How to Eat, for Tyranids
Welcome to my post. I hope you hate it and want to tell me all about why, as long as you post a new way to use Tyranids. I don't care if its bad. Or even technically cheating.
I mean really. Even if you've only got a story where you had a situation where your nids did something cool. Repeat that. Tell us what you did. Me, specifically. What caused win?
Some of this (the last one) is some laughable crazy stuff, folks. Don't prove to me how smart (or otherwise) you are by correcting myself or anyone else. I'll refine all this later.
But for now, gimme all your crazy. Your new ideas get credited in this post in the section flanked by =====, mine just get added to the top of the pile after this paragraph.
Harpies: What to do with a 36" gun.
Harpies are currently unsupplied by
GW, so how you base them is up to you. You can even give them no base, in which case measurement takes place between the models body.
But what if the model has been mounted on 25" of dowel, straight up from the surface of the board?
Well, :
-anything with a max range of 24" will autofail to hit the harpy's body, even if they stand directly 24" underneath it. Sorry, most units. Melta especially.
-Some quick math: A^2 + B^2 = C^2 . So if one leg is 25", and the Heavy venom cannon shoots 36", how far away can I shoot? 25^2 + X = 36^2. X= 25.9 " away from the dowel bottom.
-You'll notice I didn't say base, I said dowel bottom. Fly freaky, my Tyranid buddies.
Kamikaze Gribbly Strategem. This one is pretty mean.
If you want to run gaunts and genestealers, one of the most effective strategies I use is this: 30 Hormagaunts, plain, advancing and giving cover to the 10 genestealers w/ toxin sacs. Thats 350 points for both units, 40 bodies, and you can do just crazy stuff with it.
Genestealers are almost assured to get the charge, and 10 genestealers get 30 attacks that hit on a 3+. So 20 hits (30 x 2/3). 20 hits that wound on 4+. 15 wounds. 5 rends. [(20x1/6)+(10x1/6)]. Whatever didn't survive charging hormagaunts is now dead, both groups get a consilidate roll, and you use it to do scary stuff. Thats just what they do on a regular day, a screened unit of Genestealers.
At that amount of points, its also pretty easy to justify in your mind that the group is expendable. I will even run them as a suicide unit, not expecting more than one or two to survive (All ya need!). I use the gaunts (gargoyles do this better but Hgaunts are faster than Tgaunts, and I want more troop choices) to move as fast as I can towards the nearest tank. Rhinos, landraiders, whatever. And I use my averagely 11 inches of Hgaunt movement and running to start getting around the disembark points on the tank. Just surround them, sacrificing as many as you need to, which wont be many, the tank will want to kill the genestealers and laugh. Make it so that when you shoot your hive guard/zoans/tyranofex at them, and wreck that tank, and whatever is inside that tank has nowhere to disembark within 2" of an exit point. Or is at least a small enough number of models that aren't destroyed so that your survivors (and now
WTF heroes because whatever was in a landraider you just cheesed was more expensive than both groups) are positioned to mow them down on the assault phase.
Or they eat troops, and if any are left alive they can score on objectives. Taking out a landraider's contents doesn't always happen, but the unit works often enough or does its originally intended job very, very well.
Lash Whip and Bonesword Warriors. (Why Don't you have more of them?)
I run a prime with dual boneswords, toxin sacs, regen and Devourer. Hes T5, so he can soak a s8 shot at the group without dying, and maybe even regen it back. He goes with 7 warriors with Lash whip/Bonesword and toxin sacs, also with devourers.
The prime will be focusing his attacks on the most dangerous target, anyone with power fists, etc hoping to cause the instant death on
3d6 for dual boneswords. Works kinda like the broodlords hypnotic gaze, only you kill them instead. everything else has lash whips and power weapon equiv attacks. Even if they get charged, they cut stuff down. The unit becomes something that MUST be dealt with, and costs 460 points. keep them with a gaunt screen and assign the s8 that make it past cover to the prime. Keeps everyone healthy and happy. If even 4 reach combat its really really bad for the other guy.
Whole unit is
WS 6, BS4, So 24 devourer shots cause 16 hits and 8 wounds. Thats not too shabby, and is useful to cut down small units. Less expensive than Deathspitters for sure, and the same range. One more strength and AP5 is useful against... Orks? Hopefully a Tyranid player will have something else for Orks.
Getting a Cover Save for Expensive Units.
Whats the biggest point sink in your
HQ? A Swarmlord or a Hive Tyrant? Slap a cover save on that unit! In 2500 points if I take either of those I'm taking two tyrant guard. And I'm putting them behind something. Even one unlocks a cover save for the tyrant. Really important stuff, because it means that AP3- weaponry is going to be able to be placed on the tyrant guard, who then get to make a cover save that the Tyrant doesn't get. The Tyrant isn't going to be covered 50% by just about anything. But that doesn't matter, because members of his unit are able to take cover saves, right? Tyrant isn't an Indepedent Character. Can't be picked out of his retinue, so if you're not a nid, start crying. If you are a tyranid, just start breaking them in like a new baseball glove. You can do this same thing with Tyranid Primes and anything they join. They can also start the game attached to anything you'd like, so long as they're there when their game starts and you're not actually joining the unit, just starting with it from the beginning.
Devourers Hurt Bad
So says my chart of the probability of a unit to make its moralecheck.
Ld %
11 97.2
10 91.7
9 83.3
8 72.7
7 58.3
6 41.7
5 27.8
4 16.7
3 8.3
2 2.8
So have some stuff with devourers around. They're even free on some stuff. Maybe cause a weakened unit to fall back.
Not so great for high
LD models but around I7 if you're taking -1 modifyers, its looking bleak.
http://www.dakkadakka.com/dakkaforum/posts/list/331081.page Links to a thread I made about using a converted Trygon's hole to leave a cover save for other troops midfield.
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How do you use your Tyranids? Don't post that you use tervgons or toxin sacs over adrenal glands, I want to know HOW you use them.
What tips and tricks do you have up your sleeves? [Edits will all be adding new ideas as they come or are posted by you] Credits below!
Connor Suggested a Spore full of Devourer armed Termagants. Thats a great one I'll expand on. Maximum scatter with the spore pod is 12" in any direction. Max range of the devouer is 18". This means that even with full scatter, those gaunts are going to get where you want them, and hit and wound on a 4. 20 Devgants means 60 shots, 30 hits, 15 wounds. 5
MEQs will fail armor saves and take a leadership test at negative one. 240 points for assured weight of fire coming down wherever you want it. Nice one.
Ian Sturrock notes that you can buy a set of tyrant guard and a Flyrant you don't join to them. T6 2W Lash whips. A bit expensive, but worth it? I'm seriously considering having 3 follow my warriors and have the prime fall back into this unit if the warriors get too badly hurt. The prime ends up living, denying a
KP because he fell back into some tyrant guard that are able to go to ground. I love it.
Texas Instrument added a Vs
DE Tip. Mycetic spores with bioplasma/devourer carnifex inside. Spore has six s6 shots, each capable of glancing
DE raiders on 4+. Average 2 hits, thats at least one glance, averagely. Maybe even wrecking it. The carnifex can do the same thing, better with its 6 twin linked shots at a higher
BS and bioplasma to another raider, OR it can shoot at whatever the spore opened up. Clustered
DE get hit by bioplasma and then braineating worms. That could wipe a whole raider squad. Carnifex assault might do it for sure. Good idea, I also like that a pod list would also deny
DE a turn of shooting. Also, I like his name.
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[Edit: Moved this next one down from the top. Its long, people seem to really not like it. Really really not like it. I personally like it, because no one can provide a quote as to why it doesn't work other than citing mysterious permission rules. Apparently I also need extra permission to follow the rules as written in some cases but not in others.]
This is the
RAW Section. Don't like it? Good. Don't use your own
RAW against me, and there won't be an issue. This is divisive, questionably legal stuff here.
And its pretty freakin' awesome that the rules support it all.
Hive Tyrant Leech Essence
http://www.dakkadakka.com/dakkaforum/posts/list/325972.page
Links to a page that has another way to use
RAW to Tyranid advantage. Its a good one, since I know you're using Para/Leech on your Tyrant.
Monsterous Creatures Shooting
Page 15
BRB "Each players force fires during the Shooting phase of his own turn."
Page 9 of the
BRB, TURN SEQUENCE EXCEPTIONS says "There are times when a player is allowed to preform actions during their opponents turn."
Oh my GOD, when?! When do I get to do that? Whenever a power only specifies phase, and not turn. This way, it happens every phase, and not just the phase of your own turn. Assaults are the most common example, but there are many precedents in shooting as well.
Page 51
BRB. Shooting. "Instead of firing one weapon, Monsterous creatures can fire two of their weapons once per shooting phase."
What the rulebook just told you is that if you are a
MC you can fire two weapons every time a shooting phase comes around. When does that happen?
The Big Rule Book, page 9, GAME TURNS AND PLAYER TURNS. "In a complete game turn, both players get a player turn, each one divided into Movement, Shooting, and Assault phases ". So each game turn there are two shooting phases.
The upper right hand paragraph on page 9 further states: "Hence one game turn will comprise two player turns. Whenever a rule uses the word 'turn', both in this rule book and in the Codexes, it means 'player turn' ". Oh, ok. So if a rule says phase, I do it every phase, and if it says turn, then I do it just on my turn's phase. That seems simple. Lets see if that same usage of language carries across to other parts of the Rulebook, and the Codices as well. Below are some examples.
Page 50
BRB, second paragraph. "Psykers can use one psychic power per player TURN." Specifies player turn. So just on that players player turn.
Page 58 Tyranid Codex, Spirit Leech. "At the beginning of every Shooting phase, including the foe's". It does it every phase, even specifies during the foes phase. Neat!
Page 61 Tyranid Codex, Ymgarl Genestealers Alter Form. "At the start of every Assault phase.... cannot choose the same alteration in consecutive player turns." Ok, so if I start using +1 Attack, I can change it during your turn to +1 Toughness. Next turn, I can't use +1 attack in my turn, or +1 Toughness in yours. Makes sense.
Page 48 Tyranid Codex, Living Bomb. "If a Spore mine...ends any movement phase within 2" of an enemy unit, it immediately explodes." Ok, so if at the end of the enemy movement phase, which happened during the same game turn as my movement phase, the enemy is within 2", it blows up. Same usage of phase.
Page 54 Tyranid Codex, "The Mycetic Spore automatically shoots the closest enemy unit in each SHOOTING PHASE it is engaged in close combat." This one says each phase too!
Page 29
IG Codex, second paragraph. " A number of models in the
IG army have the ability to issue on or more orders each TURN." Does that mean in my turn? No, just that players player turn. So
IG cannot issue orders in my phase.
Page 30 Eldar Codex, Bladestorm. "The Exarch and his squad may choose to add one to the number of shots they make with thier shuriken weapons that turn. If the do so they may not fire in the subsequent shooting phase." This uses turn AND phase, both in the same way as above. They get to shoot 1 more shot this TURN. So this player turn. And in the next phase after that, they can't shoot.
Page 30 Eldar Codex, Defend. "... lose one Attack in each assault phase." Again, usage of phase in same context as the Ymgarl genestealers. The Eldar opponent loses one attack every phase, which means not only the Eldars phase, but during continued combat on the subsequent turn.
Page 57 Space Marine Codex, Librarian Powers. "He can only use one power each player turn..." Again, since it says turn instead of each shooting phase, Libs can only use one power a player turn.
Page 7
BA Codex, Lord of Death. "Mephiston has all three Blood Angels Psychic Powers (see below) and can use each one of them and his Force Weapon once each player turn, rather than being limited as are other Librarians. He may not use the same power more than once per turn."
Page 100 Chaos Codex, Obliterator Cult, Wargear, Obliterator weapons. "One per TURN from..." So Oblits only get to shoot during the owning players turn.
Theres more. Much more. Force weapons and how they can be used in the opponents assault phase as well. But the language and how it is used is persistant throughout all of them. Every time it says you do something in a movement, shooting, or assault phase, you generally do it in EVERY phase, not just yours. Spore mines blow up on the enemy movement phase if the enemy moves within 2". Ymgarls shift every assault phase, not just yours. So by that reasoning, why should the Shooting phase be an exception? It just isn't. The Doom of Malantai has special language that says "including the foes", but it doesn't need to.
So when the rulebook says instead of firing one weapon, Monsterous creatures can fire two of their weapons once per shooting phase, and it does not qualify anything past that, its fair game to assume that you can do it in your opponents phase in addition to your own. Its a huge typo and a huge responsibility for a Tyranid player not to abuse the
RAW. But its there if you need it. I only ever mention this during games where the other opponent has begun to abuse a
RAW. If theres a sneer on their face while they quote the rule that says the complete crap they're pulling is technically legal, its every bit as technically legal as this one is. Its poorly written, plain and simple. The way it reads allows for serious abuse of a rule. Does it surprise me? No. For the cost of 75 bucks thrown at a coffee barrista with an English degree, you could sort this kind of thing out in a day. Tyranid Termagants lack a U in gaunt like Hormagaunt does. "Termagant: An overbearing or nagging woman : shrew". Dictionary definition. I mean
really. Thats pathetic. Two updates, in February and October, and wheres the fix? Its not coming. In fact, the October
FAQ covering if thornback biomorph is still usable says no. But it allows you to be using a 4E codex by virtue of the fact that it is shutting down the thornback biomorph specifically, not using the 4e codex instead of the 5E one that came out 9 months previous. In that time I could gestate a freakin' fetus. Thats Long enough to realize someone else in the company made a brand new ruleset for Tyranids.
Be responsible, and don't let people pull minor crazy rules on you. Don't do the same yourself, unless you're faced with it.
If you disagree, quote a rulebook as to why instead of the same trite arguments about how any part of this is wrong. (Along with some new content please)