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The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Longtime Dakkanaut





TN/AL/MS state line.

 Unyielding Hunger wrote:
 jy2 wrote:
As much as I'd hate to say it, but with 8th coming up, it's probably time to retire this thread and to start a whole new one once 8th officially comes out. It may also be time for someone else to carry the torch here on dakka, at least to get things started enough for the new thread to eventually become self-sustaining.


The problem is finding a person whose voice actually carries weight around here for the Tyranid community. There hasn't been much in the way of a professional crew for the army in any recent times beyond yourself. I'm a history buff and critical analyst for Nids, but I don't really follow the comp crowd as much as some do. There are probably enough old timers around to come up with a panel though. The trick is just getting personalities to collaborate.

I don't think it'll be that big of a deal. As long as we had someone to keep the first post updated(if we do the reviews and tactics again anyway) it shouldn't matter.

Black Bases and Grey Plastic Forever
Instagram:sinfulhero
40k- The Kumunga Swarm (more) Kabal of the Grieving Widow (less)
Plus other games- miniature and cardboard both. 
   
Made in us
Elite Tyranid Warrior






StarHunter25 wrote:
But right now my thoughts are that the quality of tyranids right now is gong to be totally reliant on what synapse and instinctive behavior do. If their streamline everything approach is taken, I expect every IB to end up as what current Feed is. Something ridiculous like "if out of synapse lose d6-ld models." Or "d6 in morale test always a 6".


I'm thinking it will probably revert to something similar to 5th (Feed = must charge, Lurk = must move to cover), though it also wouldn't surprise me if they completely threw out instinctive behavior and simply used it as a keyword to differentiate from synapse organisms. I doubt they will keep the tables and they already stated moral tests could represent casualties from psychic feedback (ala Dawn of War II).

Also nice to see a bit more information on Trygons. Between the damage buff and the fixing of the tunnel, it seems like they will be one of the more improved units with the new edition.
   
Made in us
Fixture of Dakka





San Jose, CA

I'd expect trygons and carnifexes to do D6 damage in close combat. Trygon will probably have 4-5 Att whereas the carnifex 3.



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Fresh-Faced New User




 jy2 wrote:
I'd expect trygons and carnifexes to do D6 damage in close combat. Trygon will probably have 4-5 Att whereas the carnifex 3.

I would hope the Carnifex had at least 4 attacks, and a Trygon feels like it should have at least 6. Hitting on 4+ is bad enough, they don't need to also have so few attacks =/.
   
Made in us
Longtime Dakkanaut



Portland,OR

Wow, I was expecting Carnifexen to do D3 with 2 -3x attacks, will HOW still be a "thing" I wonder? Carnifex assaults look suitably scarey.
   
Made in mx
Rampaging Carnifex



Mexico

Tyranid Faction Focus:
https://www.warhammer-community.com/2017/05/21/warhammer-40000-faction-focus-tyranids/

With the Swarmlord's profile:

This message was edited 2 times. Last update was at 2017/05/21 15:56:23


 
   
Made in us
Prescient Cryptek of Eternity





New Bedford, MA USA

Synapse = Immunity to Morale Checks

   
Made in no
Jovial Plaguebearer of Nurgle





Norway, Tønsberg

I'm so hyped right now! Seems like Tyranids really got the boost they needed! It seems to me like we got a pretty safe first turn charge if we bring a trygon and a swarmlord. Just bring as many genestealers as we can fit within 3" of the trygon, and 9" from an enemy unit, use "hive commander" on the genestealers that lets them move 8" in the shooting phase. Thats awesome, especially if you read the stats on genestealers.

Khorne daemons: 1200
Death Guard: 4000 
   
Made in us
Fixture of Dakka





San Jose, CA

https://www.warhammer-community.com/2017/05/21/warhammer-40000-faction-focus-tyranids/

Looking promising....



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Sneaky Lictor





I wonder if old Swarmy will force invulns to be rerolled like his original form? Also, he still an HQ! Suck it Rowbooty

World Eaters ~2000 Hive Fleet Anphellion ~ 10k Tempestus regiment ~ 800  
   
Made in ca
Infiltrating Broodlord





Oshawa Ontario

Power 15 is also very interesting.

With Knight Titans at 23, and a 5 man tactical squad at 5, that puts our Swarmlord around 250-300 points I'd wager.

Assuming power level is about 18 points per power anyways.

Looking for Durham Region gamers in Ontario Canada, send me a PM!

See my gallery for Chapterhouse's Tervigon, fully painted.
 
   
Made in nz
Been Around the Block





YES! YES! YES!
   
Made in us
Tunneling Trygon






If all Nids at their current level prove to be the "wounded as all hell" version in the new edition, I'm going to be a happy camper. Taking a hit to the Movement, Strength and Attacks is a much better alternative than losing WS and BS. Also shows GW is cool with bouncing around what stat gets hit. My fear was a Tyrannofex or Dakkafex ending up shooting worse than Orks in lategame.

Having Stealers go into Combat at range 8+d6+8+2d6+1 is scary to say the least, and having additional ones pop up with a Trygon, that's almost better than current GSC Cult Ambush, with the almost only coming from Obj saturation. I'm going to interested to see if GSC will have a place in my army at all or if the horde of Purestrains is going to come back home.
   
Made in au
Infiltrating Broodlord





So yay, will be def keen to smash out my Tyranids

Now I have the hard choice of will I be better off with my usual 3x8man genestealers with BL or go for the max power of 20 genestealers with BL

Also.. Wow at the speed of a Swarmlord.. Now the real question is how will Tyrant Guard work in the new ruleset
   
Made in au
Discriminating Deathmark Assassin





Perth

GodDamUser wrote:

Also.. Wow at the speed of a Swarmlord.. Now the real question is how will Tyrant Guard work in the new ruleset


They made mention of Tyrant guard on the latest Q&A. Body guard units will be able to tank wounds that nearby HQ units suffer, I'd assume on a roll of 'x+'. I was wondering what my sword and board lychguard would do now, but they still have their purpose!

Instagram: xenos_scum

10,000

 
   
Made in no
Jovial Plaguebearer of Nurgle





Norway, Tønsberg

I think trygons will be big in 8th. Shooty armies need to shield their most expensive units with cheap troops. Tyrgons let's us get in close from all sides real fast.

Khorne daemons: 1200
Death Guard: 4000 
   
Made in us
Huge Hierodule






 Klowny wrote:
GodDamUser wrote:

Also.. Wow at the speed of a Swarmlord.. Now the real question is how will Tyrant Guard work in the new ruleset


They made mention of Tyrant guard on the latest Q&A. Body guard units will be able to tank wounds that nearby HQ units suffer, I'd assume on a roll of 'x+'. I was wondering what my sword and board lychguard would do now, but they still have their purpose!


The question is not if Tyrant guard can take wounds. They will. Ablative wounds is their job. The question is their M attribute. Will they be able to keep up?

   
Made in au
Infiltrating Broodlord





That's pretty much it..

Swarm Lord is mega fast.. I am wondering how the Guard will keep up
   
Made in no
Jovial Plaguebearer of Nurgle





Norway, Tønsberg

Just make sure he's shielded by cheap troops,

Khorne daemons: 1200
Death Guard: 4000 
   
Made in us
Huge Hierodule






Maybe the tyrant guard will have some rule that allows them to piggy back on the m of a tyranid character they are protecting and move when they move, but otherwise have a reletively slow m for nids so if they get separated from a character they just really diminish.

Dunno. They will need to be quick to be worth a damn.

   
Made in us
Elite Tyranid Warrior






GodDamUser wrote:
That's pretty much it..

Swarm Lord is mega fast.. I am wondering how the Guard will keep up


There are a lot of possibilities, though the most simple one would be to just use Hive Commander on the Guard to sling them up the board and run/advance with Swarmy until you're in range to assault. Just because he has the potential to move 18'' in a single turn doesn't mean it wise to always do so.

   
Made in mx
Rampaging Carnifex



Mexico

 Lance845 wrote:
Maybe the tyrant guard will have some rule that allows them to piggy back on the m of a tyranid character they are protecting and move when they move, but otherwise have a reletively slow m for nids so if they get separated from a character they just really diminish.

Dunno. They will need to be quick to be worth a damn.

Just like how they work in Dawn of War.
   
Made in ie
Dominating Dominatrix






Dublin, Ireland

Anyone think Swarmy with t6 and a 3+ save is underwhelming defensively?
Sure we havent seen his special rules, he might have an inv but seeing as how that new Primaris captain is t5, 6w and a 3+, what then are the marine special characters or chapter masters going to have
Isnt Swarmy supposed to be the absolute pinnacle of Nid evolution - both offensively and defensively.

Dman137 wrote:
goobs is all you guys will ever be

By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.

"Feelin' goods, good enough". 
   
Made in mx
Rampaging Carnifex



Mexico

 Ratius wrote:
Anyone think Swarmy with t6 and a 3+ save is underwhelming defensively?
Sure we havent seen his special rules, he might have an inv but seeing as how that new Primaris captain is t5, 6w and a 3+, what then are the marine special characters or chapter masters going to have
Isnt Swarmy supposed to be the absolute pinnacle of Nid evolution - both offensively and defensively.

He has a 5+ invulnerable save, improved to 4+ in melee. Plus he is a psyker and Catalyst still exists so add a 5+ FNP on top of that.
Oh and 12 wounds.

As for Space Marine characters or Chapter Masters, Guilliman, the pinnacle of the Ultramarine stats, is equal or inferior to the Swarmlord in most stats except BS and saves, so I doubt the others will be anywhere close to the Swarmlord.

I expect the Primaris Captains to be as good as it comes in terms of stats, and superior to most Chapter Masters or special characters.
   
Made in mx
Rampaging Carnifex



Mexico

Curious that no one has mentioned that with the changes to Assault weapons, we can run (Advance) and shoot with a -1 to hit.
   
Made in us
Regular Dakkanaut




NYC, Philadelphia

I would imagine the only way to play Swarmlord will be to pod him in and use hive commander and other deep-strikers to seriously threat overload. He is paper thin for the (assumed) massive points cost. Do the math on a couple lascannons hitting him at D6 wounds a pop or some rapid fire plasma. Poof!

I have a feeling the best monstrous creatures are going to be ones with 9 wounds or that are super cheap and can be spammed. A heavy point units like Swarmlord simply go down too easily.

Could be wrong, but my guess based on what is known.

This message was edited 2 times. Last update was at 2017/05/28 03:42:50


 
   
Made in us
Lax Imperial Governor




Inside Yvraine

It's a fair assumption to make, but it also depends on how much Tyrant Guard cost and how fast they are. If they move fast enough to keep up with Swarmy then you have alot of ablative wounds.

This message was edited 1 time. Last update was at 2017/05/28 03:57:35


"They said to forget the power of technology and science, for so much has been forgotten, never to be re-learned? They said to forget the promise of progress and understanding, for in the grim dark future there is only war? Hold my drink." - Roboute Guilliman, 999.M41 
   
Made in mx
Rampaging Carnifex



Mexico

Plasma is not great against the Swarmlod, poor range and single damage. The overcharged mode is considerably more dangerous, but it is risky.

The Swarmlord needs 27 normal plasma hits to be killed, 40.5 if FNP is active. Halve those numbers for the overcharged mode (13.5 and 20.25)

That's a massive improvement over the 7.5 hits (11.25 with FNP) needed for the current Swarmlord.

As for Lascannons, you need 7.7 Lascannon hits to kill it, 11.6 with FNP activated. Again an improvement over the 6 (9 with FNP) hits needed against the current Swarmlord,.

Of course now the Swarmlord will suffer damage degradation, but the only problematic one is its movement.

Also is should be protected by Guards.

This message was edited 1 time. Last update was at 2017/05/28 04:07:31


 
   
Made in us
Huge Hierodule






Tyran wrote:
Curious that no one has mentioned that with the changes to Assault weapons, we can run (Advance) and shoot with a -1 to hit.


That's because we have no idea what our weapons will actually be yet. Likely still assault. But whos to say? We haven't seen a single nid weapon profile yet.

   
Made in mx
Rampaging Carnifex



Mexico

For some reason now I have the mental image of Tyranid Warriors with 4 Spinefists.
   
 
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