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![[Post New]](/s/i/i.gif) 2008/08/30 22:22:58
Subject: 1850 Tyranids for 5th edition
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Nasty Nob
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2x Hive Tyrants: Acid Maw; Adrenal Glands +1 WS; Implant Attack; Toxin Sacs +1 St; Scything Talons (x1); Barbed Strangler;
Synapse Creature; The Horror
3x Tyrant Guard each: Rending Claws; Scything Talons
6x Warriors: Toxin Sacs +1 St; Scything Talons (x1); Deathspitter; Synapse Creature
2x Carnifex: Scything Talons (x1); Barbed Strangler
6x Gaunt Broods: 8 Spinefist Gaunts; Without Number
2x Carnifex: Enhanced Senses +1 BS; Reinforced Chitin; Barbed Strangler; Venom Cannon
1x Carnifex: Adrenal Glands +1 WS; Bonded Exoskeleton; Toxic Miasma; Reinforced Chitin; Toxin Sacs +1 St; Tusked;
Scything Talons (x1); Barbed Strangler
One Tyrant, the Barbed Strangler Carnies and Tusked Carnie go after my opponents OBJ's
The Venom Cannon Carnies are on anti-tank duty and hang out near my OBJ's (I need to be able to silence a Land Raider Crusader).
The other Tyrant, Warriors and Gaunts cover my OBJ's
I think the key with Bugs is deployment and OBJ placement. Ill be sure to place OBJ's in or near cover.
This list maximized TMC's and units without number. As templates and blast weapons have gotten a boost and the Holy Bolter
is very prevelant not to mention not being able to consolidate into units from close combat, I dont expect my troops choices to survive or do too much damage (even assuming a truck load of genestealers).
Instead of going for lethality, Ive gone for durability with my troops choices. These bugs just keep coming back. I may replace the elite Carnies with more Warriors to ensure I have synapse in turns 5 and 6 so my Without Number Gaunts are not lurking.
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This message was edited 2 times. Last update was at 2008/08/30 22:34:32
A man's character is his fate.
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![[Post New]](/s/i/i.gif) 2008/08/30 22:30:30
Subject: 1850 Tyranids for 5th edition
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Sneaky Striking Scorpion
Between the Sun and the Sky
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While WN is good, it means your opponents have Unlimited KP potential. Good for OBJs (though not making your OBJs instantly yours), but terrible for KP.
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Catch me if you can.
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![[Post New]](/s/i/i.gif) 2008/08/30 22:37:34
Subject: 1850 Tyranids for 5th edition
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Nasty Nob
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True, but if I replace these guys with other troops - I still give up easy KP's. Granted not as many, but Without Number is a MAY BE brought back option. So I can mitigate the KP disadvantage in games where KPs determine the winner.
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A man's character is his fate.
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![[Post New]](/s/i/i.gif) 2008/08/30 22:58:16
Subject: 1850 Tyranids for 5th edition
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Huge Bone Giant
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Gaunts in cover, out of synapse are remarkably hard to kill when KP matter and objectives do not.
4+ cover, Lurk +1, Go to Ground +1.
2+ cover does not give up KP easily.
edit for logic.
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This message was edited 1 time. Last update was at 2008/08/30 22:59:16
"It is not the bullet with your name on it that should worry you, it's the one labeled "To whom it may concern. . ."
DQ:70S++G+++MB+I+Pwhfb06+D++A+++/aWD-R++++T(D)DM+ |
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![[Post New]](/s/i/i.gif) 2008/08/30 23:02:25
Subject: 1850 Tyranids for 5th edition
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Nasty Nob
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And I dont need to bring them back if its going to be close
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A man's character is his fate.
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![[Post New]](/s/i/i.gif) 2008/08/30 23:11:21
Subject: 1850 Tyranids for 5th edition
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Huge Bone Giant
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kaiservonhugal wrote:And I dont need to bring them back if its going to be close
QFT.
Good call. I have almost done that twice.
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"It is not the bullet with your name on it that should worry you, it's the one labeled "To whom it may concern. . ."
DQ:70S++G+++MB+I+Pwhfb06+D++A+++/aWD-R++++T(D)DM+ |
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![[Post New]](/s/i/i.gif) 2008/08/31 02:27:09
Subject: Re:1850 Tyranids for 5th edition
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Wraith
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That's... a lot of Gaunts. Way too many, actually. To be fair, the reason it's way too many is because you have six squads of eight immortal Gaunts. The only time immortality helps Gaunts claim objectives, though, is when they are near your table edge already. Otherwise, eight Gaunts are remarkably easy to assault/flamer/whatever off of an objective the opponent wants. Yes, eight Gaunts with 2+ cover is difficult to remove via shooting, but lurking Gaunts can't score. Going to ground means you can't get up and move the next turn, out of the way of an incoming flamer strike for example. You can only be lurking when not within 12" of your 8 Synapse creatures. So say you finally make it out to a distant objective with these eight, it's not terribly difficult to wipe them off of it. Being immortal means you start all the way back at your table edge.
Your Tyrants suffer from dual-purpose syndrome. While being able to shoot 36" AND having an extra attack in close combat sounds like a good combination, it's not. S5 templates are far from remarkable and you can't shoot and run, meaning you're either delaying the Tyrant from doing what you gave him assault biomorphs for, or you're wasting the points you spent on a Barbed Strangler.
No, you can't keep walking forward because somebody has to stay back to keep the Gaunts holding a nearby objective from Lurking near endgame.
A much better alternative is to have one shooty tyrant of your preferred weaponry (I'd go Sniper Tyrant myself, strangler+cannon+senses+sacs) and one assault tyrant. Speaking of your assault tyrant, you might want to give your Guards the Lash Whip weapon instead of scything talons. These guys are there to support your Assault Tyrant and giving people -3 attacks makes assault units and special characters sad. You also might want to reconsider his biomorphs. Acid Maw is generally wasted unless you use this guy to eat other Monstrous Creatures. If you do fight many other MCs, though, then by all means keep it. In fact, you might even want to add in Implant Attacks, making it so you can wipe another MC out in one or two assault phases. You'll want to keep the +1WS, and also add in Toxic Miasma. Hitting on 3's against other WS6 creatures is very nice. You should also give it +1I along with Flesh Hooks. I have often thrown a unit of Genestealers at someone's Hive Tyrant that didn't take the +1I and they didn't get to swing before they died. Four rending hits isn't that hard to come by. Of course, with three Guards in the way this becomes less of an issue, so it's up to you and how many points you have available.
Have you considered dropping some Gaunts and taking some Feeder Tendril Genestealers at all? They make excellent objective takers, especially when you add in the supporting firepower of a sniperfex and your warriors.
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![[Post New]](/s/i/i.gif) 2008/08/31 02:52:18
Subject: 1850 Tyranids for 5th edition
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Morally-Flexible Malleus Hearing Whispers
Well I kind of moved near Toronto, actually.
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I did not really read it but I would put Venom Cannons on Tyrants. 3 shots, baby.
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![[Post New]](/s/i/i.gif) 2008/08/31 04:23:25
Subject: Re:1850 Tyranids for 5th edition
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Wraith
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That's right Taco, three BS4, S8 glance-only AP4 shots.
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![[Post New]](/s/i/i.gif) 2008/08/31 17:52:13
Subject: 1850 Tyranids for 5th edition
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Dakka Veteran
The Hammer
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The one thing I might consider is switching up a few of the weapons in the Warrior squad. It won't cost that many points to give each individual warrior his (her?) deathspitter and sidearm, and by giving them all different sidearms, you will be able to abuse the 5th edition mixed weapons rules by splitting hits on the unit between all warriors evenly and then rolling the save on each individual warrior. If you've ever played WarCraft III: The Frozen Throne, this is pretty much analogous to the Tauren Wizard's Spirit Link ability, whereby units grouped by the spell share damage. (this analogy will unfortunately make zero sense to you if you don't play RTS) Also note that this interacts well with the existing Synapse rules that provide immunity from MOST kinds of Instant Death.
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When soldiers think, it's called routing. |
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![[Post New]](/s/i/i.gif) 2008/08/31 18:01:21
Subject: 1850 Tyranids for 5th edition
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Decrepit Dakkanaut
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sorry if im missing something but doesnt it say inthe codex that vennom cannons can only glance a vehicle, and in 5th ed glances cant destroy vehicles?
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![[Post New]](/s/i/i.gif) 2008/08/31 18:12:11
Subject: Re:1850 Tyranids for 5th edition
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Wraith
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You didn't miss anything there corpses, however being S10 for a Fex and 36", Cannons are used to shut down vehicles rather than destroy them. Melee fexes, Tyrants, Lictors, Genestealers to a degree, Zoanthrope, these are your tank killers.
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![[Post New]](/s/i/i.gif) 2008/08/31 18:49:58
Subject: 1850 Tyranids for 5th edition
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Decrepit Dakkanaut
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ohh
thanks for explaining that
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![[Post New]](/s/i/i.gif) 2008/09/01 07:15:42
Subject: 1850 Tyranids for 5th edition
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Nasty Nob
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I have considered the stealer list - to the extreme. I have the sprues to make this list.
Broodlord with 11 genestealers
6 Stealer broods of 10 genestealers with scuttlers
6x Warriors with talons and Deathspitter
6x Ravenors with talons x2 and Deathspitter
84 models
96 wounds
1850 points
If I take away scuttling - I get another 12 genestealers
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This message was edited 1 time. Last update was at 2008/09/01 07:17:47
A man's character is his fate.
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