Switch Theme:

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
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Longtime Dakkanaut



Cheyenne WY

 Ratius wrote:
Riddle me this my little xenomorphs:
Is there a way of getting two Flyrants and a Tervigon into a single FoC list (no duals) using any of the available options without paying the Termagant tax?


There is a Tervigon Formation I believe....
Made in us
Longtime Dakkanaut



Cheyenne WY

 NightWrench wrote:
pinecone77 wrote:
 Ratius wrote:
Riddle me this my little xenomorphs:
Is there a way of getting two Flyrants and a Tervigon into a single FoC list (no duals) using any of the available options without paying the Termagant tax?


There is a Tervigon Formation I believe....


The synaptic swam formation I believe. Everyone gets 18 in synapse. If you are allowed to self ally then take a tervigon as your other HQ. The synaptic swarm does not get obj sec though.


Hmmm, I was think there was a Tervigon Formation, that gives Hyper pregger Tervigon(s) (re-roll 1's?) Fertillity node? Something like that...
Made in us
Longtime Dakkanaut



Cheyenne WY

I have no serious objections to the "Trap door spider" stratagem, except... It is an established concept that "anyone who advances towards Tyranids, loses". And my own experiances tend to conferm...I think it is an example of a play style, presented as a strategy/build...I'm guessing BigPigs "style" is to wait for a mistake, then exploit it". My own is much the same. But I put unrelenting pressure through movement. He seems to use psychological pressure (the desire to Do Stuff!) Both methods should yield results. And as far as I know...they do.

From a "military theory" point of view, both methods have validity, by moving, and Outflanking I try to seize, and keep the initative. But defense is well know as a superior stratagem as well....and both can and do work.

I don't think I would be happy with a "Shroud castle", because I can see to many ways to counter it. (I kinda specialized in smashing Tau castles, till they went out of style) So I would not like usinging it. But really it is just taking basic "survive the Alpha" techniques, and expanding their use.
Made in us
Longtime Dakkanaut



Cheyenne WY

 Iechine wrote:
Alright fellow bugs, Im about to head out to PA for the Mechanicon. I'll do my best to represent. 8)


Good luck! And good hunting!
Made in us
Longtime Dakkanaut



Cheyenne WY

luke1705 wrote:
Head on over and start drooling. It appears that instead of fixing lictors, GW has decided to release a better lictor. And instead of buffing Zoanthropes, they decided to give us a better Zoanthrope....and an actual reason for doing a Tyranid psychic dominance list. Daemon allies are looking better than ever, huh Hulksmash.

That being said, I'm in. Hoping they clock in in the 140-170 point range

http://natfka.blogspot.com/2014/10/next-week-pre-orders-tyranid-toxicrene.html?m=1




Wow, that looks like usable models. If they get out in time for x-mass, I just might get one... It looks like they want to send Nids into a Toxic/Psyho direction, can't say I am opposed. (Take a look at my "Psycho" lists )

This message was edited 1 time. Last update was at 2014/10/26 18:28:16


 
Made in us
Longtime Dakkanaut



Cheyenne WY

zerosignal wrote:
locarno24 wrote:
Hmm...

My army list is Tervigon-heavy. It's not the most competitive, I just like the idea of tyranids as this endless tidal wave of chitin. If I could spawn hormagaunts instead of termagants, I'd be all over that, and I keep intending to acquire a load of devourer-armed gaunts for the starting broods, but haven't got around to it.



The tervigon termagant broods have to be vanilla (fleshborers). Hence another reason why they're cack.

CHEERS GEEDUBS


Shoot if you like swarms o' figures I suggest Endless Swarm that way the Big Bugs you include can be "good" (like say a couple of Tyrants) (I posted a list called Endless Tunnel Assault a long while ago)


Automatically Appended Next Post:
tag8833 wrote:
 jy2 wrote:
 gameandwatch wrote:
It is alright, definitely WAY too expensive, but still has its uses. Most importantly of which is to produce more backfield fearless troops to hold objectives. The most idiotic change was to his backlash though, in most games I lost more gants to that than anyhing else (on the rare occasion when the terv actually dies)

Backlash can be mitigated. Just move those gants more than 6" from the tervigon or place them in terrain if possible. With the malanthrope nearby, then they can potentially get 3+/2+ cover even against the backlash.

While gants produced can be used to grab objectives, oftentimes, I play them more aggressive than that. Shoot them forwards to be screening units or to try to tie up enemy units (even 1 or 2 turns will help if they are able to tie up an enemy shooty unit). Also, each unit of gant he produces, the enemy needs to waste resources to get rid of. That means less guns against the rest of the army as they try to clear the newly spawned gants.

You mitigate backlash with Hive Commander. Outflank either the Termagants or the Tervigon depending on the situation. I've used this quite a lot, and recommend it if you must take a Tervigon. Still not a competitive build, though.


Word, my standard answer to backlash has been to Outflank it, that way I get a threat into the backfield, and the spawns can bubble wrap, and additional spawns can run off to grab and hold terrain, si IB does little to them.

This message was edited 1 time. Last update was at 2014/10/30 17:17:09


 
Made in us
Longtime Dakkanaut



Cheyenne WY

 Iechine wrote:
So I may be able to attend this GT next weekend

http://www.tangtwo.com/11thcompany/tournament.cfm

Its a large, 7 round Nova style tournament. Tyranids can ally with themselves with no FW allowed.

If its one thing I learned from this past weekend at Mechanicon, its that while I love Carnifexes, I dont love slow units. In 5 games they were able to shoot collectively about 3 times. Charge twice when it mattered.

I know it depends on the matchup, but Im thinking about filling the missing 4th Tyrant with Crones.

Flyrant w/Devs and Electro
Flyrant w/Devs and Electro
Venomthrope
Venomthrope
Zoanthrope
Ripper w/DS
Ripper w/DS
Ripper w/DS
30 Gargoyles
Crone
Crone
Mawloc

Allied:
Flyrant w/Devs and Electro
Ripper w/DS
30 Gargoyles

Thats 60 gargoyles, 3 tyrants to alpha select units, 4 rippers scoring, two crones hitting vector strikes and carrying xenos off the board (with storm talon and night scythe deterrent) and extra venomthropes for Tau SMS to kill. What say you?


I don't blame you for liking Speed. But you can put Adrenals on your Carnifexen. I like to, but I often feel constrained by the budget.

What you have looks very nice. While Tau find Veno's amusing, nobody else does. How are you planning to run the Gargoyles? big Broods of x30?
Made in us
Longtime Dakkanaut



Cheyenne WY

Polkadragon wrote:
So I got my first game with the new 1750 list out of the way, and the result was a big victory for the Nids!

My list

-- CAD
Hive Tyrant: twin-linked devourer with brainleech worms; twin-linked devourer with brainleech worms; wings; electroshock grubs
Hive Tyrant: twin-linked devourer with brainleech worms; twin-linked devourer with brainleech worms; wings; electroshock grubs

3 Ripper Swarms: Deep Strike
3 Ripper Swarms: Deep Strike

1 Malanthrope

5 Tyranid Shrikes: 5× scything talons; 3× rending claws; 2× lash whip and bonesword; toxin sacs; flesh hooks
Hive Crone

Mawloc: adrenal glands
Mawloc: adrenal glands

-- LAN
3 Tyranid Warriors: 2× scything talons; venom cannon
3 Biovores
Exocrine

My opponent played Space Marines with Imperial Knight allies.

Chapter Master: Space Marine bike

10 Tactical Marines: flamer
Drop Pod
10 Tactical Marines: plasma gun
Drop Pod
7 Scouts: heavy bolter

Dreadnought: twin-linked autocannon; twin-linked heavy flamer
Drop Pod

Stormtalon Gunship: Skyhammer missile launcher
2 Attack Bikes
8 Space Marine Bikers: 2× grav-gun
2 Land Speeders: 2× Typhoon missile launcher

Knight Errant

Mission was a special sort of kill points: you nominated the two most expensive models in your army and they were worth 3 VP each. On my side, this was both Flyrants, on his side the Chapter Master and his Dreadnaught (super heavies were excluded). Line breaker and first blood were in effect as well.


Just the highlights of the game:
- even though I went first, I castled up around the Malanthrope first turn, to limit the damage his Alfa strike could do. This worked fairly well, even so Orbital Bombardment took out half of my LAN turn 1! A drop pod with Marines came into my deployment zone and killed 2 Shrikes. Due to some crappy saving on my part, the Flyrant Warlord took 3 wounds in turn 1 as well.

- in my turn 2 all Mawlocs refused to show up and only one Ripper did, and they misshaped back into reserves! Things started to get better however, when both Flyrants swooped up and forced a panic test on his Biker unit, causing them to flee the table, including his Chapter Master! I had that Warlord trait where everything with 12" on my warlord has to test on its lowest Ld. and it payed off big time here. The Crone swooped up as well and blocked the Knight, forcing him to go round, as well as stripping a hull point with a Tentaclid.

- turn 3 saw more drop pods with Marines and Dreadnaughts coming down, but apart from the Shrikes, not much damage was incurred. His Storm Talon unloaded on the Crone, forcing him to jink. The Land Speeders tried to strip the last wound from my warlord, but a lucky jink made him survive as well. In return, the Crone Vector Struck the Storm Talon, blowing it up and the Flyrant warlord killed a Speeder with his Vector Strike and flew off. Mawlocs came in, but scattered. In the Tyranids deployment zone, both squads of Marines were being engaged by the Malanthrope and the remnants of the LAN and the Shrikes, slowly whittling them down.

- turn 4, the Knight charged a Mawloc and ripped it in two! Was the only highlight for the Marines however, as they were dying everywhere. The warlord came back in and blew up the Dreadnaught. The Crone went gliding and stripped another hull point off the Knight from afar. The other Flyrant stripped two hull points off as well.

- turn 5 left only the Knight (on 1 hull point) and a drop pod alive, at which point we called it. Bug victory!

What have we we learned?
- Shrikes hit hard, but are just too squishy to keep alive. You could use them as a backfield protector, but seems wasteful to me. They are out.
- I love my Mawlocs but they really did nothing here. Since this is supposed to be a tournament list, and I want some reliability, I'll probably ditch the as well.

Based on that, what's your opinion of the next iteration of the list?

-- CAD
Hive Tyrant: twin-linked devourer with brainleech worms; twin-linked devourer with brainleech worms; wings; electroshock grubs
Hive Tyrant: twin-linked devourer with brainleech worms; twin-linked devourer with brainleech worms; wings; electroshock grubs

30 Termagants
Scuttling Swarm Tervigon

1 Malanthrope

Hive Crone

-- CAD
Hive Tyrant: twin-linked devourer with brainleech worms; twin-linked devourer with brainleech worms; wings; electroshock grubs

3 Ripper Swarms: Deep Strike
3 Ripper Swarms

-- LAN
3 Tyranid Warriors: 2× scything talons; venom cannon
3 Biovores
Exocrine









I feel as though you lerned "too much" I agree on the Shrikes, they are hard to use, and are very vulnerable to alpha strikes. I like Mawloc, but they are a 'like them, or don't" kind of unit. If they don't work for you, then they don't. They are very good vs Gunline style forces though, but Gunlines are not so common these days.

Things in your new list I strongly suggest you look at; 1 put a Thorax Hive on the Tervigon, I would use Electro-bugs myself. 2 a LAN works best with a Shrouding baby sitter, so finding points to grab an extra Veno/Malan is a high priority.
Made in us
Longtime Dakkanaut



Cheyenne WY

 beardman3000 wrote:
buying these ones, since I just got into it in 7th. but stupidly excited to see if more units can become more useful. and Shuppet.

5 deathspitters

deepstrike, fearless, instinctive fire.

has drifting death

when it lands on impassable terrain, move it the minimum distance where it will be fine. deploy up to 6" away, but not 1" near enemy units (can not really mishap)

can upgrade with barbed strangler or vennom cannon for 25 pts.


Thanx! I am foolishly cheered by this rumor!
Made in us
Longtime Dakkanaut



Cheyenne WY

 Frozocrone wrote:
Pyrovores might see the table now...still better Elites to use but they suddenly became more viable

It looks like T5 W6 4+ so it would be great at plonking on an objective or at least drawing fire away from your army if the opponent wants an objective.

And it moves too! So you can get to that objective if you DS out too far.

Or be like 'nah, I feel like that objective'


What come to my mind is "Idrop off a unit of Termagants, then drift over here and control two VP points...let me see if I get extra points for that. "
Made in us
Longtime Dakkanaut



Cheyenne WY

 SHUPPET wrote:
Whats the WS / BS on the Toxicrene? looks like it may be playable now


3/3.. I guess that is what Paraxium is for. "Tyranids the ultimate Bioengineered death machine...vs Grots and Tau anyway" But I can see drop podding in a Toxicrene or a Dima as a very fun option. It might even work well in Tourneys. Heck it's almost enough to make me wish I had a Swarmlord. I guess that is why they sell magnets.
Made in us
Longtime Dakkanaut



Cheyenne WY

 Sinful Hero wrote:
Does adding Deepstrike to a Dimachaeron(or Any melee unit) really improve it that much? Nobody's ever said much about deep-striking shrikes, trygons, or melee-flyrants. I know I don't have as much experience, but I'm concerned this is just shiny new model syndrome.


Automatically Appended Next Post:
 SHUPPET wrote:
 Sinful Hero wrote:
Mucolids- Giant spore mines. Can assault flyers(hits side armor). S8 Ap3. +1 Strength for each mine.
Sporocyst- Infiltrates, can't move. Synapse units within 6" add 6" to their synapse range. Spawns 3 spore mines, or once per game one mucolid. Has five deathspitters(instinctive fire). Can upgrade like tyrannocyte.

Spoor cyst absolutely useless. For the price of a Malanthrope it gives you an unreliable buff to other Synapse (not better than, you know, actual Synapse which it does not freaking have) and spawns mines with 6" of itself. WOW TERRIFYING.

The Mucolids I'm unsure on. Is that T5 W3? Actually might be very worthwhile DSing in for minimal points, excellent board control and not easily wiped by Bolters like spore mines are.

HArd to tell, but I forgot to mention Shrouded.


Yeah, I don't know how it will play out...But I see it as Fortifications that I can Infiltrate. Not going to be a "must have" but it just might be a meta changing option.
Made in us
Longtime Dakkanaut



Cheyenne WY

rigeld2 wrote:
I didn't see a rule saying they can't...
But they'll explode when used right, so that part isn't relevant. The relevant thing is a S8 AP3 hit against anything (including Flyers) that gets charged.

That and a 30 point investment into minimum troops.


Still useful for Mealstrom...I score this turn, if you contest I blow up in your face. Come and get me If you're hard enough. I can always tunnel in some Rippers later, if needed.
Made in us
Longtime Dakkanaut



Cheyenne WY

 Sinful Hero wrote:
 SHUPPET wrote:
tag8833 wrote:
 SHUPPET wrote:
tag8833 wrote:
 Tyran wrote:
He said reliable, not rerolleable.
Oh, How is it reliable?


Deepstrike a Venom in with them and a Mawloc / Gargs / whatever in front of them, and GtG.

1) MC's cannot GTG
2) Venoms can't DS unless in a pod which is a pricey upgrade.
3) You are ignoring reserve rolls and scatter which are highly unreliable.


1.) MCs can GtG.
2.) I'm obviously countin them as I a pod, and as you'll see from my previous post I don't see the pods as at all inneffecient, being very well costed for their firepower.
3.) The scatter on the Pods are fairly reliable, as are reserve rolls with comms, it's 40k this far more reliable than expecting one to walk up the board into optimal combat
4.) stop being such a downer

Aren't our MCs Fearless, so they can't go to ground?


Not All of them...
Made in us
Longtime Dakkanaut



Cheyenne WY

 SHUPPET wrote:
pinecone77 wrote:
 SHUPPET wrote:
Whats the WS / BS on the Toxicrene? looks like it may be playable now


3/3.. I guess that is what Paraxium is for. "Tyranids the ultimate Bioengineered death machine...vs Grots and Tau anyway" But I can see drop podding in a Toxicrene or a Dima as a very fun option. It might even work well in Tourneys. Heck it's almost enough to make me wish I had a Swarmlord. I guess that is why they sell magnets.

Whats a Paraxium?

Also, Swarmy still too over costed. As jy2 said, he's just a worse Dima, his arguable benefits are not worth 120 pts


Sorry Typing is not my best skill. Swarmy can give PE to the instinctive shooting can't she? And it is a big bad Power of the Hive Mind source of WCs. Vs fools who depend on MCs (Wraithknights and Riptides mostly) a Deepstriking Swarmy could be very frightening. Though I suspect you'd need to pod in something to screen with...like say 30 Spinegaunts? (with or without Devilgaunts to flavor) I admit it is very unlikely to be a winning strategy...but science requires experimentation, that is what makes it different from philosophy.
Made in us
Longtime Dakkanaut



Cheyenne WY

 Sinful Hero wrote:
 SHUPPET wrote:
 Sinful Hero wrote:
@tag It is. Draw LOS and range from each gun is what the rule explicitly tells you to do- and each gun can fire at a different target.

I actually think that last line refers to Synapse doesn't help the instinctive Fire rule. It's always closest.


Wow that's gunna be ridiculously time consuming, especially considering they are all in different positions on the model making multiple LoS checks necessary, it's blasts so you have to line up scatters, and have to roll even if they couldn't wound because of scatter chance, and have to do this 5 times, and then have to do it all again for every single pod.... wtf thats just ridiculous writing for a massive scale tabletop game

It could be just assuming you'll take Deathspitters every time. No need for placement and scatterdie then.

Do you have to place the blast markers on the closest model? So they won't be nearly as effective as placing them in the center of a blob. I suppose since it says unit you wouldn't have to do that...


I'd interpret that as place the 'hole" of the Blast over the closest.
Made in us
Longtime Dakkanaut



Cheyenne WY

 Ifurita wrote:
Psychic Resonator: Any friendly Synapse creature within 6" of this model adds 6" to its synapse range. Does this mean that a Synapse creature benefits from this boost once, regardless of how many Psychic Resonators are within 6" or does this mean that Synapse range is boosted by 6" for EACH Psychic Resonator within 6"?


I dunno, I think that is looking for too much. Shoot if you want a big Synapse Bubble, take a Synapse Node tyrant (or Swarmy) add the boost, then cast Dominion...+6",+6",+6"...30" bubble? sounds like it'll do.
Made in us
Longtime Dakkanaut



Cheyenne WY

 jifel wrote:
 ductvader wrote:
 AdeptSister wrote:
If you can't use FW, what melee TMC would be best to pod in?
Maybe a Haruspex for the 5th wound and wound regeneration abilities. Stone Crusher...

Also considering a broodlord again...being able to choose a pod or not is huge.

EDIT: Too used to using Stone Crushers...forgot he's FW


Honestly I think the Dakkafex is good enough in melee, plus his normal badassery, to use in a Pod. I know I'm hardly the only person saying that though. Or, if going CC, the swarmlord is a tempting thing. Stonecrusher fex are great in this role, even meleefex wouldn't be terrible. The Haruspex becomes not-terrible, but I'd still recommend a Toxicrene over him if you can get him in terrain.

Personally I'll be dropping Tyrannofex and Dakkafex in there, for a good combination of firepower where I want it and toughness with good CC ability afterwards.



I also like the idea of DS Tyranofex. Shoot even a boring old school Screamer Killer could work, you can Plasma on arrival, then HOW next turn.
Made in us
Longtime Dakkanaut



Cheyenne WY

 Iechine wrote:
I like to think of the Tyrannocite as an expensive biomorph that gives you deepstrike and 5 deathspitters...would I pay 75 pts for that upgrade? Yep.

Turn 2 typically has my 3 Tyrants in the air being dicks to everything on the ground mid field. So nows when I want to keep allowing that to happen, deepstriking MC(s) are a great distraction.

Still havent decided on what MC to send in though.

Assuming FW is not allowed and in a competitive setting:

Dakkafex Classic devourers mulch and can be useful against certain targets, and no one likes a charge from one. They are squishy. One fex alone without cover just cant take the front and center firepower many armies can throw out.
Tyrannofex Tough as nails and his acid spray would reach whatever you needed to after deep striking. He sucks at combat and has low damage output against a lot of common builds.
Exocrine One of the main reasons I never use this guy is his 24" range. Now that he can arrive and spit out AP2, he can be really helpful in removing a variety of targets your Flyrants have already softened up See Carnifex, plus he sucks at combat
Toxicrene The potential for instant death on a variety of targets is promising. He's also a wide model that can use the Tyrannocite for cover when he comes in, ensuring the 3+ cover save at least. He assault potential is promising, wounding anything on a 2+ with AP2 and potential for ID cant be overlooked. He's even squishier than most of our MC's. Some units he just has no business assaulting, and without his cover save his survival looks grim.
Haruspex It's a Haruspex.



A tourney list for consideration:

1850
Flyrant w/Devs and electro
Flyrant w/Devs and electro
Flyrant w/Devs and electro

Bastion w/coms
Venomthrope
Ripper w/DS
Ripper w/DS
Ripper w/DS

Exocrine w/Tyrannocite and Venom Cannons
Exocrine w/Tyrannocite and Venom Cannons
Mawloc
Mawloc

With points to spare...Its an obvious beta strike army. Perhaps lose a Mawloc for a large gargoyle brood for flexibility?


Looks pretty nice! Yeah, I'd be happier with some bubble wrap, so a Pod full O' Melta (tm) doesn't fry your veno in a box before your ready.


Automatically Appended Next Post:
Verviedi wrote:
Please tell me why this list will fail horribly at killing GKs.

HQ-
Flyrant with TL BL Devs + eGrubs (240)
Flyrant with TL BL Devs + eGrubs (240)

Troops-
Rippers w/ DS (45)
Rippers w/ DS (45)

Elites-
Venomthrope (45)
Zoanthrope (50)

Heavy Support-
Exocrine (170)
Mawloc (140)
Exocrine (170)


It looks like a fine list, but not my "style" I'd want some Tar pit units to tie up all that Force weaponry, till my Big Bugs were good and ready.

This message was edited 1 time. Last update was at 2014/11/05 21:06:54


 
Made in us
Longtime Dakkanaut



Cheyenne WY

 Unyielding Hunger wrote:
You know, with the option of these drop pods, has anyone taken a look back at Genestealers? Depending on what else drops in on the same turn, you could have enough target priority issues to allow these guys to make it into combat.


I've been giving some hard thought to a Brood with a Brood Lord as a possible Pod unit, it's Almost good enough to use as an Infiltrater...maybe as DS it will finally be "good enough". (I'm thinking x7, Broodlord)


Automatically Appended Next Post:
Verviedi wrote:
Is it a dick move to take this list in a 750 point game?

HQ-
Flyrant with TL BL Devs + eGrubs
Flyrant with TL BL Devs + eGrubs

Troops-
Rippers with Deep Strike and Spinefists
Rippers with Deep Strike and Spinefists

Heavy Support-
Carnifex with TL BL Devs


A little bit. Basicly taking FMCs is the "issue" at low point levels very few things can do much of anything. Depends on your local "meta" just how bad this is though.


Automatically Appended Next Post:
rigeld2 wrote:
5 Venom Cannons, hitting 1.5 models apiece (best case scenario) so 7.5 hits, 6.3 wounds, about 2 models dead

5 Stranglers, hitting 2.5 models apiece (best case scenario) so 12.5 hits, 6.25 wounds, about 2 models dead and a pinning check.

It depends on if you need more light AT (Venom Cannons) or more pinning weapons (Stranglers). Since most Tyranid lists don't need help against light armor, but do need help assaulting into terrain - pinning weapons win.


Word. Outside of LAN, I most always want Stranglers.

This message was edited 2 times. Last update was at 2014/11/05 21:30:12


 
Made in us
Longtime Dakkanaut



Cheyenne WY

 L0rdF1end wrote:
 jifel wrote:
If we want to drop something in to hunt MCs, I say we use...

Tyrant Guard.

Tyrant guard an incredibly overlooked unit. As soon as people buy their Tyrants wings, they forget about Guard completely. But, for their points they are an incredibly beefy unit. For 179 points + 75 for pod you can drop in 3 Tyrant Guard with poison and a single Lash Whip/Bonesword. The unit is just as durable as an MC, especially with cover and shrouded, but will almost always be a lesser target priority than most MCs you should be dropping with them, They'll put out a ton of attacks against anything that comes at them and can easily kill a Wraithknight with the LW/BS. No characters to challenge out, can't be meltabombed, and in a pinch you can attach a Flyrant to protect a Warlord point.

I think I'll have to experiment with dropping in a TGuard unit and two dakkafex, plus malanthropes, to really mess with someone.


I like the idea of Tyrant Guard in a pod (Perhaps Crushing claws and Toxin Sacs for 4+ to wound AP2) with a Flyrant gliding down to join them.
Perhaps to wack something. Perhaps because he's low on wounds.
Or just vanilla Tyrant Guard would be useful in this sense.

I agree with you, could be useful.
Trouble is, you want 3 which is 150 points.
That's nearly a Toxicrene which is potentially more useful.


Automatically Appended Next Post:
Holy Smokes...:
http://natfka.blogspot.co.uk/2014/11/tyranid-venomthropes-and-zoanthropes.html


If this is true (and it seems like it may well be ) This would be extremely cool. I might just start fielding "Psycho" lists full time. Even if it just turns out to be a box of three dual use figs, it will be a very welcome release.
Made in us
Longtime Dakkanaut



Cheyenne WY

 tetrisphreak wrote:
Upgrade a zoey to super zoey. Interesting.


Yep, x2 CAD, x4 Zoeys, all solo, add two "Super Zoeys...profit!


Automatically Appended Next Post:
 jy2 wrote:
What is up with all these new Tyranid units?

I must've been a good boy lately.




GW found out you had spare cash...


Automatically Appended Next Post:
 Iechine wrote:
Side question...where is it 'confirmed' that Mucolids are troop choices?



Try as I might, I just cant find anything better to drop in than a Dakkafex. A turn 2 Carnifex in the midst of your army sucks for most anyone and has to be dealt with, which means Flyrants have free reign for another turn.

I've settled on this for starters (Non FW allowed) 1850:

Flyrant w/Devs and electro
Flyrant w/Devs and electro
Flyrant w/Devs and electro
Venomthrope
Bastion w/comms
Rippers w/DS
Rippers w/DS
Mucolid
23 Gargoyles
Crone
Dakkafex w/Tyrannocite
Dakkafex w/Tyrannocite
Mawloc

I like to think this is an extremely flexible, TAC list with a strong capacity for anti air/armor/infantry, board control and scoring capacity. What say you?


Well...you know me, I think a Tyranofex, with a Thorax Hive is the perfect gift. It should produce a serious headache for any foe.

This message was edited 2 times. Last update was at 2014/11/06 21:51:06


 
Made in us
Longtime Dakkanaut



Cheyenne WY

 The Shadow wrote:
 Sinful Hero wrote:
 The Shadow wrote:
 Tyran wrote:
I like the models, but the Maleceptor has terrible rules, I doubt we have anything worse than it.

Really? A lot of the lists posted on this thread seem to include them...

You mean the Malanthrope. Different gribbly

Ah, so I do The maleceptor is the other half of the toxicrene kit...

*Ahem* So.... Malanthropes? What are they like?


They are very good indeed. Almost "must take" good.
Made in us
Longtime Dakkanaut



Cheyenne WY

 Sinful Hero wrote:
tag8833 wrote:
 Sinful Hero wrote:
I've been bouncing this 1850 list around and thought I'd share for any feedback.
Spoiler:
HQ-Hive Tyrant:Wings, E.Grubs, Dual Devourers
HQ-Hive Tyrant:Wings, E.Grubs, Dual Devourers
ET-Malanthrope
TP-Tervigon:E.Grubs, Crushing Claws
TP-Termagants(30):29 Spinefists, 1 Strangleweb
HS-Carnifex(2)ual Devourers
HS-Carnifexual Devourers
HS-Carnifexual Devourers
Fort-Bastion:Comms Array
Transport-Tyrannocyte(3)

The idea is the Flyrants and Carnifex will start pushing up where I need them.
Termagants will either camp an objective or push up with the fexes. They can bubble wrap when necessary.
The Tervigon and Single Fexes will pod in, with the Tervigon making it's own bubble wrap if needed, basically just dropping more units behind enemy lines. Perhaps giving a better guarentee of linebreaker.

Termagants aren't great at screening walking MC's. With a squad of that size, a bad run move will cripple you carnifex's advance. Consider taking "Hive Commander" on the Hive Tyrant so that you can outflank the Termagants or possibly the Tervigon. You can lose one Dakkafex for this, and still fit in an awesome screening/tarpit unit of Kris & his wife n kids will be here late tonight. Don't think Nic is coming, Kam is not coming.
Kris has the two little boys y'all met before. 20 Gargoyles. Or you could drop one Tyrannocite, and downgrade a dakkafex to a Mawloc, and take a small squad of Hormagants / Gargoyles as your screen.

I basically took the terms for access to a spudded ob:sec Tervigon. I could drop the crushing claws on the Tervigon and the Strangleweb for hive commander on the big outflanking blob of spinegants. I assumed they would be bubble wrapping the bastion from deep striking Melta/Haywire for the most part. When I mean push up with the fexes I would usually keep them behind- doesn't exactly make use of their guns, but if I'm moving them up it's for an objective or to tarpit anyway.

Is the loss of Cclaws on the Tervigon worth outflanking the Spinegants? Or would it be better to drop the Tervigon altogether and change up with troops a bit?


Automatically Appended Next Post:
I suppose with Hive Comander I could deep strike an empty pod and outflank the Tervigon, although I'm not sure why.


I really like Outflanking the Terv. If you don't have a passenger for a Pod, drop it and spend the points on something nice, like a Brood of Hormagaunts to screen the Big Bugs. Losing the claws does little (you have a Haywire Template afterall) and a Dakkafex still generates D3 HOW at ST 9 on a charge!
Made in us
Longtime Dakkanaut



Cheyenne WY

 beardman3000 wrote:
Am I crazy for prefering to run 2 zoans / 2 venos instead of a Malan? It just seems better to me idk why


I prefer it myself...it does give just a little extra Powers of the Hive Mind! and WCs.
Made in us
Longtime Dakkanaut



Cheyenne WY

 Iechine wrote:
Played a local GW 1500 tourney yesterday. First opponent had an Ork Stompa and the tractor beam thing. You guys know the drill, I just killed all of his ground guys and scored all but one of the scouring. Even put some wounds on the Stompa when I ran low on targets.

Second opponent was Salamanders and I tabled him. Third was Dark Eldar with everything mechanized, and he rolled a Skyfire nexus on his side of the board, then castled as much as he could on or near it. Game was done by turn 4, cant do much against that much twin linked fire power on MCs.


Yeah, castles are tough for us, about the only answers are Mawloc , Biovores, or maybe our new super spore dudes (if they can DS and exlode on the same turn)....I guess Podding in a Acid spray Tyranofex could distract the foe as well.
Made in us
Longtime Dakkanaut



Cheyenne WY

 Amishprn86 wrote:
 jy2 wrote:
 Amishprn86 wrote:
 SHUPPET wrote:
14 venoms. Sheesh. Not gunna have many points for AT there. But yeah Venoms are pretty hard to deal with for Nids.


You dont need AT for Nids, they have No armor.

I believe he is looking at the list from a Take-All-Comer's perspective. Anyone can tailor. Question is, can you build a list that can handle all the other armies as well as Tyranids? The list is no good if it can't do that.




But if you play by the rules you dont even chose a army or list until you know the Points and game type. So really, I can have 5 armies, see what Game type it is and then pick the best army for that objective. But no one plays like that.


But that is still not I have an army for each Codex, that is a list for each mission. IMHO...not the same.
Made in us
Longtime Dakkanaut



Cheyenne WY

Verviedi wrote:
Can I have a list that will let me win games but not get me accusations of being a WAAC TFG?


Sure...play Tyranids. Just don't run more than 2 or 3 Winged Dakka'rants, and you are a sportsman!
Made in us
Longtime Dakkanaut



Cheyenne WY

trindaros wrote:
So i'm kind of new here, been lurking here for a few days in this thread to see what Tyranids where up too and I was very surprised to see GW releasing new models and even giving us back our mycetic spores! I shelfed my tyranids shortly after the 'new' dex was released, and now I want to give them a shot again, first on a non competitive level, and maby attend a few small tourny's after I refined my list.

Currently, this is what I want to run:

1750 total
HQ
flyrant with double BL dakka and electroshock grubs 240pts

Elite
Hive guard 2x 110pts

Vthrope 2x 90pts

Zthorpe 50pts

Troops
Horma's 15x 75pts

Terma's 30x 120pts

Tervigon with crushing claws and electroshock grubs 220 pts

warriors with barbed strangler (3x) 100 pts

Fast attack
Give crone 155 pts

Heavy
Exocrine 170pts

Toxicrene 160 pts + Tyrannocyte 75 pts

Tyrannofex acid spray, electroshock grubs 185 pts

The units I'm not completely sure of are the Tervigon and the full brood of terma's, as i'm not sure if that unit would work well with the rest. I want to play a bit on the aggresive side, walking up the tyrannofex and horma's, the rest following. I could also take out 10 terma's, the tervigon and exocrine and add 20 gargoyles and 2 dakka fexes (this leaves me currently with 10 points to spare). I don't want to build a list accommodating only for the toxicrene, but i really like the rules and model, so a list in which it is an addition would be cool.

Feedback would be nice


Well...Tervigons are not terrible, but they are a little over costed. So yes, you'll likely be happier if you swap them out for something else. And Dakkafexen are a very good choice.
Made in us
Longtime Dakkanaut



Cheyenne WY

Verviedi wrote:
I just got the Exocrine kit. How would I go about magnetizing it?
Where do I get WH40k magnets?
And most of all, should I bother? I like the Haruspex, but will it be viable with Tyrannocites?

In addition, how do I deal with a PaladinStar? The frigging things never die thanks to 2 wounds, 2+ Sv, 5+ Invul, 5+ FNP, and IWND.
Unit comp is 1 Daemonhammer, 1 Halbred, Nemesis Banner, Psycannon, Apothecary, and Terminator Libby for invis/VoD


GW doesn't make magnets, if they did they would be "chapter approved, and cost 7$ each. You should be able to find good ones on e-bay, or your local store.

The simplest answer to a Paladin star is to Tarpit, then kill everything else. So a big Brood of Gaunts is likely to be a very good solution. Mawlocs like Paladins as well, they are spicy, yet meaty.
 
Forum Index » 40K General Discussion
Go to: