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10th Edition Tyranids Tactics @ 2023/06/21 17:52:04


Post by: Thadin


May not be the first to get the thread up, but I couldn't let Nids be the last.

Tactics are likely going to be volatile given the temporary nature of index, and hopefully GW continues to make changes and FAQs to major issues.

This is a sort of first stab at a Tyranids list, mostly made of the things I have/will have.

1995 Pts
Characters
Hive Tyrant - Monsterous Bonesword and Lash Whip, Heavy Venom Cannon
Tervigon - Massive Scything Talons, Stinger Salvoes
Old One Eye

Battleline
20 Hormagants
20 Termagants - Termagant Devourer
20 Termagants - Termagant Devourer
20 Termagants - Termagant Devourer

Other
2 Carnifexes - 1 Carnifex Scything Talons, 1 Carnifex Crushing Claws each
1 Screamer Killer
3 Tyranid Warriors with Ranged Weapons - 2 Devourers, 1 Venom Cannon
3 Tyranid Warriors with Ranged Weapons - 2 Devourers, 1 Venom Cannon
1 Tyrannofex - Rupture Cannon
3 Tyrant Guard - Scything Talons and Rending Claws
3 Venomthropes

Intention - Hive Tyrant can make the army fairly mobile by handing out Assault. Tyrant Guard Ablative Wounds being handy. Tervigon hands out its buff to the Termagant swarms. Old One Eye joins the Carnifex gang. Tyranid Warriors can provide Synapse and a bit more anti-armor if I need to spread my forces around.

Not aiming for anything particularly busted or fancy, not for this first list. However, C&C is welcome. I've been toying with a list that focuses more on brain bugs, especially given that Maleceptors seem solid still.


10th Edition Tyranids Tactics @ 2023/06/21 18:05:26


Post by: princeyg


This is somewhat similar to the list I've been toying with, except I have 2 units of hormies and 1 termies, and von ryans leapers instaed of venomthropes.

Still undecided if my fex is better off with the rupture cannon or the acidspray (could be good for overwatch)

Im not running a tervigon, but am running a neurotyrant (to put synapse markers on hormies before they leg it across the board) and trying to squeeze in a psychophage for the 6+++ aura.


10th Edition Tyranids Tactics @ 2023/06/21 18:58:52


Post by: Nevelon


What are people’s thoughts on anti-tank? Looks like we have plenty of tools for dealing with people shaped things, but what about the crunchy boxes?


10th Edition Tyranids Tactics @ 2023/06/21 19:48:05


Post by: Thadin


 Nevelon wrote:
What are people’s thoughts on anti-tank? Looks like we have plenty of tools for dealing with people shaped things, but what about the crunchy boxes?


Those were my concerns as well. The best AT we seem to have is the Rupture Cannon and a variety of melee options. The other weapons can hit people-shaped as you said, but S8/9 isn't quite enough to punch through tanks reliably any more. Hence giving the Carnifex's Crushing Claws and Scything Talons, and having them pal around with Old One Eye. Venom Cannons are more like anti-light vehicle now, as they'll be wounding on 4s against Rhino-Equivalent vehicles. Even the Exocrine at S8 isn't enough to punch through tanks.

My other Brainbug list ran two Tyrannofex, and I felt more confidant about handling armor with that list.

2000pts
Characters
Neurotyrant
Old One Eye

Battleline
10 Gargoyles
10 Termagants
10 Termagants

Other
2 Carnifexes - Massive Scything Talons, Deathspitters with Slimer Maggots
Maleceptor
Maleceptor
Screamer-Killer
Screamer-Killer
Tyrannofex - Rupture Cannon
Tyrannofex - Rupture Cannon
3 Tyrant Guard
3 Venomthrope
6 Zoanthropes

The Venoms might be dumpable, given that most of the list is monsters, so they'll only be giving cover to them and not Stealth.


10th Edition Tyranids Tactics @ 2023/06/21 19:56:10


Post by: Nevelon


There is always adapting into the lethal hits option against vehicle heavy lists. Weight of fire should be able to get some work done. But it does tie us to that pick, and I’m not a fan of that.


10th Edition Tyranids Tactics @ 2023/06/21 20:00:20


Post by: Thadin


There's a Stratagem to give two of your units one of the different Adaptations for a turn though. That one seemed quite valuable.


10th Edition Tyranids Tactics @ 2023/06/22 13:58:51


Post by: Rogzor87


 Nevelon wrote:
What are people’s thoughts on anti-tank? Looks like we have plenty of tools for dealing with people shaped things, but what about the crunchy boxes?


I'm very new to looking at nids. However, hive guard have the Shockcannon Anti-vehicle 2+(critical wound = mortal wounds. Pileing in 3dmg can add you fast. And it doesn't care about vehicle toughness). Rupture Cannon from Tyrannofex and Crushing Claws from Carnifex?


I decided to play nids with 10th but trying to go Carnifex themed as much as possible. However, I am stuck on not knowing how to load them out.

The stranglethorn and venom cannon for them are Blast. So can't use while in melee so that turned me away from those ranged options.

Old One Eye
2xCarnifex(Deathspitter + crushing claw) x3
Screamer Killer x3

That's like 1430 points? So have to figure out how to fill the rest too.


10th Edition Tyranids Tactics @ 2023/06/22 14:15:23


Post by: tneva82


 Rogzor87 wrote:


I'm very new to looking at nids. However, hive guard have the Shockcannon Anti-vehicle 2+(critical wound = mortal wounds. Pileing in 3dmg can add you fast. And it doesn't care about vehicle toughness). Rupture Cannon from Tyrannofex and Crushing Claws from Carnifex?


Where it gets devastating wound? Anti-vehicle doesn't give you mw's on it's own.


10th Edition Tyranids Tactics @ 2023/06/22 14:29:44


Post by: Rogzor87


tneva82 wrote:
 Rogzor87 wrote:


I'm very new to looking at nids. However, hive guard have the Shockcannon Anti-vehicle 2+(critical wound = mortal wounds. Pileing in 3dmg can add you fast. And it doesn't care about vehicle toughness). Rupture Cannon from Tyrannofex and Crushing Claws from Carnifex?


Where it gets devastating wound? Anti-vehicle doesn't give you mw's on it's own.


Bottom of page 28 on core rules

"ANTI

Certain weapons are the bane of a particular foe.

Weapons with [ANTI-KEYWORD X+] in their profile are

known as Anti weapons. Each time an attack is

made with such a weapon against a target with

the keyword after the word ‘Anti-’, an unmodified
Wound roll of ‘x+’ scores a Critical Wound.
Example: An attack made with an [ANTI-VEHICLE 4+]
weapon will score a Critical Wound against – and
so successfully wound – a Vehicle unit on an
unmodified Wound roll of 4+, while an attack made
with an [ANTI-PSYKER 2+] weapon will score a Critical
Wound against – and so successfully wound – a
Psyker unit on an unmodified Wound roll of 2+.*


"A Critical Wound inflicts mortal wounds equal to

the weapon’s Damage characteristic, instead of
any normal damage."


10th Edition Tyranids Tactics @ 2023/06/22 14:38:30


Post by: Tyran


You need the Devastating Wounds USR to convert critical wounds into mortal wounds. So no it doesn't quite work.

Currently I'm planning to deal with armor with 2 rupture fexes and 3x3 zoanthropes.


10th Edition Tyranids Tactics @ 2023/06/22 14:40:36


Post by: tneva82


That's wrong. Critical wound is term for auto success. It also combines with devastating wounds which does mortal wounds on critical wounds.

You are mixing critical and devastating wounds. Rolling 6 doesn't bybass armour saves naturally and unmodified 6 to wound=critlcal wound.


10th Edition Tyranids Tactics @ 2023/06/22 14:45:19


Post by: Rogzor87


Ah okay my bad. Thank you for clarifying it for me before I ended up cheating my friends.

I haven't played in many winters(12-13 roughly). So trying to read it all and learn so I'll miss or mix up a lot of things.

My current issue like I said before is trying to figure out my Carnifex loadouts.


10th Edition Tyranids Tactics @ 2023/06/22 14:54:57


Post by: Tyran


The only correct Carnifex loadout is magnets


10th Edition Tyranids Tactics @ 2023/06/22 15:09:29


Post by: Thadin


Maleceptor also has decent anti-armor weapons.

18" d6+3. 3+, S10 -2 3D

Massive Scything Talons aren't the greatest though.

For Carnifexes, I'm torn between Scything Talons and Crushing Claws, or Crushing Claws and Deathspitters. Old One Eye leading them gives them Re-Roll hits for shooting and melee. A handy boon to both their guns and the Crushing Claws in particular.

Termagant Swarms using Devourers with Lethal Hits can maybe also pull some weight, just through sheer number of shots? Unit of 20, 40 shots. 6.66... Lethal Hits through, before rolling Wounds. Given out by Tervigon, or the Adaptation.

Tyrannofex Rupture Cannons, two of them, does seem to be our best best for handling Big Armor.

I'm sure Armor will be the biggest roadblock for Nids. We seem to be able to handle infantry quite well, through many different means.

Thoughts on the Sporocyst? The way it can do Area Denial Duty seems cute. If something moves within 24" of it and ends there, it can pop a shot at that unit (up to 4 times per turn.) 5 shots, 4+, S5 -1 D2. In your shooting phase, it can drop a Mucolid Spore wholly within 18" of itself, and more than 9" away from enemies.

Mucolid Spore is T4 7+ save, 3W. Enemies can't start or end an Advance within 6" of it. And if it/an enemy gets within 3" of it, it can pop for d3 or d6 mortal wounds. Or none at all.


10th Edition Tyranids Tactics @ 2023/06/23 23:05:48


Post by: Nevelon


The synaptic lynchpin enhancement lets nids within 9” count as in synapse range.

Not increase the range from 6” to 9”

Can be given to anything that can take an enhancement. So non-epic characters.

The parasite lost synapse, but this looks like a way to get it back.


10th Edition Tyranids Tactics @ 2023/06/24 16:47:30


Post by: Acehilator


AT = Zoans or bust. Rupturefex is good if your local meta has lots of regular vehicles, drops off dramatically against Invul saves, so I would be hesitant to put it into a TAC list. Melee is easily countered and contingent on too many things going your way. I don't want to bet on my opponent being unable to build a proper list or making mistakes during deployment/movement T1/T2.


10th Edition Tyranids Tactics @ 2023/06/25 05:40:17


Post by: nemesis464


Trying to return to the hobby after 4th/5th edition makes me sad.

We had so many different customisation options in that 4th ed book, and now 95% of them are just completely gone. Did they dumb down all the other armies this much too?

Genestealers used to have 8 upgrades, now 0.

Hormagaunts used to have 5 upgrades, now 0.

Warriors used to have 19 upgrades, now 2/3

Hive Tyrant used to have 25 upgrades, now 4.

Rippers used to have 9 upgrade, now 1.







10th Edition Tyranids Tactics @ 2023/06/25 10:34:56


Post by: Nevelon


4th was pretty much peak customization, for almost everyone.

10th has cut a lot of options from everyone. There was a lot of bloat that needed the axe, so I understand why they did it. But they went too far in a number of places IMHO.


10th Edition Tyranids Tactics @ 2023/06/26 00:27:29


Post by: Rogzor87


I know it most likely won't be good but looks fun to assemble, paint and play.

Already in the process of getting it slowly. Have old one eye, 1 Carnifex so far. A Leviathan box set inc from GW for 1 screamer killer and 5 barbgaunts. 2 more screamer killers inc from someone piecing out leviathan boxes. I'm trying to slowly work on and assemble/paint to not overwhelm myself with models.

I may consider replacing a screamer killer for 6 Zoans though.

This is my plan for 2k:

Bugs (1995 points)
Tyranids
Strike Force (2000 points)
Invasion Fleet


CHARACTER

Old One Eye (140 points)
• Warlord
• 1x Old One Eye’s claws and talons

Parasite of Mortrex (115 points)
• 1x Barbed ovipositor
1x Clawed limbs
• Enhancement: Adaptive Biology


OTHER DATASHEETS

Barbgaunts (50 points)
• 5x Bio-cannon
5x Xenos claws and teeth

Carnifexes (250 points)
• 2x Bio-plasma
2x Carnifex crushing claws
2x Deathspitters with slimer maggots
2x Spine banks
2x Xenos claws and teeth

Carnifexes (250 points)
• 2x Bio-plasma
2x Carnifex crushing claws
2x Deathspitters with slimer maggots
2x Spine banks
2x Xenos claws and teeth

Carnifexes (250 points)
• 2x Bio-plasma
2x Carnifex crushing claws
2x Deathspitters with slimer maggots
2x Spine banks
2x Xenos claws and teeth

Screamer-Killer (180 points)
• 1x Bio-plasmic scream
1x Screamer-killer talons

Screamer-Killer (180 points)
• 1x Bio-plasmic scream
1x Screamer-killer talons

Screamer-Killer (180 points)
• 1x Bio-plasmic scream
1x Screamer-killer talons

Tyrannofex (200 points)
• 1x Powerful limbs
1x Rupture cannon
1x Stinger salvoes

Tyrannofex (200 points)
• 1x Powerful limbs
1x Rupture cannon
1x Stinger salvoes


10th Edition Tyranids Tactics @ 2023/06/26 04:03:23


Post by: nemesis464


Disappointed so far

I loved the idea of making an objective denial sort of army with heavily leaning into the battleshock army rule and area denial bio-mines, but in reality battleshock is just way too useless, niche, and unreliable to be a realistic strategy. Especially when you’re faced with something like Space Marines and their constant reroll spam that will just blow your cute little tactics off the table.

It seems like the only viable thing is monstrous creature spam at the moment, and even that doesn’t even slightly hold up against higher-tier armies with how unbalanced the game is at the moment


10th Edition Tyranids Tactics @ 2023/06/26 14:34:50


Post by: shortymcnostrill


nemesis464 wrote:
Trying to return to the hobby after 4th/5th edition makes me sad.

We had so many different customisation options in that 4th ed book, and now 95% of them are just completely gone. Did they dumb down all the other armies this much too?

Genestealers used to have 8 upgrades, now 0.

Hormagaunts used to have 5 upgrades, now 0.

Warriors used to have 19 upgrades, now 2/3

Hive Tyrant used to have 25 upgrades, now 4.

Rippers used to have 9 upgrade, now 1.


Oof, I know that stings. This isn't 10th's fault though. A bit of history:

Looks like you got out just in time to avoid a massive disappointment back then. Nids lost all of their customisability from the godawful 5th ed codex onwards (authored by cruddace, dubbed the cruddex by nid players).

We've been seeing some small steps back in the direction of customisation since 8th, but sadly nowhere near what we lost. Maybe 10th will bring it all back in the codex? I doubt it though, that'd be a mismatch with 10th's "simplified not simple" goal.

Honestly it's been years and I'm still salty If I wake up a wizard tomorrow cruddace'll be pooping legos for the rest of his days (not the tiny bricks either). Fingers crossed!


10th Edition Tyranids Tactics @ 2023/06/26 16:20:30


Post by: Tyran


There is no way we can go back to a dozen or two customization options in a codex with 40+ units.

It is important to remember that part of the reason 4th had so many upgrades per unit was that there were fifteen units in the whole codex and the biggest thing was a Carnifex.

Mind you I would like to get back some of those options, but not the whole thing.



10th Edition Tyranids Tactics @ 2023/06/27 22:01:31


Post by: Truckules


Any thoughts about Ripper swarms? They can no longer hold objectives, won't survive much and certainly won't kill anything. So what do we do with them? Deepstrike them in turn 1 and simply use them as speedbumps?


10th Edition Tyranids Tactics @ 2023/06/27 22:13:30


Post by: ERJAK


Truckules wrote:
Any thoughts about Ripper swarms? They can no longer hold objectives, won't survive much and certainly won't kill anything. So what do we do with them? Deepstrike them in turn 1 and simply use them as speedbumps?


Cheap move blockers are pretty nice. Not sure if it's nice enough to justify bringing them.


10th Edition Tyranids Tactics @ 2023/06/27 23:37:06


Post by: Tyran


You can use them for secondary


10th Edition Tyranids Tactics @ 2023/06/28 17:21:13


Post by: tneva82


Funny note. Even though they don't have guns they are elligble to shoot so valid for many secondaries that involve "actions"

Ran into this with necron scarabs.


10th Edition Tyranids Tactics @ 2023/06/28 17:22:24


Post by: Tyran


Biovores are kinda broken because of that, as spawned spore mines are "eligible to shoot".


10th Edition Tyranids Tactics @ 2023/06/28 18:24:55


Post by: tneva82


BTW. If one was to start tyranid army how much you would recommend getting combat patrol?

OTOH old termagaunts and maybe warriors/hive tyrant gets updated...but it's big saving and new combat patrol has more of leviathan models I already have so more of duplication


10th Edition Tyranids Tactics @ 2023/06/28 18:40:27


Post by: Nevelon


tneva82 wrote:
BTW. If one was to start tyranid army how much you would recommend getting combat patrol?

OTOH old termagaunts and maybe warriors/hive tyrant gets updated...but it's big saving and new combat patrol has more of leviathan models I already have so more of duplication



How much do you worry about your models matching?

The old combat patrol is a great thematic box. Big mama nid, some medium sized flexible warriors, and a good carpet of gribblies. Solid box overall, I grabbed one when it came out. The gaunts are old and it shows, but the warriors and they tyrant have aged incredibly well.

I’ve not digested the points on 10th to see if what’s in there is efficient. No clue if they are part of a competitive list. But if you want to flesh out the swarm, it’s a lot of mouths to feed.


10th Edition Tyranids Tactics @ 2023/06/28 18:47:10


Post by: tneva82


I still play first born and primaris mixed so guess that shows I'm not too fussed...Which I guess answers. If I want to start it would be good.

Problem is my previous employer bankrupted so I'm out of job atm :-/ Makes hard to commit. I could get to 1.5k reasonably cheaply but that final 500 pts is irritatingly expensive.


10th Edition Tyranids Tactics @ 2023/06/28 18:54:11


Post by: Nevelon


tneva82 wrote:
I still play first born and primaris mixed so guess that shows I'm not too fussed...Which I guess answers. If I want to start it would be good.

Problem is my previous employer bankrupted so I'm out of job atm :-/ Makes hard to commit. I could get to 1.5k reasonably cheaply but that final 500 pts is irritatingly expensive.


Ahh, that makes it a little rougher. I think he old combat patrol works really good for splashing into a collection to boost the size of the hive fleet. But if the budget is tight, you probably are more interested in what gaps you have with what you own, and what kits you need to fill them.

For example, if you are light on AV firepower, a couple venom cannons might not be what you need.

The box has chaff and generalists, which work well, but but be redundant in a small force.


10th Edition Tyranids Tactics @ 2023/06/28 19:15:13


Post by: tneva82


Plan was to add to my leviathan box this for warriors, more termagaunts(never bad to have more bodies) and swarmlord. Then add up tyranofex for AT oomph. This gets me to 1.5k. Then think rest of 500 later while paint these.


10th Edition Tyranids Tactics @ 2023/06/28 20:31:14


Post by: Truckules


tneva82 wrote:
Funny note. Even though they don't have guns they are elligble to shoot so valid for many secondaries that involve "actions"

Ran into this with necron scarabs.


Interesting. I will definitely keep this in mind


10th Edition Tyranids Tactics @ 2023/06/29 00:33:16


Post by: ZergSmasher


How do we feel about Genestealers for anti-infantry melee? Perhaps with a Broodlord attached? They seem kind of expensive for what you get since they aren't that tough. Melee Warriors don't seem much better; in fact I'd rather just take shooty Warriors and use them for melee in a pinch since they can fall back, shoot, and charge. Von Ryan's Leapers seem like they are what Genestealers want to be in a lot of ways. Is there a place for Genestealers in 10th edition Nids lists? I ask because I have some kicking around thanks to the Lost Patrol box from a few years back.


10th Edition Tyranids Tactics @ 2023/06/29 00:57:10


Post by: Tyran


Genestealers with Broodlord hits like a truck against units on objectives.

But yes kinda fragile.


10th Edition Tyranids Tactics @ 2023/06/29 01:04:35


Post by: Nevelon


 ZergSmasher wrote:
How do we feel about Genestealers for anti-infantry melee? Perhaps with a Broodlord attached? They seem kind of expensive for what you get since they aren't that tough. Melee Warriors don't seem much better; in fact I'd rather just take shooty Warriors and use them for melee in a pinch since they can fall back, shoot, and charge. Von Ryan's Leapers seem like they are what Genestealers want to be in a lot of ways. Is there a place for Genestealers in 10th edition Nids lists? I ask because I have some kicking around thanks to the Lost Patrol box from a few years back.


The broodlord seems like a nice buff. He give the pack of them divesting wounds. With their wound re-rolls, especially clearing objective, I think they can cause some harm. The -1 to hit he hands out might help them survive combat.

8” move plus 8” scout + charge can cover some table if you go first.

T4 5++ is not that good for taking fire. 2W at least, which will help weather small arms. Still a bit of a glass cannon. But this is not new for them.

Leapers are faster, tougher and have an extra wound each. 4+/6++ instead of 5++. More attacks, but 3+ not 2+. Higher S, but no re-rolls. Worse AP. Infiltrate, not scout. Stealth to help keep them alive. Fights first, which seems really nice. Cost less. No character to lead them.

I think the stealers are more high risk, high reward. The are fragile, but look like they will hit hard. The broodlord is a chunk of points, but the potential synergy to fish for devastating wound seems like it would chew through almost anything. Especially clearing objectives.

Leapers seem a good harassment unit. Good in combat, but not crazy blenders. More defensive. Stealth and fights first should let them survive long enough to do things.

Looking at them I’m seeing different roles. Leapers are backfield shenanigans. They have the tools to get to soft backfield units, and punch hard enough to mess them up. But I think they would struggle against tougher targets Stealers are more shock troops. Rush, kill, eat, repeat.

Now I’ve not played any 10th yet, so this is all theoryhammer. I think they can get some work done. Are they the most effective tool in the box? No clue. But I think they should be able to get some work done.

And everyone has a handful kicking around if you’ve been in 40k for any length of time, so might as well field them.



10th Edition Tyranids Tactics @ 2023/06/29 15:39:31


Post by: locarno24


Looking through my old collection I have a list I'm interested to try - it's probably not that great but I'm hoping it'll still be fun to play with and against.

The core of it is 'flood objectives with a bucket of respawning gaunts' using the endless spawn stratagem and the tervigons, with five literal 'distraction carnifex', now improved with 'run at you when you shoot us' ability.




Strike Force (2000 points)
Invasion Fleet


CHARACTER

Tervigon (225 points)
• Warlord
• 1x Massive crushing claws
1x Stinger salvoes
• Enhancement: Adaptive Biology

Tervigon (200 points)
• 1x Massive scything talons
1x Stinger salvoes

Tervigon (200 points)
• 1x Massive scything talons
1x Stinger salvoes


BATTLELINE

Termagants (120 points)
• 20x Fleshborer
20x Xenos claws and teeth

Termagants (120 points)
• 20x Fleshborer
20x Xenos claws and teeth

Termagants (120 points)
• 20x Fleshborer
20x Xenos claws and teeth

Termagants (120 points)
• 20x Fleshborer
20x Xenos claws and teeth

Termagants (120 points)
• 20x Fleshborer
20x Xenos claws and teeth

Termagants (120 points)
• 20x Fleshborer
20x Xenos claws and teeth


OTHER DATASHEETS

Carnifexes (250 points)
• 2x Bio-plasma
2x Carnifex extra scything talons
2x Carnifex scything talons
2x Xenos claws and teeth

Carnifexes (250 points)
• 2x Bio-plasma
2x Carnifex extra scything talons
2x Carnifex scything talons
2x Xenos claws and teeth

Carnifexes (125 points)
• 1x Bio-plasma
1x Carnifex extra scything talons
1x Carnifex scything talons
1x Xenos claws and teeth


10th Edition Tyranids Tactics @ 2023/06/29 23:34:49


Post by: H.B.M.C.


A unit of 2 Carnifxes can never be below half-strength, right?


10th Edition Tyranids Tactics @ 2023/06/29 23:35:34


Post by: nemesis464


Truckules wrote:
Any thoughts about Ripper swarms? They can no longer hold objectives, won't survive much and certainly won't kill anything. So what do we do with them? Deepstrike them in turn 1 and simply use them as speedbumps?


I wish they were toughness 3 but couldn’t deepstrike as a trade off.

Love the image in my head of a massive carpet of rippers advancing before the main army.


10th Edition Tyranids Tactics @ 2023/06/30 07:09:33


Post by: p5freak


You use rippers to screen against deep strikers. Or put them in strategic reservers to achieve secondaries like behind enemy lines, engage on all fronts, etc.


10th Edition Tyranids Tactics @ 2023/07/01 22:16:10


Post by: silverstu


 p5freak wrote:
You use rippers to screen against deep strikers. Or put them in strategic reservers to achieve secondaries like behind enemy lines, engage on all fronts, etc.


I did have a game the other night were I thought I wish I had some rippers to deep strike in to degrade my opponents objective holding unit while supporting my own assault. I used leapers which were fun - a unit of three isn't big enough to do enough damage but don't necessarily look menacing enough to attract fire.I'm thinking of combining them with a deep striking lictor for extra punch and to mess up my opponents backfield. Rippers might add in another element to.


10th Edition Tyranids Tactics @ 2023/07/02 03:08:56


Post by: nemesis464


Rippers vs Neurogaunts for a cheap swarm?

I don’t know why I like the aesthetic of rippers so much and was disappointed to see their stats this edition (although I supposed the spinefists are free). In my mind I love the image of the full 18 ripper swarm models

That being said, are neurogaunts just better for a big swarm of models?

Rippers:
2.9 points per wound
T2
Get to shoot
OC 0 :(

Neurogaunts:
4.5 points per wound
T3
No shooting
OC 1

What do you think?


10th Edition Tyranids Tactics @ 2023/07/02 06:54:21


Post by: tneva82


 silverstu wrote:
 p5freak wrote:
You use rippers to screen against deep strikers. Or put them in strategic reservers to achieve secondaries like behind enemy lines, engage on all fronts, etc.


I did have a game the other night were I thought I wish I had some rippers to deep strike in to degrade my opponents objective holding unit while supporting my own assault. I used leapers which were fun - a unit of three isn't big enough to do enough damage but don't necessarily look menacing enough to attract fire.I'm thinking of combining them with a deep striking lictor for extra punch and to mess up my opponents backfield. Rippers might add in another element to.


Rippers scored me 4vp alone yesterday. Not bad for 35pts. Another 35 would have netted 2 more.

If you don"t build list for fixed secondary unit is worth just for deepstrike. Nevermind screen or halving oc.


Automatically Appended Next Post:
nemesis464 wrote:
Rippers vs Neurogaunts for a cheap swarm?

I don’t know why I like the aesthetic of rippers so much and was disappointed to see their stats this edition (although I supposed the spinefists are free). In my mind I love the image of the full 18 ripper swarm models

That being said, are neurogaunts just better for a big swarm of models?



Less wounds per point, less melee attack, no deep strike. You are paying for oc and ability to lead neurotyrant(giving it bonuses to hit/wound).

Different roles.


10th Edition Tyranids Tactics @ 2023/07/02 07:56:40


Post by: p5freak


Neurogaunts are excellent for screening. 11 models cover a big area.


10th Edition Tyranids Tactics @ 2023/07/03 08:16:41


Post by: Daedricbob


The main points I found with 10th Nids so far:

A Carnifex & Old One Eye is such a powerhouse unit for the points - especially with Claws & Venom cannon.The cannon underperforms a bit imho, but the claws just tin-open vehicles, especially with the hit rerolls from Old One Eye.
Having a D6+2 Blistering assault move when you take a would is also very powerful, it's got me into engagement range and stopped me being targetted by Blast weapons several times now.

High toughness monsters are a nightmare to shift - the Fex & Mawlock tank shooting like nobodys business, even with full rounds of being focused.

Swarm Infantry just evaporates in 10th - for competitive lists I'm only going to use big bugs. Get enough charging at your opponent and they're in trouble - they can't ignore any of them, but generally have to focus just one a turn to kill it (and still often don't)

A couple of biovores can pop out mines on T1 (& T2 as well if you go first) that can screen your backfield from Deep Strikers OR stop advances if you put them up front - depends on what army/mission you're facing, but it's fantastic utility to have.

I'm seriously considering a Tyrannocyte drop pod loaded with Hive Guard & Shock Cannons for my next game - dropping 6 Hive Guard within shooting range of a tank & getting twelve 3+ to hit, 3 damage shots that have '2+ Anti Vehicle' (so LOTS of mortal wounds) is potentially a killer combo for an army that is generally better at killing infantry than vehicles. It should earn it's 300pts back quite easily. Can't wait to try it.


10th Edition Tyranids Tactics @ 2023/07/03 08:25:15


Post by: Twilight Pathways


 Daedricbob wrote:
dropping 6 Hive Guard within shooting range of a tank & getting twelve 3+ to hit, 3 damage shots that have '2+ Anti Vehicle' (so LOTS of mortal wounds) is potentially a killer combo for an army that is generally better at killing infantry than vehicles. It should earn it's 300pts back quite easily. Can't wait to try it.


I wouldn't get too excited - Hive Guard don't do mortal wounds. Their Anti just means they wound vehicles on a 2+.


10th Edition Tyranids Tactics @ 2023/07/03 18:55:41


Post by: ERJAK


Twilight Pathways wrote:
 Daedricbob wrote:
dropping 6 Hive Guard within shooting range of a tank & getting twelve 3+ to hit, 3 damage shots that have '2+ Anti Vehicle' (so LOTS of mortal wounds) is potentially a killer combo for an army that is generally better at killing infantry than vehicles. It should earn it's 300pts back quite easily. Can't wait to try it.


I wouldn't get too excited - Hive Guard don't do mortal wounds. Their Anti just means they wound vehicles on a 2+.


People get so excited when they see 'anti' on anything that they forget that it's Devastating Wounds that does the mortals.


10th Edition Tyranids Tactics @ 2023/07/03 23:20:03


Post by: Gangrel767


I think they still have a use though. -1 ap 3 damage isn't terrible.


10th Edition Tyranids Tactics @ 2023/07/03 23:34:00


Post by: Tyran


Niche, great against dark eldar vehicles.


10th Edition Tyranids Tactics @ 2023/07/08 16:52:41


Post by: Nevelon


Question about Lictors:

Pheromone Trail wrote: Once per battle round, you can target one model with this ability with the Rapid Ingress Stratagem for 0CP.


RAPID INGRESS wrote:
CORE – STRATEGIC PLOY STRATAGEM
Be it cunning strategy, potent technology or supernatural ritual, there are many means by which a commander may hasten their warriors’ onset.
1CP
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase.
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.


So in the past, lictors helped other units show up. But looking at the rules here, it seems that the lictor can only target itself with the strat. So less leaving a trail of pheromones for other broods to follow, but more showing up unseen at an odd time to try to ambush stuff.

Am I reading this wrong?


10th Edition Tyranids Tactics @ 2023/07/08 17:17:12


Post by: tneva82


No. You read it right.


10th Edition Tyranids Tactics @ 2023/07/09 06:29:00


Post by: p5freak


 Gangrel767 wrote:
I think they still have a use though. -1 ap 3 damage isn't terrible.


Not good either. Not getting cover is almost impossible. The enemy vehicle will have 2+ or 3+ sv against your hive guard attacks. Thats 6 or 3 damage, depending on sv.


10th Edition Tyranids Tactics @ 2023/07/09 17:33:09


Post by: Tyran


On they other hand they are pretty good against Dark Eldar 4+ save vehicles.


10th Edition Tyranids Tactics @ 2023/07/09 21:05:36


Post by: Bilge Rat


I have been comparing the building guide booklet that came with Leviathan to the index and I noticed a couple of things:

* The booklet calls the tiny floating brain models that come with the Neurotyrant 'Neuroloids', and they have their own stats. The index has no mention of Neuroloids, but it does mention 'Synaptic Relay tokens' in the text relating to the Neurotyrant's abiltities. I assume that the neuroloids have been demoted to representing these tokens?
* Is there a point to Neurogaunt node beasts that I am missing? They are identical to the other models in their unit in terms of stats and cost. Why make them a different model?



10th Edition Tyranids Tactics @ 2023/07/09 21:09:23


Post by: H.B.M.C.


 Bilge Rat wrote:
* The booklet calls the tiny floating brain models that come with the Neurotyrant 'Neuroloids', and they have their own stats. The index has no mention of Neuroloids, but it does mention 'Synaptic Relay tokens' in the text relating to the Neurotyrant's abiltities. I assume that the neuroloids have been demoted to representing these tokens?
We're just not sure. There are many differences in that assembly booklet (including Combi-Weapons that actually do different things! ), so they could be old concepts, or they could be something that will be in the full Codex. We just don't know.

 Bilge Rat wrote:
* Is there a point to Neurogaunt node beasts that I am missing? They are identical to the other models in their unit in terms of stats and cost. Why make them a different model?
You're not missing anything. The Neurogaunt leaders do literally nothing.


10th Edition Tyranids Tactics @ 2023/07/09 21:12:52


Post by: Bilge Rat


Weird. Thank you!


10th Edition Tyranids Tactics @ 2023/07/09 23:42:22


Post by: Nevelon


The node beast is on a 28mm base, not a 25mm.

So it is technically slightly different from the rest of the squad. Use that to your tactical advantage however you may.


10th Edition Tyranids Tactics @ 2023/07/12 22:19:35


Post by: NinthMusketeer


What have people been using their Malanthropes as, if anything?


10th Edition Tyranids Tactics @ 2023/07/21 09:29:55


Post by: Astmeister


Questions:

1.) Can 3 Tyranid Warriors really take 1 Venom Cannon and 1 Stranglethorn? The app says this.

2.) Since a lictor cannot DS, is he really supposed to walk on foot on the battlefield via his "Rapid Ingress" for free?

From my 2 games I also deduce that big monsters with 2+ Save are king. However 1 or 2 units of small gribblies might be worth it for objective baby sitting.


10th Edition Tyranids Tactics @ 2023/07/21 09:55:56


Post by: princeyg


 Astmeister wrote:
Questions:

1.) Can 3 Tyranid Warriors really take 1 Venom Cannon and 1 Stranglethorn? The app says this.

2.) Since a lictor cannot DS, is he really supposed to walk on foot on the battlefield via his "Rapid Ingress" for free?

From my 2 games I also deduce that big monsters with 2+ Save are king. However 1 or 2 units of small gribblies might be worth it for objective baby sitting.


1) Yes, they can. another case of "you get whats in the box". I'm not gonna bother arm swapping mine and just stick to venoms and deathspitters because i think haveing 3 different weapons in a 3 man squad looks silly.

2) Yes, you have to use the strategic reserves rules to come on from the side. They are probably much better off just using infiltrate.



10th Edition Tyranids Tactics @ 2023/07/21 14:42:52


Post by: Astmeister


Thanks


10th Edition Tyranids Tactics @ 2023/07/25 20:26:14


Post by: tneva82


First 2k game and damn the pair of tyranofexes did job. Albeit rupture cannon is swingy so can't depend on same result every game but the super flamer made sure that when I get my own 2nd tyranofex will get the super flamer.

Also all the psychic torrent weapons do surprisingly lots of damage.

Though need bit more challenging opponent than death guard :/


10th Edition Tyranids Tactics @ 2023/07/26 17:10:10


Post by: ZergSmasher


GW did a typo-correcting and clarification pass on the index cards today, and changed it so that Barbgaunts can only disrupt one enemy unit per turn. They're still pretty good, but one unit can't just immobilize 5 enemy units anymore. Let's be honest, we knew this was coming.


10th Edition Tyranids Tactics @ 2023/07/26 17:26:43


Post by: Nevelon


 ZergSmasher wrote:
GW did a typo-correcting and clarification pass on the index cards today, and changed it so that Barbgaunts can only disrupt one enemy unit per turn. They're still pretty good, but one unit can't just immobilize 5 enemy units anymore. Let's be honest, we knew this was coming.


Some nerfs you can see coming. One little stick of barbgaunts gumming up the whole battlefield was a little too much. They still look to be well worth taking, just not game breakingly so.


10th Edition Tyranids Tactics @ 2023/07/28 01:00:54


Post by: H.B.M.C.


 ZergSmasher wrote:
GW did a typo-correcting and clarification pass on the index cards today, and changed it so that Barbgaunts can only disrupt one enemy unit per turn. They're still pretty good, but one unit can't just immobilize 5 enemy units anymore. Let's be honest, we knew this was coming.
If only the people writing the rules had bothered testing them, changes like this wouldn't be necessary in the first place.


10th Edition Tyranids Tactics @ 2023/07/28 01:17:50


Post by: Nevelon


 H.B.M.C. wrote:
 ZergSmasher wrote:
GW did a typo-correcting and clarification pass on the index cards today, and changed it so that Barbgaunts can only disrupt one enemy unit per turn. They're still pretty good, but one unit can't just immobilize 5 enemy units anymore. Let's be honest, we knew this was coming.
If only the people writing the rules had bothered testing them, changes like this wouldn't be necessary in the first place.


At least we get FAQs these days, and not just “wait for the next codex” which may or may not be in the next edition.

While it would be nice if the rules were released as perfect jewel-like perfection, at least they own up to errors and fix them.


10th Edition Tyranids Tactics @ 2023/07/28 16:17:25


Post by: babelfish


I was surprised that they didn't add in spore mines can't score in this balance pass. I refuse to believe that spore mines are working as intended. I fully expected it to be one of the first things they errata'd away. Now, I have zero problem with people using them. I don't, because I don't like the models and never got around to doing a conversion into something I did like. I'll be getting the new ones as soon as they release, and if spore mines can still score after the codex release I'll take full advantage of it.

Unrelated rant. I was working on some tyrant guard today and I became unreasonably annoyed that lash whips give twin linked. Lash whips should slow the enemy down, not make you wound better. The rule should be "models in engagement range with a model with Lash Whips lose the Fights First rule. If those models do not have Fights First, they gain the Fights Last rule so long as they are within engagement range of a model equipped with Lash Whips".


10th Edition Tyranids Tactics @ 2023/07/28 16:45:26


Post by: tneva82


We don't need to introduce fight last to game for sake of 1 unit


10th Edition Tyranids Tactics @ 2023/07/28 17:00:26


Post by: Tyran


IMHO whip should simply be an Extra Attacks weapon. Anything else quickly gets complicated.


10th Edition Tyranids Tactics @ 2023/07/28 17:26:34


Post by: Nevelon


Looking at the index, spore mines are OC of 0, so not scoring much unless I’m missing something. Plus they are 50 points for something that will fold when confronted with harsh language.

How are people abusing them?


10th Edition Tyranids Tactics @ 2023/07/28 17:27:08


Post by: Tyran


 Nevelon wrote:
Looking at the index, spore mines are OC of 0, so not scoring much unless I’m missing something. Plus they are 50 points for something that will fold when confronted with harsh language.

How are people abusing them?

Biovores and secondary objectives.


10th Edition Tyranids Tactics @ 2023/07/28 19:17:01


Post by: babelfish


tneva82 wrote:
We don't need to introduce fight last to game for sake of 1 unit


Your right, but I'm still annoyed by how bland the end result was.


Automatically Appended Next Post:
 Nevelon wrote:
Looking at the index, spore mines are OC of 0, so not scoring much unless I’m missing something. Plus they are 50 points for something that will fold when confronted with harsh language.

How are people abusing them?


They can be used to score secondaries, things like table quarters or having units in the enemies deployment zone. It is very easy to use biovores to spawn them and max out certain secondary missions.


10th Edition Tyranids Tactics @ 2023/07/28 19:33:57


Post by: Nevelon


Ok, I can see that being an issue. They used to have rules saying “we don’t count for anything but explosions” would not be hard to toss that back on the card.


10th Edition Tyranids Tactics @ 2023/07/28 22:54:44


Post by: hangnailnz


I assume the lashwhips twin-linked rule is meant to be the entangling effect of the whips making it easier to wound your target...?


10th Edition Tyranids Tactics @ 2023/07/31 05:43:40


Post by: H.B.M.C.


 Nevelon wrote:
Ok, I can see that being an issue. They used to have rules saying “we don’t count for anything but explosions” would not be hard to toss that back on the card.
Could'a been something they did with USRs:

Mindless: Units with this ability cannot complete actions or hold objectives.

Give it to Spore Mines, Nurglings, Scarabs, Rippers, Servitors and anything else where it fits.



10th Edition Tyranids Tactics @ 2023/07/31 19:11:34


Post by: Truckules


Played a 2k game a few days ago where Shadow in the warp won me the game. My opponent failed his Battleshock on a unit holding an objective and thus didnt get any VP that round which in the end was enough for me to win. Quite suprised since I went in thinking it wouldnt do much
I had a small unit of termagaunts holding the objective in my deployment zone for the entire game but due to terrain couldnt shoot at much. This made me think of the Hive guard. For just 40p more than the termagaunts we get a resiliant unit that can fire at anything within 36", ignoring terrain and perhapps killing a marine here and there. Since I have two boxes just laying around waiting to be assembled, I'm kind of thinking why not. But it seems everyone agrees they just aren't worth it. Are they really that bad or am I on to something?


10th Edition Tyranids Tactics @ 2023/08/11 21:45:52


Post by: Niiai


Excuse me. The screamer killer is 180 points? While for comparison a space marine gladiator with excelent ranged attacks is 130?


10th Edition Tyranids Tactics @ 2023/08/11 23:55:51


Post by: MinscS2


 Niiai wrote:
Excuse me. The screamer killer is 180 points? While for comparison a space marine gladiator with excelent ranged attacks is 130?


Screamer-Killer is overpriced, but this is still a weird comparison since you're comparing a melee-monster to a ranged tank.

An Exocrine has excellent firepower as well and is 135 pts.



10th Edition Tyranids Tactics @ 2023/08/12 07:58:08


Post by: Niiai


I am looking at the collect model in leviathan. And realizing it will never wobble across the table in time to fight. And then seeing he costs 180 points is insane.


10th Edition Tyranids Tactics @ 2023/08/12 09:29:07


Post by: tneva82


3 games, 3 games into combat for total of 5 charges


10th Edition Tyranids Tactics @ 2023/08/12 12:56:20


Post by: Niiai


How are you doing that? Fighting orks?


10th Edition Tyranids Tactics @ 2023/08/12 15:19:58


Post by: MinscS2


 Niiai wrote:
How are you doing that? Fighting orks?


Probably target saturation and/or hiding it behind cover.

The SK is pretty good ruleswise. It's just overpriced.


10th Edition Tyranids Tactics @ 2023/08/12 19:29:09


Post by: Niiai


The SK is like an 12 out of 10 modelvice. I am just showed it is that expensive.


10th Edition Tyranids Tactics @ 2023/08/12 23:37:40


Post by: tneva82


 Niiai wrote:
How are you doing that? Fighting orks?


Opponents haven't had indirect fire to take down sc with ease.

Not every game is vs eldar. Most don't have that good indirect.

And non-indirect these things called ruin block los. Can't see, can't shoot.

As is today vs dg. What indirect he has? Crawler mortar. I'm saving on 2+. Wopedoo. Big deal.

2 sk's. 1 charged in and was killed then being exposed(and opponent rolling pile of dices rerolling with devastating wounds. And vs bolters failing 4/5 2+ saves didn't exactly help...). 2nd one makes charge, kills, makes charge and only dies when last shot needing 6 on damage gets 6. Otherwise was poised to deny defend stronghold.

Add to that pair of tyranofex including acid spray one and opponent has funny decision where to shoot even when exposed.

Rather than surviving problem been finding infantry worth charging. Vehicles are bit tough nut for it to crack open.


Automatically Appended Next Post:
Rather funny how people are hard on zoanthropes yet after 3 game the 6 I got have really underperformed

Well 6 with 1 shot each means high variance and facing invulnerable save vehicles doesn't help.

At least last game 5 of them killed 2 terminators. Yey? 11 strong blob so blast helped nicely.

One day I'm sure they will actually DO something vs vehicle. My record so far is 3 damage to falcon

Acid spray tyrannofex meanwhile been absolute terror. Just his presence has had huge impact on opponent's movement. Before buying 2nd I borrowed one and tried acid spray and didn't look back.

Ripper swarms been solid vp's. Yesterday 9 vp by them for 70 pts and the small footprint came handy on that. Not bad result. Needed 2 units for those 9 vp's so next best is gaunts but deep strike rather than strategic reserve helped. OC0 is irritation but not unsurmountable.

Alas warriors failed first time yesterday but 3 crawlers lobbing indirect fire bit too much for them. Alas they were best targets for them barring maybe neurotyrant and zoanthropes.

Enjoying the nids so far.


10th Edition Tyranids Tactics @ 2023/08/14 23:55:18


Post by: H.B.M.C.


Yeah I can't see a world where the Screamer Killer is worth that many points.

Not when the Haruspex exists.


10th Edition Tyranids Tactics @ 2023/09/02 10:01:32


Post by: Shadow Walker


This review shows many new datasheets etc.




10th Edition Tyranids Tactics @ 2023/09/02 22:39:12


Post by: Niiai


Tyranids eyh? What a time to be alive.

I will not have the patience to play gaunt spam. (Or the money to buy the new weapon upgrades.) And rumours are that crusher stampede sounds bad.

But oh boy I do love the other three new detachments. They sound so fun. Even the digestive one, although it might not be so good.

Today I finished my hint for the last von Ryan's Leaper. They have been cheap to collect. But I think they will be A+ in the vanguard detachment.


10th Edition Tyranids Tactics @ 2023/09/03 06:00:45


Post by: H.B.M.C.


I think Winter's complaints are off base.

The idea that some of the new strats are too complex after 9th Ed's army rule/Hive Fleet rules/Syanaptic Links/Synaptic Imperatives/Hive Fleet Adaptation ruled/35+ universal Tyranid strats/individual unit special rules is just stupid.

Yes, each detachment should have a bulleted list of the 'whatever' special units are for that attachment to make life easier (or a summary in the back) but what we have now is not complicated.

As for alphabetical, thank God it isn't! Putting all the leaders together was a great idea.


10th Edition Tyranids Tactics @ 2023/09/03 10:47:05


Post by: Bosskelot


 H.B.M.C. wrote:
I think Winter's complaints are off base.

The idea that some of the new strats are too complex after 9th Ed's army rule/Hive Fleet rules/Syanaptic Links/Synaptic Imperatives/Hive Fleet Adaptation ruled/35+ universal Tyranid strats/individual unit special rules is just stupid.

Yes, each detachment should have a bulleted list of the 'whatever' special units are for that attachment to make life easier (or a summary in the back) but what we have now is not complicated.

As for alphabetical, thank God it isn't! Putting all the leaders together was a great idea.


You can basically ignore anything winters says when it comes to complexity complaints.

This is a man who thought GSC Crossfire was too complicated of a rule in 9th and spent the latter half of 2022 telling everyone that HH2 was a simpler and easier game to play than 40k, solely because he's been playing 40k for years and had long since memorized all possible USR's and weird vehicle jank rules, so HH in its pre-8th ed rules system is something he's now long familiar with.

Not to get too psycho-analytical, but he is very much someone who has now reached an age where he doesn't have as much energy or patience for learning new things.


10th Edition Tyranids Tactics @ 2023/09/03 11:28:56


Post by: Niiai


Vanguard detachments - is flying hive tyrants back?


10th Edition Tyranids Tactics @ 2023/09/03 18:04:36


Post by: pinecone77


 Niiai wrote:
Vanguard detachments - is flying hive tyrants back?

Yeah, it really seems like it is.

Saw an overview of the new codex, Crusher Stampede looks "bad", the rest look good, 3 of which look Great.Our main flaw is lack of Anti-tank though...


10th Edition Tyranids Tactics @ 2023/09/03 18:28:47


Post by: Tyran


Nothing that throwing a lot of Zoanthropes and Haruspexes cannot fix.


10th Edition Tyranids Tactics @ 2023/09/03 18:42:39


Post by: Astmeister


Don't see a real reason to field Norn Asses when you compare them to Hierodules honestly. Sad.
But Hierophant under Crusher Stampede seems fun.


10th Edition Tyranids Tactics @ 2023/09/03 20:03:58


Post by: Niiai


 Astmeister wrote:
Don't see a real reason to field Norn Asses when you compare them to Hierodules honestly. Sad.
But Hierophant under Crusher Stampede seems fun.


My table would not leave the hierophat anywhere to walk.

But you take the norn ass for OC15 and 4+++. Probably other reasons as well.


10th Edition Tyranids Tactics @ 2023/09/03 20:16:39


Post by: H.B.M.C.


Assimilator Emissary actually seems ok. I might end up getting one.

But why has the Lictor lost its damned Invul save when every Lictor variant (Leapers, Deathleaper, Neurolictor) still has one?


10th Edition Tyranids Tactics @ 2023/09/04 08:38:59


Post by: Astmeister


I think the Lictor losing Inv is a typo. Anyway the Assimilator neither has an Inv nor FnP and has to get to 12 inches. Which he will probably never do.


10th Edition Tyranids Tactics @ 2023/09/04 10:33:27


Post by: tneva82


Reserves. 7" charge. Ideally to objective for the fnp


10th Edition Tyranids Tactics @ 2023/09/04 12:49:40


Post by: Astmeister


tneva82 wrote:
Reserves. 7" charge. Ideally to objective for the fnp


Rerves coming in from the side lets you only charge stuff too close to the sideline. And as objective sitter the Emissary is way better with the 4++ and 4+ Fnp against mortals.

I remain skeptical. If you could put one in a Tyrannocyte than maybe...


10th Edition Tyranids Tactics @ 7023/09/07 10:52:37


Post by: Souleater


Does the Neurolictor need LOS for its abilities? That might give it some more protection as it seems a buff / debuff piece rather than something that wants to be eyeballing the enemy.


10th Edition Tyranids Tactics @ 2023/09/10 03:08:25


Post by: shadowfinder


I am new to 10th Tyrranids. from 8th was the last time I played.

Been thinking about secondaries for the new detachments. What fixed secondaries would you all suggest?

These are the two I will play.
Vanguard Being very aggressive.
While the Assimilator seems is mixed.

What would you be advise for these detachments?


10th Edition Tyranids Tactics @ 2023/09/10 06:33:35


Post by: tneva82


Are you even sure you want fixed? With biovores nerfed no super easy ones. Rather than det's you need to look more of units.

Generally tactical's have proven to be superior. Nids had advantage with fixed due to 3x1 biovore spam but that went away.


10th Edition Tyranids Tactics @ 2023/09/10 14:50:34


Post by: Niiai


We can still 'rig the game' when it comes to secondary. One unit of 3 biovores (or several smaller back up units) will sort that out. Have the swarmlord and/or hive tyrant for CP gain/discount.

I just don't know if it is worth it.

It is also worth noting both gargoyles and lictors are well suited to steal objectives for a turn. But you will not have much kill power.


10th Edition Tyranids Tactics @ 2023/09/10 15:08:16


Post by: tneva82


That only gives you tiny one for behind.

You are basically agreeing to limit you under max.

And why unit of 3 when 1 does same job...1 mine easier to fit so 1 does job better than 3.


10th Edition Tyranids Tactics @ 2023/09/10 15:22:16


Post by: Nevelon


How do we feel about our Leader units? Worth imbedding into squads?

Leaders:
Hive Tyrant - Tyrant guard - No specific bonuses
Winged Prime - gargs/warriors(both) - Sustained hits 1 to unit
Nerotyrant - nurogaunts/Tyrant guard - +1 TH, +1 TW vs. battleshocked units for unit
Broodlord - stealers - DevWounds to unit
Swarmlord - Tyrant guard - No Bonus
OOE - ‘fexes - RR TH for unit

Squads they can join:
Gargs - move after shooting
Shooty warriors - Fallback and shoot/charge
Choppy warriors - RR1sTH or RR1s to save
genestealers - RR1sTH, RR1sTW on objectives
Nerogaunts - nothing relevant to having the leader in the unit (just needs to be close)
Carnifex -Surge move when shot
Tyrant guard - 5+++ to attached characters

One thing to keep in mind is how toughness and shooting works. Is it worth sticking the Neurotyrant into a squad of nerogaunts for the ablitive wounds when they reduce the unit to T3 instead of just floating around at T8?

Or movement. Tyrant guard have a 6” move. Worth slowing down the 8” tyrant/swarmy? Or grounding the winged prime in a foot warrior squad?

The basic tyrant and swarmlord get slower with their guard, and go from T10 to T8. Which is not horrible, as it’s still keeping small arms wounding on 6’s. You get a nice chunk of extra wounds that needs to be blown off, and some extra moderate chop to keep you from being bogged down in CC. The FNP will help keep snipers/precision damage off the big guy, not sure how much of an issue that is.

They neurotryant is slower to start, so attaching to the guard doesn’t slow it down more. Plus only naturally T8, so no loss there. Also less naturally choppy than most big bugs, so the guard’s melee abilities are welcome. Unlike the regular tyrants, the neuro actually gives a bonus to its squad, so has synergy besides just ablative wounds keeping it safe. I think this combo has a lot of promise.

Unlike sticking it in some neurogaunts, which I just see as a liability. Sure, they could use the buffs, but they start so lame it’s not going to make a difference. Joining a T3 unit seems like you are just asking to be boltered off the table.

Broodlord + Stealers seems a no brainer. Lot os synergy, both ways. Load them up and blender things.

OOE in a brood of fexes seems nasty, but a lot of eggs in one basket. But working together they get to cross the table faster and hit harder when they get there.

The winged tyrant seems a little odd. It’s a CC model, but 2/3rds of the squads it attaches are shooty. The sustaned hits buff works for everyone. Gargoyles let it utilize its movement, but at the cost of hanging out in a T3 squad. And the unit you are boosting is not exactly rocking the world with their basic weapons. Gargs don’t naturally have synapse, so having a unit on the wing to spread that around is good. Stuck in a warrior squad you are not getting a lot out of your wings, but the defensive profile is the same as the unit. And the squad you are boosting actually has some punch. Warriors already have synapse, so nothing added here. Whatever you pick you are only using half your abilities. But at 65 points do we care that we are leaving stuff unused?

Thoughts?

I don’t actually own any tyrant guard, and am seriously thinking about getting a squad to protect my new floating brain. Or even provide some backup for my old tryants.


10th Edition Tyranids Tactics @ 2023/09/10 19:17:27


Post by: Niiai


tneva82 wrote:
That only gives you tiny one for behind.

You are basically agreeing to limit you under max.

And why unit of 3 when 1 does same job...1 mine easier to fit so 1 does job better than 3.


Redundancy. If all your secondaries are depending on that one spore mind you are fethed when he gets flanked/indirected/charged.


10th Edition Tyranids Tactics @ 2023/09/10 19:22:37


Post by: tneva82


For redundancy 3x1 is way superior to unit of 3. If enemy gets to that unit 3 is not much more survivable. 2more in 2 more spots is.

But another reason to stick for tacticals like everybody else. Nids are well suited for those anyway.


10th Edition Tyranids Tactics @ 2023/09/10 19:26:52


Post by: Niiai


 Nevelon wrote:


Spoiler:
How do we feel about our Leader units? Worth imbedding into squads?

Leaders:
Hive Tyrant - Tyrant guard - No specific bonuses
Winged Prime - gargs/warriors(both) - Sustained hits 1 to unit
Nerotyrant - nurogaunts/Tyrant guard - +1 TH, +1 TW vs. battleshocked units for unit
Broodlord - stealers - DevWounds to unit
Swarmlord - Tyrant guard - No Bonus
OOE - ‘fexes - RR TH for unit

Squads they can join:
Gargs - move after shooting
Shooty warriors - Fallback and shoot/charge
Choppy warriors - RR1sTH or RR1s to save
genestealers - RR1sTH, RR1sTW on objectives
Nerogaunts - nothing relevant to having the leader in the unit (just needs to be close)
Carnifex -Surge move when shot
Tyrant guard - 5+++ to attached characters

One thing to keep in mind is how toughness and shooting works. Is it worth sticking the Neurotyrant into a squad of nerogaunts for the ablitive wounds when they reduce the unit to T3 instead of just floating around at T8?

Or movement. Tyrant guard have a 6” move. Worth slowing down the 8” tyrant/swarmy? Or grounding the winged prime in a foot warrior squad?

The basic tyrant and swarmlord get slower with their guard, and go from T10 to T8. Which is not horrible, as it’s still keeping small arms wounding on 6’s. You get a nice chunk of extra wounds that needs to be blown off, and some extra moderate chop to keep you from being bogged down in CC. The FNP will help keep snipers/precision damage off the big guy, not sure how much of an issue that is.

They neurotryant is slower to start, so attaching to the guard doesn’t slow it down more. Plus only naturally T8, so no loss there. Also less naturally choppy than most big bugs, so the guard’s melee abilities are welcome. Unlike the regular tyrants, the neuro actually gives a bonus to its squad, so has synergy besides just ablative wounds keeping it safe. I think this combo has a lot of promise.

Unlike sticking it in some neurogaunts, which I just see as a liability. Sure, they could use the buffs, but they start so lame it’s not going to make a difference. Joining a T3 unit seems like you are just asking to be boltered off the table.

Broodlord + Stealers seems a no brainer. Lot os synergy, both ways. Load them up and blender things.

OOE in a brood of fexes seems nasty, but a lot of eggs in one basket. But working together they get to cross the table faster and hit harder when they get there.

The winged tyrant seems a little odd. It’s a CC model, but 2/3rds of the squads it attaches are shooty. The sustaned hits buff works for everyone. Gargoyles let it utilize its movement, but at the cost of hanging out in a T3 squad. And the unit you are boosting is not exactly rocking the world with their basic weapons. Gargs don’t naturally have synapse, so having a unit on the wing to spread that around is good. Stuck in a warrior squad you are not getting a lot out of your wings, but the defensive profile is the same as the unit. And the squad you are boosting actually has some punch. Warriors already have synapse, so nothing added here. Whatever you pick you are only using half your abilities. But at 65 points do we care that we are leaving stuff unused?

Thoughts?

I don’t actually own any tyrant guard, and am seriously thinking about getting a squad to protect my new floating brain. Or even provide some backup for my old tryants.




Let me just predice this that I am a cassual.player and have not played Nids yet in 10th. Was gonne play my first game this weekend. But my LGS did not get the codex and my app got trapped behind a paywall.

Gargoyles I only see for a handfull of purposes. Blocking, deep strike shoot and steal objective. Adding a prime there does little.

A prime in warriors can be cool. I want to try this. A unit of shooting warriors is around 200 points with a prime. They are a bit all rounders but not a specialist. If you are playing this you probably want some chaff to absorb charges and the counter charge with warriors. Wight be bare warriors (or warrior groups of 3) is better. Depends also a lot on your detachment rules. Probably not good in invader fleet as you can get global sustain 1.

Tyrant guards are good for the brain. But makes the brain coat much more.

Tyrant/Swarmlord probably do not want bodyguards with low T. The brain certainly do not want to join neurogants! One blast weapon and he is dead. (Desolators marines come to mind!)

I do not know the detachments enough to specify. I know the brain can get a super flamer in one of them. Keeping him alive is more important then.





10th Edition Tyranids Tactics @ 2023/09/10 21:52:52


Post by: ZergSmasher


I think it's worth pointing out that in the Vanguard detachment (whatever it's called) the Winged Prime has the appropriate keyword, and thus can pass it to a unit of Warriors he attaches to. I personally want to run a unit of 6 with him in it in that detachment. Regarding the Broodlord, he's good if Genestealers turn out to be good, and in that same detachment I think Genestealers are worth a look, at least one unit with a BL.


10th Edition Tyranids Tactics @ 2023/09/10 22:20:42


Post by: Niiai


How are people finding barbed gaunts? They seem like a steal as an 24" harasment unit. Blast is so good.


10th Edition Tyranids Tactics @ 2023/12/26 11:56:16


Post by: Astmeister


I think the most promising options for characters in Units.

Neurotyrant + Tyrant Guard: Was pointed out already that you do not loose much and they get more scary.

Winged Prime + Warriors: Very good in vanguard detachment.

The barbgaunts are great imho but their blast is the least interesting thing, since tyranids do not need cheap infantry clearance. There is plenty of it already. But the -2 to move is great against very big elite units.
And their price point is not too steep.

Neurogants: I would only really play them in Gaunt Swarm, where their Synapse spreading can be great.


Automatically Appended Next Post:
Btw Crusher Stampede and Vanguard det make Harpyies and Crones better, which is kind of cool but weird.
You can even give them Lone operative (untargetable further than 12 inch away) with a Strat.


10th Edition Tyranids Tactics @ 2023/09/11 07:28:37


Post by: Niiai


On the barbgaunts: Blasts in multi model units are great. If five barbgaunts shoot at a 10 man unit you get 10 more shots. That is siiiiick.


10th Edition Tyranids Tactics @ 2023/09/11 08:20:52


Post by: Astmeister


That's probably true, however multi model units like swarm infantry are seldom a problem for tyranids.


10th Edition Tyranids Tactics @ 2023/09/11 17:25:24


Post by: Niiai


Oh boy. Perhaps not a strategy question. But a convertion problem.

I own so many termgaunts. Now 3 in every 10 can grab a special weapon.

6 per unit. 5 units max. Do I now need to convert up 30 different weapons? I can use the new plastic gaunt body. But I am not buying a bunch of gaunts for the new weapons.

Are there any of the weapons that are subpart to the standar weapon? I think all look good.


10th Edition Tyranids Tactics @ 2023/09/11 17:34:12


Post by: Nevelon


 Niiai wrote:
Oh boy. Perhaps not a strategy question. But a convertion problem.

I own so many termgaunts. Now 3 in every 10 can grab a special weapon.

6 per unit. 5 units max. Do I now need to convert up 30 different weapons? I can use the new plastic gaunt body. But I am not buying a bunch of gaunts for the new weapons.

Are there any of the weapons that are subpart to the standar weapon? I think all look good.


My thoughts reposted from the rumors thread:

Shardlauncher is blast/heavy 18” d3 shots 4+ S5 no AP 1 dam
Spike heavy 24” 1/4+/4/-1/1
Strangleweb assault/dev wounds/torrent 18” d6/-/2/0/1

I was a bit relieved to see their stats. I was worried that the sharlauncher was going to be like the barbs, and offer up some battlefield control. Which would be a must have. These are just different flavors of damage. And even if they are situationally nice, are they worth the mechanical price of separately rolling them and bogging down the game?

Yah, the spike rifle is a bit of a “why?” Maybe if you could do a whole squad of them. It might be worth tossing one into a squad of devgaunts. But probably not worth the effort of singling out a separate guy to roll. But if you are using them to camp an objective, they do have AP, slightly better range and the +1 to hit from heavy if they don’t move. But only a single shot. Pass. Might not even bother to strip and repaint the 2 old metal one I have to match my modern scheme.

Strangleweb is tempting. It’s the only assault option, so meshes better with fleshborer/spinefist squads. Yes, it’s S2. Which sucks. But DevWounds with d6 autohits? Might get some 6’s to wound. And then you get to skip the whole armor thing. Plus works on overwatch.

Shardlauncher is the new option. Not assault, but that’s pretty much the only drawback compared to the basic guns it would be replacing. Pretty much a straight upgrade over a devourer. The only time you could argue against that is if shooting at a unit less than 5 models after you moved, where the 2 guaranteed shots vs the d3 might be preferable. The loss of assault might not even be a big deal in you are replacing a fleshborer. Sure, if you advance you can’t use it, but when you don’t it’s some pretty nice shooting. Point less S here.

My hot take is that in Dev squads, you will want the sharlauncher, maybe a spikerifle, but that’s more of a lateral, not an upgrade.

For fleshborer and spinefist squads, you probably want a strangleweb as it adds some felxability to the squad, but not required.

If you just want to field your old legacy horde, you can do so and not feel too left behind. Although will want to source some shardlaunchers for your Devigaunts.


10th Edition Tyranids Tactics @ 2023/09/11 17:53:43


Post by: Tyran


I'm thinking in using deathspitters to represent the strangleweb. No idea how to convert the shardlauncher.


10th Edition Tyranids Tactics @ 2023/09/11 18:19:55


Post by: Niiai


Spike rifle I can convert. Cut the barrel off and fasten two together. Or just extend with green stuff. Perhaps fasten a quill in the barrel.

The strangelweb can be done with green stuff. It is very organic. Just add it to the end of a barrel.

But that last one is difficult. I will need to find some bits to use.

I think all three options from a rules perspective is good. The strangelweb gives a mortal wound. The blast weapon is great! And the last weapon has some AP.


10th Edition Tyranids Tactics @ 2023/09/11 23:55:40


Post by: H.B.M.C.


I think it'd be easier to get them 3D printed.


10th Edition Tyranids Tactics @ 2023/09/19 02:21:05


Post by: H.B.M.C.


Question for everyone regarding Neurotyrants.

With or without escort?

Are Neurogaunts worth bringing, and if so, do you just bring 11 or the full 22?



10th Edition Tyranids Tactics @ 2023/09/19 03:03:28


Post by: JNAProductions


 H.B.M.C. wrote:
Question for everyone regarding Neurotyrants.

With or without escort?

Are Neurogaunts worth bringing, and if so, do you just bring 11 or the full 22?

Don't Neurogaunts make the Tyrant T3 while attached?
I'd think Tyrant Guard would be your better choice.


10th Edition Tyranids Tactics @ 2023/09/19 03:06:39


Post by: H.B.M.C.


I think that would matter more if they were only a few of them. But there are (potentially) 22 or them, so I think that's less of an issue.

Plus 90 points vs 190 points.


10th Edition Tyranids Tactics @ 2023/09/19 03:08:28


Post by: JNAProductions


 H.B.M.C. wrote:
I think that would matter more if they were only a few of them. But there are (potentially) 22 or them, so I think that's less of an issue.

Plus 90 points vs 190 points.
But what do the Gaunts DO?

They add wounds. And 1 WS4+ S3 attack each.
That just seems... Really lackluster. And while you're only T3 while attached, 11 T3 wounds aren't hard to blast through with overkill.


10th Edition Tyranids Tactics @ 2023/09/19 03:13:52


Post by: H.B.M.C.


Massively spread synapse.


10th Edition Tyranids Tactics @ 2023/09/19 04:14:33


Post by: Janthkin


 H.B.M.C. wrote:
Massively spread synapse.
So maybe in a Synapse detachment?

Unless you're playing against Daemons, or a Tyranid list that is REALLY focused on battle-shock mechanics, I don't know that Synapse is really all that meaningful. The penalties for failing a BS test just don't seem significant enough for most units (and a lot of the units where it does matter have Synapse of their own). "Instinctive Behavior" it ain't.

What's the role you want the Neurotyrant to fill? Just playing with battle-shock mechanics? Really like that psychic Torrent weapon + enhancement combo?


10th Edition Tyranids Tactics @ 2023/09/19 04:26:13


Post by: H.B.M.C.


Something I brought up in the other thread: The basic Tyranid Detachment has a number of abilities/strats that are good, but better within synapse.

I'm still only one game in, but the Neurotyrant keeping basically my entire army within synapse (other than the forward elements), and even then, using the Neuroloids to further spread out (and now at a greater range in the Codex) turned out be quite advantageous.

Never actually used the Neurotyrants attack, as by the end of the game it was moving forward to take objectives and I didn't have time to shoot.

The disadvantages of Battleshock aren't exactly all that great, but the benefits of being within synapse range seemed to be entirely worthwhile. And Neurogaunts with a Neurotyrant really helped there.

I just can't see a world where you bring one by itself without an escort, and Tyrant Guard are expensive.





10th Edition Tyranids Tactics @ 2023/09/19 04:33:54


Post by: Janthkin


So, it is a Synaptic Nexus list? I can see it being useful there.

22 Neurogants...or a second Neurotyrant? Price is similar, and it would double the neuroloids (which would likely mitigate the much smaller synapse bubble), while giving you 2 bites at a pretty decent Torrent weapon. (The only use for that "Power of the Hive Mind" enhancement seems to be a Neurotyrant, and 2D6 S6 AP2 D2 at 18" seems usable, even on a slow model.)


10th Edition Tyranids Tactics @ 2023/09/19 04:51:08


Post by: H.B.M.C.


I mean I do have a second Neurotyrant...


10th Edition Tyranids Tactics @ 2023/09/19 04:54:03


Post by: Janthkin


Redundancy in role is generally better than investing in more armor for a single point of failure target.


10th Edition Tyranids Tactics @ 2023/09/19 04:57:09


Post by: H.B.M.C.


1 is a target.
2 is viable.
3 is a nightmare.

Learnt that back in 3rd Ed. Kind of explains why I have 3 full Armoured Companies.

I'll admit: I'm a cautious style of player, the person who prefers to turtle rather than advance. If I have two options, one that is more deadly and one that is more durable, I'm generally going to take the more durable option. That's how I see Neurogaunts. They're tons of expendable wounds that keeps the Neurotyrant in the fight longer, or even makes him an unattractive target as the enemy might not want to waste all that time getting through those ablative wounds.

I also fear that not having any sort of escort - even just a min-sized squad - would leave the Neurotyrant too vulnerable. I have real issues with how most characters work (or don't work) in 10th, in that when they're by themselves they almost do nothing a lot of the time, the Marine Librarian being the worst example of this, and the paucity of Lone Operatives (something that should be far more common on unattached characters) only worsens that.

A Neurotyrant with a few Nurogaunts at his feet can't be picked out (other than by Precision, which is fine). A Neurotyrant by himself surrounded by 100,000 Termagants can be picked out. That annoys me.





10th Edition Tyranids Tactics @ 2023/09/19 05:54:23


Post by: tneva82


If enemy has low s precision guns better to walk and use ruins to cover.

All in all not too worried anyway. He's never been high priority and i keep him away from hottest fights until later turns. Never died before unleash shadow, the few times died army was about gone anyway including neurogaunts if i had those.

Opponent having more pressing targets better protection.


10th Edition Tyranids Tactics @ 2023/09/19 06:01:12


Post by: H.B.M.C.


I mean to be fair, my opponent was far more concerned with my Haruspexes, Tyrannofexes, Leapers and my Tyrant than the Neurotyrant.


10th Edition Tyranids Tactics @ 2023/09/19 09:13:15


Post by: Astmeister


Neurotyrant with Neurogants could be okay in an Endless Swarm detachment, where you can ignore blast via Strategem.


10th Edition Tyranids Tactics @ 2023/09/19 12:46:31


Post by: Nevelon


I think the neurogaunts can do their job of gumming up the battlefield and extending synapse without having an embedded character. And sticking a neurotyrant into a blob of chaff just strikes me as a bad idea. I don’t own tyrant guard, but am seriously thinking of getting a box to guard the big brain. They have a lot of synergy.

All of this is theoryhammer, so take with salt.


10th Edition Tyranids Tactics @ 2023/09/19 13:04:17


Post by: Astmeister


Yeah I have some Tyrant guard but never used them in a meaningful way except for ablative wounds. And for that they are quite expensive.


Automatically Appended Next Post:
Btw can you put a Neurotyrant + Guard in a Tyrannocyte?


10th Edition Tyranids Tactics @ 2023/09/19 13:22:24


Post by: Nevelon


I think not. It has a capacity for 20 infantry or one monster. With multiwound infantry counting as 3.

The neurotyrant is a monster, so can’t have him and an escort in the same pod.

Guard could share a pod with non-monster character. Not sure if any fir into the squad, I’d have to check.


10th Edition Tyranids Tactics @ 2023/09/19 13:33:30


Post by: Astmeister


I think not. You could put a winged prime with warriors into one though.


10th Edition Tyranids Tactics @ 2023/09/19 13:44:10


Post by: Nevelon


For hero units in pods it looks like we have:

Winged prime with wither warriors or gargs. Would need to be a 5 man unit of warriors or less due to multiwound counting as 3 and a cap of 20.

Broodlord and 5 stealers. Extra wound bulks these guys out of larger squad size.


10th Edition Tyranids Tactics @ 2023/09/19 15:03:54


Post by: tneva82


For me tyrant guard is more for swarmlord/hive tyrant to maintain crucial cp generation. Several det's, especially unending swarm, are quite cp hungry.

Unending swarm becoming fast my favourite detachment. It's mean.


10th Edition Tyranids Tactics @ 2023/09/24 05:22:46


Post by: ZergSmasher


Concerning Termagants: are the Devourers just straight up better than Fleshborers in every situation? I was doing some quick in-my-head Mathhammer and I felt like having more shots pretty much always made up for the lower Strength. I'm fairly pissed if that's true, because it means GW deliberately gimped the starter set Termagants to make everyone go and get the full kit version with all the gun options.


10th Edition Tyranids Tactics @ 2023/09/24 06:32:09


Post by: Janthkin


Both Devourers and Spinefists are better in most circumstances, especially in combination with the Tervigon (for Lethal Hits). It only gets worse for the Fleshborers if you're running an Invasion Fleet (as both Sustained Hits and Devastating Wounds benefit from rolling more dice).

There's a tiny niche where Fleshborers are better than Devourers (when you're Advancing, given that Fleshborers are Assault), and where they're better than Spinefist (as 18" is more flexible than 12"). But if you're building from scratch, I wouldn't build with Fleshborers these days. (And my 60-odd devourer 'gants will be sidelined for most games.)


10th Edition Tyranids Tactics @ 2023/09/24 11:55:15


Post by: Nevelon


It does seem like the fleshborer is the jack of all trades, master of none option.

They can camp a backfield objective and still threaten a chunk of the table with 18” (but not as well as devouers)
They can aggressively push up the table and get stuck in CC to gum up things (but not as well as spinefists)

But they camp better than spinefists, and rush better than devs.

40k in general rewards specialization. Find the best tool for the job, vigorously leverage that to victory. When putting together a list think of what role is needed, and pick the best unit for it. That said, it is good to have some flex, as no battle plan survives contact with the enemy, and out little 6-sided friends have their own opinion on how the battle is going to unfold.

As a starter unit for beginning players, a unit of fleshborer is not horrible to have. At that point in you collection, with few units on the shelf it’s good to have generalists. And as part of a larger swarm, you might want a unit as a backup troubleshooter to assist in whatever part of the battle needs assistance. But at this point, I think one unit is probably all you would want.

The bigger shame is the way 10th does upgrades and the fact that there are none of the special weapons in the starter kits. Once you step away from the combat patrol, you are probably going to want at least one of them in the squad, regardless of what you pick for the main gun equipped by them.


10th Edition Tyranids Tactics @ 2023/02/24 14:45:15


Post by: tneva82


Fleshborer is fine for 10 squads. Those aren't for damage anyway so the assault is big giving you units to advance and action. It's not devourer then you compare but spinefist.

And frankly gaunts don't do damage anyway except with unending swarm stratagem and maybe tervigon to mix. Beside that only thing that matters is that at least one model in unit has either fists or fleshborers.


10th Edition Tyranids Tactics @ 2023/09/24 15:49:27


Post by: Nevelon


tneva82 wrote:
Fleshborer is fine for 10 squads. Those aren't for damage anyway so the assault is big giving you units to advance and action. It's not devourer then you compare but spinefist.

And frankly gaunts don't do damage anyway except with unending swarm stratagem and maybe tervigon to mix. Beside that only thing that matters is that at least one model in unit has either fists or fleshborers.


As an action monkey unit do you only need one eligible member of the squad? So if you stuck a strangleweb into an otherwise pure devourer swarm, you could still advance and do an action? The unit would still be eligible to shoot, just with one guy.


10th Edition Tyranids Tactics @ 2023/10/04 19:01:46


Post by: Discodoggy


New Tyranids player here, started collecting them in 9th and am finally gonna get around to playing.

Having never played Tyranids before I was hoping to get a nudge in a direction, as I'm really not sure what kind of list I should be going for. Here are the models that I'm working with:

1 Tyrant (magnetized)
3 Tyrant Guard
4 Carnifex (magnetized)
1 Exocrine
20 Gargoyles
20 Hormagants
12 Warriors (magnetized)
1 Neurolictor
5 Zoanthropes/1 Neurothrope

When they are available again I plan on getting a Maleceptor.

I'm leaning towards Invasion Fleet or Crusher Stampede.

I know my post is kind of vague, but if this were your collection what type of list might you run?

My group will be a few new players running Tyranids and Grey Knights, with an experienced player running Death Guard. I'm not new to the game (played a lot of Necrons, Eldar, and Chaos in 8th, only a few games of 9th), just new to Tyranids.

My first game of 10th will be a small 750 pts vs. Death Guard in a few weeks.

Thanks for any feedback.


10th Edition Tyranids Tactics @ 2023/10/04 20:02:20


Post by: Tyran


Invasion fleet is always better than Crusher Stampede.

IMHO at 750 with those models and those adversaries I would run one Carnifex with Old One Eye, the Exocrine, 2 Zoanthropes/1 Neuro and 1 Hive Tyrant.

Not very balanced, probably would lose on objectives anyway, but either they bring enough AT to kill me or they die.


10th Edition Tyranids Tactics @ 2023/10/06 08:22:47


Post by: dan2026


Is the Lictor not having an invulnerable save a mistake?
He seems kinda terrible.


10th Edition Tyranids Tactics @ 2023/10/06 08:29:39


Post by: H.B.M.C.


 dan2026 wrote:
Is the Lictor not having an invulnerable save a mistake?
He seems kinda terrible.
To go from having a 5+, and then new Lictor variants show up and they all have Invul saves... yeah... it feels like a mistake.


10th Edition Tyranids Tactics @ 2023/10/11 16:48:18


Post by: ZergSmasher


Several Tyranid lists got a look in the latest Goonhammer Competitive Innovations article:

https://www.goonhammer.com/competitive-innovations-in-10th-pumpkin-spice-melee-pt-1/

One of the showdowns was an Endless Swarm list facing down a Trygon and Mawloc-heavy Invasion Fleet. Another list that got an honorable mention but was not shown was a Synaptic Nexus list. Seems like there's play in a lot of different detachments in our book. I expect there's a good list for every detachment except the Crusher Stampede (that one's hot garbage).


10th Edition Tyranids Tactics @ 2023/10/11 20:02:50


Post by: princeyg


Got my first game in with the new codex yesterday.

Things I learnt:

I REALLY like the unending swarm detachment, that surge move is surprisingly powerful, even if I did burn through CP like it was going out of fashion.
Neurolictors are incredibly good for increasing damage output.
Hormagaunts are still my favourite unit.

Lost 33-37 vs votann, and dominated the board early game. I need to learn to marshal my strategems more efficiently though as by turn 5 i was running out of steam.

Hive tyrant's free battle tactic was great, as quite a few of the swarms strats are this category.

3 zoanthropes are enough, 6 was just too many.


10th Edition Tyranids Tactics @ 2023/10/12 17:36:36


Post by: Janthkin


In case you missed seeing it posted yesterday, here's the entire Tyranid FAQ v1.0.
Q: When using the Reclaim Biomass Stratagem, can the Stratagem
effect be used on the unit that was just destroyed?
A: No.


10th Edition Tyranids Tactics @ 2023/10/12 22:27:00


Post by: H.B.M.C.


No sign of an errata giving our Lictors back their 5++ save.


10th Edition Tyranids Tactics @ 2023/10/13 07:46:55


Post by: tneva82


 Janthkin wrote:
In case you missed seeing it posted yesterday, here's the entire Tyranid FAQ v1.0.
Q: When using the Reclaim Biomass Stratagem, can the Stratagem
effect be used on the unit that was just destroyed?
A: No.


Heh. 1st time I see that reaction for short faq. Usually faq's cause complains about gws proofreading and rulewriting due to day1 faq needed.


10th Edition Tyranids Tactics @ 2023/10/13 15:56:31


Post by: Janthkin


tneva82 wrote:
Heh. 1st time I see that reaction for short faq. Usually faq's cause complains about gws proofreading and rulewriting due to day1 faq needed.
There are a lot of questions raised by this codex, and quite a few apparently inadvertent rules interactions. But the answer we get is to one about very specific stratagem scenario.


10th Edition Tyranids Tactics @ 2023/10/17 14:11:10


Post by: shadowfinder


I been wondering on how to make the detachment viable.

What is the minimum number of harvester to make it work?

I was looking at the psycophage. I can see wone to help with save but not sure if two are worth it.

Mid-size bugs seem to profit from this detachment a lot.

How much survivability is really offered buy this detachment. A Norn being healed seem like a good fit as well.

One of the best detachment for the swarmlord. His extra cp help keep the haruspex alive plus with tyrant guard he is a threat.

Thoughts?


10th Edition Tyranids Tactics @ 2024/02/08 13:37:20


Post by: Hansisaf


I hope this isn't considered a necro post, but how did the latest point changes affect the Tyranids?

Seeing a massive price decrease for the Tyrannofex. Was already considering getting two more, but now I am pretty sure I will.


10th Edition Tyranids Tactics @ 2024/02/08 15:23:55


Post by: Tyran


Not a lot aside of making some units more viable and others less of an auto take.


10th Edition Tyranids Tactics @ 2024/03/09 11:01:06


Post by: shogun



I'am looking for a cool unending swarm army setup, and I was thinking about adding a tyrannocyte. Is it possible to drop a tyrannocyte with 20 gargoyles and make them shoot and move first turn? It could be difficult for the enemy to shoot at this unit without ending up in close combat (insurmountable odds) I believe this is also possible with rapid ingress and drop them in the enemies first turn.