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Made in us
Tunneling Trygon





NJ

Yep. Don't have to kill. Kill rest of the army and then make sure that the Flyrants can't land to take objectives. You've got shrouded? Good - screamers have 2+ re-rollable cover. Grim and cursed earth/forewarning? 2++ invuln for screamers, dogs and plague drones. Cover is also awesome for Nurgle of course. Psychic witchfires are ok, but I would pump up flickering fire if anything at all. 4d6 str 5 shots (probably with prescience) is great, especially since daemons have plenty of FMC so that you don't have to snap-fire, and even denying on a 5+, you probably have enough warp charge over Nids to get it through relatively reliably. Proceed to ground and charge
   
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 luke1705 wrote:
Yep. Don't have to kill. Kill rest of the army and then make sure that the Flyrants can't land to take objectives. You've got shrouded? Good - screamers have 2+ re-rollable cover. Grim and cursed earth/forewarning? 2++ invuln for screamers, dogs and plague drones. Cover is also awesome for Nurgle of course. Psychic witchfires are ok, but I would pump up flickering fire if anything at all. 4d6 str 5 shots (probably with prescience) is great, especially since daemons have plenty of FMC so that you don't have to snap-fire, and even denying on a 5+, you probably have enough warp charge over Nids to get it through relatively reliably. Proceed to ground and charge


I see a lot of Flicker Fire going on and that's great, but remember, beware giving your opponent free FNP, especially on high Toughness units.

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Eye of Terror

I think Psychic Shriek and Flicker Fire are the two best. As has been pointed out weight of fire is very important since the Flyrants have a good armor save and potentially FNP.

Daemons should have enough warp charge they can sometimes deny the Tyranid FNP... Light them up when you do.

Shooting that ignores armor saves (Warp Lance, Life Leech, etc.) will force them to jink which can be huge. Using Divination to potentially combine this with ignoring their jinks (Perfect Timing) is great if you roll up the combination.

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Made in us
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NJ

FNP is bad, but let's mathhammer it out:

You cause 4d6 flicker fire. With prescience. Or you just use a high BS unit like a LOC and save the prescience warp charge to cast ANOTHER 3d6 flicker fire

But just for 4d6 with a Lord of Change:

BS 6 so anything but hits, and buts hit on re-rolls of a 6.

4d6 is 14 on average - 12 real hits, so 12.6 hits with the re-roll

str 5 means 4.2 wounds. Any tyranid player can tell you what 4 wounds on a flyrant means.....it means you fail all 4 one day and cry :(

any number of wounds means a grounding check....which is basically another wound since it's also on a 3+, although you do essentially get a 6+ FNP on that one (or the mathematical equivalent of it). But still, that's 5 wounds that you have to take from a single WC3 spell on average. If I want to kill a flyrant, I can. Same with psychic shriek. Yeah I have to hit and it can get denied. But if it gets through, there's roughly a 15 percent change (I think it's more like 11 or 12 but still) chance that the flyrant is outright dead, and almost 50% chance that they take an un-savable wound, followed by (again) a grounding check.

You can try to kill them, but the best way to kill them is not through those wound processes, but to just force one and then be ready to catch them when they fall. Especially with daemons, here is what happens:

flyrant hits you with 4 attacks, 3 hit, 2.5 wound and you save one with your 5+ invuln (worst case scenario). So that flyrant may very well cause only a wound or two. A Daemonic instability later, you've lost 3 more wounds and the flyrant is locked in combat for eternity. More or less.


Automatically Appended Next Post:
Also, maybe it's just me but I am that guy who never seems to roll FNP for my flyrants. I can't count how many times I've brought four (so 8 rolls) and gotten none

This message was edited 1 time. Last update was at 2015/03/12 01:59:49


 
   
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USA

Yeah against a 5 flyrant list, best way is just wipe out all his mucolids and troops buff up and weather the fire while continue to summon large amount of troops(plague bearers) to hold objectives.
   
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Flying nurgle demon prince with 2+jink, with psychic shriek.

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With pure daemons I can't think of any truly reliable ways of killing flyrants.

There are a couple of ideas with allies , polyrangers patented renegade lascannons bunkers are sure to force a jink, 5 lascannons in a bunker with a demagogue of tzeentch , hard to kill ,hit flyers on 5's and high enough ap.
Of course missiles work too.

An alternative to renegade heavy weapons would be havoks. Adding a sorceror with divination gives a 50% chance of getting the power to ignore cover ,and can boost hit rates , but won't work in a bunker so will be vulnerable.

This message was edited 1 time. Last update was at 2015/03/12 09:14:06


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 jreilly89 wrote:
 luke1705 wrote:
Yep. Don't have to kill. Kill rest of the army and then make sure that the Flyrants can't land to take objectives. You've got shrouded? Good - screamers have 2+ re-rollable cover. Grim and cursed earth/forewarning? 2++ invuln for screamers, dogs and plague drones. Cover is also awesome for Nurgle of course. Psychic witchfires are ok, but I would pump up flickering fire if anything at all. 4d6 str 5 shots (probably with prescience) is great, especially since daemons have plenty of FMC so that you don't have to snap-fire, and even denying on a 5+, you probably have enough warp charge over Nids to get it through relatively reliably. Proceed to ground and charge


I see a lot of Flicker Fire going on and that's great, but remember, beware giving your opponent free FNP, especially on high Toughness units.

I generally only use Flickering Fire when I'm fully committing to a given target dying. It's only one test per unit, no matter how many times they got hit by a Warpflame attack, so if I go all in and kill that unit, it's all good.

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 undertow wrote:
 jreilly89 wrote:
 luke1705 wrote:
Yep. Don't have to kill. Kill rest of the army and then make sure that the Flyrants can't land to take objectives. You've got shrouded? Good - screamers have 2+ re-rollable cover. Grim and cursed earth/forewarning? 2++ invuln for screamers, dogs and plague drones. Cover is also awesome for Nurgle of course. Psychic witchfires are ok, but I would pump up flickering fire if anything at all. 4d6 str 5 shots (probably with prescience) is great, especially since daemons have plenty of FMC so that you don't have to snap-fire, and even denying on a 5+, you probably have enough warp charge over Nids to get it through relatively reliably. Proceed to ground and charge


I see a lot of Flicker Fire going on and that's great, but remember, beware giving your opponent free FNP, especially on high Toughness units.

I generally only use Flickering Fire when I'm fully committing to a given target dying. It's only one test per unit, no matter how many times they got hit by a Warpflame attack, so if I go all in and kill that unit, it's all good.


Right, I'm just reminding people that you have to saturate with Flicker Fire, you can't half ass it.

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Stubborn Dark Angels Veteran Sergeant






I don't worry about it and just fire it all over the place. At the end of the day a 6+ FNP isn't much to worry about, and the times when the opponent fails those T rolls and loses 3 more wounds more than makes up for it.

The only time you need to be careful is when targeting a unit who already has a sizable FNP roll (like the old BA special character.

If a flyrant has the FNP power, you are risking giving him a 4+ FNP roll, which can be game changing.
   
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 Orock wrote:
Flying nurgle demon prince with 2+jink, with psychic shriek.

The problem with that is the extra survivability granted by the 2+ Jink comes at a cost of snap firing Psychic Shriek, which makes it mostly a waste of Warp Charge. I use Tzeentch Princes, who don't generally need to jink with their ability to re-roll 1s when they fail a Save. The extra default survivability results in a lot more accurate shooting.

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