" units that make up the rest of the knight army in order to deal with flyers and FMC's. Either that or to wait for FMC's to land on objectives on Turn 5.


    II. Foot Tyranids Versus the Knights.

    Foot bugs will really struggle against the Imperial Knights, especially if they are going against multiple IK's a la the Adamantine Lance (Adlance) formation. This is a bad matchup for Tyranids in most cases, just as venom-spam Dark Eldar used to be a bad matchup for us in the olden days. Other than the flyrants, a ground-&-pound Tyranid army lacks the mobility to really hurt a knight army with its shooting. And while we can survive their shooting, the knights will beat our MC's in assault. As a result, they will control our movement, taking away one of the strengths of our armies - board control. So what can Ground Nids do against the knights? How do you play against multiple knights with a Tyranid footlist?


    For this topic, I will use as an example one of my 1850 Take-All-Comer's (TAC) Tyranid lists:


    Hive Tyrant - Wings, 2x TL-Brainleech Devourers, Electroshock Grubs
    Hive Tyrant - Wings, 2x TL-Brainleech Devourers, Electroshock Grubs

    Malanthrope (if Forgeworld is not allowed in your area, then substitute with Venomthrope and Zoanthrope and drop 1 gargoyle)

    Tervigon - Electroshock Grubs
    30x Termagants
    3x Ripper Swarms - Deepstrike

    26x Gargoyles

    Dakkafex - 2x TL-Brainleech Devourers
    Mawloc

    Bastion

    Living Artillery Formation:

    3x Tyranid Warriors - Stranglethorn Cannon
    3x Biovores
    Exocrine



    Tactics Against the Imperial Knights with Foot-Nids.

    1. Spread out. I know it sounds counter-intuitive for a Tyranid army relying on the protection of a Malanthrope/Venomthrope bubble, not to mention Synapse as well, but try to spread out as much as possible. Flyrants go towards the flanks. Mawloc and rippers deepstrike into their rear. Spread out as much as you can. DO NOT let the knights box-in the core or your army. There are several reasons for doing this.

  • a) You want to try to split them apart. When together, the Adlance knights have various buffs and are harder to kill. If you can force them to separate, then it becomes slightly easier to kill them.

  • b) If they box you in, then they have achieved Positional Dominance. That means they have the advantage in an objectives-based scenario as they have easy access to the objectives while forcing your army out of position with regards to the objectives. While you are playing defensively, the knights and their support units are already moving onto the objectives. Thus, when Turn 5 comes around, they are already entrenched onto the objectives whereas you are fighting your way to the objectives. Spreading out helps to alleviate this as they cannot move onto the objectives when you've got threats in their backfield or already on their objectives.

  • c) A knight army is one of limited resources. By spreading out, you force them to chase after your army. And with 3 main threats, it is very easy to take them out of position if they have to spend the time and effort to go after your units. Basically, you can potentially LEAD a knight away from where it wants to go (i.e. an objective or another more valuable unit). Positioning is a HUGE part of the knights' tactics and if you can control how they move, then you will have achieved Positional Dominance and gained an advantage over them.

  • 2. Tarpit. This game is actually a game of management - time management and resources management. Your bugs might not have the tools to take down 3 knights, but if you can force them to waste their resources, then you can neutralize some of the advantages. In this case, tarpitting is an excellent tactic against the knights. Gargoyles, huge gribbly units, tervigon-spawned gribblies....all are excellent units used for these purposes. Even use your monstrous creatures if you have to. You need to be willing to sacrifice your units, but every turn you can force them to stay stuck in combat with your sacrificial unit is a turn that is to your advantage. As an army of finite resources, a knight army cannot afford to waste precious resources. Having their 370+ pt unit stuck in combat with a 120-180-pt unit for a few turns is a waste of their resources. So what advantage does tarpitting bring to a Tyranid army? This leads to the next tactic (Tactic #3).

    3. Kill the rest of the army. As with any deathstar army, it is much easier to beat a deathstar army not by killing the deathstar itself, but by killing the supporting units (namely, the rest of the army). Go after the rest of the army if you can. However, you do need to keep the knights preoccupied in order to do this, and you can do so by either trying to tarpit them or to "distract" them by letting them kill sacrificial units. If you think you have the opportunity to take down a knight easily, then go for it. However, if it takes too much resources to do so, then go after the rest of the army instead. At the very least, go after the units that are on or can very easily get to the objectives (don't worry about units stranded in the middle of nowhere far from any objectives).

    4. Screening. Another great tool against the knights is to screen them out. In this regards, the tervigon is very valuable as he can potentially produce layers and layers of screening units. However, do not hesitate to use other units for screening purposes as well. Throw in your biovores, the ripper swarms, the tyranid warriors, heck, even the kitchen sink if you have to. Do not assault them with the screening unit. Rather, get in the paths and force them to either assault your unit or to move around it. Again, a knight army is an army of finite resources. Screening out serves several purposes:

  • a) It delays them, causing them to waste resources either going around your screen or by assaulting it. Every turn you can delay the knight is a turn to your advantage.

  • b) It protects your more valuable units.

  • c) It stops their advance. If you can stop them from advancing, then you take back their advantage in the Movement phase. Namely, you can temporarily stop their Positional Dominance. They do not have Positional Dominance if they cannot control the Movement phase. Rather, you will.

  • 5. Electroshock Grubs. ALWAYS take this upgrade whenever you can. It also has the benefit that, when a knight charges you, he has to eat 1-3 haywire shots in the process (due to the Wall of Death Overwatch). That can be a difference-maker between a dead bug and a dead knight.

    6. Stay in cover. This applies especially for your monstrous creatures. If your MC is about to get assaulted and it cannot get away, then try to have it parked in area terrain. This will give it at least 1 Smash attack before (or at the same time as) the knights gets to strike.

    7. When all else fails, CHARGE! It's normally better to screen out and let the knight assault you. It's also normally better to let the knight assault you if you've got Electroshock Grubs. But when you have no other recourse but to assault, then do it. Just try to do so with multiple threats in order to increase your chance for success. 2 particular units can be very useful here. The 1st is the harpy, as it will reduce the knight to Initiative 1. The 2nd is the carnifex due to its high strength and the fact that it can potentially do damage with its Hammer of Wrath attacks.





    Coming up next....Part III - The Tyranid Airforce versus Imperial Knights.





    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/25 11:34:21


    Post by: Zach


    A good article of you to write, man. At Mechanicon my only current plan if I run into them is to send 4 flyrants to shock one knight a turn and wait on my Carnifex to move out in the later turns.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/25 13:19:05


    Post by: Tyran


    IMHO, if someone is fielding a Knight (or more) against you, then he should let you field a Harridan (or any other LoW) against him.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/25 13:51:43


    Post by: Hulksmash


    Can't always do it at tournaments. In fact for some unknown reason the Harridan isn't allowed in events out here that have even limited LoW which is weird. It's not an incredibly amazing unit.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/25 14:54:14


    Post by: jy2


    Before I continue with my anti-Imperial Knight tactica, let me take a look at some of the other comments here.


     ductvader wrote:
    Harridans

     Tyran wrote:
    IMHO, if someone is fielding a Knight (or more) against you, then he should let you field a Harridan (or any other LoW) against him.

    You don't need a Harridan to deal with knights. As a matter of fact, running a gargantuan may be counter-productive against them. Running MSU tyranids work better. For the price of a harridan, I'd rather go with triple-flyrants against the knights and then fill out the rest of the army with solid support units.


     Hulksmash wrote:
    Ignore the knights. Tear down the riptides and obsec troop units. A lot depends on your list and the mission. Normally I'd say play the mission too. Once the tides and obsec are gone then he has to split up to grab objectives and such. When that happens you can shred 1 knight a turn.

    For example I run a Nid/Daemon list. But if I was running pure Nids I'd be inclined to go with skyblight and normal nids. I'd been considering running 3 Flyrants, 3 Crones, and 3 Harpies once you take the Skyblight. That should just shred knights since your crone's St8 vector is a random facing. Also good use of Onslaught helps kill knights too.

    If you can find 25pts I recommend a venomthrope. But those last 15pts are hard to come by.

    Be more concerned with the Riptide/Knight list that brings Riptides w/Velocity Tracker. That's a tougher one.

    Listen to Hulksmash. He's a tournament-veteran and Tyranid player who knows what he is talking about. I will expound more on this later in my tactica.


    luke1705 wrote:
    Spoiler:
     SHUPPET wrote:
    I don't think in any situation is it a good idea to focus Riptides. They are the tankiest models in the game from a point to durability ratio.


    Unless you are running harridans and there are no flyers in the sky. Wounds on 2+ and ignores the Wraithknight's Armour. Has a 3+ and FNP of it's own. Literally, we just bring our own pacific rim. Two of them would be 24 shots (to 4 different targets). You want to see wraithknights hide in cover all game? It'll only cost you 1470 points. Or you could just bring one for 735. It literally won't die. I don't believe there's a single more durable thing in the entire game (except when An'ggrath decides to fly, and I mean really, why would he?) I think a cool and thematic list would be Skyblight plus a Harridan; you could even make it battle-forged. Skyblight will cost you....805 at minimum IIRC. After the Harridan, you'll have 310 points left. 2 Ripper Squads (or two Gant Squads) leaves you with 232 points (or 230 if you go the Gant route). This seems really attractive until you realize that my definition of "minimum" means that you don't get a template or the guns on the first hive tyrant, which is pretty worthless. Oh the math, we came so close. At 2k this is perfectly viable however. Gives you the 50 points necessary to kit out the flyrants, plus giving the rippers deep strike and grabbing a malanthrope for good measure (because obviously). All that is literally one minimum FOC, a LOW and a formation. Technically three sources if people care about those kinds of things, but that list is not about to go stomp a tournament any time soon.

    That being said, I wonder if a Harridan list might? A hyper-durable gun platform that will explode armour and wraithknights before they know what hit them. Sure, it's not AP 2 but with that many STR 10 shots who cares? AP 3 is good enough.

    Maybe something like:

    Flyrant w/the works - 240
    Flyrant w/the works - 240
    Flyrant w/the works - 240
    Flyrant w/the works - 240

    Harridan - 735

    3 Rippers - 39
    3 Rippers - 39
    3 Rippers - 39
    3 Rippers - 39

    Ah that's 1851!!!!!!

    Well you could take a template or two off of the flyrants to give some deep strike to the rippers since the harridan will be dismantling heavy armor left and right. It's even easier if you just have one FOC. I don't know if the tournaments typically have a LOW and allies both count towards the "two source limit" meaning you couldn't take both, but let's assume that they do (so no third flyrant)

    Flyrant w/the works - 240
    Flyrant w/the works - 240

    3 Rippers w/deep strike - 45
    3 Rippers w/deep strike - 45
    3 Rippers w/deep strike - 45

    Harridan - 735

    You've got 500 points left to spend to taste. My personal taste? Malan-in-a-box for 160, mawloc for 140 and 2 Dakkafex for 300.


    I looked at the BAO LOW list and the Harridan was curiously excluded (though the Hierophant was not-so-curiously excluded). Even without the transport capacity/other upgrades, it's still pretty nuts. As far as the Harridan, though, yeah it's tough to kill, but it's 735 points. That's a lot of points!

    That is a decent basis for a flyer list. You can't go wrong with 4 flyrants. However, there is a problem with that build in tournament play. First off all, most major tournament do not allow dual-CAD's. Instead, they tend to allow self-allying (at least the major ones in the US). Thus, 3 flyrants is usually the maximum you can run. Secondly, most tournaments (except for the new Adepticon format) only allow for 2 sources. Currently, this build takes 3 (CAD, CAD, LoW), though your template will be ok. Lastly, no major tournaments currently allow for a Harridan (the BAO doesn't allow for the Hierophant either).

    In short, the list you've provided is only allowable in casual, friendly games or in narrative play. Now with that having said, the Harridan/flyrant build will definitely give a knight army fits if they don't take enough anti-air with their support units.


     Iechine wrote:
    It looks like my wife and I may get to play in a local 2v2 2000pt tournament on the 4th, which sounds like an awesome date as long as we can get a sitter.

    We're looking at

    Tyranids:
    2x Flyrant with Electro
    2x Ripper w/DS
    2x Mawloc
    150pts of something, possibly a 3rd Mawloc. Biovores even.

    Eldar:
    Jetseer x2
    Jetbikes
    2x Wraithknights
    2 to 3 Dire Avenger filled Wave Serpents

    It will be all book missions, which makes me consider taking more ripper broods and letting her bulk up on firepower while I handle mission objectives. I have NO idea what meta to expect as this isnt at our usual location, but her dual Wraithknights make me feel a lot better about running into Eldar or Knights.

    That's a pretty lethal combination. I'm thinking for your bugs, you're going to want a venomthrope in your list somewhere.

    For Eldar, give 1 jetseer the Mantle and the other Jetseer the Spirit Stone of Anath'lan. The stoneseer can join the mantleseer. I usually use the stoneseer to summon daemons. BTW, if you want to fit even 2 serpents into a 1K list with 2 WK's already, you're not going to be able to take 2 jetseers.


     DarkStarSabre wrote:
    Once more into the Charity Tournament Breach dear friends.

    Once more I approach, though this list should at least make Shuppet and a few others happy (largely because I'm focusing on painting for the next few weeks to get things done and not letting myself fall for the terrible nature of Trygons.)

    Spoiler:
    Rules for the Tournament are as follows....

    1800 points
    No Unbound, LoW or Fortifications
    Allies are allowed
    Warlord Traits are rolled for at the beginning (So, obviously, aim for MoA. Go go Battleforged lists!)

    What I have planned currently is the following...

    Flyrant - 2 x Twin Devourers
    Flyrant - 2 x Twin Devourers

    Zoanthrope
    Zoanthrope
    Malanthrope

    10 Termagants
    10 Termagants
    11 Termagants
    3 Tyranid Warriors - Barbed Strangled, Devourers
    4 Ripper Swarms - Deep Strike

    Crone
    4 Shrikes - 1 Twin Boneswords, 3 Lash Whip and Bonesword, Toxin Sacs, Flesh Hooks

    Carnifex - 2 x Twin Devourers
    Carnifex - 2 x Twin Devourers
    Tyrannofex - Acid Spray, Electroshock Grubs

    Seems stable so far, right?

    Flyrants and Carnifexes provide a solid bunker in the terms of volume of shots, Crone is there to deal with enemy flyers or just be a nuisance and Vector strike lone ICs to ID them to death. T-fex is a nice solid bunker of anti-infantry and the Shrikes are my noble unit to murder big critters that come along.

    But I have a second choice... for the cost of the T-fex and the Rippers I can take a third Flyrant and field 2 Force Org charts (as I will have 4 troops).

    Ultimately I'm weighing the value of a 3rd Flyrant against a T-fex and some Rippers.

    Opinions?

    Go for the 3rd flyrant. More flyrants = more competitive. BTW, I'd keep the rippers (just take them min-sized) and take out a unit of termagants instead. You can also drop 1 zoanthrope as you already have a lot of synapse in your army.


     xttz wrote:
    Here's a little conundrum... how do the Agile and Onslaught rules work together?

    Agile says to pick one from:
  • 1) Don't run and fire all weapons

  • 2) Run once and fire 1 weapon

  • 3) Run twice and don't shoot

  • Onslaught lets you "run and then shoot in the same shooting phase".

    It's not clear how it would work with options 2 and 3. How would you all play it?

    Use one or the other. Not both. Onslaught doesn't let you run twice. So it's either run once and fire everything, or run twice and don't shoot.





    Automatically Appended Next Post:
    luke1705 wrote:
    Oh and I know this isn't really tactics-related (but I am looking forward to the tactical applications that I will discover this Friday) - assembled my Dimachaeron and I'm very excited. I haven't proxied it in game so this will be my first time using him and after seeing the sculpt in person I don't really care if he's just a bullet magnet (but I'll do what I can to make sure that isn't the case )

    Oh and sorry for the weird orientation for the pictures - I can't seem to fix it but when you click on the picture it's oriented correctly, as well as in all of my preview programs. If anyone knows how to fix that I'd love to hear it

    Yeah, the model is a real beauty. It looks better in real life than in the photos. Pics can't really give justice to the amount of detail in the model.


     Nomster13 wrote:
    Long time lurker on this thread and was curious on y'alls opinion on a few things. At my FLGS we play 2k games strictly by the book meaning as many CAD's, Formations and Apoc allies that you could fit. Only limitation is that Unbound normally plays with Unbound, and super heavy LoW list normally need to bring two list in case no one wants to play against them. I am a Tyranid player at heart and when it comes to the local tournaments and league play I am one of the more competitive player. My more competitive list is built around Dakka Flyrants and a Tyrannofex in the hopes to convince people to shoot him. For this months League I had been playing the following list:
    Spoiler:

    HQ:
    3 Dakka Flyrants w/ Electro grubs
    Elite:
    Brood of 2 Zoanthropes
    Venomthrope
    Troops:
    3 Minimum broods of Hormagaunts
    Minimum brood of Warriors w/ barbed strangler
    Heavy:
    Tyrannofex w/ Electro grubs
    2 Single Dakkafexes

    Formation: Living artillery node
    3 Biovores
    Exocrine
    3 Warriors 2w/ deathspitters and one with a venom cannon.


    If there was one thing that list did it was destroy light armor and infantry. Only real issue I have is with heavy armor which id have to glance down or hope my carni's get close enough or high toughness like Wraithknights. So I was thinking of trading out the Dakkafexes for two Vindicare Assassins. Potentially limiting my mobility can be a bummer but the potential to actually shoot something on turn one in some games, explode a high armor vehicle, or focus on a wraithknight and with some luck kill it with 2 shots. Seems like a lot of gain for losing something everything else in my army does good at.

    And I take hormagaunts over deep striking ripper broods because I have terrible luck on scatter and they are the fastest Obj Sec in the codex without a formation. Zoanthropes are together for the off chance they get to warp blast I have much better luck with 2 shots rather than one, assuming I make it to the To Hit portion.

    Your list has enough scoring. You can drop the min-sized warrior unit and 1 zoanthrope to fit in the vindicare. Keep the dakkafexes and DO NOT take more than 1 vindicare. With all those egrubs, warp blast, carnifexes and now 1 vindicare, that is more than enough to take out heavy armor.


     Iechine wrote:
    A good article of you to write, man. At Mechanicon my only current plan if I run into them is to send 4 flyrants to shock one knight a turn and wait on my Carnifex to move out in the later turns.

    Thanks. And that is a good plan. Quad-flyrants will literally shred 1 knight a turn and with some change leftovers.




    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/25 15:11:53


    Post by: tag8833


     jy2 wrote:

    luke1705 wrote:
    Spoiler:
     SHUPPET wrote:
    I don't think in any situation is it a good idea to focus Riptides. They are the tankiest models in the game from a point to durability ratio.


    Unless you are running harridans and there are no flyers in the sky. Wounds on 2+ and ignores the Wraithknight's Armour. Has a 3+ and FNP of it's own. Literally, we just bring our own pacific rim. Two of them would be 24 shots (to 4 different targets). You want to see wraithknights hide in cover all game? It'll only cost you 1470 points. Or you could just bring one for 735. It literally won't die. I don't believe there's a single more durable thing in the entire game (except when An'ggrath decides to fly, and I mean really, why would he?) I think a cool and thematic list would be Skyblight plus a Harridan; you could even make it battle-forged. Skyblight will cost you....805 at minimum IIRC. After the Harridan, you'll have 310 points left. 2 Ripper Squads (or two Gant Squads) leaves you with 232 points (or 230 if you go the Gant route). This seems really attractive until you realize that my definition of "minimum" means that you don't get a template or the guns on the first hive tyrant, which is pretty worthless. Oh the math, we came so close. At 2k this is perfectly viable however. Gives you the 50 points necessary to kit out the flyrants, plus giving the rippers deep strike and grabbing a malanthrope for good measure (because obviously). All that is literally one minimum FOC, a LOW and a formation. Technically three sources if people care about those kinds of things, but that list is not about to go stomp a tournament any time soon.

    That being said, I wonder if a Harridan list might? A hyper-durable gun platform that will explode armour and wraithknights before they know what hit them. Sure, it's not AP 2 but with that many STR 10 shots who cares? AP 3 is good enough.

    Maybe something like:

    Flyrant w/the works - 240
    Flyrant w/the works - 240
    Flyrant w/the works - 240
    Flyrant w/the works - 240

    Harridan - 735

    3 Rippers - 39
    3 Rippers - 39
    3 Rippers - 39
    3 Rippers - 39

    Ah that's 1851!!!!!!

    Well you could take a template or two off of the flyrants to give some deep strike to the rippers since the harridan will be dismantling heavy armor left and right. It's even easier if you just have one FOC. I don't know if the tournaments typically have a LOW and allies both count towards the "two source limit" meaning you couldn't take both, but let's assume that they do (so no third flyrant)

    Flyrant w/the works - 240
    Flyrant w/the works - 240

    3 Rippers w/deep strike - 45
    3 Rippers w/deep strike - 45
    3 Rippers w/deep strike - 45

    Harridan - 735

    You've got 500 points left to spend to taste. My personal taste? Malan-in-a-box for 160, mawloc for 140 and 2 Dakkafex for 300.


    I looked at the BAO LOW list and the Harridan was curiously excluded (though the Hierophant was not-so-curiously excluded). Even without the transport capacity/other upgrades, it's still pretty nuts. As far as the Harridan, though, yeah it's tough to kill, but it's 735 points. That's a lot of points!

    That is a decent basis for a flyer list. You can't go wrong with 4 flyrants. However, there is a problem with that build in tournament play. First off all, most major tournament do not allow dual-CAD's. Instead, they tend to allow self-allying (at least the major ones in the US). Thus, 3 flyrants is usually the maximum you can run. Secondly, most tournaments (except for the new Adepticon format) only allow for 2 sources. Currently, this build takes 3 (CAD, CAD, LoW), though your template will be ok. Lastly, no major tournaments currently allow for a Harridan (the BAO doesn't allow for the Hierophant either).

    In short, the list you've provided is only allowable in casual, friendly games or in narrative play. Now with that having said, the Harridan/flyrant build will definitely give a knight army fits if they don't take enough anti-air with their support units.

    LOW doesn't count as a source. It is part of a CAD.


    Automatically Appended Next Post:
     jy2 wrote:
    5. ObSec, or lack of. Adlance knights are not Objective Secured. Thus, if the bugs are going 2nd, they can still contest objectives held by these knights. Now if your opponent is running a regular IK detachment as opposed to the Adlance formation, then it just makes it easier for your bugs to take them out, especially with shooting.

    Just for clarity sake, Knights can never get Objective Secured. It doesn't change a normal detachment vs Adamantine Lance.


    Automatically Appended Next Post:
    Question 1. I've played against Imperial Knights 6-8 times so far, but it has always been a single Knight that I've decided to kill rather than ignore or tarpit. I usually include at least 1 unit of 20 Gargoyles of Hormagants in my list to tarpit things like Riptides or Wraith Knights. It was my vision that I should probably Surround the IK without assaulting it. How many rounds do you estimate a group of 20 fearless Gargoyles could tarpit a single Imperial Knight?

    Question 2. I've been doing a lot of experimenting the the Barbed Heirodule. He hasn't face a Knight yet, but looking at the stats, a Barbed Heirodule has much to fear from an imperial Knight. It can kill one in combat if it gets to swing, but the Knight is higher initiative, and could kill it with the explosions. If not for the Invul, Barbie can shoot a knight to death, but if I have a Heirodule on the table, all the shields are going to be pointed right at him. This gives My flyrants a bit of an advantage, but makes Barbie something of an over costed points sink,because he's got to plink away at whatever supporting units the Knight has with it. Do you think that the existence of the Admantine Lance is a significant reason to move away from the Barbed Heirodule for competitive environments?

    Question 3. Knights are stupidly popular these days. Creating many, many unbalanced lists. Is there enough of that effect to consider running a slight less balanced Tyranid list at high callibur competitive events that is a more effective counter to Imperial Knights? For instace, 3 Flyrants, 3 Crones.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/25 15:37:27


    Post by: Zach


     jy2 wrote:

    That's a pretty lethal combination. I'm thinking for your bugs, you're going to want a venomthrope in your list somewhere.

    For Eldar, give 1 jetseer the Mantle and the other Jetseer the Spirit Stone of Anath'lan. The stoneseer can join the mantleseer. I usually use the stoneseer to summon daemons. BTW, if you want to fit even 2 serpents into a 1K list with 2 WK's already, you're not going to be able to take 2 jetseers.




    You're right about the points, we werent sure if we'd be able to be be lop sided with more points for eldar. Do you feel dropping a Knight for another WS and mantle on a jetseer is worth it? In this situation Im not sure I like losing a Knight.

    As far as the Venomthrope goes, I dont see my bugs being centralized beyond turn 1, so thats 45 points on something that will be synapseless who also runs away, so I'm leary of taking him.

    We'd currently have:

    Electroshock flyrant
    Electroshock flyrant
    Ds rippers
    Ds rippers
    mawloc
    mawloc
    mawloc

    Jetseer
    Dire Avenger Holofield Scatter Laser Waveserpent
    Dire Avenger Holofield Scatter Laser Waveserpent
    Wraithknight
    Wraithknight

    With a little bit of points to spare. Havent heard back if I can self ally or if we can be lopsided on points.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/25 16:18:50


    Post by: jy2


    tag8833 wrote:

    LOW doesn't count as a source. It is part of a CAD.

    Good point. Still, none of the major tournaments allow for double-CAD (not even Adepticon's new format) and none allow for the Harridan.

    tag8833 wrote:

     jy2 wrote:
    5. ObSec, or lack of. Adlance knights are not Objective Secured. Thus, if the bugs are going 2nd, they can still contest objectives held by these knights. Now if your opponent is running a regular IK detachment as opposed to the Adlance formation, then it just makes it easier for your bugs to take them out, especially with shooting.

    Just for clarity sake, Knights can never get Objective Secured. It doesn't change a normal detachment vs Adamantine Lance.

    I must be missing something here. Why can't knights be ObSec again?

    tag8833 wrote:

    Question 1. I've played against Imperial Knights 6-8 times so far, but it has always been a single Knight that I've decided to kill rather than ignore or tarpit. I usually include at least 1 unit of 20 Gargoyles of Hormagants in my list to tarpit things like Riptides or Wraith Knights. It was my vision that I should probably Surround the IK without assaulting it. How many rounds do you estimate a group of 20 fearless Gargoyles could tarpit a single Imperial Knight?

    Question 2. I've been doing a lot of experimenting the the Barbed Heirodule. He hasn't face a Knight yet, but looking at the stats, a Barbed Heirodule has much to fear from an imperial Knight. It can kill one in combat if it gets to swing, but the Knight is higher initiative, and could kill it with the explosions. If not for the Invul, Barbie can shoot a knight to death, but if I have a Heirodule on the table, all the shields are going to be pointed right at him. This gives My flyrants a bit of an advantage, but makes Barbie something of an over costed points sink,because he's got to plink away at whatever supporting units the Knight has with it. Do you think that the existence of the Admantine Lance is a significant reason to move away from the Barbed Heirodule for competitive environments?

    Question 3. Knights are stupidly popular these days. Creating many, many unbalanced lists. Is there enough of that effect to consider running a slight less balanced Tyranid list at high callibur competitive events that is a more effective counter to Imperial Knights? For instace, 3 Flyrants, 3 Crones.

    1. Single knights aren't that hard to kill. But if you're looking at tarpitting it with gargoyles, that's most likely going to depend on how many stomp attacks it gets each round. Assuming 2 stomps per phase, the knight will kill about 1.5 gargoyles with its normal attacks. Then the gargoyles pile-in. Just to simplifly, assume that each stomp hits 3 gargoyles (there is a diminishing returns on stomps the more gargoyles it kills). So in 1 phase, it will kill about 8 gargoyles a turn. So you surround it or screen it out with the gargoyles. It then takes 3 combat phases for the knight to kill them off. Basically, those gargoyles will buy you 2 game turns worth of time to try to kill off the rest of the knight's army.

    2. The Barbed Hierodule (BH) is best used to force the knight to put its shield in 1 direction while your flyrants fly to its flanks to try to shoot at its "weak" side. However, going 1-on-1 with your BH against an IK isn't advisable. On average, the BH would do 2HP of damage with its shooting (against AV13 with 4++) and 2.5HP against IK side armor. Now this damage will drop against the Adlance formation to 1HP/1.25HP. In assault, most likely the BH will lose against an undamaged knight. That is because he strikes last, hits on 4's whereas the knight hits on 3's, and the fact that each D-hit will take out multiple wounds from the BH.

    So to answer your question, yes, the BH is inefficient against the Adlance formation. That is because he is a deathstar unit by himself and the 3 knights with re-rollable saves can much more efficiently kill it than it can kill them. However, if you throw 2-3 flyrants in there, you can compete against triple-knights even with the BH. In this case, the BH is good because he forces the knights "attention" so that the flyrants can more easily kill them. In that regards, there is some synergy that will make the BH worthwhile. The only problem is that the rest of the Tyranid army is going to be razor-thin in terms of support units.

    3. I'd recommend just taking your TAC lists. There is just no way for Tyranids to tailor slightly to 1 list (or meta) and have it efficient for another. You gear it more towards knights and you just may have problems against MSU builds, serpent-spam Eldar, shooty Tau, AV13 Necrons, deathstar builds or a plethora of other lethal tournament builds. Now if you know your meta is more knight-dominated than anything else, then I suppose you could tailor your list more towards knights. However, if you take your list to something like Nova, Adepticon or the LVO, you need to make sure it is either a good TAC list or go to the other extreme (i.e. running Skyblight, Tyranid flyer-spam or an extremely unbalanced build). Why extreme builds? Because you are gambling against the meta, hoping that you won't have to face your bad matchup and sometimes, this works. Other times, you run into your bad matchup and get destroyed. So in short, it really depends on your local meta as well as what you think is the current competitive meta. Sometimes, extreme builds do work, especially in smaller tournaments with fewer games. However, once you go up to larger tourneys like the GT's (where there are more games), the chances for your army to come up to a hard counter is much more likely.


     Iechine wrote:

    You're right about the points, we werent sure if we'd be able to be be lop sided with more points for eldar. Do you feel dropping a Knight for another WS and mantle on a jetseer is worth it? In this situation Im not sure I like losing a Knight.

    As far as the Venomthrope goes, I dont see my bugs being centralized beyond turn 1, so thats 45 points on something that will be synapseless who also runs away, so I'm leary of taking him.

    We'd currently have:

    Electroshock flyrant
    Electroshock flyrant
    Ds rippers
    Ds rippers
    mawloc
    mawloc
    mawloc

    Jetseer
    Dire Avenger Holofield Scatter Laser Waveserpent
    Dire Avenger Holofield Scatter Laser Waveserpent
    Wraithknight
    Wraithknight

    With a little bit of points to spare. Havent heard back if I can self ally or if we can be lopsided on points.

    Keep the 2nd WK. However, the problem with a jetseer without the Mantle is that he just won't survive unless you have reliable LOS-blocking terrain. So you may want to consider taking just a footseer and leaving him in the wave serpent, or dropping a wave serpent for the mantleseer, some jetbike troops and perhaps another support unit instead.

    As for the tyranids, I think 3 mawlocs is overkill. IMO, you will never need more than 2. Perhaps a dakkafex for your 3rd heavy instead?




    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/25 16:59:17


    Post by: tag8833


     jy2 wrote:
    tag8833 wrote:

     jy2 wrote:
    5. ObSec, or lack of. Adlance knights are not Objective Secured. Thus, if the bugs are going 2nd, they can still contest objectives held by these knights. Now if your opponent is running a regular IK detachment as opposed to the Adlance formation, then it just makes it easier for your bugs to take them out, especially with shooting.

    Just for clarity sake, Knights can never get Objective Secured. It doesn't change a normal detachment vs Adamantine Lance.

    I must be missing something here. Why can't knights be ObSec again?

    Imperial Knight FAQ: "Imperial Knight Detachments do not have any command benefits."
    http://www.blacklibrary.com/Downloads/Product/PDF/Warhammer-40k/7th-faq/Imperial_Knights_v1.0_May14.pdf



    Automatically Appended Next Post:
     jy2 wrote:
    [2. The Barbed Hierodule (BH) is best used to force the knight to put its shield in 1 direction while your flyrants fly to its flanks to try to shoot at its "weak" side. However, going 1-on-1 with your BH against an IK isn't advisable. On average, the BH would do 2HP of damage with its shooting (against AV13 with 4++) and 2.5HP against IK side armor. Now this damage will drop against the Adlance formation to 1HP/1.25HP. In assault, most likely the BH will lose against an undamaged knight. That is because he strikes last, hits on 4's whereas the knight hits on 3's, and the fact that each D-hit will take out multiple wounds from the BH.

    So to answer your question, yes, the BH is inefficient against the Adlance formation. That is because he is a deathstar unit by himself and the 3 knights with re-rollable saves can much more efficiently kill it than it can kill them. However, if you throw 2-3 flyrants in there, you can compete against triple-knights even with the BH. In this case, the BH is good because he forces the knights "attention" so that the flyrants can more easily kill them. In that regards, there is some synergy that will make the BH worthwhile. The only problem is that the rest of the Tyranid army is going to be razor-thin in terms of support units.

    Knights and Barbed Hierodule are both WS4, so the Both Hit on 4's. The Knight does hit first, and when it does, it will on average do about 2 Wounds to the BH, but there is a 25% chance it kills it outright.

    When the Barbed Hierodule gets to hit, it will on average do 2.08 HP's to the Knight.

    Then we are at initiative one, and they stomp each other. Stomps on average will do 0.05 wounds to the Barbed Hierodule, but have a 33% chance of killing it outright. Stomps on average will do 2 HP's to the Knight.

    Most of the time the Knight will kill the Hierodule, but take 4.08 Hull points doing so. If the Heirodule charges the Knight, then the Knight take 5.16 HP.

    Statistically, it is OK to charge a Knight with a Barbed Hierodule if that Knight only has 3 Hull points left, Though the Hierodule is going to take 4 wounds on average, and has a 41% of dying in the Effort, so I would council against it.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/25 22:30:20


    Post by: luke1705


    Question for those of you who have run the Dimachaeron - do you find it necessary to have a 1:1 Dima: Malanthrope ratio? I think I'm going to wind up running two Dimachaerons in my list but I don't know if I should take a second Malanthrope or keep the bastion that I've been using. On the plus side, the second malanthrope would allow me to drop the AG on my mawloc, giving me the points I need to have my fourth ripper squad join their buddies deep striking.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/25 22:58:17


    Post by: Zach


    Hopefully work will come through for me at give me Sunday off, in which case I can do my second tourny at Huzzah games. Its 1850 Nova, with no FW but you can self ally. Last time I went I played Eric's bike list, maybe this time I can get some other top level practice.

    For giggles, its looking like Ill take:

    Flyrant w/Electro
    Flyrant w/Electro
    Zoey
    Venom
    Ripper w/DS
    Ripper w/DS

    2 Devourer Carnifex Brood
    2 Devourer Carnifex Brood
    Mawloc

    Ally
    Flyrant w/Electro
    Ripper w/DS
    Devourer Carnifex

    10 pts left over.

    Lots of devourers on the field, and overly offensive. Super light on synapse, but I know there is a lot of LOS blocking terrain. May have to cast Dominion often.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/25 23:31:17


    Post by: tag8833


    luke1705 wrote:
    Question for those of you who have run the Dimachaeron - do you find it necessary to have a 1:1 Dima: Malanthrope ratio? I think I'm going to wind up running two Dimachaerons in my list but I don't know if I should take a second Malanthrope or keep the bastion that I've been using. On the plus side, the second malanthrope would allow me to drop the AG on my mawloc, giving me the points I need to have my fourth ripper squad join their buddies deep striking.

    I vote 1 to 1. I almost always lose one Malanthrope in every game I play. Having that 2nd one there to continue providing synapse and preferred enemy is awesome.

    I have some mini batreps as far as the Dimacharon. I took a list that was Melee themed to intentionally tank a couple of games. At the last second I swapped in a Barbed Hierodule because I didn't have the Helstorm template to run the Scythed version.

    Here was the list I ran:
    Spoiler:
    Walkrant (RC's, ST's, E. Grubs, AG's)
    + 3 Tyrant Guard (AG's, 1 had a Crushing Claw.)

    Hauspex (AG)
    Malanthrope
    Malanthrope

    16 HGants
    16 HGants

    Dimacharon
    Dimacharon

    Barbed Hierodule.


    Game 1,
    Spoiler:
    I played an I.G. Armored battle group gunline. I don't think I can stress how much of a gunline he was playing. We were Vanguard, ever turn he would roll for his reserves, and then skip to shooting.

    His list:
    2 Punishers (1 was pask)
    1 Lemun Russ (Tank Commander)
    10 Veterans in a Chimera
    10 Veterans in a Chimera
    1 Lemun Russ
    3 Sentinals with Las Cannons
    3 Sentinals with Las Cannons
    3 Vendettas in a squadron.

    We played a BAO mission.

    He reserved everything except for his sentinals and Lemun Russes.

    He got first turn, but I siezed
    My Turn 1 Barbed heirodule did all of the work. 2 HP on Pask, and Killed another Lemun Russ turn 1.
    His turn 1, Shot, did nothing.
    My turn 2, Barbed Heirodule killed pask and his tank commander. My Hormagants were about to attempt a 9" charge on his Sentinals when he conceded.

    He demanded an immediate rematch blaming his reserve rolls. I felt bad, but agreed. I wanted to see how much of a threat 3 vendettas were to my MC's.


    Game 2:
    Spoiler:
    Same list as game one. Same approach by my opponent, except this time he tried to give a couple of orders.

    We played a BAO mission that was Hammer and Anvil.

    He got first turn, and I didn't sieze. He deployed everything but the vendettas at the edge of his deployment zone facing me.
    His turn 1, he shot and did nothing.
    My Turn 1, I rolled a 2" move through cover three times! 2,2,1 or 2,1,1. It was insane. I rand everything except for Barbie which put some wounds on pask (Immobilized), and the tank commander.
    His turn 2, Failed his reserves shot and killed a Malanthrope! with pask ignoring cover. He gave Monster Hunter to the Sentinals which did 1 wound to Barbie.
    My turn 2, Barbie killed the Lemun russ, and a Chimera, and then 1/2 of my army failed a charge at the guys inside. Hormagants to the rescue. 10" charge swept the veterans. My other Gaunts charged one group of Sentinals. Then we had a 10 minute argument on if my Hormagaunts could score an objective that was being contested by Pask. It was partially a miscommunication, because I thought he was saying they were too close to pask, and I kept moving them back and saying "I don't have to touch the objective to score it, just be within 3 inches".
    His turn 3: failed his reserves. He put Ignore cover on Pask's unit. I encouraged him as strenuously to also put monster hunter on Pask as well. He wouldn't hear of it, putting monster hunter on the sentinels again. Sentinals missed everything. Pask put 3 wounds on Barbie.
    My turn 3: Barbie Killed the punisher with Pask (still alive), put 2 HP on the other tank commander, I had a Dima ready to charge the tarpitted sentinals, my Hauspex was ready to charge the non-tarpitted ones. My other Dima ready to charge the Chimera, and Barbie had a 4" charge on Pask. He conceded.

    I've got to figure out some way to lose to this guy without making it look like I'm actively trying. He was undefeated somehow in our campaign except the 3 games that I beat him. I've tried running hoards against him, but I can easily out score him. I've tried giving him my list ahead of time, but he wasn't able to win that game. I've run really inefficient lists against him (Swarmlord + 3 Tyrant guard with Adrenal Glands!, Toxin Sacs! and Bone Swords!). Next time I'm going to bring no shrouded, and run 15 Genestealers with the Broodlord and as many Deep striking rippers as I can. Maybe I will outflank the genestealers.



    Game 3:
    This was a weird 3 way game. The important things are as follows.
    1) I got a turn 2 charge through cover against a large group of bloodletters with a special character with a group of Gants, and a Dimachaeron. They put all their attacks (that they could) against the Dimacharon, and Killed it before it even got to attack. My gants eventually beat them.
    2) I got a turn 3 charge with a Dimachaeron into an ongoing combat with a great unclean one who had just killed my warlord. The Great Unclean one got to roll on something that increased its initiative to 7 or 8. It Killed the Dimacharon before it even got to attack.

    At that point I condeeded because between the 2 of us we had essentially tabled the 3rd player, only I lost quite a bit doing so, and he lost nothing, and his Great Unclean One was unstoppable by anything I had left.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/25 23:42:44


    Post by: jy2


    tag8833 wrote:
     jy2 wrote:
    tag8833 wrote:

     jy2 wrote:
    5. ObSec, or lack of. Adlance knights are not Objective Secured. Thus, if the bugs are going 2nd, they can still contest objectives held by these knights. Now if your opponent is running a regular IK detachment as opposed to the Adlance formation, then it just makes it easier for your bugs to take them out, especially with shooting.

    Just for clarity sake, Knights can never get Objective Secured. It doesn't change a normal detachment vs Adamantine Lance.

    I must be missing something here. Why can't knights be ObSec again?

    Imperial Knight FAQ: "Imperial Knight Detachments do not have any command benefits."
    http://www.blacklibrary.com/Downloads/Product/PDF/Warhammer-40k/7th-faq/Imperial_Knights_v1.0_May14.pdf



    Automatically Appended Next Post:
     jy2 wrote:
    [2. The Barbed Hierodule (BH) is best used to force the knight to put its shield in 1 direction while your flyrants fly to its flanks to try to shoot at its "weak" side. However, going 1-on-1 with your BH against an IK isn't advisable. On average, the BH would do 2HP of damage with its shooting (against AV13 with 4++) and 2.5HP against IK side armor. Now this damage will drop against the Adlance formation to 1HP/1.25HP. In assault, most likely the BH will lose against an undamaged knight. That is because he strikes last, hits on 4's whereas the knight hits on 3's, and the fact that each D-hit will take out multiple wounds from the BH.

    So to answer your question, yes, the BH is inefficient against the Adlance formation. That is because he is a deathstar unit by himself and the 3 knights with re-rollable saves can much more efficiently kill it than it can kill them. However, if you throw 2-3 flyrants in there, you can compete against triple-knights even with the BH. In this case, the BH is good because he forces the knights "attention" so that the flyrants can more easily kill them. In that regards, there is some synergy that will make the BH worthwhile. The only problem is that the rest of the Tyranid army is going to be razor-thin in terms of support units.

    Knights and Barbed Hierodule are both WS4, so the Both Hit on 4's. The Knight does hit first, and when it does, it will on average do about 2 Wounds to the BH, but there is a 25% chance it kills it outright.

    When the Barbed Hierodule gets to hit, it will on average do 2.08 HP's to the Knight.

    Then we are at initiative one, and they stomp each other. Stomps on average will do 0.05 wounds to the Barbed Hierodule, but have a 33% chance of killing it outright. Stomps on average will do 2 HP's to the Knight.

    Most of the time the Knight will kill the Hierodule, but take 4.08 Hull points doing so. If the Heirodule charges the Knight, then the Knight take 5.16 HP.

    Statistically, it is OK to charge a Knight with a Barbed Hierodule if that Knight only has 3 Hull points left, Though the Hierodule is going to take 4 wounds on average, and has a 41% of dying in the Effort, so I would council against it.

    Man, I'm making little mistakes everywhere today. Thanks for some of the corrections. However, here I get to point out one of your mistakes as well.

    Stomp attacks don't work against other super-heavies and gargantuans, so no stomp attacks against each other.

    Now with that said, both the BH and the IK have 6 Wounds or Hull Points. However, each HP costs about 62-pts for a knight and each wound costs about 94-pts for the BH. So assuming they both cause 2W to each other (based off of your calculations), the knight is taking out 188-pts of enemy each turn whereas the BH is only taking out 124-pt of enemy each turn. Thus, in a head-on battle, the knight is much more efficient than the BH. Moral of the story? Do not charge your BH head-on into combat against the knights unless you have no other alternative. Rather, use him as a distraction/decoy against the IK army while the rest of your army takes chunks out of those knights.




    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/26 00:12:11


    Post by: tag8833


     jy2 wrote:
    Man, I'm making little mistakes everywhere today. Thanks for some of the corrections.

    Didn't mean to come off too critical. Not trying to nit pick.

     jy2 wrote:
    Stomp attacks don't work against other super-heavies and gargantuans, so no stomp attacks against each other.

    I did not know that. I will have to go reread those rules.

    I wrote a little rant here on why super heavies suck because they have so many special rules, but it didn't add to the discussion, so I removed it.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/26 06:07:09


    Post by: Eihnlazer


    I personally love sticking a barbed heirodule behind an imperial bunker and utilizing an ammo dump.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/26 12:31:40


    Post by: tag8833


     Eihnlazer wrote:
    I personally love sticking a barbed heirodule behind an imperial bunker and utilizing an ammo dump.

    I run mine with a Void Shield Generator with 3 Void Shields to enhance its survivability. I'm not sure that it would survive a proper centstar. Probably not, but he survives plenty of other things.

    Farsight Bomb can take him out.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/26 12:37:12


    Post by: Strat_N8


     jy2 wrote:
    Coming up next....Part II - Ground Tyranids versus Imperial Knights.


    Looking forward to this. My general experience against multiple knights (generally 2-4, though one fellow has 6...) has been that and all-ground Tyranid list might as well not bother deploying if the opponent is bringing multiple knights. That said, I have managed to kill them using ground monsters but it requires the presence of a Harpy in order to overcome the Knight's obnoxious I4 (which is really the crux of the problem when you boil it down - almost all of the monsters that can actually hurt it swing after it..) and some form of gaunt to intercept them so you can charge on your own terms.

    Also I have to say, I'm really scared of that new Knight Castigator. It seems to be tailor-made to kill Tyranids, even more so than the regular ones...



    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/26 15:16:50


    Post by: cyberjonesy


    Hey guys, is there a concensus on what is best to use vs wave serpent spam yet ?
    Have nt played against it but at our local store there are 2 guys wrecking everyone with those and I want to prepare my nids for the humiliation that is to come.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/26 15:23:53


    Post by: Zach


    Flyrants with electro and fexes with devourers. Usually serpent spam makes it possible to hit more than one with a single electroshock template.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/26 16:12:58


    Post by: Frozocrone


     xttz wrote:
    Here's a little conundrum... how do the Agile and Onslaught rules work together?

    Agile says to pick one from:
  • 1) Don't run and fire all weapons

  • 2) Run once and fire 1 weapon

  • 3) Run twice and don't shoot

  • Onslaught lets you "run and then shoot in the same shooting phase".

    It's not clear how it would work with options 2 and 3. How would you all play it?


    I was intrigued by this so contacted the FW team and this was their reply, word for word:

    "After consulting with our rules team they have said that the Onslaught power has no additional effect on a Barbed Hierodule."

    Probably not what you wanted to hear but it's a Gargantuan creature so is still pretty fast.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/26 16:47:27


    Post by: Strat_N8


    cyberjonesy wrote:
    Hey guys, is there a concensus on what is best to use vs wave serpent spam yet ?
    Have nt played against it but at our local store there are 2 guys wrecking everyone with those and I want to prepare my nids for the humiliation that is to come.


    While it probably isn't consensus, I've found from personal experience against my brother that large quantities of Adrenal-gland equipped Hormagaunts or Gargoyles are the bane of serpents. All of their defensive functions are nullified in melee and gaunts bring the numbers needed to weather the barrage and the speed needed to catch them. At best, each individual wave serpent can spit out 14 shots a turn (4x Scatter Laser shots + 3x Shuriken Cannon Shots + 7x Serpent Shield shots) and will usually end up with less. While this seems like a lot, in order to outright destroy a larger brood they will have to dedicate multiple wave serpents to it (generally my brother needs to throw 3-4 serpents worth of shooting to take down 1 brood of 30 AG gaunts - after cover and bad dice). Basically, the gaunts end up forcing the Eldar either "waste" firepower against a sub-optimal target or they will end up caught and glanced to death (multiple units of 20-30 odd gaunts has a huge board footprint, hard to just play keep away when half the board is covered in gaunts). They can drop a unit of Dire Avengers out to act as a speed bump, but a large blob of gaunts is perfectly happy chewing up a 5-strong squad of T3 squishies.

    Apart from gaunts, Hive Guard and Tyrants have been he next best options. Hive Guard as they bypass serpent defenses (though have the drawback of being a "nobrainer" target - high threat and T6 is irrelevant to S6+ guns) and the Tyrants just because.



    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/26 20:04:32


    Post by: Zach


    A large brood of AG Gargoyles are awesome against a Serpent, IF it can get there. If a decent Eldar player doesnt want that to happen, they'll just move away. And best case scenario has that happening turn 3, unless they park their Serpents and never move them on the front line, in which case you probably dont need too many tactics to beat them.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/26 20:47:43


    Post by: tag8833


     Iechine wrote:
    A large brood of AG Gargoyles are awesome against a Serpent, IF it can get there. If a decent Eldar player doesnt want that to happen, they'll just move away. And best case scenario has that happening turn 3, unless they park their Serpents and never move them on the front line, in which case you probably dont need too many tactics to beat them.

    Raveners with RC's or Shrikes with RC's work well too.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/26 22:04:34


    Post by: Zach


    After a trip to Lowes and 2 hours with zero cooperation from my 2 year old, Ive gotten my display board for my 1850 list finished...I think. Pics to follow tomorrow.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/26 23:00:55


    Post by: SBG


    Looking forward to seeing them. Did you go with high density foam or wood?


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/27 00:19:40


    Post by: Zach


    12"x24" plywood and cork on top, on account of being lazy.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/27 14:59:04


    Post by: barnowl


     Iechine wrote:
    12"x24" plywood and cork on top, on account of being lazy.


    Actually that sounds like a pretty good idea.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/27 17:29:51


    Post by: pinecone77


     jy2 wrote:

    Part II of my Tyranid Anti-Knight Tactica is out:


    Jy2's Tyranid Anti-Imperial Knight Tactica





    Pretty dang nice. I "exalted" ya, not that you need it...


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/28 16:33:05


    Post by: tag8833


    So, can you guys give me a little bit of an idea how a 3 canifex list Like this one:
    Spoiler:
    CAD:
    Tyrant (Wings, 2 TL-Devourer, E. Grubs)
    Tyrant (Wings, 2 TL-Devourer, E. Grubs)

    Malanthrope
    Malanthrope
    Zoenthrope

    13 Hormagants
    12 Hormagants

    20 Gargoyles

    Carnifex (2 TL-Devourers)
    Carnifex (2 TL-Devourers)
    Carnifex (2 TL-Devourers)


    Ally
    Tyrant (Wings, 2 TL-Devourer, E. Grubs)

    3 Rippers (DS)

    Exocrine

    Would do against an Adamantine Lance?


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/28 19:51:59


    Post by: Zach


    So yes, I've gotten my display board done for Mechanicon, but I actually havent fully committed to my list yet. I feel critically NOT TAC and was pondering dropping a Fex for Gargoyles. It'd look like this with Double CAD.

    Flyrant w/Electro
    Flyrant w/Electro
    Flyrant w/Electro
    Flyrant w/Electro
    Malanthrope
    4x Ripper Broods with DS
    30 Gargoyles (or 2x15, or 23 with Adrenal Glands)
    2x Carnifex w/Devourers
    Mawloc

    At Mechanicon, I could easily run in to a 6+ Riptide list, with tons of SkyRays. I could run in to a plethora of things where Fexes will be dead before they bring their firepower to bear...they are super squishy.

    In my list, how does everyone feel about 15x2 vs 23 AG? Normally yes, bodies over upgrades, but as a screening unit of 23 they can do that job as well as threaten vehicles. But 8 pt models in a screening unit isnt terrific either.

    Either way I can modify my display board so that doesnt factor into my choice.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/28 22:37:41


    Post by: Mad..


     jy2 wrote:

    Part II of my Tyranid Anti-Knight Tactica is out:

    Jy2's Tyranid Anti-Imperial Knight Tactica


    For someone who hasn't actually faced even a single knight yet (strange huh) this information is great.

    Thanks Jy2

    Love this thread, have been following since it was created and so much info in here


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/29 02:51:01


    Post by: SHUPPET


     jy2 wrote:



     Hulksmash wrote:
    Ignore the knights. Tear down the riptides and obsec troop units. A lot depends on your list and the mission. Normally I'd say play the mission too. Once the tides and obsec are gone then he has to split up to grab objectives and such. When that happens you can shred 1 knight a turn.

    For example I run a Nid/Daemon list. But if I was running pure Nids I'd be inclined to go with skyblight and normal nids. I'd been considering running 3 Flyrants, 3 Crones, and 3 Harpies once you take the Skyblight. That should just shred knights since your crone's St8 vector is a random facing. Also good use of Onslaught helps kill knights too.

    If you can find 25pts I recommend a venomthrope. But those last 15pts are hard to come by.

    Be more concerned with the Riptide/Knight list that brings Riptides w/Velocity Tracker. That's a tougher one.

    Listen to Hulksmash. He's a tournament-veteran and Tyranid player who knows what he is talking about. I will expound more on this later in my tactica.


    I'd rather listen to logic, than the regular jy2 championing of anyone who's ever played with him ever in any tournament since the beginning of time Joking here btw. Well, only half joking.

    Regardless, that advice is pretty specific to a FMC spam build and considering that Skyblight fell off hard and almost all of us have a good chunk of our army in ground units, do NOT blindly listen to this advice, as you want those Knights dead and then you p much just win so long as your entire army isn't decimated in the process.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/29 02:54:53


    Post by: jy2


    luke1705 wrote:
    Question for those of you who have run the Dimachaeron - do you find it necessary to have a 1:1 Dima: Malanthrope ratio? I think I'm going to wind up running two Dimachaerons in my list but I don't know if I should take a second Malanthrope or keep the bastion that I've been using. On the plus side, the second malanthrope would allow me to drop the AG on my mawloc, giving me the points I need to have my fourth ripper squad join their buddies deep striking.

    I only run 1 malanthrope in my army, even when I am running 2 dimas. However, I do have a bastion to keep my malan safe until I advance my army.


    tag8833 wrote:
     Eihnlazer wrote:
    I personally love sticking a barbed heirodule behind an imperial bunker and utilizing an ammo dump.

    I run mine with a Void Shield Generator with 3 Void Shields to enhance its survivability. I'm not sure that it would survive a proper centstar. Probably not, but he survives plenty of other things.

    Farsight Bomb can take him out.

    This would be how I would run him as well.


     Strat_N8 wrote:
     jy2 wrote:
    Coming up next....Part II - Ground Tyranids versus Imperial Knights.


    Looking forward to this. My general experience against multiple knights (generally 2-4, though one fellow has 6...) has been that and all-ground Tyranid list might as well not bother deploying if the opponent is bringing multiple knights. That said, I have managed to kill them using ground monsters but it requires the presence of a Harpy in order to overcome the Knight's obnoxious I4 (which is really the crux of the problem when you boil it down - almost all of the monsters that can actually hurt it swing after it..) and some form of gaunt to intercept them so you can charge on your own terms.

    Also I have to say, I'm really scared of that new Knight Castigator. It seems to be tailor-made to kill Tyranids, even more so than the regular ones...


    If the Castigator is by himself, you can kill him just like you would any other knight. If not, then target him first. If you have 3 flyrants, it becomes a lot easier.


    cyberjonesy wrote:
    Hey guys, is there a concensus on what is best to use vs wave serpent spam yet ?
    Have nt played against it but at our local store there are 2 guys wrecking everyone with those and I want to prepare my nids for the humiliation that is to come.

    Serpent-spam is tough but not insurmountable for our bugs. However, you need mobility to kill them (in other words, flyrants). You also want to go first so you can get your FMC's airborne and your psychic buffs going.

    Also, it helps to bring the bastion against serpent-spam. Otherwise, your venom/malan will be one of the first units to go.


     Iechine wrote:
    So yes, I've gotten my display board done for Mechanicon, but I actually havent fully committed to my list yet. I feel critically NOT TAC and was pondering dropping a Fex for Gargoyles. It'd look like this with Double CAD.

    Flyrant w/Electro
    Flyrant w/Electro
    Flyrant w/Electro
    Flyrant w/Electro
    Malanthrope
    4x Ripper Broods with DS
    30 Gargoyles (or 2x15, or 23 with Adrenal Glands)
    2x Carnifex w/Devourers
    Mawloc

    At Mechanicon, I could easily run in to a 6+ Riptide list, with tons of SkyRays. I could run in to a plethora of things where Fexes will be dead before they bring their firepower to bear...they are super squishy.

    In my list, how does everyone feel about 15x2 vs 23 AG? Normally yes, bodies over upgrades, but as a screening unit of 23 they can do that job as well as threaten vehicles. But 8 pt models in a screening unit isnt terrific either.

    Either way I can modify my display board so that doesnt factor into my choice.

    Forget about the AG on the gargoyles. Either 30 or 2x15. Personally, I prefer 30 for 2 reasons mainly. Firstly, if they reduce 1 unit of 15 to 5-7, then the opponent can effectively ignore it as a threat. Secondly, casting Catalyst on 30 is better than casting 2 Catalysts on 15+15. In other words, psychic buffs work better on 1 big unit.




    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/29 05:29:59


    Post by: tag8833


     jy2 wrote:
     Iechine wrote:
    So yes, I've gotten my display board done for Mechanicon, but I actually havent fully committed to my list yet. I feel critically NOT TAC and was pondering dropping a Fex for Gargoyles. It'd look like this with Double CAD.

    Flyrant w/Electro
    Flyrant w/Electro
    Flyrant w/Electro
    Flyrant w/Electro
    Malanthrope
    4x Ripper Broods with DS
    30 Gargoyles (or 2x15, or 23 with Adrenal Glands)
    2x Carnifex w/Devourers
    Mawloc

    At Mechanicon, I could easily run in to a 6+ Riptide list, with tons of SkyRays. I could run in to a plethora of things where Fexes will be dead before they bring their firepower to bear...they are super squishy.

    In my list, how does everyone feel about 15x2 vs 23 AG? Normally yes, bodies over upgrades, but as a screening unit of 23 they can do that job as well as threaten vehicles. But 8 pt models in a screening unit isnt terrific either.

    Either way I can modify my display board so that doesnt factor into my choice.

    Forget about the AG on the gargoyles. Either 30 or 2x15. Personally, I prefer 30 for 2 reasons mainly. Firstly, if they reduce 1 unit of 15 to 5-7, then the opponent can effectively ignore it as a threat. Secondly, casting Catalyst on 30 is better than casting 2 Catalysts on 15+15. In other words, psychic buffs work better on 1 big unit.

    Agreed. I would instead take a group of 20 Gargoyles, and substitute one group of rippers for 21 Hormagants. That gives you 2 large screens / tarpits, one of which is objective secured. It isn't going to beat 6 riptides (unless they are all ion-tides), but it will help you vs many things.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/29 06:33:56


    Post by: jy2


    tag8833 wrote:
    So, can you guys give me a little bit of an idea how a 3 canifex list Like this one:
    Spoiler:
    CAD:
    Tyrant (Wings, 2 TL-Devourer, E. Grubs)
    Tyrant (Wings, 2 TL-Devourer, E. Grubs)

    Malanthrope
    Malanthrope
    Zoenthrope

    13 Hormagants
    12 Hormagants

    20 Gargoyles

    Carnifex (2 TL-Devourers)
    Carnifex (2 TL-Devourers)
    Carnifex (2 TL-Devourers)


    Ally
    Tyrant (Wings, 2 TL-Devourer, E. Grubs)

    3 Rippers (DS)

    Exocrine

    Would do against an Adamantine Lance?

    Ok, Tag, I can help you out. Today is your lucky day, because I'll also be showing examples of how to deploy against Adlance knights.

    Disclaimer: This is NOT a battle report, but just an example of how you can deploy and play against multiple knights.


    Deployment:


    This is the enemy you will be facing today. Pardon the Bloodthirster, but he is a stand-in for one of my knights whom I am currently working on.

    This is an actual 1850 Adlance list that I have ran before. It goes like this - 3 Imperial Knights, Farseer on Jetbike with the Mantle of the Laughing God, 2x3 Windrider Jetbikes and 2 Wraithknights. BTW, I've destroyed a seer council/mechdar army in both games that I played against them with this army.


    Tyranid deployment.

    I've deployed the flyrants centrally and all on the ruins within Malanthrope range (for 2+ cover without having to jink if shot at). BTW, the venomthrope is a stand-in for another Malanthrope (I've only got 1).

    For Synapse, I deploy both Malanthropes more towards the flanks and the Zoanthrope in the center (a little further back).


    To the left is 1 dakkafex. In the center is another dakkafex. Both dakkafexes are covered by the Malanthrope's Shrouding bubble.


    To the right is a Malanthrope, then Exocrine (within the Malan's bubble) and finally to the far right is a dakkafex (out of Malan's bubble but hiding behind LOS-blocking terrain).


    Overview of the deployment.

    Make sure to spread out your units but try to keep as many of them as you can within the Malan's bubble of protection.


    Tyranid 1


    Here I do something very unorthodox. Unless you've got Onslaught, basically, your flyrants won't be able to hurt the knights Front armor with their devourers. Thus, I forego shooting and just move them forwards 24" and then run them. Flyers make for very good screeners because they cannot be assaulted unless they get grounded.

    Make sure to put Catalyst on your flyrants (and if you have any Catalyst left over, I would recommend putting it on the gargoyle blob).

    So why screen-out rather than shoot?

    1. Shooting is very ineffectual at this point. Without Onslaught, you can't really get Side armor. Moreover, the knights have re-rollable 4++ Invuln's against your Electroshock Grubs because of the Adamantine Lance formation. No, it's better to try to control their Movement at this point and to set up for your Turn 2 Beta-strike (that's when you really pour on the offense).

    2. You halt their advance and thus, slowing them down. This prevents them from getting Board Control.

    3. In order to advance, they will have to break up and go around your flyrants. That means they will not be getting their Adamantine Lance bonuses if they do split up. This sets them up for your Turn 2 strike, where you can pick off the knight without the re-rollable save.


    The rest of the army advances. They move and then run. No shooting this turn. It's all about getting into position to attempt a Turn 2 beta-strike.

    Notice how I am spreading out my TMC's (Tyranid monstrous creatures) but making sure to keep them within the Malan's bubble.

    NOTE: Beware of the knight's Assault threat range. You want to advance but you don't want to advance too aggressively just yet. I'm trying to stay about 20" away from the closest knight in open terrain.


    To the right, I spread out as well, again, making sure to keep each TMC within the Malan's 6" bubble.


    Finally, I run the far-right dakkafex. You won't be able to protect everyone, but at least the dakkafex will be getting cover from the hormagants and possibly Catalyst if there is any extra. Also, if the knights fire at him, they only get the dakkafex and a couple of gants, whereas if they fire at the other units, they get more targets. Thus, there is less incentive to fire at him because there is potentially less to kill.

    In any case, I am willing to take the risk by exposing him. Like I said, you can't protect everyone and will have to accept potential losses.


    What if the Knights go 1st?

    If the knights go first, then all the better! You just need to weather 1 turn of shooting, but with the Malan's Shrouding bubbles, you definitely can survive their shooting.

    Then when they advance, you can start your offense 1 turn earlier. If they advance, then most likely your flyrants will have range to move into and shoot side armor.

    They will also be potentially moving into range of your tarpitting units as well as your carnifex counter-assault units. Thus, you can be sure that they won't be advancing too aggressively as well.


    To sum up, I think the Tyranid list (Tag's list above) can absolutely handle the knights. It will take some finesse, smart tactics and probably some patience as well, but you can definitely take them on with what you've got.





    Automatically Appended Next Post:
     SHUPPET wrote:
    Spoiler:
     jy2 wrote:



     Hulksmash wrote:
    Ignore the knights. Tear down the riptides and obsec troop units. A lot depends on your list and the mission. Normally I'd say play the mission too. Once the tides and obsec are gone then he has to split up to grab objectives and such. When that happens you can shred 1 knight a turn.

    For example I run a Nid/Daemon list. But if I was running pure Nids I'd be inclined to go with skyblight and normal nids. I'd been considering running 3 Flyrants, 3 Crones, and 3 Harpies once you take the Skyblight. That should just shred knights since your crone's St8 vector is a random facing. Also good use of Onslaught helps kill knights too.

    If you can find 25pts I recommend a venomthrope. But those last 15pts are hard to come by.

    Be more concerned with the Riptide/Knight list that brings Riptides w/Velocity Tracker. That's a tougher one.

    Listen to Hulksmash. He's a tournament-veteran and Tyranid player who knows what he is talking about. I will expound more on this later in my tactica.


    I'd rather listen to logic, than the regular jy2 championing of anyone who's ever played with him ever in any tournament since the beginning of time Joking here btw. Well, only half joking.

    Regardless, that advice is pretty specific to a FMC spam build and considering that Skyblight fell off hard and almost all of us have a good chunk of our army in ground units, do NOT blindly listen to this advice, as you want those Knights dead and then you p much just win so long as your entire army isn't decimated in the process.

    It's ok to be skeptical. Logic and reasoning is definitely a good way to learn. Another way to learn is through experience or sometimes even by listening to those who have the experience. Now you probably don't know Hulksmash's credentials, but he has been playing competitively for a long time now (a lot longer than me). He's also been very successful in tournament play and have been to most of the major GT's here in the US. He's won a lot of tournaments, both the smaller ones as well as the larger GT's. Of course you don't have to agree with his (or mine's) advice, but when such a tournament veteran gives advice, I'd listen. I'm not saying you have to agree, but his advice is worth hearing out.




    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/29 07:35:29


    Post by: SHUPPET


    Hey hey I'm not saying its bad advice in fact once you get the context (full FMC list) its very accurate. I'm just saying that context needs to be highlighted first, because telling people to listen to that advice is likely to have them playing the match up the wrong way if they are running a more standard list.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/29 07:40:08


    Post by: BlaxicanX


    I'd like you guys' opinion on building a 'Nidzilla list at 1500 points. Here's something I kicked up in a few minutes:

    Spoiler:
    Hive Tyrant (2xTwin-Linked Brain-Leech Devourers)
    30xHormagaunts
    18xTermagaunts
    18xTermagaunts
    Venomthrope
    Venomthrope
    3xZoanthropes
    Mawloc
    3xCarnifex (6xTwin-Linked Brain-Leech Devourers)
    Trygon

    1499


    The basic idea would be to throw the Mawloc and Trygon at my enemies' deployment zone and basically just say "deal with this T6 12W anvil" while the hammer drops, hopefully unharassed, in the form of the three Carnifex and the Tyrant. The 'gaunts are mostly just aggregate wounds and possibly objective takers, though the Horamagunts could be pretty scurry if they manage to make it into assault with numbers intact.

    So, I've never run an MC-heavy list with 'Nids before and any advice would be appreciated. The statutes that I'm working off of is that I'd like to keep the amount of FMC's to a very small minimum, no more than one to be honest, because I play in a very uncompetitve meta (lists like Unbound 10xPredators and Helbrute-spam are common) and I don't want to create situations where my opponents more or less have nothing to do in their own phases because 90% of their army has no way of hurting most of mine.

    Beyond that, I'd like to be as optimized as possible.




    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/29 09:21:01


    Post by: SHUPPET


    The only worse models available to Tyranids than the Trygon, are the Swarmlord or the Dimae. Even the Pyrovore is better. Trygon is much worse than a Mawloc, and yet costs so many more points. Replacing him with a Mawloc will make you list objectively better, and open up more points for whatever you choose.

    Triple Zoanthropes are bad, Warp Lance is retardedly unreliable and tripling down on it is the only reason to take 3 Zopes in one squad, and that will never be worth the 100 points.

    Other than that I don't think there's anything too wrong with it, Hormagants and Terms are not better than more Dakkafexes or Biovores or an Exocrine, but if you want to use the models they aren't UNPLAYABLY bad ala Trygon. I personally would probably add some sort of upgrade either AG or TS, so at least they can glance the increasingly common AV10 rear armour, or put wounds on other MC's even Wraithknights, depending on which upgrade you pick. It at least gives them a role making them a little more versatile, even though it does make them less cost efficient in general combat against p much any sort of infantry.

    All this advice is geared towards how it would perform against competitive more standardised builds, and only you can decide how much of it is relevant it is to your gameplay / how much horsepower you want to put behind your list. If you like the Trygon, use it - especially if your friends are using similar tier models. I quite enjoy less competitive games where I can have fun with gak like mass Lictors Hope this advice helps you Blaxican.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/29 10:25:08


    Post by: BlaxicanX


    Thanks for the advice- I'm making some modifications.

    Out of curiosity, what makes Trygons so terrible? Looking at them, the price is pretty insane, but with 7 strength 6 AP2 attacks on the charge and at WS5, they seem like they can wreck face really well.

    I swapped out all the Zoanthropes for a second Walking dakka-Tyrant. I actually hate Zoanthropes in this edition myself, and only take them for the synapse. Considering that my Tyrants are walking instead of flying though, two of them seem like they should be able to handle all the synapse for the bulk of my army. What would you recommend for a decent troop composition, though? After fiddling around a bit, I've got a set up of 40 hormas split into two units of 20, with each unit having 10 AG's and 10 toxin sacks. It seems like the versatility from having a mix of upgrades in both squads would be helpful, but I'm wondering if it might not be smarter to just double down and give each unit uniform upgrades? 20 AG's for one unit to make it dedicated anti-GEQ/light AV and 20 TS's for dedicated anti-MC and high T units?


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/29 11:53:44


    Post by: SHUPPET


    It's really the price that makes them so bad. If you were to hypothetically put the same amount of points into Mawlocs (its almost 3 Mawlocs for every 2 Trygons, and thats before you include the almost mandatory upgrades of either AG or TS for Trygon which aren't as important for Mawloc), the Mawlocs attack for the same amount of attacks on the charge as the Trygons albeit lower WS, except with 6 extra wounds as well as entering 3 re-rolling to wound S6 AP2 blasts. They are just much better models. Hell even at the same price the Mawloc is better, the days are gone of Trygons putting out 4 smash attacks on the charge and re-rolling 1s, they just not so good anymore.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/29 12:41:33


    Post by: Zach


     jy2 wrote:

    Forget about the AG on the gargoyles. Either 30 or 2x15. Personally, I prefer 30 for 2 reasons mainly. Firstly, if they reduce 1 unit of 15 to 5-7, then the opponent can effectively ignore it as a threat. Secondly, casting Catalyst on 30 is better than casting 2 Catalysts on 15+15. In other words, psychic buffs work better on 1 big unit.




    I can dig it, back to the testing board.

    I dont WANT to move 30 gargoyles (or transport them) but I'm thinking Im going to need the tarpit and poison.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/29 12:45:07


    Post by: Strat_N8


    @ SHUPPET: What makes Adrenal Glands mandatory for a Trygon? It comes with fleet as is and the strength boost seems rather wasted against its preferred targets (i.e. infantry or other MCs) compared to poison.

    Personally, the biggest problem I have with the Trygon is that it doesn't fill any real niche anymore. The Exocrine is better suited towards killing elite infantry and monsters, Mawlocs are better deep striking distractions (cheaper and deal their damage immediately), and the Dimachaeron is superior as a melee buzz saw. The tunnel can be situational useful though, in either Apocalypse (where you have complete control over your reserves) or with the endless swarm formation (allows respawns to return to the thick of the fighting).


     Iechine wrote:

    I dont WANT to move 30 gargoyles (or transport them) but I'm thinking Im going to need the tarpit and poison.


    You could replace them with Hormagaunts. They are a bit more transport friendly and they are cheaper, if slightly slower moving.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/29 12:51:04


    Post by: SHUPPET


     Strat_N8 wrote:
    @ SHUPPET: What makes Adrenal Glands mandatory for a Trygon? It comes with fleet as is and the strength boost seems rather wasted against its preferred targets (i.e. infantry or other MCs) compared to poison.

    Personally, the biggest problem I have with the Trygon is that it doesn't fill any real niche anymore. The Exocrine is better suited towards killing elite infantry and monsters, Mawlocs are better deep striking distractions (cheaper and deal their damage immediately), and the Dimachaeron is superior as a melee buzz saw. The tunnel can be situational useful though, in either Apocalypse (where you have complete control over your reserves) or with the endless swarm formation (allows respawns to return to the thick of the fighting).


    MC's being a preferred Trygon target as you said, TS adds absolutely nothing to any of the competitive ones bar Wraithknight... AG increases the chance to wound by one, against any of them incl WK. A combination of the two gives you re-rolls to wound . AG not mandatory, neither of them are, although I think with the investment of all those points into a Trygon is probably best followed up with TS for it, and AG if chosen.

    I think Dima and Trygon are about equal on terms of badness. Trygon is far less likely to do NOTHING, the Dima however if it does do SOMETHING it does a lot. Both of them are an equal waste of points however.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/29 12:56:30


    Post by: Zach


     Strat_N8 wrote:


    You could replace them with Hormagaunts. They are a bit more transport friendly and they are cheaper, if slightly slower moving.


    Definitely no fan of Hormagaunts...transports not the issue.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/29 14:09:20


    Post by: tag8833


     jy2 wrote:
    tag8833 wrote:
    So, can you guys give me a little bit of an idea how a 3 canifex list Like this one:
    Spoiler:
    CAD:
    Tyrant (Wings, 2 TL-Devourer, E. Grubs)
    Tyrant (Wings, 2 TL-Devourer, E. Grubs)

    Malanthrope
    Malanthrope
    Zoenthrope

    13 Hormagants
    12 Hormagants

    20 Gargoyles

    Carnifex (2 TL-Devourers)
    Carnifex (2 TL-Devourers)
    Carnifex (2 TL-Devourers)


    Ally
    Tyrant (Wings, 2 TL-Devourer, E. Grubs)

    3 Rippers (DS)

    Exocrine

    Would do against an Adamantine Lance?

    Ok, Tag, I can help you out. Today is your lucky day, because I'll also be showing examples of how to deploy against Adlance knights.

    Disclaimer: This is NOT a battle report, but just an example of how you can deploy and play against multiple knights.

    I will remember that run trick. It works well to control the ad lance on turn 1.

    With this matchup, I wish I had another 40-60 gribblies for a tarpit, and for board control.

    Thank you for the feedback. My tournament coming up in a few weeks is likely going to be my first chance to see an ad-lance in action, and on paper they seem pretty scary.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/29 14:11:40


    Post by: D6Damager


    Why are people saying the Skylight Formation "has fallen off hard" is it simply because of the change to FMC flight modes? This doesn't seem to stop people from taking double and triple flyrants in other builds.

    Obsec and endless swarm gargoyles seems like its still pretty good especially if maelstrom objectives are being used.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/29 14:16:52


    Post by: Zach


    The Harpy and Crone tax, mainly. Theres no hammer behind them any more, so the Tyrants have to do all the heavy lifting.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/29 14:25:59


    Post by: Hulksmash


    Which is weird because Harpies and Crones are still pretty darn good. Especially combined with Obsec Gargs that come back on a 4+ and another Hive Tyrant.

    Generally in my 2-source list the Harpies are additional anti-infantry between the bombs and large blast, the 3-4 Crones I take are excellent vehicle/flyer hunters, and the 3 Flyrants are the all rounders. All while having an insane amount of obsec troops.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/29 14:40:03


    Post by: jy2


     D6Damager wrote:
    Why are people saying the Skylight Formation "has fallen off hard" is it simply because of the change to FMC flight modes? This doesn't seem to stop people from taking double and triple flyrants in other builds.

    Obsec and endless swarm gargoyles seems like its still pretty good especially if maelstrom objectives are being used.

    Skyblight is still good. It isn't the top-tier tournament winner that it used to be back in 6th, but it is still a very strong Tyranid build. One of the reasons why it is still effective is because the meta has shifted once again. Currently, all the attention has gone back towards MSU-mech and Imperial Knights. Other than Necrons, all the other top competitive builds are ground builds. Thus, armies have shifted once again towards dealing with those amry builds over flyer builds. Also, while the offense has gone down, the resiliency of flying MC's have gone up, thus making them harder to stop.


     Hulksmash wrote:
    Which is weird because Harpies and Crones are still pretty darn good. Especially combined with Obsec Gargs that come back on a 4+ and another Hive Tyrant.

    Generally in my 2-source list the Harpies are additional anti-infantry between the bombs and large blast, the 3-4 Crones I take are excellent vehicle/flyer hunters, and the 3 Flyrants are the all rounders. All while having an insane amount of obsec troops.

    How many points do you play? Skyblight and with 3-4 crones? That's a huge amount of flyers (and points invested into them)....




    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/29 15:33:47


    Post by: Hulksmash


    It's 3-4 Crones Total, not in addition too I play 1850. Basically you're looking in general at 3 Flyrants, 3-4 Crones, 2 Harpies. The 4th Crone is based on if you want to take malenthropes/venomthropes to keep you dudes alive in an alpha strike.

    It is a large number of flyers (8-9). But honestly unless you hit the speedbump that is Riptides supported by Skyray's it's solid against most any list.

    List looks something like:

    3 Flyrants
    3 Crones
    2 Harpies
    3x10 Gargoyles
    2x3 DS Rippers

    and

    1 Venomthrope and 2 Zoans

    or

    1 Malanthrope, Hive Commander on a Tyrant, and a unit of Gants

    or

    4th Crone


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/29 15:44:18


    Post by: Zach


    Yesterday I went to an RTT and only got to play one round before work called with an 'emergency' (I was technically on duty so I couldnt just say no I was busy).

    But I did get stomped by a list that looked like

    Commander
    3x Piranha
    Riptide
    Riptide
    Riptide (all with precision/no ions)
    3x SkyRays
    3x Crisis Suit
    5x Legion of the Damned melta/grav
    5x Legion of the Damned melta/grav
    5x Legion of the Damned melta/grav
    5x Legion of the Damned melta/grav

    Probably missing some stuff but thats the rough outline.
    I wish I had batreped it because it was one of those games where everything went wrong, from rolling triple 1's for my carnifex brood's difficult terrain turn 1 to my Mawloc mishapping and rolling a 1, to me periling every psychic phase, etc. Even with having a non useful list against his I was further boned over by dice, and by turn 5 I was tabled.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/29 15:44:19


    Post by: SHUPPET


    Flyrant's arent hurt as badly by vehicle damage chart changes and vektor strike changes, like Harpy and Crone are. Harpy was never really that great to begin with, and Crone felt the brunt of p much every nerf available. S8 vector strike from 3 hits to 1? Check. Chance to get an explode even if he did still get 2-4 Vektor Strike hits + 1-2 Haywire hits a turn ? Nope, single chance with the VS if you are lucky enough to get a pen with S8. Is he at least still able to glide down to a squad if he swooped the turn before, template them and then follow up with an assault? Nope, apparently assault needed to be further nerfed for us. When he does make it to combat, can he at least still get his 3 Smash attacks to help him in his suicide AT role? Nah, lets get rid of that too. Hmmm everything in the game is scoring? Sure, we can make Land Raiders scoring, hell even make them Objective Secured for all we care - FMCs? Nah, screw that. They can mini-Score if they want to sacrifice the survivability and speed they pay insane amounts for. But hey, at least they only have to take 1 grounding check a turn, right?



    And right next to all this, ground lists got the incredible tool of rerolling for Master of Ambush Warlord trait, and Carnifexes remain just as good against vehicles as ever, giving you back the map control lost by the Smash nerf, with very little tradeoff since they are an amazing Dakka platform.


    On top of this, you no longer always need Skyblight to take more than 2 Flyrants, with dual CADs being available some places, as well as the unique Objective Secured rule from Gargoyles now being available en masse to every single army.

    Skyblight fell off hard. You can argue that it's still playable, it's undeniable however, that it fell off, hard.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/29 15:48:09


    Post by: Hulksmash


     Iechine wrote:
    Yesterday I went to an RTT and only got to play one round before work called with an 'emergency' (I was technically on duty so I couldnt just say no I was busy).

    But I did get stomped by a list that looked like

    Commander
    3x Piranha
    Riptide
    Riptide
    Riptide (all with precision/no ions)
    3x SkyRays
    3x Crisis Suit
    5x Legion of the Damned melta/grav
    5x Legion of the Damned melta/grav
    5x Legion of the Damned melta/grav
    5x Legion of the Damned melta/grav

    Probably missing some stuff but thats the rough outline.
    I wish I had batreped it because it was one of those games where everything went wrong, from rolling triple 1's for my carnifex brood's difficult terrain turn 1 to my Mawloc mishapping and rolling a 1, to me periling every psychic phase, etc. Even with having a non useful list against his I was further boned over by dice, and by turn 5 I was tabled.


    Ah, my buddy Gonyo's list Yeah, that's the kind of list I'm terrified of if I go flyer heavy.


    Automatically Appended Next Post:
    @Shuppet

    I disagree with your assessment of the Crone, Harpy, and Gargoyles with obsec

    Show me another unit in the Nid book that comes back on a 4+, can deepstrike, moves 12" a turn without running, and has obsec. You can't, they are awesome.

    Harpy is a harassment/small unit killer. He's solid for dropping bombs and throwing 5" templates at people. Additionally he's ok once he gets to the backfield and lands, especially in a pair. He's a 135pt FMC. Wanna know the cheapest FMC you can get with daemons? 190 w/no psychic powers, no shooting attacks, less armor, with a 5+ invul, higher WS & A but less wounds.

    Crones are simply awesome. They are utility units. Need to strip the last hull point off a vehicle? Missiles. Need to take out that flyer or FMC? Vector Strike. Easy way to remove thunderfires? Vector Strike. Troops in Cover? Flamer. Same back field shenanigans apply to him as to the harpy. He can land and lay some pain in groups as well.

    While I like walking Nids (have tons of Carnies, Mawlocs, Trygons, swarms of small bugs, raveners, warriors w/ and w/out wings, biovores, tyrano's and on and on) I think the best list I can play currently revolves around FMC's and if i'm playing pure bugs Skyblight. I think walking Nids are just to slow in general. You might be able to keep a Malanthrope/Venomthrope alive for a turn agaisnt most armies but the multiple turns needed to get stuck in isn't likely. And once they go so do the big bugs against most armies.

    I personally didn't see Skyblight fall off hard but that's probably because I only ever saw one event allow it and it was used. So to me something needs to be seen regularly to fall off hard. That said use of skyblight depends completely on rules for events. All events in the US have gone predominantly 1 Combined Arms Detachment. So assuming that. 2-detachment w/no self-ally and no come the apoc allies? Skyblight. 2 detachments w/Self Ally and no CtA Allies? No Skyblight. 2 Detachments w/CtA Allies? No Skyblight. 3 Detachments? Skyblight.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/29 16:38:25


    Post by: tag8833


     Iechine wrote:
    Yesterday I went to an RTT and only got to play one round before work called with an 'emergency' (I was technically on duty so I couldnt just say no I was busy).

    But I did get stomped by a list that looked like

    Commander
    3x Piranha
    Riptide
    Riptide
    Riptide (all with precision/no ions)
    3x SkyRays
    3x Crisis Suit
    5x Legion of the Damned melta/grav
    5x Legion of the Damned melta/grav
    5x Legion of the Damned melta/grav
    5x Legion of the Damned melta/grav

    Probably missing some stuff but thats the rough outline.
    I wish I had batreped it because it was one of those games where everything went wrong, from rolling triple 1's for my carnifex brood's difficult terrain turn 1 to my Mawloc mishapping and rolling a 1, to me periling every psychic phase, etc. Even with having a non useful list against his I was further boned over by dice, and by turn 5 I was tabled.


    That list is Terrifying. I don't know why it isn't more common, it is so incredibly powerful. They Skyray is better than a wave serpent at killing Tyranids, and just as survivable.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/29 17:06:25


    Post by: ductvader


    I've personally never seen an unbound game played...so that might be a factor.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/29 17:13:04


    Post by: Zach


    It wasnt unbound, I dont think I have the whole list there.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/29 17:18:38


    Post by: jy2


     Iechine wrote:
    Yesterday I went to an RTT and only got to play one round before work called with an 'emergency' (I was technically on duty so I couldnt just say no I was busy).

    But I did get stomped by a list that looked like

    Commander
    3x Piranha
    Riptide
    Riptide
    Riptide (all with precision/no ions)
    3x SkyRays
    3x Crisis Suit
    5x Legion of the Damned melta/grav
    5x Legion of the Damned melta/grav
    5x Legion of the Damned melta/grav
    5x Legion of the Damned melta/grav

    Probably missing some stuff but thats the rough outline.
    I wish I had batreped it because it was one of those games where everything went wrong, from rolling triple 1's for my carnifex brood's difficult terrain turn 1 to my Mawloc mishapping and rolling a 1, to me periling every psychic phase, etc. Even with having a non useful list against his I was further boned over by dice, and by turn 5 I was tabled.

    The list appears to missing a 2nd Tau troop.

    IMO, your list has what it takes to take on the Tau/LotD list. It was just bad dice that did it in.


     ductvader wrote:
    I've personally never seen an unbound game played...so that might be a factor.

    The LotD is probably a formation. Tau primary. LotD formation.




    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/29 17:27:01


    Post by: SHUPPET


    Hulksmash you are completely missing he point of what I'm saying. I couldn't care less if there is units in Skyblight that are completely different fron other units in the dex, every unit in the dex is different and has an intended role, my point is that those ObjSec Gargs are now worse in 7th as every other codex suddenly got units that can contest with them. Harpies worse, Crones worse, etc. you either disagreeing with something other than my assessment, or you are being oblivious to change, because as I said, my assessment isn't that they are unplayable, just that they are all significantly worse than last edition, aka, fell off.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/29 18:04:36


    Post by: Hulksmash


    @Thread in general

    The Tau list has a second single suit. It's Farsight Enclave. It's a 2-detachment army using the LotD "codex" as the second detachment (i.e. 1-4 LotD Squads).

    @Shuppet

    Not worth it. Agree to disagree.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/29 18:11:51


    Post by: SHUPPET


    How the hell do you think in light of all the changes, that any of those models got stronger?


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/29 18:25:29


    Post by: ductvader


     Hulksmash wrote:
    Not worth it. Agree to disagree.
     SHUPPET wrote:
    How the hell do you think in light of all the changes, that any of those models got stronger?
    Woah there, just calm yourself, we're all entitled to our opinions.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/29 18:30:47


    Post by: SHUPPET


    Uhh yeah? And I'm just sharing mine? And questioning a statement while requesting some or any supporting logic?


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/29 18:36:53


    Post by: ductvader


    Sharing and questioning are a long shot off from the demeaning tone you put forth.

    We've only managed to get 179 pages into a thread due to civil conversation and understanding of different playstyles and opinions.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/29 18:43:25


    Post by: SHUPPET


    The tone was (quite clearly) expressing incredulity. This is not going to get the thread shut down or even looked at, you know that as well as I do, so stop bogging it down with this crap and let the question go either answered or unanswered. If you put forward a statement saying, "hey I see your 2 paragraphs of reasoned out logic right there, just letting you know that I disagree with it entirely", but give no supporting logic of your own aside from "agree to disagree", then you should expect to have some sort of incredulous, questioning response.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/29 18:50:26


    Post by: ductvader


     Hulksmash wrote:
    Not worth it. Agree to disagree.
    Ditto.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/29 19:15:46


    Post by: Zach


    Anyway, hopefully Im going to have a lot of batreps in October.

    On the 4th, the wife and I are doing a local team tournament where Ill take bugs. 24th-25th I'm going to mechanicon for my first GT, and the last weekend there is a local Highlander tournament that Im particularly looking forward to due to the variety in lists.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/29 20:46:43


    Post by: tag8833


     jy2 wrote:
     Iechine wrote:
    Yesterday I went to an RTT and only got to play one round before work called with an 'emergency' (I was technically on duty so I couldnt just say no I was busy).

    But I did get stomped by a list that looked like

    Commander
    3x Piranha
    Riptide
    Riptide
    Riptide (all with precision/no ions)
    3x SkyRays
    3x Crisis Suit
    5x Legion of the Damned melta/grav
    5x Legion of the Damned melta/grav
    5x Legion of the Damned melta/grav
    5x Legion of the Damned melta/grav

    Probably missing some stuff but thats the rough outline.
    I wish I had batreped it because it was one of those games where everything went wrong, from rolling triple 1's for my carnifex brood's difficult terrain turn 1 to my Mawloc mishapping and rolling a 1, to me periling every psychic phase, etc. Even with having a non useful list against his I was further boned over by dice, and by turn 5 I was tabled.

    The list appears to missing a 2nd Tau troop.

    IMO, your list has what it takes to take on the Tau/LotD list. It was just bad dice that did it in.

    I have faced 3 Skyray, 3 burstide before. Maybe if you get 1st turn you might be able to force all the skyrays to jink, and if your tourney rules on seeker missiles the way that BAO did, and if none of the burstides have skyfire, then you might survive the game, but if you lose first turn, you are also losing 2-3 flyrants before you get to move them. One skyray can kill a flyrant if it gets ignore cover. That require 2 marker lights to hit. They hit on 3's and there are 6 of them in this list. so Statistically 4 should hit. That is before the bursttides even shoot. Turn 2 the Skyrays are taking out another flyrant. You've got no expectation of being able to kill them because of their 3+ Jink save.

    The Skyray is insanely cheap for what it brings to the table, and can kill TMC's easily (Flying or not).


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/29 21:05:29


    Post by: SHUPPET


    tag8833 wrote:
     jy2 wrote:
     Iechine wrote:
    Yesterday I went to an RTT and only got to play one round before work called with an 'emergency' (I was technically on duty so I couldnt just say no I was busy).

    But I did get stomped by a list that looked like

    Commander
    3x Piranha
    Riptide
    Riptide
    Riptide (all with precision/no ions)
    3x SkyRays
    3x Crisis Suit
    5x Legion of the Damned melta/grav
    5x Legion of the Damned melta/grav
    5x Legion of the Damned melta/grav
    5x Legion of the Damned melta/grav

    Probably missing some stuff but thats the rough outline.
    I wish I had batreped it because it was one of those games where everything went wrong, from rolling triple 1's for my carnifex brood's difficult terrain turn 1 to my Mawloc mishapping and rolling a 1, to me periling every psychic phase, etc. Even with having a non useful list against his I was further boned over by dice, and by turn 5 I was tabled.

    The list appears to missing a 2nd Tau troop.

    IMO, your list has what it takes to take on the Tau/LotD list. It was just bad dice that did it in.

    I have faced 3 Skyray, 3 burstide before. Maybe if you get 1st turn you might be able to force all the skyrays to jink, and if your tourney rules on seeker missiles the way that BAO did, and if none of the burstides have skyfire, then you might survive the game, but if you lose first turn, you are also losing 2-3 flyrants before you get to move them. One skyray can kill a flyrant if it gets ignore cover. That require 2 marker lights to hit. They hit on 3's and there are 6 of them in this list. so Statistically 4 should hit. That is before the bursttides even shoot. Turn 2 the Skyrays are taking out another flyrant. You've got no expectation of being able to kill them because of their 3+ Jink save.

    The Skyray is insanely cheap for what it brings to the table, and can kill TMC's easily (Flying or not).


    This is the issue I have with Flyrants, and why I never run more than 2 - they are so expensive and sometimes, they are far less survivable than even a Mawloc. In this situation, would reserving the Flyrants maybe be an option? It would mean that they aren't shooting turn 1, but at least they are guaranteed their shots, and come into play needing 6's for marker lights to hit. Just a consideration, might not actually be worth watering down for.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/29 22:25:20


    Post by: jy2


     SHUPPET wrote:
    Hulksmash you are completely missing he point of what I'm saying. I couldn't care less if there is units in Skyblight that are completely different fron other units in the dex, every unit in the dex is different and has an intended role, my point is that those ObjSec Gargs are now worse in 7th as every other codex suddenly got units that can contest with them. Harpies worse, Crones worse, etc. you either disagreeing with something other than my assessment, or you are being oblivious to change, because as I said, my assessment isn't that they are unplayable, just that they are all significantly worse than last edition, aka, fell off.

    @Shuppet

    It's not so much as to whether the individual units got better or worse. It's more like the whole army still works because of the meta. Back in 6th, as powerful as Skyblight (and FMC Daemons were), other competitive armies were more geared towards fighting them as well. Well, now in 7th, the meta has shifted. The new top dogs aren't the flyer armies anymore. They are the serpent-spam Eldar, the seer council/beaststar/centurionstar/deathstar army, MSU-mech, AV13 Necrons, drop pod ObSec marines, the daemon-summoning armies and Imperial Knights. Thus, armies have shifted as well to be able to deal with these new threats. In a ways, they are actually now less prepared to deal with Skyblight than before, and that isn't even counting on how much harder it has become to ground and to kill the new FMC's.

    Also, while the offensive prowess of harpies/hive crones have diminished, they still have a role to play in the army. They might not be as good as they used to be offensively, but they are still role-players who can contribute to the Tyranid offense. You can't really expect it to be an army of All-stars anymore. The only All-stars are the flyrants. The other supporting "players" have to find their role and then execute it. You just have to play them more tactically than before, but it can still be done. Most armies will still have infantry that the FMC's can go after. Most armies will still have tanks where the FMC's can direct their shooting towards.

    Now why does builds like Skyblight still excel even though some of the units have faltered (compared to the previous edition)? That is because Skyblight is an anti-meta army. It is the proverbial monkey wrench tournament build that some of the armies may come up against. It is a denial army that will give many armies problems. Yeah, have fun shooting at my FMC's or my respawning gargoyles. Either ways, I really don't care all that much. It is a denial army because there is no soft target for the enemy to shoot at (other than the 1 zoan/venom/malanthrope in the army). The rest are either flying, in reserves coming in all over the table or respawning gargoyles. It is also a very fluid army thanks to its high mobility and its ability to pick off targets of opportunity and then to redirect its offense. You can't catch it. You can't assault it (at least not the units that matter). Offensively, it isn't as good as it was in the previous edition. However, it's become more of a problem matchup in this edition than before due to the fact that the FMC's have become more survivable. That, combined with its excellent mobility, means that it can still do well in the competitive scene and is one of those armies that will give certain armies fits to play against.


    tag8833 wrote:
     jy2 wrote:
     Iechine wrote:
    Yesterday I went to an RTT and only got to play one round before work called with an 'emergency' (I was technically on duty so I couldnt just say no I was busy).

    But I did get stomped by a list that looked like

    Commander
    3x Piranha
    Riptide
    Riptide
    Riptide (all with precision/no ions)
    3x SkyRays
    3x Crisis Suit
    5x Legion of the Damned melta/grav
    5x Legion of the Damned melta/grav
    5x Legion of the Damned melta/grav
    5x Legion of the Damned melta/grav

    Probably missing some stuff but thats the rough outline.
    I wish I had batreped it because it was one of those games where everything went wrong, from rolling triple 1's for my carnifex brood's difficult terrain turn 1 to my Mawloc mishapping and rolling a 1, to me periling every psychic phase, etc. Even with having a non useful list against his I was further boned over by dice, and by turn 5 I was tabled.

    The list appears to missing a 2nd Tau troop.

    IMO, your list has what it takes to take on the Tau/LotD list. It was just bad dice that did it in.

    I have faced 3 Skyray, 3 burstide before. Maybe if you get 1st turn you might be able to force all the skyrays to jink, and if your tourney rules on seeker missiles the way that BAO did, and if none of the burstides have skyfire, then you might survive the game, but if you lose first turn, you are also losing 2-3 flyrants before you get to move them. One skyray can kill a flyrant if it gets ignore cover. That require 2 marker lights to hit. They hit on 3's and there are 6 of them in this list. so Statistically 4 should hit. That is before the bursttides even shoot. Turn 2 the Skyrays are taking out another flyrant. You've got no expectation of being able to kill them because of their 3+ Jink save.

    The Skyray is insanely cheap for what it brings to the table, and can kill TMC's easily (Flying or not).

    I agree. This list is a tough matchup for FMC nids because it is a great natural counter to flyer armies in general (not to say that it isn't a great TAC army as well, because it is). Against this type of list, you almost always NEED to go 1st unless there is a huge LOS-blocking piece of terrain in your deployment zone. Either that or you will need to start a part of your army off in reserves. I believe it can be beaten, but it will always be an uphill battle and you will need a little bit of luck (and certain factors going for you).

    It's because of these types of armies why I bring the bastion with me. With the Comms Relay, it gives me the flexibility to start a part of my army off in reserves if I have to. Meanwhile, I bubble-wrap the bastion with my gribblies (gargoyles) to protect against drop podding meltas or similar type armies.




    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/30 00:59:28


    Post by: SHUPPET


    That reads to me of a really long winded way of agreeing that they got a bit worse this edition.


    Automatically Appended Next Post:
    Which is, once again, all I'm saying.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/30 02:02:42


    Post by: jy2


     SHUPPET wrote:
    That reads to me of a really long winded way of agreeing that they got a bit worse this edition.


    Automatically Appended Next Post:
    Which is, once again, all I'm saying.

    Yes, but not in the way that you are implying. They didn't get worse because hive crones and harpies got nerfed offensively. That is offset by their increased resiliency from the flyer rules. This has only shifted the army build from a more offensive-oriented army to a more defensive-oriented army. Where they got hit with the nerfbat mainly is that they lost exclusivity to being the only ObSec army. That was one of the main advantages back then. At least they've still got respawning units.




    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/30 02:13:36


    Post by: gigasnail


    I'll for sure agree nid FMC are durable as hell with the new grounding test, jink, and malanthrope support, but arguing they weren't significantly nerfed isn't really going to get a lot of traction.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/30 03:14:38


    Post by: SHUPPET


    Taking 1 Grounding test a turn doesn't make up for the fact that they have very little reason to be in your army in the first place, no matter how durable. I can't see it as anything but a nerf, but I guess theres no convincing some. Most people refused to admit that the Tervigon was trashtier after the changes as well for a long time, I guess we'll look back in 6 more months and see who is still running Crones as well lol


    Automatically Appended Next Post:
    I don't want them to suck, I put a lot of time into my custom ones, just for them to sit on the shelves

    I can't even spam them in less competitive games because anything that needs 6's to hit people don't want to see in a friendly game, regardless of how trashy they are lol


    Automatically Appended Next Post:
     gigasnail wrote:
    I'll for sure agree nid FMC are durable as hell with the new grounding test, jink, and malanthrope support, but arguing they weren't significantly nerfed isn't really going to get a lot of traction.

    Yah I'll agree with this entirely. They were changed, bad in some ways, good in others, but its a pretty hard sell to say that they are overall more useful after the changes. Definitely got worse.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/30 04:21:27


    Post by: jy2


    No one ever said that they got more "useful" after the changes and no one ever claimed that they are better than before. What I am saying is that despite the nerfing they took in 7th, they are still a competitive Tyranid build that can still give a lot of armies problems in competitive play.




    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/30 07:20:54


    Post by: Strat_N8


     SHUPPET wrote:
    Taking 1 Grounding test a turn doesn't make up for the fact that they have very little reason to be in your army in the first place, no matter how durable


    To be fair, whether they have reason or not to be in a list depends entirely on the composition of said list. For instance, if I remember correctly you usually run a list built around Living Artillery. In such a list a Harpy is mostly redundant, since the formation easily covers accurate anti-hoard firepower at range and offers a good deal of pinning firepower. In a more aggressive swarm where such a firebase would detract from the rest of the list, a Harpy or two can cover those functions while maintaining the fast-moving theme.





    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/30 09:02:04


    Post by: SHUPPET


    That's true, LA is something I include in p much every list, and TL pinning Biovores make a Harpy quite redundant... Harpy I do think is maybe the better of the two... but I don't know, neither of them seem to be focused enough to actually make back their cost in points... and the fact that we CAN take so much better pinning that Harpys makes them hard to justify for me...

    The crones however are even worse, they would fit fine with Living Artillery builds if they did their job a bit better, they were never top notch but now they are alot worse and have no real place in any TAC lists imo unless specifically tailoring against certain builds, they won't ever be close to worthwhile the points investment unless your opponent dedicates all firepower their way instead of at Flyrants (stupidly) and you get to jink it off all game.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/30 11:38:10


    Post by: Stormbreed


    It's an interesting discussion. I've read some of JY2 reports on how his Sky Blight has done on the competition scene . How has your theory worked out in competitor mode Shuppet?

    Frankly I don't see either as being competitive, and neither makes a person want to play Nids.

    Park a barbed Hierodule behind an ADL with a Malenthrope and Swarmlord with guard around it. Then you will start to crush the competition.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/30 13:27:47


    Post by: D6Damager


    Stormbreed wrote:
    It's an interesting discussion. I've read some of JY2 reports on how his Sky Blight has done on the competition scene . How has your theory worked out in competitor mode Shuppet?

    Frankly I don't see either as being competitive, and neither makes a person want to play Nids.



    I read his reports too and he did very well using sound tactics against strong armies (except the game where he forgot his psychic powers...and the fact he couldn't get his Mawloc to land on target in any game...those things just happen though). From reading those reports the fact the gargoyles get recycled and deepstrike back in seems like the real advantage to Skyblight IMO. I'd rather have highly mobile, deepstriking, recycling gargs than gaunts and gants or ripper swarms.

    I also agree that the meta has shifted away from anti-flyer tech which may give the formation a leg up. I think most tournament players have just given up on Nids so we probably won't see it in effect.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/30 13:31:58


    Post by: Hulksmash


    Well I'll be running Nids FMC w/Daemon Allies at the Michigan GT next weekend and likely the same or Nids + Skyblight at the Renegade Open GT in November. I'll let you guys know how it goes.

    Current list has 5 Nid FMC's and 1 Daemon FMC. Not quite up to the 8 to 9 I can get with pure Nids but I think it's solid.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/30 14:03:52


    Post by: Tyrpak


    I don't know where our local "meta" stands right now, but I would like some advice, what type of list would you bring for this situation:

    From around 20-30 players we have:
    Lot of Dark Angels ( both DW and RW with devas), Space Wolves (TWC and podded dread craze), MSU-mech SM,
    Some CSM, or CSM/Daemon. 2-3 Daemons, only 1 eldar wave spam army, 1 tau farsight, 1 de/eldar.

    IG are coming up and strangely, some tyranids too.

    No Knights at all, no LoW.

    So what should I build for, FMC circus or dakkarant+dakkafex?



    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/30 14:16:39


    Post by: jy2


    Tyrpak wrote:
    I don't know where our local "meta" stands right now, but I would like some advice, what type of list would you bring for this situation:

    From around 20-30 players we have:
    Lot of Dark Angels ( both DW and RW with devas), Space Wolves (TWC and podded dread craze), MSU-mech SM,
    Some CSM, or CSM/Daemon. 2-3 Daemons, only 1 eldar wave spam army, 1 tau farsight, 1 de/eldar.

    IG are coming up and strangely, some tyranids too.

    No Knights at all, no LoW.

    So what should I build for, FMC circus or dakkarant+dakkafex?


    What type of tournaments do they run? Single CAD + allies? Self-allying allowed? Double-CAD? Whichever, maximize on the number of Dakka Flyrants (Winged Tyrants with 2x Brainleech Devourers and Electroshock Grubs) that is allowed. Bring 3 if self-allying is allowed. Bring 4 if double-CAD. Flyrants are our most consistent performers and also our most flexible. You can't go wrong with them. If you've got the points, then also bring a formation like Living Artillery. I personally like Skyblight but it is a large investment in points (800+ pts). Also bring at least 1 venomthrope (or if FW is allowed, bring the even better malanthrope instead). Finally, it can't hurt to bring shooty units like the dakkafex.

    Here are 2 keywords that I follow when I build my lists - MOBILE FIREPOWER. If it's mobile or if it's got good firepower, then you can't lose. If it's got BOTH mobility AND firepower, then it's a winner.





    Automatically Appended Next Post:
     Hulksmash wrote:
    Well I'll be running Nids FMC w/Daemon Allies at the Michigan GT next weekend and likely the same or Nids + Skyblight at the Renegade Open GT in November. I'll let you guys know how it goes.

    Current list has 5 Nid FMC's and 1 Daemon FMC. Not quite up to the 8 to 9 I can get with pure Nids but I think it's solid.

    I'm jealous. Here in the West Coast, we can't bring Come the Apocalypse allies.




    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/30 14:21:38


    Post by: Hulksmash


    @Jy2

    I know. I harped on Reece at Nova about it I told him if he's going to outlaw CtA he should outlaw BB as well

    It's really, really solid to mix Nid FMC's with Daemon Summoning. So good. Also having played them together I understand fully why Nids were the only book not to get access to Daemonology.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/30 14:26:50


    Post by: jy2


    Stormbreed wrote:
    It's an interesting discussion. I've read some of JY2 reports on how his Sky Blight has done on the competition scene . How has your theory worked out in competitor mode Shuppet?

    Frankly I don't see either as being competitive, and neither makes a person want to play Nids.

    Park a barbed Hierodule behind an ADL with a Malenthrope and Swarmlord with guard around it. Then you will start to crush the competition.

    I'd have to disagree. Static bugs is not the way to play. That is one of the reasons why I don't take the ADL, because it encourages you to stay behind it and to not advance. If you run Barbie+Malan+Swarmy, you don't just park them behind an ADL. You have to advance them as soon as you can.

    Frankly, to me, a non-mobile Tyranid army is just bug-feed for Tau and Eldar.




    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/30 14:27:02


    Post by: chaos0xomega


    After a very long hiatus from 40k, an even longer hiatus from Tyranids, and an aborted attempt to sell my nids (really wishing I didnt sell off my 9 Lictors + Deathleaper), Ive been bit by the bug (no pun intended). Playing a 2500 pt game this thursday, im taking:
    Swarmlord
    Hive Tyrant, Wings, Hive Commander
    3x 30 Hormagaunts
    2x 9 Shrikes w/ double Scytal
    9 Shrikes w/ Scytal, Boneswords and Lash Whips
    2x Carnifexes w/ Bioplasma
    Trygon Prime

    There were a couple misc upgrades in there to round out the points, nothing really important.

    For those that dont know (i.e. - all of you) I play an almost exclusively close combat nids army. I dont bother with anything with a gun, the only ranged attacks im comfortable with are psychic powers, bioplasma, trygon electric eel shenanigans, and things like the biovore/exocrine, etc. where the weapon is fused into the body itself. It puts me at a serious disadvantage vs flyers, but what can you do?

    Wish me luck!


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/30 14:27:59


    Post by: jy2


     Hulksmash wrote:
    @Jy2

    I know. I harped on Reece at Nova about it I told him if he's going to outlaw CtA he should outlaw BB as well

    It's really, really solid to mix Nid FMC's with Daemon Summoning. So good. Also having played them together I understand fully why Nids were the only book not to get access to Daemonology.

    I'm going to have to try it out here. I see soooo many possiblities between Nids and Daemon summoning. That's a downright scary combo.



    chaos0xomega wrote:
    After a very long hiatus from 40k, an even longer hiatus from Tyranids, and an aborted attempt to sell my nids (really wishing I didnt sell off my 9 Lictors + Deathleaper), Ive been bit by the bug (no pun intended). Playing a 2500 pt game this thursday, im taking:
    Swarmlord
    Hive Tyrant, Wings, Hive Commander
    3x 30 Hormagaunts
    2x 9 Shrikes w/ double Scytal
    9 Shrikes w/ Scytal, Boneswords and Lash Whips
    2x Carnifexes w/ Bioplasma
    Trygon Prime

    There were a couple misc upgrades in there to round out the points, nothing really important.

    For those that dont know (i.e. - all of you) I play an almost exclusively close combat nids army. I dont bother with anything with a gun, the only ranged attacks im comfortable with are psychic powers, bioplasma, trygon electric eel shenanigans, and things like the biovore/exocrine, etc. where the weapon is fused into the body itself. It puts me at a serious disadvantage vs flyers, but what can you do?

    Wish me luck!

    Good luck!

    One thing you may want to consider for a CC bug list are a couple of venomthropes (or the FW Malanthrope) in your list. Also, consider giving your flyrant that special CC wargear (forgot what it's called) to make him even more bad-a$$. Cheers.

    Finally, if you want to run solely CC, you may want to consider proxying a dimachaeron in your army. That guy is a brute in combat, even better than Swarmy.

    Oh, and 1 last thing. Give your double scytal shrikes rending claws instead. Right now, double scytal no longer gives you re-roll to hit in CC. Rending claws are much superior.




    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/30 14:46:49


    Post by: NightWrench


    I am curious to see how the loss of the baron impacts the meta. How many eldar lists had the baron a 5 man kalabite squad and the beast pack. Death stars with out hit and run can be tar pitted by our little gibblers.

    I have been playing bugs since 94 and after a few years away I am coming back to my 40k roots.

    A quick question. Can a core of two fly rants 4 dakka flexes and two ripper swarms be competitive? The meta I am playing in for next few months allows no forgeworld no formations or strongpoint/escalation. Basically only the CAD is valid. Will my core have a chance? Not sure what to fill it out with besides a venomthrope.


    Automatically Appended Next Post:
     Hulksmash wrote:
    @Jy2

    I know. I harped on Reece at Nova about it I told him if he's going to outlaw CtA he should outlaw BB as well

    It's really, really solid to mix Nid FMC's with Daemon Summoning. So good. Also having played them together I understand fully why Nids were the only book not to get access to Daemonology.


    Hulk would you do LOC and 11 horrors or multiple horror units or keep it cheap and do an LOC and min unit of nurglings?


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/30 15:02:44


    Post by: chaos0xomega


     jy2 wrote:
    [quote=Hulksmash 572843 7241048 4e681ae9d4a5e5698f08e852a025570



    chaos0xomega wrote:
    After a very long hiatus from 40k, an even longer hiatus from Tyranids, and an aborted attempt to sell my nids (really wishing I didnt sell off my 9 Lictors + Deathleaper), Ive been bit by the bug (no pun intended). Playing a 2500 pt game this thursday, im taking:
    Swarmlord
    Hive Tyrant, Wings, Hive Commander
    3x 30 Hormagaunts
    2x 9 Shrikes w/ double Scytal
    9 Shrikes w/ Scytal, Boneswords and Lash Whips
    2x Carnifexes w/ Bioplasma
    Trygon Prime

    There were a couple misc upgrades in there to round out the points, nothing really important.

    For those that dont know (i.e. - all of you) I play an almost exclusively close combat nids army. I dont bother with anything with a gun, the only ranged attacks im comfortable with are psychic powers, bioplasma, trygon electric eel shenanigans, and things like the biovore/exocrine, etc. where the weapon is fused into the body itself. It puts me at a serious disadvantage vs flyers, but what can you do?

    Wish me luck!

    Good luck!

    One thing you may want to consider for a CC bug list are a couple of venomthropes (or the FW Malanthrope) in your list. Also, consider giving your flyrant that special CC wargear (forgot what it's called) to make him even more bad-a$$. Cheers.

    Finally, if you want to run solely CC, you may want to consider proxying a dimachaeron in your army. That guy is a brute in combat, even better than Swarmy.

    Oh, and 1 last thing. Give your double scytal shrikes rending claws instead. Right now, double scytal no longer gives you re-roll to hit in CC. Rending claws are much superior.




    Yea, my Venomthropes have been sitting on a shelf in a friends basement for a few years now, going to have to ask him to mail them to me sinxe I dojt anticipate making the three hour drive to pick em up anytime soon.

    And yea, i realized right after I posted that dropping the bio plasma would free up enough points for me to run rending claws, so thats going to happen lol.

    And yeah, Ive heard good things of the Dimachaeron, its on my to-buy list, but for right now ill stick with what i have.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/30 15:16:24


    Post by: Hulksmash


    @NightWrench

    In my list I actually do a Keeper of Secrets naked at level 3, 13 horrors, and a Slaanesh DP naked w/only wings, one greater gift (for whip), and level 3.

    Gives me 3 summoning platforms, an extra almost flyrant, and a solid number of WC's. Combined with Nids ability to take single unit WC2 Zoan's for 50pts I'm sitting between 16 and 18 WC in my standard lists.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/30 15:20:08


    Post by: Tyrpak


     jy2 wrote:
    What type of tournaments do they run? Single CAD + allies? Self-allying allowed? Double-CAD? Whichever, maximize on the number of Dakka Flyrants (Winged Tyrants with 2x Brainleech Devourers and Electroshock Grubs) that is allowed. Bring 3 if self-allying is allowed. Bring 4 if double-CAD. Flyrants are our most consistent performers and also our most flexible. You can't go wrong with them. If you've got the points, then also bring a formation like Living Artillery. I personally like Skyblight but it is a large investment in points (800+ pts). Also bring at least 1 venomthrope (or if FW is allowed, bring the even better malanthrope instead). Finally, it can't hurt to bring shooty units like the dakkafex.

    Here are 2 keywords that I follow when I build my lists - MOBILE FIREPOWER. If it's mobile or if it's got good firepower, then you can't lose. If it's got BOTH mobility AND firepower, then it's a winner.


    TCO caved in, and allowed self-allying for everyone, on tyranid pressure. No double-CAD, only 1 ally, OR 1 formation.

    Either with self-ally, or with Skyblight, 3rd flyrant is already in.
    I had success with 2 more zoa (feeding WC for tyrants powers) and 1x2 venoms, switching the venoms to malanthrope next month when they allow FW finally.

    My problem is, that dakkafexes are not mobile. Also tried t-fex (acid+shredder), had some fun moments with the torrent, but also not mobile.
    Exocrine barely survives turn 1 on average.

    Harpy and Crone are mobile, but after a jink... no firepower. Should I bring only 1 Crone to VS?

    Do we have anything in between?



    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/30 15:49:22


    Post by: NightWrench


    @Hulksmash

    I love the idea. Demons are my second favorite army. I am a card carrying member of Nurgle's Army.

    With four dakka fexes another walking monstrous creature might be best. Want to say nurgle for t10 potential but a str 9 lash prince that is not to shabby of an idea to help with knights etc. a naked prince isn't a huge threat either and has resilience to grav.

    Thanks for the idea Hulk


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/30 15:59:33


    Post by: Strat_N8


    chaos0xomega wrote:
    For those that dont know (i.e. - all of you) I play an almost exclusively close combat nids army. I dont bother with anything with a gun, the only ranged attacks im comfortable with are psychic powers, bioplasma, trygon electric eel shenanigans, and things like the biovore/exocrine, etc. where the weapon is fused into the body itself. It puts me at a serious disadvantage vs flyers, but what can you do?


    For anti-flyer take a Hive Crone. It fits with your theme perfectly as both of its ranged weapons aren't guns per say (Tentaclids are effectively independent creatures using the Crone as a roost of sorts while the "Drool Cannon" is integrated like Bioplasma) and it has a close-quarters bent to it (relies on Vector Strikes for most of its damage output - effectively a melee attack done in the movement phase).

    Edit:

     SHUPPET wrote:
    Harpy I do think is maybe the better of the two... but I don't know, neither of them seem to be focused enough to actually make back their cost in points... and the fact that we CAN take so much better pinning that Harpys makes them hard to justify for me...


    For me, the main selling point for the Harpy has generally been its sonic scream ability as an "enabler" for Carnifexes. Most walkers (including knights) and monsters rely on their superior initiative to survive against Carnifexes. You take that away, and they are little more than a heap of scrap waiting to be looted by a passing Grot. For example, if you charge an Imperial Knight with a pair of Carnifexes, odds are they will do maybe a hull point or two from their HoW and then die before they can swing. If you throw a Harpy in the mix, they will do an average of 4.5 hull points before factoring in any explosion results and ignoring any strength boosts (I'm assuming said Fexes are of the common dakka variety - melee fexes or fexes with AGs fair better).


     SHUPPET wrote:

    The crones however are even worse, they would fit fine with Living Artillery builds if they did their job a bit better, they were never top notch but now they are alot worse and have no real place in any TAC lists imo unless specifically tailoring against certain builds, they won't ever be close to worthwhile the points investment unless your opponent dedicates all firepower their way instead of at Flyrants (stupidly) and you get to jink it off all game.


    This one is really hard for me to argue, because on one hand I fully agree they lost almost all of their anti-ground capabilities which drastically reduced their generalist capability but on the other hand they are still good at their intended role of air superiority (especially against other FMC). They are cheaper than the vast majority of air-to-air fliers in the game (Stormtalon being the only real completion for cheapness) and are arguably more competent at the job since they always have the option of the second turn advantage (go first = fly off table | go second = reserve them like any other interceptor) and their AA functions aren't hindered significantly by using their jink since most of the damage will be through vector strikes with the odd tentaclid thrown in to finish the job.

    I don't know. I guess it again depends heavily on what the rest of the list looks like and how many Tyrants you are running. A list with 3-4 Tyrants probably doesn't really need the Hive Crones since that should prove enough AA for most competitive events, but a list with say 2 Tyrants could benefit from the addition of a Crone or two to provide air cover while the Tyrants focus on light armor and infantry.


    The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319) @ 2014/09/30 16:30:14


    Post by: chaos0xomega


    Yea, Hive Crone is also on my list of things to get eventually, but its a low priority as my meta is pretty casual and rarely sees more than 1 flyer in a list, if even that much