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Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/05/31 18:18:37


Post by: Lance845


Here are unit descriptions and opinions by Dakka users. PM me if you have a write up you want me to add and I will add it.

For another take check out the 1d4chan tactica page.

https://1d4chan.org/wiki/Warhammer_40,000/Tactics/Tyranids(8E)

Special Rules

Synapse:
You automatically pass all morale tests if you are within Synapse range (typically 8" but 12" for certain models)

Instinctive Behaviour:
If a unit is not in Synapse range, they can only shoot the nearest enemy unit and can only charge the nearest enemy unit.

Shadow In The Warp:
Enemy psykers who attempt to manifest a power while within 8" of a Tyranid unit with this ability subtract 1 from the result of their psychic test.

Psychic Powers:
Tyranids have access to a number of psychic powers. They can use Smite to dish out mortal wounds, Catalyst to give FNP to a unit, cast The Horror to provide -1 to hit on an enemy unit (in both CC and shooting) or Onslaught to allow a unit to advance and charge in the same turn. They can also use GSC units, which give them an additional psychic tree with benefits such as Mind Control, allowing you to shoot an enemy model as if it were your own. Mass Hypnosis is the same thing as The Horror from Kids but it also forces the target unit to fight last and stops them from firing overwatch. Lastly, Might From Beyond (the alliteration is real) gives +1 str and +1 attack to a unit. Crazy!

HQ


Broodlord: (by Unyielding Hunger)
Spoiler:
Broodlords are one of the new, pardon the pun, lords of the 8th edition. Taken away from the generic genestealer entry, the Broodlord has been raised to the HQ entry and given an increase in stat line to compensate. Your stock Broodlord now costs 162 points base with its monstrous rending claws, but gains a whole suite of defensive bonuses. With a boosted 6 wounds, they are able to take advantage of character rules that allow them to remain untargetable except by snipers or by the mass destruction of intervening units. They now boast a respectable 4+/5++ alongside an ability that allows them to charge even if they have already advanced in the turn. With a movement of 8”, this means that Broodlords are quite quick and more than capable of running down all their preferred prey such as Terminators, Dreadnoughts, and anything else that is big, slow, multi-wound, and not more than twice its size.

How is this possible you may ask? Well, let’s take a quick look at our little xenomorphic murder machine. With a flat 2+ to hit roll and 6 attacks base, you’re looking at just one missed attack on average. You will wound most standard infantry on a 3 or at most 4 and a rare 5. Your claws now deal d3 wounds instead of 1 with -3 AP while to wound rolls of 6 will pretty much guarantee someone is dead with a horrifying -6 AP and 3 Damage. But don’t forget your smaller kin! Broodlords give friendly Genestealer units in 6” +1 to hit which will really help lay on the pressure. As a final boon to the unit, as a Psyker and Synaptic unit, you have access to Smite as a universal as well as one random hive mind power.


Old One Eye: (by Unyielding Hunger)
Spoiler:
Old One Eye has long held a rather checkered past within the Tyranid codex, and it was only within the last edition that he was moved into the HQ slot, but without solid support or justification. He has seen a sizable prize drop to just 140pts this edition, and unlike previous incarnations, he has drastically increased his bite. With a movement of 7 and 10 wounds plus the ability to regen 1 would a turn, he will be much more visible on the table top. Hitting most things on a 3 at full health for 3 damage will quickly shred small units of multi wound models, but Berserk Rampage allows him to make additional attacks for every successful original hit with the same weapon, thresher scythe not included. When he charges into combat, he has a 50% chance to cause D3 mortal wounds on top of the devastating ability to give all friendly Carnifexes within 6” +1 to hit in melee. This alone with a small posse of friends is an incentive to field the king of ‘fexes.

The important question will be which weapon to choose from between the crushing claws and scything talons. When the option ranges from strength 14 to 7, just resort to your basic scything talons which will wound most infantry on a two or three with your rerolling 1s to hit. Save the crushing claws for most vehicles or larger targets where the far higher strength will help with to wound rolls, though be warned that you will have a worse to hit ratio.


Hive Tyrant: (by Unyielding Hunger)
Spoiler:
Hive Tyrants were previously considered one of the only, if not the only gems of the last Tyranid codex. That has now changed. Overall the Hive Tyrant has gotten a lot more expensive just for the base loadout, with a price of 186 or 213 with wings. The better news is that giving it any guns makes it much cheaper, with a base dakka variant costing 171 or 198 with wings. For only a nominal price increase, you can swap out the devourers with Deathspitters with pack a tougher punch if you know that you are going to picking on bigger targets than just standard infantry. Outside of the Harpy and Crone, the winged variant boasts the highest movement speed in the codex. One thing that should be noted is that Hive Tyrants do have a preferred damage table towards melee in the beginning, though once it reaches medium damage, it balances out and there is no difference between melee and shooting capabilities.

Looking at the rest of its stats, and abilities, we can take advantage of a boosted 10 wound pool. Unlike in previous editions however, the ability to fly is no longer a guarantee to survive with relative impunity, so take care to ensure that you fly when necessary but otherwise keep your hive tyrant in cover for a boosted save. Hive Tyrants also benefit an army with a boosted 12” Synapse and Shadow in the Warp field. Also noted is the fact that when a hive tyrant dies, on a roll of 6, each unit within 3” takes D3 mortal wounds.


Tervigon: (by Unyielding Hunger)
Spoiler:
Tervigons have been rising steadily in price since 5th edition, and the new edition is no change. The good news is that now the price is justified. The base unit with stinger salvo is 259 points with an additional option for upgrading its melee options up to crushing claws. An additional 40 point cost is recommended to hold in reserve, but we will get to that in just a bit. Equipped with either melee option, the Tervigon deals d6 wounds, with the scything talons edging out against normal targets with a 50% chance to hit and rerolling 1s. This will make more than a few units give pause before engaging, especially since the Tervigon now enjoys T8 and 14 wounds!

Tervigons are never known to travel alone though, and now their skittering progeny are something that can really slow down opposition. Nearby Termagant units inside of 6” can now rerolls 1s in the shooting phase. Another bit for those that remember backlash is that you now roll only a single D6 for Termagant units inside of 6” range who suffer mortal wounds. No more chain reactions! Termagants are also spawned at the end of the movement phase up to 6” away, so you can sling a small group up the field, however these do cost reserve points. You also get a flat 10 per spawning. One thing to keep in mind is that you can hold onto those 40 points I mentioned earlier and wait for late game so that you can use them on objectives or slow down units that could contest yours. The final boon is that rather than spawning a new unit, you can actually use it to replenish up to 10 fleshborer equipped termagants that were lost to a unit. Say hello to near unkillable hordes of termagants. Your opponents will not get rid of them easily.


Tyranid Prime: (by Unyielding Hunger)
Changes
Spoiler:
Tyranid Primes got cheaper again, with a base cost of only 104 points. They’re fairly forward this edition, with a few upgrades like the Deathspitter for a little more stopping power if you know that you’re going up against tougher opponents like Primaris marines and the like and you want to even the playing field. The biggest improvement for this guy is 6 wounds and his fantastic synergy with warriors and shrikes, giving them a flat +1 bonus to hit, bringing them up to his level. Being unable to be targeted as a character is a big plus for him.


The Swarmlord: (by Unyielding Hunger)
Spoiler:
The Swarmlord has always had a reputation as one of the greatest duelists in game, able to edge out vs a majority of opponents, and as the living embodiment of the swarm, he holds no punches this edition. At 300 points he still is quite hefty and with 12 wounds, he will not have a lot of protection outside of Tyrant guard to ensure his survivability. The good news is that once he makes it into combat, something is going to die extremely painfully. With 7 attacks hitting on 2s, he has a good chance to murder most characters and deal significant damage to most things even bigger than that. He still sports his 4++ saves in close combat, but now gets to enjoy a 5++ against all other attacks. Like other Hive Tyrants, he enjoys a 12” Synapse and Shadows in the Warp range and the standard 6+ D3 mortal wounds on death ability, but this is nothing compared to what is next. The Swarmlord has no guns to speak of so instead he takes the time to pick a friendly Tyranid unit in 6” of him and allows them to move and advance if they wish instead of shooting. Pick him, pick anyone, and suddenly watch your opponent have a lot of problems, especially when you cast onslaught on said target and watch it proceed to charge right on into combat.


Malanthrope: (by luke1705)
Spoiler:
(Forge World Unit) A true force multiplier is always in demand. Last edition, he made our bugs more durable by adding to our cover save, which was nice but not as great if you wanted to have mobile units. He kind of just let us avoid alpha strikes and be durable in cover. Now, he provides a -1 to hit buff on any unit that targets a unit that has a model within 3" of him. This is a huge damage reduction. Orks hit on 6's, which means they do 50% less damage! Even marines that hit on 3's will now hit on 4's, which is still a 25% damage reduction. Since his bonus no longer requires cover to work well, your Nids can carry on doing whatever they want to do while still receiving his bonus. Best of all, since he is a character with less than 10 wounds, he can no longer be targeted unless your opponent has a LOT of sniper fire, since he still has 9 wounds to chew through. Just about as close as you get to an auto-include.


TROOPS


Genestealers: (by luke1705)
Spoiler:
I suppose it was inevitable that I wrote this section. I haven't been able to say enough good things about Genestealers since the Overkill set dropped, and it's only gotten better since then with the actual Tyranid version of these guys. Stick them in a Tyrannocyte, bring along a Trygon or just run it down mid. These guys are cheap and hit like a bag of rocks. Their rending claws mean they are good at killing pretty much everything, and they have actual buckets of attacks. Like Ork numbers of attacks, hitting on 3's (or 2+ if a Broodlord is nearby, and why would he not be?). They even have versatility, allowing themselves to re-roll to hit rolls of 1 if their target has no save or an invulnerable save with no penalty. They blenderize pretty much everything and can advance and charge, so they're looking at anywhere from 9" to 14" for their move. Not too shabby. Take as many as you like and you won't regret it. An amazing all-purpose unit, as long as they're not staring up at a plane. They may very well be one of, if not the premier assault unit in 8th edition.


Hormagants: (by luke1705)
Spoiler:
If Genestealers are so good (and they are), why would I ever want to take Hormagants, you ask? Well, they are roughly half the goodness of a Genestealer for roughly half the points. So if you pay for two of these, you're more or less getting a two wound Genestealer for the same cost. That being said, these guys obviously don't have the 5++ of a Genestealer, but they are a really good unit that makes the enemy chew through wounds. You have to have a lot of shots or these guys will run you over. They're faster than they used to be, so they get there more often nowadays. Plus, they have a unique ability that really makes them worthwhile. They can pile and consolidate 6" each time. It's hard to explain how big of a deal this is, but suffice to say do not sleep on these guys just because they're not Genestealers. They are still excellent.


Ripper Swarms: (by luke1705)
Spoiler:
Last edition, these were our troops choice of....well....choice for those of us who didn't want to run a lot of troop units. Now, you don't even have to run troops at all if you don't want to (though there are tons of benefits in doing so). So, should we still be using them? Absolutely! Why were these the troops unit of choice last edition? Well they were cheap. Still are. But they also provided a lot of utility. When they came in, they could deep strike on an objective if they didn't scatter (and hopefully they didn't come in too soon). In many of my lists for 6th/7th, I even purchased a bastion for some BLOS terrain and to give me a comms relay for re-rolls of reserves. It's that important. Now, in 8th edition, we don't roll for reserves. We don't roll for deep strike scatter. It just happens with perfect precision. So if Rippers were good before, they're GREAT now. Every single list that is trying to be any sort of competitive should 100% include at least 1 unit.


Termagants: (by)
Spoiler:


Tyranid Warrior: (by Astmeister)
Changes
Spoiler:

Summary
Spoiler:

I think the Warriors are very though to rate. They can be very important and usefull, but can also be totally unnecessary.
First of all I think they are not really usefull in the recently en-vogue all-assault armies. Secondly I think that Warriors are a allrounder unit in an army of specialists. This is a bit weird and makes them hard to integrate.
Since they are allrounders, I would also not try to specialize them. You could play them as pure assault or pure shooty units, but other units can do this better. So make them allrounders and give them a shooting weapon and Rending Claws or even Lash Whip + Boneswords (just 2 pts!). With these they can also fill the niche of having decent melee capabilities against MEQs and also can shoot with small anti-tank weapons and heavy Bolter equivalents (Deathspitter and Venom Canon).

So I would play them in the following way:
3 Warriors
1x Venom Canon, 2x Deathspitters, 3x Lash Whip + Bonesword, Adrenal Glands
94 pts

You can make them bigger, but this reduces your Synapse coverage, while increasing the melee capabilities. I am not sure if it is worth it.

I would probably use them in armies which are not all-assault, foot-slogging TAC armies and armies with a solid fire base of Exocrines, Biovores or Hive Guard. In all occassions the Malanthrope is still a big competitor for a unit of Warriors, but the Warriors have the advantage of enhancing your shooting. I would take both.


ELITES


Deathleaper: (by luke1705)
Spoiler:
Now sporting a beefy -2 to hit, making Orks cry tears of horror in the shooting phase and retaining the ability to pop up wherever you want from deep strike but gaining the ability to charge from deep strike with precision? Yes please! In addition, since he can "hunt" a character, he can get even closer than normal. I don't feel like he's a super competitive choice for character killing because the opponent will probably still be able to bubble wrap their character, but he can still pop up anywhere and harass smaller units. Very assassin-like, but just don't send him in like he's a carnifex or anything


Haruspex: (by)
Spoiler:


Hive Guard: (by luke1705)
Spoiler:
Look at that Nids got guns! These boys can shoot at a pretty good range, and even from outside of LOS with one of their weapon options. They hit very efficiently and can do damage even to heavy tanks. It's all really good. They are a premier choice for ranged shooting from Nids. Only the Exocrine is a better gun platform IMO, and that's not taking anything away from these guys. The Exocrine is just silly good.


Lictor: (by luke1705)
Spoiler:
It's like a cheaper slightly less sneaky Deathleaper. I think I like these slightly better for their cost:benefit ratio. They're not quite as hard to kill, but they're a very cheap harassing unit that can still stop units from shooting if they don't have the fly keyword, and can definitely take down some guys with them. I like Lictors a lot in this edition. The fact that they're hardly more expensive than a unit of Rippers should not be lost on people. They're basically what you should take if you want Rippers that are a little more offensive.


Maleceptor: (by Astmeister)
[spoilerThe Maleceptor is also in the row of one of the most improved units of all Tyranids.
Is it viable: Yes!
Is it necessary: No!

The Maleceptor is suprisingly one of the most durable MCs in the Tyranid arsenal. It gained a 3+ Save and T7 and still has its 5++. This can actually be a big deal, since most anti Monster/Tank weapons will wound models with T7/8 equally well, but will get pissed about the 3+/5++ combination.
The speed is en par with the other MCs from Tyranids and it can almost always advance, since it is just using Psi most of the time. This makes it reasonably fast and slightly faster than the rest of the MCs.
With lucky dice rolls you can even do stuff in melee with it! You could kill a medium tank in a single round of combat with S7 and D6 Wounds.
The only real reason to take the Maleceptor is its Psi abilities. The Nova ability is imho a bit underwhelming, just doing 1 Mortal Wound to mostly everything in range. It has several problems:
- very low range
- just 1 wound
- you cannot use psi in the same turn
It will not be very game changing and is very hard to apply to more than one unit at a time.

Maybe the hidden jewel of the Maleceptor is its ability to use psi powers with +1 to cast! This means that you have roughly a 27% chance of doing D6 Mortal wounds on the nearest enemy, which you can probably choose since the Maleceptor is quite fast. When you then use a CP to reroll the wound dice, this can be downright brutal. Remember that it is of course also very hard to dispell a high result on smite.
I think that they can really be major damage dealer if you bring them in pairs or even 3 Maleceptors. However, you have to remember that Psi can always be dispelled and is quite unreliable. Couple this with the high cost of the Maleceptor and you have a unit which can be a bit of a gamble.
Unfortunately the Maleceptor does not contribute too much to the army, which we absolutely need. He can be nice, if you have to take down flyers e.g. but it is not clear to me if he would perform better than 4+ Zoanthropes. And these I would also not consider really necessary in most lists. [/spoiler]

Pyrovore: (by Astmeister)
Spoiler:
Okay, they are probably the most improved unit in the Tyranid arsenal. However, I think they are still not really good or in any way necessary.
They are much cheaper, lost the terrible explosion mechanic and have a very decent flamer weapon. They actually have a Heavy Flamer (S5 DS-1) with 10 inch range. Also they are quite good in putting wounds on high armour save targets with their melee attacks. And one should not forget that they are faster than they first look like with their weapons, because they can almost always advance and still fire the flamers with full effect.
However, I find them quite underwhelming running up the table. They are still far from being fast and also loose one flamer for every model which is dying. This means that I just see them beeing viable as a backfield clearance unit, which you quite frankly do not really need with Nids or coming in with a Tyrannocyte.
The problems with the Tyrannocyte are manifold: They are pretty expensive, making it a bit of a joke to transport 3 models with flamers for around 100 pts in a Pod costing around 140+ pts. After dropping in the Pyrovores still have probably one shooting phase before they die. This is 3D6 and can very well end up being just 4-6 hits. For a "throw away" unit with a total cost of 240+ pts with Pod this is pretty underwhelming. Even if they make it to melee in the same phase, they will most likely do some wounds and afterwards die. In the end it is just 3 models with mediocre staying power.
I would most of the time recommend using 20 Devilgaunts instead of the three Pyrovores.

So overall I think that they are still pretty unnecessary.


The Red Terror: (by)
Spoiler:


Tyrant Guard: (by luke1705)
Spoiler:
With the advent of Swarmy being an excellent choice (and indeed he is) you're left with a choice - do you put him in a Tyrannocyte pod, or do you give him some friends that can and literally will catch a grenade for him? Personally, I prefer the latter, and not just for the pop culture reference. I think these guys are very underrated as close combat monsters and are pretty durable on their own. Plus, sometimes they literally serve as a deterrent, where your opponent will say "ah I can't kill them AND the swarm lord, so it's not worth my time". That's the best kind of defense. Run 3. Run 6. You will not be sad about the results.


Venomthrope: (by)
Spoiler:


Zoanthrope & Neurothrope: (by)
Spoiler:


FAST ATTACKS


Dimachaeron: (by luke1705)
Spoiler:
They really did this bad boy right in the new edition. Literally twice as fast, can leap over units as if they were tall buildings, and will tear most things a new one in close combat. Plus, once he does that, he gets a 5++! Give him some good old FNP and a Swarmy double move and watch this guy tear it up. Definitely a big big fan. He's not unreasonably durable or undercosted if the opponent gets the jump on him (no pun intended) but he is a solid addition to any army. It does help that I love the model also.


Gargoyles: (by)
Spoiler:


Harpy: (by)
Spoiler:
Got tons better this edition. 30" move with no restriction on charging should really speak for itself. If the opponent wants to try and tarpit you, you can just fly away and shoot some other stuff. Sadly you can't assault after you fall back, but hey gotta have a weakness on a unit somewhere. The guns are vastly improved and I would say contend for the third best shooting unit in our Index. Not too expensive for the pile of wounds that it is either.


Hive Crone: (by Astmeister)
Spoiler:

The Crone has been a respected FMC in 7th edition, which was quite good at destroying enemy flyers. GW has designed the rules in 8th to hit on the same spot. Unfortunately they failed imho!
If you take a look at the combined melee and shooting power of the Crone now, you will see that the results against flyers are not amazingly good. Against T6 flyers the Crone does something beteween 3.5-4 damage, while T7 flyers like the infamous Stormhawk or Stormraven are even more bullet proof against them. Of course you can roll hot dice and achieve something between 9-12 wounds, but it is much more likely that you end up doing 0-1 wounds.
However, the Crone can do other thingss for only 156 pts, which makes it one of the cheapest flyers in the game. It has a movement stat of 30 inch (fly) making it alsmost twice as fast as a Flyrant. On the contrary the Crone does not have the typical flyer rules like Airborne, Supersonic or Hard to Hit. This has some advantages and disadvantages.

Advantages:
- Melee against ground troops
- Melee against flyers
- no 90° turning necessary
- can shoot when falling back
- low minimum movement
- almost no problem with manoevering or flying off the board

Disadvantages:
- no -1 to hit for shooting
- can be charged by ground forces
- generally slower than normal flyers

The disadvantages are really nasty for the Crone, especially if you consider that it only has T6 and a 4+ Save. It is dying rather quickly and is not even save from regular infantry.
You should not forget, however, that the 30 inch movement of the Crone and the melee capabilites against ground forces are huge. This means it can easily do a first turn charge against artillery, heavy weapons teams etc. Only bubble-wrapping and her big base can come in the way. Against shooty armies with a few models the Crone can be pretty good. For example, she can reliably neglect the shooting of a 4 LasCan Predator and even damage it. Same is true for Snipers, Heavy Weapons Teams, Devastators, Razorbacks, Dark Reapers etc. The infantry heavy weapons are even easy feeding for the crone...
Of course this job can also be done by a much cheaper Lictor, however he just has a chance of about 59% for a charge and the Lictor is not very good against tanks or heavy infantery. Whereas the Crone can be huge against Centurions or Devastators.
So I would say that the Crone is not really shining in her usual job: Killing flyers. However it can be a good tarpit unit, can ping of a couple of wounds against vehicles and units and is reasonably cheap.
She cannot alone kill flyers of course, but in combination with a Flyrant she can be a good double-tap unit.


Mieotic Spore Mines: (by Astmeister)
Spoiler:
They basically act in the same way as normal spore mines. However, they have a distinct deployment type. Instead of normal Spore Mines they do not come as "deep striking units" on the field. The Meotic Spores are placed directly before the first game turn 12 inch away from any enemy. That also means you already know, who will have the first turn.
Furthermore you can directly go 3 inch with the spores and even charge, which is impossible with normal spore mines. Using Onslaught you could even go 3+D6 inch and still able to charge. On average they will be only 5.1 inch away from enemy units with it, which is a pretty descent chance for a charge. Using the Swarmlord you do not even have to risk overwatch, but you can simply advance twice. Remember that any spore mines just have to be closer than 3 inch from an enemy to blow up at the end of the charge phase. This does not mean, you have to charge!
This can be very good against enemy units with strong overwatch capabilities, like the Hemlock Wraith Fighter or other units with auto-hit weapons.

So is this worth anything? Well you could place a unit of 9 Meotic Spores for 162 points. This means 162 points for a suicidal unit but for a unit, where the enemy can often not even react to. It does on average a total of 18 Mortal Wounds. This will kill every tank in the game including Land Raiders and even cripples a Knight. Not even talking about throwing hot dice there... It can btw even be good against things like Stormravens, as long as you know that you are going first. But beware of the damn Primarch granting Rerolls on all overwatch fire. In this case you will need the Swarmlord!

Counter tactics:
Well as usual you should just bubble-wrapp your juicy units. However the Tyranid player can destroy the bubble-wrap before and not all units have proper bubble wrapping...


Mucolid Spore Pods: (by)
Spoiler:


Ravener: (by)
Spoiler:


Tyranid Shrikes: (by)
Spoiler:


Sky-slasher Swarm: (by)
Spoiler:


Spore Mine Clusters: (by)
Spoiler:


HEAVY SUPPORTS


Biovore: (by Astmeister)
Spoiler:
Biovores can shoot without needing line of sight and do Mortal Wounds when they hit.
They share the place with Hive Guard of being the only artillery in the Tyranid arsenal. Where the Hive Guard is the raw power version of artillery, the Biovores are much more specialized and sneaky.
Unlike all previous editions the Biovores are not good against weak infantry swarms. Rather they are very good at reliably pinging off some important wounds from very heavy targets or other artillery tanks or heavy weapons teams (preferably Devastators).
So I often read that they do too few damage making only 1-2 on average. But they can put this nearly anywhere on the field and extremely reliable without being afraid of any retaliation! Also if you compare them with most other units from the Tyranids, which unit can really say that it puts down reliably 1-2 wounds off even the hardest targets like Magnus or an Imperial Knight? For me the way to use them: You use them at the end of all the other shooting from your army to get rid of the important wounds! If a Leman Russ is 1-4 wounds above it's stat changing wound count in the end of the shooting phase... hit em with the biovore mines! Decreasing the stats of an expensive model in the opponents army can be huge.
There is however a reason, why you will often not use the tactic above. That is the insane movement denial capability of the Spore Mines. If you miss, you can place some Mines next to the enemy unit you shot at. So you could in principal walk with the Biovores to make them hit on -1 with their heavy weapons and block the movement of a tank for example. Of coures a lot of units will not be completely blocked by the spore mines, but as long as they got slowed down this might already be worth it. Remember that the enemy cannot shoot the mines before their units movement...
So all this comes for a unit which has a size of 1+ and a prize of 36 pts. On top of that the Biovores have 4W 4+ Save and will most likely be in cover and out of line of sight, having a 3+ Save.

I don't see any reason not to take them in most lists, unless you have a very special build or going all out attack.


Carnifex: (by Astmeister)
Spoiler:
The Big One. The living Legend. The battering ram. Okay...
The most iconic of all Tyranid monsters is of course running around 8th edition as well. You want to know, if it is any good? That is actually a very tough question and I am not sure about this at the moment myself. But one thing can be said about it: It is the most flexible of all Monsters!

So you can play the Carnifex in about 20 different loadouts. What should you use? My advice on this: Do not play a Dakkafex. Either play a Stone Crusher Carnifex or a Gun & Claw Fex (shooting weapon and melee weapon). I might write a separate article on the Stonecrusher later.

Why not the Dakkafex anymore? It is absolutely not terrible. It is way cheaper than before, going from something in the 140-160 pts region down to 99-120 pts. However there a many things, which have gotten worse.
- Devilgaunts outperform a Dakkafex on nearly every occassion. Period.
- Tanks and Monsters have about 3 times the wounds as before. You cannot one shot a Rhino anymore with a Dakkafex and it was easy before!
- Tanks have an armour Save now. More sadness...
- the weapons do not have twin-linked anymore. This is dropping the hits from 9 to 6 for a Dakkafex.
- the Fex will suck in melee!

Okay the Dakkafex can still put about the same amount of wounds on an infantery unit, I give him that. However, there are also a lot of units with multi-wounds and also the new wound chart hit the Dakkafex against lots of infantry units (MEQs).

So I would play them with a melee weapon + any shooting weapon. Also give them Adrenal Glands and Bioplasma. And then if you just run 1-2 do not expect that they will be amazing. In big numbers 4+ they can be quite scary, but also still vulnerable.
Personally I would even rather play a Screamer Killer Fex (2x Scything Talons, Bioplasma) than a Dakkafex. However, the Dakkafex might be quite good in an all-assault army with lots of Genestealers. To have a concentrated firepower basis for clearing enemy chaff units and putting some damage on vehicles etc.
But in the end, you should see them more like the monstrous version of Gants. They are cheap, vulnerable and can be thrown away if necessary.


Exocrine: (by luke1705)
Spoiler:
Well. The man himself. Nothing shoots in the Tyranid Index like an Exocrine. Literally does the work of two lesser men by himself. Make sure that he will never have to move if you can at all manage it and he will do work every single game. Excellent against everything except hordes. But you have literally the rest of your army to do that job Hive guard do do a little better than he does against vehicles in terms of efficiency, but the Exocrine isn't bad at it. Wounding on 5's is just a little rough.


Mawloc: (by)
Spoiler:



Stone Crusher Carnifex (by luke1705)
Spoiler:
Take a regular Carnifex and make it better, but only at melee. In my opinion, this is what the Carnifex always should have been. It can clear hordes. It can wreck tanks. It can be a UtilityFex that can do both. And it's cheap enough that you can take a few if you want. Very much worth the cost. If you like Carnifex, this is the place to be. It's a good place.


Trygon/Trygon Prime: (by luke1705)
Spoiler:
Gotta give GW props for making certain changes, like a non-functional Trygon tunnel from last edition becoming a totally viable strategy this edition. I call it the Trygon Taxi, and it can bring any single troops unit, no matter how big or how small, onto the battlefield with itself. Basically, this just takes Tyranid speed and dials it up to 11. You can have a giant horde of hungry hormagants (I like alliteration too) right in your opponent's face on turn 1 if you want! Aside from the Taxi service, this bad boy can dish out the hits. He can't TAKE the hits super well with no invulnerable save, but he's still T6 with a bucket of wounds. If you bring the Prime, you get another synapse and shadow in the warp beacon, which is great too.


Tyrannofex (by)
Spoiler:


TRANSPORTS


Tyrannocyte: (by)
Spoiler:


FORTIFICATIONS


Sporocyst: (by)
Spoiler:


LORDS OF WAR


Barbed Hierodule: (by)
Spoiler:


Harridan: (by)
Spoiler:


Hierophant: (by)
Spoiler:


Scythed Hierodule: (by)
Spoiler:



For all those wishing to add to certain parts of this tactica, please PM me the review and I will go ahead and put it in.

-added by request. Will update as requests come in.-


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/05/31 20:03:25


Post by: Unyielding Hunger


I like firing heavy 40 on a hive out of the Tyrannofex. Also, Carnifexes are beautiful.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/05/31 20:09:08


Post by: KurtAngle2


CQC Tyranids are MUCH better than their shooting counterpart


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/05/31 20:09:50


Post by: Erren


So I have a rules question already. I think I know how I'd play it (not in my favor, sadly), but I'm curious what others think.

Mawloc's Terror From the Deep rule says he can't charge the same turn he uses it. The Onslaught psychic power says that among other effects, the target unit can also charge this turn. So which is it?


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/05/31 22:44:20


Post by: Cirronimbus


Onslaught would specifically refer to charging after you have advanced, not charging after you Terror from the Deep. So a unit with Onslaught active can move and advance, shoot, and charge (whereas normally if you advance you can't shoot or charge). Since the Mawloc is ineligible to charge from a rule saying he can't the turn he arrived (not ineligible because he advanced), Onslaught will do nothing to him.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/01 00:50:37


Post by: Telly


Am I missing something or do Biovores now require line of sight to their target?


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/01 01:51:31


Post by: Lance845


 Telly wrote:
Am I missing something or do Biovores now require line of sight to their target?


They do, but they just hand out mortal wounds from 4 feet away so im pretty cool with it.


Automatically Appended Next Post:
A trygon tunnel can bring a single unit with it. 3 canifex in a brood can pop out of a tunnel with a trygon. Good fething luck everybody else.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/01 02:08:48


Post by: eimaj


It would be cool if into worked that way, but it doesn't....


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/01 02:28:15


Post by: luke1705


 Lance845 wrote:

A trygon tunnel can bring a single unit with it. 3 canifex in a brood can pop out of a tunnel with a trygon. Good fething luck everybody else.


Sweet baby Jesus if it worked like that, that is literally all I would take. But no - only troops choices.

But since our genestealers lost the ability to infiltrate, they need to go along for the ride. I need to make sure that you can ACTUALLY fit 20 stealers somewhere around the Trygon....but if you can...oh my the things that will occur. Only shame is that someone had the foresight not to allow them to buy adrenal glands.....what a loser

I think Lictors are still strong harassment units, also with the potential to DS and charge turn one

Old One Eye is so much better than he used to be, and his two closest friends, carnifex #1 and carnifex #2, both greatly benefit from his +1 to hit roll. I think I'll be running my Carnifexen as melee monsters, just scytal, crab claws and adrenal glands. And of course, I won't run them without OOE (he says literally moments after inserting a random carnifex into his 2k list to be played tomorrow or Friday)

Random sidenote, is there such a thing that is the OPPOSITE of a distraction carnifex? I have 6 Tyrant guard, the swarmlord and 2 melee flying hive tyrants all standing right next to my lone Carnifex (more or less) for my 2k list (and that is actually all that I'll deploy on the table). What do you think people will shoot lmao?

So this goes without saying, but genestealers in a Trygon tunnel (regardless of the final unit size) is a brutal combo. Both have the opportunity for a turn 1 charge, and both are bad news bears. The only thing I can't figure out is how to bring the Broodlord along for the ride (so despite me having 40 stealers in my 2k list, I have zero broodlords because I don't want to take a third trygon to use exclusively for a broodlord taxi). I know he's good on his own but it just felt like too much.

Something that I think a lot of people are going to be doing (whether their tyrants are walking or not) is doubling down on tyrant guard protection duties. Unlike in 7th, a single unit of tyrant guard can protect multiple hive tyrants. In that vein, one thing that we will have to figure out is how wound allocation works if two units of tyrant guard are protecting the same hive tyrant (also a possibility). I think we can actually do a little bit of wound shenanigans in this case, having one unit take the attacks from one enemy unit, and another taking attacks from a second unit. Finally, on the note of tyrant guard, they are a great unit to cast catalyst on (assuming you have more than one tyrant to protect). That way, they can take their save vs the mortal wound they receive, and all tyrants receive effective added durability.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/01 03:50:43


Post by: GodDamUser


Tervigon Spam looks like it will be a legit thing again..

It looks like they can pump out 10 termis a turn at no extra cost

With the Trygon, it does say Troop Unit, but them 20 Genestealers, that pop up 9" away run then charge (because they can) will be great


Automatically Appended Next Post:
Okay playing with mock lists.. based on what I have painted

When doing matched points do you need to pay for the model and listed weapon they come with? or only if you are swapping the weapon?


Automatically Appended Next Post:
I also notice the leaked rules don't have what tox sacs and Adreanal glands actually do


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/01 06:27:58


Post by: SeraphimXIX


People are assuming that you need points to spawn new termagaunt squads but RAW I dont see anything indicating that. Summoning may require points spent premptively but nowhere in the description of the terma spawning ability does it say that it is a summon.

On an unrelated note, I love that onsalught basically makes the 9" DS requirement meaningless. Pretty much any DS unit we have can advance and then charge with onslaught. Hell even the trygon itself can advance and then charge since subterrainian assault doesnt say it cant charge the turn it arrives. Put genestealers inside the tunnel, cast onslaught on the trygon, advance and charge with the genestealers and then advance and charge with the trygon for a 1-2 punch.


Adrenal glands give +1" to advance and charge rolls, toxin sacks inflict a mortal wound when an attack rolls a 6 to wound.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/01 06:43:22


Post by: Invul


 SeraphimXIX wrote:
People are assuming that you need pointd to spawn new termagaunt squads but RAW I dont see anything indicating that. Summoning may require points spent premptively but nowhere in the description of the terma spawning ability does it say that it is a summon.


It's under Reinforcements in the Matched Play sections. Abilities that add units to your army must be paid for by points you've set aside.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/01 06:59:40


Post by: Klowny


 SeraphimXIX wrote:
People are assuming that you need points to spawn new termagaunt squads but RAW I dont see anything indicating that. Summoning may require points spent premptively but nowhere in the description of the terma spawning ability does it say that it is a summon.

On an unrelated note, I love that onsalught basically makes the 9" DS requirement meaningless. Pretty much any DS unit we have can advance and then charge with onslaught. Hell even the trygon itself can advance and then charge since subterrainian assault doesnt say it cant charge the turn it arrives. Put genestealers inside the tunnel, cast onslaught on the trygon, advance and charge with the genestealers and then advance and charge with the trygon for a 1-2 punch.


Adrenal glands give +1" to advance and charge rolls, toxin sacks inflict a mortal wound when an attack rolls a 6 to wound.


Does onslaught override the restrictions DS has on moving and advancing? DS says you are not allowed to move or advance that turn, but continue as normal otherwise, so can shoot/charge etc.

Does the biovores spore mines count as a new unit? Will that have to be taken into account in reinforcement points?

Spawning new units of termagaunts will require reinforcement points, but replenishing lost models in existing units will be free.

Crons had a similar conundrum with RP, but since we aren't making new units, just replacing models we have already paid for, it doesnt require reinforcement points.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/01 07:08:47


Post by: Sasori


It also seems to me like the Haruspex is also really good now? Am I taking Crazy Pills?


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/01 07:14:29


Post by: Invul


Trygons don't DS, tho. They Subterranean Assault. They can freely charge up out their hole.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/01 07:21:03


Post by: Eldarain


The Mucolids specifically don't count for Reinforcement points. Odd if the normal spores did.


Automatically Appended Next Post:
Spores both say they don't use reinforcement points.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/01 07:30:30


Post by: Therion


Am I reading this right that a Carnifex gets 4 Deathspitters with slimer maggots, for 114 points total?

114 points gets T7 W8 AS3+, fights reasonably well against hordes in close combat with the thresher, and shoots 12 times at S7 AP-1.

It doesn't degrade when taking damage.

Someone will field a dozen of those guys. They even operate independently even when you take them in units of 3.

The only thing I'm wondering is if the key to points efficiency is actually only taking 1 wound models. That way you deny all of your opponents' weapons the power that he paid points for. Likewise, blast and template weapons do a lot less hits than they could've potentially done before. 1 wound infantry hordes with untargetable characters hiding between might be the most competitive choice.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/01 09:06:39


Post by: opu


 Therion wrote:
Am I reading this right that a Carnifex gets 4 Deathspitters with slimer maggots, for 114 points total?

114 points gets T7 W8 AS3+, fights reasonably well against hordes in close combat with the thresher, and shoots 12 times at S7 AP-1.

It doesn't degrade when taking damage.

Someone will field a dozen of those guys. They even operate independently even when you take them in units of 3.

The only thing I'm wondering is if the key to points efficiency is actually only taking 1 wound models. That way you deny all of your opponents' weapons the power that he paid points for. Likewise, blast and template weapons do a lot less hits than they could've potentially done before. 1 wound infantry hordes with untargetable characters hiding between might be the most competitive choice.


Cheaper to take the Bone Mace if you're only wanting the dakkafex build totaling 109
Also bio-plasma's another decent additional 'gun' for it's cost, 118 with Mace, 123 with Thresher


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/01 09:10:02


Post by: pinecone77


Wow Most Everything looks playable. Even a Tyranid Prime with Twin Bone sabers might be a usable unit. I know I will be running some Bio Plasma puking Twin Scythe Carnifexen for old times sake, and I can expect them to make some contact.

Now I need to read up on the new detachments to see how to build a force..Battalion? Allies? (GSC/ Astra Militari?) might be fun to have a Russ popping off or an Earthshaker...


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/01 09:54:49


Post by: Deshkar


How are you all getting 4 Bio gun options for the Tyrant / Carnifex?


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/01 10:32:12


Post by: opu


Deshkar wrote:
How are you all getting 4 Bio gun options for the Tyrant / Carnifex?


Tyrant and Fex both have 'two pairs of monstrous scything talons' (a.k.a four ScyTal arms on the model)
You can replace a pair of monstrous scything talons with an item from the Monstrous Bio-cannons list
As a single option under that you have 'Two deathspitters w/ slimer maggots' or 'Two devourers w/ brainleech worms'
You can swap out both pairs of ScyTal for these dual guns so in total 4, 1 for each arm
You have to pay for each of these guns separately though (or at least that's what is assumed so far), so rather than paying the cost of a pair of ScyTals you have to pay 2x a gun cost to swap out just 1


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/01 11:54:03


Post by: luke1705


Invul wrote:
Trygons don't DS, tho. They Subterranean Assault. They can freely charge up out their hole.


Wouldn't matter even if they did. You can freely charge from deep strike reserves, although usually you're looking at a 9" charge

You can't advance and move though, even with catalyst


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/01 13:11:17


Post by: Carnage43


Oh boy. A blank slate.

At first glance;

20 genestealers popping out of a Trygon hole and being supported with psychic abilities looks absolutely insane. upwards of 80 attacks means they are looking at a TON of damage. Not to mention the Trygon looks like it can lay the smackdown too.

Swarmlord looks like the better Hive Tyrant these days. Not really sure how he's going to stack up survivabilty wise though. I can't really gauge how much multi-wound damage is going to be out there yet. His force move thing looks amazing, and he's probably the best fighter 1v1 in our codex.

Biovores. First impression. "WTF! I need LOS now!? Only 1 kill per turn!? GARBAGE". Second Impression. "Oh, 24 points.....72 for a unit of three for 1.5 mortal wounds per turn seems pretty solid actually, you just need the right target!" These aren't the long range AOE biovores of old, these are our snipers now.

Exocrine. S7, D2, AP-3, 4+ to hit and Heavy 6?. First impression was MEH, until I read all the rules together. +1BS and double-tap for standing still? Sweet baby jesus. This might be the heavy infantry/medium vehicle killer of our army. It feels like a triple lascannon predator to me almost.

Tyrannofex. Extremely high potential damage, but...needing both those hits really removes a lot of consistency.

Tervigon. If you need to spend reinforcement points = garbage. Free termigants? Then it's really good. By the spirit of the reinforcement rules, I think we have to pay, therefore, garbage.

That brings me to psychic powers. The rule of one SUCKS SO HARD. Basically, more than 1 or 2 psykers is going to be pointless unless you just want to spam smite all day.

Which brings me to Zoanthropes. Dead. Why would you ever take a unit of more than one? Better to take 3 units of 1 and get 3 smites off than 1 unit of 3 and only get 1 power off. Smite being limited range and crap against vehicles also sucks. Having to go to a 4 man unit to get D3 more mortal wounds is just not worth it IMO.

Termigants....devourers....8 points each, 3 S4 shots at 18". That's insane right? 240 points gets upwards of 90 boltgun shots with an effective 24" reach. Hell, with the new wound tables and vehicles you can reliably chip 4-5 wounds off of T7 3+ save vehicles with this unit....screw lascannons! We Orks now guys.

Raveners. That's a lot of attacks with twin-scything talons, and T4 W3, 12" move is pretty solid with psychic support.

Haruspex. Best melee creature for Nids now? Pricey, and I'm not 100% sure how the maw attacks work (D3 to hit for each attack with it, but can it score more than 1 hit? So 12 hits at most, or 4, but 4 really likely to hit?), generates extra attacks, hits hard.....damn, not bad over all.

Trygon. Most of the reason to take this guy is the tunnel IMO. I mean, he's a monster himself, but that tunnel....phew.

I'll look over the rest of the units later and do some reading, but that's just my initial impressions.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/01 13:25:09


Post by: opu


 Carnage43 wrote:
Biovores. First impression. "WTF! I need LOS now!? Only 1 kill per turn!? GARBAGE". Second Impression. "Oh, 24 points.....72 for a unit of three for 1.5 mortal wounds per turn seems pretty solid actually, you just need the right target!" These aren't the long range AOE biovores of old, these are our snipers now.

Tervigon. If you need to spend reinforcement points = garbage. Free termigants? Then it's really good. By the spirit of the reinforcement rules, I think we have to pay, therefore, garbage.

Which brings me to Zoanthropes. Dead. Why would you ever take a unit of more than one? Better to take 3 units of 1 and get 3 smites off than 1 unit of 3 and only get 1 power off. Smite being limited range and crap against vehicles also sucks. Having to go to a 4 man unit to get D3 more mortal wounds is just not worth it IMO.

Termigants....devourers....8 points each, 3 S4 shots at 18". That's insane right? 240 points gets upwards of 90 boltgun shots with an effective 24" reach. Hell, with the new wound tables and vehicles you can reliably chip 4-5 wounds off of T7 3+ save vehicles with this unit....screw lascannons! We Orks now guys.


'Fraid the biovores are 36 each as they have to pay for the gun
From what we gather creating new units costs reinforcement points, however if we're replenishing lost gaunts already in a unit there's nothing saying that costs
Zoanthrope now have a unit limit of 3, same as Venoms, so its more a case of why not take 4
The devilgaunts (devourers) hasn't changed, though the Hail of Living Ammunition rule will be a boost


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/01 15:13:01


Post by: Telly


opu wrote:

From what we gather creating new units costs reinforcement points, however if we're replenishing lost gaunts already in a unit there's nothing saying that costs
The devilgaunts (devourers) hasn't changed, though the Hail of Living Ammunition rule will be a boost


I'm excited to try a 30 strong squad with 20 Devilgants, 10 stock Termagants, and Tervigon support. 60 shots (discounting the Termagants), reroll 1s to hit and to wound, and each turn you can regenerate the 10 Termagants if the unit comes under fire. It's probably too many points to justify, but is sure sounds fun.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/01 15:13:20


Post by: wizerdree


I'm curious if Hormagaunts are going to be the way to go as a Trygon partner. They can take AG, in a unit over 20 will have reroll 1s on both hits and wounds, and can pile in 6" meaning they can pile into other units much easier.

I also like the potential of a brood of 9 raveners all with spinefists although I'm not sure if the rending claws are better than the extra attack with two scything talons.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/01 16:14:23


Post by: SeraphimXIX


Its too bad tyrant guard units are a minimum of three units. At 35 points each and 3 wounds taking just one would have been really economical for protecting Swarmy. Im not sure if 105 points on top of the 300 youre already paying is worth it. Straying into death star mode at that point.

Regarding the carnifex with four guns, it states in the wargear list that a model cannot be armed with more then one bio-cannon. So you could swap one set of talons for a bio-cannon pair but the other set could only be swapped with a melee bio weapon.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/01 16:29:06


Post by: Telly


 SeraphimXIX wrote:
Its too bad tyrant guard units are a minimum of three units. At 35 points each and 3 wounds taking just one would have been really economical for protecting Swarmy. Im not sure if 105 points on top of the 300 youre already paying is worth it. Straying into death star mode at that point.

Regarding the carnifex with four guns, it states in the wargear list that a model cannot be armed with more then one bio-cannon. So you could swap one set of talons for a bio-cannon pair but the other set could only be swapped with a melee bio weapon.


You can give the Carnifex any number (well, 2 or 4) of Devourers and Deathspitters. The verbiage on the rule is odd, but you'll notice the * next to the rule you're referencing only applies to Stranglethorn and Heavy Venom cannons, not the other two bio-cannons. The old Dakkafex configuration costs 97pts for 12 s6 ap0 shots. Not bad. You can get 4x Deathspitters for just a bit more, but I'd have to do some math to see if that pays off. S7 doesn't add much benefit, but ap-1 might. Either way, now that Devourers have lost twin linked Meleefexes seem to be the way to go.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/01 16:32:55


Post by: Ratius


If you cast the horror on a unit and then charge it, do they automatically fail their OW rolls?

6 -1 = 7? Or is a 6 always a hit?


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/01 16:35:53


Post by: SeraphimXIX


 Telly wrote:
 SeraphimXIX wrote:
Its too bad tyrant guard units are a minimum of three units. At 35 points each and 3 wounds taking just one would have been really economical for protecting Swarmy. Im not sure if 105 points on top of the 300 youre already paying is worth it. Straying into death star mode at that point.

Regarding the carnifex with four guns, it states in the wargear list that a model cannot be armed with more then one bio-cannon. So you could swap one set of talons for a bio-cannon pair but the other set could only be swapped with a melee bio weapon.


You can give the Carnifex any number (well, 2 or 4) of Devourers and Deathspitters. The verbiage on the rule is odd, but you'll notice the * next to the rule you're referencing only applies to Stranglethorn and Heavy Venom cannons, not the other two bio-cannons. The old Dakkafex configuration costs 97pts for 12 s6 ap0 shots. Not bad. You can get 4x Deathspitters for just a bit more, but I'd have to do some math to see if that pays off. S7 doesn't add much benefit, but ap-1 might. Either way, now that Devourers have lost twin linked Meleefexes seem to be the way to go.


Oh okay. The resolution of my leaked copy is so bad the asterick is barely visible.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/01 17:19:14


Post by: Telly


Some quick Carnifex configuration napkin math:
vs. MEQ

Devourers:
12shots 6hits 4wounds
1.3 Damage
Deathspitters:
12s 6h 4w
2 D
Scything Talons:
.5 how+ 5a 2.5h 1.6w
2.1D
Talons w/ Old One Eye:
.5 how+ 5a 3.3h 2.2w
2.7D
Claws and Talons:
.5 how+ 4a 1.3h 1.1w
1.6D
Claws and Talons W/ Old One Eye:
.5how+ 4a 2h 1.6w
2.1D

The results are pretty comparable against infantry, but this is best-case-scenario for Shooty Fexes. Melee will pull ahead against anything multi-wound and the Claws specifically will pull ahead against tougher targets.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/01 17:37:35


Post by: Ratius


I was looking at Deathleaper. Gee his its after me rule is quite darn nice.
Setup anywhere WITHIN 6" of an enemy character and attack any turn he likes.
Sure, hes not going to wipe out Ghaz or Abby but incredibly useful for stalking apoths, bigmeks, crypteks et al.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/01 17:41:42


Post by: dan2026


I'm not too sure of the Claw on a Carnifex due to the -1 to hit.
The damage is high but you are only hitting on a 5+

Having OOE with you mitigates it somewhat.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/01 19:05:39


Post by: Lance845


Biovores deal up to d3 mortal wounds to a unit. The spore Mine rule allows it to kill multiple models because it's not a normal gun. You don't allocate a wound to a model and then roll damage. You just hand out the mortal wounds.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/01 19:44:08


Post by: Tyran


Go to love we can give Genestealers scything talons for free. they are borderline useless compared to rending claws, but there are a few scenarios in which they are better.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/01 21:26:43


Post by: StarHunter25


An odd way you get your Broodlord up with your Tunnel Stealers is to simply take a spore pod. Add in another 19 stealers to join him on the trip and vioala! Give the pod venom cannons because they're only a point more, then charge with your Tyranid Dirt Torpedoe (TM) after shooting 5d3 s8 ap-1 shots at the closest target of opportunity.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/01 21:54:11


Post by: wizerdree


Is anyone else really liking Deathleaper as a true character assassin? Placed WITHIN 6" and can then charge, 4 attacks either at 2D each or rending. Also his Chameleonic skin doesn't only apply to shooting so outside extra bonuses people hit him on a 4+, throw in some Horror and it's a 5+ at best. Fill in some Lictors and a BroodLord or two and you've got a full Vanguard detachment.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/01 22:27:11


Post by: Benlisted


StarHunter25 wrote:
An odd way you get your Broodlord up with your Tunnel Stealers is to simply take a spore pod. Add in another 19 stealers to join him on the trip and vioala! Give the pod venom cannons because they're only a point more, then charge with your Tyranid Dirt Torpedoe (TM) after shooting 5d3 s8 ap-1 shots at the closest target of opportunity.


Not sure that works - the T-Cyte rules specifically say "a Hive Fleet infantry unit of up to 20 models". Nothing about a specific transport capacity (indeed, it doesn't have any transport keywords at all). The disembark rule also says "as if they were disembarking from a transport". So I don't think this is possible, sadly. Guess we have to hide our Broodlords in big blobs of Hormas instead to get them up to the genes - which is fine by me, seems they're a better Synapse HQ than Primes for only slightly more points!


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/01 22:52:23


Post by: GodDamUser


I'm a little surprised no one has mentioned Hive Guard yet..

With the shock gun they become a pretty strong antitank weapon (while only 24") their shock gun does +1 Mortal wound on any wound roll of 4+ So even if you needed a 5+ or higher to cause a wound normally (in which they get a save).. you are guaranteed to cause one on a 4+ which gets better on a 6+


Plus impailer can still doesn't need LOS


Automatically Appended Next Post:
wizerdree wrote:
Is anyone else really liking Deathleaper as a true character assassin? Placed WITHIN 6" and can then charge, 4 attacks either at 2D each or rending. Also his Chameleonic skin doesn't only apply to shooting so outside extra bonuses people hit him on a 4+, throw in some Horror and it's a 5+ at best. Fill in some Lictors and a BroodLord or two and you've got a full Vanguard detachment.


I use to use Deathleaper Assassin Brood a fair chunk (until they made it so you couldn't add Broodlords to Manafactorium Stealers) So yeah was happy to see Deathleapers rules

I am a little Disappointed that he isn't a HQ choice.. Just because there are so many HQ's needed for dem command points

Atm my abut 2k points my List of Painted Tyranids pulls in 7 Command Points

Actually got a lot to paint... and now Tyranids are looking good again and not just a mono build.. I will likely get to painting again


Automatically Appended Next Post:
I am actually thinking it is worth taking a Sporcyst as well for that extra command point as it is now a fortification


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/02 01:46:29


Post by: Zimko


 Carnage43 wrote:

That brings me to psychic powers. The rule of one SUCKS SO HARD. Basically, more than 1 or 2 psykers is going to be pointless unless you just want to spam smite all day.


What is the rule of one you're referring to? Why can't you have multiple psykers all casting onslaught or something like that?


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/02 02:01:51


Post by: rollawaythestone


 Zimko wrote:
 Carnage43 wrote:

That brings me to psychic powers. The rule of one SUCKS SO HARD. Basically, more than 1 or 2 psykers is going to be pointless unless you just want to spam smite all day.


What is the rule of one you're referring to? Why can't you have multiple psykers all casting onslaught or something like that?


In Matched Play games, you can only ever cast any particular spell once (with the exception of Smite). So, only one Catalyst per turn, etc.

See Psychic Focus here:
Spoiler:



This provides an interesting choice I think. Do you double down on certain powers so that you have back-ups, or can cast from a Psyker that is outside the range of an enemy Psyker who can deny, or do you take all the spells and spread them out so that you can cast all the powers each turn.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/02 02:34:07


Post by: astro_nomicon


What are your thoughts on melee Hive Tyrant load outs at this point? The option to swap out both sets of Monstrous Scything Talons for two sets of Monstrous Rending Claws seems really tempting to me right now because the rending claws cost a whopping *zero* points.

Assuming wings (because why not) you're looking at:

2x Talons (212 pts):
5 attacks, S6 AP-3 3 damage, reroll 1s to hit

2x Claws (171 pts):
4 attacks, S6 AP-3 D3 damage, reroll to wound, 6s to wound resolved at AP-6(!) and 3 damage.

Haven't math hammered it out yet but I'm leaning towards the cheapo option just because it's so damn cheap for a decent beat stick/psyker/synapse model. I imagine they're about the same against 1-2W targets and that the Talons pull ahead against bigger targets. Might even consider splitting the difference and rolling with a 2x Deathspitter and Rending claw version since the claws don't stack like the Talons do.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/02 03:03:03


Post by: GodDamUser


That is an awesome idea..

Note to self.. when repairing a CC flyrant.. instead of reattaching lashwhip and bonesword.. add rending claws


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/02 03:29:41


Post by: winterman


wizerdree wrote:
Is anyone else really liking Deathleaper as a true character assassin? Placed WITHIN 6" and can then charge, 4 attacks either at 2D each or rending. Also his Chameleonic skin doesn't only apply to shooting so outside extra bonuses people hit him on a 4+, throw in some Horror and it's a 5+ at best. Fill in some Lictors and a BroodLord or two and you've got a full Vanguard detachment.

I like him but he seems like a liability in match play. Far as I can tell he has to be placed within 6" of the character when coming from reserve. so opponent bubble wraps and you may never get a chance to place him before turn 3. Two turns may not be enough against some armies. Just something to consider.

As far as carnifex is concerned I think 1 scythe 1 set of guns is better. They are kinda trash in cc now without dedicated weapons and losing a single attack for 6 S7 shots makes sense to me. And now that you can shoot one thing and assault another mixed role like that ain't bad.

Synapse is also more of a thing then people are assuming. Biovores are great but need a babysitter. Same deal with exocrines and tfexes. Charge it's less an issue but still a concern.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/02 04:06:31


Post by: Lance845


They need significantly less of a baby sitter. Worst case scenerio you shoot the nearest target. Its not like ib now where you loose total control of the model and si gle model units dont need to worry about moral.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/02 04:12:03


Post by: GodDamUser


 winterman wrote:
wizerdree wrote:
Is anyone else really liking Deathleaper as a true character assassin? Placed WITHIN 6" and can then charge, 4 attacks either at 2D each or rending. Also his Chameleonic skin doesn't only apply to shooting so outside extra bonuses people hit him on a 4+, throw in some Horror and it's a 5+ at best. Fill in some Lictors and a BroodLord or two and you've got a full Vanguard detachment.

I like him but he seems like a liability in match play. Far as I can tell he has to be placed within 6" of the character when coming from reserve. so opponent bubble wraps and you may never get a chance to place him before turn 3. Two turns may not be enough against some armies. Just something to consider.



That is true.. But it just has to land within 6" and no closer than 1" from the enemy.. So yeah it can be denied by smart play

But the other thing about him is that he doesn't actually have to attack the chosen character so you can place him and then go jump onto something else so a pretty much guaranteed charge


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/02 04:21:05


Post by: kinratha


I'm excited about this, ill be dusting off my old nids.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/02 04:46:16


Post by: babelfish


Devourer gaunt bombs seem to have gotten better. 20 termagants in a pod gets the reroll 1's bonus from living ammunition. If your not worried about getting the charge from the Trygon, a 30 model squad can pop out of the tunnel.

It is also not unreasonable to get a tervigon it range to give the reroll 1 to hit.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/02 12:54:37


Post by: jifel


Alright so here's a question for the Hive: How important have you found command points to be? I played my first game with a Brigade, for a total of 12 Command Points. Found them to be very useful, I used 11 of the 12 in a 6 turn game. Mostly used it on high probability rerolls. Rolled a 1 and 4 to cast a power, passed it on reroll. Same thing to deny. Used it to turn a damge of 3 into a 4 to finish off a Wolf Lord on Thunderwolf after he passed way too many saves. Ended up losing a close game to a SW/DA list but we found out after the game his list wasnt correct. No hard feelings in the first game of the edition though!

So, I guess the question is, are 12 command points much better than say, 8 or 9? Its fairly Tax heavy and I definitely could use the points better if I wasnt maxing out my slots. My 2k list, for example, had 5 units of 3 Rippers to fill out the 6 slots as cheap as possible, and I was only able to fit two single Biovores. Obviously I would add more given the option! I think I could easily drop the Brigade for a Battalion and a Spearhead or Vanguard for 7-8 command points and have a little more efficient unit selection.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/02 13:07:00


Post by: Lance845


Have not had a chance to play yet, but I suspect command points will become much more useful as codexes are released and faction specific stratagems are released.

For nids, I imagine we will be able to respawn a eliminated troops unit or some such.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/02 16:53:32


Post by: wizerdree


I did some Ravener numbers because I've been dying to get them into play and here's what I found for their melee kits. I'm less confident in how to quantify the guns vs each other.
9 Raveners
2x scytals
45 attacks
first hits(3+): 30 hits
reroll hits(3+): 35 hits
wound(4+): 17.5 wounds
Save(3+): 5.83...

rending:
36 attacks
hits: 24
wound(4+): 8 + 4 rending
save(4+): 4 + 4 rending

W/Red Terror (+1 to hit rolls)
2x scytals
45 attacks
first hits(2+): 37.5 hits
reroll hits(2+): 43.75 hits
wound(4+): 21.875 wounds
Save(3+): 7.292 damage

rending:
36 attacks
hits(2+): 30
wound(4+): 10 + 5 rending
save(4+): 5 + 5 rending


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/02 17:03:49


Post by: GreaterGood?


So, does anyone see a use for tyranid warriors? It seems to me without the character keyword to hide, their just going to get shot off the table. There's tons of awesome stuff to be excited about here, but I'm bummed that our synapse unit is about as resilient as Ork nobs...

Am I missing something? or why would I want warriors, when I can take a single prime for the hiding behind units?


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/02 17:24:34


Post by: wizerdree


 GreaterGood? wrote:
So, does anyone see a use for tyranid warriors? It seems to me without the character keyword to hide, their just going to get shot off the table. There's tons of awesome stuff to be excited about here, but I'm bummed that our synapse unit is about as resilient as Ork nobs...

Am I missing something? or why would I want warriors, when I can take a single prime for the hiding behind units?


I imagine to a degree it will matter on how you build the rest of your army. There is no more instant death, although there are multi wound weapons, now. If you have a brood of warriors babysitting a herd of carnifex as they run up the board they are less likely to see those big guns focus them down compared to being surrounded by hormagaunts and gargoyles. Being a troops choice they can pop out of Trygon holes for a lot of synapse up very close very fast. In either case they are a 3W, 4T model that is a synapse creature so it is ALWAYS immune to morale. A max sized unit without catalyst needs to absorb 27 wounds to be knocked down. If you equip a brood with up to 3 bio-cannons you can lay out 3d3 S8 attacks or 3d6 S5 attacks at 36". Will they be the codex star this edition? time will tell as all the armies finish getting unpacked and we see how things shake out. Are they playable and no longer a liability to field? It definitely looks that way.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/02 17:27:25


Post by: Loopstah


Sadly Tervigons and Tyrannofexes are now the worst choices in the army I think.

250 is too much for returning maybe 50 termagants over a game, if you are lucky. 50 termagants is 200pts, might as well just take more to start with.

Tyrannofexes are worse than Exocrines if you give them a Rupture Cannon, for 15pts more.

Tyrannofexes with hives are the same price as 53 termagants so you lose out on 13 shots or 33 shots if it moves, compared to just taking more Gants.

Tyrannofexes with Acid Spray could be useful I guess, not sure what they compete with, though you pay for the no movement penalty rule and don't use it.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/02 17:52:01


Post by: wizerdree


The value i find in the Tervigon is that it can help keep those termigant units over the 20 model threshhold. Also in the replenishment action they need to be within 6" from the tervigon and more than 1" from any enemy models. This does not specify that the unit they add to cannot have other models within 1" so you can continue to pile in and tarpit a combat.

Alternatively depending on unit placement you can add a few extra inches to a units movement by adding them to the front of the unit so long as they comply with other placement rules. Move 6" and get another 3" of Gant placement and then charge.

Edit: Re-reading the rules for the replacement section is says you can only replace models equiped with a fleshborer. If I read that right it means a mixed unit of 20 devourers and 10 fleshborers can only ever have the 10 fleshborers replaced. I would hole that any of the models can get replaced only with a fleshborer but that's not how it appears to read.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/02 18:01:06


Post by: Zimko


Let's also not forget the buff Tervigons provide to Termegaunts, as well as their ability to cast/deny a psychic power. They're a force multiplier, and for that reason you can't just compare their points value directly with the amount of Termagaunts they can spit out.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/02 18:02:11


Post by: Ratius


Anyone consider running a Synapse-less army?

I dont really see much of a downside to IB now, barring your opponent parking something really really tough infront of your gants and forcing them to chip chip chip away at it for 6 turns.
But with some smart movement and positioning you could avoid this.

Am I missing something?


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/02 18:09:03


Post by: Lance845


 Ratius wrote:
Anyone consider running a Synapse-less army?

I dont really see much of a downside to IB now, barring your opponent parking something really really tough infront of your gants and forcing them to chip chip chip away at it for 6 turns.
But with some smart movement and positioning you could avoid this.

Am I missing something?


gak LD means loosing droves of hordes to moral. Otherwise nope.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/02 18:09:50


Post by: Zimko


wizerdree wrote:


Edit: Re-reading the rules for the replacement section is says you can only replace models equiped with a fleshborer. If I read that right it means a mixed unit of 20 devourers and 10 fleshborers can only ever have the 10 fleshborers replaced. I would hole that any of the models can get replaced only with a fleshborer but that's not how it appears to read.


Correct. But since you can choose which models die first, you can put the fleshborer gaunts in the back and remove them first. That way your devgaunts stay in range and your Tervigon can replace the dead ones. I'm personally going to run 2 units of Termagaunts and give 15 devgaunts in each unit. That gives them a 15 wound buffer before they lose the devgaunts and allows the Tervigon to buff both units. In total we're looking at 60 gaunts, half with devourers, that refill 1s to hit and wound, and a Tervigon to replace up to 10 per turn and provide onslaught or maybe just a smite. That's quite a bit of area denial. The cost would be 600 points for all of that.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/02 18:11:08


Post by: Ratius



gak LD means loosing droves of hordes to moral.


Very true, had forgotten that


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/02 18:11:47


Post by: Zimko


 Ratius wrote:
Anyone consider running a Synapse-less army?

I dont really see much of a downside to IB now, barring your opponent parking something really really tough infront of your gants and forcing them to chip chip chip away at it for 6 turns.
But with some smart movement and positioning you could avoid this.

Am I missing something?


Synapse biggest benefit this edition is immunity to morale. Without that, it'll be really easy to kill gaunts in droves.

Edit: sorry someone already answered.


Automatically Appended Next Post:
4 Zoanthropes (1 being Neuro cause it's free?) for 160. Their smite deal d3+d3 or d6+d3 mortal wounds. They still provide synapse and are now much harder to kill without instant death. And they can always cast a different power if needed. I think this is still decent. Especially since mortal wounds are automatic. With command points, you can ensure the power works each time. These aren't as bad as some are thinking imo.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/02 18:50:30


Post by: Telly


 Zimko wrote:
4 Zoanthropes (1 being Neuro cause it's free?) for 160. Their smite deal d3+d3 or d6+d3 mortal wounds. They still provide synapse and are now much harder to kill without instant death. And they can always cast a different power if needed. I think this is still decent. Especially since mortal wounds are automatic. With command points, you can ensure the power works each time. These aren't as bad as some are thinking imo.


I think the 'Once per turn' clause on Psychic powers not called smite ruins Zoanthropes. A Hive Tyrant/Swarmlord/Tervigon can grant Catalyst and Onslaught, so once you have 2 Psychers, the 3rd doesn't add much benefit outside of a bit of redundancy. This means in most cases Zoanthropes will just be a mediocre shooting unit with an 8" synapse bubble.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/02 19:01:57


Post by: Patriarch Phyrx


So Gargoyles can charge enemy aircraft... that's interesting! You would need a lot to inflict a kill, but often you only need to chip off a few wounds before effectiveness starts to drop. Big Gargoyle swarms might create additional no go read for enemy aircraft, who already seem a little vulnerable because they cannot fly off the table.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/02 19:11:22


Post by: wizerdree


 Telly wrote:
 Zimko wrote:
4 Zoanthropes (1 being Neuro cause it's free?) for 160. Their smite deal d3+d3 or d6+d3 mortal wounds. They still provide synapse and are now much harder to kill without instant death. And they can always cast a different power if needed. I think this is still decent. Especially since mortal wounds are automatic. With command points, you can ensure the power works each time. These aren't as bad as some are thinking imo.


I think the 'Once per turn' clause on Psychic powers not called smite ruins Zoanthropes. A Hive Tyrant/Swarmlord/Tervigon can grant Catalyst and Onslaught, so once you have 2 Psychers, the 3rd doesn't add much benefit outside of a bit of redundancy. This means in most cases Zoanthropes will just be a mediocre shooting unit with an 8" synapse bubble.


I haven't had a chance to read up on how many armies get to ignore morale but it seems a lot of people are underestimating The Horror. -1 to hit in shooting and melee (but not negating overwatch?) and a -1 to leadership could be huge. Three zoans plus a neuro with the horror could reliably throw out effectively 5 wounds and heal 2 wounds a turn. Early game that 5 could be a pretty scary swing on some morale checks and late game that 4 mortals could be deadly to characters who've lost blocks of their bubblewrap.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/02 21:48:42


Post by: Telly


wizerdree wrote:

I haven't had a chance to read up on how many armies get to ignore morale but it seems a lot of people are underestimating The Horror. -1 to hit in shooting and melee (but not negating overwatch?) and a -1 to leadership could be huge. Three zoans plus a neuro with the horror could reliably throw out effectively 5 wounds and heal 2 wounds a turn. Early game that 5 could be a pretty scary swing on some morale checks and late game that 4 mortals could be deadly to characters who've lost blocks of their bubblewrap.


That sounds fine and dandy on paper, but:
-Smite can't be aimed, it targets the closest model in LOS.
-The way LD works now, -1LD is, at best, going to be equal to killing one model
-A unit of 4 Zoanthropes loses 50% of its damage output after one Zoan dies
-A unit of 4 Zoanthropes is 160pts. For just over 100 you can take a full squad of Biovores, who can dish out mortal wounds more consistently (and accurately) from 4ft away. If you need synapse or a Psyker, a basic shooty Hive Tyrant is only 184pts.

To me, it seems that Zoanthropes are simply outclassed this edition.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/02 23:38:34


Post by: Carnage43


 Telly wrote:
wizerdree wrote:

I haven't had a chance to read up on how many armies get to ignore morale but it seems a lot of people are underestimating The Horror. -1 to hit in shooting and melee (but not negating overwatch?) and a -1 to leadership could be huge. Three zoans plus a neuro with the horror could reliably throw out effectively 5 wounds and heal 2 wounds a turn. Early game that 5 could be a pretty scary swing on some morale checks and late game that 4 mortals could be deadly to characters who've lost blocks of their bubblewrap.


That sounds fine and dandy on paper, but:
-Smite can't be aimed, it targets the closest model in LOS.
-The way LD works now, -1LD is, at best, going to be equal to killing one model
-A unit of 4 Zoanthropes loses 50% of its damage output after one Zoan dies
-A unit of 4 Zoanthropes is 160pts. For just over 100 you can take a full squad of Biovores, who can dish out mortal wounds more consistently (and accurately) from 4ft away. If you need synapse or a Psyker, a basic shooty Hive Tyrant is only 184pts.

To me, it seems that Zoanthropes are simply outclassed this edition.


Nailed it.

This is a by product of generic psychic powers I think. Once the codex proper appears in a year or two, they will get a real warp blast back I imagine.

Although....the rule of one will continue to exist......so it would have to be a new smite-esque power, in that it can be cast as many times per turn as you'd like.

I'm just disappointed they didn't do something smarter as a hold over. Just give them a "weapon" called warp blast. S8, AP-3, D3 damage 24" range....whatever. They'd be a side-graded hive guard at least.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/02 23:54:38


Post by: Arkengate


What about venomthrope?


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/03 01:37:27


Post by: Lance845


Reduced range on venomthropes is a little bit of a bummer but -1 to hit is real nice especially if its coupled with the horror.

With most good shooters then hitting on a 5+ and even the best in class 2+ guys hitting on a 50/50 chance. The abundance of elite slots makes me think its a good idea to grab a bunch of 1 or 2 model units and just spread them out all over the place.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/03 01:46:21


Post by: Timeshadow


So one thing I have noticed is we have a gak load of mortal wound sources due to lots of psykers and our spore mines.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/03 01:58:38


Post by: Lance845


Hows this for a tactic. Take the mid sized detachment x2. 4 hqs tervigons stock. 6 termagant units with 10 devourer 20 fleshborer each. Spend any remaining points on venomthropes and carnifexes.

You get 30+ 20 shots from guns + 30 from having 30 models rerolling 1s to wound per unit of gaunts. Add venom sacs for 2 dmg devourers if you like.

Place the tervigons behind and between your blobs to spread around and over lap their aura and keep the units regenerating. Btw 40 gants a turn. Just the hq and troops cost less than 2000 points.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/03 02:23:52


Post by: Tyran


Another possible gem is the Hive Guard, who are back to BS 3+ and have improvements in both range and AP.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/03 04:33:49


Post by: Carnage43


Anyone have any good thoughts on smashing vehicles at range? If we have to put down a Knight or a couple predators, there aren't a ton of options.

Hive Guard have solid range and decent damage, averaging around 1 wound per turn on a T7 or T8 vehicle.

The Exocrine, With 12 shots, doing 2 damage each at 3+ to hit seems good, but might have a rough time with T8 stuff.

Melee. Well, CATCHING them is the first problem, the second is getting your face stomped in.

Any other thoughts?


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/03 07:04:50


Post by: Lance845


It will be like any Nid thing, weight of dice. We will get them through volume of shot. The Biovores handing out the Mortal Wounds will help a bit too.


I just realized that Zoanthropes and Venomthropes have the fly keyword. Can you imagine charging a dakkajet with a venomthrope?


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/03 07:33:38


Post by: Patriarch Phyrx


 Carnage43 wrote:
Anyone have any good thoughts on smashing vehicles at range? If we have to put down a Knight or a couple predators, there aren't a ton of options.

Hive Guard have solid range and decent damage, averaging around 1 wound per turn on a T7 or T8 vehicle.

The Exocrine, With 12 shots, doing 2 damage each at 3+ to hit seems good, but might have a rough time with T8 stuff.

Melee. Well, CATCHING them is the first problem, the second is getting your face stomped in.

Any other thoughts?


Huge targets like that are probably one of the times the Rupture Cannon will outclass the Bioplasmic Cannon. The Tfex could put 24 wounds on the Knight on a good day, at great range. It won't, but it looks like it will be a bit more successful than the Exocrine none the less, especially if you throw in a couple of re-rolls (which have way bigger impact on high damage low volume of fire weapons than high volume weapons).

I'm going to dust off my Tfex and see how it does alongside an Exocrine for a bit at least. Those, plus three Hive Guard and a brood of Warriors with a Barbed Strangler fill out my ranged component nicely (any maybe HVCs on Tyrants and Harpies, but those are advance units rather than fortress units and shooting is an extra rather than their purpose).


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/03 07:35:41


Post by: Spoletta


I'm seeing a lot of misinformation in this thread, so after a good reading of the index I would like to help correcting some stuff.

Lance845 wrote:Reduced range on venomthropes is a little bit of a bummer but -1 to hit is real nice especially if its coupled with the horror.

With most good shooters then hitting on a 5+ and even the best in class 2+ guys hitting on a 50/50 chance. The abundance of elite slots makes me think its a good idea to grab a bunch of 1 or 2 model units and just spread them out all over the place.


Venoms miminum unit size is 3 models.

Lance845 wrote:Hows this for a tactic. Take the mid sized detachment x2. 4 hqs tervigons stock. 6 termagant units with 10 devourer 20 fleshborer each. Spend any remaining points on venomthropes and carnifexes.

You get 30+ 20 shots from guns + 30 from having 30 models rerolling 1s to wound per unit of gaunts. Add venom sacs for 2 dmg devourers if you like.

Place the tervigons behind and between your blobs to spread around and over lap their aura and keep the units regenerating. Btw 40 gants a turn. Just the hq and troops cost less than 2000 points.


Venom sacs only work in the fight phase.


Zimko wrote:
 Ratius wrote:
Anyone consider running a Synapse-less army?

I dont really see much of a downside to IB now, barring your opponent parking something really really tough infront of your gants and forcing them to chip chip chip away at it for 6 turns.
But with some smart movement and positioning you could avoid this.

Am I missing something?


Synapse biggest benefit this edition is immunity to morale. Without that, it'll be really easy to kill gaunts in droves.

Edit: sorry someone already answered.


Automatically Appended Next Post:
4 Zoanthropes (1 being Neuro cause it's free?) for 160. Their smite deal d3+d3 or d6+d3 mortal wounds. They still provide synapse and are now much harder to kill without instant death. And they can always cast a different power if needed. I think this is still decent. Especially since mortal wounds are automatic. With command points, you can ensure the power works each time. These aren't as bad as some are thinking imo.


Neurothrope is probably not free, it's just a missing entry, we have a lot of those actually. Try to understand how much a spinefist costs on a warrior.

astro_nomicon wrote:What are your thoughts on melee Hive Tyrant load outs at this point? The option to swap out both sets of Monstrous Scything Talons for two sets of Monstrous Rending Claws seems really tempting to me right now because the rending claws cost a whopping *zero* points.

Assuming wings (because why not) you're looking at:

2x Talons (212 pts):
5 attacks, S6 AP-3 3 damage, reroll 1s to hit

2x Claws (171 pts):
4 attacks, S6 AP-3 D3 damage, reroll to wound, 6s to wound resolved at AP-6(!) and 3 damage.

Haven't math hammered it out yet but I'm leaning towards the cheapo option just because it's so damn cheap for a decent beat stick/psyker/synapse model. I imagine they're about the same against 1-2W targets and that the Talons pull ahead against bigger targets. Might even consider splitting the difference and rolling with a 2x Deathspitter and Rending claw version since the claws don't stack like the Talons do.


Monstrous rending claws being listed in the monstrous bio weapons is probably a missprint that will get corrected, i wouldn't count on it lasting. Monstrous rending claws exist only on the broodlord afterall.



Automatically Appended Next Post:
 SeraphimXIX wrote:
Its too bad tyrant guard units are a minimum of three units. At 35 points each and 3 wounds taking just one would have been really economical for protecting Swarmy. Im not sure if 105 points on top of the 300 youre already paying is worth it. Straying into death star mode at that point.

Regarding the carnifex with four guns, it states in the wargear list that a model cannot be armed with more then one bio-cannon. So you could swap one set of talons for a bio-cannon pair but the other set could only be swapped with a melee bio weapon.


Tyrant guard minimum unit size in matched play is 1.


Automatically Appended Next Post:
 GreaterGood? wrote:
So, does anyone see a use for tyranid warriors? It seems to me without the character keyword to hide, their just going to get shot off the table. There's tons of awesome stuff to be excited about here, but I'm bummed that our synapse unit is about as resilient as Ork nobs...

Am I missing something? or why would I want warriors, when I can take a single prime for the hiding behind units?


Why would you need to hide them? They are a troop choice that comes at the cheaper at 60 points for 9W T4 4+ immune to morale that holds out well in CQC and nerfs enemy psykers while providing synapse!! Those guys are a steal as they are!


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/03 07:48:00


Post by: shogun


 Carnage43 wrote:
Anyone have any good thoughts on smashing vehicles at range? If we have to put down a Knight or a couple predators, there aren't a ton of options.

Hive Guard have solid range and decent damage, averaging around 1 wound per turn on a T7 or T8 vehicle.

The Exocrine, With 12 shots, doing 2 damage each at 3+ to hit seems good, but might have a rough time with T8 stuff.

Melee. Well, CATCHING them is the first problem, the second is getting your face stomped in.

Any other thoughts?


Thinking about this list (2000P):

FORMATION 1:

HQ- Swarmlord (no profile for sabres???? don't know the cost)
-Tyrannocyte transport

TROOPS -20 hormagaunts + adrenal glands
TROOPS -20 genestealers

ELITE -Lictor
ELITE -Lictor
ELITE -Lictor

HEAVY SUPPORT-Trygon (adrenal glands)
HEAVY SUPPORT-Trygon (adrenal glands)
HEAVY SUPPORT-1x biovore

FAST ATTACK- spore bomb
FAST ATTACK- spore bomb
FAST ATTACK- spore bomb

FORMATION 2 (heavy support focus):


HQ: -Hive tyrant (talons)
-Tyrannocyte transport

HEAVY SUPPORT-1x biovore
HEAVY SUPPORT-1x biovore
HEAVY SUPPORT-1x biovore
HEAVY SUPPORT-1x biovore
HEAVY SUPPORT-1x biovore
HEAVY SUPPORT-1x biovore

FAST ATTACK- spore bomb

I expect that I need to deploy half the army (matched play) in the deployment phase and that would be the biovores and spore bombs (probably going to switch the bombs for ripper swarms if I need to hold objectives).

Start of the movement phase I deploy the rest 9 inch away (tyrannocyte transport + trygon tunnel) and use the swarmlord's free move to get the genestealers closer. All units try to assault. Strategem reroll's can also be used to reroll charge dice. Worst case scenario I only got 20 genestealers in close combat (before overwatch). Very likely the can also get a 5+ feel no pain from the hive tyrant/swarmlord.






Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/03 08:05:00


Post by: opu


Spoletta wrote:


Neurothrope is probably not free, it's just a missing entry, we have a lot of those actually. Try to understand how much a spinefist costs on a warrior.

Monstrous rending claws being listed in the monstrous bio weapons is probably a missprint that will get corrected, i wouldn't count on it lasting. Monstrous rending claws exist only on the broodlord afterall.


For the Neurothrope it may be a case of it's just missing, but apparently a lot of units now don't pay for upgrading a model to a leader, don't have any examples on hand this is just what I've heard, I'll have a look.
The Warrior Spinefist is definitely a good enough example to not assume anything though.

I wouldn't be surprised if the Monstrous Rending Claws stay, the Hive Tyrant has always been able to get rending claws as an option, there not being any for the irl model likely is why it's always glanced over. May end up with a price cost for them instead though, to balance them with the MonScyTals


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/03 08:05:18


Post by: Spoletta


Swarlord cost is listed in it's own table. Named chars have no options, so you only pay for the models, without counting additional weapons.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/03 08:40:52


Post by: KurtAngle2


Guys remember that Tyranids powers can now be cast on Genestealer Cult units, and that is awesome


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/03 08:42:31


Post by: Spoletta


Carnage43 wrote:Anyone have any good thoughts on smashing vehicles at range? If we have to put down a Knight or a couple predators, there aren't a ton of options.

Hive Guard have solid range and decent damage, averaging around 1 wound per turn on a T7 or T8 vehicle.

The Exocrine, With 12 shots, doing 2 damage each at 3+ to hit seems good, but might have a rough time with T8 stuff.

Melee. Well, CATCHING them is the first problem, the second is getting your face stomped in.

Any other thoughts?


With Fex at speed 7, adrenal glands being dirty cheap, command points to reroll charges and vehicles being stuck in melee, catching them will no longer be that hard.
If you expect problems with Imperial knights, take a look at OOE.

Carnage43 wrote:
 Telly wrote:
wizerdree wrote:

I haven't had a chance to read up on how many armies get to ignore morale but it seems a lot of people are underestimating The Horror. -1 to hit in shooting and melee (but not negating overwatch?) and a -1 to leadership could be huge. Three zoans plus a neuro with the horror could reliably throw out effectively 5 wounds and heal 2 wounds a turn. Early game that 5 could be a pretty scary swing on some morale checks and late game that 4 mortals could be deadly to characters who've lost blocks of their bubblewrap.


That sounds fine and dandy on paper, but:
-Smite can't be aimed, it targets the closest model in LOS.
-The way LD works now, -1LD is, at best, going to be equal to killing one model
-A unit of 4 Zoanthropes loses 50% of its damage output after one Zoan dies
-A unit of 4 Zoanthropes is 160pts. For just over 100 you can take a full squad of Biovores, who can dish out mortal wounds more consistently (and accurately) from 4ft away. If you need synapse or a Psyker, a basic shooty Hive Tyrant is only 184pts.

To me, it seems that Zoanthropes are simply outclassed this edition.


Nailed it.

This is a by product of generic psychic powers I think. Once the codex proper appears in a year or two, they will get a real warp blast back I imagine.

Although....the rule of one will continue to exist......so it would have to be a new smite-esque power, in that it can be cast as many times per turn as you'd like.

I'm just disappointed they didn't do something smarter as a hold over. Just give them a "weapon" called warp blast. S8, AP-3, D3 damage 24" range....whatever. They'd be a side-graded hive guard at least.


I wouldn't be so quick in condemning our zoans. Consider the following:

1) 3 biovores average 25% less mortal wounds of a succesful smite (classic version, not empowered version)
2) Zoans have a lot less range and have limited target selection. On the other hand though they are self sufficient, while also providing a synapse and in some cases hampering enemy casting. They also are really good as advanced psykers to disperse enemy casts, coming from AoS i can tell you that this is huge. On the other hand biovores while having a lot of range, absolutely need a synapse babysitting, or they will always shoot at the wrong targets.
3) Biovores have 4 wounds, against the 3 of zoans, and 48" is a protection in itself, but we now have a lot of reliable deepstrike, so beware. Zoans sport a 3++ save, which is extremely good on a 3W platform! You want to target them with high damage weapons, but all of these also have high AP which gets wasted on these guys. They are not good targets for any weapon, while having the same cost per wound ratio of a vanilla marine. 4 wounds are surely better than 3, but not by a lot, since many weapons in the game are damage 2 and d3, perfect to take on 4 wounds targets and not so efficient on 3 wound targets. There are some Damage 4 weapons, but are mostly melee and again with no less than AP -3.
4) Tyranids powers are awesome.

All in all i see both of them as viable choices, with the biovores being the less obvious ones and taken only if you also have a tervigon.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/03 08:47:54


Post by: KurtAngle2


 Carnage43 wrote:
Anyone have any good thoughts on smashing vehicles at range? If we have to put down a Knight or a couple predators, there aren't a ton of options.

Hive Guard have solid range and decent damage, averaging around 1 wound per turn on a T7 or T8 vehicle.

The Exocrine, With 12 shots, doing 2 damage each at 3+ to hit seems good, but might have a rough time with T8 stuff.

Melee. Well, CATCHING them is the first problem, the second is getting your face stomped in.

Any other thoughts?


Harpies are cheap, have 4 ranged weapons + 3 AP-2 D3 attacks in melee and they WILL charge due to 30" speed!


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/03 10:01:05


Post by: Spoletta


Compared to other factions our flyers are really good, but don't forget that they have istinctive behaviour, and good like keeping them in synapse range.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/03 10:19:21


Post by: ShaneTB


For the Hive Tyrant, I can't see the equivilent option for twin-linked devourers. Has that option been removed?

Would it be two standard devourers for 6 shots total?

Might be time to remove an arm if that's the case (yes, I know, magnets...)


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/03 10:31:45


Post by: opu


 ShaneTB wrote:
For the Hive Tyrant, I can't see the equivilent option for twin-linked devourers. Has that option been removed?

Would it be two standard devourers for 6 shots total?

Might be time to remove an arm if that's the case (yes, I know, magnets...)


Devourers w/ brainleech have been plain nerfed, with Twin-linked not being a thing like it was.
When you can swap out a pair of Scything Talons you can get 'Two devourers with brainleech worms' - as in they're now separate guns on each arm.
So if you swap out all your arms for devourers you'll get 4 guns.
You have to pay for each one though and they're 7pts each, so 14 for one pair, 28 for all.
Not super pricey but they're only Assault 3 each, meaning each pair will deal the 6 shots like before but now with no re-rolls. S6, no AP and 1 Dmg.
For 3pts extra on each gun (10) you can get Deathspitters w/ Slimer Maggots instead which are Assault 3, S7, AP-1, Dmg1.
So for that small point increase you're getting an extra strength and an AP value.
Devourers aren't really worth taking over Deathspitters if you're after the dakka build.
A tonne of people are gonna be in riot over how they've constructed their models.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/03 10:42:09


Post by: ShaneTB


Thanks. Didn't click it was swapping pairs. But yes, I thought why not pay a few points more for +s/-ap.
Normal wounds not spilling over is also hard to wrap my head around for fun builds. Need to play some low scale games before I remodel anything.



Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/03 15:47:01


Post by: GreaterGood?


Spoletta wrote:

 GreaterGood? wrote:
So, does anyone see a use for tyranid warriors? It seems to me without the character keyword to hide, their just going to get shot off the table. There's tons of awesome stuff to be excited about here, but I'm bummed that our synapse unit is about as resilient as Ork nobs...

Am I missing something? or why would I want warriors, when I can take a single prime for the hiding behind units?


Why would you need to hide them? They are a troop choice that comes at the cheaper at 60 points for 9W T4 4+ immune to morale that holds out well in CQC and nerfs enemy psykers while providing synapse!! Those guys are a steal as they are!


So, I missed that they were troops, and that's in thier favor for sure. But they are still overcosted for thier wounds. One warrior is 24 points with his devourer, and a termagaunt is 4 points. so gaunts get 6 wounds to every three for warriors. Genestealers are 12 points now, so you could get 2 genestealers for every warrior, and get an invulnerable save.. etc..

Additionally, with basicly all of the weapons people will be taking having multiple damage, it seems to me that multiple wounds isn't an advantage, it's a liability. Basicly shooting has gotten better, and Warriors are still T4 and 4+ save... I just see no place for them. Everything they can do I can think of another unit that seems to do it better in Tyranids. I'll bring a single Prime to babysit my gaunt hordes because he'll be safe.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/03 16:17:52


Post by: Qwerty2jam


As it's one of my favourite models, does anyone see a use behind the maleceptor? It's rules seem underwhelming but I would love to get it to work and may be missing some obvious use for it.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/03 16:50:18


Post by: Spoletta


GreaterGood? wrote:
Spoletta wrote:

 GreaterGood? wrote:
So, does anyone see a use for tyranid warriors? It seems to me without the character keyword to hide, their just going to get shot off the table. There's tons of awesome stuff to be excited about here, but I'm bummed that our synapse unit is about as resilient as Ork nobs...

Am I missing something? or why would I want warriors, when I can take a single prime for the hiding behind units?


Why would you need to hide them? They are a troop choice that comes at the cheaper at 60 points for 9W T4 4+ immune to morale that holds out well in CQC and nerfs enemy psykers while providing synapse!! Those guys are a steal as they are!


So, I missed that they were troops, and that's in thier favor for sure. But they are still overcosted for thier wounds. One warrior is 24 points with his devourer, and a termagaunt is 4 points. so gaunts get 6 wounds to every three for warriors. Genestealers are 12 points now, so you could get 2 genestealers for every warrior, and get an invulnerable save.. etc..

Additionally, with basicly all of the weapons people will be taking having multiple damage, it seems to me that multiple wounds isn't an advantage, it's a liability. Basicly shooting has gotten better, and Warriors are still T4 and 4+ save... I just see no place for them. Everything they can do I can think of another unit that seems to do it better in Tyranids. I'll bring a single Prime to babysit my gaunt hordes because he'll be safe.


I don't remember genestealers and termagants giving synapse though, so why are you comparing apples to oranges? And a double scythe warrior is 20 points. They cost 6.6 points per wound, at T4 and 4+ armor. Marine scouts pay almost double for the same stats.
The synapse range of a prime is 8", compared to the range of 3 warriors which is close to 17".
Also, why do you think that people will prefer multi damage weapons? They cost really a lot usually, for limited efficency against many targets. Don't expect to see a lot of those around (except in melee).

Qwerty2jam wrote:As it's one of my favourite models, does anyone see a use behind the maleceptor? It's rules seem underwhelming but I would love to get it to work and may be missing some obvious use for it.


He does have a role now, compared to 7th were his only role was to cause a good laugh to your opponent. His cost is a bit high for a T7 12 W monster, but he has the added bonus of bringing one psy level that can be converted in up to 6 mortal wounds. Thanks to his +1 he is a reliable source of a buff for the first turn and then if he is not surrounded enough, he can opt to smite with almost guaranted success. That said, his melee stats are not good, and is really easily tarpitted. The 5++ is nice on multiwound models though.
What he has going for him, is that his preferred role (punishing MSU) is not hampered by wounds, so you need to remove all 12 of those wounds to remove the threath. His role IMHO is to be the centerpiece of an assault, right in the middle of the board where he can get the greatest number of units (remember that now chars count for separated units), provide Synapse, DtW and SitW, while being a credible threat to high wound targets. If he scores 7-8 mortal wounds, denys one power and provide synapse to gribblis during the initial impact before going down around the bottom of turn 3 or top of turn 4, then he paid for his price.




Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/03 17:41:48


Post by: astro_nomicon


opu wrote:
 ShaneTB wrote:
For the Hive Tyrant, I can't see the equivilent option for twin-linked devourers. Has that option been removed?

Would it be two standard devourers for 6 shots total?

Might be time to remove an arm if that's the case (yes, I know, magnets...)


Devourers w/ brainleech have been plain nerfed, with Twin-linked not being a thing like it was.
When you can swap out a pair of Scything Talons you can get 'Two devourers with brainleech worms' - as in they're now separate guns on each arm.
So if you swap out all your arms for devourers you'll get 4 guns.
You have to pay for each one though and they're 7pts each, so 14 for one pair, 28 for all.
Not super pricey but they're only Assault 3 each, meaning each pair will deal the 6 shots like before but now with no re-rolls. S6, no AP and 1 Dmg.
For 3pts extra on each gun (10) you can get Deathspitters w/ Slimer Maggots instead which are Assault 3, S7, AP-1, Dmg1.
So for that small point increase you're getting an extra strength and an AP value.
Devourers aren't really worth taking over Deathspitters if you're after the dakka build.
A tonne of people are gonna be in riot over how they've constructed their models.


Yep. Reeeaally wishing I had taken the time to magnetize mine after I painstakingly converted custom devourer arms

Guess that's what I get for being an excited powergamer adding Dakka Flyrants to my Daemons at the beginning of 7th

To be fair that was kind of the only way to Run them at the time

All things considered I'm looking at running Melee Tyrants now. With no benefit to being airborne, but having more wounds and faster base movement they look pretty good on paper. The most interesting builds to me right now are 2x Rending Claw (super cheap) or Rending Claws and 2 Death Spitters (seems like a pretty good budget, Jack of all trades)


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/03 18:22:39


Post by: opu


 astro_nomicon wrote:


All things considered I'm looking at running Melee Tyrants now. With no benefit to being airborne, but having more wounds and faster base movement they look pretty good on paper. The most interesting builds to me right now are 2x Rending Claw (super cheap) or Rending Claws and 2 Death Spitters (seems like a pretty good budget, Jack of all trades)


Mon. Rending Claws are certainly pretty nice.

It'll hopefully be FAQ'd or solved in some way to clarify but I know there's some belief that Mon. Scything Talons provide +1 attacks per pair, so combined with the fact you can split attacks; on the Hive Tyrant you have your 5 attacks, 1 gets used by the tail, but if you've got all MonScyTals and divvy up 2 attacks with 1 pair and 2 attacks with the other pair, the effect goes off twice, so you're generating an extra 2 attacks (1 from each), making that 6 attacks with the ScyTals.
I think this has stemmed from people going 'well why bother telling us the trygon or mawloc have 3 pairs of ScyTals then if you can't do stuff like this'.
So if this is the case then MonScyTals may just be worth the extra points over Mon. Rending Claws.

Would be nice to see the Tyrant getting a Rending Claw arm set for the model, don't think the warrior's would cut it justice.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/03 18:40:19


Post by: Ferrum_Sanguinis


 Ratius wrote:
Anyone consider running a Synapse-less army?

I dont really see much of a downside to IB now, barring your opponent parking something really really tough infront of your gants and forcing them to chip chip chip away at it for 6 turns.
But with some smart movement and positioning you could avoid this.

Am I missing something?


I'm actually considering running the opposite: A Pure Synapse army with no IB units.

HQ: Anything but OOE

Elites: Zoans and Maleceptor

Troops: Warriors

Fast Attack: Shrikes

Heavy Support: Trygon Primes.

Yeah it goes against Nid fluff completely and probably isn't really viable with how few bodies I'll have, but not having to worry about morale at all will be a nice buff.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/03 18:44:50


Post by: astro_nomicon


opu wrote:
 astro_nomicon wrote:


All things considered I'm looking at running Melee Tyrants now. With no benefit to being airborne, but having more wounds and faster base movement they look pretty good on paper. The most interesting builds to me right now are 2x Rending Claw (super cheap) or Rending Claws and 2 Death Spitters (seems like a pretty good budget, Jack of all trades)


Mon. Rending Claws are certainly pretty nice.

It'll hopefully be FAQ'd or solved in some way to clarify but I know there's some belief that Mon. Scything Talons provide +1 attacks per pair, so combined with the fact you can split attacks; on the Hive Tyrant you have your 5 attacks, 1 gets used by the tail, but if you've got all MonScyTals and divvy up 2 attacks with 1 pair and 2 attacks with the other pair, the effect goes off twice, so you're generating an extra 2 attacks (1 from each), making that 6 attacks with the ScyTals.
I think this has stemmed from people going 'well why bother telling us the trygon or mawloc have 3 pairs of ScyTals then if you can't do stuff like this'.
So if this is the case then MonScyTals may just be worth the extra points over Mon. Rending Claws.

Would be nice to see the Tyrant getting a Rending Claw arm set for the model, don't think the warrior's would cut it justice.


However the Scything Talons ruling pans out will certainly be a deciding factor. If it's a flat +1 attack then I feel like the points saved and the reroll to wound of the Rending Claws win out. If it is indeed ruled that 2 sets of Scything Talons grant +2 attacks then it will be worth considering for the points.

Either way, it's all magnets from here on once I get around to mangling the devourers off of my Hive Tyrants


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/03 19:13:57


Post by: Tyran


Also remember that Genestealer Cult units are Tyranids, so we can use them in our detachment (but they lose Cult Ambush).

Or we can use them in another detachement and even use them as a way to have an Astra militarum detachement.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/03 20:15:41


Post by: shogun


shogun wrote:


Thinking about this list (2000P):

FORMATION 1:

HQ- Swarmlord
-Tyrannocyte transport

TROOPS -20 hormagaunts + adrenal glands
TROOPS -20 genestealers

ELITE -Lictor
ELITE -Lictor
ELITE -Lictor

HEAVY SUPPORT-Trygon (adrenal glands)
HEAVY SUPPORT-Trygon (adrenal glands)
HEAVY SUPPORT-1x biovore

FAST ATTACK- spore bomb
FAST ATTACK- spore bomb
FAST ATTACK- spore bomb

FORMATION 2 (heavy support focus):

HQ: -Hive tyrant (deathspitters)
-Tyrannocyte transport

HEAVY SUPPORT-1x biovore
HEAVY SUPPORT-1x biovore
HEAVY SUPPORT-1x biovore
HEAVY SUPPORT-1x biovore
HEAVY SUPPORT-1x biovore
HEAVY SUPPORT-1x biovore

FAST ATTACK- spore bomb


Dit a test setup with this armylist-tactic.

In this armylist I assume I'am forced to deploy half the army.

So thats 4 sporebombs + 7 biovores in the backfield (pokerchips represent some enemy units:


The biovores try to stay out of line of sight and If the enemy goes first I just take in the shooting.

First turn Tyranids:

3 lictors deploy at a flank in cover:


Midfield I deploy the hive tyrant + swarmlord out of their tyrannocyte + 2x trygons with 20 hormaguants and 20 genestealers coming out of their tunnels. Biovores advance forward.


psychic phase: Hive tyrants try to cast catalyst on the genestealers and more powers after that.
shooting phase: swarmlord pushes genestealers 6 inch + d6 advance forward


All shooting units try to take down the most important enemy units.

Assault phase:
- Genestealers can assault without a problem.
- 3 lictors get a reroll assault and a 3+ save for standing in cover.
- Hormagaunts, trygons and hive tyrant got adrenal glance so need a 8 to get into assault.
- If I can only use the same strategem once in a single turn, I use one to reroll a single assault d6 charge.

I almost always got 2/3 extra units in close combat apart from the genestealers.

I really want to test this against other armies. I think I could struggle against lascannon/plasmagun Astra M because the got the cheap bubble wrap to sacrifice and fall back and come back gun's blazing. But I do think its possible to take a full round of shooting as long as the remaining force is capable of taking down the rest in close combat. I do think that the biovores are great. With all these other units in the enemies face its possible for them to keep on shooting and mortal wounds are piling up against the big targets. If the big targets are locked in close combat its possible to shoot at units nearby and possible charge with drifting bombs the next turn.

Potential?




Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/03 21:04:55


Post by: rollawaythestone


The Frontline Gaming guys on their live Q&A insisted that the Tervigon must pay for new Termagants (including replenishing existing units).


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/03 21:15:14


Post by: NewTruthNeomaxim


 rollawaythestone wrote:
The Frontline Gaming guys on their live Q&A insisted that the Tervigon must pay for new Termagants (including replenishing existing units).


Then they're wrong as the Datasheet expressly says otherwise. :-p


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/03 21:19:52


Post by: Benlisted


@ warrior chat, they have to have one ranged, one melee weapon (same with shrikes) so min cost is 24. Makes dual boneswords actually worth it for the bonus attack.

@ biovore and spore null deploy, the biovores are gonna be useless with a foe who uses bubblewrap due to instictive behaviour.

I think there are a few big winners in this set of rules, but i still really can't see myself using a lot of units. Fexes are just so damn cheap (99pts for melee, 114 for dakka), don't depreciate with wounds taken, and can be taken 3 to a slot, that I really can't see a lot of other big bugs being worth it. Haruspex clocks in at 278, way too much. Maleceptor might have a niche with its mortal wound dishing a synapse. Mawlocs seem pretty lacklustre now to be honest, 3pts less than 3 biovores and very likely to dish out less mortal wounds unless you can somehow catch 3+ units (and even then only every other turn twice per game, and it takes up those valuable reserve slots). Trygons are reasonably priced at 180/219 for prime and the tunnel is super useful, so they have a place. Exocrines spit out a hell of a lot of fire and thus might be worth it solely as they're one of our only sources of ranged high AP fire - but for the price of 2 dakkafexes you get half (1/4 if you move) the str7 shots. A lot of vehicles being t8 is the main issue with them i feel. T-fexes I just don't feel are at all worth it, more pricey than an exocrine with RC and outclassed. The toxicrene at 165 is cheap enough to be potentially worthwhile, though the WS depreciation sucks. And as the poster above points out, tervis will be pretty worthless if you pay for respawned gaunts as well as created units.

In any case, dont take that as a big moan, we have a lot to be happy about! I am hyped to try fex spam, tunneling stuff and for hierodule rules so i can throw one in the enemy's face with swarmy 8D


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/04 05:36:58


Post by: babelfish


Spoletta wrote:
Compared to other factions our flyers are really good, but don't forget that they have istinctive behaviour, and good like keeping them in synapse range.


I don't think keeping them in synapse is going to be a big problem. Warriors, Zoanthropes, and Trygon Primes all have options to deep strike, Winged Hive Tyrants seem solid, and careful movement can mitigate the shoot at the nearest target problem.


Automatically Appended Next Post:
@weapon arms, my reading is that Warriors (and the Prime) have to take one set of cc arms and one gun.

Right now I'm looking at an army core of:

Swarmlord
3 squads of 3 Warriors with rending, devourers, and a venom cannon
2 Trygons with adrenal glands
3 Harpies with venom cannons

This comes out to 1414. I can bump it to 1500 with an extra squad of Warriors, or add stealers and gaunts for higher point games.



Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/04 11:00:12


Post by: opu


Benlisted wrote:
@ warrior chat, they have to have one ranged, one melee weapon (same with shrikes) so min cost is 24. Makes dual boneswords actually worth it for the bonus attack.

Spoletta wrote:
@weapon arms, my reading is that Warriors (and the Prime) have to take one set of cc arms and one gun.


Just clarifying, Warriors can take two sets of Scything Talons if they want to, as Scything Talons are a Basic Bio-weapon, so bare min cost would be a flat 20.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/04 11:58:10


Post by: shogun


Benlisted wrote:
@ warrior chat, they have to have one ranged, one melee weapon (same with shrikes) so min cost is 24. Makes dual boneswords actually worth it for the bonus attack.

@ biovore and spore null deploy, the biovores are gonna be useless with a foe who uses bubblewrap due to instictive behaviour.

I think there are a few big winners in this set of rules, but i still really can't see myself using a lot of units. Fexes are just so damn cheap (99pts for melee, 114 for dakka), don't depreciate with wounds taken, and can be taken 3 to a slot, that I really can't see a lot of other big bugs being worth it. Haruspex clocks in at 278, way too much. Maleceptor might have a niche with its mortal wound dishing a synapse. Mawlocs seem pretty lacklustre now to be honest, 3pts less than 3 biovores and very likely to dish out less mortal wounds unless you can somehow catch 3+ units (and even then only every other turn twice per game, and it takes up those valuable reserve slots). Trygons are reasonably priced at 180/219 for prime and the tunnel is super useful, so they have a place. Exocrines spit out a hell of a lot of fire and thus might be worth it solely as they're one of our only sources of ranged high AP fire - but for the price of 2 dakkafexes you get half (1/4 if you move) the str7 shots. A lot of vehicles being t8 is the main issue with them i feel. T-fexes I just don't feel are at all worth it, more pricey than an exocrine with RC and outclassed. The toxicrene at 165 is cheap enough to be potentially worthwhile, though the WS depreciation sucks. And as the poster above points out, tervis will be pretty worthless if you pay for respawned gaunts as well as created units.

In any case, dont take that as a big moan, we have a lot to be happy about! I am hyped to try fex spam, tunneling stuff and for hierodule rules so i can throw one in the enemy's face with swarmy 8D


The big winner is the Swarmlord. Giving a unit free movement in the shooting phase is golden and a must have. Genestealers moving 8 inch + d6 advance then doing this again in the shooting phase + 2xd6 charge= average 30 inch assault!!!


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/04 12:03:28


Post by: Therion


I've only looked at the Tyranids for an hour or two, but I did some math on them with my friend because he's playing Nids, and currently to me an army with something like:

-Swarmlord
-2 Trygon Primes
-2 maxed blobs of Stealers
-Couple units of Raveners
-Red Terror
-Lots of Hive Guard
-2-3 units of Termagants (don't need to be that big) for objectives in safe areas

Should work decently enough. Hive Guard beat Carnifexes (and everything else) pretty easily point by point in killing vehicles, while having the advantage of range and line of sight too, and the rest is the stuff that does the most damage for the buck in combat.

Swarmlord moves forward in the middle, advances, he'll be in range of the deep strike factions to provide synapse. He can Hive Commander one unit into guaranteed charge ranges, and and he can Catalyst a blob of Stealers. The Hive Guard move with him, or they don't move at all. Everything else is the assault element that is in your face immediately. All of it can theoretically get the jump already turn one, but turn two the latest isn't bad at all. You'll also get to deep strike such that you'll guarantee multicharges against tons of units. Just making the charges might win you the game since you reduce the enemy shooting next turn to a fraction of the original. The only way, in my mind, to deal with this (as the enemy) is to have solid units that can actually fight the Tyranids in close combat. By far the toughest opponent would be footslogging all-assault Orks. Against them, the Tyranids will get a lot of the charges, so you'll have to do damage when you make your move, and somehow isolate (or hope that the enemy makes a mistake) half of the enemy army. If 150 Boyz charge the Tyranids, it's over.

What people overestimate about the Orks, is their Mob Rule. Large units of Boyz aren't immune to losing guys to morale at all. The AM Commissar rule is much, much stronger than the Mob Rule. Against units of 30 Ork Boyz, the break point to destroy them is at 19 kills. You kill 19 models in one turn (shooting and fighting combined), and the rest will explode. The average D6 roll is 3.5. 3.5+19 deaths=22.5. The unit has 11 guys alive, so their LD is 11. 22.5-11=11.5 more dead. The unit is dead.

That's how you kill them. You kill 19 guys from one unit, and then you start shooting the next one.



Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/04 13:11:33


Post by: D6Damager


NewTruthNeomaxim wrote:
 rollawaythestone wrote:
The Frontline Gaming guys on their live Q&A insisted that the Tervigon must pay for new Termagants (including replenishing existing units).


Then they're wrong as the Datasheet expressly says otherwise. :-p


No. They are right as they were speaking in terms of matched play where you have to pay their points. It's in the matched play rules. If you play open or narrative then it doesn't matter.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/04 13:15:35


Post by: Therion


 D6Damager wrote:
NewTruthNeomaxim wrote:
 rollawaythestone wrote:
The Frontline Gaming guys on their live Q&A insisted that the Tervigon must pay for new Termagants (including replenishing existing units).


Then they're wrong as the Datasheet expressly says otherwise. :-p


No. They are right as they were speaking in terms of matched play where you have to pay their points. It's in the matched play rules. If you play open or narrative then it doesn't matter.


Nah, I've read the rules too. The matched play rules say if a new unit is added, or if a unit that has been destroyed is replaced, you pay the points. Nowhere does it say that if you replenish a unit that has suffered casualties (a special feature of the Tervigon), you have to pay the points. It's an oversight, sure, maybe, maybe not, but you're wrong and the guy you're arguing against is right.



Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/04 13:45:02


Post by: adamsouza


Necrons bring back dead models with RP, Sisters bring back the dead with Hospitalers. Bringing back dead models is more like undoing a failed save, since it can't bring an army above it's starting total points, which it looks like 8E is fine with.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/04 14:26:09


Post by: Benlisted


opu wrote:
Benlisted wrote:
@ warrior chat, they have to have one ranged, one melee weapon (same with shrikes) so min cost is 24. Makes dual boneswords actually worth it for the bonus attack.

Spoletta wrote:
@weapon arms, my reading is that Warriors (and the Prime) have to take one set of cc arms and one gun.


Just clarifying, Warriors can take two sets of Scything Talons if they want to, as Scything Talons are a Basic Bio-weapon, so bare min cost would be a flat 20.


Oh good catch. Still, probably only worth it for the bargain basement 2xscytal build, unless you wanna keep your melee warriors a little cheaper.

Also I agree that from the matched play rules frontline have it wrong (they made a few mistakes) - replenishing looks like you don't have to pay for it, which means tervis might be good.

I'm looking forward to the Malanthrope rules, as since venoms now are min 3, I can see a similarly priced -1 to hit bubble with built in synapse being really solid. A shooty Nid list could easily have a solid base of biovores and hive guard babysat by malanthropes, with tervigons replenishing big units of half devilgaunts further up. Add dakkafexes and maybe an exocrine or some harpies to taste.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/04 14:47:36


Post by: StarHunter25


So a hideous tactic exists now. Combine Deathleaper, venomthropes, a psycher with horror. Charge a unit. Laugh as they get a -4 total hit modifier. Bonus troll if youy bring some GSC for mass hypnosis. Laugh more as no one but Khârne can hit you.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/04 15:22:30


Post by: ShaneTB


 Therion wrote:
 D6Damager wrote:
NewTruthNeomaxim wrote:
 rollawaythestone wrote:
The Frontline Gaming guys on their live Q&A insisted that the Tervigon must pay for new Termagants (including replenishing existing units).


Then they're wrong as the Datasheet expressly says otherwise. :-p


No. They are right as they were speaking in terms of matched play where you have to pay their points. It's in the matched play rules. If you play open or narrative then it doesn't matter.


Nah, I've read the rules too. The matched play rules say if a new unit is added, or if a unit that has been destroyed is replaced, you pay the points. Nowhere does it say that if you replenish a unit that has suffered casualties (a special feature of the Tervigon), you have to pay the points. It's an oversight, sure, maybe, maybe not, but you're wrong and the guy you're arguing against is right.



That's how it reads ("units"). And that would also match how it works in AoS.

You can replace models that have been slain in a unit that exists. A total new unit = reinforcement points.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/04 18:53:40


Post by: StarHunter25


Spoiler:
 ShaneTB wrote:
 Therion wrote:
 D6Damager wrote:
NewTruthNeomaxim wrote:
 rollawaythestone wrote:
The Frontline Gaming guys on their live Q&A insisted that the Tervigon must pay for new Termagants (including replenishing existing units).


Then they're wrong as the Datasheet expressly says otherwise. :-p


No. They are right as they were speaking in terms of matched play where you have to pay their points. It's in the matched play rules. If you play open or narrative then it doesn't matter.


Nah, I've read the rules too. The matched play rules say if a new unit is added, or if a unit that has been destroyed is replaced, you pay the points. Nowhere does it say that if you replenish a unit that has suffered casualties (a special feature of the Tervigon), you have to pay the points. It's an oversight, sure, maybe, maybe not, but you're wrong and the guy you're arguing against is right.



That's how it reads ("units"). And that would also match how it works in AoS.

You can replace models that have been slain in a unit that exists. A total new unit = reinforcement points.


I'm going to have to agree with Shane here. Otherwise apothecary type units would need to set aside points in matched play to bring back fallen dudes, and necrons points to use reanimation. And yes, the two rules have the same function returning lost points to play.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/04 21:23:55


Post by: Jaq Draco lives


nidzilla still a thing for a newbie just starting tyranids?

I'm not super familiar but things I like the look of:

Like swarmlord
2x CC Flyrants
deathleaper
Mawloc
trygon

And some cheap troops and living artillery to balance it out


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/04 21:42:13


Post by: pinecone77


 Ratius wrote:
I was looking at Deathleaper. Gee his its after me rule is quite darn nice.
Setup anywhere WITHIN 6" of an enemy character and attack any turn he likes.
Sure, hes not going to wipe out Ghaz or Abby but incredibly useful for stalking apoths, bigmeks, crypteks et al.


Maybe it's just me, but this just screams out "Hunt the Psycher!"


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/04 21:50:24


Post by: luke1705


Some medium-length battle reports for my first 4 games of 8th with Nids, and plenty of on the spot thoughts on the units I used

https://www.dakkadakka.com/dakkaforum/posts/list/727641.page#9408301


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/04 21:54:01


Post by: SeraphimXIX


 Therion wrote:
 D6Damager wrote:
NewTruthNeomaxim wrote:
 rollawaythestone wrote:
The Frontline Gaming guys on their live Q&A insisted that the Tervigon must pay for new Termagants (including replenishing existing units).


Then they're wrong as the Datasheet expressly says otherwise. :-p


No. They are right as they were speaking in terms of matched play where you have to pay their points. It's in the matched play rules. If you play open or narrative then it doesn't matter.


Nah, I've read the rules too. The matched play rules say if a new unit is added, or if a unit that has been destroyed is replaced, you pay the points. Nowhere does it say that if you replenish a unit that has suffered casualties (a special feature of the Tervigon), you have to pay the points. It's an oversight, sure, maybe, maybe not, but you're wrong and the guy you're arguing against is right.



Your argument basically comes down to them saying units and not models. RAI "replace models that have been destroyed" obviously falls under the category of "replace units that have been destroyed". Did you unironically think that wasnt the case?


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/04 22:11:22


Post by: Loopstah


 SeraphimXIX wrote:


Your argument basically comes down to them saying units and not models. RAI "replace models that have been destroyed" obviously falls under the category of "replace units that have been destroyed". Did you unironically think that wasnt the case?


That makes no sense. Unless you are talking about a one model unit, which doesn't apply in this situation. Replacing models in a unit is not the same thing as replacing a destroyed unit or creating new units.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/04 22:32:29


Post by: babelfish


Benlisted wrote:
opu wrote:
Benlisted wrote:
@ warrior chat, they have to have one ranged, one melee weapon (same with shrikes) so min cost is 24. Makes dual boneswords actually worth it for the bonus attack.

Spoletta wrote:
@weapon arms, my reading is that Warriors (and the Prime) have to take one set of cc arms and one gun.


Just clarifying, Warriors can take two sets of Scything Talons if they want to, as Scything Talons are a Basic Bio-weapon, so bare min cost would be a flat 20.


Oh good catch. Still, probably only worth it for the bargain basement 2xscytal build, unless you wanna keep your melee warriors a little cheaper.


Does this enable builds like Bone Sword/Lash Whip + Rending Claws? Trade the devourer for scything talons, then trade both sets of talons for other melee weapons.

I don't see it as being super OP due to the abilities not stacking, but having the option for sword or rending as the situation demands isn't bad, and with the cost being so low it could be useful.

Benlisted wrote:



I'm looking forward to the Malanthrope rules, as since venoms now are min 3, I can see a similarly priced -1 to hit bubble with built in synapse being really solid. A shooty Nid list could easily have a solid base of biovores and hive guard babysat by malanthropes, with tervigons replenishing big units of half devilgaunts further up. Add dakkafexes and maybe an exocrine or some harpies to taste.


I'm really liking the new Harpies. 12W at T6 is a lot to chew through, even with the new wounding chart. Heavy Venom Cannons are solid now, and Spore Mines hand out mortal wounds. Three HVC Harpies is just short of 400 points, has 6d3 S9 AP-1 D3 damage shots, and gets an extra command point from the Flyer Wing.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/04 22:58:46


Post by: luke1705


Yeah I think the BS + LW and rending claws is definitely the best bargain build for warriors (but every time someone says "try warriors out" I just take the same number of hive tyrants instead )

Edit: For what it's worth, the lack of instant death, plus str 6 and str 7 wounding them on 3's instead of 2's is pretty huge. And the prime is much better now too. I just love all of our other options more, but if you like the warriors, they're viable and do a lot of work for the points.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/04 23:05:11


Post by: Benlisted


babelfish wrote:
Benlisted wrote:
opu wrote:
Benlisted wrote:
@ warrior chat, they have to have one ranged, one melee weapon (same with shrikes) so min cost is 24. Makes dual boneswords actually worth it for the bonus attack.

Spoletta wrote:
@weapon arms, my reading is that Warriors (and the Prime) have to take one set of cc arms and one gun.


Just clarifying, Warriors can take two sets of Scything Talons if they want to, as Scything Talons are a Basic Bio-weapon, so bare min cost would be a flat 20.


Oh good catch. Still, probably only worth it for the bargain basement 2xscytal build, unless you wanna keep your melee warriors a little cheaper.


Does this enable builds like Bone Sword/Lash Whip + Rending Claws? Trade the devourer for scything talons, then trade both sets of talons for other melee weapons.

I don't see it as being super OP due to the abilities not stacking, but having the option for sword or rending as the situation demands isn't bad, and with the cost being so low it could be useful.

Benlisted wrote:



I'm looking forward to the Malanthrope rules, as since venoms now are min 3, I can see a similarly priced -1 to hit bubble with built in synapse being really solid. A shooty Nid list could easily have a solid base of biovores and hive guard babysat by malanthropes, with tervigons replenishing big units of half devilgaunts further up. Add dakkafexes and maybe an exocrine or some harpies to taste.


I'm really liking the new Harpies. 12W at T6 is a lot to chew through, even with the new wounding chart. Heavy Venom Cannons are solid now, and Spore Mines ot from the Flyer Wing.


You know I'm really unsure - wording is trade "its" x for another item. RAW yes but feels a little weird, maybe one for YMDC. Anyway that combo is quite nice - you get the benefit of LWBS even if you don't fight with it, so a couple to soak the hits of charging units may not be crazy!

I agree that harpies are solid - point for point cheapest HVC/STC in the dex, since it has 2, but I see str 9 as super valuable since it wounds t4 MEQs on 2s and tanks on 3s. (I also think normal VCs for only 9pts is a steal, my warriors will be maxxing them out). And a load of other utility with salvo, spores and the shriek. That said, it is FA not flier, so just use em to work towards your brigade 9cps

Also, don't know if people realise but advancing is done during movement, so those genes popping out of that trygon hole won't get to do it before you charge. Also, as the tcyte isnt a real transport, theres no way to propel a broodlord up there to buff trygon hole stealers. Onslaught and hive commander seem the only options, though giving the foe a turn to deal with 3 trygons and 60 stealers whilst avoiding t1 fire certainly isnt a terrible option either!


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/04 23:31:54


Post by: GodDamUser


I think biggest thing to think about with Tyranids and GSC

Is that unless you are going a Monster/vehicle list you are most likely going to be going 2nd.



Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/04 23:40:50


Post by: Arson Fire


babelfish wrote:

I'm really liking the new Harpies. 12W at T6 is a lot to chew through, even with the new wounding chart. Heavy Venom Cannons are solid now, and Spore Mines hand out mortal wounds. Three HVC Harpies is just short of 400 points, has 6d3 S9 AP-1 D3 damage shots, and gets an extra command point from the Flyer Wing.

Just short of 500 points don't you mean? You have to pay for both of the venom cannons.
They're still really good though.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/05 00:39:55


Post by: babelfish


Arson Fire wrote:
babelfish wrote:

I'm really liking the new Harpies. 12W at T6 is a lot to chew through, even with the new wounding chart. Heavy Venom Cannons are solid now, and Spore Mines hand out mortal wounds. Three HVC Harpies is just short of 400 points, has 6d3 S9 AP-1 D3 damage shots, and gets an extra command point from the Flyer Wing.

Just short of 500 points don't you mean? You have to pay for both of the venom cannons.
They're still really good though.


Yes, my bad. Knew I had to pay for both venom cannons, didn't actually add the second one in. 149 per Harpy, 447 for 3, assuming "can also shoot stinger salvos " means they have to pay for stinger salvos as a mandatory upgrade. If that phrasing means they get to shoot stinger salvos but don't have to pay for the gun then it is 11 points less per model, so 416 for three of them.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/05 01:18:25


Post by: Zimko


How about this for a tactic? Edit:(I see someone else thought of this, oh well)

Trygon delivers 20 Genestealers. Swarmlord uses his Hive Commander ability to allow the Genestealers to Move AND Advance in the shooting phase and then charge on turn 1.

It's a lot less risky then relying on them to make a 9" charge. The Swarmlord's ability requires the Genestealers be within 6" but the Swarmlord has a movement of 9" and the Trygon has a large enough base that the Swarmlord should be able to move up far enough for this to work.

I made an army list with this strat in it. It also combines Carnifexes, Old One Eye, Biovores and a Termagaunt/Tervigon element.
https://www.dakkadakka.com/dakkaforum/posts/list/727658.page

Battalion Detachment
HQ
Tervigon w/ Massive Scything Talons and Stinger Salvo - 250
Swarmlord - 300
Troops
3 Tyranid Warriors w/ V. Cannon, 2 death spitters and scy. talons - 85
27 Termagaunts w/ 15 Devourers and 12 Fleshborers - 168
28 Termagaunts w/ 15 Devourers and 13 Fleshborers - 172
20 Genestealers w/ Rending Claws and Scything Talons - 240 (Or 30 Hormagaunts w/ Adrenal Glands and Toxin Sacs for 240, By the math though, Genestealers seem better)
Spearhead Detachment
HQ
Old One Eye - 140
Heavy Support
Trygon Prime w/ 3 Pairs of Massive Scything Talons, Biostatic Rattle, Adrenal Glands and Bio-electric pulse with containment spines - 219
3 Carnifexes w/ 2 pairs of Monstrous Scything Talons and a Thresher Scythe - 282
3 Biovores - 72
3 Biovores - 72

Total: 2000


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/05 01:52:16


Post by: luke1705


The swarmy tactic works well for a guaranteed turn 1 charge but I like just bringing a second Trygon with another bunch of 20 stealers. Remember also that the trygon is able to make an 8" charge attempt if you give it adrenal glands (and why would you not). That's 2 8" turn 1 charges and 2 9" turn 1 charges. Plus you have a command re-roll, granting them pseudo fleet, and because you usually have multiple failed charge options, you can pick the one where you have a good chance of making it with the use of the re-roll. (66% - 86% I've seen much of the time).

The reason why I tend not to use the Swarmlord ability on the stealers is because if I use it on a flyrant, that's a 32" turn 1 move, giving me a pretty good chance at 3 turn 1 charges. The average mathematically is between 2 and 3, but it tops out higher because 5 charges could succeed turn 1. I even once had a flyrant make a charge turn 1 without Swarmy's ability (onslaught and 16" base move is really nice )

And this is all without a Hive Crone or a Harpy, which I've really been meaning to try out....but I would have to drop the Exocrine, and he has been an absolute monster. Loving all of the options we have, and none of them are awful


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/05 02:05:49


Post by: Arson Fire


babelfish wrote:
Arson Fire wrote:
babelfish wrote:

I'm really liking the new Harpies. 12W at T6 is a lot to chew through, even with the new wounding chart. Heavy Venom Cannons are solid now, and Spore Mines hand out mortal wounds. Three HVC Harpies is just short of 400 points, has 6d3 S9 AP-1 D3 damage shots, and gets an extra command point from the Flyer Wing.

Just short of 500 points don't you mean? You have to pay for both of the venom cannons.
They're still really good though.


Yes, my bad. Knew I had to pay for both venom cannons, didn't actually add the second one in. 149 per Harpy, 447 for 3, assuming "can also shoot stinger salvos " means they have to pay for stinger salvos as a mandatory upgrade. If that phrasing means they get to shoot stinger salvos but don't have to pay for the gun then it is 11 points less per model, so 416 for three of them.


Hmm? Still doesn't quite seem to add up to my number.
Harpy
2x Heavy Venom Cannon
Scything Wings
Stinger Salvoes

That adds up to 162 points each. Or 486 for three of them.
I'm assuming the stinger salvoes are mandatory, as they're not mentioned in the Wargear Options section.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/05 02:15:37


Post by: babelfish


Arson Fire wrote:
babelfish wrote:
Arson Fire wrote:
babelfish wrote:

I'm really liking the new Harpies. 12W at T6 is a lot to chew through, even with the new wounding chart. Heavy Venom Cannons are solid now, and Spore Mines hand out mortal wounds. Three HVC Harpies is just short of 400 points, has 6d3 S9 AP-1 D3 damage shots, and gets an extra command point from the Flyer Wing.

Just short of 500 points don't you mean? You have to pay for both of the venom cannons.
They're still really good though.


Yes, my bad. Knew I had to pay for both venom cannons, didn't actually add the second one in. 149 per Harpy, 447 for 3, assuming "can also shoot stinger salvos " means they have to pay for stinger salvos as a mandatory upgrade. If that phrasing means they get to shoot stinger salvos but don't have to pay for the gun then it is 11 points less per model, so 416 for three of them.


Hmm? Still doesn't quite seem to add up to my number.
Harpy
2x Heavy Venom Cannon
Scything Wings
Stinger Salvoes

That adds up to 162 points each. Or 486 for three of them.
I'm assuming the stinger salvoes are mandatory, as they're not mentioned in the Wargear Options section.


I managed to leave out the wings this time around. I can't math today.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/05 02:41:05


Post by: Pedroig


 Zimko wrote:
How about this for a tactic? Edit:(I see someone else thought of this, oh well)

Trygon delivers 20 Genestealers. Swarmlord uses his Hive Commander ability to allow the Genestealers to Move AND Advance in the shooting phase and then charge on turn 1.


Seems like a waste of the Trygon, in Turn 1. You would need to come out 9" from the enemy, all models have to be within 3" of the Trygon AND 9" from the enemy, 9"+6"+1d6" gives the Swarmlord 18" forward "aura range" on average. Given Standard deployment range of 24" between the front lines, means the Genestealers need to come out within 6" of the near side of the frontline and still be 9" away from enemy units.

For Turn 1, wouldn't it be easier to have 20 Genestealers move 8"+1d6+1" advance, Swarmlord Hive Commands, same unit now moves another 8"+1d6", and then gets a 2d6" charge. 11.5"+11.5"+7" leaves you 6" short of what your maximum would be while leaving the Swarmlord not right out in front. Trygon would be better used coming in at the back of their formation and having the Genestealers risk the 2d6" charge to get to an unit 9" away, with a reroll if needed on Turn 1. Course, using the Trygon/Hive Command combo on Turn 2 becomes very nasty, and your Swarmlord is 5-9" closer, does require another unit of Genestealers though...

Just my opinion/food for thought...


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/05 03:06:03


Post by: pinecone77


OK, still trying to "grok" this new way of doing things...

First Wave: 1902 points, I left some spare in case I messed up costs someplace...

Command points: 3+ 9 (Brigade)

HQ: Tyrant: Wings, Lash+Bone, Monster Scythes, Pincer Tail....226
HQ: Broodlord
HQ: Broodlord 162?

Troops: Stealer Brood, x10
Troops: Steal as above
Troops: as above
Trp: Rippers, spinemaws, x3
Trp: as above
Troop: as above

Venothrope Brood (Choking spores, venom lash) x3 132?

Lictor
Lictor

Gargoyles x 10 x3

Trygon (Bio electrics)
Trygon
Carnifex, Bio plasma, Two sets of Monster Scythes
Carnifex, as above
Carnifex, as above

Does this look "correct"? It looks like it could really mess up a lot of foes...


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/05 03:11:20


Post by: luke1705


Deploying Genestealers (or whatever unit floats your boat like Hormagants) inside a Trygon tunnel does 5 important things:

1) It allows you to "deploy" that unit first, and then see what your opponent does with one of their units before you put your guys down, giving you an informational edge
2) It increases your average point value for a deployed unit (420 is like almost Imperial Knight neighborhood), meaning that you are more likely to go first, barring a seize
3) Since you deploy at the end of any of your first movement phases, it gives you a TON of tactical flexibility. I see most people coming in turn 1 because why not, but you could wait until turn 2 or 3 if it helps you win the mission. Especially if it's eternal war, you have the perfect amount of immunity to being tabled if you go second.
4) Since you deploy during your turn, even if your opponent went first, you have zero alpha strike liability for these units. They go before your opponent shoots at them, period
5) Since you deploy during your turn with no scatter, all of your opponent's models will stay stationary from the time your guys hit the table until they make their charge rolls, and you have a perfect degree of control over their battlefield positioning. This alone can win games

In case all of that isn't enough, the Trygon is no slouch himself. I have no problem paying 180 points just for a guy who can pop up turn 1 and have an 8" assault. Every. Single. Time. Mine rolled extremely poorly and still almost sliced the Yncarne in half in one round of combat (it survived with 1 wound). Not the greatest vs tanks, but it can still get things done.


Automatically Appended Next Post:
pinecone77 wrote:
OK, still trying to "grok" this new way of doing things...

Spoiler:
First Wave: 1902 points, I left some spare in case I messed up costs someplace...

Command points: 3+ 9 (Brigade)

HQ: Tyrant: Wings, Lash+Bone, Monster Scythes, Pincer Tail....226
HQ: Broodlord
HQ: Broodlord 162?

Troops: Stealer Brood, x10
Troops: Steal as above
Troops: as above
Trp: Rippers, spinemaws, x3
Trp: as above
Troop: as above

Venothrope Brood (Choking spores, venom lash) x3 132?

Lictor
Lictor

Gargoyles x 10 x3

Trygon (Bio electrics)
Trygon
Carnifex, Bio plasma, Two sets of Monster Scythes
Carnifex, as above
Carnifex, as above

Does this look "correct"? It looks like it could really mess up a lot of foes...


I like it. You're probably not going first lmao but there's always the seize roll. I'm trying to figure out if always going second (and always giving up first blood) is worth the abundance of command points you're getting. My lists are more like 7 or 8 command points, whereas you can easily have 12-14. So 6-8 more re-rolls or 3-4 more "charge interruptions" is a pretty big deal, not gonna lie. You're always going to have units all over the objectives, and the MSU is going to really mess up a lot of armies because they won't kill you efficiently, but kill point missions are going to be torture for you.

If I was going to try and tweak this list, I might:

Try to make your stealer broods bigger. 15 would be great. 20 would be better. I know it's a ton of points but remember you get extra attacks when they're large units, and overwatch will likely claim a few. And with a broodlord in tow, they are going to literally butcher everything.

Swap a broodlord for Old One Eye. On his own, he's a monster, cheaper than a broodlord, and much better than he used to be. With his 3 closest friends....oh man. Look out. Only thing I wonder about with the fexes is if they should have bio plasma. Those talons mean they want to get to combat, so I would sooner just say save some points, forget the guns and give them adrenal glands for better running and charging. Remember also that onslaught is only going to be good for a single fex, not all 3 because they operate separately after deployment.

I am pretty high on at least some Tyrant Guard right now. Your tyrant is such an easy choice to try and focus down. Psyker, synapse, murder machine, great target for big guns. Don't let the guns win! I'm also pretty high on saving a few points and giving him monstrous rending claws for 1 of his cc options to try and save some points and to help with t7 and t8.

I might try and save some points by doing some cheaper fast attack options like mucolid spores (20 pts) or spore mines (30 pts). Not so much because I like the models, although making your opponent waste 1 or sometimes 2 units to make them deal with them can be nice. Mostly to try and trim your amount of kill points while still fulfilling the brigade detachment. But having 30 scoring bodies really is nice too. That's going to win you some games for sure.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/05 06:19:52


Post by: astro_nomicon


 luke1705 wrote:
Deploying Genestealers (or whatever unit floats your boat like Hormagants) inside a Trygon tunnel does 5 important things:

1) It allows you to "deploy" that unit first, and then see what your opponent does with one of their units before you put your guys down, giving you an informational edge
2) It increases your average point value for a deployed unit (420 is like almost Imperial Knight neighborhood), meaning that you are more likely to go first, barring a seize
3) Since you deploy at the end of any of your first movement phases, it gives you a TON of tactical flexibility. I see most people coming in turn 1 because why not, but you could wait until turn 2 or 3 if it helps you win the mission. Especially if it's eternal war, you have the perfect amount of immunity to being tabled if you go second.
4) Since you deploy during your turn, even if your opponent went first, you have zero alpha strike liability for these units. They go before your opponent shoots at them, period
5) Since you deploy during your turn with no scatter, all of your opponent's models will stay stationary from the time your guys hit the table until they make their charge rolls, and you have a perfect degree of control over their battlefield positioning. This alone can win games

In case all of that isn't enough, the Trygon is no slouch himself. I have no problem paying 180 points just for a guy who can pop up turn 1 and have an 8" assault. Every. Single. Time. Mine rolled extremely poorly and still almost sliced the Yncarne in half in one round of combat (it survived with 1 wound). Not the greatest vs tanks, but it can still get things done.


Automatically Appended Next Post:
pinecone77 wrote:
OK, still trying to "grok" this new way of doing things...

Spoiler:
First Wave: 1902 points, I left some spare in case I messed up costs someplace...

Command points: 3+ 9 (Brigade)

HQ: Tyrant: Wings, Lash+Bone, Monster Scythes, Pincer Tail....226
HQ: Broodlord
HQ: Broodlord 162?

Troops: Stealer Brood, x10
Troops: Steal as above
Troops: as above
Trp: Rippers, spinemaws, x3
Trp: as above
Troop: as above

Venothrope Brood (Choking spores, venom lash) x3 132?

Lictor
Lictor

Gargoyles x 10 x3

Trygon (Bio electrics)
Trygon
Carnifex, Bio plasma, Two sets of Monster Scythes
Carnifex, as above
Carnifex, as above

Does this look "correct"? It looks like it could really mess up a lot of foes...


I like it. You're probably not going first lmao but there's always the seize roll. I'm trying to figure out if always going second (and always giving up first blood) is worth the abundance of command points you're getting. My lists are more like 7 or 8 command points, whereas you can easily have 12-14. So 6-8 more re-rolls or 3-4 more "charge interruptions" is a pretty big deal, not gonna lie. You're always going to have units all over the objectives, and the MSU is going to really mess up a lot of armies because they won't kill you efficiently, but kill point missions are going to be torture for you.

If I was going to try and tweak this list, I might:

Try to make your stealer broods bigger. 15 would be great. 20 would be better. I know it's a ton of points but remember you get extra attacks when they're large units, and overwatch will likely claim a few. And with a broodlord in tow, they are going to literally butcher everything.

Swap a broodlord for Old One Eye. On his own, he's a monster, cheaper than a broodlord, and much better than he used to be. With his 3 closest friends....oh man. Look out. Only thing I wonder about with the fexes is if they should have bio plasma. Those talons mean they want to get to combat, so I would sooner just say save some points, forget the guns and give them adrenal glands for better running and charging. Remember also that onslaught is only going to be good for a single fex, not all 3 because they operate separately after deployment.

I am pretty high on at least some Tyrant Guard right now. Your tyrant is such an easy choice to try and focus down. Psyker, synapse, murder machine, great target for big guns. Don't let the guns win! I'm also pretty high on saving a few points and giving him monstrous rending claws for 1 of his cc options to try and save some points and to help with t7 and t8.

I might try and save some points by doing some cheaper fast attack options like mucolid spores (20 pts) or spore mines (30 pts). Not so much because I like the models, although making your opponent waste 1 or sometimes 2 units to make them deal with them can be nice. Mostly to try and trim your amount of kill points while still fulfilling the brigade detachment. But having 30 scoring bodies really is nice too. That's going to win you some games for sure.

Good points all around. At this juncture I feel like Trygons are basically auto includes. If I had more than one of certainly be taking two! I'm super stoked to start running nids again.

What do y'all think of this 2k list? Probably split between a brigade detachment and a spearhead for 7 CPs total.


3x Tyrant: Wings, Rending Claws, Adrenal glands

Broodlord

20x Stealers
10x Stealers
10x Stealers
10x Stealers
26x Hormagaunts
10x Hormagaunts
10x Hormagaunts

Trygon: Adrenal glands

3x Melee Fex: 2x Scything Talons, Tail, Adrenal Glands
Trygon: Adrenal glands


So with 3 Tyrants and the Trygon that's 4 Big Bugs and 20 'Stealers in the opponents deployment zone on Turn 1. Closely followed by another 76 gribblies and 4 additional CC beatsticks. Is it nuanced? Not really. Will the great devourer feast again? I certainly hope so.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/05 07:12:52


Post by: shogun


 astro_nomicon wrote:


.......What do y'all think of this 2k list? Probably split between a brigade detachment and a spearhead for 7 CPs total.


3x Tyrant: Wings, Rending Claws, Adrenal glands

Broodlord

20x Stealers
10x Stealers
10x Stealers
10x Stealers
26x Hormagaunts
10x Hormagaunts
10x Hormagaunts

Trygon: Adrenal glands

3x Melee Fex: 2x Scything Talons, Tail, Adrenal Glands
Trygon: Adrenal glands


So with 3 Tyrants and the Trygon that's 4 Big Bugs and 20 'Stealers in the opponents deployment zone on Turn 1. Closely followed by another 76 gribblies and 4 additional CC beatsticks. Is it nuanced? Not really. Will the great devourer feast again? I certainly hope so.


Lose the broodlord/hive tyrant and 1 carnifex and get the Swarmlord. This free movement bonus it gives is just to good no to have and could slingshot units hormagaunts or genestealers another 8inch + d6 forward. In combination with catalyst (and onslaught) psychic power it is better to field bigger units so I would combine the small squads together. Its also nice to field single biovores because they're so cheap and can still shoot while moving and are easy to hide. Even two of these are a nice addition to claim backfield objectives.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/05 08:28:16


Post by: astro_nomicon


Don't have any biovores so I'll leave em at home for now but yeah dropping 1 Tyrant, 1 Fex, and a few gaunts for the swarmlord seems like a good idea. Keeps in line with idea of a threat overload list.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/05 13:06:45


Post by: Arkengate


How do yall feel about the following units? Havent seen many reviews for em

Raveners

HiveCrone/Harpy

Hive guard (both forms)



I do think Venoms will have their use, maybe not zoans...

I also feel Warriors will be excellent coming out of trygons with adrenals and a bonesword.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/05 13:16:41


Post by: GodDamUser


basically anything is pretty much good out of a trygon hole

even shooty units


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/05 14:32:55


Post by: Arkengate


Predictions on which FW models will be good? Just curious!


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/05 14:55:22


Post by: Tyran


I created a Battlescribe data file for Tyranids, I don't promise it is free of errors but it is better than manual.

Here's an example, basically copied from Luke's list (and trashed a Crimson Fist list on Vassal).

+++ Tyranids (Warhammer 40,000 8th Edition) [1998 Points, 110 Power Levels] +++

++ Battalion (Tyranids) [1110 Points, 68 Power Levels] ++

+ HQ [392 Points, 20 Power Levels] +

Hive Tyrant with Wings [196 Points, 10 Power Levels]: Adrenal glands (Monsters) [5 Points], Monstrous rending claws, Prehensile pincer tail [1 Points], Two deathspitters with slimer maggots [20 Points]

Hive Tyrant with Wings [196 Points, 10 Power Levels]: Adrenal glands (Monsters) [5 Points], Monstrous rending claws, Prehensile pincer tail [1 Points], Two deathspitters with slimer maggots [20 Points]

+ Elites [205 Points, 14 Power Levels] +

Tyrant Guard [205 Points, 14 Power Levels]
. Tyrant Guard [41 Points]: Adrenal glands (other units) [1 Points], Lash whip and bonesword [2 Points], Rending claws [2 Points], Toxin sacs (Hive Guard, Gargoyle, Mawloc, Termagant, Tervigon and Tyrant guard) [1 Points]
. Tyrant Guard [41 Points]: Adrenal glands (other units) [1 Points], Lash whip and bonesword [2 Points], Rending claws [2 Points], Toxin sacs (Hive Guard, Gargoyle, Mawloc, Termagant, Tervigon and Tyrant guard) [1 Points]
. Tyrant Guard [41 Points]: Adrenal glands (other units) [1 Points], Lash whip and bonesword [2 Points], Rending claws [2 Points], Toxin sacs (Hive Guard, Gargoyle, Mawloc, Termagant, Tervigon and Tyrant guard) [1 Points]
. Tyrant Guard [41 Points]: Adrenal glands (other units) [1 Points], Lash whip and bonesword [2 Points], Rending claws [2 Points], Toxin sacs (Hive Guard, Gargoyle, Mawloc, Termagant, Tervigon and Tyrant guard) [1 Points]
. Tyrant Guard [41 Points]: Adrenal glands (other units) [1 Points], Lash whip and bonesword [2 Points], Rending claws [2 Points], Toxin sacs (Hive Guard, Gargoyle, Mawloc, Termagant, Tervigon and Tyrant guard) [1 Points]

+ Troops [513 Points, 34 Power Levels] +

Genestealers [240 Points, 16 Power Levels]
. 20x Genestealer [240 Points]: 20x Rending claws [40 Points]

Genestealers [240 Points, 16 Power Levels]
. 20x Genestealer [240 Points]: 20x Rending claws [40 Points]

Ripper Swarm [33 Points, 2 Power Levels]: 3x Ripper Swarm [33 Points]

++ Spearhead (Tyranids) [888 Points, 42 Power Levels] ++

+ HQ [300 Points, 15 Power Levels] +

The Swarmlord [300 Points, 15 Power Levels]

+ Heavy Support [588 Points, 27 Power Levels] +

Exocrine [228 Points, 11 Power Levels]: Bio-plasmic cannon [66 Points], Powerful limbs [12 Points]

Trygon [180 Points, 8 Power Levels]: Adrenal glands (Monsters) [5 Points], Bio-electric pulse [11 Points], Massive scything talons (two or more pairs) (Trygon and Trygon Prime) [60 Points], Prehensile pincer tail [1 Points]

Trygon [180 Points, 8 Power Levels]: Adrenal glands (Monsters) [5 Points], Bio-electric pulse [11 Points], Massive scything talons (two or more pairs) (Trygon and Trygon Prime) [60 Points], Prehensile pincer tail [1 Points]

Created with BattleScribe




 Filename BS Tyranids Wh40k 8th.bsr [Disk] Download
 Description
 File size 22 Kbytes



Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/05 17:29:34


Post by: Benlisted


Tyran wrote:I created a Battlescribe data file for Tyranids, I don't promise it is free of errors but it is better than manual.
Spoiler:

Here's an example, basically copied from Luke's list (and trashed a Crimson Fist list on Vassal).

+++ Tyranids (Warhammer 40,000 8th Edition) [1998 Points, 110 Power Levels] +++

++ Battalion (Tyranids) [1110 Points, 68 Power Levels] ++

+ HQ [392 Points, 20 Power Levels] +

Hive Tyrant with Wings [196 Points, 10 Power Levels]: Adrenal glands (Monsters) [5 Points], Monstrous rending claws, Prehensile pincer tail [1 Points], Two deathspitters with slimer maggots [20 Points]

Hive Tyrant with Wings [196 Points, 10 Power Levels]: Adrenal glands (Monsters) [5 Points], Monstrous rending claws, Prehensile pincer tail [1 Points], Two deathspitters with slimer maggots [20 Points]

+ Elites [205 Points, 14 Power Levels] +

Tyrant Guard [205 Points, 14 Power Levels]
. Tyrant Guard [41 Points]: Adrenal glands (other units) [1 Points], Lash whip and bonesword [2 Points], Rending claws [2 Points], Toxin sacs (Hive Guard, Gargoyle, Mawloc, Termagant, Tervigon and Tyrant guard) [1 Points]
. Tyrant Guard [41 Points]: Adrenal glands (other units) [1 Points], Lash whip and bonesword [2 Points], Rending claws [2 Points], Toxin sacs (Hive Guard, Gargoyle, Mawloc, Termagant, Tervigon and Tyrant guard) [1 Points]
. Tyrant Guard [41 Points]: Adrenal glands (other units) [1 Points], Lash whip and bonesword [2 Points], Rending claws [2 Points], Toxin sacs (Hive Guard, Gargoyle, Mawloc, Termagant, Tervigon and Tyrant guard) [1 Points]
. Tyrant Guard [41 Points]: Adrenal glands (other units) [1 Points], Lash whip and bonesword [2 Points], Rending claws [2 Points], Toxin sacs (Hive Guard, Gargoyle, Mawloc, Termagant, Tervigon and Tyrant guard) [1 Points]
. Tyrant Guard [41 Points]: Adrenal glands (other units) [1 Points], Lash whip and bonesword [2 Points], Rending claws [2 Points], Toxin sacs (Hive Guard, Gargoyle, Mawloc, Termagant, Tervigon and Tyrant guard) [1 Points]

+ Troops [513 Points, 34 Power Levels] +

Genestealers [240 Points, 16 Power Levels]
. 20x Genestealer [240 Points]: 20x Rending claws [40 Points]

Genestealers [240 Points, 16 Power Levels]
. 20x Genestealer [240 Points]: 20x Rending claws [40 Points]

Ripper Swarm [33 Points, 2 Power Levels]: 3x Ripper Swarm [33 Points]

++ Spearhead (Tyranids) [888 Points, 42 Power Levels] ++

+ HQ [300 Points, 15 Power Levels] +

The Swarmlord [300 Points, 15 Power Levels]

+ Heavy Support [588 Points, 27 Power Levels] +

Exocrine [228 Points, 11 Power Levels]: Bio-plasmic cannon [66 Points], Powerful limbs [12 Points]

Trygon [180 Points, 8 Power Levels]: Adrenal glands (Monsters) [5 Points], Bio-electric pulse [11 Points], Massive scything talons (two or more pairs) (Trygon and Trygon Prime) [60 Points], Prehensile pincer tail [1 Points]

Trygon [180 Points, 8 Power Levels]: Adrenal glands (Monsters) [5 Points], Bio-electric pulse [11 Points], Massive scything talons (two or more pairs) (Trygon and Trygon Prime) [60 Points], Prehensile pincer tail [1 Points]

Created with BattleScribe


I think once the FW rules come out, swapping that Exocrine and some TG for a Dima (or indeed a Haruspex) might be a very solid option for a melee focused build. Alternatively: 3 Flyrants (that build), 3 Trygons, 3x20 Genes, 3 TG and 2 Mucolids just fits in 2k as well. One more drop so a tad less likely to get first turn, but also no rippers for that very easy first blood.

Arkengate wrote:Predictions on which FW models will be good? Just curious!


If malanthropes are a similar/cheaper points cost than Venoms, then they will be excellent imo. Venoms for -1 to hit are looking great for infantry lists, but if you can get that same rule with built in synapse? Winner. I am intruiged to see the Stonecrusher Fex stats, as normal fexes are fantastic so they could well follow suit. Dimachaerons I expect to be decent if they are 300 points or less with decent speed - the fast melee walking melee monster the codex lacks. Meiotics might be a nice substitute for Mucolids depending on points. Am also hyped for the Hierodule rules - fully expect them to be beasts if Knights are anything to go by. A good target for Swarmy's double walk I suspect...

Arkengate wrote:How do yall feel about the following units? Havent seen many reviews for em

Raveners

HiveCrone/Harpy

Hive guard (both forms)


Part of the issue with Raveners (and indeed melee Warriors and Shrikes) is that they have far far fewer rending attacks than Genes for the same points. That said, they do have some nice benefits - they have their own inbuilt deep strike, so you can get them up close without having to spend 150-180pts on a Pod/Trygon, so good to fill out points. If you add the Red Terror they get substantially better en masse. And of course they do have that 12" base move so they are one of the fastest things in the dex. In general though I think I would live by the principle of more genes... Warriors/Shrikes at least give synapse.

Harpies I think are solid as our cheapest Str9 platform, with tons of utility and mobility to boot. Crones I'm a little less sure of.

Hive Guard someone noted were the most points efficient armour killer in the codex, and some quick maths proves them right! I think they are a steal for the points with Impalers - ShockCannons I'm less enthused by.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/05 17:44:14


Post by: luke1705


Literally cannot wait for the Dimachaeron to come out. Definitely a prime target for swarmy's double move. Cast onslaught on that bad boy and he is very likely to make combat turn 1 if you don't mind using a re-roll for his charge distance. If he can "leap" 10-12 inches, that's 38-44" turn 1 on average, including charge roll, and 24-28' minimum move (assuming you roll a 1 on both of your advance rolls, snake eyes on your charge and your CP re-roll). Not too shabby


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/05 18:47:09


Post by: babelfish


Benlisted wrote:


Arkengate wrote:How do yall feel about the following units? Havent seen many reviews for em

Raveners

HiveCrone/Harpy

Hive guard (both forms)


Part of the issue with Raveners (and indeed melee Warriors and Shrikes) is that they have far far fewer rending attacks than Genes for the same points. That said, they do have some nice benefits - they have their own inbuilt deep strike, so you can get them up close without having to spend 150-180pts on a Pod/Trygon, so good to fill out points. If you add the Red Terror they get substantially better en masse. And of course they do have that 12" base move so they are one of the fastest things in the dex. In general though I think I would live by the principle of more genes... Warriors/Shrikes at least give synapse.

Harpies I think are solid as our cheapest Str9 platform, with tons of utility and mobility to boot. Crones I'm a little less sure of.

Hive Guard someone noted were the most points efficient armour killer in the codex, and some quick maths proves them right! I think they are a steal for the points with Impalers - ShockCannons I'm less enthused by.


Raveners. I don't think they hit hard enough, compared to the same cost of Genestealers, and they don't bring anything else to the table. As much as I like the model, I think you want to take 'stealers for the fast assaulty role (how many editions has it been since someone said that?!)

Hive Guard. The problem with Hive Guard was weak BS, too short ranged, and not being a dakka Flyrant. BS improved, range improved, and dakka Flyrants are no longer a thing. They bring large volumes of high strength fire at reasonable cost.

I like Warriors. I think multiple squads of cheap warriors with venom cannons will work well as an anchor for the backfield. They are not punchy enough to be up front killing everything that moves, but nids have other tools for that. If you are going to run a meaningful backfield (Biovores, Exocrines), Warriors are a solid choice. If your running a fast, assulty build, less so.

Strikes provide fast mobile synapse, but not all that much else. Gargoyles, Hormagaunts, and Genstealers are all really quick: Shrikes role is to keep them in synapse. Thing is, Tyrants with wings are fast as well, Tyrgon Primes can deep strike, Tervigons can take a pod, and trailing models back to
Swarmy (who isn't slow) is simple enough. I think Shrikes, like Raveners, are outclassed in their preferred role by other options.

Harpies. Harpies bring lots of S9 shooting, (the venom cannon is an auto upgrade) which nids lack, on a platform with plenty of wounds, and get to hand out mortal wounds when they fly over things. This could easily be used as a character sniper tool-roll that six for multiple mortal wounds and watch people cry like you brought a D weapon. Three of them net you an extra command point from the Air Wing and fill in most of your anti tank.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/05 19:19:03


Post by: D6Damager


StarHunter25 wrote:
Spoiler:
 ShaneTB wrote:
 Therion wrote:
 D6Damager wrote:
NewTruthNeomaxim wrote:
 rollawaythestone wrote:
The Frontline Gaming guys on their live Q&A insisted that the Tervigon must pay for new Termagants (including replenishing existing units).


Then they're wrong as the Datasheet expressly says otherwise. :-p


No. They are right as they were speaking in terms of matched play where you have to pay their points. It's in the matched play rules. If you play open or narrative then it doesn't matter.


Nah, I've read the rules too. The matched play rules say if a new unit is added, or if a unit that has been destroyed is replaced, you pay the points. Nowhere does it say that if you replenish a unit that has suffered casualties (a special feature of the Tervigon), you have to pay the points. It's an oversight, sure, maybe, maybe not, but you're wrong and the guy you're arguing against is right.



That's how it reads ("units"). And that would also match how it works in AoS.

You can replace models that have been slain in a unit that exists. A total new unit = reinforcement points.


I'm going to have to agree with Shane here. Otherwise apothecary type units would need to set aside points in matched play to bring back fallen dudes, and necrons points to use reanimation. And yes, the two rules have the same function returning lost points to play.



Clearly states add or replace. Pg. 214 main rulebook. In matched play, nothing is free.




Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/05 19:29:49


Post by: Tyran


It says add or replace units. A termagant by itself isn't an unit.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/05 19:38:59


Post by: NewTruthNeomaxim


Incidentally, to those going hard on Trygons in lists. Do remember that you really need one less than you suspect.

I've been starting one unit of 20 Stealers on the board. In most deployments that means an 8" move + d6 advance, + Swarmlord doing it for them again. On average dice for the advances you need a 3" charge to reach anything deployed right on the line.

I then have a 2nd unit of Stealers with a Trygon or T-cyte who can, if the first unit multi-charged, try for the long-bomb charge safely enough.

Oh also, the Toxin Sac tech is real, and will be competitive. Genestealer volume of dice is soooo high that fishing for sixes against even the hardest targets, yields a LOT of them with massive -4 rend, and now 2 damage thanks to the Sacs. In one of my games a unit of 20 Stealers (17 actually due to overwatch losses), one-shotted an Imperial Knight on fairly average dice.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/05 20:02:06


Post by: babelfish


 D6Damager wrote:
StarHunter25 wrote:
Spoiler:
 ShaneTB wrote:
 Therion wrote:
 D6Damager wrote:
NewTruthNeomaxim wrote:
 rollawaythestone wrote:
The Frontline Gaming guys on their live Q&A insisted that the Tervigon must pay for new Termagants (including replenishing existing units).


Then they're wrong as the Datasheet expressly says otherwise. :-p


No. They are right as they were speaking in terms of matched play where you have to pay their points. It's in the matched play rules. If you play open or narrative then it doesn't matter.


Nah, I've read the rules too. The matched play rules say if a new unit is added, or if a unit that has been destroyed is replaced, you pay the points. Nowhere does it say that if you replenish a unit that has suffered casualties (a special feature of the Tervigon), you have to pay the points. It's an oversight, sure, maybe, maybe not, but you're wrong and the guy you're arguing against is right.



That's how it reads ("units"). And that would also match how it works in AoS.

You can replace models that have been slain in a unit that exists. A total new unit = reinforcement points.


I'm going to have to agree with Shane here. Otherwise apothecary type units would need to set aside points in matched play to bring back fallen dudes, and necrons points to use reanimation. And yes, the two rules have the same function returning lost points to play.



Clearly states add or replace. Pg. 214 main rulebook. In matched play, nothing is free.




I agree with Shane and Tyran. Units are not equal to models. If you want to summon gaunts, you have to set aside points for them. If you want to add models to a gaunt unit that has taken casualties, you do not have to set aside points.

Summoning 10 gaunts doesn't feel worth 40 points, but having 10 gaunts pop out on an objective turn 5, in a system where claiming objectives is based on model count, does.

Lets say you run 3 Tervigons supporting 3 big squads of Termigants. 120 points of summoning reserves gives you 3 10 man units that can pop out to screen/last turn claim objectives, and you can spend the entire game healing the big squads.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/05 20:18:39


Post by: NewTruthNeomaxim


AoS went out of its way to clarify this point in FAQs post General's Handbook, and the Tervigon entry even calls attention to the point.

I can't believe we're still having this discussion when it really is abundantly clear that reserving points is exclusively for the purpose of summoning new entire units.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/05 20:36:15


Post by: pinecone77


 luke1705 wrote:
Deploying Genestealers (or whatever unit floats your boat like Hormagants) inside a Trygon tunnel does 5 important things:

1) It allows you to "deploy" that unit first, and then see what your opponent does with one of their units before you put your guys down, giving you an informational edge
2) It increases your average point value for a deployed unit (420 is like almost Imperial Knight neighborhood), meaning that you are more likely to go first, barring a seize
3) Since you deploy at the end of any of your first movement phases, it gives you a TON of tactical flexibility. I see most people coming in turn 1 because why not, but you could wait until turn 2 or 3 if it helps you win the mission. Especially if it's eternal war, you have the perfect amount of immunity to being tabled if you go second.
4) Since you deploy during your turn, even if your opponent went first, you have zero alpha strike liability for these units. They go before your opponent shoots at them, period
5) Since you deploy during your turn with no scatter, all of your opponent's models will stay stationary from the time your guys hit the table until they make their charge rolls, and you have a perfect degree of control over their battlefield positioning. This alone can win games

In case all of that isn't enough, the Trygon is no slouch himself. I have no problem paying 180 points just for a guy who can pop up turn 1 and have an 8" assault. Every. Single. Time. Mine rolled extremely poorly and still almost sliced the Yncarne in half in one round of combat (it survived with 1 wound). Not the greatest vs tanks, but it can still get things done.


Automatically Appended Next Post:
pinecone77 wrote:
OK, still trying to "grok" this new way of doing things...

Spoiler:
First Wave: 1902 points, I left some spare in case I messed up costs someplace...

Command points: 3+ 9 (Brigade)

HQ: Tyrant: Wings, Lash+Bone, Monster Scythes, Pincer Tail....226
HQ: Broodlord
HQ: Broodlord 162?

Troops: Stealer Brood, x10
Troops: Steal as above
Troops: as above
Trp: Rippers, spinemaws, x3
Trp: as above
Troop: as above

Venothrope Brood (Choking spores, venom lash) x3 132?

Lictor
Lictor

Gargoyles x 10 x3

Trygon (Bio electrics)
Trygon
Carnifex, Bio plasma, Two sets of Monster Scythes
Carnifex, as above
Carnifex, as above

Does this look "correct"? It looks like it could really mess up a lot of foes...


I like it. You're probably not going first lmao but there's always the seize roll. I'm trying to figure out if always going second (and always giving up first blood) is worth the abundance of command points you're getting. My lists are more like 7 or 8 command points, whereas you can easily have 12-14. So 6-8 more re-rolls or 3-4 more "charge interruptions" is a pretty big deal, not gonna lie. You're always going to have units all over the objectives, and the MSU is going to really mess up a lot of armies because they won't kill you efficiently, but kill point missions are going to be torture for you.

If I was going to try and tweak this list, I might:

Try to make your stealer broods bigger. 15 would be great. 20 would be better. I know it's a ton of points but remember you get extra attacks when they're large units, and overwatch will likely claim a few. And with a broodlord in tow, they are going to literally butcher everything.

Swap a broodlord for Old One Eye. On his own, he's a monster, cheaper than a broodlord, and much better than he used to be. With his 3 closest friends....oh man. Look out. Only thing I wonder about with the fexes is if they should have bio plasma. Those talons mean they want to get to combat, so I would sooner just say save some points, forget the guns and give them adrenal glands for better running and charging. Remember also that onslaught is only going to be good for a single fex, not all 3 because they operate separately after deployment.

I am pretty high on at least some Tyrant Guard right now. Your tyrant is such an easy choice to try and focus down. Psyker, synapse, murder machine, great target for big guns. Don't let the guns win! I'm also pretty high on saving a few points and giving him monstrous rending claws for 1 of his cc options to try and save some points and to help with t7 and t8.

I might try and save some points by doing some cheaper fast attack options like mucolid spores (20 pts) or spore mines (30 pts). Not so much because I like the models, although making your opponent waste 1 or sometimes 2 units to make them deal with them can be nice. Mostly to try and trim your amount of kill points while still fulfilling the brigade detachment. But having 30 scoring bodies really is nice too. That's going to win you some games for sure.

Thanks! I was thinking I'd want to set up with the Tyrant behind a LOS Blocker every chance I got. I basicly wanted a Lot of threat overload, the twin Lictors can add in, or try for lone characters. I Think that if my Tyrant dies Every game as first blood, that might mean I have a dang good chance of winning, because everything else got ignored. ("Distraction Tyrant"? ) Command points by the bucket, and the far less horrible IB might be a winning tool. (I think using points to Auto pass Morale is a hidden gem)Time will tell how this new "Meta" shakes out.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/05 21:02:01


Post by: luke1705


I may try to free up 40-points to get toxin sacs....would probably mean that I'd have to downgrade my exocrine to a harpy though


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/05 21:25:23


Post by: NewTruthNeomaxim


Actually, i'd say only go with 15 Toxin Sacs per. I've gotten quite a few games so far, and against most things Genestealers will want to multi-assault... they're too much over-kill otherwise.

As a result super-overwatch from 8th Ed means I was tending to lose 3-4 Stealers per Turn 1 Assault. Might as well make those ablative wounds be a little bit cheaper. ;-)


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/05 21:30:04


Post by: Unyielding Hunger


I worked something out I am hoping to test on a friend soon. Sticking with PPs until I get the feel of certain things, but overall it seems promising.

Broodlord
2x 20 Hormagaunts
Red Terror
6x Raveners
Trygon Prime
9x Rippers

Plan is for Brood to start on the field with the Hormagaunts, while Trygon Prime brings in Rippers on the turn. Red Terror and Raveners go for juicy targets from the side.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/05 21:37:49


Post by: babelfish


I'm on the fence on how to equip Tyrants right now.

Scything Talons look like the best melee weapon: hitting on 2+ rerolling 1's is no joke. I don't like the Lash Whip/Bone Sword because the number of situations where a Tyrant gets killed before swinging is pretty limited. Rending Claws are ok but Tyrants lack the volume of attacks that it takes to get value from rending.

My questions are: wings or no wings, gun or 2nd scything talons. My thoughts:

Tyrants have a reasonable movement. In a build focused around walking monsters such as Carnifexes, a walking Tyrant makes sense. Put a bunch of monsters on the table, screen with 'stealers, gargoyles or 'gaunts to taste, and look for T2 and T3 charges. A heavy venom cannon makes sense on this guy. He has the time to use it.

A Tyrant with wings is going to be getting T1 and T2 charges, so he needs to be in a faster list. The extra attack from the second scything talon jumps out to me more on the winged Tyrant. A gun gives him utility, but I don't think he ever gets the chance to use it.

Of the actual gun options, the heavy venom cannon or a pair of deathspitters look best. Deathspitters are flat better than devourers. The stranglethorn canon is meh. I think 'nids will be killing massed infantry by slamming massed infantry or monsters into them, not by plinking with guns.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/05 22:02:26


Post by: Benlisted


babelfish wrote:I'm on the fence on how to equip Tyrants right now.


Imo 2 builds - 2x Scytal for volume of attacks, or RC+2x DS for value. Value would be 2x RCs but for 20pts 6 str7 ap-1 shots is too good to pass up (and is still cheaper than any other build). LWBS and 2xBS don't seem worth it, similarly the HVC and STC are too pricey for what you get when you can get a Harpy with 2 for cheaper than a tyrant with one.


NewTruthNeomaxim wrote:Actually, i'd say only go with 15 Toxin Sacs per.


You have to take them for the whole unit or none at all. And whilst they do sound good, 4pts per model is 80 for the unit - 3 units of that and you coulda got another 20 genes.


NewTruthNeomaxim wrote:Incidentally, to those going hard on Trygons in lists. Do remember that you really need one less than you suspect.

I've been starting one unit of 20 Stealers on the board. In most deployments that means an 8" move + d6 advance, + Swarmlord doing it for them again. On average dice for the advances you need a 3" charge to reach anything deployed right on the line.

I then have a 2nd unit of Stealers with a Trygon or T-cyte who can, if the first unit multi-charged, try for the long-bomb charge safely enough.


Personally I'd rather save Swarmy for something big and scary that usually wouldn't be able to make a charge (ie. by popping out of a hole or pod) - like himself or a Hive Tyrant, in absence of anything else!

I also think that overall, the pod is quite lacklustre when a trygon is only 32pts more, is a massive melee threat itself and occupies a HS slot to get yourself more CPs. Sure, 5 VCs is neat, but I'd rather push another melee threat down the enemy's throat. Main reason to use it is for the MC holding ability really.

babelfish wrote:Three of them net you an extra command point from the Air Wing and fill in most of your anti tank.


It would, but both Crones and Harpies are FA, alas


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/05 22:17:31


Post by: Razerous


Can one replace both set of Monstrous scything talons for a Hive Tyrant with two sets of two brain leech worm devourers?

Because in the unit description, it lists two devourers with brain leech worms as a single item.

Just checking, sorry if this has come up before!


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/05 22:25:38


Post by: Benlisted


Razerous wrote:
Can one replace both set of Monstrous scything talons for a Hive Tyrant with two sets of two brain leech worm devourers?

Because in the unit description, it lists two devourers with brain leech worms as a single item.

Just checking, sorry if this has come up before!


Yup - you replace a Pair of Scytals with 2x Brainleech Devourers (but do Slimer Deathspitters instead, for slightly more they're worth it!). You can do so twice for 4 total Devs/DSes if you choose.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/05 22:32:26


Post by: Razerous


Benlisted wrote:
Razerous wrote:
Can one replace both set of Monstrous scything talons for a Hive Tyrant with two sets of two brain leech worm devourers?

Because in the unit description, it lists two devourers with brain leech worms as a single item.

Just checking, sorry if this has come up before!


Yup - you replace a Pair of Scytals with 2x Brainleech Devourers (but do Slimer Deathspitters instead, for slightly more they're worth it!). You can do so twice for 4 total Devs/DSes if you choose.
Fair doos! I guess the issue is you loose out on any melee biomorphs (besides the 1A tail) and a hive tyrant is a beatstick in melee.. but will just be AP0 Str user?


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/05 23:37:54


Post by: Benlisted


Razerous wrote:
Benlisted wrote:
Razerous wrote:
Can one replace both set of Monstrous scything talons for a Hive Tyrant with two sets of two brain leech worm devourers?

Because in the unit description, it lists two devourers with brain leech worms as a single item.

Just checking, sorry if this has come up before!


Yup - you replace a Pair of Scytals with 2x Brainleech Devourers (but do Slimer Deathspitters instead, for slightly more they're worth it!). You can do so twice for 4 total Devs/DSes if you choose.
Fair doos! I guess the issue is you loose out on any melee biomorphs (besides the 1A tail) and a hive tyrant is a beatstick in melee.. but will just be AP0 Str user?


Correct, without any melee weapons you attack at Str user and AP0.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/06 00:42:45


Post by: babelfish


I'm struck by just how much S8 and S9 shooting we have access to now.

3 Warriors with a venom cannon is around 90 points. A Prime is a bit over 100. Rounding up, 9 Warriors with 3 cannons at 300, x 3 squads, plus a Prime-27 Warrior bodies, 9 cannons, all hitting on 3's for less than 1000 points. Might not be tournament winning, but could be fun try out.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/06 01:20:33


Post by: pinecone77


babelfish wrote:
I'm struck by just how much S8 and S9 shooting we have access to now.

3 Warriors with a venom cannon is around 90 points. A Prime is a bit over 100. Rounding up, 9 Warriors with 3 cannons at 300, x 3 squads, plus a Prime-27 Warrior bodies, 9 cannons, all hitting on 3's for less than 1000 points. Might not be tournament winning, but could be fun try out.


Shoot, you can build a Patrol and get a +1 Command point, HQ Prime, Warrior Brood+ Cannon, x3 Lots of Dakka, and Synapse.

Right now I am pondering a Spearhead: HQ Old One Eye, Carnifex; twin Scythes x2 Adrenal, x3 +1 CP


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/06 02:02:21


Post by: StarHunter25


I'm thinking for carnifex the classic screamer-killer is a huge winner for us. 2x scytal, bone mace, bio plasma and adrenal glands is 103 points. That gets you 6 s6 ap-3 dam3 attacks in combat (4 base plus bonus attack from each set of talons... they are going to need to FAQ that wording) that reroll 1 to hits. They aren't the anti vehicle wrecking balls they once were. Now they are more for mulching enemy elite units like Primaris marines, banners, apothecary/painboy/techmarine type units. The bio plasma helps to soften targets a bit, but not much else. I'm not sure on bone mace or scythe tail, I just went for the budget option.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/06 03:29:12


Post by: luke1705


Go for the slightly more expensive tail option. It allows you to attack with all of your attacks instead of having to waste one on the bone mace, plus the thresher scythe is great vs big units


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/06 04:01:39


Post by: Zimko


I second using Thresher Scythe. If you're fighting a unit like ork boyz with a lot of weak models, then I think the extra attack potential from the Thresher Scythe will be worthwhile. You can divide 1 attack to each set of Talons (giving you 4 attacks) and then use the other 2 attacks with the Thresher Scythe. Giving you a total of 4 + 2d3 attacks.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/06 13:41:21


Post by: Tyran


Funny thing I realized.

In 7th we payed 150 points for a dakkafex, which basically was 16.67 points per hit (9 hits).

Now the same build cost around 100 points for 6 hits, which means we still have around same amount of points per hit.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/06 13:42:35


Post by: xmbk


GodDamUser wrote:
I think biggest thing to think about with Tyranids and GSC

Is that unless you are going a Monster/vehicle list you are most likely going to be going 2nd.



A lot of armies will be going MSU. Guard are going to have a ton of drops.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/06 14:10:54


Post by: ArmyC


 SeraphimXIX wrote:
 Therion wrote:
 D6Damager wrote:
NewTruthNeomaxim wrote:
 rollawaythestone wrote:
The Frontline Gaming guys on their live Q&A insisted that the Tervigon must pay for new Termagants (including replenishing existing units).


Then they're wrong as the Datasheet expressly says otherwise. :-p


No. They are right as they were speaking in terms of matched play where you have to pay their points. It's in the matched play rules. If you play open or narrative then it doesn't matter.


Nah, I've read the rules too. The matched play rules say if a new unit is added, or if a unit that has been destroyed is replaced, you pay the points. Nowhere does it say that if you replenish a unit that has suffered casualties (a special feature of the Tervigon), you have to pay the points. It's an oversight, sure, maybe, maybe not, but you're wrong and the guy you're arguing against is right.



Your argument basically comes down to them saying units and not models. RAI "replace models that have been destroyed" obviously falls under the category of "replace units that have been destroyed". Did you unironically think that wasnt the case?


Not sure if this has been beaten to death but, Necrons says that you cannot replace models if the whole unit is dead. Wording wise that would make sense because it would in effect be placing a new unit on the table. I agree that Tervigons can replace at no extra cost.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/06 14:58:33


Post by: luke1705


xmbk wrote:
GodDamUser wrote:
I think biggest thing to think about with Tyranids and GSC

Is that unless you are going a Monster/vehicle list you are most likely going to be going 2nd.



A lot of armies will be going MSU. Guard are going to have a ton of drops.


I wonder if a lot of armies will really be going MSU. Sure, it gets you extra command point re-rolls (like probably in the 12-15 range) and knowing the value of Fateweaver's re-rolls, I can't state enough that this is important.

However, my "monster mash" list with 6-7 MC still can easily get 7 command points (thank you lictors and Rippers ) and having the ability to choose to go second 100% of the time and go first 86% of the time, unless I'm against an even more big guy focused list, plus having decent first blood protection, I think is absolutely worth sacrificing 5-7 command points.

Would I feel that way if I had 2 command points and they had 9? No definitely not. But I think I have enough and the benefits outweigh the costs


Automatically Appended Next Post:
The other two reasons why MSU isn't super OP:

1) kill point missions (obviously)
2) you can shoot one thing and charge another. Previously, MSU was excellent because it wasted turns by only letting the opponent kill one unit with each of theirs. Now that it's more of a 2 for 1 special, I don't see MSU being quite as beneficial


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/06 19:42:20


Post by: Lance845


 luke1705 wrote:

2) you can shoot one thing and charge another. Previously, MSU was excellent because it wasted turns by only letting the opponent kill one unit with each of theirs. Now that it's more of a 2 for 1 special, I don't see MSU being quite as beneficial


Also split fire. A 30 Termagant blob in 7th fired every shot into a single unit whether that enemy unit had 10 models or 1. Now I can shoot 5 at the unit of 1 guy and 25 at another. Larger units have becomes significantly more flexible.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/06 20:06:44


Post by: NewTruthNeomaxim


One thing i'm tempted to try in the next few days will be be shooty 'Nids. I've got three Exocrines who never saw serious play (and certainly not all at once, I just loved the models), but they've been doing good work for me so far in 8th.

Carnifexes with quad-Deathspitters, Exocrines, etc... all seem like pretty value rich shooting that can be easily and cheaply screened with Gants.

I'm not sure it'll be top-tier by any stretch, but I just wanted an excuse to try it. :-p


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/06 20:18:25


Post by: Lance845


NewTruthNeomaxim wrote:
One thing i'm tempted to try in the next few days will be be shooty 'Nids. I've got three Exocrines who never saw serious play (and certainly not all at once, I just loved the models), but they've been doing good work for me so far in 8th.

Carnifexes with quad-Deathspitters, Exocrines, etc... all seem like pretty value rich shooting that can be easily and cheaply screened with Gants.

I'm not sure it'll be top-tier by any stretch, but I just wanted an excuse to try it. :-p


I can say 1 blob of Termagants with 1 Tervigon is underwhelming. But get 2 Tervigons with 3 30 man blobs of gants and they become a nightmare. Stick that in front of a living artillery node (biovores and exocrine with Warriors to act as back field synapse and fire off their cannons) and I think a shooty Nid list would be down right vicious.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/06 20:21:20


Post by: NewTruthNeomaxim


 Lance845 wrote:
NewTruthNeomaxim wrote:
One thing i'm tempted to try in the next few days will be be shooty 'Nids. I've got three Exocrines who never saw serious play (and certainly not all at once, I just loved the models), but they've been doing good work for me so far in 8th.

Carnifexes with quad-Deathspitters, Exocrines, etc... all seem like pretty value rich shooting that can be easily and cheaply screened with Gants.

I'm not sure it'll be top-tier by any stretch, but I just wanted an excuse to try it. :-p


I can say 1 blob of Termagants with 1 Tervigon is underwhelming. But get 2 Tervigons with 3 30 man blobs of gants and they become a nightmare. Stick that in front of a living artillery node (biovores and exocrine with Warriors to act as back field synapse and fire off their cannons) and I think a shooty Nid list would be down right vicious.


Oooh, tempting! I mean, happily retreating your wall 'o Gants from any combats they absorb, replenishing them, and letting your shooters continue to work those targets, does sound very fun.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/06 21:43:10


Post by: Jaq Draco lives


Anyone got an idea of Lictor vs Deathleaper

41p to 90p but I haven't really weighed up if the extra expense is worth it


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/06 21:44:42


Post by: KurtAngle2


Jaq Draco lives wrote:
Anyone got an idea of Lictor vs Deathleaper

41p to 90p but I haven't really weighed up if the extra expense is worth it


45 to 90


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/06 21:46:41


Post by: Jaq Draco lives


KurtAngle2 wrote:
Jaq Draco lives wrote:
Anyone got an idea of Lictor vs Deathleaper

41p to 90p but I haven't really weighed up if the extra expense is worth it


45 to 90


I'm looking at the leaked rules mate its 41


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/06 22:05:21


Post by: KurtAngle2


Jaq Draco lives wrote:
KurtAngle2 wrote:
Jaq Draco lives wrote:
Anyone got an idea of Lictor vs Deathleaper

41p to 90p but I haven't really weighed up if the extra expense is worth it


45 to 90


I'm looking at the leaked rules mate its 41


You're not adding the 4 points from flesh hooks and rending claws


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/06 22:20:46


Post by: Jaq Draco lives


KurtAngle2 wrote:
Jaq Draco lives wrote:
KurtAngle2 wrote:
Jaq Draco lives wrote:
Anyone got an idea of Lictor vs Deathleaper

41p to 90p but I haven't really weighed up if the extra expense is worth it


45 to 90


I'm looking at the leaked rules mate its 41


You're not adding the 4 points from flesh hooks and rending claws


Gotcha OK cheers, what do you choose?


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/06 22:34:44


Post by: KurtAngle2


Jaq Draco lives wrote:
KurtAngle2 wrote:
Jaq Draco lives wrote:
KurtAngle2 wrote:
Jaq Draco lives wrote:
Anyone got an idea of Lictor vs Deathleaper

41p to 90p but I haven't really weighed up if the extra expense is worth it


45 to 90


I'm looking at the leaked rules mate its 41


You're not adding the 4 points from flesh hooks and rending claws


Gotcha OK cheers, what do you choose?


Deathleaper is just perfect as an annoyance and tying up a shooting unit for a turn. His character "teleport homer" allows him to practically reach every unit in the enemy army.
Lictors are good as well but still need to do 9" on 2D6", albeit re-rolling the dice (one or both, your choice) and are even less resistant to shooting


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/06 23:15:35


Post by: stratigo


Genestealer armies might be the strongest thing in the game now. Cheap, ridiculously fast, backed up by the swarmlord. Your army is turn 2 charge minimum, while the swarmlord give one unit a turn 1 charge. Multiple 20 man genestealer units will annihilate everything they hit with ease.



Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/07 00:27:44


Post by: CDShaddock


My new starter list I am painting up is 1k. Swarm lord 30 hormagants and a carnifex with adrenal/double scytal for melee hammer and a tervigon, 30 termagants (or two squads of 15) and a squad of Tyranid Warriors with a venom cannon and deathspitters for the backfield. I know it's not spamhammer but seems fun and very much in the fluff.


Automatically Appended Next Post:
Considering we will play 4x4 tables for 1k points as well


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/07 03:56:09


Post by: luke1705


stratigo wrote:
Genestealer armies might be the strongest thing in the game now. Cheap, ridiculously fast, backed up by the swarmlord. Your army is turn 2 charge minimum, while the swarmlord give one unit a turn 1 charge. Multiple 20 man genestealer units will annihilate everything they hit with ease.



As much as I love jumping to conclusions, maybe we should get a few games under our belts before we say stuff like that. Having played a number of games with 8th ed stealers, I think you're right that they're strong. And I haven't even used a broodlord yet. But remember that in an edition where literally any unit can just retreat from combat and expose you to shooting, that's kind of a big deal. Turn 2 charges are rather likely for the stealers (or even earlier if they use their buddy Mr. Trygon to catch a ride in) but turn 3 could happen quite a bit - certainly in hammer and anvil.

That being said, they are good. Very good


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/07 04:50:43


Post by: stratigo


 luke1705 wrote:
stratigo wrote:
Genestealer armies might be the strongest thing in the game now. Cheap, ridiculously fast, backed up by the swarmlord. Your army is turn 2 charge minimum, while the swarmlord give one unit a turn 1 charge. Multiple 20 man genestealer units will annihilate everything they hit with ease.



As much as I love jumping to conclusions, maybe we should get a few games under our belts before we say stuff like that. Having played a number of games with 8th ed stealers, I think you're right that they're strong. And I haven't even used a broodlord yet. But remember that in an edition where literally any unit can just retreat from combat and expose you to shooting, that's kind of a big deal. Turn 2 charges are rather likely for the stealers (or even earlier if they use their buddy Mr. Trygon to catch a ride in) but turn 3 could happen quite a bit - certainly in hammer and anvil.

That being said, they are good. Very good


Retreating isn't a problem with Genestealers. Any unit they hit is already dead .

I've played a few games, and stealers are just really really good. I can imagine a few armies that would do well against them (Man spam guard could speed bump and then shoot them a lot pretty well), but for certain armies I'm having trouble thinking what could be done. Space marines have costlier models, and not many SM players are rocking like 30 or 40 scouts just to run enough bubble wrap.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/07 06:10:06


Post by: shogun


stratigo wrote:
 luke1705 wrote:
stratigo wrote:
Genestealer armies might be the strongest thing in the game now. Cheap, ridiculously fast, backed up by the swarmlord. Your army is turn 2 charge minimum, while the swarmlord give one unit a turn 1 charge. Multiple 20 man genestealer units will annihilate everything they hit with ease.



As much as I love jumping to conclusions, maybe we should get a few games under our belts before we say stuff like that. Having played a number of games with 8th ed stealers, I think you're right that they're strong. And I haven't even used a broodlord yet. But remember that in an edition where literally any unit can just retreat from combat and expose you to shooting, that's kind of a big deal. Turn 2 charges are rather likely for the stealers (or even earlier if they use their buddy Mr. Trygon to catch a ride in) but turn 3 could happen quite a bit - certainly in hammer and anvil.

That being said, they are good. Very good


Retreating isn't a problem with Genestealers. Any unit they hit is already dead .

I've played a few games, and stealers are just really really good. I can imagine a few armies that would do well against them (Man spam guard could speed bump and then shoot them a lot pretty well), but for certain armies I'm having trouble thinking what could be done. Space marines have costlier models, and not many SM players are rocking like 30 or 40 scouts just to run enough bubble wrap.


Genestealers are really good. Give them 'Catalyst' and they're hard to stop even for guard. Lasguns need a 4+ to hit, 5+ to wound, genestealers get 5+ inv save, 5+ feel no pain. I like to combine them with hormagaunts so that the Guard player got to focus at shooting genestealers and get assaulted with hormagaunts that use a 6 inch pile in/consolidate followed by a few MC's.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/07 06:10:19


Post by: NinthMusketeer


So I'm returning to 40k for 8th and new to the thread, but has anyone mentioned monstrous rending claws on a hive tyrant? It seems like the best melee option by far considering it's free and has the rending/toxin synergy going on with 6s to wound. Coming from AoS, Biovores and Spore mines seem awesome because of reliable mortal wounds (even if a small number), messing with deep strike deployments when you miss (the enemy won't be able to shoot the mines until after their movement phase) and because they are an extremely cheap way to fill in a brigade detachment for +9 command; just 162 points to fill the 3 fast attack and 3 heavy support slots required.

Also count me in among those who think Genestealer/Hormagaunt combo is very powerful. Though the cult genestealers seem pretty bad; a hive fleet 'stealer is 16 points with toxin sacs while a purestrain is 18 without and I find cult ambush to be resoundingly meh with them (unless you get a 6).


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/07 06:34:13


Post by: Deshkar


xmbk wrote:
GodDamUser wrote:
I think biggest thing to think about with Tyranids and GSC

Is that unless you are going a Monster/vehicle list you are most likely going to be going 2nd.



A lot of armies will be going MSU. Guard are going to have a ton of drops.



Actually disagree, my list only has 8 drops. Not the lowest but there is a good chance I will get to go first.


My biggest take-away from having played two games against an IG tank list (1 baneblade & 5 Russes) & a Tau Crisis Suit list, is that Tyranid's advantage is from being able to have multiple attack vectors.

Mix of Cult Ambush, Onslaught , Hive Commander, Trygon/Tyrannocyte delivery, flying mc turn 1-2 assault, coupled with superb artillery support. I did not find myself overly dependent on any of the above, but it was the mix and flexibility of the threat vectors that gave me a multiplying advantage during the game. .


tldr, love Tyranids even harder now, everything does something.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/07 06:53:34


Post by: Spoletta


 NinthMusketeer wrote:
So I'm returning to 40k for 8th and new to the thread, but has anyone mentioned monstrous rending claws on a hive tyrant? It seems like the best melee option by far considering it's free and has the rending/toxin synergy going on with 6s to wound. Coming from AoS, Biovores and Spore mines seem awesome because of reliable mortal wounds (even if a small number), messing with deep strike deployments when you miss (the enemy won't be able to shoot the mines until after their movement phase) and because they are an extremely cheap way to fill in a brigade detachment for +9 command; just 162 points to fill the 3 fast attack and 3 heavy support slots required.

Also count me in among those who think Genestealer/Hormagaunt combo is very powerful. Though the cult genestealers seem pretty bad; a hive fleet 'stealer is 16 points with toxin sacs while a purestrain is 18 without and I find cult ambush to be resoundingly meh with them (unless you get a 6).


I would wait for a FAQ confirming that the Rending claw on HT for free is not a misprint. Weapons at 0 points are either base troop weapons (fleshborers, boltguns and such) or strong weapons that are available to a single model and for that they are already included in the cost of that mode (like all the weapons of the haruspex).
Since in 7th the only model with those claws was the broodlord, i think there is a misprint in the monstrous bio weapon list. Rending claws shouldn't be there.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/07 07:12:10


Post by: NinthMusketeer


Spoletta wrote:
 NinthMusketeer wrote:
So I'm returning to 40k for 8th and new to the thread, but has anyone mentioned monstrous rending claws on a hive tyrant? It seems like the best melee option by far considering it's free and has the rending/toxin synergy going on with 6s to wound. Coming from AoS, Biovores and Spore mines seem awesome because of reliable mortal wounds (even if a small number), messing with deep strike deployments when you miss (the enemy won't be able to shoot the mines until after their movement phase) and because they are an extremely cheap way to fill in a brigade detachment for +9 command; just 162 points to fill the 3 fast attack and 3 heavy support slots required.

Also count me in among those who think Genestealer/Hormagaunt combo is very powerful. Though the cult genestealers seem pretty bad; a hive fleet 'stealer is 16 points with toxin sacs while a purestrain is 18 without and I find cult ambush to be resoundingly meh with them (unless you get a 6).


I would wait for a FAQ confirming that the Rending claw on HT for free is not a misprint. Weapons at 0 points are either base troop weapons (fleshborers, boltguns and such) or strong weapons that are available to a single model and for that they are already included in the cost of that mode (like all the weapons of the haruspex).
Since in 7th the only model with those claws was the broodlord, i think there is a misprint in the monstrous bio weapon list. Rending claws shouldn't be there.
It definitely seems like an oversight, but until they FAQ it to say otherwise...


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/07 12:55:09


Post by: shogun


Maybe already addressed:

Also weird that Tyrant guard got a minimum of 3(-6) models in their stats but in the point-stats the can have only 1-3. Also don't no how to deploy the deathleaper if the character is completely blocked within 6 inch. Gw -> FAQ please...


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/07 13:54:54


Post by: Darksider


What do you guys think of gargoyls and the flying tyranids in general?

Also made a list using a brigade detachment:

4x Hivetyrants with Wings, double Scything Talons, Adrenal Glands
5x3 Ripper Swarms
5 Genstealers
3x Liktors
2x Harpies with Stranglethorn Cannon
1x Drude with Flamer
20x Gargoyles (or maybe 2x10 Gargs)
3x Mawlocs

Should be near 2000 points, if i haven't forgot something.

Hope i don't miscalculated something here^^. What do you think of it? Decent list or more crap?


Update: Forget it messed up by adding the points, as i forgot to add all the options to the models.

But made a new list and i hope this time it's right

Supreme Command Detachment
3x Hivetyrants with Wings, double Talons
1x Lictor with Rending Claws, Talons

Outrider Detachment
1x Hivetyrant with Wings, double Talons
3x Lictors with Rending Claws, Talons each
1 Hivecrone with Tentaclids, Winged Talons, Droolcannon
2x Harpies with Sporeminecluster, Stranglethorn Cannon, Winged Talons
30x Gargoyles with Fleshborer Guns (could also split them in 3 groups of 10 if it's more effective)
2x Mawloc with Tailweapon and tripple Scything Talons

Should be around 1820 points. Hope this time i got it right =). What do you think of it?


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/07 17:40:21


Post by: babelfish


 Lance845 wrote:
NewTruthNeomaxim wrote:
One thing i'm tempted to try in the next few days will be be shooty 'Nids. I've got three Exocrines who never saw serious play (and certainly not all at once, I just loved the models), but they've been doing good work for me so far in 8th.

Carnifexes with quad-Deathspitters, Exocrines, etc... all seem like pretty value rich shooting that can be easily and cheaply screened with Gants.

I'm not sure it'll be top-tier by any stretch, but I just wanted an excuse to try it. :-p


I can say 1 blob of Termagants with 1 Tervigon is underwhelming. But get 2 Tervigons with 3 30 man blobs of gants and they become a nightmare. Stick that in front of a living artillery node (biovores and exocrine with Warriors to act as back field synapse and fire off their cannons) and I think a shooty Nid list would be down right vicious.


I would also consider Hive Guard. Impaler Cannons are a great source of S8 at range, and would nicely synergize with the shooty build.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/07 18:16:45


Post by: D6Damager


Thinking of starting Tyranids. Here's the first 1,00 points I'm considering:

Battalion Detachment =3 Command Points
1 Broodlord
19 Genestealers,w/rending claws
1 Tyrannocyte, 5 Venom Cannons
1 Tyranid Prime, Deathspitter, rending claws
4 Tyranid Warriors, 1 Venom Cannon, 3 Deathspitters, all w/rending claws
4 Tyranid Warriors, 1 Venom Cannon, 3 Deathspitters, all w/rending claws
3 Biovores

(993 Points)

To bring it up to 2,000 I would add:

1 Flying Hive Tyrant, Monstrous Boneswords, 2 Deathspitters w/Slimer Maggots
1 Deathleaper
1 Harpy, Stinger Salvo, 2 Hvy Venom Cannons
1 Exocrine
1 Exocrine
Add toxin sacs to the previous list Genestealers to make the remaining points

(1,999 Points)


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/07 18:24:57


Post by: babelfish


 Darksider wrote:
What do you guys think of gargoyls and the flying tyranids in general?

Also made a list using a brigade detachment:

4x Hivetyrants with Wings, double Scything Talons, Adrenal Glands
5x3 Ripper Swarms
5 Genstealers
3x Liktors
2x Harpies with Stranglethorn Cannon
1x Drude with Flamer
20x Gargoyles (or maybe 2x10 Gargs)
3x Mawlocs

Should be near 2000 points, if i haven't forgot something.



I like the concept and may run something close to it due to having more Tyrants with wings than is appropriate. I have a few things I might change.

I would consider running the Tyrants as single talon with a pair of deathspitters. You give up the extra CC attack to gain some decent shooting. Remeber that you don't have to shoot at the same target as you charge anymore, so you could in theory cripple/kill two squads a turn. Most units that can survive a Tyrant in CC are not worried about the extra single swing-a double talon Tyrant kills the same things a single talon Tyrant does, and gets munched by the same things a single talon Tyrant gets munched by.

5 Genestealers isn't going to do much by themselves, especially as you don't have a delivery mechanism for them. 3 Warriors with a cannon costs about the same amount of points, and will be more useful due to being able to plink while camping an objective. Alteratly, 6x Rippers fills the Troops slots cheaply.

I assume Drude with flamer = Pyrovore, in which case the same applies: in order to be useful you need more of them and a way to get them to their targets (I.e. a pod). If you mean Hive Crone, Crones are mev, a Harpy would be better.

The Stranglethorn cannon on Harpies is not good. Venom Cannons are better.

Trygons/Mawlocs are some of my favorite models in the game. Trygons look superior to Mawlocs so far. I would be very interested in hearing how the triple Mawloc works out for you on the table.

The 2x10 vs 1x20 Gargs feels like a toss up to me. 2x10 can engage more targets, but 10 Gargs only hit so hard. The new split fire rules mean that it is harder to force a unit to overkill small squads, so that advantage doesn't apply. Big squads can be chained back to bubbles like synapse or Venomthrope, but your synapse is fast and you don't have venom. Try both and see which works better?

 Darksider wrote:


Hope i don't miscalculated something here^^. What do you think of it? Decent list or more crap?


Update: Forget it messed up by adding the points, as i forgot to add all the options to the models.

But made a new list and i hope this time it's right

Supreme Command Detachment
3x Hivetyrants with Wings, double Talons
1x Lictor with Rending Claws, Talons

Outrider Detachment
1x Hivetyrant with Wings, double Talons
3x Lictors with Rending Claws, Talons each
1 Hivecrone with Tentaclids, Winged Talons, Droolcannon
2x Harpies with Sporeminecluster, Stranglethorn Cannon, Winged Talons
30x Gargoyles with Fleshborer Guns (could also split them in 3 groups of 10 if it's more effective)
2x Mawloc with Tailweapon and tripple Scything Talons

Should be around 1820 points. Hope this time i got it right =). What do you think of it?


Same comments as above on Tyrants, Harpy/Crone, Mawlocs, Gargoyle unit size. Harpies are 2x on the Stranglethorn/Venom Cannon. I don't think you can take only one cannon, and you have to pay for both.

Gaming groups are going to vary, but it looks like the standard game size is going up. Might be worth your time to bump the list to 2000.


Automatically Appended Next Post:
 D6Damager wrote:
Thinking of starting Tyranids. Here's the first 1,00 points I'm considering:

Battalion Detachment =3 Command Points
1 Broodlord
19 Genestealers,w/rending claws
1 Tyrannocyte, 5 Venom Cannons
1 Tyranid Prime, Deathspitter, rending claws
4 Tyranid Warriors, 1 Venom Cannon, 3 Deathspitters, all w/rending claws
4 Tyranid Warriors, 1 Venom Cannon, 3 Deathspitters, all w/rending claws
3 Biovores

(993 Points)

To bring it up to 2,000 I would add:

1 Flying Hive Tyrant, Monstrous Boneswords, 2 Deathspitters w/Slimer Maggots
1 Deathleaper
1 Harpy, Stinger Salvo, 2 Hvy Venom Cannons
1 Exocrine
1 Exocrine
Add toxin sacs to the previous list Genestealers to make the remaining points

(1,999 Points)


I like scything talons on the tyrant more than I like the boneswords. Conversely, I like boneswords on the prime more than I like rending.

The Tyrant benefits from rerolling ones more than he does the extra attack-with how hard he hits protecting yourself from wiffing with a bad roll is more valuable than a extra swing. The Prime doesn't put out enough attacks to make rending worth it, and I am not super excited about lash/sword. That opinion may change as the edition goes on, depending on how many things get to hit out of sequence.

Instead of toxin on the 'stealers at 2k, I suggest dropping the pod for a Trygon. If you can make it work at 1k, I would drop the pod for a Trygon there as well. The Trygon is jjust as good at delivering 'stealers and is a much bigger threat.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/07 19:16:55


Post by: NinthMusketeer


Regular Boneswords > Regular Talons

Monstrous Talons > Monstrous Boneswords


Also, is anyone planning to use lictor bodyguards to their venomthropes? At -2 to hit from range they'd be pretty hard to move but I'm not sure about the tactical benefits of using a lictor like that.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/07 21:17:29


Post by: winterman


Spoletta wrote:

I would wait for a FAQ confirming that the Rending claw on HT for free is not a misprint. Weapons at 0 points are either base troop weapons (fleshborers, boltguns and such) or strong weapons that are available to a single model and for that they are already included in the cost of that mode (like all the weapons of the haruspex).
Since in 7th the only model with those claws was the broodlord, i think there is a misprint in the monstrous bio weapon list. Rending claws shouldn't be there.

Hive Tyrants shipped with plastic rending claws on the monstrous creature sprue (eg the one the previous warrior kit had until last edition) for 3 editions and have had the option for them in every edition I have played in, including 7th (relic talons are an option). I don't think the list is the typo, but the points probably weren't calculated with that in mind. Easy enough for GW to add a (Broodlord) 0 point listing and (Everyone else) X points like they do for many Tyranid upgrades. That's how I suspect this will play out, but either way worth knowing before gluing things.

Aside, I actually built custom hands with claws, just as arm filler on my magnetized hive tyrant. Happy accident they are now 0 point awesome sauce.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/07 22:34:03


Post by: pinecone77


stratigo wrote:
 luke1705 wrote:
stratigo wrote:
Genestealer armies might be the strongest thing in the game now. Cheap, ridiculously fast, backed up by the swarmlord. Your army is turn 2 charge minimum, while the swarmlord give one unit a turn 1 charge. Multiple 20 man genestealer units will annihilate everything they hit with ease.



As much as I love jumping to conclusions, maybe we should get a few games under our belts before we say stuff like that. Having played a number of games with 8th ed stealers, I think you're right that they're strong. And I haven't even used a broodlord yet. But remember that in an edition where literally any unit can just retreat from combat and expose you to shooting, that's kind of a big deal. Turn 2 charges are rather likely for the stealers (or even earlier if they use their buddy Mr. Trygon to catch a ride in) but turn 3 could happen quite a bit - certainly in hammer and anvil.

That being said, they are good. Very good


Retreating isn't a problem with Genestealers. Any unit they hit is already dead .

I've played a few games, and stealers are just really really good. I can imagine a few armies that would do well against them (Man spam guard could speed bump and then shoot them a lot pretty well), but for certain armies I'm having trouble thinking what could be done. Space marines have costlier models, and not many SM players are rocking like 30 or 40 scouts just to run enough bubble wrap.


True, but remember this a new set of rules I don't any reason a Speez Mahreenz playa can't toss SoBs or AM into his formation. They all have "Imperium" someplace so they gotz the Wordz.


Automatically Appended Next Post:
Even moreso I expect to see Guard Brigades tossing in a Spearhead, or Vanguard of SMs being a "thing". Or just adding in a unit using Wordz, Orders won't help them, but it is both "fluffy" and competative.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/08 00:42:57


Post by: Razerous


Are Biovores very very good?

If the can't move within 1" of an enemy model is a thing, then yes, I feel they are.

Damage wise... 2+ to mortal wound, i.e. no save.

So as an average, 10 hits, 8 wounds (6's are D3 so winner is you but rare, ofc.). That's more like 16 hits for an equivalent weapon (or 60% better?) vs the most likely situation where Str = Toughness, i.e. 4+ to wound.

The missing though, is where it really starts to shine. You get to place it, within a 3-6" halo around the target, which can really impact units that don't have the Fly keyword or similar.

(Edit: Looking at the rules, I feel the turn you setup a Spore mine from a missed Biovore shot, I believe you cannot advance.. due to fairness/RAI/RAW but if you could, technically Biovores will virtually never 'miss', as the placed Spore mine uses an advance move in the shooting phase to D6" move into within 3" of an enemy unit > exploding on that coming fight phase.)


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/08 01:39:10


Post by: GodDamUser


Razerous wrote:

(Edit: Looking at the rules, I feel the turn you setup a Spore mine from a missed Biovore shot, I believe you cannot advance.. due to fairness/RAI/RAW but if you could, technically Biovores will virtually never 'miss', as the placed Spore mine uses an advance move in the shooting phase to D6" move into within 3" of an enemy unit > exploding on that coming fight phase.)


Advance happens in the movement phase, so no they cannot


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/08 02:00:09


Post by: luke1705


Yes you can still waste turns with spore mines, but now they don't restrict shooting, movement and assault. Now, they would only restrict moving plus shooting or moving plus assault


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/08 04:06:39


Post by: NinthMusketeer


They restrict deep strike. Clever placement of missed spore mines can seriously screw up deep strikers because they now have to be more than 9" away from it. Also at 24 points per biovore... they really don't need to be very effective to be worth more than their points.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/08 06:03:39


Post by: shogun


 NinthMusketeer wrote:
They restrict deep strike. Clever placement of missed spore mines can seriously screw up deep strikers because they now have to be more than 9" away from it. Also at 24 points per biovore... they really don't need to be very effective to be worth more than their points.


Don't forget to add the spore mine launcher. So they're 36 points each.


Automatically Appended Next Post:
Razerous wrote:
Are Biovores very very good?


They're very good for shooting mortal wounds on the big targets and after a few turns it really starts to add up. But the best thing about them is the fact that they're cheap units to keep in the backfield for babysitting objectives, and when using them as single models you can keep them hidden first turn and got the right amount of units deployed so that you can let the other half of your army come out of reserves (matched play). If the enemy get's first turn then the got nothing to shoot at, maybe a single fat one sticking out his butt behind a tree if the terrain sucks. Small price to pay.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/08 12:24:26


Post by: Emicrania


Just had my first match yesterday vs Ba:
My list
2 dakka flyrant
Swarmlord
28 hg with poison
16 gene
3 rippers
2 meleefex
1 trygon

His list
Librarian
5 sanguinary 1 pf
2 tac with plasma in razorback with ass cannon
1 sniper scout
1 vindicator
1 fraggioso
2 ass squad with plasma

Round 1 got stealers in cc with vindicator and sniper and blocked in combat with razorback ; the trygon assaulted the fraggioso and the gaunts had Locked in combat the razorback.
Round 3 he gave up since he had left only a tac and a razorback. I lost 6 gaunts, 2 fexes and 4 gene.
The new nids are a fu..ing bomb!!!
The swarmlord ability is insane, we are fast as zergs on meth and in cc we are absolutely deadly.
New ed means that you can lock in combat multiple units and basically force your opponent to do your game.
Watch out infantry vs veichle and do not have low ap models attacking high saves units or you are done.
Dakka tyrant are a thing of the past, is all cc this ed.
For my 2k list I'll add 3 tyrant guards, an exocrine, 3 biovore sand more ag for the monsters.
One question we seemed to not understand, as you need to be in 1" for having a successful charge, isn't a 8" charge enough to get in combat when we arrive from ds?
Nids are back baby!!!


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/08 13:32:17


Post by: Tyran


 Emicrania wrote:

One question we seemed to not understand, as you need to be in 1" for having a successful charge, isn't a 8" charge enough to get in combat when we arrive from ds?
Nids are back baby!!!

You need to deploy more than 9" away, so a 8"+1" isn't enough.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/08 15:43:17


Post by: skycapt44


Tyran wrote:
 Emicrania wrote:

One question we seemed to not understand, as you need to be in 1" for having a successful charge, isn't a 8" charge enough to get in combat when we arrive from ds?
Nids are back baby!!!

You need to deploy more than 9" away, so a 8"+1" isn't enough.


This, that's why it makes sense to buy adrenal glands on your trygon, also try to get them within onslaught range so you can advance and charge the turn you arrive.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/08 15:57:59


Post by: Emicrania


Tyran wrote:
 Emicrania wrote:

One question we seemed to not understand, as you need to be in 1" for having a successful charge, isn't a 8" charge enough to get in combat when we arrive from ds?
Nids are back baby!!!

You need to deploy more than 9" away, so a 8"+1" isn't enough.


So 9,1" is ok, 9" no?


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/08 16:00:17


Post by: Tyran


 Emicrania wrote:
Tyran wrote:
 Emicrania wrote:

One question we seemed to not understand, as you need to be in 1" for having a successful charge, isn't a 8" charge enough to get in combat when we arrive from ds?
Nids are back baby!!!

You need to deploy more than 9" away, so a 8"+1" isn't enough.


So 9,1" is ok, 9" no?

basically.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/08 16:04:39


Post by: astro_nomicon


skycapt44 wrote:
Tyran wrote:
 Emicrania wrote:

One question we seemed to not understand, as you need to be in 1" for having a successful charge, isn't a 8" charge enough to get in combat when we arrive from ds?
Nids are back baby!!!

You need to deploy more than 9" away, so a 8"+1" isn't enough.


This, that's why it makes sense to buy adrenal glands on your trygon, also try to get them within onslaught range so you can advance and charge the turn you arrive.


The problem with onslaught and Trygons is that, onslaught doesnt allow you to advance after the movement phase, it simply let's you charge even if you had already advanced in the movement phase. Adrenal glands strike me as a no brainer however.


Automatically Appended Next Post:
skycapt44 wrote:
Tyran wrote:
 Emicrania wrote:

One question we seemed to not understand, as you need to be in 1" for having a successful charge, isn't a 8" charge enough to get in combat when we arrive from ds?
Nids are back baby!!!

You need to deploy more than 9" away, so a 8"+1" isn't enough.


This, that's why it makes sense to buy adrenal glands on your trygon, also try to get them within onslaught range so you can advance and charge the turn you arrive.


The problem with onslaught and Trygons is that, onslaught doesnt allow you to advance after the movement phase, it simply let's you charge even if you had already advanced in the movement phase. Adrenal glands strike me as a no brainer however.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/08 16:11:12


Post by: Spoletta


Yes they were really lazy in pricing the glands, should have been more granular.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/08 19:55:05


Post by: StarHunter25


Has anyone tried a few big blobs off toxin hormas? All those rerolls they hey coupled with DAM2 on 6s seems very strong to me, considering a full brood off 30 is only 210 points, or roughly a tactical squad with heavy+special.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/08 20:21:12


Post by: Lance845


StarHunter25 wrote:
Has anyone tried a few big blobs off toxin hormas? All those rerolls they hey coupled with DAM2 on 6s seems very strong to me, considering a full brood off 30 is only 210 points, or roughly a tactical squad with heavy+special.


I used one. It was against necrons though and the warrior blobs were getting eaten up regardless. I would like to see it in action against an actual threat.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/08 20:30:48


Post by: StarHunter25


 Lance845 wrote:
StarHunter25 wrote:
Has anyone tried a few big blobs off toxin hormas? All those rerolls they hey coupled with DAM2 on 6s seems very strong to me, considering a full brood off 30 is only 210 points, or roughly a tactical squad with heavy+special.


I used one. It was against necrons though and the warrior blobs were getting eaten up regardless. I would like to see it in action against an actual threat.


That's wonderful! Especially because the astartes are losing their minds over how "reanimation OP ban necrons!" over in general. Glad to hear the great devouror is a force to be feared. Can't wait until we get hive fleet rules!


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/08 20:34:47


Post by: NinthMusketeer


I think toxin sacs are a must have since you'll be looking for 5+/6+ to wound against high toughness targets anyway, which are also the same ones you'll want to have the extra damage against.


Automatically Appended Next Post:
shogun wrote:
 NinthMusketeer wrote:
They restrict deep strike. Clever placement of missed spore mines can seriously screw up deep strikers because they now have to be more than 9" away from it. Also at 24 points per biovore... they really don't need to be very effective to be worth more than their points.


Don't forget to add the spore mine launcher. So they're 36 points each.
Derp. Thanks for the correction.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/08 22:59:37


Post by: GodDamUser


Yeah a lot of people seem to be forgetting that Advance happens in the movement phase now..

Keep seeing people posting strats around that place, that involves Depp Striking then running...


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/09 05:51:34


Post by: Spoletta


I don't think i'm going to leave home without at least one 30 strong hormagaunt unit. They do so much for just 150 points. They are a fast melee treath. Counters transport play. Negates necron protocols.

There are so many situations where being surrounded puts you in a really bad situation, and hormagaunts are the best at this, with high model count and 12" move after charging.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/09 06:31:16


Post by: NinthMusketeer


GodDamUser wrote:
Yeah a lot of people seem to be forgetting that Advance happens in the movement phase now..

Keep seeing people posting strats around that place, that involves Depp Striking then running...
Gunna take longer for people to realize that a unit which charges always gets a pile-in, even if there are no enemy models within 1" by the time they are picked to fight. This is of particular relevance to hormagaunts...


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/09 07:01:49


Post by: stratigo


I'll say it again, I think nids are the strongest army of the indexes. We'll how codexes change the math, but wow nids are strong


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/09 09:38:01


Post by: Spoletta


Nids right now are really strong because people still hasn't let go of the 7th playstile (gunlines) and nids possess the strongest counter to that, in the form of extremely powerfull and relyable turn 1 charges.
Once Tau start using lines of kroots, AM start using sacrificial lines and so on, we will have to think our tactics again and i'm not sure we are going to still be on top.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/09 16:09:36


Post by: astro_nomicon


Spoletta wrote:
Nids right now are really strong because people still hasn't let go of the 7th playstile (gunlines) and nids possess the strongest counter to that, in the form of extremely powerfull and relyable turn 1 charges.
Once Tau start using lines of kroots, AM start using sacrificial lines and so on, we will have to think our tactics again and i'm not sure we are going to still be on top.


Agreed that we should add a little cautious to that optimism. I've already been tabled by a savvy tau player using a crisis suit heavy list and lots of screening drones. Granted it was my first game of 8th (and first game with nids in a looong time) so I made a couple critical mistakes.

I'll post a bat rep later, but for now, here's our lists:

2k Nids:
Spoiler:

2x Winged Tyrants: 2x Rending Claws, Tail, Adrenal glands

Swarmlord

Broodlord

20 Stealers (w/ Trygon)
15 Stealers
15 Stealers

11 Hormagaunts
10 Hormagaunts
10 Hormagaunts
10 Hormagaunts

Trygon: Adrenal Glands
Carnifex: Adrenal glands
Carnifex: Adrenal glands


2k Tau:
Spoiler:

Commander: 4x Fusion Blaster
Commander: 4x Fusion Blaster
Commander: 4x Burst Cannon, 2x Gun Drone

3x Crisis Suits: 8x Burst Cannon, Drone controller, 2x Gun Drone
3x Crisis Suits: 9x Burst Cannon, 2x Gun Drone
3x Crisis Suits: 7x Missile Pod, 1 EWO, Drone Controller

7x Gun Drone
7x Gun Drone
7x Marker Drone
7x Marker Drone

2x Skyray

Sunshark Bomber


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/09 17:11:43


Post by: Spoletta


That's the exact nid list that i fear we will have to abandon. It's tiered to provide the most brutal assault possible.

Double rank assault is the way to go for nids IMHO. One fast wave that hits the screening units turn 1-2 and a second slower but thougher wave that hits turn 2-3. The first wave will be slaughtered, but coupled with a bit of disruption (raveners, lictors and maybe trygons) it will keep attention away from the second wave.

Mix that with support and shooting at your pleasure.

These kind of lists will also provide some screening units for us, against those list where we are going to need it. Green tides for example.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/09 19:19:16


Post by: Eldercaveman


Am I adding this up right we can get a Fex for 88 points 67 base 7 for the tail and then 14 for the 2 pairs of monstrous anything talons?


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/09 19:27:16


Post by: Alcibiades


Less, if you take the bone mace.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/09 19:43:43


Post by: Spoletta


Minimum cost for a fex would 89.
67 base +2 for the bonetail + 20 for twin scytals.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/09 19:45:06


Post by: Eldercaveman


Spoletta wrote:
Minimum cost for a fex would 89.
67 base +2 for the bonetail + 20 for twin scytals.


Yeah my tired eyes were mixing up the single cost and the duel cost.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/09 19:52:09


Post by: Lance845


Spoletta wrote:
That's the exact nid list that i fear we will have to abandon. It's tiered to provide the most brutal assault possible.

Double rank assault is the way to go for nids IMHO. One fast wave that hits the screening units turn 1-2 and a second slower but thougher wave that hits turn 2-3. The first wave will be slaughtered, but coupled with a bit of disruption (raveners, lictors and maybe trygons) it will keep attention away from the second wave.

Mix that with support and shooting at your pleasure.

These kind of lists will also provide some screening units for us, against those list where we are going to need it. Green tides for example.


I think going pure assault is a mistake in general. That list is a one trick pony which means it only requires one trick to counter it. That will always be the case and people will start bringing something to screen with.

Nids are very powerful. We have powerful tools in more than just assault. We have easy access to a lot of psykers who provide more than just their powers. And while everyone else is complaining about how diminished their psykers seem to be Nids are have a GREAT power set. For a little over 800 points you can bring a pair of tervigons and several 30 man blobs of termagants. The sheer amount of regenerating dakka is very potent with each tervigon able to cast a psychic power each turn you can also toss about the 5+ FNP on the blobs.

Biovores just hand out mortal wounds and misses provide Spore Mines that can be great movement denial tools.

You need to balance out your list so that you are not so easily countered. If you do that Nids are a nightmare of variable threat overload.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/09 20:28:29


Post by: Spoletta


 Lance845 wrote:
Spoiler:
Spoletta wrote:
That's the exact nid list that i fear we will have to abandon. It's tiered to provide the most brutal assault possible.

Double rank assault is the way to go for nids IMHO. One fast wave that hits the screening units turn 1-2 and a second slower but thougher wave that hits turn 2-3. The first wave will be slaughtered, but coupled with a bit of disruption (raveners, lictors and maybe trygons) it will keep attention away from the second wave.

Mix that with support and shooting at your pleasure.

These kind of lists will also provide some screening units for us, against those list where we are going to need it. Green tides for example.


I think going pure assault is a mistake in general. That list is a one trick pony which means it only requires one trick to counter it. That will always be the case and people will start bringing something to screen with.

Nids are very powerful. We have powerful tools in more than just assault. We have easy access to a lot of psykers who provide more than just their powers. And while everyone else is complaining about how diminished their psykers seem to be Nids are have a GREAT power set. For a little over 800 points you can bring a pair of tervigons and several 30 man blobs of termagants. The sheer amount of regenerating dakka is very potent with each tervigon able to cast a psychic power each turn you can also toss about the 5+ FNP on the blobs.

Biovores just hand out mortal wounds and misses provide Spore Mines that can be great movement denial tools.

You need to balance out your list so that you are not so easily countered. If you do that Nids are a nightmare of variable threat overload.


I agree.
Other factions are better than us at pure assault. What we do best is combined arms. Lots of assault combined with shooting, disruption and psy support.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/09 23:08:38


Post by: NinthMusketeer


It seems like Nids have multiple ways to build a viable army now, while assault + support is possibly the strongest I forsee Nids being popular at stores because they can be customized to what a player wants without sacrificing effectiveness overall. Coupled with what I suspect has been a large number of people (myself included) waiting years for exactly that sort of situation.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/09 23:26:35


Post by: Jaq Draco lives


Tyranofex vs Exocrine?

I doubt there is space for both.

Trygon vs Mawloc? I know you get the tunnel but its much more expensive and it doesn't seem to me that there is much issues with mobility, if you've got swarmlord and stealers then you are potentially getting first turn charge.

So in that sense is a Mawloc better since it provides a distraction big wound count and tactically good distraction in their backfield


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/10 02:02:14


Post by: Arson Fire


Has anyone had to deal with a Stormraven yet?
I had a 1000 pt game against Blood Angels, where the enemy list consisted of Dante, and a Stormraven containing a unit of death company + a death company dreadnought, along with another couple of characters in there.

I was running Broodlord + 20 stealers, 3 hive guard, big mob of 30 termagants, a harpy, plus some warriors and a tyranid prime. A fairly erratic list, but I'm still at the point of just throwing units into lists and seeing what sticks.

Turn one the stormraven rocks up from across the field, and Dante deepstrikes in behind it. It throws two multi-melta shots and missiles at my hive guard, lascannons at my harpy, and unloads 24 hurricane bolters into my genestealers.
Everything gets to re-roll to hit because of Dante back there.
The harpy and hive guard were hiding behind and in a ruin respectively, but these weapons have high enough AP values that the cover was near meaningless. I do make a 6+ save meaning I only lose two hive guard. Harpy loses about 5 wounds.

In my turn, the surviving hive guard and the harpy shoot at the stormraven. It's hard to hit, so not much luck. Deal a couple of wounds to it. Nothing else is able to hurt it much.
Harpy charges the stormraven out of desperation. It fires all of those shots again on overwatch, re-rolling to hit due to Dante, and kills the harpy.
None of my other units are able to charge the stormraven because it's airborne. So pretty much my whole army is left to just sit around its base.
My genestealers are able to get behind the stormraven and tear apart Dante at least.

Blood angels turn 2, it drops into hover mode and the occupants all pile out in every direction and charge. The death company dreadnought tears apart my broodlord. The stormraven unloads the hurricane bolters into the gaunts. Its missiles and melta kill all of my warriors. Death company blast away at the gaunts then charge the survivors. Gaunts being gaunts, fail to inflict any damage.

Start of my turn 2, I'm left with about 10 genestealers staring down a death company dreadnought (spoilers, they lose), a small number of termagants stuck in combat with death company, a tyranid prime trading blows with a character, and a single hive guard trying to hide in a ruin.
All my opponent has lost is Dante, and a few wounds on a 14 wound model. I'm tabled by turn 3, and he hasn't lost anything else.



In short, yikes.
The amount of firepower that stormraven can dish out across multiple targets is fairly staggering. The inability of non-Fly units to charge it before it has unloaded its highly assaulty contents allows it to be played very aggressively. Sure, the loadout it took meant it cost over 300 points, but it was 300+ points well spent.

I'm thinking about ways I could deal with it in future. Our shooting seems insufficient to deal with a T7 14 wound 3+ model that also subtracts 1 from all hit rolls against it. At least I'm not sure how easily we can deal with one in a single turn.
The problem is if you don't deal with it in a single turn, a pile of angry space marines are going to get the drop on you. Maybe multiple units of hive guard could do something.
Maybe gargoyles could absorb the overwatch, letting flyrants/harpies/crones charge in to do the damage. However you're then left with the annoyed occupants in a good position to get a charge on some valuable FMCs.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/10 02:15:55


Post by: NinthMusketeer


To be honest it seems like your.opponent came up with a solid strategy, built a list around it, and was generally coming in with a plan. On the other hand you were just showing up to try out some different units to see how they did and got caught by surprise. I suspect that knowing what's coming you'll do much better the second time around even if the lists are the same.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/10 02:29:33


Post by: Arson Fire


That most certainly is part of it.

Hiding the hive guard a little better may help. They were out of LoS, but there was a window on the side they could be seen through. It's difficult to stay entirely out of LoS of something with a 45" move speed, but perhaps better positioning could have made it less easy to get shots on them.
Having a reserved counter assault unit may also be of assistance. The stormraven would be much more hesitant to drop into hover if the moment it did so it got jumped by a trygon and 20 stealers. I'll give it a shot next time.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/10 02:33:13


Post by: Pedroig


@Emicrania and @Arson Fire

The results here are more about opponents playing to strengths. Playing BA and not using DC, well might as well just be playing Red Beakers...

Going all Assault is fine, as long as you have some way of taking care of FLY. The whole "Fallback" and shoot thing is way overweighted. First for MOST armies the unit falling back can't shoot, second, if you do it right they are going to be falling back with almost half their gunline by turn 2, so that's half as much dakka you have to worry about, it also forces them to spread the dakka love.

Trygon's don't need Onslaught to Tunnel and Charge, Adrenal glands give +1" to move, so 8+ to make the 9" charge, 42% chance, with a reroll takes it over 50%.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/10 04:05:52


Post by: babelfish


I'd like some feedback on a 1500 point list for an event at the end of the month. It is likely it will be my first chance to play 8th due to limited modeling and playing time.

Tyranid Battalion Detachment, 1495 points

The Swarmlord (300)

Hive Tyrant, wings, tail, scything talons, 2x Deathspitter w/maggots, adrenal glands. (227)
Hive Tyrant, wings, tail, scything talons. 2x deathspitter w/maggots, adrenal glands. (227)

3 Warriors, 3x rending claws, 2x scything talons, 1 venom cannon. (75)
3 Warriors, 3x rending claws, 2x scything talons, 1 venom cannon. (75)
30x Hormagant, toxin sacs. (210)

3x Venomthrope, toxic lashes. (93)
3x Hive Guard, impaler cannons. (144)
3x Hive Guard, Impaler cannons. (144)

-Warriors have talons instead of guns due to me not expecting to have time to paint the guns.
-Not sure what to do with the extra 5 points. I can swap some rending for swords on the warriors.
-I am assuming that Hive Guard max at 3 until clarified by a FAQ.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/10 07:30:55


Post by: Spoletta


Jaq Draco lives wrote:
Tyranofex vs Exocrine?

I doubt there is space for both.

Trygon vs Mawloc? I know you get the tunnel but its much more expensive and it doesn't seem to me that there is much issues with mobility, if you've got swarmlord and stealers then you are potentially getting first turn charge.

So in that sense is a Mawloc better since it provides a distraction big wound count and tactically good distraction in their backfield


Why do you say that? Exocrine and Tfex have different roles, which at time overlap. Exocrine is an heavy infantry hunter that can double as a tank hunter, but will struggle with t8 targets.
Tfex depending on the loadout can be any of the following:

- Bane of any kind of horde army. 48 s5 shots can really mess a lot of lists and is probably our best bet against green tides.
- No flying zone. 2d6 autohit S7 AP -1 D3 damage speak for themselves (+double stinger salvos)
- Land raider equivalent hunter. You really need your command points for this, but the damage potential is really high.

As you can see the Tfex does not cover heavy infantry hunting or light vehicle hunting. That's a capability exclusive to the exocrine.

Since the costs are the same, i can see both being viable.

Now on the trygon and Mawloc front, i don't understand how you can see one overshadowing the other. The mawloc is a cheap distraction that will take a chunk of the enemy forces and force the other guy to put it in melee or he will do it again in the next turns.
The trygon costs almost double (trygon prime more than double), but is a deep striking transport and is our best beat stick against heavy targets (this thing eats a dreadnaught whole!). In the case of the prime it is also a Synapse/SitW bubble in the enemy zone.


Automatically Appended Next Post:
babelfish wrote:
I'd like some feedback on a 1500 point list for an event at the end of the month. It is likely it will be my first chance to play 8th due to limited modeling and playing time.

Tyranid Battalion Detachment, 1495 points

The Swarmlord (300)

Hive Tyrant, wings, tail, scything talons, 2x Deathspitter w/maggots, adrenal glands. (227)
Hive Tyrant, wings, tail, scything talons. 2x deathspitter w/maggots, adrenal glands. (227)

3 Warriors, 3x rending claws, 2x scything talons, 1 venom cannon. (75)
3 Warriors, 3x rending claws, 2x scything talons, 1 venom cannon. (75)
30x Hormagant, toxin sacs. (210)

3x Venomthrope, toxic lashes. (93)
3x Hive Guard, impaler cannons. (144)
3x Hive Guard, Impaler cannons. (144)

-Warriors have talons instead of guns due to me not expecting to have time to paint the guns.
-Not sure what to do with the extra 5 points. I can swap some rending for swords on the warriors.
-I am assuming that Hive Guard max at 3 until clarified by a FAQ.


I think you are overinvesting in HQs for a 1500 point game. More than half your points are spent there. You are giving a lot of good targets to enemy heavy weapons without any form of backfield disruption to mitigate damage. Rember that venomthropes don't protect monsters.

You don't need a swarmlord in this list honestly. Hormagaunts will have no problems making it there by turn 2, and the venoms assure that they are not the first target in priority (catalyst goes on venomthropes). With those 300 points you can add some lictor/deathleaper, some ripper swarms for objective capping and an Old One Eye for cheap heavy target removal.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/10 17:03:21


Post by: NewTruthNeomaxim


 Lance845 wrote:
Spoletta wrote:
That's the exact nid list that i fear we will have to abandon. It's tiered to provide the most brutal assault possible.

Double rank assault is the way to go for nids IMHO. One fast wave that hits the screening units turn 1-2 and a second slower but thougher wave that hits turn 2-3. The first wave will be slaughtered, but coupled with a bit of disruption (raveners, lictors and maybe trygons) it will keep attention away from the second wave.

Mix that with support and shooting at your pleasure.

These kind of lists will also provide some screening units for us, against those list where we are going to need it. Green tides for example.


I think going pure assault is a mistake in general. That list is a one trick pony which means it only requires one trick to counter it. That will always be the case and people will start bringing something to screen with.

Nids are very powerful. We have powerful tools in more than just assault. We have easy access to a lot of psykers who provide more than just their powers. And while everyone else is complaining about how diminished their psykers seem to be Nids are have a GREAT power set. For a little over 800 points you can bring a pair of tervigons and several 30 man blobs of termagants. The sheer amount of regenerating dakka is very potent with each tervigon able to cast a psychic power each turn you can also toss about the 5+ FNP on the blobs.

Biovores just hand out mortal wounds and misses provide Spore Mines that can be great movement denial tools.

You need to balance out your list so that you are not so easily countered. If you do that Nids are a nightmare of variable threat overload.


I think the reason people are trying the one-dimensional super-assault list is somewhat rightly because in Age of Sigmar (the game which 90% informed 8th Ed's rules), that trick would work. Stacked buffs and super turn-1 assault wins games and dominates tournaments in AoS.

BUT... 8th Ed. isn't AoS... close, and thus I see why people are making the mistake, but as you say, durability of key units means that you can't just roll an opponent and remove their army in one perfect alpha-strike. People will discover that once the newness if Turn 1 charges wears off.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/10 17:49:17


Post by: Jaq Draco lives


Spoletta wrote:
Jaq Draco lives wrote:
Tyranofex vs Exocrine?

I doubt there is space for both.

Trygon vs Mawloc? I know you get the tunnel but its much more expensive and it doesn't seem to me that there is much issues with mobility, if you've got swarmlord and stealers then you are potentially getting first turn charge.

So in that sense is a Mawloc better since it provides a distraction big wound count and tactically good distraction in their backfield


Why do you say that? Exocrine and Tfex have different roles, which at time overlap. Exocrine is an heavy infantry hunter that can double as a tank hunter, but will struggle with t8 targets.
Tfex depending on the loadout can be any of the following:

- Bane of any kind of horde army. 48 s5 shots can really mess a lot of lists and is probably our best bet against green tides.
- No flying zone. 2d6 autohit S7 AP -1 D3 damage speak for themselves (+double stinger salvos)
- Land raider equivalent hunter. You really need your command points for this, but the damage potential is really high.

As you can see the Tfex does not cover heavy infantry hunting or light vehicle hunting. That's a capability exclusive to the exocrine.

Since the costs are the same, i can see both being viable.


Which would be true in a game of infinite points, one where you aren't hunting formations to give command points and where biovories and trygons and the like aren't competing for your points.

You see you say room for both then say you can't see why I'd favour the Mawloc over the Trygon - well that is why. But that being said I do appreciate the information since I don't get this army that well having just started nids (hence my questions).


Now on the trygon and Mawloc front, i don't understand how you can see one overshadowing the other. The mawloc is a cheap distraction that will take a chunk of the enemy forces and force the other guy to put it in melee or he will do it again in the next turns.
The trygon costs almost double (trygon prime more than double), but is a deep striking transport and is our best beat stick against heavy targets (this thing eats a dreadnaught whole!). In the case of the prime it is also a Synapse/SitW bubble in the enemy zone.


Key word being cheap, and if like me you have a lot of stealers (50+ they were cheap) that move really fast anyway do you need that tunnel or do you need distraction and save the points for an exocrine and a tyrannofex together?

I know its all list dependent, I'm sitting here tonight with a mawloc/trygon box trying to figure out what to assemble


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/10 19:45:36


Post by: Spoletta


Jaq Draco lives wrote:
Spoiler:
Spoletta wrote:
Jaq Draco lives wrote:
Tyranofex vs Exocrine?

I doubt there is space for both.

Trygon vs Mawloc? I know you get the tunnel but its much more expensive and it doesn't seem to me that there is much issues with mobility, if you've got swarmlord and stealers then you are potentially getting first turn charge.

So in that sense is a Mawloc better since it provides a distraction big wound count and tactically good distraction in their backfield


Why do you say that? Exocrine and Tfex have different roles, which at time overlap. Exocrine is an heavy infantry hunter that can double as a tank hunter, but will struggle with t8 targets.
Tfex depending on the loadout can be any of the following:

- Bane of any kind of horde army. 48 s5 shots can really mess a lot of lists and is probably our best bet against green tides.
- No flying zone. 2d6 autohit S7 AP -1 D3 damage speak for themselves (+double stinger salvos)
- Land raider equivalent hunter. You really need your command points for this, but the damage potential is really high.

As you can see the Tfex does not cover heavy infantry hunting or light vehicle hunting. That's a capability exclusive to the exocrine.

Since the costs are the same, i can see both being viable.


Which would be true in a game of infinite points, one where you aren't hunting formations to give command points and where biovories and trygons and the like aren't competing for your points.

You see you say room for both then say you can't see why I'd favour the Mawloc over the Trygon - well that is why. But that being said I do appreciate the information since I don't get this army that well having just started nids (hence my questions).


Now on the trygon and Mawloc front, i don't understand how you can see one overshadowing the other. The mawloc is a cheap distraction that will take a chunk of the enemy forces and force the other guy to put it in melee or he will do it again in the next turns.
The trygon costs almost double (trygon prime more than double), but is a deep striking transport and is our best beat stick against heavy targets (this thing eats a dreadnaught whole!). In the case of the prime it is also a Synapse/SitW bubble in the enemy zone.


Key word being cheap, and if like me you have a lot of stealers (50+ they were cheap) that move really fast anyway do you need that tunnel or do you need distraction and save the points for an exocrine and a tyrannofex together?

I know its all list dependent, I'm sitting here tonight with a mawloc/trygon box trying to figure out what to assemble



So, in a nutshell... we agree that pretty much everything is finally viable?


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/10 19:49:28


Post by: Emicrania


Key word being cheap, and if like me you have a lot of stealers (50+ they were cheap) that move really fast anyway do you need that tunnel or do you need distraction and save the points for an exocrine and a tyrannofex together?

I know its all list dependent, I'm sitting here tonight with a mawloc/trygon box trying to figure out what to assemble


Just build what you like and try them, there is absolutely no one that can tell them apart beside you an do who sculpted the model.

2 unit of stealers of 20 is really viable, is just a lot of points. But 5+ invu and 4A each rending is.....wow..


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/10 19:50:46


Post by: Jaq Draco lives


Spoletta wrote:
Jaq Draco lives wrote:
Spoiler:
Spoletta wrote:
Jaq Draco lives wrote:
Tyranofex vs Exocrine?

I doubt there is space for both.

Trygon vs Mawloc? I know you get the tunnel but its much more expensive and it doesn't seem to me that there is much issues with mobility, if you've got swarmlord and stealers then you are potentially getting first turn charge.

So in that sense is a Mawloc better since it provides a distraction big wound count and tactically good distraction in their backfield


Why do you say that? Exocrine and Tfex have different roles, which at time overlap. Exocrine is an heavy infantry hunter that can double as a tank hunter, but will struggle with t8 targets.
Tfex depending on the loadout can be any of the following:

- Bane of any kind of horde army. 48 s5 shots can really mess a lot of lists and is probably our best bet against green tides.
- No flying zone. 2d6 autohit S7 AP -1 D3 damage speak for themselves (+double stinger salvos)
- Land raider equivalent hunter. You really need your command points for this, but the damage potential is really high.

As you can see the Tfex does not cover heavy infantry hunting or light vehicle hunting. That's a capability exclusive to the exocrine.

Since the costs are the same, i can see both being viable.


Which would be true in a game of infinite points, one where you aren't hunting formations to give command points and where biovories and trygons and the like aren't competing for your points.

You see you say room for both then say you can't see why I'd favour the Mawloc over the Trygon - well that is why. But that being said I do appreciate the information since I don't get this army that well having just started nids (hence my questions).


Now on the trygon and Mawloc front, i don't understand how you can see one overshadowing the other. The mawloc is a cheap distraction that will take a chunk of the enemy forces and force the other guy to put it in melee or he will do it again in the next turns.
The trygon costs almost double (trygon prime more than double), but is a deep striking transport and is our best beat stick against heavy targets (this thing eats a dreadnaught whole!). In the case of the prime it is also a Synapse/SitW bubble in the enemy zone.


Key word being cheap, and if like me you have a lot of stealers (50+ they were cheap) that move really fast anyway do you need that tunnel or do you need distraction and save the points for an exocrine and a tyrannofex together?

I know its all list dependent, I'm sitting here tonight with a mawloc/trygon box trying to figure out what to assemble



So, in a nutshell... we agree that pretty much everything is finally viable?


We do but I'm no closer to a decision lol


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/10 20:23:41


Post by: babelfish


Jaq Draco lives wrote:
Spoletta wrote:
Jaq Draco lives wrote:
Tyranofex vs Exocrine?

I doubt there is space for both.

Trygon vs Mawloc? I know you get the tunnel but its much more expensive and it doesn't seem to me that there is much issues with mobility, if you've got swarmlord and stealers then you are potentially getting first turn charge.

So in that sense is a Mawloc better since it provides a distraction big wound count and tactically good distraction in their backfield


Why do you say that? Exocrine and Tfex have different roles, which at time overlap. Exocrine is an heavy infantry hunter that can double as a tank hunter, but will struggle with t8 targets.
Tfex depending on the loadout can be any of the following:

- Bane of any kind of horde army. 48 s5 shots can really mess a lot of lists and is probably our best bet against green tides.
- No flying zone. 2d6 autohit S7 AP -1 D3 damage speak for themselves (+double stinger salvos)
- Land raider equivalent hunter. You really need your command points for this, but the damage potential is really high.

As you can see the Tfex does not cover heavy infantry hunting or light vehicle hunting. That's a capability exclusive to the exocrine.

Since the costs are the same, i can see both being viable.


Which would be true in a game of infinite points, one where you aren't hunting formations to give command points and where biovories and trygons and the like aren't competing for your points.

You see you say room for both then say you can't see why I'd favour the Mawloc over the Trygon - well that is why. But that being said I do appreciate the information since I don't get this army that well having just started nids (hence my questions).


Now on the trygon and Mawloc front, i don't understand how you can see one overshadowing the other. The mawloc is a cheap distraction that will take a chunk of the enemy forces and force the other guy to put it in melee or he will do it again in the next turns.
The trygon costs almost double (trygon prime more than double), but is a deep striking transport and is our best beat stick against heavy targets (this thing eats a dreadnaught whole!). In the case of the prime it is also a Synapse/SitW bubble in the enemy zone.


Key word being cheap, and if like me you have a lot of stealers (50+ they were cheap) that move really fast anyway do you need that tunnel or do you need distraction and save the points for an exocrine and a tyrannofex together?

I know its all list dependent, I'm sitting here tonight with a mawloc/trygon box trying to figure out what to assemble


In general with 'nids you are going to have to make difficult decisions on how to fill a role. With the Mawloc/Trygon you should just build both heads, put a magnet or a pin in each of them, and try both out. No one is going to care or even notice of you have the big Trygon claws on a Mawloc, and the tail options don't make a big difference until you reach the point where you are optimizing for tournaments.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/10 20:33:19


Post by: Jaq Draco lives


babelfish wrote:
Jaq Draco lives wrote:
Spoletta wrote:
Jaq Draco lives wrote:
Tyranofex vs Exocrine?

I doubt there is space for both.

Trygon vs Mawloc? I know you get the tunnel but its much more expensive and it doesn't seem to me that there is much issues with mobility, if you've got swarmlord and stealers then you are potentially getting first turn charge.

So in that sense is a Mawloc better since it provides a distraction big wound count and tactically good distraction in their backfield


Why do you say that? Exocrine and Tfex have different roles, which at time overlap. Exocrine is an heavy infantry hunter that can double as a tank hunter, but will struggle with t8 targets.
Tfex depending on the loadout can be any of the following:

- Bane of any kind of horde army. 48 s5 shots can really mess a lot of lists and is probably our best bet against green tides.
- No flying zone. 2d6 autohit S7 AP -1 D3 damage speak for themselves (+double stinger salvos)
- Land raider equivalent hunter. You really need your command points for this, but the damage potential is really high.

As you can see the Tfex does not cover heavy infantry hunting or light vehicle hunting. That's a capability exclusive to the exocrine.

Since the costs are the same, i can see both being viable.


Which would be true in a game of infinite points, one where you aren't hunting formations to give command points and where biovories and trygons and the like aren't competing for your points.

You see you say room for both then say you can't see why I'd favour the Mawloc over the Trygon - well that is why. But that being said I do appreciate the information since I don't get this army that well having just started nids (hence my questions).


Now on the trygon and Mawloc front, i don't understand how you can see one overshadowing the other. The mawloc is a cheap distraction that will take a chunk of the enemy forces and force the other guy to put it in melee or he will do it again in the next turns.
The trygon costs almost double (trygon prime more than double), but is a deep striking transport and is our best beat stick against heavy targets (this thing eats a dreadnaught whole!). In the case of the prime it is also a Synapse/SitW bubble in the enemy zone.


Key word being cheap, and if like me you have a lot of stealers (50+ they were cheap) that move really fast anyway do you need that tunnel or do you need distraction and save the points for an exocrine and a tyrannofex together?

I know its all list dependent, I'm sitting here tonight with a mawloc/trygon box trying to figure out what to assemble


In general with 'nids you are going to have to make difficult decisions on how to fill a role. With the Mawloc/Trygon you should just build both heads, put a magnet or a pin in each of them, and try both out. No one is going to care or even notice of you have the big Trygon claws on a Mawloc, and the tail options don't make a big difference until you reach the point where you are optimizing for tournaments.


Thats some damn good advice.

I'm thinking Trygon vs Mawloc is a debate that highly depends on your list and if you bring one mawloc why not 2-3

But on the other front exocrine vs tryrannofex vs biovore all different bring em all if you can


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/10 21:27:42


Post by: babelfish


Jaq Draco lives wrote:

But on the other front exocrine vs tryrannofex vs biovore all different bring em all if you can


I got curious and plugged some numbers.

A Spearhead detachment, using a Prime as the HQ, with 2 rupture Tyranofexes, two Exocrines, and two 3 model Biovore units comes out to around 1265 points. Two cheap venom cannon Warrior squads adds 150 to that, so 1415 or so.

That is a reasonably solid firebase that can has potential to reach out and do a lot of damage. Throw in a broodlord and some stealers at 2000 points and you have a fast forward assulty aspect supported by shooting that technically covers all of your bases.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/10 22:51:19


Post by: stratigo


NewTruthNeomaxim wrote:
 Lance845 wrote:
Spoletta wrote:
That's the exact nid list that i fear we will have to abandon. It's tiered to provide the most brutal assault possible.

Double rank assault is the way to go for nids IMHO. One fast wave that hits the screening units turn 1-2 and a second slower but thougher wave that hits turn 2-3. The first wave will be slaughtered, but coupled with a bit of disruption (raveners, lictors and maybe trygons) it will keep attention away from the second wave.

Mix that with support and shooting at your pleasure.

These kind of lists will also provide some screening units for us, against those list where we are going to need it. Green tides for example.


I think going pure assault is a mistake in general. That list is a one trick pony which means it only requires one trick to counter it. That will always be the case and people will start bringing something to screen with.

Nids are very powerful. We have powerful tools in more than just assault. We have easy access to a lot of psykers who provide more than just their powers. And while everyone else is complaining about how diminished their psykers seem to be Nids are have a GREAT power set. For a little over 800 points you can bring a pair of tervigons and several 30 man blobs of termagants. The sheer amount of regenerating dakka is very potent with each tervigon able to cast a psychic power each turn you can also toss about the 5+ FNP on the blobs.

Biovores just hand out mortal wounds and misses provide Spore Mines that can be great movement denial tools.

You need to balance out your list so that you are not so easily countered. If you do that Nids are a nightmare of variable threat overload.


I think the reason people are trying the one-dimensional super-assault list is somewhat rightly because in Age of Sigmar (the game which 90% informed 8th Ed's rules), that trick would work. Stacked buffs and super turn-1 assault wins games and dominates tournaments in AoS.

BUT... 8th Ed. isn't AoS... close, and thus I see why people are making the mistake, but as you say, durability of key units means that you can't just roll an opponent and remove their army in one perfect alpha-strike. People will discover that once the newness if Turn 1 charges wears off.


Actually nids are the army that can pull that off the best. To the point where a first turn assault is extremely viable, and it is impossible to kill enough bugs following up to survive the second wave. Genestealers are hard to counter for anyone at all.

Rapid fire particularly has an issue since nids can assault much much much farther away than 12 inches.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/11 01:21:54


Post by: PUFNSTUF


babelfish wrote:
Jaq Draco lives wrote:

But on the other front exocrine vs tryrannofex vs biovore all different bring em all if you can


I got curious and plugged some numbers.

A Spearhead detachment, using a Prime as the HQ, with 2 rupture Tyranofexes, two Exocrines, and two 3 model Biovore units comes out to around 1265 points. Two cheap venom cannon Warrior squads adds 150 to that, so 1415 or so.

That is a reasonably solid firebase that can has potential to reach out and do a lot of damage. Throw in a broodlord and some stealers at 2000 points and you have a fast forward assulty aspect supported by shooting that technically covers all of your bases.


Pardon my ignorance, but what loadout makes a tyranofex? Just pure melee?


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/11 03:19:01


Post by: pinecone77


Is Deathleaper still a HQ? if so, Deathleaper, two Mawlocks, and a Trygon gives +1 Cmd point and lots of backfield pressure. Deathleaper's pet Mawloc(s) could even clear off bubblewrap for a "He's after me!"


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/11 03:44:51


Post by: luke1705


Mortal wounds and shooting will also do wonders at clearing bubble wrap.

Plus, one of the best things that we have going for us is that if the opponent completely castles up, we can just wait. Trygons can come in on turn 1...or turn 2....or turn 3. If I'm playing eternal war, I might be enticed to wait a turn or two if the situation is right.

In any event, it's important to realize that we have to be able to shoot a hole in the bubble wrap, but if Tyranids are strong enough to make them cower in a corner because of how much they fear the hive mind (and for certain armies, I believe that we are) then that is a victory in and of itself


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/11 04:12:34


Post by: NinthMusketeer


Cornering up also makes things very difficult in the objective department. But regardless, there are/will be strategies to counter an assault Nid list, just like anything else. Im sure we can all think of a few strategies we'd use against such an army.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/11 10:52:01


Post by: Eldercaveman


If Nids want to be competitive in this edition (or any army for that matter) they need to be able to reliably kill Imperial Knights and beat imperial guard platoons. The real question how do we fit the tolls to do both into one list?


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/11 12:08:46


Post by: StarHunter25


For guard platoons we fought fire with fire. Tervigons supported by gants. Knights.. I'm thinking biovores and harpies are gong to be our method for that. For flier defense I'm thinking shrikes with rending claws & toxin sacs or scytal Flyrants with toxin. #lictorshame is even better than it was before, with Deathleaper being the ultimate troll for us.

Honestly I think one thing tyranids are gong to have to do us spread ourselves between as many detachment as possible. As amazing as synapse is, we don't get any cool commander auras to let us reroll. So take hq+troops as your core. Second hq in whatever nom troops corresponding detachment. Get those command points.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/11 12:20:14


Post by: Eldercaveman


StarHunter25 wrote:
For guard platoons we fought fire with fire. Tervigons supported by gants. Knights.. I'm thinking biovores and harpies are gong to be our method for that. For flier defense I'm thinking shrikes with rending claws & toxin sacs or scytal Flyrants with toxin. #lictorshame is even better than it was before, with Deathleaper being the ultimate troll for us.

Honestly I think one thing tyranids are gong to have to do us spread ourselves between as many detachment as possible. As amazing as synapse is, we don't get any cool commander auras to let us reroll. So take hq+troops as your core. Second hq in whatever nom troops corresponding detachment. Get those command points.


Harpies are a bad joke against knights and they will drop them with a single round of shooting.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/11 15:23:36


Post by: Spoletta


Knight are not something you take down, you have no reason to.
4 Knights inflict pitiful damage on small targets compared to a 2000 point army, and you can play in a way limits that models lost (let them have fun hunting big targets that cost lots and lots of points). Survive until round 5-6 and tell your opponent that 2 gaunts cap a point better than a knight.

If you really really want to take down a knight, i think that the only real way is using shock guards. A unit of shock guards averages 2,3 mortal wounds+1,3 unsaved wounds on a knight and don't cost much. With t5 and a venompthrope nearby they are not so easily removed.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/11 15:50:07


Post by: Eldercaveman


Spoletta wrote:
Knight are not something you take down, you have no reason to.
4 Knights inflict pitiful damage on small targets compared to a 2000 point army, and you can play in a way limits that models lost (let them have fun hunting big targets that cost lots and lots of points). Survive until round 5-6 and tell your opponent that 2 gaunts cap a point better than a knight.

If you really really want to take down a knight, i think that the only real way is using shock guards. A unit of shock guards averages 2,3 mortal wounds+1,3 unsaved wounds on a knight and don't cost much. With t5 and a venompthrope nearby they are not so easily removed.


Yeah but when you have a renegade knight list in front of you with duel battlecannons that can remove a unit of 20 genestealers in one turn of shooting you aren't going to have any models left by turn 6


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/11 16:16:33


Post by: Spoletta


Eldercaveman wrote:
Spoletta wrote:
Knight are not something you take down, you have no reason to.
4 Knights inflict pitiful damage on small targets compared to a 2000 point army, and you can play in a way limits that models lost (let them have fun hunting big targets that cost lots and lots of points). Survive until round 5-6 and tell your opponent that 2 gaunts cap a point better than a knight.

If you really really want to take down a knight, i think that the only real way is using shock guards. A unit of shock guards averages 2,3 mortal wounds+1,3 unsaved wounds on a knight and don't cost much. With t5 and a venompthrope nearby they are not so easily removed.


Yeah but when you have a renegade knight list in front of you with duel battlecannons that can remove a unit of 20 genestealers in one turn of shooting you aren't going to have any models left by turn 6


That knight costs no less than 524 points and requires 4 turns of shooting to remove 20 genestealers.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/11 16:45:02


Post by: Emicrania


One rule clarification here: if my genestealer, my melee fexes and my swarmlord hit and wound 3 times each, can they kill only 3 orks each?
How does that damage system works now against units with 1 w?


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/11 16:50:33


Post by: Lance845


 Emicrania wrote:
One rule clarification here: if my genestealer, my melee fexes and my swarmlord hit and wound 3 times each, can they kill only 3 orks each?
How does that damage system works now against units with 1 w?


excess dmg is lost



Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/11 17:11:41


Post by: Eldercaveman


Spoletta wrote:
Eldercaveman wrote:
Spoletta wrote:
Knight are not something you take down, you have no reason to.
4 Knights inflict pitiful damage on small targets compared to a 2000 point army, and you can play in a way limits that models lost (let them have fun hunting big targets that cost lots and lots of points). Survive until round 5-6 and tell your opponent that 2 gaunts cap a point better than a knight.

If you really really want to take down a knight, i think that the only real way is using shock guards. A unit of shock guards averages 2,3 mortal wounds+1,3 unsaved wounds on a knight and don't cost much. With t5 and a venompthrope nearby they are not so easily removed.



Yeah but when you have a renegade knight list in front of you with duel battlecannons that can remove a unit of 20 genestealers in one turn of shooting you aren't going to have any models left by turn 6


That knight costs no less than 524 points and requires 4 turns of shooting to remove 20 genestealers.


Except when you have 2 of them, a warden loadout and a paper in loadout, that is a straight tabling.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/11 19:43:07


Post by: jifel


Here's a question for you guys: what're the thoughts on hormagaunts so far? They've been fine as a tie up unit that gets annoying as they lock up units, but their danage output for me has just been dreadful. Last game I sent them into 4 Scion command squads and while they were good for tying them up, they killed a total of 3 before my opponent stepped back and blasted them with other units. I've been thinking of dropping them for devilgants honestly.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/11 19:53:07


Post by: Grumblewartz


Am I missing something, why are people so hard on the Tyrannofex? It is one hell of an area denial unit. If it remains still, it can fire ALL of its weapons twice! Taking the fleshborer hive, that's 40 shots, str 5, at 18" on a very tough model at (very slightly over 200 pnts). I can see it being very useful sitting on or near an objective, holding the center or a flank, guarding other shooting units, etc. I suppose you could have considerably more gaunts with str 4 18" shots for the same amount of points, but the Tyrannofex is toughness 8 and a 3+ save (easily 2+ if you can get it some cover).

Also, I know it has been said before, but holy hormagaunts! 30 for 150 base, with those attacks and movement (and the change to wounding) makes them...enticing.


Automatically Appended Next Post:
 jifel wrote:
Here's a question for you guys: what're the thoughts on hormagaunts so far? They've been fine as a tie up unit that gets annoying as they lock up units, but their danage output for me has just been dreadful. Last game I sent them into 4 Scion command squads and while they were good for tying them up, they killed a total of 3 before my opponent stepped back and blasted them with other units. I've been thinking of dropping them for devilgants honestly.


How many hormagaunts?


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/11 19:59:03


Post by: Loopstah


 Grumblewartz wrote:
Am I missing something, why are people so hard on the Tyrannofex? It is one hell of an area denial unit. If it remains still, it can fire ALL of its weapons twice! Taking the fleshborer hive, that's 40 shots, str 5, at 18" on a very tough model at (very slightly over 200 pnts). I can see it being very useful sitting on or near an objective, holding the center or a flank, guarding other shooting units, etc. I suppose you could have considerably more gaunts with str 4 18" shots for the same amount of points, but the Tyrannofex is toughness 8 and a 3+ save (easily 2+ if you can get it some cover).


Because a hive Tfex costs the same as 53 Termagants which not only get 13 more shots (33 more if they move) but also have 39 more wounds. Yes they have a much lower toughness but they have nearly 2.5x more wounds.

If you take a Rupture cannon it is more expensive than an Exocrine and shoots less shots. You do get the double hit bonus but unless you want to spend all your CP on it an Exocrine is just more reliable damage.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/11 20:19:36


Post by: babelfish


Loopstah wrote:

Because a hive Tfex costs the same as 53 Termagants which not only get 13 more shots (33 more if they move) but also have 39 more wounds. Yes they have a much lower toughness but they have nearly 2.5x more wounds.
If you take a Rupture cannon it is more expensive than an Exocrine and shoots less shots. You do get the double hit bonus but unless you want to spend all your CP on it an Exocrine is just more reliable damage.


I agree that for area denial Termagants are superior. The rupture cannon Tfex is the only version of the unit that I see use for. The preferred targets for Exorines and Tyranofexes overlap reasonably well, so you get some synergy of you run both.

Thing is, in order get value from either one, you need two of them. A pair of tfexes and a pair of Exocrines puts out a lot of damage (and expects a double hit one a turn, assuming you didn't move), but is extremely expensive and needs a synapse babysitter.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/11 20:22:27


Post by: pinecone77


I watched a game on Youtube last night. Tyranids vs Ultras. The Smurfs looked to be quasi tuned to deal with assault Nids, and the Nids were missing some piecec (No Venos) But it was a good example of play. The Smurfs blunted the Nids by castling up, with a scirmish line of marine scouts, and basicly had 3 units of Devastators (Lots of missles and Lascannons) a unit of Bikers (Grav spam) and an Apothacary. Plus Girlyman for the Buff Aura, and Monster slaying.

The Smurfs put all of his fire into the Hormagaunts, so he clearly considered them scarey (x30 Brood) The Mawloc was very effective vs the Castle (just like prior Eds) but was only a single. A pair would have massively destroyed the fire base. One thing I've noticed so far is folks are not fully using Command Points both tacticaly, and Strategicaly.

One thing we Nids can do is reserve a large portion of our force (50% max by rule) possably forcing our foe to deploy and allow us to counter deploy. For example my Theoryhammer Brigade can reserve More than half my units, so even though I will almost always go second, my flexable response may well blunt the Alpha.

Add in that I can spend CPs like a drunken sailer, and I Should do very well vs most Tourney builds (Take on all comers) The main competition to this build is AMs who almost have no choice but to run a Brigade. Platoons don't exist any more so spamming squads is just how they have to build.

Mech heavy maneuver currently looks like the "best build" for them right now. It's possable that Baneblade based SHs will come to have a place as well. In any case its early days still, and the "meta" is still in flux.


Automatically Appended Next Post:
One "nice" thing is if Shadow swords start showing up in lists, Knights will become a rare beast, certainly Knight spam will become rare.


Automatically Appended Next Post:
One possable use for a "classic" Acid spray Tyrannofex may be as a line breaker, splashing acid on a scirmish line follow up with a charge may become a useful thing. (A astra mill "scirmish line" might be as many as 50 conscrips )


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/11 22:10:43


Post by: babelfish


pinecone77 wrote:



Automatically Appended Next Post:
One possable use for a "classic" Acid spray Tyrannofex may be as a line breaker, splashing acid on a scirmish line follow up with a charge may become a useful thing. (A astra mill "scirmish line" might be as many as 50 conscrips )


Right now I envision doing that with a Trygon and 30x devilgaunts, but I can see the Tyrannofex version being playable.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/11 22:37:44


Post by: PUFNSTUF


I see a large amount of people using trygons as a delivery unit for genestealers. Is that method better than having a genestealers cult detachment using ambush with a Primus or patriarch?


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/11 23:54:44


Post by: Carnage43


PUFNSTUF wrote:
I see a large amount of people using trygons as a delivery unit for genestealers. Is that method better than having a genestealers cult detachment using ambush with a Primus or patriarch?


If I remember, purestrain stealers cost something like 6 points more per model. Across a full squad you can nearly get a "free" trygon out of the deal. Basically, 60-80 points for a trygon isn't a bad deal if you do it with nid stealers instead of GSC purestrains.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/12 00:17:56


Post by: NinthMusketeer


IMO the purestrains are bad for anything but a full cult army. Regular 'stealers are going to be either 6 points less (assuming adrenal glands) or 2 points less (assuming adrenal + toxin sacs) and while the purestrains can cult ambush it isn't actually very good for them since only one of the six results is beneficial beyond a normal deep strike.


On a separate note, anyone have thoughts on Toxicrenes or Maleceptors?


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/12 02:14:57


Post by: pinecone77


 Carnage43 wrote:
PUFNSTUF wrote:
I see a large amount of people using trygons as a delivery unit for genestealers. Is that method better than having a genestealers cult detachment using ambush with a Primus or patriarch?


If I remember, purestrain stealers cost something like 6 points more per model. Across a full squad you can nearly get a "free" trygon out of the deal. Basically, 60-80 points for a trygon isn't a bad deal if you do it with nid stealers instead of GSC purestrains.


I suppose running one of each could be a way to bypass the "Rule of one" as they pull off of differant tables. Broodlord plus Hive Stealers, plus Patriarch and Purestrains might be a good "one, two punch".


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/12 02:30:23


Post by: Lance845


The biggest issue with the Tfex isn't the number of shots. It's the range. With a 18" range and hoping to not move before shooting is a good way to never see the bonus pay off.

The exocrine has a 36" range. Half the table. almost the entire table if you deploy it up front. Getting the double shots with the exocrine is significantly easier and denies much larger fields of view for both it;s desired targets and small to medium groups of infantry or even large blobs that don't want to risk an onslaught of 2 dmg str 7 shots.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/12 02:37:08


Post by: pinecone77


Yeah the new "meta" is hard to know. But in a "standard" set up don't we line up 18" apart? if so I could Double Acid Spray a hole on a scirmish line, then advance, charge etc a Brood of Hormies through the gap( or just slam into the unit if it was x50 Conscripts), and follow with the Tyranno. It would take a real fierce Alpha to scrub it off the table, so the remainder of my forces should be fairly intact. (I hope )


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/12 03:29:08


Post by: Lance845


pinecone77 wrote:
Yeah the new "meta" is hard to know. But in a "standard" set up don't we line up 18" apart? if so I could Double Acid Spray a hole on a scirmish line, then advance, charge etc a Brood of Hormies through the gap( or just slam into the unit if it was x50 Conscripts), and follow with the Tyranno. It would take a real fierce Alpha to scrub it off the table, so the remainder of my forces should be fairly intact. (I hope )


No, the standard is 24" apart. Each sides deployment is 12" from the center line. 18" is too short to accomplish much of anything without moving. Devourers are 18". They were so good on the flyrant because of it's mobility. The arguments for a Tfex are all based on it sitting still and firing twice. It was hard enough keeping a Exocrine from moving around half the game when the bioplasmic cannon was a 24" range. Now that it's 36" they are sitting in a real sweet spot. But the Tfex is trying to do the same with 6" less then the Exocrine had last edition.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/12 04:29:54


Post by: pinecone77


Well...heck. I guess the only way is to pod it in, and I'm not sure that's such a good plan. Otherwise I need to move+advance (Psycher powerz? ) then likely stand and spray, the Hive might work better because of pure rate of fire. But my beloved Tyranno might have to warm the bench.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/12 04:39:44


Post by: Lance845


pinecone77 wrote:
Well...heck. I guess the only way is to pod it in, and I'm not sure that's such a good plan. Otherwise I need to move+advance (Psycher powerz? ) then likely stand and spray, the Hive might work better because of pure rate of fire. But my beloved Tyranno might have to warm the bench.


Being podded in counts as moving. So you drop it in at 9" fire 20 shots. Enemy models either advance and charge (tying it up in melee and thus preventing it from shooting) or start retreating away and shooting it with longer range weaponry.

Tfexes are not themselves terribly bad. But the best gun for that fire twice rule is also one of the least likely to ever get to use it. It's rough but true.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/12 04:50:48


Post by: jifel


 Grumblewartz wrote:

Automatically Appended Next Post:
 jifel wrote:
Here's a question for you guys: what're the thoughts on hormagaunts so far? They've been fine as a tie up unit that gets annoying as they lock up units, but their danage output for me has just been dreadful. Last game I sent them into 4 Scion command squads and while they were good for tying them up, they killed a total of 3 before my opponent stepped back and blasted them with other units. I've been thinking of dropping them for devilgants honestly.


How many hormagaunts?


40 Hormagaunts total, in 2 units of 20. I used a Magus for no overwatch on the squad I charged and then hit that and consolidated into 3 more. A total of 15 were able to swing because a few stayed back for synapse. Those 15 killed 3 total with their 3 attacks.


Automatically Appended Next Post:
I guess my problem with the TFex personally is that he's not an Exocrine. Weight of fire is good but with less range and no rend won't get the ideal target often. Flamer samething. Riptide Cannon fits the roll best but isn't as good vs a variety of targets. And exocrine is decent anti tank or medium infantry with s good range.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/12 12:01:15


Post by: Spoletta


Eldercaveman wrote:
Spoletta wrote:
Spoiler:
Eldercaveman wrote:
Spoletta wrote:
Knight are not something you take down, you have no reason to.
4 Knights inflict pitiful damage on small targets compared to a 2000 point army, and you can play in a way limits that models lost (let them have fun hunting big targets that cost lots and lots of points). Survive until round 5-6 and tell your opponent that 2 gaunts cap a point better than a knight.

If you really really want to take down a knight, i think that the only real way is using shock guards. A unit of shock guards averages 2,3 mortal wounds+1,3 unsaved wounds on a knight and don't cost much. With t5 and a venompthrope nearby they are not so easily removed.



Yeah but when you have a renegade knight list in front of you with duel battlecannons that can remove a unit of 20 genestealers in one turn of shooting you aren't going to have any models left by turn 6


That knight costs no less than 524 points and requires 4 turns of shooting to remove 20 genestealers.


Except when you have 2 of them, a warden loadout and a paper in loadout, that is a straight tabling.


And yet those 4 knight will still fail on average in removing 20 genestealers in a single turn. Even less in following turns due to damage degradation (and nids possess all the weight of fire needed to remove 13 wounds from a t8 3+ target).


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/12 12:13:11


Post by: ShaneTB


Spoiler:
 jifel wrote:
 Grumblewartz wrote:

Automatically Appended Next Post:
 jifel wrote:
Here's a question for you guys: what're the thoughts on hormagaunts so far? They've been fine as a tie up unit that gets annoying as they lock up units, but their danage output for me has just been dreadful. Last game I sent them into 4 Scion command squads and while they were good for tying them up, they killed a total of 3 before my opponent stepped back and blasted them with other units. I've been thinking of dropping them for devilgants honestly.


How many hormagaunts?


40 Hormagaunts total, in 2 units of 20. I used a Magus for no overwatch on the squad I charged and then hit that and consolidated into 3 more. A total of 15 were able to swing because a few stayed back for synapse. Those 15 killed 3 total with their 3 attacks.


Automatically Appended Next Post:
I guess my problem with the TFex personally is that he's not an Exocrine. Weight of fire is good but with less range and no rend won't get the ideal target often. Flamer samething. Riptide Cannon fits the roll best but isn't as good vs a variety of targets. And exocrine is decent anti tank or medium infantry with s good range.


That include fighting in two ranks? How many did he have in that unit?


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/12 13:49:52


Post by: jifel


This was one unit of 20 that charged, the other 20 were off dealing with someone else. 15 of 20 were able to swing all told, and the damage output was just negligible. And it's not even statistically that far out of the norm. 30 Hormagaunts attacks should kill a bit over 4, so 3 is only mildly unlucky.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/12 14:00:25


Post by: Razerous


Genestealers just seem like a much better unit, point-for-point.

12 Stealers vs 28 H-Gaunts; the stealers seems to win-out just with rends alone.

I guess they work well (H-Gaunts) against the right targets and for different reasons, speed, screening etc.



Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/12 14:23:11


Post by: Jaq Draco lives


Razerous wrote:
Genestealers just seem like a much better unit, point-for-point.

12 Stealers vs 28 H-Gaunts; the stealers seems to win-out just with rends alone.

I guess they work well (H-Gaunts) against the right targets and for different reasons, speed, screening etc.



Spitballing here as I don't know but is it not too tie things up, and if you say charge genestealers and horms in and the stealers wipe the unit out the horms can use their charge distance and a further 6 inch pile in with their special rule to leap frog straight to another unit massively diminishing the enemies ability to respond to you


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/12 14:31:20


Post by: luke1705


I think genestealers probably take the cake for most improved unit in our codex. Getting a 5++, having the ability to have a perfectly reliable turn 1 drop, and roughly a 50% chance to make the charge with the CP re-roll. Running and charging...an extra 2" movement every turn...don't think anyone would have predicted all of that in their wildest dreams.

I think we can do turn 1 assault better than a lot of other armies. We can do threat overload and follow up with it extremely well. To the point where I think that will influence the meta to counter us


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/12 14:32:42


Post by: jifel


I also prefer Stealers. A good thing to note is that you can only swing at units you actually charge, so if you charge one unit and the consolidate into 3 more you can only attack the unit you actually charged so Hormies will be lots of wasted attacks.

Used a scan so I don't have the page number, but it's in the fight phase rules.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/12 14:40:01


Post by: Jaq Draco lives


 jifel wrote:
I also prefer Stealers. A good thing to note is that you can only swing at units you actually charge, so if you charge one unit and the consolidate into 3 more you can only attack the unit you actually charged so Hormies will be lots of wasted attacks.

Used a scan so I don't have the page number, but it's in the fight phase rules.


In my head the Horms aren't there to kill they are there to distract and tie up until the killyness arrives that being a Swarmlord and a bunch of stealers.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/12 14:50:22


Post by: luke1705


But when the stealers can arrive turn 1, why wait?

I think horms are good (and also much improved) but they're just overshadowed by the stealers


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/12 14:52:46


Post by: Jaq Draco lives


 luke1705 wrote:
But when the stealers can arrive turn 1, why wait?

I think horms are good (and also much improved) but they're just overshadowed by the stealers


There is going to be plenty that are screened that you can't hit and the chances are its the likes of devestators which you won't hit Turn 2 which will wipe out your hard hitting stuff that managed a first turn charge on the disposable units he let you charge because he knows what your plan is


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/12 15:16:04


Post by: wizerdree


PUFNSTUF wrote:

Pardon my ignorance, but what loadout makes a tyranofex? Just pure melee?


Tyranofex is not a carnifex loadout like dakkafex, meleefex, distractionfex.
it's it's own model and shares a kit with the Tervigon
https://www.games-workshop.com/en-US/Tyranid-Tyrannofex?_requestid=8455371


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/12 15:31:34


Post by: nickthewise


Speaking of turn 1 assaults and threat overload... I am thinking of running the following combination:

Trygon Prime + 30 Termagaunts with Devourers
Trygon + 15 Genestealers (can 20 fit without blocking the Trygon?)
Tyrannocyte + Swarmlord

For this set-up Genestealers are almost assured a charge using the Swarmlords ability. The Trygon also have a good chance with adrenal glands. I could spend a command point to re-roll for the Swarmlord to get him in as well. The Gaunts shoot and act as a screen for the Prime, who will try to assault the next turn.

My question is, how would you fill out the rest of the army? I don't have the exact points, but I think the above 6 units come out to around 1350 points. Not a whole lot of leeway in building a 6 unit force to start on the table.

Thoughts / feedback are welcome.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/12 15:40:51


Post by: wizerdree


nickthewise wrote:
Speaking of turn 1 assaults and threat overload... I am thinking of running the following combination:

Trygon Prime + 3 Dakka Fex
Trygon + Swarmlord
Tyrannocyte + 20 Genestealers

For this set-up Genestealers are almost assured a charge using the Swarmlords ability. Both Trygons also have a good chance with adrenal glands. I could spend a command point to re-roll for the Swarmlord to get him in as well. The Dakka Fexes can soften up any supporting units (and since they have a Synapse creature nearby, won't have to target the closest model).

My question is, how would you fill out the rest of the army? I don't have the exact points, but I think the above 6 units come out to around 1500 points. Not a whole lot of leeway in building a 6 unit force to start on the table.

Thoughts / feedback are welcome.


Trygon and Trygon Prime can only bring troop options and Tyranocyte can only bring a single monsterous creature. So you could get Trygon+ Stealers and Tyranocyte+ Swarmlord as a combo but would need another Tyranocyte for each Carnifex, which would also need to be taken as separate units.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/12 15:49:04


Post by: Spoletta


As a "tax" troop then Hgaunt points are better spent on stealers or termagants. If you deploy them, you do in big numbers. Big numbers means a lot of enemy units tied up with a single charge and makes them easier to cover with venoms.
What hgaunts don't do is take down units by themselves, you got other stuff for that.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/12 16:04:05


Post by: nickthewise


wizerdree wrote:
nickthewise wrote:
Speaking of turn 1 assaults and threat overload... I am thinking of running the following combination:

Trygon Prime + 3 Dakka Fex
Trygon + Swarmlord
Tyrannocyte + 20 Genestealers

For this set-up Genestealers are almost assured a charge using the Swarmlords ability. Both Trygons also have a good chance with adrenal glands. I could spend a command point to re-roll for the Swarmlord to get him in as well. The Dakka Fexes can soften up any supporting units (and since they have a Synapse creature nearby, won't have to target the closest model).

My question is, how would you fill out the rest of the army? I don't have the exact points, but I think the above 6 units come out to around 1500 points. Not a whole lot of leeway in building a 6 unit force to start on the table.

Thoughts / feedback are welcome.


Trygon and Trygon Prime can only bring troop options and Tyranocyte can only bring a single monsterous creature. So you could get Trygon+ Stealers and Tyranocyte+ Swarmlord as a combo but would need another Tyranocyte for each Carnifex, which would also need to be taken as separate units.


Gotcha, thanks must have missed that. Editing original post to reflect: Swarmlord in Tyrannocyte, 15 Stealers with Trygon and 30 Devourer Gaunts with Trygon Prime.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/12 16:05:32


Post by: NewTruthNeomaxim


I think all three troops have incredible value right now. A unit of 20 Stealers with a Broodlord statistically killed a Knight in one turn, and remove essentially anything in the game. Terrific and a value rich use of 380pts if you go for the IMO excellently synergized Toxin Sacs.

Hormagaunts are a terrific cheap screen, and maneuvering/tie-up unit. At base price they don't need to do almost anything to pay themselves back.

Termies are awesome area denial, and with a Tervigon are a frustrating screen to move through. Also, once again, DIRT cheap.

Hell, outside of Gargoyles, I think almost everything in 8th edition is fun/viable for 'Nids. I think they're not even terrible... just redundant.

So, personal question to the Dakka 'Nid fans... Has anyone found any good third-party/proxy models for Pyrovores and Biovores. I own a few of each, and absolutely loath the modes aesthetically. I'd love to run literally anything in their place.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/12 16:08:35


Post by: Tyran


Malanthrope's datasheet:

The guy got expensive (around 200 points) but its aura affects everything and it is a character now. And the possibility for an army wide preferred enemy is cool.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/12 16:17:27


Post by: Spoletta


He is an HQ, that is nice.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/12 16:32:25


Post by: Jaq Draco lives


200points? No chance I'd be using them


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/12 16:46:53


Post by: wizerdree


He's not super impressive all on his own but all the cost comes in his bonus buffs. The ability to shield any TMC will be his big use plus the army wide reroll on hit rolls will be great once you get him into melee. I can picture the deployment being him, OOE, and a small herd of melee fexes just all bubbled around each other and marching up to get that first reroll kill. A sacrificial bubble wrap unit provides the buff just the same as any other unit will. Mala-Fex-Star?

He could also help get a Haruspex, or two, to the target or put him in a Tyranocyte and give any other deep strikers protection in case they don't make their charge.

At 200 points he has some power but will only fit if the army is built in such a way to benefit. He's not an always useful like a Swarmlord would be.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/12 16:59:52


Post by: rollawaythestone


Oh s! I didn't notice that his Spore Cloud works on ANY tyranid model, rather than just infantry! That rocks!


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/12 17:24:13


Post by: Lance845


Not just the spore works on any tyranid, Malanthropes are characters with less than 10 wounds. Unlike venomthropes they are not targetable.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/12 17:58:14


Post by: Telly


wizerdree wrote:
He's not super impressive all on his own but all the cost comes in his bonus buffs. The ability to shield any TMC will be his big use plus the army wide reroll on hit rolls will be great once you get him into melee. I can picture the deployment being him, OOE, and a small herd of melee fexes just all bubbled around each other and marching up to get that first reroll kill. A sacrificial bubble wrap unit provides the buff just the same as any other unit will. Mala-Fex-Star?


In the above scenario, you'd be better off taking the 200pts you would spend on a Malanthrope and buying an additional 2 Carnifex instead. Malanthrope in general seems to be too costly for the utility it offers.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/12 19:26:44


Post by: luke1705


That's my consensus as well - too expensive for the buffs he brings. Pseudo preferred enemy is nice once you get it, as is the -1 to hit, but I'd rather just get that from a psyker. Heck, I think I'd rather bring a GSC Broodlord.

On the topic of genestealers, obviously any time you play power levels, the toxin sacs are a no-brainer. But what about in matched play? Do you think it's worth 4 points a stealer for that extra damage? I just feel like I never roll any 6's on the wound roll.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/12 20:23:33


Post by: Lance845


I think the character thing on the malanthrope is being underplayed a bit.

Consider,

-We have 1 other tyranid character with less than 10 wounds that provides synapse. The Prime.

-The Prime only area buffs warriors

-The Malanthrope doesn't just provide synapse but area buffs every tyranid model.

-If you can finish off a unit in melee with the malanthrope the entire army gets buffed for the rest of the game. Even if the Malanthrope dies.

-You COULD bring multiple Malanthropes for a single FOC slot (not that slots are in short supply) and then split them off to go their separate ways.



I am not saying the Malanthrope is the greatest thing in the world. But I think it's got some strengths on the table that could give it a place in lists.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/12 20:44:59


Post by: NewTruthNeomaxim


 luke1705 wrote:
That's my consensus as well - too expensive for the buffs he brings. Pseudo preferred enemy is nice once you get it, as is the -1 to hit, but I'd rather just get that from a psyker. Heck, I think I'd rather bring a GSC Broodlord.

On the topic of genestealers, obviously any time you play power levels, the toxin sacs are a no-brainer. But what about in matched play? Do you think it's worth 4 points a stealer for that extra damage? I just feel like I never roll any 6's on the wound roll.


I haven't even considered NOT taking the Toxin Sacs on GS. It synergizes too naturally with them. Their volume of attacks, hitting on 2's with a Broodlord mean that even when fishing for 6's vs a T8 target, you will get a solid number. Those then trigger their super-rend already, so why not double down on making those 6's Knight killers?


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/12 21:06:10


Post by: Razerous


NewTruthNeomaxim wrote:
 luke1705 wrote:
That's my consensus as well - too expensive for the buffs he brings. Pseudo preferred enemy is nice once you get it, as is the -1 to hit, but I'd rather just get that from a psyker. Heck, I think I'd rather bring a GSC Broodlord.

On the topic of genestealers, obviously any time you play power levels, the toxin sacs are a no-brainer. But what about in matched play? Do you think it's worth 4 points a stealer for that extra damage? I just feel like I never roll any 6's on the wound roll.


I haven't even considered NOT taking the Toxin Sacs on GS. It synergizes too naturally with them. Their volume of attacks, hitting on 2's with a Broodlord mean that even when fishing for 6's vs a T8 target, you will get a solid number. Those then trigger their super-rend already, so why not double down on making those 6's Knight killers?
Because often you won't be bringing a broodlord or facing a knight.

Without either, they are still extremely strong. A squad of 12 will rend their way through 1/2 (bit less) a tanks wounds, before armour saves on the non-rends. That's a small and very cheap squad!

More models?

But good point, it is worth consodering, as an upgrade or to treat a specific squad as an anti-tank option. Like a melta squad vs. a plasma one.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/12 21:11:01


Post by: Arson Fire


 Lance845 wrote:
I think the character thing on the malanthrope is being underplayed a bit.

Consider,

-We have 1 other tyranid character with less than 10 wounds that provides synapse. The Prime.

Broodlord too.

Personally, I think the Malanthrope is looking awesome. All of our buffing characters so far (except the swarmlord) only affect a single unit type.
OOE - Carnifexes
Broodlord - Genestealers
Red Terror - Raveners
Tervigon - Termagants
Tyranid Prime - Warriors

Now we have a character who can not only buff any unit in the army, but can hide behind units. That's not bad at all. The 5+ save is a bit weak, but the malanthrope has never been much of a combat unit anyway.


EDIT: Oh wait nevermind, they stuffed up its special rule. It affects MODELS within 3" of the malanthrope, which makes no sense given that shooting attacks target units rather than models. It's enough to mean it's going to need an FAQ though...


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/12 21:37:23


Post by: NinthMusketeer


Going back to the Hormagaunt vs Genestealers discussion, I feel its important to note that hormagaunts have one important advantage over 'stealers (beyond point cost), and that's a 25mm base instead of a 32mm base. Because melee range is 1" to the enemy and 1" of friendly modes that are themselves within 1" of the enemy a 25mm base unit can get 4 'ranks' to swing if positioned properly. By offsetting each rank slightly to slide the bases into the slight gap between those in front of it you can get the second rank within 1" of an enemy that is contacting the first rank. Ranks 3 and 4 will be within 1" of the second rank allowing them to swing to.

Now in practice this doesn't work flawlessly but it does work well (speaking from AoS experience) and makes a surprisingly large difference in performance.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/12 22:03:58


Post by: luke1705


Genestealers are still sold on 25 mm bases on GW's website


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/12 22:26:55


Post by: jifel


All much Stealers are on 25mm bases cause that's how they're sold. Purestrain Stealers from DW:O were 32 but I'm not changing mine!


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/12 22:38:14


Post by: stratigo


 luke1705 wrote:
I think genestealers probably take the cake for most improved unit in our codex. Getting a 5++, having the ability to have a perfectly reliable turn 1 drop, and roughly a 50% chance to make the charge with the CP re-roll. Running and charging...an extra 2" movement every turn...don't think anyone would have predicted all of that in their wildest dreams.

I think we can do turn 1 assault better than a lot of other armies. We can do threat overload and follow up with it extremely well. To the point where I think that will influence the meta to counter us


The swarmlord I think is the most improved unit. When's the last time anyone took a swarmlord? And he facilitates those turn 1 charges.

I think turn 1 stealer mass charges is a little overpowered honestly.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/12 22:48:36


Post by: GodDamUser


Yeah Malenthrope Shroud effecting Models not units is making me thinking I will be keeping mine on the shelf


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/12 23:30:46


Post by: Siphen


I'm going to ask a somewhat controversial question...Is the Swarmlord actually worth taking?

In my list, I had the Swarmlord come down in a bare bones Tyrannocyte. That's 437 points. For the same cost, you could have THREE Hive Tyrants. And the only thing he really brings to the table is that Hive Commander rule.

Obviously, moving twice is insanely powerful, but is it actually worth the extra ~150 points over a regular Hive Tyrant? (I'm not saying he's bad - just want to spark some discussion)


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/12 23:49:11


Post by: astro_nomicon


Siphen wrote:
I'm going to ask a somewhat controversial question...Is the Swarmlord actually worth taking?

In my list, I had the Swarmlord come down in a bare bones Tyrannocyte. That's 437 points. For the same cost, you could have THREE Hive Tyrants. And the only thing he really brings to the table is that Hive Commander rule.

Obviously, moving twice is insanely powerful, but is it actually worth the extra ~150 points over a regular Hive Tyrant? (I'm not saying he's bad - just want to spark some discussion)


I only have two games under my belt, but I'm kind of pondering the same thing. Kinda thinking I'd rather just have another Trying to put another 20 Stealers anywhere they need to be on the board. There is something to be said for the reliability of the Swarmlord's double move though.


Automatically Appended Next Post:
Just spit balling some stuff here, but what about this Stealer Blob overload list?

Swarmlord
Tyrant: Wings, Claws, 2x Deathspitter, Adrenal Glands

3x 20 Stealers
30 Termagants

2x Trygon Prime: Adrenal Glands
Exocrine

Swarmy double moves the stealers not coming in from reserve, the other two blobs and the Trygons pray they make their charges. Exocrine and Tyrant use their S7 to pome holes in screens


Automatically Appended Next Post:
Alternatively, Drop the Swarmlord for another Tyant as above and add more Gaunts.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/13 01:08:12


Post by: GodDamUser


The other issue I am thinking off with the Swarmlord... is that he is targetable and can go down relatively easily


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/13 01:10:22


Post by: Uriels_Flame


I am anxious due to the re-write of the Malanthrope of what the DIMACHAERON will look like ...

It's my only other FW bug.


Tyranids 8th ed Tactica - The Great Devourer is Nigh @ 2017/06/13 02:19:30


Post by: luke1705


Siphen wrote:
I'm going to ask a somewhat controversial question...Is the Swarmlord actually worth taking?


Yes.

To expand on that, force multiplication is the most OP thing there is (other than perhaps genestealers). The reason why the malanthrope was so great was because it gave an effective 2+/3++ to any bug we put in cover. This was because almost anything that had ignores cover likely was not also AP 3.

With the Swarmlord, the importance of doubling the move characteristic (and doubling the advance move of genestealers or the target of a successful catalyst) would be difficult to overstate. You're getting to the enemy a turn sooner, literally. How do you protect our bugs from guns? Get them to combat. Sure, units can fall back, but if we get enough units there, it will nullify the shooting of much of the opponent's army. I fully expect to be using the swarmlord's ability on the dimachaeron turn 1 (assuming he isn't trash), himself turn 2, and whoever needs it turn 3.

The fact that he can be singled out is a real threat, which is why tyrant guard are so important. I would never leave home without 3, but I've never felt that they weren't worth their points. Getting the Swarmlord into CC unscathed is literally amazing. This will almost always happen, whether it's by the guard taking one for the team or them just deciding they have more pressing things to worry about and not shooting swarmy at all because of his retinue.

And just a quick aside on turn 1 charges - people are naysaying them because "people can castle/bubble wrap". Those people are not wrong. But you give up other things in order to do that (board control, the units you send to die). And regardless of how effective the initial charge is, the fact that we can have one makes literally all the difference in the world. The reason why we never took assault Carnifexes before was because they would always die before they got to combat. Pod in Old One Eye. Nearly 50% success rate with the CP re-roll for a T1 charge. Give OOE Swarmy's double move and catalyst. Hugely likely he makes combat T2, and an outside possibility he could make it turn 1 if your opponent doesn't respect his threat range.

^^which is the biggest reason why swarmy is such a big deal. Doubling the threat range of whatever unit you deem most important literally opens up doors, and it's very difficult for even a good opponent to see these things coming. I rolled a 5 with my genestealers on their advance, a 4 on their Swarmlord advance...that's a 25" move before the assault even happens. Totally caught my opponent off guard because they started the turn over 2 feet away and then moved an additional 8" on their charge plus 3" pile in. That's slightly above average roll, and they moved 36" in one turn! Insane! When any of your units can do that, the things it does to your threat range are incredible. In a heartbeat, I would take 2 swarmlords if I could. 3 might be a bit much but it wouldn't be awful


Automatically Appended Next Post:
Oh and you know, he just happens to be synapse, Shadow in the warp, a ML3 psyker, and a giant CC beat stick. I mean, what else could we even ask for?