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![[Post New]](/s/i/i.gif) 2016/10/17 23:20:11
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
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Towering Hierophant Bio-Titan
Mexico
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pinecone77 wrote:I don't think they are manditory at all.  But if you have IG sitting on a shelf, this lets you use them.
The GSC book mentions some Stealers being corrupted by Nurgle...maybe come the "End tymes( tm)" I can put Marks on Warriors, and Stealers?  Stealers with Blight Grenades? Zoeys with Marks of Tzench?
"I cast Rubic of the Hive Mind"
Tyranids themselves can't be corrupted because the Hive Mind, but Genestealers away of the Hive Fleets don't have that protection.
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![[Post New]](/s/i/i.gif) 2016/10/18 00:59:31
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
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Tough Tyrant Guard
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ShredderShards wrote:what I'm using
Flyrant
Flyrant
Malanthrope
Zoanthrope
Zoanthrope
10x Hormagaunts
10x Hormagaunts
10x Gargoyles
10x Gargoyles
10x Gargoyles
2x Dakkafex
2x Dakkafex
2x Dakkafex
mobile tarpits and board control with the infantry with enough Synapse bubbles to support it, and a gakload of dice. Kicks ass if you get Master of Ambush. Plenty of rolls for Onslaught as well. Any feedback is fine, except for "add more Flyrants" or "add GSC".
I run a very similar list. I run 2x20 hormagants and 2x10 termagants instead of 2x10 and 3x10 gargs, only 1x2 dakkafex, one walking tyrant with 3 guard, 1x3 Biovore, and Deathleaper assassin brood. Struggles vs super hard top tier lists, but anything that isn't likely to be seen at the top tables is going to probably get wrecked. The style of list is like somewhere along the edge of tier 2/1. Variations on it are what I've been running since 6th edition dropped. I've won and placed in a lot of 8/16 man tournaments, where you can get to round 3 without running into a GT list, but you'll generally always reach one in the final round, and that's when the music tends to stop.
Combined arms Tyranid armies' (Rather than flyrant spam or horde) biggest issue, in my experience, is that it lacks the force projection to really deal with Eldar/Tau armies that can bring tons of firepower and/or mobility. The 5th edition book had Ymgarls and Doom, which could be used to great effect in 6th edition, as well as biomancy Flyrants. In 6th, we just have a hard time getting there with enough in tact to pin them down and kill them. Getting first turn and Catalyst can make a huge difference, but in general, unless you're bringing 60+ gribblies, you're not likely to get enough across the board fast enough to hold stuff down. On top of that, outside of Flyrants and Mawlocs, it's hard to get something that can do damage while crossing the board, and not just be a sitting duck on arrival.
But, dakkafex are criminally underrated by most people. They can do some serious heavy lifting, and like you said, if you get master of ambush, they become seriously deadly, particularly with turn 1.
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![[Post New]](/s/i/i.gif) 2016/10/18 01:02:42
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
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Sword-Bearing Inquisitorial Crusader
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Tyran wrote:pinecone77 wrote:I don't think they are manditory at all.  But if you have IG sitting on a shelf, this lets you use them.
The GSC book mentions some Stealers being corrupted by Nurgle...maybe come the "End tymes( tm)" I can put Marks on Warriors, and Stealers?  Stealers with Blight Grenades? Zoeys with Marks of Tzench?
"I cast Rubic of the Hive Mind"
Tyranids themselves can't be corrupted because the Hive Mind, but Genestealers away of the Hive Fleets don't have that protection.
Nurgle....plus nids......  The only thing cooler would be genestealer orks haha
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I would sign this contract but I already ate the potato
GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment. |
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![[Post New]](/s/i/i.gif) 2016/10/18 02:11:00
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
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Drone without a Controller
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pinecone77 wrote:I don't think they are manditory at all.  But if you have IG sitting on a shelf, this lets you use them.
The GSC book mentions some Stealers being corrupted by Nurgle...maybe come the "End tymes( tm)" I can put Marks on Warriors, and Stealers?  Stealers with Blight Grenades? Zoeys with Marks of Tzench?
"I cast Rubic of the Hive Mind"
damn. i think screamers would make amazing units for nids
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![[Post New]](/s/i/i.gif) 2016/10/19 21:24:56
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
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Longtime Dakkanaut
Cheyenne WY
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Shoot, GSC of Slanesh...if That won't give you nightmares...  But T5 Warriors would solve So many issues...
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The will of the hive is always the same: HUNGER |
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![[Post New]](/s/i/i.gif) 2016/10/23 04:07:48
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
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Human Auxiliary to the Empire
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Hello tyranid players I come seeking advice. Several years ago I started building a Tau army. During that time I also always desired playing an assault oriented Tyranid army as zerg was always my favorite Starcraft army and they're just so different from tau. Recently I managed to pick up some tyranid models very inexpensively.
I was looking to try and build an army list with as few guns as possible, that spends the first turn or two running across the board getting shot before just overwhelming my opponents with hormagaunts and monsterous creatures in CC.
I am very aware that this isn't remotely close to a "competitive list". However many opponents in my area would likely struggle with one flyrant. Two would probably be extremely oppressive. If you're familiar with Tau, my last army featured 13 stealth suits, a squad of Vespid, 3 razorsharks, two squads of kroot and a coldstar commander and I only narrowly lost a game 12-11. So an almost gun free-list should do somewhat decently.
So with that in mind here are the units that I just recently bought.
Winged Hive Tyrant
Trygon
3 Carnifex
10 Gargoyles
6 Warriors
3 Tyrant Guard
Broodlord
16 Genestealers
12 Hormagaunts
I was thinking of picking up a couple more genestealers to run them in the first curse formation, along with another mawloc/trygon, and some venomthropes.
So how many hormagaunts are a reasonable amount to try and obtain for this army list? What's the best way to outfit them? Naked or with upgrades?
Is there an ok way to run a flying hive tyrant that focuses on CC? Would sticking him in a blob of Gargoyles be somewhat ok?
How good are raveners? Looks like they have a spiffy deepstrike formation.
Experience with swarmlord? He looks pretty beastly once he assaults people.
Zoanthropes seem cool too.
If I run a wrecker node. Should I just do three squads of 1 carnifex or should I keep my eyes open for more?
What's a good balance of little to big bugs?
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This message was edited 2 times. Last update was at 2016/10/23 04:10:34
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![[Post New]](/s/i/i.gif) 2016/10/23 04:55:41
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
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Sneaky Lictor
oromocto
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materpillar wrote:Hello tyranid players I come seeking advice. Several years ago I started building a Tau army. During that time I also always desired playing an assault oriented Tyranid army as zerg was always my favorite Starcraft army and they're just so different from tau. Recently I managed to pick up some tyranid models very inexpensively.
I was looking to try and build an army list with as few guns as possible, that spends the first turn or two running across the board getting shot before just overwhelming my opponents with hormagaunts and monsterous creatures in CC.
I am very aware that this isn't remotely close to a "competitive list". However many opponents in my area would likely struggle with one flyrant. Two would probably be extremely oppressive. If you're familiar with Tau, my last army featured 13 stealth suits, a squad of Vespid, 3 razorsharks, two squads of kroot and a coldstar commander and I only narrowly lost a game 12-11. So an almost gun free-list should do somewhat decently.
So with that in mind here are the units that I just recently bought.
Winged Hive Tyrant
Trygon
3 Carnifex
10 Gargoyles
6 Warriors
3 Tyrant Guard
Broodlord
16 Genestealers
12 Hormagaunts
I was thinking of picking up a couple more genestealers to run them in the first curse formation, along with another mawloc/trygon, and some venomthropes.
So how many hormagaunts are a reasonable amount to try and obtain for this army list? What's the best way to outfit them? Naked or with upgrades?
Is there an ok way to run a flying hive tyrant that focuses on CC? Would sticking him in a blob of Gargoyles be somewhat ok?
How good are raveners? Looks like they have a spiffy deepstrike formation.
Experience with swarmlord? He looks pretty beastly once he assaults people.
Zoanthropes seem cool too.
If I run a wrecker node. Should I just do three squads of 1 carnifex or should I keep my eyes open for more?
What's a good balance of little to big bugs?
First and most important you only have 2 synapse creatures currently (Flyrant and warriors) You will need more if you don't want your army crumbing after the first turn or two.
I would suggest some Zoanthropes for sure as they are both synapse and good warp charge batteries.
The next suggestion is at least one Malanthrope to both give a shrouded bubble and as more synapse.
Swarmlord is a beast in close combat but he needs to get there and that's the problem. He also needs 150pts of tyrant guard if you want him to survive long enough to get to combat as well as his already high cost. In a swarm he might be useful but honestly I have never used him except in very casual fluffy games.
Edit: Oh and there is a great melee flyrant formation that adds him to 2 broods of gargoyles and makes them all one unit.
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This message was edited 1 time. Last update was at 2016/10/23 04:57:47
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![[Post New]](/s/i/i.gif) 2016/10/23 06:43:27
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
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Longtime Dakkanaut
Cheyenne WY
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materpillar wrote:Hello tyranid players I come seeking advice. Several years ago I started building a Tau army. During that time I also always desired playing an assault oriented Tyranid army as zerg was always my favorite Starcraft army and they're just so different from tau. Recently I managed to pick up some tyranid models very inexpensively. I was looking to try and build an army list with as few guns as possible, that spends the first turn or two running across the board getting shot before just overwhelming my opponents with hormagaunts and monsterous creatures in CC. I am very aware that this isn't remotely close to a "competitive list". However many opponents in my area would likely struggle with one flyrant. Two would probably be extremely oppressive. If you're familiar with Tau, my last army featured 13 stealth suits, a squad of Vespid, 3 razorsharks, two squads of kroot and a coldstar commander and I only narrowly lost a game 12-11. So an almost gun free-list should do somewhat decently. So with that in mind here are the units that I just recently bought. Winged Hive Tyrant Trygon 3 Carnifex 10 Gargoyles 6 Warriors 3 Tyrant Guard Broodlord 16 Genestealers 12 Hormagaunts I was thinking of picking up a couple more genestealers to run them in the first curse formation, along with another mawloc/trygon, and some venomthropes. So how many hormagaunts are a reasonable amount to try and obtain for this army list? What's the best way to outfit them? Naked or with upgrades? Is there an ok way to run a flying hive tyrant that focuses on CC? Would sticking him in a blob of Gargoyles be somewhat ok? How good are raveners? Looks like they have a spiffy deepstrike formation. Experience with swarmlord? He looks pretty beastly once he assaults people. Zoanthropes seem cool too. If I run a wrecker node. Should I just do three squads of 1 carnifex or should I keep my eyes open for more? What's a good balance of little to big bugs? Well shoot, no fast and easy answers...I'd say you likely want a bunch more Hormies say 30x or so. Nids, IMO work best in teams..so I'd look to build two or three teams around your Carnifexen... So "Bug Star" Carnifex, Hormies x10, Zoanthrope, Venothrope...the Hormagaunts "screen" giving a cover save to the Big Bugs, Veno Shrouds so the all get a solid save, Hormies are lightning fast...Run till you get into charge range.. You can get some Warriors to build one as well. So, CAD Winged Tyrant Swarm lord? Elites, one Zoey, two Venos Heavy: Two Broods of Fexen (1 to 3 in each) (Maybe 2x in each? or x2, x1?) Troops: two bug Broods of Hormies say 15+, Warrior Brood x3 vanilla for extra Synapse... add in your Stealers with a Brood lord..use Out Flank? add spice to taste..if you get a charge off you can trash most anything. Other medium useful units is a Tervigon: Thorax hive: Electro grubs, and x30 Termagants to make it a Troop...Hive Commander lets you Outflank the Tervagon Good luck! And welcome to the Hive Mind!
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This message was edited 1 time. Last update was at 2016/10/23 06:45:03
The will of the hive is always the same: HUNGER |
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![[Post New]](/s/i/i.gif) 2016/11/02 01:24:29
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
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Regular Dakkanaut
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Now that everybody has had a chance to dig into the 'stealer cult, how do people think it is going work as an ally to Tyranids?
I was able to fit the First Curse formation into a 5-flyrant build at 1850. It ended up with a weird amount of points left over (around 110), not enough for a Crone/Mawloc, but too many to burn off in Mucolids, so I ended up adding a bunch of gargoyles to it. I'll be running it at a local event on the 20th. I'm heavily limited by models for this build: I don't own any Malenthropes, otherwise I'd suck up spare points with them, and I won't have time to do much painting, so I went with the First Curse because all I need to do for it is build and paint the Patriarch.
I've been playing with GC options for the 6-flyrant builds. Right now I'm inclined to use Subterranean Uprising. The core 6-flyrant build runs 1620 points (6x flying hive tyrant, egrubs, devourers, 2x venomthrope, 6x mucolid), leaving 230 to play with. With limited ability to take lots of cult units I want to maximize use of them, particularly value out of the Cult Ambush chart, thus the Subterranean Uprising to get the extra rolls. I have not settled on a build yet, and I'll probably experiment with a lot of variants as I get models built.
I feel like there should be some way to combo GC summoning with Tervigon's and Endless swarm to get absurd amounts of models on the table. The GC would be up front and the 'nid's would be camping on objectives with objective secured. It would be fun to play, not involve flyrants, and rather fluffy, but I have yet to find a way to make it work that I like.
Thoughts?
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![[Post New]](/s/i/i.gif) 2016/11/02 13:54:06
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
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Ultramarine Land Raider Pilot on Cruise Control
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babelfish wrote:Now that everybody has had a chance to dig into the 'stealer cult, how do people think it is going work as an ally to Tyranids? I was able to fit the First Curse formation into a 5-flyrant build at 1850. It ended up with a weird amount of points left over (around 110), not enough for a Crone/Mawloc, but too many to burn off in Mucolids, so I ended up adding a bunch of gargoyles to it. I'll be running it at a local event on the 20th. I'm heavily limited by models for this build: I don't own any Malenthropes, otherwise I'd suck up spare points with them, and I won't have time to do much painting, so I went with the First Curse because all I need to do for it is build and paint the Patriarch. I've been playing with GC options for the 6-flyrant builds. Right now I'm inclined to use Subterranean Uprising. The core 6-flyrant build runs 1620 points (6x flying hive tyrant, egrubs, devourers, 2x venomthrope, 6x mucolid), leaving 230 to play with. With limited ability to take lots of cult units I want to maximize use of them, particularly value out of the Cult Ambush chart, thus the Subterranean Uprising to get the extra rolls. I have not settled on a build yet, and I'll probably experiment with a lot of variants as I get models built. I feel like there should be some way to combo GC summoning with Tervigon's and Endless swarm to get absurd amounts of models on the table. The GC would be up front and the 'nid's would be camping on objectives with objective secured. It would be fun to play, not involve flyrants, and rather fluffy, but I have yet to find a way to make it work that I like. Thoughts? I know you said you're limited by models atm but as soon as you change build up and paint a Malanthrope, do it! As long as Forgeworld isn't a limitation in your meta, Malanthropes will always trump 2 Venomthropes. S8 is everywhere for doubling out Venoms where as S10 ignores cover is very limited. As an added bonus, it's cheaper! As to my thoughts on Nids and friends. I'm liking 5 Flyrants and a single CAD of GSC. Having a single Magus with all the goodies in a large blob of Neophytes. Rolling aggressively on GSC's table for summoning. Spamming WC2 summons to avoid perils as much as possible, then swapping to WC3 later in the game. 10 WCs from Nids cast as many Catalysts as necessary and then throw the remainder at the Magus.
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This message was edited 1 time. Last update was at 2016/11/02 13:57:05
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![[Post New]](/s/i/i.gif) 2016/11/03 16:51:10
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
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Sneaky Lictor
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Wow, I can't believe it, I've been out of the loop for 2 years and this thread is still going strong!
Since I've been gone for so long, does anyone want to summarize some of the changes? Unfortunately, my googlefu is weak today.
Last I recall, Tyranids were getting the Mucolids, Tyrranocytes, Sporocytes and etc......so I left the "scene" after formations were becoming a regular occurance.
More recently, I'm reading things about the Genestealer cult release which are exciting to me, but makes me sad that the ever so fearsome (4th edition) Codex: Tyranids Genestealers have not gotten any love....
I will say, what my googlefu and past experience does show me, is that pretty much any lists that are considered to be equally competitive to ANY other factions rely HEAVILY on the one, the only the Flyrant. The last game I played in, I used this list (and I think I'm dating myself by just seeing the formatting):
TL;DR
I've been gone for 2 years, want to learn about what has come about since then that has changed the way my true love (Tyranids) play. Can you point me anywhere that is "updated" on new rulings/ FAQs/erratas?
Finally, (feel free to skip this one) when's the next edition going to be released? Do I re-familiarize myself with current edition rules only to have them changed on me in the near future or do I wait?
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![[Post New]](/s/i/i.gif) 2016/11/03 18:57:07
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
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Longtime Dakkanaut
Cheyenne WY
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roxor08 wrote:Wow, I can't believe it, I've been out of the loop for 2 years and this thread is still going strong!
Since I've been gone for so long, does anyone want to summarize some of the changes? Unfortunately, my googlefu is weak today.
Last I recall, Tyranids were getting the Mucolids, Tyrranocytes, Sporocytes and etc......so I left the "scene" after formations were becoming a regular occurance.
More recently, I'm reading things about the Genestealer cult release which are exciting to me, but makes me sad that the ever so fearsome (4th edition) Codex: Tyranids Genestealers have not gotten any love....
I will say, what my googlefu and past experience does show me, is that pretty much any lists that are considered to be equally competitive to ANY other factions rely HEAVILY on the one, the only the Flyrant. The last game I played in, I used this list (and I think I'm dating myself by just seeing the formatting):
TL;DR
I've been gone for 2 years, want to learn about what has come about since then that has changed the way my true love (Tyranids) play. Can you point me anywhere that is "updated" on new rulings/ FAQs/erratas?
Finally, (feel free to skip this one) when's the next edition going to be released? Do I re-familiarize myself with current edition rules only to have them changed on me in the near future or do I wait?
Nice list!  But these days it is all Fly'rant all the time..  I don;t like it much, but massive fire power is a "thing" including lots of "D".  So "normal" Big Bugs just be blasted into pulp.
If you can, take a look at GSC. If for no other reason they can be allies with Nids!  Welcome back, the Hive Mind welcomes all!
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The will of the hive is always the same: HUNGER |
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![[Post New]](/s/i/i.gif) 2016/11/03 18:58:21
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
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Enigmatic Chaos Sorcerer
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It is very much codex: Flyrant. We are to the point where 6 are being shoehorned in now.
Genestealer Cult was an awesome release both thematic and good on the table.
8th will be in the first two quarters of 2017. I'm holding out hope that either the core rules or an early Nid Codex unshelves my Hive Fleet.
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BlaxicanX wrote:A young business man named Tom Kirby, who was a pupil of mine until he turned greedy, helped the capitalists hunt down and destroy the wargamers. He betrayed and murdered Games Workshop.
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![[Post New]](/s/i/i.gif) 2016/11/04 00:34:13
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
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Regular Dakkanaut
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Saythings wrote:
I know you said you're limited by models atm but as soon as you change build up and paint a Malanthrope, do it! As long as Forgeworld isn't a limitation in your meta, Malanthropes will always trump 2 Venomthropes. S8 is everywhere for doubling out Venoms where as S10 ignores cover is very limited. As an added bonus, it's cheaper!
I've proxied the Malanthrope before, and I agree that it is in general far better than 2 Venomthropes, but in mass (5+) Flyrant builds I prefer running two Venomthropes instead of a single Malanthrope. I find that the first turn flexibility of two cover bubbles is more important than the turn 2+ advantages of the Malanthrope. Yeah, every so often I roll a one vs a melta and lose a venomthrope to the first shot fired, but in general anyone who has enough ignores cover to kill a Venomthrope and threaten a Flyrant has enough ignores cover to kill a Malanthrope and threaten a Flyrant.
Two Malanthropes would obviously better than either other option, but two Malanthropes start cutting into points I would rather be putting in Tyrants.
[quoteSaythings 572843 8996765 null] As to my thoughts on Nids and friends. I'm liking 5 Flyrants and a single CAD of GSC. Having a single Magus with all the goodies in a large blob of Neophytes. Rolling aggressively on GSC's table for summoning. Spamming WC2 summons to avoid perils as much as possible, then swapping to WC3 later in the game. 10 WCs from Nids cast as many Catalysts as necessary and then throw the remainder at the Magus.
Even with the artifact, that Magus only gets 3 rolls for spells, which is what, 60% to get summoning? I'd want to be in the 90% range if I was going to rely on the spell. I like Neophytes as extra Magus wounds, what about running a smaller unit of them, using the rest of the CAD for Acolyte MSU?
Automatically Appended Next Post: roxor08 wrote:Wow, I can't believe it, I've been out of the loop for 2 years and this thread is still going strong!
Since I've been gone for so long, does anyone want to summarize some of the changes? Unfortunately, my googlefu is weak today.
Last I recall, Tyranids were getting the Mucolids, Tyrranocytes, Sporocytes and etc......so I left the "scene" after formations were becoming a regular occurance.
More recently, I'm reading things about the Genestealer cult release which are exciting to me, but makes me sad that the ever so fearsome (4th edition) Codex: Tyranids Genestealers have not gotten any love....
I will say, what my googlefu and past experience does show me, is that pretty much any lists that are considered to be equally competitive to ANY other factions rely HEAVILY on the one, the only the Flyrant. The last game I played in, I used this list (and I think I'm dating myself by just seeing the formatting):
TL;DR
I've been gone for 2 years, want to learn about what has come about since then that has changed the way my true love (Tyranids) play. Can you point me anywhere that is "updated" on new rulings/ FAQs/erratas?
Finally, (feel free to skip this one) when's the next edition going to be released? Do I re-familiarize myself with current edition rules only to have them changed on me in the near future or do I wait?
First, no solid news on the new edition, but the rumor mill has started to spin up on it. Sometime next year maybe?
Second, non-casual Tyranids are Codex:Flyrant now. Depending on event rules and points you can shove absurd amounts of flying Hive Tyrants into a build. The new stuff we got was interesting, but not much of it stands up to the sillyness that everybody else can bring right now. Some people have had success with the Endless Swarm formation, which lets you bring back certain dead units to get lots and lots of small bugs all over the place, but it is an uphill battle even before factoring in trying to finish a game with 90+ models before the clock runs out.
They typical competitive 'nid list uses the HIve Fleet formation (which lets you take 3 HQ if you take at least 3 Troops), Mucolids (which you can take as 1 model squads to get 15 point troop units), and Venomthropes (which help keep your Flyrants alive until they get into the air if you go second) in order to run at least 5 flyrants. The 5 flyrant version is about 1,400 points, the 6 flyrant version around 1600. You can run 7 for less than 1850, if your willing to give up a venomthrope, by doing 2 CAD's and the Hive Fleet formation, and 8 at 2000, if you give up the venomthropes and half of your electroshock grubs.
Most people run 5-6 flyrants and add various units to fill in gaps. Mawlocs are common. I've seen devourer equiped 'gants in a Tyranocyte (drop pod) which can do a lot of infantry killing. I personally run 6 flyrants with two small genestealer units, mostly because there is a White Scars build in my area that I really struggle with unless I use the genestealers to infiltration to block his scout moves.
Tactics are simple: pick the unit you like the least, throw flyrants at it until it goes away, repeat. Most armies struggle to deal with flyrants, but the build struggles with scoring, particular in the ITC style missions which emphasize controlling objectives during the game. It also has a few bad matchups, but not many. A skilled flyrant player can get onto the top tables at a major event, but it is really hard to win it.
Genestealer cult looks like it will strengthen flyrant builds, but it is so early that nobody is sure what the best options are.
TL R Flyrants good. Everything else bad. Genestealer cult maybe good?
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This message was edited 1 time. Last update was at 2016/11/04 01:08:11
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![[Post New]](/s/i/i.gif) 2016/11/08 13:57:30
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
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Infiltrating Broodlord
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Just to float the idea out there while on the subject of Genestealer Cults, but has anyone considered Drop Pod 'nids in conjunction with our new allies? One of the biggest problems Drop Pod 'nids has had based on what I have read elsewhere (don't have enough pods to play such a list myself) is the lack of a solid force to bunker up on Turn 1 without having the army split between aggressive deepstriking forces and backfield forces. The Genestealer Cults offer a way to handle the first turn garrison that can then fade away Turn 2 and rejoin the main force Turn 3, putting the entire army on the enemy's side of the table. Alternatively, the cult can offer first turn pressure to protect the deep striking units. Depending on the build and rolls on the Cult Ambush table, it might be possible to have a large chunk of the enemy already tied up before the pods arrive and after that it is just clean up work. Even melee Warriors dropped in via Tyrannocyte might live to see combat if the enemy has to deal with multiple squads of deranged hybrids on their doorstep...
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This message was edited 2 times. Last update was at 2016/11/08 13:59:22
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![[Post New]](/s/i/i.gif) 2016/11/08 18:12:21
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
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Tough Tyrant Guard
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Actually part of my list for the upcoming TSHFT if I can attend. Return of the cupcakes!
Although now they are tyrannocytes.
I think a mix of cult and drop in nids can be a lot of pressure in an opponents face. Don't use the subterranean swarm, and bring a whole whack of spores and you can potentially do a tyranid null deploy without the chance of giving up first blood.
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~seapheonix
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![[Post New]](/s/i/i.gif) 2016/11/09 23:24:38
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
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Fixture of Dakka
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I've kinda been out of the loop and haven't played a game of 40K in months. However, I have a 2500 tournament this Sat which I am going to (and without any preparation/practice against the recent slew of competitive lists).
I plan to bring a flyrant-spam list, though I haven't decided exactly on the composition.
My friend and fellow teammate, iNcontrol, is bringing Tyranids + genestealer cults. From what I've heard, the GSC are pretty damn good and synergizes very well with the main army.
In any case, there's going to be 2 very good bug players at the tournament and I hope one of us can take it.
I'll write up a summary of the tourney here after the event is done. Wish me luck!
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![[Post New]](/s/i/i.gif) 2016/11/09 23:33:53
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
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Towering Hierophant Bio-Titan
Mexico
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jy2 wrote:I've kinda been out of the loop and haven't played a game of 40K in months. However, I have a 2500 tournament this Sat which I am going to (and without any preparation/practice against the recent slew of competitive lists).
I plan to bring a flyrant-spam list, though I haven't decided exactly on the composition.
My friend and fellow teammate, iNcontrol, is bringing Tyranids + genestealer cults. From what I've heard, the GSC are pretty damn good and synergizes very well with the main army.
In any case, there's going to be 2 very good bug players at the tournament and I hope one of us can take it.
I'll write up a summary of the tourney here after the event is done. Wish me luck!
GSC have a massive ground control. They may be incredibly fragile, but their ability to redeploy to anywhere on the map means that it is very easy to control most of the objectives, which makes them a good support to the Flyrants.
Plus the occasional charge from reserves is nice.
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![[Post New]](/s/i/i.gif) 2016/11/10 17:27:36
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
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Fixture of Dakka
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Tyran wrote: jy2 wrote:I've kinda been out of the loop and haven't played a game of 40K in months. However, I have a 2500 tournament this Sat which I am going to (and without any preparation/practice against the recent slew of competitive lists).
I plan to bring a flyrant-spam list, though I haven't decided exactly on the composition.
My friend and fellow teammate, iNcontrol, is bringing Tyranids + genestealer cults. From what I've heard, the GSC are pretty damn good and synergizes very well with the main army.
In any case, there's going to be 2 very good bug players at the tournament and I hope one of us can take it.
I'll write up a summary of the tourney here after the event is done. Wish me luck!
GSC have a massive ground control. They may be incredibly fragile, but their ability to redeploy to anywhere on the map means that it is very easy to control most of the objectives, which makes them a good support to the Flyrants.
Plus the occasional charge from reserves is nice.
In such a case, when playing against GSC, you need to place the objectives as close together as possible to diminish the ground control advantage. This way, so no matter which objective they "re-appear" at, the GSC units are still threatened.
Conversely, as the GSC player, you will want to spread the objectives apart to take advantage of their "mobility".
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![[Post New]](/s/i/i.gif) 2016/11/10 20:16:46
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
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Longtime Dakkanaut
Cheyenne WY
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jy2 wrote:I've kinda been out of the loop and haven't played a game of 40K in months. However, I have a 2500 tournament this Sat which I am going to (and without any preparation/practice against the recent slew of competitive lists).
I plan to bring a flyrant-spam list, though I haven't decided exactly on the composition.
My friend and fellow teammate, iNcontrol, is bringing Tyranids + genestealer cults. From what I've heard, the GSC are pretty damn good and synergizes very well with the main army.
In any case, there's going to be 2 very good bug players at the tournament and I hope one of us can take it.
I'll write up a summary of the tourney here after the event is done. Wish me luck!
Good luck!
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The will of the hive is always the same: HUNGER |
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![[Post New]](/s/i/i.gif) 2016/11/10 21:28:14
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
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Fixture of Dakka
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Thanks.
I'm actually hoping I get matched up against iNcontrol's army (but not for the 1st round, more like for a final round matchup). That will give me a lot of useful data for how the GSC works, which I can then share with this thread.
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This message was edited 1 time. Last update was at 2016/11/10 21:28:46
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![[Post New]](/s/i/i.gif) 2016/11/10 21:44:43
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
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Regular Dakkanaut
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jy2 wrote:Tyran wrote: jy2 wrote:I've kinda been out of the loop and haven't played a game of 40K in months. However, I have a 2500 tournament this Sat which I am going to (and without any preparation/practice against the recent slew of competitive lists).
I plan to bring a flyrant-spam list, though I haven't decided exactly on the composition.
My friend and fellow teammate, iNcontrol, is bringing Tyranids + genestealer cults. From what I've heard, the GSC are pretty damn good and synergizes very well with the main army.
In any case, there's going to be 2 very good bug players at the tournament and I hope one of us can take it.
I'll write up a summary of the tourney here after the event is done. Wish me luck!
GSC have a massive ground control. They may be incredibly fragile, but their ability to redeploy to anywhere on the map means that it is very easy to control most of the objectives, which makes them a good support to the Flyrants.
Plus the occasional charge from reserves is nice.
In such a case, when playing against GSC, you need to place the objectives as close together as possible to diminish the ground control advantage. This way, so no matter which objective they "re-appear" at, the GSC units are still threatened.
Conversely, as the GSC player, you will want to spread the objectives apart to take advantage of their "mobility".
I agree with this and suggest at least one objective close to your board edge as well. My ideal GSC objective placement would be one objective in each of my corners, 6-10 inches from the back and side edges. With that objective placement it is almost impossible for a returning unit not to be able to claim/contest those objectives. If I am placing more than two objectives I'm going to try to put them about midway down the table and close to the side of the table, opposite any objective the other player has placed. My goal is going to be to maximize the chances of any given unit being able to come back onto the board on an objective and to force the other player to spread out as much possible or just give up on certain objectives.
Full disclosure, this is all theory hammer: my GSC right now consists of about 30 'stealers, an unprimed Magus, an unprimed Primus, and a half complete Patriarch.
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![[Post New]](/s/i/i.gif) 2016/11/10 22:16:10
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
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Sneaky Lictor
oromocto
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GSC are wonderful at board control even without the subterranean uprising giving you 2 dice. For 60 points you have 10 neophytes with an autocannon that can jump around to wherever you need them and still reach out and do a bit of damage to nearly anything. Put them in a CAD and they are objective secured. The other 9 are all ether las rifles that can punish anyone thinking they are easy to kill or shift. If you have the points you could add 2 flamers but I say keep them cheap. 5 of these would cost 300 pts and be really effective in a CAD with a pair of Magus fishing for Summoning. Just 430pts
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This message was edited 1 time. Last update was at 2016/11/10 22:16:54
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![[Post New]](/s/i/i.gif) 2016/11/14 19:08:07
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
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Fixture of Dakka
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Just a quick preview, but I did not end up playing against iNcontrol. I played against Wulfen Space Wolves, Space Marines + Eldar alpha-strike army with grav & scatbikes, and a super-shooty Eldar army with scatbikes and lots of D.
Well, the good news is that Tyranids won the event and there were only 2 Tyranid players (me and iNcontrol). I ran the more traditional Tyranid list whereas Geoff ran Tyranids + GSC. So which one of us won?
I'll get to that later today (or maybe tomorrow) when I have more time to write up my summary.
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This message was edited 3 times. Last update was at 2016/11/14 19:14:15
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![[Post New]](/s/i/i.gif) 2016/11/14 21:56:26
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
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Towering Hierophant Bio-Titan
Mexico
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iNcontrol.
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This message was edited 1 time. Last update was at 2016/11/14 21:57:01
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![[Post New]](/s/i/i.gif) 2016/11/14 23:48:07
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
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Longtime Dakkanaut
Cheyenne WY
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jy2 wrote:Just a quick preview, but I did not end up playing against iNcontrol. I played against Wulfen Space Wolves, Space Marines + Eldar alpha-strike army with grav & scatbikes, and a super-shooty Eldar army with scatbikes and lots of D.
Well, the good news is that Tyranids won the event and there were only 2 Tyranid players (me and iNcontrol). I ran the more traditional Tyranid list whereas Geoff ran Tyranids + GSC. So which one of us won?
I'll get to that later today (or maybe tomorrow) when I have more time to write up my summary.
Great news!
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The will of the hive is always the same: HUNGER |
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![[Post New]](/s/i/i.gif) 2016/11/16 00:17:50
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
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Regular Dakkanaut
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jy2 wrote:Just a quick preview, but I did not end up playing against iNcontrol. I played against Wulfen Space Wolves, Space Marines + Eldar alpha-strike army with grav & scatbikes, and a super-shooty Eldar army with scatbikes and lots of D.
Well, the good news is that Tyranids won the event and there were only 2 Tyranid players (me and iNcontrol). I ran the more traditional Tyranid list whereas Geoff ran Tyranids + GSC. So which one of us won?
I'll get to that later today (or maybe tomorrow) when I have more time to write up my summary.
Well done. Tyranids winning events is always awesome. I'm looking forward to the write up.
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![[Post New]](/s/i/i.gif) 2016/11/16 07:46:23
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
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Fixture of Dakka
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So this was what I brought:
3 detachments ( CAD x2, Leviathan)
7x Flyrants
7x Mucolids
4x Mawlocs
Void Shield Generator w/3x Shields + Comms Relay
2500-pts
Geoff (iNcontrol) brought mainly GSC and a small detachment of Tyranids, including 2 flyrants, 2x mucolids and 1 mawloc (1850 of GSC and 650 of Tyranids).
Round #1 vs Space Wolves
I played against a SW list running the Company of the Great Wolf, Heralds of the Great Wolf and the Wulfen Murderpack detachments. His list consisted of:
Wolf Guard Battle Leader - 2+/3++, Wolf Claw, TWC, 2x Fenrisian Wolves
Wolf Guard Battle Leader - 3++, Power Fist, TWC, 2x Fenrisian Wolves
2x Iron Priests on TWC's
Dreadnought in a Lucius Pattern Drop Pod
2x Drop Pods
4x TWC - 3++, 1x Power Fist, 1x Wolf Claw
3x1 Quad Mortar Batteries
Iron Priest - TWC
Rune Priest - 2+, ML2, Bike
Wolf Priest - 2+, Bike
4x5 Wulfen - 2x Frost Claws, 2x TH/ SS
I went 2nd. He couldn't do anything to my flyrants once they took to the air. However, I couldn't do anything to his ground units with regards to the Maelstrom Secondary Objectives. It was basically a game of me getting Kill Points and him grabbing Maelstrom objectives. I took KP's. He took Maelstrom. I also get all 3 bonus points for a 7-4 Tyranid victory.
Round #2 vs Eldar
My Eldar opponent ran a super-shooty and super-nasty Eldar list, consisting of lots of S6 shooting and D-weaponry:
Eldrad
Autarch
27x Scatterbikes (all ObSec and 108 S6 shots a turn!)
2x Warp Hunters
2x Lynxes
2x2 D-artillery batteries
Skatach Wraithknight
This was one scary Eldar list, with tons of shooting and a lot of Strength D guns. I really needed to go first in order to have a chance here. Fortunately for me, I won the the initiative and opted to go 1st. So I deploy all my flyrants very aggressively in anticipation of my alpha-strike (and out in the open). My opponent then seizes the initiative on me! Doh!!!
So here I am with all of my flyrants exposed and my initiative seized. He starts off with 1 unit of jetbikes shooting and his initial volley....needing 6's to take down my void shields....manages to take down all 3 shields! Oh, sh*t!
It was a hard-fought game and in the end, I only had 2 flyrants and 3 mawlocs remaining. My opponent, however, only had Eldrad and his Skatach WK left. I'm still not sure how I did it, but despite his devastating alpha-strike, I was able to come away with a 9-2 Tyranid victory. After the 1st turn fiasco, when my flyrants were finally able to take off into the air, he just couldn't bring them down. I believe I actually lost 2 of my flyrants to my own Perils (and subsequent failed grounding). I also got a little lucky on the Maelstrom objectives here, getting numerous "kill-a-unit" Maelstrom objectives. I then picked apart his jetbike troops as the priority targets and only when they were gone did I go after his skimmer tanks.
Round #3 vs Eldar + Space Marines
I don't have my opponent's list, but he ran something like this:
Lias Issadon
2x5 Command squads w/4x meltas each in 2x Drop Pods
2 units of sniper scouts
3x Drop Pods
2x3 Grav Centurions
3x Stalkers (w/Skyfire)
Culexus
Autarch
20+ Scatterbikes
5x Dark Reapers
Bunker
It was an alpha-strike heavy list. I really needed to go 1st this game, but for the 3rd game in a row, I went 2nd.
I decided to take a gamble. The prudent thing to do was to reserve my flyrants. However, I decided to deploy almost my entire army (with the exception of 2 mawlocs). I was gambling that my VSG would protect me from his alpha-strike and that my beta-strike counter-attack would cripple his army. So I bubble-wrap my VSG as best as I could.
Unfortunately, it wasn't good enough. My opponent found an opening right next to the board edge. His Command squad w/meltas then landed directly on target and they proceeded to blow up my VSG. From there, it only went downhill. I must have failed about 75% of all my saves (both the 3+'s and the 4+ cover saves). It was just plain stupid. He would do things like wound with 3 hurricane bolter shots (wounding on 6's!) and then I would fail all 3 3+ saves! Unlike my previous opponent, my current opponent's alpha-strike crippled my army and from there, I just couldn't recover. Nothing went right in this game. I couldn't make a save if my life depended on it and my mawlocs couldn't hit the broad side of a barn. I was basically tabled by Turn 4.
Overall, I ended the tournament 2-1. I ended up a little better than the middle-of-the-pack. Geoff ended up going 3-0, getting 31 out of a possible 32 max points with his Genestealer Cult army. He beat Paul McKelvey's Tau (the ITC Best Tau player the last 2 years in a row) in the final round for the tournament win and has not lost a single game yet ever since he started playing his GSC army about 2 weeks ago (he is currently 8-0 overall with his GSC). Congrats to Geoff for job very well done.
Guys, I think we have a winner with the GSC.
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This message was edited 1 time. Last update was at 2016/11/16 07:49:40
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![[Post New]](/s/i/i.gif) 2016/11/16 14:22:32
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
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Towering Hierophant Bio-Titan
Mexico
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So... how do we get iNcontrol's battlereps? because I'm curious.
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![[Post New]](/s/i/i.gif) 2016/11/17 18:11:33
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
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Regular Dakkanaut
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Tyran wrote:So... how do we get iNcontrol's battlereps? because I'm curious.
I want to know what his 1850 list is. Is he doing a mix of Tyranids + GSC or pure GSC..!?
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