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Made in gb
Battleship Captain




One thing I can recommend:

The Venom cannon hits like a truck, but it's major weakness - given that it's a 24 point artillery piece - is the tyranid warrior gunner's BS4+.

This means that a comms specialist is a good investment if you plan on fielding a venom cannon and at least one other non-leader warrior. A passive +1 to hit on what's essentially a multishot missile launcher is huge, and 6" is fairly forgiving in kill team. By comparison, a combat specialist may get +1 attack, but on a tyranid warrior that's less of a big deal given how many attacks they already get.

I understand hiding the leader. For a non-warrior, I'd agree. For a warrior leader, he's probably tough enough to use more aggressively, and Lead By Example is brutal as hell, letting you fight with two tyranid warriors, or one warrior and a lictor, in a single fight step. Combine with Up and At Em! and you can, for 2 CP, fight with 3 models in smart succession, or with decisive strike (if you've saved up some CP) to gut chargers before they get to fight.

Termagants expended for the Hive Mind: ~2835
 
   
Made in us
Fresh-Faced New User




locarno24 wrote:
One thing I can recommend:

The Venom cannon hits like a truck, but it's major weakness - given that it's a 24 point artillery piece - is the tyranid warrior gunner's BS4+.

This means that a comms specialist is a good investment if you plan on fielding a venom cannon and at least one other non-leader warrior. A passive +1 to hit on what's essentially a multishot missile launcher is huge, and 6" is fairly forgiving in kill team. By comparison, a combat specialist may get +1 attack, but on a tyranid warrior that's less of a big deal given how many attacks they already get.


Do you make your Gunner with the Venom cannon yours comms specialist? I've seen recommendations to make it a Heavy for the +1 shot tactic.
   
Made in pl
Fresh-Faced New User





Kelbesq wrote:

Do you make your Gunner with the Venom cannon yours comms specialist?


Can you benefit from your own aura in this case?
I know the scanner rule doesn't say 'other model'...
   
Made in us
Fresh-Faced New User




 Sancho wrote:
Kelbesq wrote:

Do you make your Gunner with the Venom cannon yours comms specialist?


Can you benefit from your own aura in this case?
I know the scanner rule doesn't say 'other model'...


Yes, you can use your own aura as long as it doesn't say 'other model'. They specifically address this on pg19.
   
Made in no
Liche Priest Hierophant





Bergen

I just boticed the monstrus leap stratagem grants flying when we charge. What does that mean, do we ignore vertical movement?

   
Made in gb
Battleship Captain




Yes.

"If the datasheet for a model says it can FLY (i.e. it has the FLY keyword), it can move across models and terrain – other than impassable terrain (see page 42) – as if they were not there, though it must end its move on a surface it can stand on, other than another model or another model’s base.
Do not measure vertical distance when moving a model that can FLY."


Awesome for getting a genestealer past a skirmish screen or at someone up on a roof.

This message was edited 1 time. Last update was at 2018/09/08 17:57:30


Termagants expended for the Hive Mind: ~2835
 
   
Made in gb
Battleship Captain




Stratagems:

Caustic Blood - 1CP "mortal wound explode" - nice for anyone. The fact that it only affects enemies, and works when a warrior is wounded or a gaunt is injured is awesome.If there's only model in 1", you have a 17% change of doing something (not great). 2 models - 30% (okay for 1CP), 3 models 42% (good). More than that is even better but unlikely. Since it's a mortal wound, it's bloody amazing against thousand sons since it bypasses a 2+ save and a 5+ invuln. Choosing between this and the 'don't die' stratagem will be a judgement call (if you have a second CP) since even if the 'saved' model gets to fight again, obviously it'll be flesh wounded so less likely to hit.

Scorch Bugs - 1CP, "+1 to wound" - if someone can explain the point of this, please do. +1 to wound on a fleshborer (which it's limited to) is worse on average than a tactical reroll and you have to pre-commit it before shooting with a BS4+ model. If it worked on a devourer, maybe. I guess singleminded annhihalation might work with this, but that's 2CP for basically 2 S5 shots that still will probably miss. Compare +1 to hit/+1 to wound astartes stratagems, or the potentially 4-shot psybolt ammunition for grey knights.

Feeder Tendrils - 1CP "Get D3 CP". If you have a lictor or stealer, it's an automatic choice. Not worth buying a lictor specifically for, but certainly a nice thing to bear in mind. Getting Feeder Tendrils to generate the points to chain into Adrenaline Surge can turn a lictor into a command section mincing machine.

Lurk - 1CP "-1 to hit". Great for a gunner with a venom cannon or your leader in an 'assassinate mission'. Not being able to move means the gunner is the only person probably worth spending it on unless you want to spend it on a lictor in cover just to troll your opponent.

Metabolic Overdrive - 2CP - extra move in return for probably-not-a-mortal-wound. Not being able to shoot or charge means it's only for 'tactical repositioning', which means it has to compete with Adaptive Tactics (for Veterans). Nice for non-veteran lictors to get them somewhere safe but threatening. Not sure if it's worth it; anyone have experience?

Hunting Roar - 2CP "Reroll Misses" - works for a 6" bubble when a warrior charges. Best used with lots of attacks in the vicinity that don't already have rerolls (or have partial rerolls and bad WS) - pair with a shedload of hormagaunts or a bonesword-armed warrior buddy. Note that it does benefit the roaring model too; but it's probably not worth it for a single warrior (3-5 attacks means probably only 1 reroll, which you could have gotten for 1CP with tactical reroll) and you have to pre-commit when you complete your charge (charge the model you plan to roar with last so you don't end up with everyone else failing their charge....)

Legacy Of Ymgarl - 1CP, "Reroll Fight Wounds" - Reroll to wound with genestealers. Nasty anyway but doubly lethal with rending claws - very good at cutting up plague marines. Note that this works 'till the end of the phase' - if you have 3CP, legacy of Ymgarl plus Adrenaline Surge (at the end of the phase) would let you get two sets of rerolled attacks (I think).

Single-Minded Annihalation - 1-2CP "Dakka Dakka". Shoot again - 2CP for a warrior, 1CP for anything else. Double tapping a barbed strangler or venom cannon is worth 2CP, especially with a comms specialist on hand. If you have the points saved up for some reason, single-minded annihalation plus More Bullets could allow a venom cannon to put seven S8 shots downrange in one shooting step.
Smaller guns probably aren't worth it on warriors. For 1CP, double-tapping a termagant devourer isn't too bad a deal; it's 6 shots. If you have a target at short range in the open, he's near enough 3 tactical marine's fire for less than the cost of 1.

Implant Attack - 2CP "Injury +2" - Expensive, but used when the wound has already been caused and got through armour, digustingly resiliant, etc, etc. If you cause an injury roll on an unwounded target with a damage 1 weapon, and have 2CP, this is probably always worth it unless it's a guardsman, grot or guardian, and frankly not that bad a spend even then. It's essentially doubling the chance of an injury being fatal. I wouldn't use it on a model with 1-2 flesh wounds or with a lictor's talons, though.

Rapid Regeneration - 2CP, "Don't Die" - Unlike the space marine version (death denied) it only works on a 4+, and it's not a standard die roll so can't be rerolled. However, if it saves a lictor or tyranid warrior gunner, you could have kept a 24-25 point model alive. An interesting question is if you can trigger lash whips to get free attacks and then still use this tactic to not die anyway.

Predatory Leap - 1CP, "Flying Charge" - doesn't make your charge any faster, so best on a genestealer for reliably making the distance, or a lictor or combat warrior for punch (but have points spare for tactical reroll in this case. Use to charge a heavy on an upper floor, jump over a 'skirmish screen' to get at a leader/icon/medic, or to jump clean over a building and charge a target out of line of sight without needing 'extra move', where the charge distance reduction may be worth more than a reroll.

Adrenaline Surge - 2CP, "Fight Again" - no restrictions, but 2CP is reasonably expensive - best used on a Lictor, Melee-Armed Warrior or Genestealer, especially a combat specialist. Whether spending points on "everyone fights at the same time" tactics (Lead By Example/Up and At Em!) or getting to fight multiple times depends on how dangerous the enemy is in melee; are you likely to take much punishment in their fight step?

Termagants expended for the Hive Mind: ~2835
 
   
Made in us
Colonel





This Is Where the Fish Lives

 Manchu wrote:
Flesh hooks on a double bonesword warrior?
I'm considering picking up another box of warriors just so I can do this.

 d-usa wrote:
"When the Internet sends its people, they're not sending their best. They're not sending you. They're not sending you. They're sending posters that have lots of problems, and they're bringing those problems with us. They're bringing strawmen. They're bringing spam. They're trolls. And some, I assume, are good people."
 
   
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[MOD]
Solahma






RVA

It looking fething awesome btw.

   
Made in us
Colonel





This Is Where the Fish Lives

 Manchu wrote:
It looking fething awesome btw.
Well, the FAQ established that a dual boneswords warrior only gets one extra attack.

Damn... at least I still have an awesome looking mini!

 d-usa wrote:
"When the Internet sends its people, they're not sending their best. They're not sending you. They're not sending you. They're sending posters that have lots of problems, and they're bringing those problems with us. They're bringing strawmen. They're bringing spam. They're trolls. And some, I assume, are good people."
 
   
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Fresh-Faced New User




Still working on my SM but I'm casting my eye on Tyranids. Since I think Warriors look badass, I'm thinking about grabbing a box of them....then what would be the second best purchase to compliment them? Genestealer KT box?
   
Made in us
Colonel





This Is Where the Fish Lives

Pyrflamme wrote:
Still working on my SM but I'm casting my eye on Tyranids. Since I think Warriors look badass, I'm thinking about grabbing a box of them....then what would be the second best purchase to compliment them? Genestealer KT box?
It's not a bad idea since genestealers make good leaders, you'll get all the extra tactics cards that come in the box, and more terrain is always good. I would also look to grab some hormaguants as well.

 d-usa wrote:
"When the Internet sends its people, they're not sending their best. They're not sending you. They're not sending you. They're sending posters that have lots of problems, and they're bringing those problems with us. They're bringing strawmen. They're bringing spam. They're trolls. And some, I assume, are good people."
 
   
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Fresh-Faced New User




Excellent. If only the Lictor sculpt wasn't so old...
   
Made in gb
Fresh-Faced New User




Hi guys, I have built a list composing of 4x genestealers and 14 hormagaunts.

I was hoping I could use the ‘flurry of claws’ rule as mentioned in the Writhing Shadow expansion manual.

This would give my genestealers 4 attacks as long as there are at least 10 models in my unit.

Is this a mistake on the part of GW? I can’t find any mention of this rule in relation to Kill Team.

Thanks,
Teknos
   
Made in us
Fresh-Faced New User





 Sancho wrote:
Kelbesq wrote:

Do you make your Gunner with the Venom cannon yours comms specialist?


Can you benefit from your own aura in this case?
I know the scanner rule doesn't say 'other model'...


The newest FAQ kill it, Comms now can't benefit from their own aura.
   
Made in no
Liche Priest Hierophant





Bergen

What have you had good experiences with in kill team?

A veteran lictor that you advance with is something the opponent does not like. I would recomend this.

I also consider a level 3 veteran genestealer, but I have not tried this. The +1 to saving throws should include the invonerable save, right?


Automatically Appended Next Post:
Teknos wrote:
Hi guys, I have built a list composing of 4x genestealers and 14 hormagaunts.

I was hoping I could use the ‘flurry of claws’ rule as mentioned in the Writhing Shadow expansion manual.

This would give my genestealers 4 attacks as long as there are at least 10 models in my unit.

Is this a mistake on the part of GW? I can’t find any mention of this rule in relation to Kill Team.

Thanks,
Teknos


I do kot know of any such rule. In regular 40K some of the units gets an extra attack if they are above certain number.

This message was edited 1 time. Last update was at 2018/10/31 01:48:18


   
Made in gb
Lord of the Fleet






That is a 40K rule. The datasheet in the instructions is the 40K datasheet. The clue is that it talks about a unit with multiple models. That isn't a thing in kill team.
   
Made in gb
Infiltrating Broodlord





England

Is rhere a legit way to get the Tactics cards from the Writhing Shadow box? I really don't need more stealers or cargo containers.

 Nostromodamus wrote:
Please don’t necro to ask if there’s been any news.
 
   
Made in no
Liche Priest Hierophant





Bergen

Buy and split it with somebody. It is not worth the money for only the cards. Mr. and Misses. wikipedia can do that fot you. Or just write them down.

That being said I ended up buying it as none of my 40K stealers have toxic sacks until now.


Automatically Appended Next Post:
So I have been playing a bit of tyranids. I like them a lott, but you need to play into their streanghts. Unlike so many other armies we do not have great acces to special weapons. Tyranid atmies tend to be extreme in some way, specialising a list in order to overcome some short commings (to get into melee) or more balanced lists.

Hormogaunts are supricingly good. They die, and they do not kill anything. But they are good at tiing up non shooting units in melee where they never die.

Genestealers are a bit flimsy, especially against flamers.

Lictors are fun. The stealth is not so good as many armies have abilaties that ignore obscure and stealth. That bring said, getting the veteran t0 move, or/and ibfiltrait movr is good. But you need to make sure you kill what ever can kill you in melee, because besides 4W they can not take a punch. Power fist type weapons are bot good vs you. Playing lictors can be CP heavy to fight first etc.

Warriors are good. Exspensive, yes. But like in normal 40k 8th edition they are here also a good all around unit. At 22 points, BS4+, WS3+, 3 S5 shooting, 4 attacks with bonesword in melee. 3 wound protect vs plasma overcharge. Synapse is unique and funn.

I am not sure of making warrior gunner specialists, because that venom cannon is a big target. (Always go venom cannon, best bang for your buck.)

I have not tryed a heavy tormagaunt list. But 7 points for 3 s4 shots seems great compared to other armies.

I have not tryed commander games yet. I am sceptical to the broodlord as he is expensive.

The prime seems good, but you need a lot of CP to keep using the aura. So perhaps take strategist. Also, to keep him safe you also need CP to put the damaging shots on gaunts with the look out stratagem.



This message was edited 1 time. Last update was at 2018/11/14 22:25:01


   
Made in no
Liche Priest Hierophant





Bergen

So I am gonne try a kill team game. 200 point, commanders anf probably multiplayer with 3 or 4 players. Thoughts and commrnts are welcome.


++ Kill Team List (Tyranids) [200pts] ++

+ Configuration +

List Configuration: Campaign: Kill Team

+ Commander +

Tyranid Prime [63pts]: Adrenal Glands, Deathspitter, Flesh Hooks, Lash Whip and Bonsword, Strategist

+ Leader +

Tyranid Warrior [23pts]: Adrenal Glands, Boneswords, Deathspitter, Flesh Hooks, Leader

+ Specialists +

Tyranid Warrior [23pts]: Adrenal Glands, Boneswords, Comms, Deathspitter, Flesh Hooks

Tyranid Warrior [23pts]: Adrenal Glands, Boneswords, Combat, Deathspitter, Flesh Hooks

Tyranid Warrior Gunner [25pts]: Adrenal Glands, Boneswords, Flesh Hooks, Heavy, Venom Cannon

+ Non-specialists +

Termagant Fire Team [43pts]
. Termagant: Devourer
. Termagant: Fleshborer
. Termagant: Devourer
. Termagant: Devourer
. Termagant: Devourer
. Termagant: Devourer
. Termagant: Fleshborer

++ Total: [200pts] ++

Created with BattleScribe

   
Made in us
Fresh-Faced New User




 Niiai wrote:
So I am gonne try a kill team game. 200 point, commanders anf probably multiplayer with 3 or 4 players. Thoughts and commrnts are welcome.


++ Kill Team List (Tyranids) [200pts] ++



I ran something similar, focusing on the Prime to boost shooting of my warriors and termagants. It was fairly effective, even though I also had a few genestealers and a lictor in the mix (I would have run more termagants, but I only have 5).
Something I failed to realize until half way through the mission was that the Prime aura also give +1 to hit in the fight phase. I misread it as shooting phase only, and it's much stronger as written.
   
Made in no
Liche Priest Hierophant





Bergen

The way I read the aura hr also gives himseøf +1 to hit for an impressive 2+ yo hit.

   
 
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