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Made in it
Longtime Dakkanaut





 vipoid wrote:
Can I ask how this list looks?

Kraken Battalion (+5CP):
Broodlord - 162
Neurothrope - 70 (Warlord: Adaptive Biology)
5 Genestealers w/ 1x Acid Maw - 60
5 Genestealers w/ 1x Acid Maw - 60
5 Genestealers w/ 1x Acid Maw - 60
5 Ripper Swarms - 55
Lictor - 45
Lictor - 45

Kraken Battalion (+5CP):
Hive Tyrant w/ Heavy Venom Cannon, Monstrous Scything Talons, AG, TS, Chameleonic Mutation - 192
Tyranid Prime w/ Boneswords, Deathspitter, AG, TS - 112
3 Warriors w/ 3x Boneswords, 2x Deathspitter, 1x Venom Cannon, 3x AG - 99
3 Warriors w/ 3x Boneswords, 2x Deathspitter, 1x Venom Cannon, 3x AG - 99
3 Warriors w/ 3x Boneswords, 2x Deathspitter, 1x Venom Cannon, 3x AG - 99
20 Termagants - 80
Carnifex w/ Heavy Venom Cannon, Monstrous Scything Talons, Enhanced Senses, Spore Cysts, AG - 131
Carnifex w/ Heavy Venom Cannon, Monstrous Scything Talons, Enhanced Senses, Spore Cysts, AG - 131

1500pts (13CP)


I'm not a fan of genestealers, so i will leave that part to other players, but in the second detachment you should split the termagants into 2 units of 10 and then join all warriors together in a squad of 9. This gives you a nice target for double shooting stratagem and double melee stratagem, makes it easier for the prime to follow them and is a perfect candidate for catalyst.
   
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Texas

He wont be able to get double battallions if he does that. Double fight for GS. Double shoot is really best for 30x Devilgants or Hiveguard.

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Made in it
Longtime Dakkanaut





 Dynas wrote:
He wont be able to get double battallions if he does that. Double fight for GS. Double shoot is really best for 30x Devilgants or Hiveguard.


Why not? He would still have 3 troops per battalion, and 9 warriors double shooting are quite dangerous.
   
Made in us
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TN/AL/MS state line.

Spoletta wrote:
 Dynas wrote:
He wont be able to get double battallions if he does that. Double fight for GS. Double shoot is really best for 30x Devilgants or Hiveguard.


Why not? He would still have 3 troops per battalion, and 9 warriors double shooting are quite dangerous.

I can confirm shooting twice with 6 Deathspitters and 3 Venom Cannons hits hard. They can take quite a bit of punishment too.

Black Bases and Grey Plastic Forever:My quaint little hobby blog.

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I adjusted my casual list to make it legal. Thoughts?

2k Monster Mash

Kraken Battalion
Tyrant, Wings, Adrenal Glands, M. Rending Claws, Devouerers, Chameleonic Mutation;
Tyrant, Wings, Adrenal Glands, M. Rending Claws;
16x Genestealers, 4x Acid Maw;
3x2 Rippers;
Trygon, Biostatic Rattle, Adrenal Glands;
Trygon, Biostatic Rattle, Adrenal Glands;
Trygon, Biostatic Rattle, Adrenal Glands;

Jormungandr Patrol
Neurothrope, Warlord, Warlord Trait: Insidious Threat (3" ignores cover bubble);
3x1 Rippers;
Tyrannofex (Acid Spray)
Tyrannofex (Acid Spray)

Kronos Patrol
Tyrant, Wings, Adrenal Glands, Balethorn Cannon, Monstrous Bone Swords;
3x1 Rippers

My goal is to put my 3 Trygons and two Tryanofexes on the table and have a fun list that won't get steamrollled while I work on Genestealer painting.

I also want to test the Balethorn Cannon-I'll be playing this list this weekend, then a modified version using the relic venom cannon next weekend.
Kronos is only giving me the relic and access to the strategium. I'm not sure if rolling the Kronos into the Jormungandr to make a second battalion would be better.
   
Made in ca
Fixture of Dakka





TN/AL/MS state line.

babelfish wrote:
I adjusted my casual list to make it legal. Thoughts?

2k Monster Mash
Spoiler:

Kraken Battalion
Tyrant, Wings, Adrenal Glands, M. Rending Claws, Devouerers, Chameleonic Mutation;
Tyrant, Wings, Adrenal Glands, M. Rending Claws;
16x Genestealers, 4x Acid Maw;
3x2 Rippers;
Trygon, Biostatic Rattle, Adrenal Glands;
Trygon, Biostatic Rattle, Adrenal Glands;
Trygon, Biostatic Rattle, Adrenal Glands;

Jormungandr Patrol
Neurothrope, Warlord, Warlord Trait: Insidious Threat (3" ignores cover bubble);
3x1 Rippers;
Tyrannofex (Acid Spray)
Tyrannofex (Acid Spray)

Kronos Patrol
Tyrant, Wings, Adrenal Glands, Balethorn Cannon, Monstrous Bone Swords;
3x1 Rippers

My goal is to put my 3 Trygons and two Tryanofexes on the table and have a fun list that won't get steamrollled while I work on Genestealer painting.

I also want to test the Balethorn Cannon-I'll be playing this list this weekend, then a modified version using the relic venom cannon next weekend.
Kronos is only giving me the relic and access to the strategium. I'm not sure if rolling the Kronos into the Jormungandr to make a second battalion would be better.

I would definitely try to form a second battalion, otherwise you’re going to be CP starved the whole game. Getting +1 damage here, and rerolling low damage rolls there is going to help a lot with your Trygons and Tyrannofexes.

Black Bases and Grey Plastic Forever:My quaint little hobby blog.

40k- The Kumunga Swarm (more)
Count Mortimer’s Private Security Force/Excavation Team (building)
Kabal of the Grieving Widow (less)

Plus other games- miniature and cardboard both. 
   
Made in it
Longtime Dakkanaut





babelfish wrote:
I adjusted my casual list to make it legal. Thoughts?

2k Monster Mash
Spoiler:

Kraken Battalion
Tyrant, Wings, Adrenal Glands, M. Rending Claws, Devouerers, Chameleonic Mutation;
Tyrant, Wings, Adrenal Glands, M. Rending Claws;
16x Genestealers, 4x Acid Maw;
3x2 Rippers;
Trygon, Biostatic Rattle, Adrenal Glands;
Trygon, Biostatic Rattle, Adrenal Glands;
Trygon, Biostatic Rattle, Adrenal Glands;

Jormungandr Patrol
Neurothrope, Warlord, Warlord Trait: Insidious Threat (3" ignores cover bubble);
3x1 Rippers;
Tyrannofex (Acid Spray)
Tyrannofex (Acid Spray)

Kronos Patrol
Tyrant, Wings, Adrenal Glands, Balethorn Cannon, Monstrous Bone Swords;
3x1 Rippers

My goal is to put my 3 Trygons and two Tryanofexes on the table and have a fun list that won't get steamrollled while I work on Genestealer painting.

I also want to test the Balethorn Cannon-I'll be playing this list this weekend, then a modified version using the relic venom cannon next weekend.
Kronos is only giving me the relic and access to the strategium. I'm not sure if rolling the Kronos into the Jormungandr to make a second battalion would be better.


You are missing a second weapon on a tyrant in the kraken battalion.
   
Made in se
Fresh-Faced New User



Nacka Sweden

It seems like the double Acid-fex is getting momentum in a lot of lists.

Its a huge investment in my point of view, is it really worth it? You get 2 Flyrants + some rippers/hormagaunts for the same price...

Swarm all!  
   
Made in au
Towering Hierophant Bio-Titan





It's a defensive brick that does a lot of damage up close. I think it will be a better choice against some specific armies, but against a broader meta probably not. I dropped them pretty quickly after testing them.

This message was edited 4 times. Last update was at 2018/06/01 07:05:34


P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it. 
   
Made in it
Longtime Dakkanaut





Alaitoc air wing detachment is a common sight at events right now, and a T-Fex scraps one with damage to spare with the +1 damage stratagem.
   
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Omnipotent Necron Overlord






 DaBraken wrote:
 N.I.B. wrote:
 Xenomancers wrote:


Typically I am shoving haruspex into opponents with swarmlord turn 1. Something most people will not realize until it's too late is this puppy blows up like a boss. auto 3 mortals to everything in range when you roll a 6 to explode (yeah you are going to want to reroll this every time). He will pay for himself on an explosion usually and he can also do some serious damage before that if you get lucky (why this thing hits on 4's...I have no freaking clue) Anyways - T8 is marginally helpful for this guy.

I've also been running Toxicrines (which are surprisingly awesome for me) I ran 3 last game. Same as Haruspex it's a great mortal wound generator. Except he excels in CC where the haruspex is kind of middling but has higher damage potential. He also shoots pretty well. He loses a wound and goes to t7 but is much cheaper too. Personally I think the Toxicrine is the best CC unit in the game for it's cost certainly in the nid codex anyways.

Harr harr, nice trolling!

NIB, if you talk about Haruspex and Toxicrene in regards of trolling, they have their uses. And seeing them so seldom makes them sometimes very great, because noone expects them.
The damage output of a Toxicrene in close combat is nothing to laught about, especially if its in combat with multiple models. Its more like a suicide bomber, but still durable. The only problem is to get it reliable into cc range. I tested them myself a couple of times, with a bit of dice luck they can lay out a lot of hurt on expensive units and screens. The closer the enemy comes, the better for you.

I've been facing a lot of CC armies as of late so I've decided to fight fire with fire. My opinion - Nid CC is top notch.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
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 SHUPPET wrote:
I feel like Genestealers are a little too strong. Everytime I try to play around with a melee list I always just end up on "why aren't I just putting these points into Genestealers"


My opinions might be a bit clouded from my experiences with GSC, but I don't think it is so much that Genestealers are too strong and more that the current demands of the meta are very favorable for them. Most of the high tier lists are oriented around spamming multi-damage weaponry (Plasma, Disintegrators, etc.) on chassis that pay as little as possible for defensive stats. Genestealers don't care about AP or multi-damage since they have an invulnerable save and a single wound, plus they are very good at mulching low toughness models in return.

The other tricky consideration is that Genestealers are arguably one of the few dedicated Tyranid "melee infantry" units as most of the other options have some form of shooting attack innately or available as an upgrade. Hormagaunts admittedly are fairly similar at first glance, but they fulfill a very different purpose of disruption and board control rather than damage dealing so it isn't entirely fair to compare the two. Tyrant Guard are the only other one I can think of that has no shooting attack at all, but they aren't really intended as a front-line assault unit so much as a bodyguard squad (though Hydra likes them with Crushing Claws for tank cracking - Swarming Instincts cares naught for how much more the target is outnumbered, only that it is!).



Anyway, does anyone have a gameplan for dealing with all-Knight armies? I doubt they will win many events, but at the local level I am dreading seeing them. I know at least two people who have Imperial Knight armies and another in the process of starting one with the new codex. My big fear is that they completely invalidate monstrous creatures with their new weaponry options, and unlike GSC Tyranids don't really have many infantry-based options for armor cracking (basically just the aforementioned Tyrant Guard and Hive Guard).

   
Made in au
Towering Hierophant Bio-Titan





 Strat_N8 wrote:
 SHUPPET wrote:
I feel like Genestealers are a little too strong. Everytime I try to play around with a melee list I always just end up on "why aren't I just putting these points into Genestealers"


My opinions might be a bit clouded from my experiences with GSC, but I don't think it is so much that Genestealers are too strong and more that the current demands of the meta are very favorable for them. Most of the high tier lists are oriented around spamming multi-damage weaponry (Plasma, Disintegrators, etc.) on chassis that pay as little as possible for defensive stats. Genestealers don't care about AP or multi-damage since they have an invulnerable save and a single wound, plus they are very good at mulching low toughness models in return.

The other tricky consideration is that Genestealers are arguably one of the few dedicated Tyranid "melee infantry" units as most of the other options have some form of shooting attack innately or available as an upgrade. Hormagaunts admittedly are fairly similar at first glance, but they fulfill a very different purpose of disruption and board control rather than damage dealing so it isn't entirely fair to compare the two. Tyrant Guard are the only other one I can think of that has no shooting attack at all, but they aren't really intended as a front-line assault unit so much as a bodyguard squad (though Hydra likes them with Crushing Claws for tank cracking - Swarming Instincts cares naught for how much more the target is outnumbered, only that it is!).



Anyway, does anyone have a gameplan for dealing with all-Knight armies? I doubt they will win many events, but at the local level I am dreading seeing them. I know at least two people who have Imperial Knight armies and another in the process of starting one with the new codex. My big fear is that they completely invalidate monstrous creatures with their new weaponry options, and unlike GSC Tyranids don't really have many infantry-based options for armor cracking (basically just the aforementioned Tyrant Guard and Hive Guard).


I get what you're saying, but I think even in a polar opposite meta, Stealers would still be the only CC unit that we really use, they are just better than every other option we have. As far as dedicated CC comparisons - What about something like the Dima? Or the lictor? Those guys really have narrow roles, and aren't outright terrible units... But as it stands, They just seem sort of pointless, fluffy additions gameplay wise in a dex that can take as many Stealers as you have points. I don't think the Hormagaunt conparison is a bad one either. They are really similar in role I think we have to stretch a little to say they wouldn't be.

In the broader game, I don't think Genestealers are too strong. They aren't dominating a meta or anything. If everything busted was toned down a little tho, they might be.

This message was edited 1 time. Last update was at 2018/06/02 15:44:22


P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it. 
   
Made in us
Brainy Biophagus Brewing Potent Chemicals






 SHUPPET wrote:

I get what you're saying, but I think even in a polar opposite meta, Stealers would still be the only CC unit that we really use, they are just better than every other option we have.


I'm not sure. Genestealers do not like mass low quality shots since their defensive tricks are mostly designed to mitigate the efficiency of the opposite and each lost wound leads to a major reduction in efficiency compared to Warriors/Raveners/Shrikes who loose attacks at a much slower rate thanks to their multi-wounds. To compare a unit of 10 Genestealers vs 5 Raveners with Rending Claws (roughly equal points and similar mobility/defensive profiles), Genestealers start with twice the number of attacks as the Raveners but loose half of their efficiency after 3 wounds (40 to 21 attacks) while Raveners only loose 1/5th (20 to 16 attacks).


 SHUPPET wrote:

As far as dedicated CC comparisons - What about something like the Dima? Or the lictor? Those guys really have narrow roles, and aren't outright terrible units... But as it stands, They just seem sort of pointless, fluffy additions gameplay wise in a dex that can take as many Stealers as you have points.


I think the Dimacharion mainly suffers from not transitioning to the new edition very well. It got faster but kept its cost and toughness when everything else got either tougher or cheaper (or both) and it lost a lot of the flexibility granted by its old weapon rules coupled with the new wound table making the strength difference mostly irrelevant. It also has a few rules that don't really work (new leap rule for instance only allows it to bypass terrain - can't move over friendly or enemy models) which hinders it greatly. In contrast, Trygons have similar stats overall but are cheaper and bring both a gun and utility functions. Toxicrines received a major buff to WS going into the codex and bring more attacks, shooting, T7, and mortal wound generation for roughly 25% cheaper than the Dimacharion. Then lastly, the Haruspex brings the old blender abilities that the old Dimacharion had with its new maw weapon along with T8, two more wounds, self healing ability, and the option for S14 against heavy vehicles at 2 points less.

Lictors themselves aren't really a close combat specialist so much as a utility unit that happens to make melee attacks. The main issue it has currently is that most of its tricks have been smacked with the nerf bat more than any innate failings. Their S6 makes them very good at picking off T3 characters, but getting there is an issue with the new restrictions on deep strike and the fact that they aren't characters despite being single-model units.

 SHUPPET wrote:

I don't think the Hormagaunt conparison is a bad one either. They are really similar in role I think we have to stretch a little to say they wouldn't be.


I suppose it is a matter of perspective. I view Genestealers as a damage dealing "hammer" unit while Hormagaunts are more an "anvil" that serves to disrupt and deny with their enhanced pile-in and vast unit size.

 SHUPPET wrote:

In the broader game, I don't think Genestealers are too strong. They aren't dominating a meta or anything.


It is perhaps worth noting as well that Purestrain Genestealers are superior to Hive Fleet Genestealers in almost every way save for cost and battlefield role, but even still the extra points they pay per model is ends up cheaper than most of the delivery options available to Hive Fleet 'stealers and Purestrains have access to strength buffs that allow them to tackle tougher targets than their Hive Fleet counterparts. Within the GSC army itself however they provide a specialized role as anti-infantry melee unit while the other units focus more on armor cracking.

This message was edited 1 time. Last update was at 2018/06/03 01:16:00


 
   
Made in au
Towering Hierophant Bio-Titan





 Strat_N8 wrote:
 SHUPPET wrote:

I get what you're saying, but I think even in a polar opposite meta, Stealers would still be the only CC unit that we really use, they are just better than every other option we have.


I'm not sure. Genestealers do not like mass low quality shots since their defensive tricks are mostly designed to mitigate the efficiency of the opposite and each lost wound leads to a major reduction in efficiency compared to Warriors/Raveners/Shrikes who loose attacks at a much slower rate thanks to their multi-wounds. To compare a unit of 10 Genestealers vs 5 Raveners with Rending Claws (roughly equal points and similar mobility/defensive profiles), Genestealers start with twice the number of attacks as the Raveners but loose half of their efficiency after 3 wounds (40 to 21 attacks) while Raveners only loose 1/5th (20 to 16 attacks).
\
You make a good point, and you might be right here.


 Strat_N8 wrote:

I think the Dimacharion mainly suffers from not transitioning to the new edition very well. It got faster but kept its cost and toughness when everything else got either tougher or cheaper (or both) and it lost a lot of the flexibility granted by its old weapon rules coupled with the new wound table making the strength difference mostly irrelevant. It also has a few rules that don't really work (new leap rule for instance only allows it to bypass terrain - can't move over friendly or enemy models) which hinders it greatly. In contrast, Trygons have similar stats overall but are cheaper and bring both a gun and utility functions. Toxicrines received a major buff to WS going into the codex and bring more attacks, shooting, T7, and mortal wound generation for roughly 25% cheaper than the Dimacharion. Then lastly, the Haruspex brings the old blender abilities that the old Dimacharion had with its new maw weapon along with T8, two more wounds, self healing ability, and the option for S14 against heavy vehicles at 2 points less.

So are you saying you think none of these units would see play if Genestealers didn't exist? Trygon I can see having zero use ever (for the third edition in a row cmon GW), the other ones are kinda iffy tho, and I definitely think Dima at least is playable.

This message was edited 1 time. Last update was at 2018/06/03 02:07:04


P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it. 
   
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Regular Dakkanaut




Hey guys.

I play Genestealers ALL the time. But I play them as GSC. Cult ambush with a Primus and stratagem is godly! Throw a magus in there and you have S5 5 attacks hitting on 2's.

   
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 SHUPPET wrote:

So are you saying you think none of these units would see play if Genestealers didn't exist?


I didn't mean to imply such. The commentary was mostly my laments regarding the current Dimachaeron rules compared to the other melee-centric monsters in the codex itself. He is fast and has access to an invulnerable, but he is just so fragile relative to the others and more expensive than any of them (even the much maligned Haruspex is 2 points cheaper).

As far as Genestealers vs the various monsters is concerned, I think it really comes down to what they are opposing. Genestealers love mulching infantry targets since they have a plethora of attacks, but they struggle against higher toughness targets with lots of wounds and good saves that can fight back. A prime example of such a problematic unit would be Custodes Jetbikes, as even a minimum sized unit has enough bolter shots to kill most of a 'stealer brood before the charge and their high toughness combined with multiple wounds and good saves makes them difficult for 'stealers to kill fast enough to avoid depletion. Most of the monsters in contrast can generally shrug off the offense of the bikes (need 5's to wound most of them) and their strength plus multiple damage makes it relatively easier to put damage on the bikers even if only one wound goes through saves (ignoring secondary damage sources like Acid Blood or Hypertoxic Miasma).



 SHUPPET wrote:

Trygon I can see having zero use ever (for the third edition in a row cmon GW), the other ones are kinda iffy tho, and I definitely think Dima at least is playable.


I haven't used my Trygon enough to really form a solid opinion on them, but they are nice as a drop-pod for troops with the added benefit of being able to contribute once their cargo has been delivered. They do hit fairly hard, but are fragile.

I'm personally a fan of the Toxicrenes after having run a pair of them for the last few games I've had with my 'nids. They are fairly cheap and have reliable hitting power (WS: 3+ in the codex combined with innate reroll all failed to wound rolls on all of their weaponry) plus several utility tricks that make them play differently than most monsters. They have always swings first from their whips so they are good for disrupting order of activation in the assault phase, can shoot with said whips into combat even if they are not part of said combat, and have multiple methods of generating mortal wounds (albeit somewhat unreliably). They also can recoup command points via Feeder Tendrils as well.

Haruspex is in a bit of an odd place. I honestly think it has the potential to be good, but it doesn't play well with the current meta and is still a bit on the expensive side. It really wants to munch on multi-wound infantry and heavy vehicles (neither of which are especially common) while being a major Las-cannon magnet compared to most of the other creatures due to its T8. If the other T8 bugs were a bit cheaper to allow for good saturation it would probably have a place, but right now it is hard to get enough T8 on the table to avoid it being the first target. Might work better in a gene-soup list with a pack of Leman Russ tanks backing it up, but that will probably have to wait until the GSC codex to be efficient (even more so if GSC get a trait that messes with leadership to stack with the Haruspex's stratagem).

This message was edited 1 time. Last update was at 2018/06/03 17:24:24


 
   
Made in us
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Trygons are borderline good. They are one of our most cost effective forms of AT, and provide DS to termagant bombs. I've used 1-2 consistently since the start of 8th. They are certainly not as good as GS/Flyrants/HG, but they are definitely one of our better choices. The biggest issue is just delivering them because they hit so hard no one will ever let them cross the board, and DS means you rely on 8/9" charges.

I've found that screens aren't typically an issue for Nids (Relevant to Trygons as screens do reduce their ability to do their job) as a whole, because DS screens can be used against the opponent, and DZ wrapping screens basically hand us objective games on a platter by forcing the opponent to sit in their DZ while we can put 100+ bodies across the board and pick up mondo points in most ITC format misisons. Screening out a Trygon generally ends up helping us overall, in my experience.

Basically if they were tougher or more reliable engage capabilities, they would be a top tier choice. They have a niche, but it's a very specific one and we have other tools that can achieve comparable results at less risk .Hive Guard, for example, will do less damage per point vs tanks, but can double shoot, have range and ignore LOS. They're not better at killing tanks because they statistically do it better, they're better cause they don't die and can reliably do their damage. If you want a termagant bomb, a Jorm battalion may be a better option anyways.
   
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I like to think most times I can look at a unit and understand why it is popular but the one that I really do not get is Ripper Swarms.

I don't understand the use of them and the points cost is fairly similar to just 10 plain Termagants.
   
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Tunneling Trygon






stalkerzero wrote:
I like to think most times I can look at a unit and understand why it is popular but the one that I really do not get is Ripper Swarms.

I don't understand the use of them and the points cost is fairly similar to just 10 plain Termagants. [/quote

Rippers are excellent for progressive objective scoring where they can DS onto objectives or into table quarters. They are also especially popular in ITC Champions missions, where having 10 model units (gants/gaunts) is discouraged. They also dont get shot to pieces turn 1.


 
   
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TN/AL/MS state line.

I’ve got 2 Tyrannofexes, 9 Hive Guard, and various Carnifexes laying around. Should I bother adding an Exocrine to my big gun collection, or save up for a Barbed Hierodule first?

Black Bases and Grey Plastic Forever:My quaint little hobby blog.

40k- The Kumunga Swarm (more)
Count Mortimer’s Private Security Force/Excavation Team (building)
Kabal of the Grieving Widow (less)

Plus other games- miniature and cardboard both. 
   
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Augusta GA

Well, from a purely game-winning perspective the equivalent points in exocrines will always be more effective than barbed hierodules. Bio-Titans are way cooler though, despite being a huge pain to take anywhere.
   
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Barbed Heirodules are way overcosted atm. I even sent in to the FW guys and asked them about it and they could only respond in embarrassment that the GW guys had the final say.


They are very comparable stat-wise with 2 lemun russ battle tanks (better at melee, but less wounds and easier to shoot at). They however cost much more than 2 lemun russ tanks when they should total out a bit less.

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Toronto

Hello hive mind! Managed to place 9th overall and 10th in battlepoints 4-1 at a 60 player Itc major in Sudbury Ontario using the list below. Played against 2 dark eldar lists, full custodes wth bunch of bikes, dark angles full of characters and plasma, and blood angels.

Been trying hard to make the rupture fexes work. They've been my mvp's for the last few tourneys. Placed 4th at a 28 player rtt couple monthes back. but thinking of removing them and going hard with 2 units of hive guard. What does the hive mind think?

Bringing this list to Beef and wing itc major in buffalo this upcoming weekend. My one loss was too a dark eldar venom spam list who ended up taking 2nd place. Survived to round 6 using chess clocks with 2 units of rippers left.

That was the only game that we used chess clocks my round 5 player agreed we would be fine without it. 4 out of 5 rounds finished on turn 6 with time to spare ! I've been practising hard with chess clocks to speed up my own game play and it's been working out great! Highly recommend it to everyone who wants to speed up, I've gotten my turn 1 to about 15min or less





Spoiler:


13cp 2000pts
Kraken / Kronos

++ Battalion Detachment +3CP (Tyranids) [64 PL, 996pts] ++

Hive Fleet: Kraken

+ HQ [15 PL, 283pts] +

Hive Tyrant [11 PL, 213pts]: Adrenal Glands [5pts], Chameleonic Mutation, Monstrous Rending Claws, Power: Psychic Scream, Power: The Horror, Toxin Sacs [4pts], Two Devourers with Brainleech Worms [14pts], Wings [2 PL, 47pts]

Neurothrope [4 PL, 70pts]: Power: Catalyst

+ Troops [44 PL, 623pts] +

Genestealers [16 PL, 228pts]: 4x Acid Maw
. 19x Genestealer [228pts]: 19x Rending Claws [38pts]

Genestealers [16 PL, 228pts]: 4x Acid Maw
. 19x Genestealer [228pts]: 19x Rending Claws [38pts]

Hormagaunts [6 PL, 95pts]: 19x Hormagaunt [95pts]

Termagants [6 PL, 72pts]
18x Termagant (Fleshborer) [72pts]

+ Elites [5 PL, 90pts] +

Venomthropes [5 PL, 90pts]: 3x Venomthrope [90pts]

++ Battalion Detachment +3CP (Tyranids) [50 PL, 1004pts] ++

Hive Fleet: Kronos

+ HQ [15 PL, 283pts] +

Hive Tyrant [11 PL, 213pts]: Adrenal Glands [5pts], Monstrous Rending Claws, Power: Paroxysm, Power: Psychic Scream, Toxin Sacs [4pts], Two Devourers with Brainleech Worms [14pts], Wings [2 PL, 47pts]

Neurothrope [4 PL, 70pts]: Power: Onslaught *WARLORD*

+ Troops [6 PL, 99pts] +

Ripper Swarms [2 PL, 33pts]: 3x Ripper Swarm [33pts]

Ripper Swarms [2 PL, 33pts]: 3x Ripper Swarm [33pts]

Ripper Swarms [2 PL, 33pts]: 3x Ripper Swarm [33pts]

+ Elites [7 PL, 144pts] +

Hive Guard [7 PL, 144pts]
. Hive Guard [48pts]: Impaler Cannon [30pts]
. Hive Guard [48pts]: Impaler Cannon [30pts]
. Hive Guard [48pts]: Impaler Cannon [30pts]

+ Heavy Support [22 PL, 478pts] +

Tyrannofex [11 PL, 239pts]: Rupture Cannon [49pts], Stinger Salvo [8pts], Toxin Sacs [1pts]

Tyrannofex [11 PL, 239pts]: Rupture Cannon [49pts], Stinger Salvo [8pts], Toxin Sacs [1pts]

++ Total: [114 PL, 2000pts] ++

This message was edited 5 times. Last update was at 2018/06/06 11:07:44


Ultramarines- 2000pts (mostly painted)
BloodAngels- 2000pts (base coated) 
   
Made in ca
Tunneling Trygon






Well done! It's good to see that there are multiple competitive lists out there. Love the Rupture Fex but as long as Alaitoc is out there I can't quite bring him. Could you give us a little more breakdown on that Custodes game? That's a matchup I've been fearing, but I haven't found anyone with enough bikes yet!


 
   
Made in us
Longtime Dakkanaut



Cheyenne WY

Vetsgt-Jeff wrote:
Hello hive mind! Managed to place 9th overall and 10th in battlepoints 4-1 at a 60 player Itc major in Sudbury Ontario using the list below. Played against 2 dark eldar lists, full custodes wth bunch of bikes, dark angles full of characters and plasma, and blood angels.

Been trying hard to make the rupture fexes work. They've been my mvp's for the last few tourneys. Placed 4th at a 28 player rtt couple monthes back. but thinking of removing them and going hard with 2 units of hive guard. What does the hive mind think?

Bringing this list to Beef and wing itc major in buffalo this upcoming weekend. My one loss was too a dark eldar venom spam list who ended up taking 2nd place. Survived to round 6 using chess clocks with 2 units of rippers left.

That was the only game that we used chess clocks my round 5 player agreed we would be fine without it. 4 out of 5 rounds finished on turn 6 with time to spare ! I've been practising hard with chess clocks to speed up my own game play and it's been working out great! Highly recommend it to everyone who wants to speed up, I've gotten my turn 1 to about 15min or less





Spoiler:


13cp 2000pts
Kraken / Kronos

++ Battalion Detachment +3CP (Tyranids) [64 PL, 996pts] ++

Hive Fleet: Kraken

+ HQ [15 PL, 283pts] +

Hive Tyrant [11 PL, 213pts]: Adrenal Glands [5pts], Chameleonic Mutation, Monstrous Rending Claws, Power: Psychic Scream, Power: The Horror, Toxin Sacs [4pts], Two Devourers with Brainleech Worms [14pts], Wings [2 PL, 47pts]

Neurothrope [4 PL, 70pts]: Power: Catalyst

+ Troops [44 PL, 623pts] +

Genestealers [16 PL, 228pts]: 4x Acid Maw
. 19x Genestealer [228pts]: 19x Rending Claws [38pts]

Genestealers [16 PL, 228pts]: 4x Acid Maw
. 19x Genestealer [228pts]: 19x Rending Claws [38pts]

Hormagaunts [6 PL, 95pts]: 19x Hormagaunt [95pts]

Termagants [6 PL, 72pts]
18x Termagant (Fleshborer) [72pts]

+ Elites [5 PL, 90pts] +

Venomthropes [5 PL, 90pts]: 3x Venomthrope [90pts]

++ Battalion Detachment +3CP (Tyranids) [50 PL, 1004pts] ++

Hive Fleet: Kronos

+ HQ [15 PL, 283pts] +

Hive Tyrant [11 PL, 213pts]: Adrenal Glands [5pts], Monstrous Rending Claws, Power: Paroxysm, Power: Psychic Scream, Toxin Sacs [4pts], Two Devourers with Brainleech Worms [14pts], Wings [2 PL, 47pts]

Neurothrope [4 PL, 70pts]: Power: Onslaught *WARLORD*

+ Troops [6 PL, 99pts] +

Ripper Swarms [2 PL, 33pts]: 3x Ripper Swarm [33pts]

Ripper Swarms [2 PL, 33pts]: 3x Ripper Swarm [33pts]

Ripper Swarms [2 PL, 33pts]: 3x Ripper Swarm [33pts]

+ Elites [7 PL, 144pts] +

Hive Guard [7 PL, 144pts]
. Hive Guard [48pts]: Impaler Cannon [30pts]
. Hive Guard [48pts]: Impaler Cannon [30pts]
. Hive Guard [48pts]: Impaler Cannon [30pts]

+ Heavy Support [22 PL, 478pts] +

Tyrannofex [11 PL, 239pts]: Rupture Cannon [49pts], Stinger Salvo [8pts], Toxin Sacs [1pts]

Tyrannofex [11 PL, 239pts]: Rupture Cannon [49pts], Stinger Salvo [8pts], Toxin Sacs [1pts]

++ Total: [114 PL, 2000pts] ++



Nice! On one hand x6 Hive Guard are so useful it is sinful not to take them. But if your Tyrannofexen are MVPs, why bench them? I suppose you can split the differance, and drop one Tyranno, and spend the points. I don't think you'll harm your chances as Hive Guard are crazy good. Good luck! And good hunting!

The will of the hive is always the same: HUNGER 
   
Made in us
Lone Wolf Sentinel Pilot






Texas

 Strat_N8 wrote:
 SHUPPET wrote:
I feel like Genestealers are a little too strong. Everytime I try to play around with a melee list I always just end up on "why aren't I just putting these points into Genestealers"


Anyway, does anyone have a gameplan for dealing with all-Knight armies? I doubt they will win many events, but at the local level I am dreading seeing them. I know at least two people who have Imperial Knight armies and another in the process of starting one with the new codex. My big fear is that they completely invalidate monstrous creatures with their new weaponry options, and unlike GSC Tyranids don't really have many infantry-based options for armor cracking (basically just the aforementioned Tyrant Guard and Hive Guard).



If you know you are facing them take Hive Guard, lots of antitank, and lock them uncombat with cheap units like Hormies with toxin sacs and RIPPERS. THey cannot fall back from rippers, so if you get 3 rippers to surround the base they are stuck. Sure they will stomp you next turn, but you are sacrificing 33 points for a round of shooting.
MOrtal wound spam from biovores, sporcist could work/help as well. Smites. Malantrhopes for -1 shrouds.


Automatically Appended Next Post:
stalkerzero wrote:
I like to think most times I can look at a unit and understand why it is popular but the one that I really do not get is Ripper Swarms.

I don't understand the use of them and the points cost is fairly similar to just 10 plain Termagants.


Deepstrike objective grabbers. Its our cheapest troop, and they are low profile so you can hide them in Area terrain or behind LoS a lot easier to get improved cover saves.

Also, they are swarms, not Infantry, so you can cheese hard in APOC games where you lock titans into combat and prevent them from shooting since you cant fall back.


Automatically Appended Next Post:
Vetsgt-Jeff wrote:
Hello hive mind! Managed to place 9th overall and 10th in battlepoints 4-1 at a 60 player Itc major in Sudbury Ontario using the list below. Played against 2 dark eldar lists, full custodes wth bunch of bikes, dark angles full of characters and plasma, and blood angels.

Been trying hard to make the rupture fexes work. They've been my mvp's for the last few tourneys. Placed 4th at a 28 player rtt couple monthes back. but thinking of removing them and going hard with 2 units of hive guard. What does the hive mind think?

Bringing this list to Beef and wing itc major in buffalo this upcoming weekend. My one loss was too a dark eldar venom spam list who ended up taking 2nd place. Survived to round 6 using chess clocks with 2 units of rippers left.

That was the only game that we used chess clocks my round 5 player agreed we would be fine without it. 4 out of 5 rounds finished on turn 6 with time to spare ! I've been practising hard with chess clocks to speed up my own game play and it's been working out great! Highly recommend it to everyone who wants to speed up, I've gotten my turn 1 to about 15min or less

Spoiler:


13cp 2000pts
Kraken / Kronos

++ Battalion Detachment +3CP (Tyranids) [64 PL, 996pts] ++

Hive Fleet: Kraken

+ HQ [15 PL, 283pts] +

Hive Tyrant [11 PL, 213pts]: Adrenal Glands [5pts], Chameleonic Mutation, Monstrous Rending Claws, Power: Psychic Scream, Power: The Horror, Toxin Sacs [4pts], Two Devourers with Brainleech Worms [14pts], Wings [2 PL, 47pts]

Neurothrope [4 PL, 70pts]: Power: Catalyst

+ Troops [44 PL, 623pts] +

Genestealers [16 PL, 228pts]: 4x Acid Maw
. 19x Genestealer [228pts]: 19x Rending Claws [38pts]

Genestealers [16 PL, 228pts]: 4x Acid Maw
. 19x Genestealer [228pts]: 19x Rending Claws [38pts]

Hormagaunts [6 PL, 95pts]: 19x Hormagaunt [95pts]

Termagants [6 PL, 72pts]
18x Termagant (Fleshborer) [72pts]

+ Elites [5 PL, 90pts] +

Venomthropes [5 PL, 90pts]: 3x Venomthrope [90pts]

++ Battalion Detachment +3CP (Tyranids) [50 PL, 1004pts] ++

Hive Fleet: Kronos

+ HQ [15 PL, 283pts] +

Hive Tyrant [11 PL, 213pts]: Adrenal Glands [5pts], Monstrous Rending Claws, Power: Paroxysm, Power: Psychic Scream, Toxin Sacs [4pts], Two Devourers with Brainleech Worms [14pts], Wings [2 PL, 47pts]

Neurothrope [4 PL, 70pts]: Power: Onslaught *WARLORD*

+ Troops [6 PL, 99pts] +

Ripper Swarms [2 PL, 33pts]: 3x Ripper Swarm [33pts]

Ripper Swarms [2 PL, 33pts]: 3x Ripper Swarm [33pts]

Ripper Swarms [2 PL, 33pts]: 3x Ripper Swarm [33pts]

+ Elites [7 PL, 144pts] +

Hive Guard [7 PL, 144pts]
. Hive Guard [48pts]: Impaler Cannon [30pts]
. Hive Guard [48pts]: Impaler Cannon [30pts]
. Hive Guard [48pts]: Impaler Cannon [30pts]

+ Heavy Support [22 PL, 478pts] +

Tyrannofex [11 PL, 239pts]: Rupture Cannon [49pts], Stinger Salvo [8pts], Toxin Sacs [1pts]

Tyrannofex [11 PL, 239pts]: Rupture Cannon [49pts], Stinger Salvo [8pts], Toxin Sacs [1pts]

++ Total: [114 PL, 2000pts] ++




I am taken a VERY similar list to Dallas Open. I have 6 HG, 29 hormies, no T-Fex, but a dakkafex, taking Swarmlord as well.

Was it this the guy with the Venom cheese? I would play missions. Take Recon/Line Breaker/Old school. you could probably max out secondaries with this (maybe not get the warlord), but very close.
https://www.youtube.com/watch?v=EaKczn6u--A

This message was edited 3 times. Last update was at 2018/06/06 19:16:20


10000+
10000+
8500+
3000+
8000+
3500+ IK Plus 1x Warhound, Reaver, Warlord Titans

DakkaSwap Successful Transactions: cormadepanda, pretre x3, LibertineIX, Lbcwanabe, privateer4hire, Cruentus (swap), Scatwick2 (swap), boneheadracer (swap), quickfuze (swap), Captain Brown (swap) x2, luftsb, Forgottonson, WillvonDoom, bocatt (swap)

*I'm on Bartertown as Dynas 
   
Made in ca
Neophyte Undergoing Surgeries



Toronto

 jifel wrote:
Could you give us a little more breakdown on that Custodes game? That's a matchup I've been fearing, but I haven't found anyone with enough bikes yet!


His list was something like

2 shield captains on bikes
1 captain dude on foot as warlord
3 units of custodian guard with storm shields
And 2 units of 5 bikes

Vanguard strike I chose deployment zone and was able to hide a full unit of stealers, venoms and HG in a square ruin. He won first turn came forward with bikes. I premauared his bikes and made sure to stay outta rapid fire range draw some fire away. He failed to kill my unit of stealers and hormagants leaving 1 Gs and 5 or so hormies which ran for rest of game scoring me recon in far back corner and denying reaper points. My T1 I focused on removing one unit at a time and was able to remove a bike unit T1 and t2, each rupture fex removed a bike after his saves along with HG, charged in with stealers and was able to remove the last 3 in combat thanks to -4 rending and -3 acid maws, t2 my shooting was much more effective removing the second unit. then once I removed the two shield captains with flyrants and stealers he was stuck in his deployment with no mobility and I was able to almost table him end of turn 6 with only his warlord left with 1 wound after an unreal charge roll from my flyrant.

Game ended 30-15 for the nids





Pinecone-> I've been tempted to run more HG and are currently trying to slowly get enough models to test some list ideas out. For now i will keep the rupture fexes to the next couple GT's and see how well they perform. If I were to remove one I'd remove both of them, I think if your going to spend the points your better doubling your chances because hitting on 4's can be garbage sometimes ha


Dynas -> Yes that was the venom spam list that I just couldn't break, i had to overstretch to score recon T1 but I couldn't get recon For rest of game and I didn't even manage a kill in first turn with him rolling so hot for FNP which continued on for the entire game. He vected my double advance which would have gotten into his venoms T1. I'd hit his -2 fliers from the stratagem or venoms with a couple 6's on my fexes and he'd roll 2 6's right back at me was insane lol I fought it out as best as I could but he just kept gaining on me scoring almost full points every
Turn. game ended 32- 14




This message was edited 3 times. Last update was at 2018/06/07 10:52:14


Ultramarines- 2000pts (mostly painted)
BloodAngels- 2000pts (base coated) 
   
Made in us
Lone Wolf Sentinel Pilot






Texas

Nice write up. Yeah that FnP sucks. Its only a 6 up though right? I think Hive Guard would have been nice here. 6 could pop a venom a turn and then use your other guys to clean up. Also the Balethron Cannon Relic would wreak havoc on Drukhari. Honestly though, I watched his video, he seems to have his list down tight. It is fast, and I have yet to play against the new Drukhari dex, so I am not sure. I have done a bit of research on it as there are 9 Drukhari players at the next GT. They seem to be a glass cannon approach. I know the Dark Lances are nasty for MC so I am taking a more horde style list.

10000+
10000+
8500+
3000+
8000+
3500+ IK Plus 1x Warhound, Reaver, Warlord Titans

DakkaSwap Successful Transactions: cormadepanda, pretre x3, LibertineIX, Lbcwanabe, privateer4hire, Cruentus (swap), Scatwick2 (swap), boneheadracer (swap), quickfuze (swap), Captain Brown (swap) x2, luftsb, Forgottonson, WillvonDoom, bocatt (swap)

*I'm on Bartertown as Dynas 
   
Made in ca
Neophyte Undergoing Surgeries



Toronto

 Dynas wrote:
Nice write up. Yeah that FnP sucks. Its only a 6 up though right? I think Hive Guard would have been nice here. 6 could pop a venom a turn and then use your other guys to clean up. Also the Balethron Cannon Relic would wreak havoc on Drukhari. Honestly though, I watched his video, he seems to have his list down tight. It is fast, and I have yet to play against the new Drukhari dex, so I am not sure. I have done a bit of research on it as there are 9 Drukhari players at the next GT. They seem to be a glass cannon approach. I know the Dark Lances are nasty for MC so I am taking a more horde style list.



The new Drukhari codex is disgusting for us lol I've fortunate to have many friends to practise against including the winning list of the GT and it's a very tough game. I'm very tricky when it comes to using strats and vect can be a real pain from shutting down double advance to denying hiveguard double shooting and over tricky stuff like overrun and trying to redeploy after combat to save the stealers from next round. Then the -1 really screws up our shooting especially when they make an important target -2 to hit like a flier right up in your deployment T1 to get line of sight on my venomthropes which that dark eldar player did which was smart before shooting his bucket of dice at me from all the venoms. And yes it's only a 6+++ but they always seem to make that roll when their baked up in a corner. If they go second they cAn redeploy like crazy and steal objectives like it's nothing. Also the venoms can be positioned like donkey-caves hiding on top of ruins and terrain and completely deny a charge ( another thing that drukjari player did )

Also before I forget if they have reivers I've come up with the strategy of wrapping my gunline with my termagants so they literally can't get within an inch and shut down my shooting

Ultramarines- 2000pts (mostly painted)
BloodAngels- 2000pts (base coated) 
   
 
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