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Made in us
Sinister Chaos Marine





Ol'Dirty wrote:at over 2k points you can potentially have 10 tervigons and spit out an average of 105 termagants a turn untill you start rolling those doubles. also gives you 10 psykers so you could have all kinds of combinations of powers there. Might have some potential for abuse here.


That'd be an awesome list to see in action, though I don't think it'd be possible to win a kill point game xD
   
Made in de
Decrepit Dakkanaut







Ol'Dirty wrote:at over 2k points you can potentially have 10 tervigons and spit out an average of 105 termagants a turn untill you start rolling those doubles.

Just make sure to pay the 493 $ for the Termagants of the first two rounds plus the 577.50$ for the Tervigons.

Hive Fleet Ouroboros (my Tyranid blog): http://www.dakkadakka.com/dakkaforum/posts/list/286852.page
The Dusk-Wraiths of Szith Morcane (my Dark Eldar blog): http://www.dakkadakka.com/dakkaforum/posts/list/364786.page
Kroothawk's Malifaux Blog http://www.dakkadakka.com/dakkaforum/posts/list/455759.page
If you want to understand the concept of the "Greater Good", read this article, and you never again call Tau commies: http://en.wikipedia.org/wiki/Utilitarianism 
   
Made in gb
Towering Hierophant Bio-Titan






Kroothawk wrote:
Ol'Dirty wrote:at over 2k points you can potentially have 10 tervigons and spit out an average of 105 termagants a turn untill you start rolling those doubles.

Just make sure to pay the 493 $ for the Termagants of the first two rounds plus the 577.50$ for the Tervigons.


I think this is a job for Vassal....

New List: 2000 pts

----- HQ -------------------------------
1. Tervigon (200pts)
- 1x Cluster Spines, 1x Catalyst, 1x Onslaught, 1x Toxin Sacs
2. Tervigon (200pts)
- 1x Cluster Spines, 1x Catalyst, 1x Onslaught, 1x Toxin Sacs

----- Troop ----------------------------
1. Tervigon (200pts)
- 1x Cluster Spines, 1x Catalyst, 1x Onslaught, 1x Toxin Sacs
2. Tervigon (200pts)
- 1x Cluster Spines, 1x Catalyst, 1x Onslaught, 1x Toxin Sacs
3. Tervigon (200pts)
- 1x Cluster Spines, 1x Catalyst, 1x Onslaught, 1x Toxin Sacs
4. Tervigon (200pts)
- 1x Cluster Spines, 1x Catalyst, 1x Onslaught, 1x Toxin Sacs
5. Tervigon (200pts)
- 1x Cluster Spines, 1x Catalyst, 1x Onslaught, 1x Toxin Sacs
6. Tervigon (200pts)
- 1x Cluster Spines, 1x Catalyst, 1x Onslaught, 1x Toxin Sacs
7. Termagant Brood (150pts)
- 15x Termagant
- 15x Devourer
8. Termagant Brood (50pts)
- 10x Termagant
9. Termagant Brood (50pts)
- 10x Termagant
10. Termagant Brood (50pts)
- 10x Termagant
11. Termagant Brood (50pts)
- 10x Termagant
12. Termagant Brood (50pts)
- 10x Termagant

----- Elite ----------------------------

----- Fast Attack ----------------------

----- Heavy Support --------------------
   
Made in nl
Raging Ravener





Rijswijk, Netherlands

No more 'no retreat' wounds, so you can succesfully swarm the enemy, Raveners have a movement of 12" AND ignore difficult terrain tests, so they strike at initiative! Shrikes got a big buff with their movement rules (just like raveners) and have Hammer of wrath. Flying Montrous Creatures have some nice rules (Good vs Tank hunting d3 automatic hits in the movement phase). Challenges are where the Tyranids belong, they got some of the best Close Combat characters, for not that much points. Sure boneswords aren't that good in their offence, but they still slice up everything less than a Space Marine.. The 5++ is really a bonus. Zoanthropes got more flexible, although I wouldn't fall in love withe the new powers to quick.. Broodlords are now alot of fun: Good in combat, and 2 psychic powers too! I'm not saying they're OP or anything, just that they got very interesting. O and, it has become so easy to kill vehicles! It's not that hard to glance a Rhino three times, especially when you have tons of S4 attacks.

I'm sure Tyranids will do fine in this edition, and I honestly think Raveners are the new backbone of the fast Tyranid armies.
   
Made in gb
Towering Hierophant Bio-Titan






feluca wrote:No more 'no retreat' wounds, so you can succesfully swarm the enemy, Raveners have a movement of 12" AND ignore difficult terrain tests, so they strike at initiative! Shrikes got a big buff with their movement rules (just like raveners) and have Hammer of wrath. Flying Montrous Creatures have some nice rules (Good vs Tank hunting d3 automatic hits in the movement phase). Challenges are where the Tyranids belong, they got some of the best Close Combat characters, for not that much points. Sure boneswords aren't that good in their offence, but they still slice up everything less than a Space Marine.. The 5++ is really a bonus. Zoanthropes got more flexible, although I wouldn't fall in love withe the new powers to quick.. Broodlords are now alot of fun: Good in combat, and 2 psychic powers too! I'm not saying they're OP or anything, just that they got very interesting. O and, it has become so easy to kill vehicles! It's not that hard to glance a Rhino three times, especially when you have tons of S4 attacks.

I'm sure Tyranids will do fine in this edition, and I honestly think Raveners are the new backbone of the fast Tyranid armies.


The 'no retreat' thing is pretty huge provided you can keep things in synapse - no more losing extra units for no reason.

However they changed assaulting through terrain for 6e so always count as I1 if any unit moves through it (not just if you have to roll). Sorry, but Raveners still aren't that good - they're just as vulnerable to ID and hormagaunts can provide more effective attacks for the same points. The only real reason to use them is the slightly higher threat range.

Shrikes are interesting, but you will have to work very hard to protect them from ID still. They can't even benefit from FNP too much because people will continue to spam them with krak missiles. Also don't forget that they can be focus-fired, so 50% cover is useless if the enemy can pick off the ones left out of cover.

I'm not sure what you're on about with Boneswords and 5++. Is that something to do with the (false) rumour that power swords gave a parry save? Boneswords are unchanged, you don't get any save for using them and until a FAQ is out they ignore all armour saves and are effectively AP2.

Broodlords will be really interesting with TK powers, specifically Gate of Infinity (giving it a ~30" threat range!) and Telekine Dome. However they still need to FAQ what happens if a Broodlord rolls a witchfire power, as it has BS0 and can't use them.

Shooting MC's and Hive Guard will be ridiculous against vehicles now. Nids can still put down a ton of S6 fire, some of it twin-linked.

This message was edited 1 time. Last update was at 2012/07/02 09:44:49


 
   
Made in nl
Raging Ravener





Rijswijk, Netherlands

Ahh misread the Assault thing, why would they have changed that? And I always assumed boneswords worked the same as Power swords, but they don't indeed, I guess terminators should still be afraid of them! ID is something Raveners and Shrikes do suffer from (bad), but they already had those problems, so they still improved this edition, although not as good as I first assumed. I almost thought Tyranids had their krak grenade unit..

And I'd really like to try out a Broodlord with 2 Biomancy powers, Warp Speed or Iron Arm is simply insane for a Broodlord, for under 90 pts. Even if you don't roll so well on the table, Enfeeble, Endurance are very good powers too.

Not sure about Gate of infinity, they can't charge right? And you'll have to a lucky on the TK table. Not something you can build a list around I think.
   
Made in es
Growlin' Guntrukk Driver with Killacannon






Tyranids nerfed? Don't think so.

- Psychic powers got a buff,
- Flying MCs are a huge improvement over regular fliers.
- Tyranids don't rely in mech to get the job done.
- Large, homogeneous assault squads are basically unharmed by the new overwatch and wound allocation rules.
- No more fearless wounds.

And the list goes on. In fact, I've come to think thatTyranids are the only melee army that got slightly improved by 6th.



War does not determine who is right - only who is left. 
   
Made in gb
Annoyed Blood Angel Devastator




I Haven't seen this mentioned anywhere yet but do people not think that krak grenades being used against MC's is a massive nerf? charging a marine squad now just got a whole lot more dangerous, not to mention the sergeants with melta bombs. also non-winged MC's cannot get to the upper levels in ruins any more, so playing on my friends heavily ruined urban board is going to be very difficult for my rather MC heavy list.

I hope someone points out something I'm missing or have read wrong, otherwise nids are gong to suffer.

 
   
Made in gb
Longtime Dakkanaut




Macclesfield, UK

Isengard wrote:Ward has written the bulk of the recent codices and these have been designed with 6th ed in mind. I don't see a conspiracy there at all, the upcoming codices will be more 6th ed friendly too. Necrons for example would have been rubbish in their old form. GK have been taken down a peg, the winners in this are Blood Angels who are without argument the strongest codex now with their ally possibilities (IMHO).


Not so sure. Our FAQ has reworded the rule for the Blood Chalice. It is only Blood Angel units that get feel no pain and furious charge within 6" now. Same goes for the Chaplain with litanies of hate. So allies won't be making use of our special rules I'm afraid.
   
Made in au
Norn Queen






spongemonkee wrote:I Haven't seen this mentioned anywhere yet but do people not think that krak grenades being used against MC's is a massive nerf? charging a marine squad now just got a whole lot more dangerous


Then swamp them with bodies as well as the monstrous creature. The removal of No Retreat wounds makes this safe to do.
   
Made in gb
Towering Hierophant Bio-Titan






spongemonkee wrote:I Haven't seen this mentioned anywhere yet but do people not think that krak grenades being used against MC's is a massive nerf? charging a marine squad now just got a whole lot more dangerous, not to mention the sergeants with melta bombsr.


Not really. Krak grenades are only AP4, so basically all MC's still get their save. Using them in melee also reduces their attacks to 1, so marines go from:
2-3 attacks, hitting on 4+ wounding on a 6+ with an armour save
1 attack, hitting on 4+ wounding on 4+ with an armour save

It's not a huge difference, especially if you throw FNP on your MC too.
   
Made in ca
Lethal Lhamean





somewhere in the webway

what about the flyrant? hes pretty boss now.

Melevolence wrote:

On a side note: Your profile pic both makes me smile and terrified

 Savageconvoy wrote:
.. Crap your profile picture is disturbing....




 
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

Flyrants are now beastly. Bonesword, LashWhip, Challenges, WS 8, AP2 and FMC? Basically everything bar the best MCs will die.

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Made in gb
Waaagh! Warbiker





Deadshot wrote:Flyrants are now beastly. Bonesword, LashWhip, Challenges, WS 8, AP2 and FMC? Basically everything bar the best MCs will die.


Not to forget the tank-busting smash attack. 2 S10 hits re-rolling AP and adding 1 to vehicle damage rolls.
   
Made in us
Thinking of Joining a Davinite Loge





Fort Hood (Tx)

I can see big blocks of Hormagaunts being used now with a Venomthrope behind them. Flyrants will be a pain for armys that cant mass fire.


Check out my slow progressing work blog Vlka Fenryka 
   
Made in gb
Towering Hierophant Bio-Titan






kinratha wrote:I can see big blocks of Hormagaunts being used now with a Venomthrope behind them. Flyrants will be a pain for armys that cant mass fire.


New tactic for hormagaunts / gargoyles: take AG, surround a transport with AV 10 rear armour, and glance it to death. Because it's surrounded and becomes a wreck, the occupants can't emergency disembark and are destroyed.
   
Made in gb
Painting Within the Lines




They're the strongest codex, they can take the most psychic powers and they're the only codex that can take a flying monsterous creature that's a psyker.

Fleet works in their favour slightly. No retreat has gone, Hormagaunts now get +2 attacks when out of synapse couple that with the power that keeps them fearless and you've got a crazy quick/hard hitting foe.

Tervigons are now tougher with the plues D3 toughness power. It's a great codex now...
   
Made in ca
Fixture of Dakka




KrimsunBaron wrote:Fleet works in their favour slightly. No retreat has gone, Hormagaunts now get +2 attacks when out of synapse couple that with the power that keeps them fearless and you've got a crazy quick/hard hitting foe.

Tervigons are now tougher with the plues D3 toughness power. It's a great codex now...


Only if they FAIL their IB roll. Why do I have the feeling before they kept failing, now I have a feeling they will pass them. As for Tervigons 1 in 6 chance to get it. What if you don't get that power? In other words, a pretty risky sitution that may or may not work and can't be relied on to be pulled of ALL the time.

Again, it's easier to play SM than it is to play other armies. But that is not here or there. It's a bit tougher to play Tyranids comprared to other armies but it's still dooable.

Agies Grimm:The "Learn to play, bro" mentality is mostly just a way for someone to try to shame you by implying that their metaphorical nerd-wiener is bigger than yours. Which, ironically, I think nerds do even more vehemently than jocks.

Everything is made up and the points don't matter. 40K or Who's Line is it Anyway?

Auticus wrote: Or in summation: its ok to exploit shoddy points because those are rules and gamers exist to find rules loopholes (they are still "legal"), but if the same force can be composed without structure, it emotionally feels "wrong".  
   
Made in gb
Towering Hierophant Bio-Titan






Davor wrote:As for Tervigons 1 in 6 chance to get it. What if you don't get that power? In other words, a pretty risky sitution that may or may not work and can't be relied on to be pulled of ALL the time.


If you buy both extra powers for them that's 3 rolls, which is a 50/50 chance. And if even if you don't get it pretty much everything else in Biomancy is decent.
   
Made in gb
Longtime Dakkanaut




United Kingdom

xttz wrote:
Davor wrote:As for Tervigons 1 in 6 chance to get it. What if you don't get that power? In other words, a pretty risky sitution that may or may not work and can't be relied on to be pulled of ALL the time.


If you buy both extra powers for them that's 3 rolls, which is a 50/50 chance. And if even if you don't get it pretty much everything else in Biomancy is decent.


Thats a lot of extra points though for a chance at that one power though.

This message was edited 2 times. Last update was at 2012/07/02 23:00:46


 
   
 
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