Author |
Message |
 |
|
 |
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2013/11/26 05:39:41
Subject: Best Tyranid Build in 6th
|
 |
Lone Wolf Sentinel Pilot
|
What do you guys think is the best all around Tyranid build in 6th? Lists centered around tervigons and dev guants are doing pretty well in my area. But what are the makeups of some other builds that have been winning?
|
DC:80+S+++GM+B++IPw40k08++D++A+++/hWD346R++T(M)DM+ Successful trades with Tweems, Polonius, Porkuslime, Mark94656, TheCupcakeCowboy, MarshalMathis, and Hahnjoelo
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/11/26 06:41:53
Subject: Best Tyranid Build in 6th
|
 |
Daemonic Dreadnought
|
3 troop tervigons, flyrant, doom in a pod...the cookie cutter list is real solid.
Zoes in a pod are also pretty ruthless. Keep book powers if facing heavy tanks, if not swap for telepathy and melt face with psychic shriek.
Biovores are severely under rated. They are an inexpensive barage unit and great in 6th ed.
1 minimal sized squad of spore mines can really screw with deployment. spores deploy before your opponent but after fortifications. T3 opponents don't want them chilling behind their aegis next to the quad gun.
|
Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/11/26 08:24:54
Subject: Best Tyranid Build in 6th
|
 |
Longtime Dakkanaut
New Zealand
|
Basically your core is a Flyrant and 2 scoring Tervigons - I literally haven't seen anyone do well without at least that as a starting point. Usually people run 2 Flyrants, but I have seen the Swarmlord used occasionally. Similarly you usually see another scoring Tervigon to round out the troop slots, its rare to see Stealers.
After that its mostly just a case of how many points you have to work with and which support units you want to take (none of them are auto includes - your core does most of the work). Doom in a Pod can be squeezed into most lists and you ideally want Hive Guard or Zoans to punch through stuff from range. Biovores are very solid cheap shooting units, a Carnifex in a Pod with 12 S6 shots is also pretty solid.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/11/26 18:54:13
Subject: Best Tyranid Build in 6th
|
 |
Rampaging Carnifex
|
MC overload works very well for me, lots of stranglethorn cannons and 30-40 t6 wounds plus psychic support. Always seems to make my opponent worry.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/11/26 20:23:31
Subject: Best Tyranid Build in 6th
|
 |
Regular Dakkanaut
|
Ever since the firestorm redoubt came out I haven't taken even 1 flyrant. 2 is overkill at 520 points. Now, a standard inclusion is the redoubt with two biovores embarked. They're immune to IB inside and AV 14 keeps them safe.
Doom in a pod is a huge threat and must be taken at higher competitive events.
My main strategy revolves around a huge unit of gargoyles with all upgrades getting buffed by zoanthropes. You must take 25 or more. These can be replaced with hormagaunts if you don't have gargoyles. Try for endurance and telekine dome for at 5+ rerollable most of the time. Dome also deflects shots on successful saves.
Tervigons are pretty key for us... sadly, they are auto include. I take 1 in every list if not 2. 2 is optimal and if you go for three I think you hurt your list.
I use the Swarmlord as my HQ these days because he's fun and with endurance and iron arm with 1 guard he has 7 T7+ wounds with it will not die.
Ask again in a month when the new codex comes out
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/11/27 04:07:20
Subject: Re:Best Tyranid Build in 6th
|
 |
Boom! Leman Russ Commander
|
Ive been building list with my friend who plays nids. For competitive the basics are 2 flyrants, 2 troop tervigons and doom in a pod. everything else depends on what he feels like using. he likes having 2 squads of 2 biovores to snipe characters and to decimate geq troops. In 2 turns I had lost have of a foot guard list from 4 biovores, damn things just put wholes in my lines.
Another hit or miss unit is ymargl gene stealers. Those guys will pop up and assault a unit the turn they arrive and if not dealt with right away can be a huge problem. They can be hard to bring down so if you focus to much firepower on them then the rest of his list might just be walking up.
20 devil gaunts in a pod basically puts out enough shots to make anything fail enough saves by weight of fire.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/11/27 17:58:30
Subject: Best Tyranid Build in 6th
|
 |
Regular Dakkanaut
|
20 devilguants
60 shots
30 hits
vs TEQ 15 wounds
2 failed saves
Vs MEQ
5 failed saves
Vs GEQ
7.5 failed saves
240 points gets you that.
Flyrants are kind of pricey... try not to use them if you can. Or if you don't want to buy a lot you can get them.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/11/27 19:17:43
Subject: Best Tyranid Build in 6th
|
 |
Sneaky Lictor
|
Thatguyoverthere11 wrote:Flyrants are kind of pricey... try not to use them if you can. Or if you don't want to buy a lot you can get them.
The really cool thing about Nids is that you don't need a lot of points to do a whole lot with. Yeah a Flyrant is 260 points, but he does oh so much. There have been games where my Flyrants are practically invincible and proceed to pound through armies. I always field 2 Flyrants, usually one will die by the end, but I haven't had both die in a single game yet.
100 points goes a long way in a NIDS list. Just remebmber the first rule of 40k.
Boys over Toys.
Automatically Appended Next Post: g0atsticks wrote:Thatguyoverthere11 wrote:Flyrants are kind of pricey... try not to use them if you can. Or if you don't want to buy a lot you can get them.
The really cool thing about Nids is that you don't need a lot of points to do a whole lot with. Yeah a Flyrant is 260 points, but he does oh so much. There have been games where my Flyrants are practically invincible and proceed to pound through armies. I always field 2 Flyrants, usually one will die by the end, but I haven't had both die in a single game yet.
They still require a bit of care when fielding them, they aren't completely immune to everything, but can be with careful positioning and maneuvering. Try to keep out of sight until you can pounce on something. Make something semi durable so you can finsih the combat up in their turn so you can move on to the next squad in your turn.
|
This message was edited 1 time. Last update was at 2013/11/27 19:20:32
On building Tyranid army flow chart.
Do you have enough Termagaunts?
No > Add More
Yes > No you don' t > Add more
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/11/27 19:26:04
Subject: Re:Best Tyranid Build in 6th
|
 |
Longtime Dakkanaut
|
Somebody posted a horrifying Drop Nids list a while back with 3 Carnifexes wth TL devourers, a couple of Tyrants with the same, etc. It came to something like ~60 S6 shots arriving on T1.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/11/27 19:29:50
Subject: Re:Best Tyranid Build in 6th
|
 |
Sneaky Lictor
|
NuggzTheNinja wrote:Somebody posted a horrifying Drop Nids list a while back with 3 Carnifexes wth TL devourers, a couple of Tyrants with the same, etc. It came to something like ~60 S6 shots arriving on T1.
Nids can't drop T1 unfortuantely, if only we had the same rules as drop pods. Still 3 carnifexes dropping as soon as T2 is still quite scary. It wouldn't be hard to add some devilgant squads to that list either for maximum lulz.
|
This message was edited 1 time. Last update was at 2013/11/27 19:30:55
On building Tyranid army flow chart.
Do you have enough Termagaunts?
No > Add More
Yes > No you don' t > Add more
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/11/27 19:41:39
Subject: Re:Best Tyranid Build in 6th
|
 |
Infiltrating Broodlord
|
NuggzTheNinja wrote:Somebody posted a horrifying Drop Nids list a while back with 3 Carnifexes wth TL devourers, a couple of Tyrants with the same, etc. It came to something like ~60 S6 shots arriving on T1.
Was it this list? It is a pretty good one . I like its efficiency.
We've dropped the devilgants for two dakkafexes, which are scarier.
Saythings wrote:Hive Tyrant (Warlord)
- TL Devourers (x2)
-Wings
Hive Tyrant
- TL Devourers (x2)
-Wings
-Hive Commander
1 Doom in Pod
2 Zoanthropes in Pod
Tervigon
-Cluster Spines
- TS/ ST (This Mamma charges forward with the other MCs)
-Catalyst/Dominion
Tervigon
-Cluster Spines
- TS (This Mamma camps objectives)
-Catalyst/Dominion
10 Termagants
10 Termagants
Carnifex in Mycetic Spore
- TL Devourers (x2)
Carnifex in Mycetic Spore
- TL Devourers (x2)
Carnifex in Mycetic Spore
- TL Devourers (x2)
If I go first:
Turn1: FNP/Endurance/Iron Arm on Flyrants, go into Swooping mode. Spawn. Move forward. Use terrain to LOS TMCs.
Turn2: Unleash hell with reserves. (3 Carnifex, 1 Doom)
If I go second:
Turn1: FNP on 2 Tervigons. Spawn. Move forward. Use terrain to LOS TMCs.
Turn2: Unleash hell with reserves. (2 Flyrants, 3 Carnifex, 1 Tervigon, 1 Doom)
Edit: I used switched some points ups before the Tournament. I believe this is the final list. 5 extra points were given to the advancing Tervigons for ST.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/11/27 20:10:15
Subject: Best Tyranid Build in 6th
|
 |
Regular Dakkanaut
|
I've been recently using,
Flyrant
Doom in a pod
2 Zoey's in a pod
Tervigon
Gribbles
Trygon w/Sacs
Trygon w/Sacs
Trygon w/Sacs
Turn 2 you have 22 T6 Wounds, and 8 (or more) 3++ in their face, make them decide whats worse, focus out their troops first and after losing 1 or 2 monsters fling into CC with their Warlord (A trygon is deadly against almost any warlord in CC)
Most games you can take out their scoring units and HQ while having line breaker. Then have mommy Tervigon poop more scoring units as she crawls towards the enemy.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/11/28 04:23:19
Subject: Best Tyranid Build in 6th
|
 |
Tea-Kettle of Blood
Adelaide, South Australia
|
Thatguyoverthere11 wrote:20 devilguants
60 shots
30 hits
vs TEQ 15 wounds
2 failed saves
Vs MEQ
5 failed saves
Vs GEQ
7.5 failed saves
240 points gets you that.
Get them within 6" of an Old Adversary Flyrant and you're looking at:
60 shots
35 hits
20.417 wounds
TEQ - 3.4 failed saves
MEQ - 6.8 failed saves
vs GEQ - 25.926 wounds, 17.284 failed saves
Yeah, drop nids are fun, but not quite as good as the triple Tervigon build.
|
Ailaros wrote:You know what really bugs me? When my opponent, before they show up at the FLGS smears themselves in peanut butter and then makes blood sacrifices to Ashterai by slitting the throat of three male chickens and then smears the spatter pattern into the peanut butter to engrave sacred symbols into their chest and upper arms.
I have a peanut allergy. It's really inconsiderate.
"Long ago in a distant land, I, M'kar, the shape-shifting Master of Chaos, unleashed an unspeakable evil! But a foolish Grey Knight warrior wielding a magic sword stepped forth to oppose me. Before the final blow was struck, I tore open a portal in space and flung him into the Warp, where my evil is law! Now the fool seeks to return to real-space, and undo the evil that is Chaos!" |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/11/28 05:11:04
Subject: Re:Best Tyranid Build in 6th
|
 |
Nurgle Veteran Marine with the Flu
|
I agree with all the above posts. But after all its not a good idea to buy/upgrade your army now when in a month or a bit longer there will be a new codex out there.  apart from that, yes MC spam is a thing, and GW wanted MCs to be awesome in this edition!
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/11/28 05:18:33
Subject: Best Tyranid Build in 6th
|
 |
Tunneling Trygon
|
I've been playing Nids pretty competitively for all of 6th, and it didn't take long to figure out the basic recipe. Unfortunately, there's not much wiggle room on what's "good" in the book.
Basically Flyrants, 2 Tervigons, min gants, Ymgarls, the Doom, and Biovores. In 1850+, I throw in another Tervigon. At 2000+, an extra Flyrant.
Other people have used the Swarmlord (tried it, disliked it) Zoanthropes (tried it, regretted it heavily) Hive Guard (tried it, they had no point in the army) Devilgants (haven't tried) and Gargoyles (haven't tried in 6th). So, yeah. Everything else is a major stretch to include.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/11/28 05:44:40
Subject: Re:Best Tyranid Build in 6th
|
 |
Tea-Kettle of Blood
Adelaide, South Australia
|
Gargoyles are actually quite effective, if only because they can actually catch Riptides.
|
Ailaros wrote:You know what really bugs me? When my opponent, before they show up at the FLGS smears themselves in peanut butter and then makes blood sacrifices to Ashterai by slitting the throat of three male chickens and then smears the spatter pattern into the peanut butter to engrave sacred symbols into their chest and upper arms.
I have a peanut allergy. It's really inconsiderate.
"Long ago in a distant land, I, M'kar, the shape-shifting Master of Chaos, unleashed an unspeakable evil! But a foolish Grey Knight warrior wielding a magic sword stepped forth to oppose me. Before the final blow was struck, I tore open a portal in space and flung him into the Warp, where my evil is law! Now the fool seeks to return to real-space, and undo the evil that is Chaos!" |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/11/28 06:29:01
Subject: Best Tyranid Build in 6th
|
 |
Grim Dark Angels Interrogator-Chaplain
|
Can't kill the tides when they catch them, but who cares goyls are cheap haha
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/11/28 06:43:40
Subject: Best Tyranid Build in 6th
|
 |
Tea-Kettle of Blood
Adelaide, South Australia
|
Formosa wrote:Can't kill the tides when they catch them, but who cares goyls are cheap haha
Toxin Sacs.
|
Ailaros wrote:You know what really bugs me? When my opponent, before they show up at the FLGS smears themselves in peanut butter and then makes blood sacrifices to Ashterai by slitting the throat of three male chickens and then smears the spatter pattern into the peanut butter to engrave sacred symbols into their chest and upper arms.
I have a peanut allergy. It's really inconsiderate.
"Long ago in a distant land, I, M'kar, the shape-shifting Master of Chaos, unleashed an unspeakable evil! But a foolish Grey Knight warrior wielding a magic sword stepped forth to oppose me. Before the final blow was struck, I tore open a portal in space and flung him into the Warp, where my evil is law! Now the fool seeks to return to real-space, and undo the evil that is Chaos!" |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/11/28 06:44:36
Subject: Re:Best Tyranid Build in 6th
|
 |
Secretive Dark Angels Veteran
|
I think Nid ICs really reallllly need cheap Invuln saves to be competitive. Currently they just get annihliated by Grav/Ion weaponry.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/11/28 15:05:41
Subject: Best Tyranid Build in 6th
|
 |
Longtime Dakkanaut
|
Formosa wrote:Can't kill the tides when they catch them, but who cares goyls are cheap haha
That shows that you do not understand Nids at all. First Toxin sacs wound you on a 4+, and 6's to hit auto wound. You will be making saves every turn and sooner or later you will roll enough wounds to die. Secondly, who cares if you die or not. You have just been tarpitted and your expensive model is now useless. You can kill 2-3 a turn for the rest of the game if you want or until one of the MCs walks by and ends the Riptide.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/11/28 16:57:40
Subject: Best Tyranid Build in 6th
|
 |
Regular Dakkanaut
|
I like to multiassault as much as possible with my gargoyles inorder to hold those units down while the doom floats by sucking off wounds.
I weened myself off double flyrants a long time ago. I go swarmlord, one guard with lash whips and biomancy. I cover my AA with the firestorm redoubt which, honestly, doesn't do a whole lot but it distracts my opponents
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/11/28 17:02:39
Subject: Best Tyranid Build in 6th
|
 |
Dakka Veteran
|
Mawlocs win games, I went 7-1 at nova (ended up 33rd or something out of 250 players, and mawlocs stole the show almost every game.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/11/28 18:10:31
Subject: Best Tyranid Build in 6th
|
 |
Grim Dark Angels Interrogator-Chaplain
|
Fragile wrote: Formosa wrote:Can't kill the tides when they catch them, but who cares goyls are cheap haha
That shows that you do not understand Nids at all. First Toxin sacs wound you on a 4+, and 6's to hit auto wound. You will be making saves every turn and sooner or later you will roll enough wounds to die. Secondly, who cares if you die or not. You have just been tarpitted and your expensive model is now useless. You can kill 2-3 a turn for the rest of the game if you want or until one of the MCs walks by and ends the Riptide.
Well gee willikers batman!! its almost like i said its impossible for them to kill the riptide, its good that i didnt mention that they are cheap and clearly not implying that i keep them that way, because if i did then i wouldnt be replying to a bone idle statement from some kid, I mean its not totally obvious that it will be tarpitted, gee i wish i had the brains of some person who hasnt been playing 25 years, wow that sure would be good.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/11/28 19:07:02
Subject: Best Tyranid Build in 6th
|
 |
Longtime Dakkanaut
|
Well Batman, some rough numbers, 20 Gargs, 40 attacks on the charge. 5 autowounds, 21 hits, 11 wounds. So 16 wounds on the charge =2 failed saves. Only takes 3 more and its dead,
Riptides turn, 18 attacks, 12 hits, 6 wounds, another failed save... 2 to go..
Hmmm not looking good for Mr. Riptide Batman... maybe you should send its some help.... cause someone is underestimating Gargoyles.
|
This message was edited 1 time. Last update was at 2013/11/28 19:07:30
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/11/28 20:49:30
Subject: Best Tyranid Build in 6th
|
 |
Regular Dakkanaut
|
Really krootman? That's something I never tried. What was your list?
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/11/28 23:59:55
Subject: Best Tyranid Build in 6th
|
 |
Dakka Veteran
|
They are fantastic, they won't kill much. But they are amazing at playing missions. They pop up and are a 6 w t6 model that can just sit on an objective. Also you can reburrow them and have them pop up on an objective at the end of the game.
An 1850 list that works for me is the following.
2 flyrants (one with old adversary, and one with hive commander)
Doom in pod
3 tervs (2 with 3 powers, one with 2)
3 10 man guants
2 mawlocs
Skyshield
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/11/29 00:44:30
Subject: Best Tyranid Build in 6th
|
 |
Tea-Kettle of Blood
Adelaide, South Australia
|
Thatguyoverthere11 wrote:I like to multiassault as much as possible with my gargoyles inorder to hold those units down while the doom floats by sucking off wounds.
I once killed Mephiston like that, it was hilarious.
I weened myself off double flyrants a long time ago. I go swarmlord, one guard with lash whips and biomancy. I cover my AA with the firestorm redoubt which, honestly, doesn't do a whole lot but it distracts my opponents
I'd love to run the Swarmlord, but with a Drop Nids list I desperately need double Flyrants for their mobility. I can't rely on Swarmlord getting Gate but I can always rely on Flyrants getting Wings.
|
Ailaros wrote:You know what really bugs me? When my opponent, before they show up at the FLGS smears themselves in peanut butter and then makes blood sacrifices to Ashterai by slitting the throat of three male chickens and then smears the spatter pattern into the peanut butter to engrave sacred symbols into their chest and upper arms.
I have a peanut allergy. It's really inconsiderate.
"Long ago in a distant land, I, M'kar, the shape-shifting Master of Chaos, unleashed an unspeakable evil! But a foolish Grey Knight warrior wielding a magic sword stepped forth to oppose me. Before the final blow was struck, I tore open a portal in space and flung him into the Warp, where my evil is law! Now the fool seeks to return to real-space, and undo the evil that is Chaos!" |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/11/29 01:50:55
Subject: Best Tyranid Build in 6th
|
 |
Grim Dark Angels Interrogator-Chaplain
|
Fragile wrote:Well Batman, some rough numbers, 20 Gargs, 40 attacks on the charge. 5 autowounds, 21 hits, 11 wounds. So 16 wounds on the charge =2 failed saves. Only takes 3 more and its dead,
Riptides turn, 18 attacks, 12 hits, 6 wounds, another failed save... 2 to go..
Hmmm not looking good for Mr. Riptide Batman... maybe you should send its some help.... cause someone is underestimating Gargoyles.
Nope not underestimating anything at all  I know exactly how they perform if i add toxin sacs and what not, but captain obvious says i want them cheap so i can fit other things in my army, that armies tyranids btw since you seem like you need everything spelled out for you.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/11/29 02:24:29
Subject: Re:Best Tyranid Build in 6th
|
 |
Tea-Kettle of Blood
Adelaide, South Australia
|
Personally, I think the massive threat increase the 1 ppm Toxin Sacs provide is well worth the price unless you're only using the Gargoyles as a screen to make up for lack of terrain on your usual gaming tables.
|
Ailaros wrote:You know what really bugs me? When my opponent, before they show up at the FLGS smears themselves in peanut butter and then makes blood sacrifices to Ashterai by slitting the throat of three male chickens and then smears the spatter pattern into the peanut butter to engrave sacred symbols into their chest and upper arms.
I have a peanut allergy. It's really inconsiderate.
"Long ago in a distant land, I, M'kar, the shape-shifting Master of Chaos, unleashed an unspeakable evil! But a foolish Grey Knight warrior wielding a magic sword stepped forth to oppose me. Before the final blow was struck, I tore open a portal in space and flung him into the Warp, where my evil is law! Now the fool seeks to return to real-space, and undo the evil that is Chaos!" |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/11/29 02:34:15
Subject: Best Tyranid Build in 6th
|
 |
Regular Dakkanaut
|
I don't think I would ever take gargoyles in groups of less than 20... 25 really is the lower limit.
I always do toxins and adrenal glands both. For 2 points you really can't buy better upgrades. I also usually take zoanthropes to buff that squad with things like endurance and telekine dome.
I found out a long time ago that taking as many cheap things as possible isn't a very fun way to play warhammer. Not only do you have a mountain of figures to push around but they can't actually contribute other than to die as slow as possible so that you can sneak a win. I figure that if anything is worth taking in 40k it's worth upgrading. I don't take every upgrade, but I take the extra powers for my tervigons and whatever else I need to be effective. I'd rather have 30 maxed out gargoyles over 40 normal gargoyles.
|
|
 |
 |
|