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Made in tr
Focused Fire Warrior




San Antonio, TX

Any advice against a Militarium Tempestus army? 1500pts, and pretty much Vendettas filled with Stormtroopers, and then a kitted out command squad.

Thinking
Wing Dakka-Tyrant
Venomthrope
Zoanthrope
2 10x Hgaunts
20 DevGants
4x Tyranid Warriors(1 V Cannon)
Dakka Fex
Tyrannofaex w/Flesh Hive
ADL with Quad Gun

And some leftover points

   
Made in us
Longtime Dakkanaut



Cheyenne WY

 foto69man wrote:
Any advice against a Militarium Tempestus army? 1500pts, and pretty much Vendettas filled with Stormtroopers, and then a kitted out command squad.

Thinking
Wing Dakka-Tyrant
Venomthrope
Zoanthrope
2 10x Hgaunts
20 DevGants
4x Tyranid Warriors(1 V Cannon)
Dakka Fex
Tyrannofaex w/Flesh Hive
ADL with Quad Gun

And some leftover points


I'd look at Tyranofex,Adrenal,Thorax Hive (Electro bugs) that thing murders Troops like crazy. If you can swing a Crone, you will likely get good use out of it.

I'd want plenty more Gaunts, but that is a "style" thing. I like splashing Devilgaunts into a unit of Spine/Vanilla gaunts, so you take take losses without losing the Devils. If you have the Tyranofex glued, I'd still suggest adding in a Thorax Hive.

Winged Tyrant 240?

Zoey Brood: x2 100

Troops; Warrior Brood, x3, Cannon (Strangle, for the Pin checks) 100
Troops: Termigants x10+5 Devils 80
Troops: as above 80
Troops: x20 Termigants 80
Troops: Hormigaunts, x15 Toxic 120

Heavy: Tyranofex, Adrenal, Thorax Hive 200

Thats about a 1000 isn't? adding 500 should be easy. Add Veno, some more Devils, some more Hormies...a Carnifex or two? Done.

The will of the hive is always the same: HUNGER 
   
Made in au
Towering Hierophant Bio-Titan





2-3 squads of Biovores and any infantry he has is going to eat gak.

Flyrants & Dakkafex's for anti air. Exocrine works too.

Should be easy if you know thats what you are facing


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
Longtime Dakkanaut




Wichita, KS

 SHUPPET wrote:
Comparing Genestealers to a similar CC unit: Chaos Space Marines. Here is the tradeoff...

There is so much wrong with this, but let me stick to the highlights.
 SHUPPET wrote:
Genestealers at 14 ppm
3 attacks on the charge, I6, 4+ save, no guns, Rending on CC attacks, Infiltrate. Can take Venomthrope cover saves. Can manipulate Go to Ground for even bigger cover saves.

1) When did Genestealers get 4+ saves? Mine have 5+.
2) Its a good thing that no other unit has tactics like your go to ground trick.
 SHUPPET wrote:
I think the key to making 'Stealers work is playing off our advantages. Making sure they always have a cover save is key. Abusing GtG and Venomthrope is also crucial when its possible (Venomthrope probably not possible if Infiltrating) fly Shrikes into range during movement phase to get them back up, then move the Stealers back out of Synapse, GtG again. Doing this it's very possible to give them a 2+ cover save, in wide open ground.

1) So Genestealers are good so long as they walk across the board with a minimum of 135 points of support units moved in just the perfect way. I'm sure the enemy will leave us alone to execute this foolproof plan.
2) GTG = 6+ Shrouded is 2 better. That means a 4+ in open ground. I assume you get to a 2+ by added yet another support unit to bubblewrap them.
 SHUPPET wrote:
10 Genestealers with Rending actually puts out 20% more AP2 wounds than 1 sergeant with a Fist does in a 10 man squad (with a Mark of Khorne its exactly the same amount) - the downside to this is of course that you can't use a hidden fist tactic - the plus side is, that we are the freaking swarm and we don't care about that, kill 1 of us and the rest all still have rending.

1) I don't think that is really a plus at all. "We can't do something useful, on the other hand we don't care?". Especially when we fail 2 saves for every one of theirs.
2) The powerfist isn't just about AP:2. It gives them an ability to deal with vehicles. As do Grenades.
3) The powerfist isn't the only option. There is a wide selection of wargear for CSM. Not so for Tyranids.
I think Genestealers are a HARD unit to use right, and require a dedicated army list ("Cult" if you will ) which is why people haven't had much luck with them, but they are not necessarily bad as those people think. I think they could actually be quite good, spammed.

They die like Hormagaunts, and aren't as fast. You can take 3 Hormagaunts for every Genestealer. Infiltrate takes them out of range of our support units, and yet their limitations require support to be effective. They have terrible wargear options, and have a high enemy target priority. They can't match up with other assault units point for point, because other assault units are more survivable, so they have to pick on smaller / weaker units.

GeneStealers have fun fluff, and are super cheap on Ebay. Use them for these reasons. They are not a sound tactical investment, and if you are trying to build the most tactically sound list, you can leave them at home.

This message was edited 1 time. Last update was at 2014/06/17 04:57:02


 
   
Made in us
Raging Ravener



Ivanhoe,MN

Am I missing something with the go to ground broodlord strategy? that may have worked in 6th but with the psychic phase happening after movement your brood lord isn't going to cast dominion until after the genestealers have been sitting there twiddling their thumbs instead of moving.

Sure you can charge but I anyone who just left their unit sitting in charge range by the genestealer unit deserves whatever they get.
   
Made in au
Towering Hierophant Bio-Titan





4+ save was a typo (its right next to the 5 on my keyboard) :(

Nobody is saying they are going to be tactically amazing. Just that they aren't as bad as you might think.

I did try and avoid someone making a big post as to all the ways Genestealers are bad by saying:
 SHUPPET wrote:
This is just me sort of sharing my thought process on making Stealers work, and what sort of power level to expect from them while playing them. As the topic seems to have interested a couple of people.


The comparison to CSM Marine is a pretty good one in terms of power level imo, but it was just off the top of my head, and if you can contribute by finding a better one (as I'm no doubt sure there is some) feel free to do so.

Just saying that "everything is so wrong" because it requires support units like Venom's and a Gant screen (which I did mention, did include in my list, and did say that the list had to be pretty dedicated and focused towards making them work) is just being negative un-necessarily. Like it or not they do tear it up in CC better than 2.8 Gaunts do if the Genestealers get their Initiative. They can't run as fast but infiltrate secures turn 2 assault regardless.

Genestealers can be ok. You don't like them, that's ok as well. They are fun+cool and some of us are going to use them regardless of how competitive they are, so we are discussing how to use them to the best of their abilities. We'd be silly if we said that it would work all the time, but no sillier than you saying it will never at all.

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
Longtime Dakkanaut




BeeCee wrote:
Am I missing something with the go to ground broodlord strategy? that may have worked in 6th but with the psychic phase happening after movement your brood lord isn't going to cast dominion until after the genestealers have been sitting there twiddling their thumbs instead of moving.

Sure you can charge but I anyone who just left their unit sitting in charge range by the genestealer unit deserves whatever they get.


With Manufactorum, you can start in side 6" so it is still a real threat for turn 1 charges. And since you will have an 18" possible charge, even going in deep mid game and GTG in side 6" of a target, the opponent either has to deal with you, forgo shooting to get out of range or risk getting hammered. It is amazing how much firepower a gtg brood in ruins can survive to be honest.
   
Made in us
Depraved Slaanesh Chaos Lord




Inside Yvraine

Decided to try dabbling in the Tyranids codex today, and does anyone else find it soul-crushing that Lictors require synapse?

I was dumb-struck when I saw that.
   
Made in au
Towering Hierophant Bio-Titan





I actually made a thread recently in the Background Catergory discussing how the hell can Deathleaper be such an efficient assassin if he has to rely on Instinctive Behaviour (even in the fluff they do, they just never really connected the dots here and explained it.) It's stupid.

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 au
Raging Ravener






I have a question about how Zoanthropes broods work in 7th ed...If I have 3 thropes in a brood, how many extra psychic powers can I roll up for them?
My mate and I decided that they are a brotherhood with a psyker level of 2 as per codex and rolled up one extra power. It seems fair to me, but I'd just like to check in and see if we played it wrong.
   
Made in gb
Tough Tyrant Guard



UK

 BlaxicanX wrote:
Decided to try dabbling in the Tyranids codex today, and does anyone else find it soul-crushing that Lictors require synapse?

I was dumb-struck when I saw that.


They are leadership 10 and have Lurk. That's a 1/12 chance of failing an IB check, and then even if you do fail it's still only 1/2 chance of fleeing for a turn (1/2 chance of having to move into cover instead).

I use Death Leaper's Assassin Brood quite a bit, and I can honestly say that IB is not a problem for them (especially since they normally end up in assault by turn 2/3 anyway).

Sure, once in a blue moon your Lictor will fail IB, run away and mess up something cool, but it's not common by any stretch of the imagination. Plus, you can do IB after you roll for Reserves so if (like me) you enjoy combining DLAB with Mawlocs then you're fine regardless.

 mekugi wrote:
I have a question about how Zoanthropes broods work in 7th ed...If I have 3 thropes in a brood, how many extra psychic powers can I roll up for them?
My mate and I decided that they are a brotherhood with a psyker level of 2 as per codex and rolled up one extra power. It seems fair to me, but I'd just like to check in and see if we played it wrong.


You played them correctly. Tyranid Codex, page 45, "A Zoanthrope brood follows all the rules for Brotherhood of Psykers except that the unit has a Mastery Level of 2."

So they get Warp Blast, a roll on the Tyranid Psychic Table and Dominion.

Keep in mind that you can cast Warp Blast once, and must choose either Blast or Lance, and then you fire a numbr of shots equal to the number of Zoanthropes in the brood. Only one Psychic Test for the whole lot.

The power you roll for, you only cast once regardless of how many Zoanthropes are in the brood.

Depending on how your gaming group interprets the number of powers a Psyker can use per turn, you could conceivably fire off an Assault 3 Lance, the random power and also Dominion all in one turn. They do only generate two extra dice though, regardless of how many Zoanthropes you bring in the brood.

This message was edited 1 time. Last update was at 2014/06/17 08:38:22


 
   
Made in au
Raging Ravener






Xyptc wrote:
You played them correctly. Tyranid Codex, page 45, "A Zoanthrope brood follows all the rules for Brotherhood of Psykers except that the unit has a Mastery Level of 2."

So they get Warp Blast, a roll on the Tyranid Psychic Table and Dominion.

Keep in mind that you can cast Warp Blast once, and must choose either Blast or Lance, and then you fire a numbr of shots equal to the number of Zoanthropes in the brood. Only one Psychic Test for the whole lot.

The power you roll for, you only cast once regardless of how many Zoanthropes are in the brood.

Depending on how your gaming group interprets the number of powers a Psyker can use per turn, you could conceivably fire off an Assault 3 Lance, the random power and also Dominion all in one turn. They do only generate two extra dice though, regardless of how many Zoanthropes you bring in the brood.


Sweet, thanks for that! I don't think I can see myself fielding more than 2 Zoans in a brood from now on, tho for the first time they actually did some dmg vs armour for me today. I've allways been a bit stumped by their low BS and then an opponents cover save...I'm only new to 6/7th from 2nd ed... I wish witchfire would auto hit! or at least ignore cover.

This message was edited 1 time. Last update was at 2014/06/17 09:03:16


 
   
Made in us
Sneaky Lictor





BeeCee wrote:Am I missing something with the go to ground broodlord strategy? that may have worked in 6th but with the psychic phase happening after movement your brood lord isn't going to cast dominion until after the genestealers have been sitting there twiddling their thumbs instead of moving.

Sure you can charge but I anyone who just left their unit sitting in charge range by the genestealer unit deserves whatever they get.


Yes, it's not a strategy that is going to be game breaking in most cases regarding getting them into assault. However, the go to ground strategy doesn't have to specifically result in a successful charge. With the change in edition, and significant changes to missions, Genestealers can very effectively claim objectives while maintaining resiliency to most firepower when coupled with a Broodlord.

With 7th Edition, claiming objectives happens both at the end of your turn and at the end of the game. Since you can reliably infiltrate Genestealers to at least 18" away from the enemy you can rely less on their weak armor save. With smart positioning, you can claim objectives you otherwise couldn't with other models on the turf. Let alone force your opponent to deal with them.

Imagine this scenario: A unit of 8 Genestealers and Broodlord infiltrate 18" away from the enemy and Tyranids have first turn. You get 6" of free movement and an average of 5" run. You can either ram them down your opponent's throat (in cover) and claim an objective that only Shrikes, Raveners, or hormagaunts could reliably reach. [Lets be honest, how often do you see any of those units?] Now, since you're likely ~12" away from your opponents front line AND you're claiming an objective you force your opponent to deal with them. Okay fine, lets say he commits to remove them from the objective. Normally, it wouldn't take much. 2 bolter shots to kill a Genestealer. BUT if you've got AT least a 5+ Cv it takes 3. Now, go to ground. Now it takes 5. That's with the modified 3+ Cv. [Even better in ruins which are very prevalent in the meta.] Now your unit of Genestealers are tanking 40+ bolter equivalent firepower without including the Broodlord into that equation.

I bet you that most opponents wouldn't want to commit that type of effort. I'd also bet that after the first unit that fires on them (that forces them to g2g) most opponents would consider the threat neutralized for them to deal with later. This is where getting them back up will be great. If your opponent needs to enter their charge range and you successfully manage to charge, you have used them to attain their purpose. They don't need to kill off the other unit, just tie it up for a turn, do some damage. Maybe the Broodlord helps you win combat. All that is well and good. But remember what they've done. They've claimed an objective already. Win. They've sucked up a good amount of firepower. Win. Even if they haven't taken too much firepower, and your opponent forces you to g2g with them, you still have a bubble in which your opponent takes a risk entering. Win.

What I'm getting at, is it will require your opponent significantly more commitment to remove a unit of Genestealers with a Broodlord which I guarantee you that he'd rather be committing elsewhere. They may not be what they once were in the days of Turn 2 outflanking charges. They sure do have a role that can make them work.

   
Made in ca
Scuttling Genestealer



Canada

 mekugi wrote:


Sweet, thanks for that! I don't think I can see myself fielding more than 2 Zoans in a brood from now on, tho for the first time they actually did some dmg vs armour for me today. I've allways been a bit stumped by their low BS and then an opponents cover save...I'm only new to 6/7th from 2nd ed... I wish witchfire would auto hit! or at least ignore cover.


They have the best bs in the codex. The only other units with 4 are all HQ.

-Hive Fleet Wyvern, yay for nids! (around 1000 points) 
   
Made in gb
Tough Tyrant Guard



UK

They are certainly not the most reliable form of anti-tank that we have. But then, what is?

Tyrants handle everything up to AV12 reasonably well.

Crones, anything with EGrubs and to a certain extent Hive Guard can strip HP from AV13/14.

Carnifexes are good if you can get them close, and CC Carnifexes absolutely annihilate tanks.. if you can get them there.

Where does this leave Zoanthropes? Well, as you mention they are not to be trusted as your only form of anti-tank. However, consider that they also:

- are a small, easy-to-hide platform with a 3++
- generate Synapse (and come with Dominion)
- generate Shadows
- come with a third power
- double up as an anti-3+ blast thrower
- generate 2 WC to battery your Hive Tyrants if need be

All of this adds up to Zoanthropes being an amazing support unit, for a mere 50 points. I might even advise against broods of 2. Simply taking a lone Zoanthrope gives you all of the above; the only loss is a single shot of Warp Blast/Lance.

I don't think that gaining a single shot is worth the 50 points. Now, taking two broods of 1 on the other hand...

Psychological note: Mentioning to your opponent that your Zoanthrope has a S10 AP2 Lance when it approaches his Land Raider can often lead to disproportionate firepower being directed at the floating brain, leaving your other beasts free to run amok.
   
Made in us
Lurking Gaunt






Maybe this is a question for another thread, but I'm having a hell of a time getting the breeds of warriors (warriors, raveners, shrikes) to work. I realize they are no where near the more viable units in our dex, but their models are the reason I first looked at and fell in love with Tyranids.

Does the hive mind have any helpful tactics for running these beautiful beasties?

This message was edited 1 time. Last update was at 2014/06/17 14:19:14


 
   
Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

Well the optimal build is 3 Warriors with a Barbed Strangler.

I personally use Shrikes all the time in my fast lists...flesh hooks, a few rending claws, and 2 bonesword guys.

Raveners are something that JY2 plays a lot...I tend to use mine for distractions. But the Red Terror can be a menace too. Mine swallowed Calgar whole.

Come play games in West Michigan at https://www.facebook.com/tcpgrwarroom 
   
Made in us
Tunneling Trygon






 Arrias117 wrote:
Maybe this is a question for another thread, but I'm having a hell of a time getting the breeds of warriors (warriors, raveners, shrikes) to work. I realize they are no where near the more viable units in our dex, but their models are the reason I first looked at and fell in love with Tyranids.

Does the hive mind have any helpful tactics for running these beautiful beasties?


Warriors are best used as part of a Formation, or as a minimum 3 with Barbed Strangler. Take them to support, not advance, they are really a backfield only unit. They are good scoring synapse though, and durable with Venomthrope support. Personally, I like to put them on top of a Bastion that has a Venomthrope inside.

Shrikes are just flying warriors. They're good for mobile synapse, but then so are Flyrants. If you aren't using formations, they're better than Warriors as they now score, but make sure they are always, always, in cover. Again, Venomthrope support is nice.

Raveners are a very aggressive unit. Sadly, you need a ton for them to work, and due to cost most people won't buy a ton of them. But, you should deploy a ton of them as far forward as possible, then move them as fast as possible with one or two as a "tail" back into Venomthrope range. Venomthropes are hugely important to their survival, as they really don't care about terrain and so should always be in it. However, Shrikes are almost always going to be better than Raveners as they have very similar stats, but more options and Synapse.


 
   
Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

 jifel wrote:
then move them as fast as possible with one or two as a "tail" back into Venomthrope range.


My friends never know what I am talking about when I reference "tails" or "tendrils"

Come play games in West Michigan at https://www.facebook.com/tcpgrwarroom 
   
Made in us
Lurking Gaunt






 jifel wrote:
 Arrias117 wrote:
Maybe this is a question for another thread, but I'm having a hell of a time getting the breeds of warriors (warriors, raveners, shrikes) to work. I realize they are no where near the more viable units in our dex, but their models are the reason I first looked at and fell in love with Tyranids.

Does the hive mind have any helpful tactics for running these beautiful beasties?


Warriors are best used as part of a Formation, or as a minimum 3 with Barbed Strangler. Take them to support, not advance, they are really a backfield only unit. They are good scoring synapse though, and durable with Venomthrope support. Personally, I like to put them on top of a Bastion that has a Venomthrope inside.

Shrikes are just flying warriors. They're good for mobile synapse, but then so are Flyrants. If you aren't using formations, they're better than Warriors as they now score, but make sure they are always, always, in cover. Again, Venomthrope support is nice.

Raveners are a very aggressive unit. Sadly, you need a ton for them to work, and due to cost most people won't buy a ton of them. But, you should deploy a ton of them as far forward as possible, then move them as fast as possible with one or two as a "tail" back into Venomthrope range. Venomthropes are hugely important to their survival, as they really don't care about terrain and so should always be in it. However, Shrikes are almost always going to be better than Raveners as they have very similar stats, but more options and Synapse.


Thanks for the response. I've been mulling over using 2-3 biovore teams on the back line to try and force pinning checks on my raveners' assault targets. See if I can deny overwatches. Has anyone had any luck with that?
   
Made in us
Tunneling Trygon






 Arrias117 wrote:
Spoiler:
 jifel wrote:
 Arrias117 wrote:
Maybe this is a question for another thread, but I'm having a hell of a time getting the breeds of warriors (warriors, raveners, shrikes) to work. I realize they are no where near the more viable units in our dex, but their models are the reason I first looked at and fell in love with Tyranids.

Does the hive mind have any helpful tactics for running these beautiful beasties?


Warriors are best used as part of a Formation, or as a minimum 3 with Barbed Strangler. Take them to support, not advance, they are really a backfield only unit. They are good scoring synapse though, and durable with Venomthrope support. Personally, I like to put them on top of a Bastion that has a Venomthrope inside.

Shrikes are just flying warriors. They're good for mobile synapse, but then so are Flyrants. If you aren't using formations, they're better than Warriors as they now score, but make sure they are always, always, in cover. Again, Venomthrope support is nice.

Raveners are a very aggressive unit. Sadly, you need a ton for them to work, and due to cost most people won't buy a ton of them. But, you should deploy a ton of them as far forward as possible, then move them as fast as possible with one or two as a "tail" back into Venomthrope range. Venomthropes are hugely important to their survival, as they really don't care about terrain and so should always be in it. However, Shrikes are almost always going to be better than Raveners as they have very similar stats, but more options and Synapse.


Thanks for the response. I've been mulling over using 2-3 biovore teams on the back line to try and force pinning checks on my raveners' assault targets. See if I can deny overwatches. Has anyone had any luck with that?


Biovores don't have pinning unless you use the Living Artillery formation. So, use that, and give a Strangler to the warriors for maximum pinning, then hope for "the Horror" power.


 
   
Made in us
Been Around the Block




I tend to run my warriors with VCs, due to:

A. Local meta has lots of light vehicles that I have better luck with the Str 6 than the Str 4
B. I already have mine cemented that way.

But in a group of 3 posted up somewhere (I like to play mine on a bastion with a nearby Venomthrope unless the Barrage weapons are out) is not bad for 100 or so points. Just remember, they are support (as mentioned by a previous poster). Don't assault with them unless you have to. This is NOT the edition for assault!


Automatically Appended Next Post:
Ugh... I want to get some biovores, but their cost in dollars is kinda prohibitive/ridiculous. They tend to be what they always have been: good for their points, especially against 4+ armor, but stuck in the Force Org area that Tyranids want EVERYTHING in (Heavy Support). If you have a lot of that in your area, 2-3 Biovores is red hot liquid DEATH. If you are playing against a lot of flyers/vehicles/3+ armor saves, then I'd look elsewhere.

That being said, the Living Artillery formation is pretty sweet against almost everything. Heck, the Exocrine is even better-than-nothing for anti-air! 3 Warriors, 3 Biovores, and an Exocrine... not even that expensive point-wise!

This message was edited 1 time. Last update was at 2014/06/17 15:34:07


 
   
Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

Cost in dollars per points for an ugly model.

Anyone have a link to the Hive Guard Biovore conversion? That's worth looking at.

I gladly paid for my expensive Vaul's Wrath due to the awesomeness of the models.

Come play games in West Michigan at https://www.facebook.com/tcpgrwarroom 
   
Made in us
Longtime Dakkanaut



Cheyenne WY

Not much to add...I always run Strangle Cannons for Warriors...except Living Artillery, the special rule gives pinning, so that Warrior Brood sports a Venom Cannon.

Way back in the day I purchased 9 Warriors, so I have two Strangle Broods, and one Venom Brood...fate I tells ya!

This message was edited 1 time. Last update was at 2014/06/17 16:24:26


The will of the hive is always the same: HUNGER 
   
Made in us
Depraved Slaanesh Chaos Lord




Inside Yvraine

Xyptc wrote:


They are leadership 10 and have Lurk. That's a 1/12 chance of failing an IB check, and then even if you do fail it's still only 1/2 chance of fleeing for a turn (1/2 chance of having to move into cover instead).

I use Death Leaper's Assassin Brood quite a bit, and I can honestly say that IB is not a problem for them (especially since they normally end up in assault by turn 2/3 anyway).

Sure, once in a blue moon your Lictor will fail IB, run away and mess up something cool, but it's not common by any stretch of the imagination. Plus, you can do IB after you roll for Reserves so if (like me) you enjoy combining DLAB with Mawlocs then you're fine regardless.


Yah but who cares? The point is, why do they need synapse at all? Aren't these creatures supposed to be vanguards of the fleet sent months or even years in advance of any synapse creature? Even after the fleet arrives, their primary function is to operate alone from the rest of the army and flank, infiltrate and assassinate key enemy personnel.

Them requiring synapse makes no sense within the context of the fluff, is my point, and doesn't even seem to serve any point mechanically.

This message was edited 2 times. Last update was at 2014/06/17 18:50:01


 
   
Made in gb
Tough Tyrant Guard



UK

 BlaxicanX wrote:
Xyptc wrote:


They are leadership 10 and have Lurk. That's a 1/12 chance of failing an IB check, and then even if you do fail it's still only 1/2 chance of fleeing for a turn (1/2 chance of having to move into cover instead).

I use Death Leaper's Assassin Brood quite a bit, and I can honestly say that IB is not a problem for them (especially since they normally end up in assault by turn 2/3 anyway).

Sure, once in a blue moon your Lictor will fail IB, run away and mess up something cool, but it's not common by any stretch of the imagination. Plus, you can do IB after you roll for Reserves so if (like me) you enjoy combining DLAB with Mawlocs then you're fine regardless.


Yah but who cares? The point is, why do they need synapse at all? Aren't these creatures supposed to be vanguards of the fleet sent months or even years in advance of any synapse creature? Even after the fleet arrives, their primary function is to operate alone from the rest of the army and flank, infiltrate and assassinate key enemy personnel.

Them requiring synapse makes no sense within the context of the fluff, is my point, and doesn't even seem to serve any point mechanically.


Surely a creature that spends years on a planet and has no direct link to the Hive Mind is going to act on nothing but instinct for most of its life?

Anyway it's a moot point, we can't change it, and I've found it has minimal impact on my games,
   
Made in us
Longtime Dakkanaut




 BlaxicanX wrote:
Xyptc wrote:


They are leadership 10 and have Lurk. That's a 1/12 chance of failing an IB check, and then even if you do fail it's still only 1/2 chance of fleeing for a turn (1/2 chance of having to move into cover instead).

I use Death Leaper's Assassin Brood quite a bit, and I can honestly say that IB is not a problem for them (especially since they normally end up in assault by turn 2/3 anyway).

Sure, once in a blue moon your Lictor will fail IB, run away and mess up something cool, but it's not common by any stretch of the imagination. Plus, you can do IB after you roll for Reserves so if (like me) you enjoy combining DLAB with Mawlocs then you're fine regardless.


Yah but who cares? The point is, why do they need synapse at all? Aren't these creatures supposed to be vanguards of the fleet sent months or even years in advance of any synapse creature? Even after the fleet arrives, their primary function is to operate alone from the rest of the army and flank, infiltrate and assassinate key enemy personnel.

Them requiring synapse makes no sense within the context of the fluff, is my point, and doesn't even seem to serve any point mechanically.


Lictor's don't move that far in advance of the Hive fleet. That is Genestealers, which is why they have/had the brood mind rule. Which I think is what lictors should have had. No Synapse and no IB.
   
Made in au
Towering Hierophant Bio-Titan





 BlaxicanX wrote:
Xyptc wrote:


They are leadership 10 and have Lurk. That's a 1/12 chance of failing an IB check, and then even if you do fail it's still only 1/2 chance of fleeing for a turn (1/2 chance of having to move into cover instead).

I use Death Leaper's Assassin Brood quite a bit, and I can honestly say that IB is not a problem for them (especially since they normally end up in assault by turn 2/3 anyway).

Sure, once in a blue moon your Lictor will fail IB, run away and mess up something cool, but it's not common by any stretch of the imagination. Plus, you can do IB after you roll for Reserves so if (like me) you enjoy combining DLAB with Mawlocs then you're fine regardless.


Yah but who cares? The point is, why do they need synapse at all? Aren't these creatures supposed to be vanguards of the fleet sent months or even years in advance of any synapse creature? Even after the fleet arrives, their primary function is to operate alone from the rest of the army and flank, infiltrate and assassinate key enemy personnel.

Them requiring synapse makes no sense within the context of the fluff, is my point, and doesn't even seem to serve any point mechanically.


I used gameplay terms because it was the easiest way I could describe the fluff equivalent of it, described in the start of the book. I am talking strictly background:

Spoiler:
 SHUPPET wrote:
As title says. Instinctive Behaviour creatures are basically described as incapable of decision making, with minor functionality capabilities left on more complex organisms outside of Synapse. So the Deathleaper infiltrating the heart St Caspalen, to terrorise and play mind games with IG leadership to gain his forces the upper hand - how the hell is this possible? Did he sneak a Warrior squadron in with him? He has the decision making capability of a stalking/lurking Lictor - it just doesn't seem like enough. It's written that he "instinctively" knew not to make a martyr out of Cardinal Salem, so for 10 days straight slaughtered his guards to make him aware of the fact he could kill him at anytime, so to drive him insane, so that his panicked demeanour would destroy the morale of his unit, opening up their defences for an attack? It sounds like something Riddick did in his latest movie, there is nothing to suggest that anything is capable of this level of thought underneath instinctive behaviour... why is he even IB at all? When he falls back into Synapse is he suddenly a Hive Mind tool of skirmish Warfare a million times smarter, and it's his instincts that carry him through his subterfuge efforts, Why not just make him Synapse?



Automatically Appended Next Post:
KillerWabbit wrote:
I tend to run my warriors with VCs, due to:

A. Local meta has lots of light vehicles that I have better luck with the Str 6 than the Str 4
B. I already have mine cemented that way.

But in a group of 3 posted up somewhere (I like to play mine on a bastion with a nearby Venomthrope unless the Barrage weapons are out) is not bad for 100 or so points. Just remember, they are support (as mentioned by a previous poster). Don't assault with them unless you have to. This is NOT the edition for assault!


I gotta disagree with this. The best place for Warriors is assault (against something that has no Powerfist). There is nothing better for them, they are an assault focused terminator unit who will tear it up.

However, getting him to assault is the issue, he's good while he's there but don't put all your cards on it, stick to cover + Venomthrope bubble, abuse 36" range of the cannon till then.

I think the Venom Cannon is the better option in Living Artillery since it gets pinning, if not in Living Artillery (well, thats pretty much the main reason to even have warriors in your army) you should be using a Strangler for its LARGE blast Pinning support.

This message was edited 1 time. Last update was at 2014/06/17 22:45:38


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 au
Tea-Kettle of Blood




Adelaide, South Australia

 jifel wrote:
Biovores don't have pinning unless you use the Living Artillery formation. So, use that, and give a Strangler to the warriors for maximum pinning, then hope for "the Horror" power.


Are Barrage weapons no longer Pinning in 7th?

 ductvader wrote:
Cost in dollars per points for an ugly model.

Anyone have a link to the Hive Guard Biovore conversion? That's worth looking at.


Here is a thread on The Tyranid Hive with a bunch of different conversions.

Here is a Hive Guard to Biovore conversion on Dakka Dakka.

 Ailaros wrote:
You know what really bugs me? When my opponent, before they show up at the FLGS smears themselves in peanut butter and then makes blood sacrifices to Ashterai by slitting the throat of three male chickens and then smears the spatter pattern into the peanut butter to engrave sacred symbols into their chest and upper arms.
I have a peanut allergy. It's really inconsiderate.

"Long ago in a distant land, I, M'kar, the shape-shifting Master of Chaos, unleashed an unspeakable evil! But a foolish Grey Knight warrior wielding a magic sword stepped forth to oppose me. Before the final blow was struck, I tore open a portal in space and flung him into the Warp, where my evil is law! Now the fool seeks to return to real-space, and undo the evil that is Chaos!" 
   
Made in au
Raging Ravener






Addaran wrote:


They have the best bs in the codex. The only other units with 4 are all HQ.

Dang it, I think I was playing em with BS 3 the other day >_<
   
 
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