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Made in us
Fixture of Dakka





San Jose, CA

Thanks!

Made in us
Fixture of Dakka





San Jose, CA

 jifel wrote:
Good luck jy2! I'm assuming you'll be bringing your dreaded WraithCrons?

Yup. Mainly because my Tyranids aren't tournament-ready yet. But it is also because I'm not quite satisfied at their (my necrons) performance at the LVO, so here's hoping that I can do better than that.

This message was edited 1 time. Last update was at 2014/04/02 05:37:13


 
Made in us
Fixture of Dakka





San Jose, CA

Naw wrote:
What happened in Jy2's test games? No updates at all.

Sorry, but I've been busy furiously preparing for Addpticon and other stuff. I may update it there but most likely will put it off until I come back.

Made in us
Fixture of Dakka





San Jose, CA


You guys are going in to be in for a real treat.

I just came back from Adepticon and I am happy to say that Tyranids were very welly represented at Adepticon. They might not have made it into the Championship rounds, but there were a lot of people bringing bugs.

And there are a lot of eye candy also. Soooo many nice armies. Enjoy.




Jay Woodcock's bugs.


Conversion city.




I soooo like the bright bugs. You can see them from a mile away.












"InControl" Geoff's yellow bugs.



The last 2 photos are from the team tournament, consisting of:

Dakka Detachment #1

Yakface
Blackmoor
Janthkin (ATC teammate of mine)
Centurian99 (ATC teammate of mine)


Overall, the competitive theme for most of the Tyranid armies included:

Flyrants
Venomthrope
Hive Crones (or Hive Crones + Harpy)
1 Tervigon
Mawlocs


Made in us
Fixture of Dakka





San Jose, CA

I'm just happy that, despite how "subpar" the community may think of Tyranids, people are not discouraged to take out their bugs to a major gaming event. That really is the main point of this thread - to let people know that Tyranids aren't as bad as most people think and to encourage people to give the bugs a chance in competitive play.

I consider the "success" of bugs at Adepticon not in how high they placed, but rather, by how many people were willing to run them at such a large tournament.


This message was edited 1 time. Last update was at 2014/04/08 15:00:39


 
Made in us
Fixture of Dakka





San Jose, CA

 L0rdF1end wrote:
 jy2 wrote:
I'm just happy that, despite how "subpar" the community may think of Tyranids, people are not discouraged to take out their bugs to a major gaming event. That really is the main point of this thread - to let people know that Tyranids aren't as bad as most people think and to encourage people to give the bugs a chance in competitive play.

I consider the "success" of bugs at Adepticon not in how high they placed, but rather, by how many people were willing to run them at such a large tournament.




I'd consider it a success if you were doing well with the bugs Jy2 and actually took them to Adepticon.
No offence dude but the fact that you didn't take Nids says a lot.
I'm pretty sure if you wanted to take them you would of insured to have them ready for the event.

I didn't take them for a few reasons.

1. They weren't ready yet. They will be by the time the Golden Throne comes, which is when I am planning to take them out (or the Bay Area Open if it happens first).

2. I didn't want to check-in my army. Thus, for traveling, I prefer to take a smaller, more compact army. But for the local tournaments, Tyranids are going to have priority.

3. I wasn't satisfied with my necrons' performance at the LVO. This was their chance for redemption.

Bugs will have their moment to shine. Just because I didn't take them to Adepticon doesn't mean I don't have confidence with them.


Made in us
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San Jose, CA

notbriang wrote:
 Tyran wrote:
In all this time I only had to deal with a Land Raider once, and it died to 4 tentaclids lol.


I've been having a lot of trouble with my Crone and I'm starting to doubt it's value as a unit. As far as I've been playing it, it's a 24" move from the board edge on arrival, T5 Sv4+ FMC with a Grounding check. All of the games in my FLGS have ADLs with Quad Guns, and it seems like every. single. time. I move my Crone on the table from reserves, it hits the table, snags it's wounds from a Vector Strike, then dies at the end of movement. Three times in as many games against Aegis Defense Lines (no I'm not kidding), the Quad Gun has hit with everything, wounded with everything (thanks T5 *eyeroll*) and I've subsequently failed the Grounding check and it's dead and off table. 155 points for a maximum of 4 unsavable Wounds is just not worthwhile as it stands with *one* Crone.

So I'm debating including multiples, which is why I'm coming to this thread to seek outside advice, clues, maybe some things I haven't thought of yet.

For instance, last night - 1850 game versus Salamanders. List was Hive Tyrant, Tervigon (HQ), 3 Venomthrope, Tervigon(troop), 30 Termagant, 2 units of 3 Warriors with Stranglers, Crone (w/Stinger Salvo, always Stinger Salvo, it's SO good on a Crone), 3 Biovore, Exocrine, Mawloc, ADL w/Comms Relay.

Situation was - Crone came on from reserves turn 2. Decimated Melta marines who were on my left flank threatening my HQ Tervigon. Interceptor fire hits 4 times, Wounds 4 times. I roll a one on my grounding test.

Sorry about the wall of text here. This is just really frustrating the crap out of me and I'm looking for a solution.

Here are a few things you can do to help mitigate this situation.

1. Bastion (w/comms if you'd like).

2. Venomthrope in or behind the bastion.

3. Hive Crone touching terrain near bastion (or behind) for a 3+ (2+ behind) cover.

4. Don't reserve your crone if you've got any of the above.

4. If he's firing at your hive crone, then he isn't firing at your flyrants. Win!




BTW, I am currently running only 1 hive crone and this is how I keep him alive.


 PrinceRaven wrote:
 tetrisphreak wrote:
Smashing MCs in melee are typically enough to deal with AV14. Typically.


The problem is when that high AV is also attached to a strength D Chainsword (granted, Knight are 13/12/12, not 14/14/14)

I don't see a problem there.

Kill everything else first, saving the IK's for last.

Stay in terrain so you strike first. Or assault with Harpy + 1 other MC.

BTW, on average, D weapons will do 3W to a MC. If your MC is healthy, he should be able to take 2-3 hits from an IK.

Made in us
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San Jose, CA

Eldercaveman wrote:
So I'm thinking of running this lost for Lolz at a local club tournament ran over 5 weeks. It's not a super competitive group of players so I think it willbe interesting to see what it can do.

Primary Detachment

Tyranid Prime
Deathspitter, Lash Whip and Bonesword.

10 x Termagants
10 x Termagants

Skyblight Formation

Flyrant, 2 x Twin Linked Devourers
Hive Crone
Harpy
Harpy
15 x Gargoyles
15 x Gargoyles
15 x Gargoyles

Subterranean Swarm

Trygon Prime
Trygon
Mawloc
3 x Ravenors Rending Claws
3 x Ravenors Rending Claws
3 x Ravenors Rending Claws

2000 points.

If your local meta is only casual, I wouldn't even run the Skyblight Formation. It'll smash most casual lists. It'll be akin to taking the seer council, beaststar, ovesa-star or Necron wraithwing flyer-spam to a casual event.

Made in us
Fixture of Dakka





San Jose, CA

Eldercaveman wrote:
Spoiler:
 jy2 wrote:
Eldercaveman wrote:
So I'm thinking of running this lost for Lolz at a local club tournament ran over 5 weeks. It's not a super competitive group of players so I think it willbe interesting to see what it can do.

Primary Detachment

Tyranid Prime
Deathspitter, Lash Whip and Bonesword.

10 x Termagants
10 x Termagants

Skyblight Formation

Flyrant, 2 x Twin Linked Devourers
Hive Crone
Harpy
Harpy
15 x Gargoyles
15 x Gargoyles
15 x Gargoyles

Subterranean Swarm

Trygon Prime
Trygon
Mawloc
3 x Ravenors Rending Claws
3 x Ravenors Rending Claws
3 x Ravenors Rending Claws

2000 points.

If your local meta is only casual, I wouldn't even run the Skyblight Formation. It'll smash most casual lists. It'll be akin to taking the seer council, beaststar, ovesa-star or Necron wraithwing flyer-spam to a casual event.



It's one if them things where the club is meant to be a casually veterans club where everything gets a long and nobody brings cheese, but some of the lists coming out already are just stupid, because we have a few people who just believe what the internet says, so they are all writing me off for bringing Nids. So I want to give them A) a list that is completely left wing and B) still pretty nasty.


Automatically Appended Next Post:
What I might do is shave some points and swap the Prime for Deathleaper.

Keep the Prime. You are light on Synapse. You lose your flyrant or Trygon Prime and then you won't be able to control your army. You need a character you can hide in a large squad to provide backfield synapse.

Also, my last suggestion is that you should try to find the points to fit in a bastion and a venomthrope. Junk one of the formations if you have to. Without a proper "foundation" for your army, you can potentially get alpha-struck pretty hard by certain armies (here's looking at you, Tau, Eldar and DE).


Made in us
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San Jose, CA

BTW, it might not be pure RAW, but most of the larger tournaments, including the LVO, BAO, Adepticon and Nova have or will have it in the FAQ's that yes, you can charge a walker that you can't hurt.

This message was edited 1 time. Last update was at 2014/04/14 16:12:13


 
Made in us
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San Jose, CA

 tetrisphreak wrote:
Ran skyblight swarm tonight at 1500. 2 flyrants, 2 crones, 2 harpies, 3x10 gargoyles, a venomthrope, 1 warrior brood and 10 termagants. My opponent was using a scaled down flying circus list copied from the adepticon winner - fate weaver, 2 tzeench princes, pink horrors, daemonettes, csm sorc, 10x cultists and a heldrake.

It was barely a contest. While her DPs seemingly were infallible with their armor saves in the first couple of turns. The rest of the pieces of the army fell to templates, blast markers, and vector strikes. By game turn 5 all that was left was a single daemon prince while all I had lost was a harpy the venomthrope and a warrior. The gargoyles that died (2 broods) both came back.

Jy2 had it right - there's nothing "casual" about skyblight tyranids.

FMC daemons actually match up really bad against Skyblight. They don't have the shooting to ground the tyranid FMC's and bugs don't care if they assault the scoring gargoyles. On top of that, Shadows really wreak havoc on their psychic powers. The army that will match up better against Skyblight are the ones with a lot of shooting. They need to be able to ground those FMC's (or kill them in the air).


Mad.. wrote:
Hi all,

I have read this thread from start to finish and there is some awesome info and thoughts in here.

I have a question to those that are running MCs with a HVC or STC, have any of you tried running either of these with the Miasma Cannon? It is a way of making the old school gun beast that could fire both a Venom cannon and a Barbed strangler at the same time (older edition).

I know the 2x TL devourers are the king of load outs currently, but is there a place for a Miasma Cannon/HVC or STC wielding BS4 tyrant?

Welcome to our thread. Glad you're finding it useful.

You could run it, but 2x Devourers is the most efficient load-out for them. Anything else will be less than optimal IMO. Moreover, now your flyrant won't be able to deal with other flyers other than vector strikes. Basically, I'd only run a miasma/HVC/STC flyrant if I wanted to nerf myself (say, my gaming group isn't so competitive).


 captnobvious wrote:

tetrisphreak wrote:Ran skyblight swarm tonight at 1500. 2 flyrants, 2 crones, 2 harpies, 3x10 gargoyles, a venomthrope, 1 warrior brood and 10 termagants. My opponent was using a scaled down flying circus list copied from the adepticon winner - fate weaver, 2 tzeench princes, pink horrors, daemonettes, csm sorc, 10x cultists and a heldrake.

It was barely a contest. While her DPs seemingly were infallible with their armor saves in the first couple of turns. The rest of the pieces of the army fell to templates, blast markers, and vector strikes. By game turn 5 all that was left was a single daemon prince while all I had lost was a harpy the venomthrope and a warrior. The gargoyles that died (2 broods) both came back.

Jy2 had it right - there's nothing "casual" about skyblight tyranids.



Yay for the bugs! Personally, I would have like to have seen a second crone over the second harpy, but that's just because of my meta. So many flying croissants. Gargoyles as recurring troops is fantastic.

Just fyi,Skyblight Formation requires you to take 2 harpies. Thus, you cannot swap them out.


 Kain wrote:
I've come to the conclusion that a properly run Mechanized Dark Eldar (especially a Venom heavy one) list is just not possible for a Tyranid list to beat without hard-core list tailoring/dumb luck. Especially since their fliers are so murderous to anything with a toughness value; easily blasting skyblights out of the sky. But honestly, even with BRB powers back they'd still hack us apart like they always have since they got their latest book. Our poor range for shooting makes that range reducing bit of war gear especially brutal, while their speed makes catching them in assault next to impossible and they have the dakka to cut down hordes and the kit to gun down MCs. And even if you do catch them in assault; Dark Eldar units tend to be quite nasty in chopping distance.

Grey Knights are also a brutal match-up. While the loss of BRB powers pending a FAQ has killed off most psychic choir lists (which were the ones that the Grey Knights really screwed over), it turns out that being an army tailored against daemons also makes them very good against us as we're also an army with generally poor saves and AP/short ranged shooting, a mix of fragile cheap units and monstrous creatures, and a lot of psykers.

I'd avoid assaulting Dreadknights with any monstrous creature as they'll probably survive to punch back and instant death it, while their flamers are also nasty to hordes. Tie these up with cheap, fearless cannon fodder, but don't think you can ignore them, they're good against anything in the army. Storm ravens are a pain to bring down, and always try to get the guy with the nemesis thunder hammer out of the squad before assaulting them with a monstrous creature unless you want to watch your Trygon explode with the first hit.

Overall all our problems with these two armies remain from the last book and they remain abysmal match-ups. If their lists are tailored to kill Tyranids (not even your list, just tyranids in general), you may as well not play.

Actually, Tyranid FMC-spam can decimate DE under the right conditions. One of the weaknesses of DE is their anti-air. A dual flyrant/triple-crone Tyranid list is a competitive TAC Tyranid army. If they can get the first turn (and if the deployment isn't Hammer & Anvil), then nids can potentially cripple DE with a hard alpha-strike. Also, I normally run a venomthrope in a bastion so even if they aren't going 1st, you could survive a DE alpha-strike by hiding your FMC's behind the bastion and/or ruins (make sure to place the bastion near ruins) for 2+ cover.

Grey Knights are a mixed bag. I've played both Draigowing and Purifiers against Tyranids and while I did win, it wasn't an easy victory for the knights (my Draigowing would have lost had the game ended on 5!). Grey knights will also have problems against a lot of FMC's. Overall, I think the new bugs match up better against the knights in this edition better than they did back in 5th.


 L0rdF1end wrote:

I don't think there's a defined top tier list yet although we seem to be potentially getting close to a "NID top tier list".

It really is a matter of testing and what works for you might not work for someone else's play style or in someone else's meta.

IMO, the best Tyranid list you can run (without resorting to Skyblight or other dataslate formations) is a FMC-spam bug list. 2 flyrants, 3 FA flyers (either crones or harpies, but more crones than harpies) and a mix of Heavies (including 1-2 mawlocs) along with the bastion.


Naw wrote:
 jy2 wrote:
BTW, it might not be pure RAW, but most of the larger tournaments, including the LVO, BAO, Adepticon and Nova have or will have it in the FAQ's that yes, you can charge a walker that you can't hurt.



Quite amusing that they are not slowed by terrain, but can be stopped by critters who can't hurt them. The logic?

This is their justification:

1. They're intepretating walkers "assaulting like infantry" to be more specific than a walker is a vehicle.

2. The main reason is for practicality. Imagine someone brings an army of Imperial Knights. With true RAW, if you don't have a powerfist or other such weapon in your list (nowadays, many people don't because of challenges), then you can't even charge the knights at all. Horde armies can't even play against an IK army. This would severely limit the usability of many army builds like horde guards, horde daemons, Typhus-zombies, many infantry-based lists, etc. Thus, better to take the D and stomp attacks than to be completely helpless against these types of armies.

This message was edited 1 time. Last update was at 2014/04/15 16:49:35


 
Made in us
Fixture of Dakka





San Jose, CA

 Kain wrote:

The problem is that the wife's dark eldar usually come with fliers whenever she knows I'm going to be taking FMCs. More than enough shots to ground or kill anything that flies with a wound count. They're extremely brutal.

Without House rules and homebrews, it becomes a game of chicken. If my flyrants and crones can come in last, I can get air superiority. If her planes come in last, I'm gonna get butchered.

As for the GKs, newer lists are mostly focused on Henchmen, Stormravens, DKs, and whatever from elites they think is cool. The Vindicaire rarely shows up against Tyranids as we don't have any particularly stand out wargear to snipe out nor vehicles to crack, but the others can be quite unpleasant.

Common henchmen I face or field are Jokaero to provide long-ranged fire, and Crusaders to tarpit enemies. Acolytes are for when they wish to spend as little points on troops as possible.

That's the case with ALL flyers. In an aerial dogfight, no matter the army, the one going 2nd always has the advantage. However, your flying bugs can survive that if you are willing to running a bastion. With the bastion and venom, if any of your flyers are in terrain within the venom's bubble range, you will be getting 3+ cover against enemy flyers (or 2+ if you are actually hiding behind the bastion). Then on top of that, you may be getting FNP from Catalyst as well if you are lucky enough to roll it. Just don't play as aggressively with them until the enemy flyers come in. Make sure that they stay within the venom's radius of protection.

There really isn't a shortcut against stormravens. You're just going to have to shoot it down with crones and flyrants (or hive guards if you're running them) or just ignore them for the time being and focus on the troops. If they get close enough, then vector-strike them with your crones. But make sure to keep them in venom range until the enemy flyers get into vector-strike range and then let her rip. Also, have some biovores in your TAC list if you play against henchmen a lot.


 L0rdF1end wrote:
So what do we think the ideal loadout is for the Skyblight formation?
To make best use for this and ensure a killpoint game doesn't screw you surely the best bet is to max out the Gargoyles?

To those who have tried it what has been working, what have you been accompanying the Skyblight formations with? It seems fairly obvious to include 3 Flyrants.

Yeah, I always try to max out on my flyrants if possible. Run 2 crones and 2 harpies if you've got the points. As for gargoyles, I actually don't recommend making them too big. Otherwise, it actually becomes hard to recycle them. Probably 15 is a good size. I wouldn't go more than 20 max per unit. The venom and bastion is a must-take in all of my lists, skyblight included.


 Kain wrote:
 L0rdF1end wrote:
So what do we think the ideal loadout is for the Skyblight formation?
To make best use for this and ensure a killpoint game doesn't screw you surely the best bet is to max out the Gargoyles?

To those who have tried it what has been working, what have you been accompanying the Skyblight formations with? It seems fairly obvious to include 3 Flyrants.

For when I want maximum flying circus, I do indeed go for even more added Flyrants while spending as little on anything else as possible; maybe throw in some crones too.

For my "skyfall" lists (maximum fliers) I first see about getting in as many skyblights as possible to maximize the FMCs, then see about biggening or tooling out the gargoyle broods.

For Apoc, I had a cool idea for a list I call the "Screaming Eclipse" that I turned into a homebrew formation later.

1-3 Harridans.

3-6 Flying Hive tyrants

6-12 Harpies

3-6 Crones

3-6 Shrike broods

9-18 Gargoyle broods

9-18 Skyslasher broods.

Now obviously out of Homebrew you'd want to leave the Skyslashers behind as they're terrible. The Harpies, Flyrants, and Gargs you can run in skyblight swarms, while the shrikes and slashers are for flavor.

Feel free to use Apocalypse formations involving our winged creations.

Now I will say that model spam Tyranid vs model spam Ork games are incredibly fun.


Now that's a dedicated Tyranid player. 3 Harridans? Wow!

Methinks you should reduce the requirement for harpies down to 3-6 as well. I mean, c'mon....who's going to have 6 harpies as well as 3 crones in their private collections? Also, I recommend dropping the skylasher swarm to 3-18. Who in their right minds will want to own that many skyslashers?


 jasper76 wrote:
If I could interject a question, are these formations part of the Tyranid codex, or are they apocalypse formations?

Formations such as dataslates (i.e. skyblight, living artillery node) are supplements you can download from GW for a price. It's their way to rip off more money from us.

The formation that Kain mentioned is a homebrew one.

The Tyranid codex has no formations.


notbriang wrote:
tag8833 wrote:
 PrinceRaven wrote:
You ran Old One Eye and a Prime in the same list?

I've been having some trouble blowing people out with my 'nids. Locals were starting to talk about 'nids as O.P. on the same level as Tau. I'm trying to underpower my list.


I don't even understand this statement. What list are you running that people are complaining Nidz are on the same Tier as Tau?

He was being sarcastic.


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San Jose, CA

 captnobvious wrote:


Real talk though, that's awesome. I can't get the Mrs. [aka Boss Funnpartz] to quite delve into an army yet. As it stands I might have her convinced to take up a brush. I tend to collect random mini's that I think are particularly well sculpted/look cool, even if they don't fit into an army (Maugen-Ra, Chaos Terminators, Drazhar, etc.) I'll have her paint on those. In the end, if nothing else, I'll make it like like that test they give to the Dahli Lama, where he picks an item from a selection and if he picks the right one, he wins! Same thing, except she can pick a favorite model and play that army. Well, it's similar anyway.
Sorta.

Ok, now who's bragging? I can't even get my Mrs to do eve that!

Anywho. To change the subject. How much "plays as" is too much? If I've got a board of Armorcast Exocrines "plays as" T-fex, 2nd edition Tyrants "plays as" Tyranid Primes, and 3 different models of Lictor? Is that too convoluted for Tourney play? I know in casual no one cares.

It really depends on your group. If they don't mind, then you're good. For a tourney, I suggest you show the TO the models and get his approval.


Made in us
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San Jose, CA

badula wrote:
A friend of mine told me that you can't hit with a crone if you go out of table in that turn since at the end of the movement phase your creature isn't there! (he uses heldrakes so it's not to hind me)

is him right?

It was in the BRB FAQ (before it got "temporarily" taken down). You can fly off the table and vector-strike a unit while doing so.

Made in us
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San Jose, CA

Wow....I've been out of this thread for a few days and it has really ballooned (about 10+ pgs since I was last here).

Any experiences against the new Astra Militarum? I've only played against them once (not with my bugs) and they appear to be quite strong.

I'm thinking of taking my nids up to Frontline and challenging Reece's AM army (which so far is undefeated).





Automatically Appended Next Post:
omerakk wrote:
Going to a 2000pt, no double force org, no fortifications tourney this weekend. They aren't allowing formations in this one, but plan to in the future. I'm expecting an uphill fight all day.
Here's what I'm planning on running:

Dakka Flyrant with Hive Commander
Dakka Flyrant

Venomthrope
Venomthrope
Zoanthrope

15 Hormagaunts with adrenal glands
15 Hormagaunts with adrenal glands
30 Termagaunts with 20 spinefists and 10 devourers
Tervigon
3 warriors with a barbed strangler
3 warriors with a barbed strangler

Hive Crone

Exocrine
Carnifex with stranglethorn cannon
Carnifex with stranglethorn cannon

76 models
15 units
6 troops
7 MCs; 3 of them flyers
4 pyskers
4 pinning weapons

Not sure how I feel about it, but I didn't have all of my models built yet and had to improvise. I think it has potential.

I wouldn't focus so much on the troops. Rather, I'd probably focus more on the FA or Heavies. For your list, I'd drop 1 unit of warriors and some hormagants (probably combine the 2 to make 1 large, potentially outflanking unit). Then I'd get another hive crone if you've got the model.


This message was edited 1 time. Last update was at 2014/05/03 15:08:57


 
Made in us
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San Jose, CA

 Commander_Farsight wrote:
I had a game against Skyblight today. I got so screwed over, it wasn't even funny. I was running triptide Tau. Yes its a bit of a rude (substituting that for what I would normally say) move, but still it wasnt funny how it ended. Long story short, I killed all of his FMCs, it was looking very good for me by turn 3, I still had all three tides, and he had no more FMC, yada yada yada. But come turn four, one of my Riptides went down. Ok, I still have 2 more. Here is where it went wrong on turn 4. My opponent was taking 30 gargoyles. This made his Tervigon scoring. So I have bad target priority and go for his gargoyles because they are near the relic. I make the mistake of killing them. They go back into ongoing reserves, come back onto the Relic via DS. Come my turn 5 I kill them again. But I soon realize that the Tervigon is scoring! He moves and runs it onto the relic. SH*T! with this it is 4-3 him. I have First Blood, Warlord, and Line Breaker. He has Warlord.

As it stands now, on a 3+ the game will continue, I will be able to kill the Tervigon with my two remaining Riptides, and my Kroot would be able to reach the relic (not that it would really matter because my opponent would be tabled anyway). So I need the game to continue. My opponent rolls his bright green Nurgle dice and...

Spoiler:
Its a fething 2!!! My defeat was so horrible based on how the game was mine the whole time. So why am I posting this? I just wanted to share my experience playing against Nids and specifically Skyblight with my Tau. I made the mistake of not going for his troops when I needed to and focused a little too much on his last Harpie when it would not have done much. I was wondering of what you guys thought of this in general. Also, is there a rule that the person who goes second rolls to see if the game ends on turn 5, and then the first player on 6? It just came up in the FLGS just because of course after he rolls his 2, I roll my dice for fun, oh and of course that was a 3!!!


Thanks you guys for listening to my little batrep in a nutshell (or paragraph in this case), and let me know what you think!


Triple Burstide Tau is arguably one of the toughest matchups for bugs, even Skyblight. If not for skyblight, this is probably the worst matchup I can think of for FMC-tyranids.

Target priority is the key when playing against the bugs. Kill the Synapse and the flyers. Gargoyles are only a threat when they get closer. Whittle them down but try not to finish them off until Turn 5. Always go after the flyrants (and any venomthropes within reach....an easy enough feat with nova-charged SMS).


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 ductvader wrote:
So let's discuss these.
1. 4ed consolidate in to combat is in
2. If you fail to cast a power you can't cast it the rest of the game
3. Every unit including vehicles will now score
4. Unbound armies may not contest objectives
5. Lords of war are in
6. Escalation and stronghold remain as they are now
7. Vehicles will be harder to kill the chart changes once more.
8. The book will come out in 3 options Art like warhammer visions, Fluff book, and one that only contains rules and that one is about as think as the current SM book.
9.difficult terrain is just -2 inches
10. Wound allocation has changed a bit.not super clear as to how.
11. D-weapons toned down but he was unclear as what that meant so from the sounds of it they will still be super ugly.
How do you see your army composition and tactics changing because of it?

Just how reliable are these? I see some of them as plausible but others, I dunno.

1. We are no longer the assault powerhouse that we once were. While this isn't bad, there are other armies out there that have scarier assault units than us. I'm talking about the assault deathstars.

2. I don't think this is the norm. Rather, it is probably one of the results on the Miscast table. In any case, this actually may benefit us. Why? Because of Shadows. We are making it harder for other psykers to cast their powers due to Shadows, thus increasing their chances of "failing" to cast a power.

3. Good and bad. It's a mixed bag. Scoring was never really an issue for us, but now, other armies which traditionally have weak scoring have become much better.

4. Sounds hokey....but yeah!

5. Ouch. Nerf to D? Yeah!

6. No change for us.

7. Ouch.

8. Does not apply.

9. Won't affect us too much.

10. Wound allocation won't bother us that much as we don't rely on wound allocation shenanigans.

11. Yeah! Bring back the Gargants!


It's too soon to develop tactics without the actual rules, but I still advocate a balanced army in favor of FOC armies.

This message was edited 1 time. Last update was at 2014/05/12 16:14:57


 
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Eldercaveman wrote:
^^that guy indeed!

Anyone else still finding after all this time our codex isn't getting the respect it deserves from our opponents.... Untill after the game?

I still get respect for my bugs, though that is probably more due to my skill than it actually is for the army. However, with the exception of Skyblight, I'm still finding it really tough for my bugs to go up against skyfire Tau and some of the other top tournament armies, especially when run by competent players.


bodazoka wrote:
Anyone got some tips v CSM? specifically the deamon prince? I am unsure of what the best unit's are for taking this guy out? it generally flies around the board rolling 5's and 6's for extra attacks and murdering all of my MC's with impunity!

My current Idea is going second (hopefully) and reserving everything squishy whilst flying around the board myself killing his troops and just dogging the Deamon?

Try to shoot him down with your flyrants or tie him up with a bunch of gribblies. In combat, if your MC survives, do a Smash attack on him. He's only T5 and can be insta-killed unless he gets Iron Arm. Stick your MC's in terrain because he will be at I1 if he has to charge through terrain. Then Smash him to death.


luke1705 wrote:
Eldercaveman wrote:
Does Shadow in the Warp effect stubborn units, I know this is a big of a YMDC question but this thread has become such an almgamation of different sub forums, one more can't hurt...


Interesting question. I'm not really sure where the debate is coming from. The rulebook states that stubborn units ignore any penalties to their leadership for the purposes of morale and pinning. That being said, it appears that the penalty still exists even for them when attempting to manifest psychic powers or taking leadership tests that are not specifically morale checks, as the rules clarify that morale checks are a specific subset of leadership checks, so if a model is stubborn, they don't care about morale but that doesn't mean that they don't care about their leadership.

So, in short, they are affected, but at certain points they are able to override the effects and just not care (resolving combat, pinning).

Even fearless models appear to be affected by Shadow in the Warp. It also makes sense thematically. It doesn't matter if you're afraid or a stone-faced Psyker. If your connection to the warp gets messed with by the Hive Mind, who knows what might happen? THE PERILS!

Agreed.


 foto69man wrote:
So.................new to the Hive mind and loving it. Used an Endless Swarm formation to great effect and fear tactics today ;-)

On another note, I like doing fun/interesting/unexpected things...Looking in IA4: The Anphelion Project I see the entries for Brood Nests, Spore Chimneys, and Capillary towers...but only points costs for the Brood Nests. IA Apocalypse Second Edition has a Spore Chimney Infestation Formation...and says 25 + Models...and refers back to the IA4 book. Can anyone close the loop for me and point me to the Book/Page number for the points costs?

I greatly appreciate it! And JY2, although you play with robots...I still like you for your Bugs.

Thanks!

Unfortunately, a lot of the older formations are out-of-date and possibly even obsolete. Sorry I don't have the news/info that you are looking for, but if you really can't find the info, just customize it, show your opponent any data you have on the formation and its relevent units, and then ask for permission from your opponent.


 DarkStarSabre wrote:
Ok, some feedback from the tournament last week....

Results 2 wins, 1 loss.

Spoiler:
The wins were against a Sisters list that failed to bring anti-air and the same Space Marine player from the previous week. Again, both were near enough tabled.

Now the loss...the loss was painful. It was against a White Scars Bikestar list complete with allied Space Wolves.

Things to note - the Bikestar is annoying. It is the bane of 'nids. Nothing like a 2+ EW FNP T5 chapter master to drive you up the wall. Add to the the rudeness of a bike mounted, 2+ save divination Rune Priest who just so happened to get the power that allowed him to reroll armour saves.....

Ugh. I just simply could not dent that. I couldn't risk Carnifexes going in due to Khan being there as well and even the Tyrants were hard pressed to impact it. I will also note that this was the only game that I did not get first turn or Seize and that he got some luck right off the bat with an Orbital Barrage writing off one Crone straight off the line. Seriously, the sodding thing just hit the crone. If it had scattered a few inches more the Crone would have lived and the Tyrant that was hit would not have cared.

Also, the Rune Staff with its ability to straight up block psychic powers on a 4+ regardless of what they actually are? Yeaaaah, not a good match up. I get the feeling that if he had NOT rolled that one psychic power up it would have gone differently as well - the fact he could simply negate the vast majority of my firepower through rerolling saves AND then getting FNP....

Well, that was rude.

Things I learned from that....

How long before Space Wolves get looked at and get those shenanigans taken away? Seriously, 80% of that was the damn Rune Priest on his own - rerolling saves and negating a large amount of Dominions, Catalysts and Onslaughts through a 4+ is what caused the problem.



Ouch. Unless you are running the Tyranid Airforce, White Scars (and especially White Scars with Space Wolf allies) is just a bad matchup for us.

The last time I played against biker marines (fortunately, he wasn't running White Scars, though he did run SW allies and the Biker Chapter Master), I just tied up his biker deathstar unit with 30 termagants with FNP from Catalyst and focused the rest of my army on killing the rest of his army.


Eldercaveman wrote:
One army I've yet to see much talk about is Iyanden Eldar? Has anyone had much experience against that, how do we fair against WraithGuard/Blades/Lords/Knights?

Eldar is another tough matchup for us, especially wave serpent-spam with wraithknights. Before, we could easily deal with high Toughness armies. Nowadays, Toxin Sacs are at a premium and just less frequently taken in a Tyranid TAC list. We can still win, but if they are meched up in wave serpents, we are going to be fighting an uphill battle.





Automatically Appended Next Post:
Eldercaveman wrote:
I think if you want to work out what is likely out of there just look towards Fantasy.

Number 3 on that list for example there is a similar effect on the equivalent fantasy table for irresistible force. So I can imagine it will be a similar effect on the perils table. Something like the Psyker loses 1 mastery level and forgets the power.

Yeah, that's what I am thinking. Our "Psychic phase" is going to be a lot like Fantasy's "Magic phase".


This message was edited 1 time. Last update was at 2014/05/12 16:49:57


 
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 ductvader wrote:
I personally have no problem with Eldar...I find that they don't have enough dakka to take down an MC based list.

What type of Eldar builds you normally play against?


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omerakk wrote:

And that begs the question: "Will Skyblight still be worth taking?"

The main strength of it was the objective secured gargoyles. If everything else in your army has that....
Does having the possibility to respawn the gargoyles still make the formation a powerhouse?

I think that would be a definite "yes".

Why is it still good?

1. You can still remain a Battle-forged army and get its bonuses.

2. Gargoyles who can't be contested (except probably by other Bound troops, depending on the FAQ's).

3. Respawning scoring units.


 tetrisphreak wrote:
Battle Anecdote time!

Last night i played 1500 points vs a Loganwing list.

Spoiler:
He had
Logan
2x10 Wolf guard with TDA, 2x combi-meltas, cyclone
One of the Wolf Guard was Arjac Rockfist
1x6 long fangs with 5x Missile Launchers, and a flamer on the sarge
Vindicator w/ Siege Shield

I had showed up with my "Bugs in a Box" list that consisted of:

Swarmlord w/ 1x Tyrant Guard
13x Genestealers
7x Genestealers
3x Hive Guard
1x Zoanthrope
2x1 Biovores
Endless Swarm:
3x Warriors - deathspitters
2x10 Termagants - fleshborers
1x10 Termagants - devourers
2x10 Hormagaunts- Toxin Sacs
1x10 Hormagaunts - no upgrades
Bastion - Ammo Store, Escape Hatch

So at the beginning of the fight I felt pretty confident as I had 9 scoring units compared to his 2. Then we rolled the mission - 2...Purge the Alien! Suddenly it went from an easy match up to i needed to table this guy to win. I placed my bastion midfield, about 1" from the center line, and he won the roll to go first.

Quick note - i rolled Paroxysm on both my Zoey and Swarmy - this was key throughout the battle. As was Psychic Scream, which i'll get to near the end.

Turn 1 - Due to night fight, he only managed to kill a handful of hormagaunts from 2 of the 3 broods. His vindicator took a shot at the bastion but didn't penetrate (lucky me). My turn, i managed to get paroxysm off on both his units of wolf guard, making them WS3. The genestealer brood of 13 bailed out of the bastion, about 8" from his wolf guard and 4" from the vindicator. Warp Lance from Swarmlord failed to destroy the vindicator, so i went after it (with furious charge from swarmy) with the genestealers. 40 attacks later, it was a wreck but my brood was tightly clumped. Biovores killed maybe 1 long fang.

Turn 2 - His wolf guard with logan attached kill 9 genestealers from the large brood (the smaller brood of 7 was hiding behind some BLOS terrain). However, the 4 remaining ones were behind the vindicator husk and prevented his charge. The other unit of wolf guard finished off a hormagaunt brood, with arjac's hammer doing the final wound. Very cinematic. That brood would not return via endless swarm. The long fangs threw out some frag missiles and killed a few termagants, and that was about it.

My turn 2 was when the hammer needed to fall. I paroxysm'd logan's unit to WS2, and ignored the other unit for now. I moved 2 hormagaunt units, a warrior brood (they had gotten into the bastion via the escape hatch after the genestealers bailed out turn 1, and disembarked this turn netting them +18" movement over 2 turns) and both genestealer broods into postion to assault logan's unit. He had a heavy flamer within, so i declared charge first with my naked hormagaunts - he opted not to overwatch, and i then proceeded to fail my charge. Damn you random charge lengths! He did overwatch the second hormagaunt brood but only killed 3, and they made it into CC. The genestealer units both made base contact, as did the 3 warriors.

For brevity's sake i'll fast-forward here - this multiple-melee lasted for the entire rest of the game. Thanks to paroxysm he took apart the tiny units very slowly as the genestealer's rending claws picked at his wolf guard bit by bit.

By turn 5, swarmlord was ready to join the battle and finish off the other wolf guard unit. He cast "psychic scream" and it successfully passed - i then rolled 6, 6 on Logan grimnar (who was alone by this time) and he failed his invulnerable saves - BAHAHAHA. Swarmlord charged and challenged Arjac to deadly battle - sadly, his storm shield held for a turn and he put 2 wounds on swarmy. Then, on turn 6 he and swarmlord Double-KO'ed each other in a very cinematic finish. The rest of the wolf guard and long fangs had been systematically picked apart by weight of dice forcing saves, so my opponent ended the game with no models left.

Tyranid Victory!

I don't always run a swarm army, but i do think it's very fitting to have Swarmlord in charge when i do.



Awesome job in a bad mission. Good to see Swarmy still put to good use.


bodazoka wrote:
So no more grounding test v every time you get hit.. I am a happy man!

Is that a confirmed rule for 7th?

If so, then that's a serious boost to FMC-spam lists, bugs and daemons.


 PrinceRaven wrote:
Tyranids? Troops? Dominating?

I think he was refering back to 5th Ed. tervigon nids.

But in all seriousness, our troops aren't so bad. 30 termagants in Synapse can still be quite good. I'll tarpit your Unbound Daemon Prince on an objective and still score!


bodazoka wrote:
bodazoka wrote:
So no more grounding test v every time you get hit.. I am a happy man!


GW giveth and GW taketh away...

Apparently snap fire shots are at BS-2 now.

That'll help out Eldar and Marine armies. Fortunately for us, Tau are normally BS3.


 SHUPPET wrote:
So "insanely powerful" that almost nobody ever took above the minimum amount per squad, and even then only because they unlocked Tervigon's as troops.

Balanced in 5th ed is what they almost were. Were in need of the points reduction they recieved. However, Tervigon nerf makes them pretty mediocre again.

Well, that hasn't changed since 5th, when we were still taking min-sized gant units to unlock troop Tervigons. Just saying....


Eldercaveman wrote:
Since we get a codex every edition, do you think we will get a 7th edition codex......


Also I have a feeling we may begin to feel the pain of not having purchasable mastery levels when the new psychic phase is revealed.

The psychic phase is still one of our strengths. Unlike most armies which can take only 2 psykers at best, we (along with Daemons) can actually spam them. Yeah dual flyrants and triple zoanthropes FTW (all of which are Lvl 2)!


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 SHUPPET wrote:

Now that you mention respawning scoring units, battleforged 2x Endless Swarm + Trygon tunnel or 2 might be quite stupid with the new changes. Just a bunch of respawning, scoring, incontestable troops, coming back to whereever you want them on the field, in a meta that I'm sure is going to be gak like 8 riptides or 6 wraithknights

That would be hilariously funny and a big F-U to many of those Unbound lists.

That's why I am all for Battle-forged. Objectives Secured is going to play a huge role in the new edition.


just2fierce wrote:
why isn't there any love for stealers? Every article I can find on the new book just leaves them out.....

Because 6th nerfed the heck out of them. 7th might make them better once again, especially if they can consolidate from combat into combat, but we really don't know if that will happen. Overall, stealers lack survivability to shooting in an edition that is mostly shooty. It also doesn't help that many of the armies can ignore what little cover there is.


This message was edited 1 time. Last update was at 2014/05/14 16:08:05


 
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 jifel wrote:
 gorgon wrote:
IMO, Genestealers could be fixed with a good price cut. Price them similarly to Daemonettes -- probably their closest analogy in the game -- and I'd find a way to use them.


Daemonettes are basically stealers that trade S4 and T4 for S3, T3, a 5++ and +3" run. And deep strike. Basically, Stealers should be slightly more expensive than nettes, as in 1 or 2 more points. Honestly I think 11ppm would be perfect for them.

I am hoping that they'll be awesome again. For example, if you can consolidate into another unit, then 20 in a bastion up front would be rock solid.

Agreed. Stealers are just slightly better than Daemonettes but not by much. 11ppm is a fair cost for them (maybe 12ppm at most), though I doubt that will ever happen. Otherwise, if they are going to keep them at 14ppm, I think at the very minimum, stealers need either 1) 4+ saves or 2) assault grenades or 3) both.


Spoletta wrote:
These new psyker rules are a definite buff for zoans.

Is it just me or the fact that we fire 3 warp lances in a single cast isn't so bad now?

With the new rules of witchfire it's even possible in some cases to triple warplance something (with 4-5 dices only) and then nova with the remaining dices (or just throw curses and blessing around).


The only thing bad about casting 3 warp lances are that you are paying 150-pts for 2 warp charges where you can just as easily pay only 50-pts for 2 warp charges. Also, if they get denied, you lose 3 shots instead of just 1 shot.


 L0rdF1end wrote:
Currently testing this:
I call it "SkyStorm".

Very early days with one game/win under its belt.
The concept was based around Spore Mines being ineffective when looked at as a singular but raining multiples from the Sky.. that could actually be decent.. Add this into Skyblight and that could be fairly solid.
Shame 6 of my Biovores were nuked in the only test game I've played so far first turn.
Won the game by killing all of his troops. Needs testing a plenty.


Flyrant Dual Devs 230
Flyrant Dual Devs 230
Flyrant Dual Devs 230

3 Warriors 90
3 Warriors 90

10 Gargoyles 60
10 Gargoyles 60
10 Gargoyles 60

Hive Crone 155
Harpy Venom Cannon 140
Harpy Venom Cannon 140

3 Biovore 120
3 Biovore 120
3 Biovore 120


An interesting build. Reminds of my 5th Ed. days when I constantly ran 6-9 biovores.

While it can work, IMO it is not the most optimal Tyranid build. Just relying on brute-force firepower alone will not get it done against the better armies. Right now, the best armies rely on force-multiplication units to make them very good.

My opinion as always is to try to fit 1 venomthrope and a bastion into your list. These are actually force-multiplication units that make your army much more survivable and, as a result, much better as well. If that means downgrading 1 unit of warriors to termagants and dropping some biovores, then so be it.

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So I still don't really understand why rippers are so good. The meta is still S6/7-spam. That is instant death for those little buggers. And they aren't exactly cheap either. 1 little bugger costs more than 3 termagants. Am I missing something here?

On the other hand, Necron scarab-farm have become more viable due to their spiders being able to pump out up to 9 scarabs each turn. That's a 135-pt unit and 27 Wounds free each turn!


Since, everyone is showing their Lords of War collection, let me share mine as well.




This message was edited 1 time. Last update was at 2014/05/23 07:28:00


 
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Ok, this is a brief summary of how the Psychic phase has changed for the Tyranids.

Let's take as an example my 6th Ed. Tyranid list. Back then (that sounds so strange since bugs are still relatively new), this is what I ran (in terms of psykers):

2x Flyrants
1x Zoanthrope
1x Tervigon

Let's say, for example, I have the following powers:

Flyrant #1 (Level 2) - Catalyst, Onslaught
Flyrant #2 (Level 2) - Warp Blast, Dominion
Zoanthrope (Level 2) - Catalyst
Tervigon (Level 1) - Dominion

Nowadays, in order to cast a power, you need to succeed on a 4+ per warp charge of the power. Nowadays, we also get a number of warp charges equal to the total of your psyker levels +1D6. That is your Warp Charge pool of dice and you can allocate any number of dice to a particular power. Let's look at a best-case scenario. We roll a 6 to see how many warp charges we have, so now we have a total of 13 warp charges (for this particular psychic phase).

In order to cast a Warp Charge 1 power, you need at least 1 success. If you use just 1 dice to cast the power, you only have a 50% chance for success. If you throw 2 dice, now you have a 75% chance of casting the power. With the previous version of the rulebook, you would succeed in casting the power on a successful LD test. That means you had a 83% chance for success. So in order to have as reliable a chance as the previous edition, you really need to use 3 dice to cast your power (88% chance for success). So let's assume we use 3 dice on average to try to cast our powers.

So Flyrant #1 uses 3 dice to cast Catalyst. There are 10 warp charge dice remaining.

Zoanthrope uses another 3 dice to cast Catalyst. 7 dice left.

Tervigon then casts Dominion to give Synapse to all the nearby gribblies. 4 dice left.

Now it is Flyrant #2's turn. He wants to cast Warp Blast to take out a nearby land raider. However, with only 4 dice left, he's only got a 75% chance to cast the Warp Charge 2 Warp Blast. He needs 6 dice to actually be able to cast it as reliably as before. In the previous edition, all the tyranid psykers would have an equal chance to cast his powers.


I haven't even factored in the chances for the opponents to try to Deny your power. Now, any power can be denied, including Blessings. Also, psychic-heavy armies have a greater chance to deny due to the fact that they will have a lot dice to try to deny with (the number of Deny dice they get is determined exactly the same as how many dice they get to cast psychic powers).

Finally, the more dice you use, the greater your chances are of suffering Perils. Anytime you roll double-6's, you Peril so the more dice you use to cast a power, the greater the chance of hurting yourself (or even killing yourself).

So overall, the casting of psychic powers have become more unreliable than in previous editions. It actually becomes harder to cast them, easier for the opponent to Deny (assuming your opponent is psychic-heavy as well) and the chances of suffering Perils is greater.

Nevertheless, you do need psykers in your army. Otherwise, it becomes much harder to stop your opponent from doing whatever he wants to you in his Psychic phase, especially if your opponent is taking a strongly-psychic army.





Automatically Appended Next Post:
omerakk wrote:
Who charges rhinos?

You're going to have to if you don't bring enough shooting, especially since those rhinos are scoring and can't be contested except by other Objectives Secured troops.


This message was edited 1 time. Last update was at 2014/05/24 18:16:22


 
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omerakk wrote:
You're going to have to if you don't bring enough shooting, especially since those rhinos are scoring and can't be contested except by other Objectives Secured troops.


I just can't remember the last time my shooting failed to tear open a cardboard armored rhino.

I can't see this being a real problem unless people switch back to 5th edition style armies with 6-10 rhinos.

Believe me, you are going to see the return of rhino-spam. 60 marines in 6 rhinos. That's 18 Objectives Secured scoring units! That's no joke. You can't contest them unless you bring enough Bound troops as well. The only thing you can do is to try to kill them all. Good luck with that.




Automatically Appended Next Post:
Xyptc wrote:

One thought that strikes me about our use of psychic abilities is that we a) have lots of psykers, b) have Dominion on everything as a bonus and c) all but one of our (pretty decent) powers are only WC1, which reminds me of older versions of Vampire Counts in WHFB, which used to have a similar looking set of attributes, and were able to roll over their Magic phase by simply casting lots and lots of cheap powers with only 1 dice. Sure, half of them fail, but half of them succeed and you have loads of psychic powers to try. It is also completely risk free; you will never get a double six.

In your scenario above jy2, you listed two Tyrants, a Tervigon and a Zoanthrope. That's 11 psychic powers in total, with between 8 and 13 casting dice to play with. Start by trying to cast Dominion on everything with 1 dice each. One, maybe two successes and boosted Synapse range. That can be game changing in itself, and your opponent may be tempted to commit dice to stop you. Keep cyclic through cheap powers, and maybe save a three dice for something really important at the end (Paroxysm on a key target, Psychic Scream in the middle of their army, Onslaught for those Dakkafexes). We (and Daemons at least) can spam our way through the psychic phase to force our opponents to make tough choices about where to spend their Deny dice.



On Shadow in the Warp

SitW (currently) has no effect on our denial of enemy powers. We do (usually) bring a number of psykers, so we can still shut our enemy down the old fashioned way (sheer number of dice thrown at them) though. Plus, some of the Perils results are a whole lot worse if you fail a Leadership tests, so enemies that Perils within SitW range are a bit more likely to die outright (and given that we have a lot of dice to Deny with, they may be inclined to throw more dice than necessary, increasing their Perils chance).

I wonder what (if anything) the FAQ will do to SitW? +1 to Deny the Witch if within SitW range? I'd be happy with that.


That is definitely a viable strategy. Casting powers like Dominion is almost like freebies as your opponent probably wouldn't want to Deny them. HOWEVER, there is still a 50% chance for failure and every time you cast a power like that, you are diluting your Warp pool, thus making it harder to cast some of the more important powers. Now that's not as bad if you deliberately spam psykers just to increase your Warp pool (i.e. like running 3x1 zoanthropes), but there is a point where running too many psykers gets to be redundant as well as to hurt the overall army chemistry. Support units are good. Just be careful not to overdo it.


As for Shadows, currently as per RAW, it does not affect psychic powers other than when a caster suffers a Perils and have to take a LD test because of that. But hopefully, it will get FAQ'd to something a little more useful.


This message was edited 1 time. Last update was at 2014/05/24 21:44:36


 
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 PrinceRaven wrote:
Yes, Hive Crones have just catapulted to one of the best units in the book.

I don't see that.

They are ok, but they aren't great anymore.

The unit that benefits the most is the shooty FMC - our dakka flyrants. Crones aren't really shooty. Their best asset was in their vector-strikes, which has been greatly nerfed.

However, what I do like about them are their ability to put the hurt on kabalite warriors in venoms. If it f*cks with DE, then I'm all for it.





Automatically Appended Next Post:
 SHUPPET wrote:
Might not be the popular opinion, but I think I would trade all these FMC buffs to keep the ability to glide down from the air and assault in the same turn. It's something I did every game and really justified for me the fact that two Flyrants fill up to a third of my points. Now it feels like a lot of those points are going unused on that crazy high WS and number of attacks.

Same applies to me for Crone to me too, perhaps even more so. Gliding down, flaming and charging later on in a game feels like it was intended for the unit. Especially with the limited use missiles, and no torrent on the flamer. At least Flyrants have decent survivability and can still do all it's usual damage if it glides down a turn early (still don't know how plausible this is), the Crone however does not, and only has one, template-ranged gun left by the time you are looking to assault, and has to spend the turn not VS'ing just to pull off a charge.

I guess I'll have to see how the extra airborne FMC survivability plays out in a game. Grounding changes do a lot for us, and the mouth cannon being able to hit open topped helps balance the scales for us against some bad units to be matched up against (although I think DE is still an auto lose regardless). I haven't seen a copy of 7th yet, how does it work? Is every model inside hit with the template?

Personally, I have never had a large amount of success with flyrants in assault. It's almost always better to keep them in the air and just keep shooting with them.

However, there are times when you do need to assault with them:

1. To kill a unit on an objective near the end of the game.

2. To kill an AV14 vehicle. Well, the nerf to FMC's and also the nerf to Smash has made this especially bad for the bugs.

3. To try to hide him in combat to protect against heavy skyfire shooting.

It's just something we are going to have to get used to, just like not being able to assault the turn you disembark from rhinos between 5th and 6th editions. The fact that it's harder to ground FMC's now is the main reason why you will still see the Tyranid Airforce around.

Units inside an open-topped transport takes D6 hits from a temp weapon at the weapons Strength and AP. So you breath on a venom, you could potentially kill both the venom and the unit inside as well.





Automatically Appended Next Post:


You know what's funny?

Buildings that are claimed are now scoring.


That makes my venom-in-a-box (bastion) tactic even more funny. LOL!!!


This message was edited 2 times. Last update was at 2014/05/25 16:33:12


 
Made in us
Fixture of Dakka





San Jose, CA

 TychoTerziev wrote:

I foolishly bought two Tyranid flyer kits before the new edition was out and now I am not sure what to build out of them. Are two Hive Crones still worth taking in a meta with few flyers? Vector Strike seems to be terribly nerfed.

Flyers will still be prevalent. Flying vehicles have actually gotten much better so you will probably see more people actually running them. That means hive crones are still necessary. The VS have been nerfed against ground units but are still effective against air units.

Made in us
Fixture of Dakka





San Jose, CA

 Khaine's Wrath wrote:
The question is, is skyblight STILL the strongest build??

IMO, yes, they still are.

There are still some very powerful tools that are needed in 7th Ed. and Skyblight gives you that:

1. Objectives Secured (OS) scoring. Not many units can contest now. You NEED units with OS (or rather, they provide you with an incredible advantage).

2. Mobile scoring/contesting. Our flyers can't contest anymore. Tradition ground troops are very slow. You NEED mobile scoring/contesting. With gargoyles, you can practically deepstrike them onto objectives.

3. Recycled troops. Now what's better than OS troops with good mobility? OS troops with good mobility who keeps on coming back. It's the gargoyles that will make skyblight still very good nowadays.


Made in us
Fixture of Dakka





San Jose, CA

rigeld2 wrote:
Just saw that poison changed and now you need a higher STR to get rerolls rather than equal?

Not as big a loss for our bugs as it will be for Nurgle armies. I'm not sweating it.





Automatically Appended Next Post:
Eldercaveman wrote:
Zoans are going to be priceless for us as a cheap way of upping our total Mastery Level, what are people's thoughts about squad sizes, run them all singles units of 2....?

I'd still run them in units of 1. Why pay 100-150pts for Mastery Level 2 when it only costs you 50-pts? Besides, the minute they peep their head out to shoot at any enemy, they are toast. And now that they are scoring, hiding them in a support role makes them even better.



This message was edited 1 time. Last update was at 2014/05/25 17:26:43


 
Made in us
Fixture of Dakka





San Jose, CA

 Khaine's Wrath wrote:
Will the gargoyles get objective secured even if you build an unbound list?

Yes, they have their own set of rules that will override the BRB (basic rulebook). Keep in mind that the specific always override the more general. The BRB have the general rules. The skyblight formation has a much more specific rule, no matter if you are running Bound or Unbound.


 
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