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Made in us
Utilizing Careful Highlighting





Augusta GA

I run Shrikes in my Leviathan lists, synapse + flying + decent Swiss army tools. Shrikes and flying rippers still exist, they ain’t dead yet!
   
Made in us
Lone Wolf Sentinel Pilot






Texas

I would rather have the 6+++ FnP over the +1 AS. There is too much AP and multi damage weapons. The 6+++

Also, pretty sure a 3+/6+is the same chance. BUT you also get an Extra roll. Yea statistically it doesnt matter, but if i have another dice roll I always prefer that.

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
Sneaky Lictor



oromocto

So looking at the big faq it seems we have dodged the bullet or nerfbat completely I think. Many other armies have strat costs increased and rules changed we seem untouched.

Our biggest issue(which is kind of a non issue as everyone has it now) is the no 1st turn ds. This will effect our shootie flyrants and ds bombs when people encroach on our deployment zone. And it hurts our GSC allies (but here's for hoping for good things in their soon to be codex).
   
Made in us
Longtime Dakkanaut





Quite a big buff for nids, we weren't exactly banking on the first turn shooting to do the work for us, but having full cover turn 1 makes a lot of stuff much better.

We do have one unit which like to shoot a lot from turn 1, but it also happens to ignore cover.
   
Made in se
Dakka Veteran





And until the GC codex our most popular (only) allies lost the first turn exceptions for reserve plays, so there's a nerf if you enjoyed your Genestealer alpha strike or turn 1 Mind Control.
Flyrant nerf (can't Fly over units in the Assault Phase).
Pathogenic Slime must be called at the start of the shooting phase (as expected).
Instinctive Behaviour inside buildings (as most of us already played).

But relatively speaking, probably a buff for us, seeing how Drukhari and Knights can't easily CP farm, and army wide 2CP cover turn 1 for all. Kraken loves it!
   
Made in us
Lone Wolf Sentinel Pilot






Texas

Agreed. I think the army wide cover can be nice. Now we don't have to worry about getting MC into area terrain and 50% obscured to get cover. Can put that big bad MC right on the front line in an open field with everyone else.

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 us
Fixture of Dakka






Yeah, SoB and Nids IMO got the best of the new Cover stratagem for sure.

With Kraken having cover and with the MC's too, its a huge addition for us.

   
Made in au
Towering Hierophant Bio-Titan





Sporocyst's deployment options states that instead of placing it on the battlefield, it can wait and during the first battle round (so after deployment), but before the first turn begins (so no waiting until turn 2), it can come down.

With the new FAQ, anything that is not on the table during deployment, cannot arrive in the first battle round.




Unless changed, Sporocyst's deployment option is currently illegal in matched play, meaning it has to deploy with the rest of your army and has to sit on your side of the field and spawn 3" movespeed mines from there, and can no longer be used to do anything it was designed to do like be a midfield synapse peg or harass/zone with spores.


In other words, hope you guys are happy with the shift of another of our good units being moved over to the "narrative match only category"! Must be good being a narrative player.

This message was edited 3 times. Last update was at 2018/09/29 10:14:19


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 de
Dakka Veteran






 SHUPPET wrote:
Sporocyst's deployment options states that instead of placing it on the battlefield, it can wait and during the first battle round (so after deployment), but before the first turn begins (so no waiting until turn 2), it can come down.

With the new FAQ, anything that is not on the table during deployment, cannot arrive in the first battle round.




Unless changed, Sporocyst's deployment option is currently illegal in matched play, meaning it has to deploy with the rest of your army and has to sit on your side of the field and spawn 3" movespeed mines from there, and can no longer be used to do anything it was designed to do like be a midfield synapse peg or harass/zone with spores.


In other words, hope you guys are happy with the shift of another of our good units being moved over to the "narrative match only category"! Must be good being a narrative player.


I will just play it as usual, since i do not play tournaments anyway. There is something between matched and narrative.
   
Made in au
Towering Hierophant Bio-Titan





That's cool but now you're playing by neither ruleset, which means you may as well not weigh in on the rules

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 gb
Regular Dakkanaut




I feel like any reasonable TO would rule that it can be used as normal. If you’re planning on using one, it can’t hurt to ask your opponent/TO
   
Made in us
Fixture of Dakka






Well, if we are playing rules as writen, codex always overrides the BRB, and b.c it wasnt faq'ed like everything else, you will still play it as it is now.

It might be or might not be meant to change, since its a Fortification they may treat it differently,, we should send them the qeuestion via FB/Rules team email (40kFaqs).

   
Made in au
Towering Hierophant Bio-Titan





 Amishprn86 wrote:
Well, if we are playing rules as writen, codex always overrides the BRB, and b.c it wasnt faq'ed like everything else, you will still play it as it is now.

What? By this logic the FAQ has literally no effect because all the rules it overwrites are in codexes. This is not how the FAQ works at all lol

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
Fixture of Dakka






 SHUPPET wrote:
 Amishprn86 wrote:
Well, if we are playing rules as writen, codex always overrides the BRB, and b.c it wasnt faq'ed like everything else, you will still play it as it is now.

What? By this logic the FAQ has literally no effect because all the rules it overwrites are in codexes. This is not how the FAQ works at all lol


Example, OW is only on a 6+, DA can get some OW on a 5+, this is a rule that overrides the BRB.
You cant run aa nd change, Tyranids genestealers can run and charge, this overrides the BRB
You cant Disembark after moving, but yet Harlequins has a rule that lets one
Etc....

If they Add a rule, example, Units can not come from reinforcements turn 1, and they Faq many units to adhere to these rules, those Faqs are part of their codex now, but if they didnt change all of them, then you would still play the rules the datasheet would say, if it says to deploy turn 1, then you deploy turn 1 regardless of what the BRB says.

Otherwise NO special rules would work, no Ignore cover, no Ignore LoS, no run and charge, etc...


   
Made in au
Towering Hierophant Bio-Titan





The FAQ overwrites everything dude lol. Otherwise, if Sporocyst can ignore the deepstrike FAQ rules literally everything can. If you need further understanding of the FAQ, take it to YMDC and argue what technicalities you think you have in there, because as it stands it's not relevant in here, and I'm just trying to talk about playing a unit by the rules.

This message was edited 1 time. Last update was at 2018/09/30 02:09:18


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
Ultramarine Chaplain with Hate to Spare






Doesn't the Sporocyst get by this as it doesn't arrive in the first battle round anyways? FAQ mentioned several times units that can arrive mid-game, which the Sporocyst doesn't. Don't have codex on me at the moment, but there might be an exception here.

And They Shall Not Fit Through Doors!!!

Tyranid Army Progress -- With Classic Warriors!:
https://www.dakkadakka.com/dakkaforum/posts/list/0/743240.page#9671598 
   
Made in au
Towering Hierophant Bio-Titan





 Insectum7 wrote:
Doesn't the Sporocyst get by this as it doesn't arrive in the first battle round anyways? FAQ mentioned several times units that can arrive mid-game, which the Sporocyst doesn't. Don't have codex on me at the moment, but there might be an exception here.

Specifically says it doesn't arrive till the start of the first battle round, and then has to deploy in this time, but before starting the first turn.

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

I'm riding out my Carnifex + Flyrant + GSC for another two weeks for an RTT and a GT until the nerfs take full effect.

Got 1st at the RTT today. (tied for 1st).

My list:
Spoiler:
Jormandr Spearhead (+1 CP)
Neurothrope Psychic Powers: Psychic Scream *Warlord: Insidious Threat (3” ignore cover bubble)
Neurothrope Psychic Powers: The Horror

Carnifex (HVC, DS, BM, ES, SC) + Carnifex (HVC, DS, BM, ES, SC) + Carnifex (HVC, DS, BM, ES, SC)
Carnifex (2 TL-Devs, BM, ES, SC) + Carnifex (2 TL-Devs, BM, ES, SC)
Carnifex (2 TL-Devs, BM, ES, SC) + Carnifex (2 TL-Devs, BM, ES, SC)

Behemoth Supreme Command (+1 CP)
Hive Tyrant (Wings, Dev, TS, AG) Psychic: Catalyst, Onslaught (or Paroxysm)
Hive Tyrant (Wings, Dev, TS, AG) Psychic: Paroxysm, The Horror Relic: Ymgrl Factor
Hive Tyrant (Wings, Dev, TS, AG) Psychic: Catalyst, The Horror
Neurothrope Psychic Powers: Catalyst

GSC Battallion (+5 CP)
Magus Psychic Powers: Mind Control
Magus Psychic Powers: Mass Hypnosis

Neophytes
Neophytes
Neophytes


Round 1:
Spoiler:
My opponent: Khorne Demon Prince, a bunch of chaos space marines. 1 squad rubrics. Chaos raptors, abbadon, Sorcerer, 2 hellbrutes and 2 rhinos.

Mission: ITC mission #2 (3 objectives).
Deployment: Dawn of War

Looking at his list you can see why it wasn't much of a game. I tabled him at the bottom of turn 3.


Round 2:
Spoiler:
My opponent: Knight Atrapo (more people should take this). Culexus, 2 Tank Commanders, 2 Punisher Russes, 3 Battle cannon russes, 2 Wyvrens, 3 infantry squads, and Company commander.
One important note, his BC russes are a fw varient with a co-axial stormbolter that makes them twin linked, and he had the guard command point farm.

Mission: ITC mission #3 (4 objectives in a diamond)
Deployment: Hammer and Anvil.

This is one of the closest games I've ever played so it gets a bit more detail in the batrep.

I went into this game grossly overconfident. There was a big line of sight blocker at the edge of my deployment zone, and I was able to deploy my entire army out of line of sight from the majority of his. He deployed his punishers on the flanks, and zoned his entire deployment with russes, screening the front with infantry squads.

Turn 1: I lost the roll off to go 1st, and made a critical error attempting to seize, because I siezed. Because of the big terrain piece I had to split my army up. 4 Carnifexes, and 1 neurothrope left, 3 Carnifexes, and 2 neurothropes to the right, I have to run my dakkafexes to get range, but I do, and they kill all but 2 of the guardsmen who he spends CP to keep alive. Heavy venom cannons take 6 off a tank commander. On his turn his knight moves some crazy insane distance. I feel like it was 14" plus 2D6" advance for a total of 22 inches, and moves from the middle of his backfield to within an inch of the carnifexes on my right flank. He pops a strat to reroll all to hit, and then shoots and kills a dakkafex, and because he killed it with a specific gun, he gets to shoot that gun again and does 6 to another dakkafex. Wow. OK. His lemun russes finish the wounded carnifex, and kill another dakkafex on the other flank. In all my games with this army I've never lost 3 carnifexes to turn 1 shooting before. So now my neurothropes including my warlord are standing about 4" in front of a knight who can charge after moving 22" thanks to a strategem. He stomps on my warlord, but Thanks to a Command point reroll he only takes 3 wounds. Then he uses some strat that on a 4+ he does D3 mortal wounds. It goes off, but even with a command point reroll it only does 1. Whoo. That was close. Still it's the most powerful alpha strike I've ever seen, and was made worse by my stupid decision to run all of my dakkafexes.

Turn 2: I'm not feeling good about what went on 1st turn. I've go nowhere to drop neophytes, so they stay in reserves. I do drop all 3 flyrants against the knight. I hit the knight with The Horror, Mass Hypnosis, and attempt to smite him 6 times, and psychic scream him once. Then shoot all of my shots into it. He pops a strat to give it a 3+ invul, and another to give it a 5++ against mortal wounds. So at the end of all of that he still has 14 wounds. Not really a problem, I charge in all 3 flyrants (made all 3 charges). He pops a strat to give the knight a 4++ in cc. I swing, and only manage to do 4 wounds to him in CC. He swings back, and despite hitting on 6's manages to put 6 wounds on a flyrant, I am able to pile in and trap the knight in CC. That did not go as planned, but at least my flyrants are safe from shooting, and should easily kill the knight on his turn. On his turn he shoots a dakkafex to death, and one of the cannon fexes. I just can't make a 4+ to save my life. His culexus charges into one of my flyrants which is a bummer, but I can manage so long as I kill the knight. Nope. Thanks to the 4++ in CC I only manage to stick 8 wounds to it, and now I've got a culexus screwing with my psychics. Bummer. At least the knight failed to hurt me back.

Turn 3 I have to drop the cultists, and he has zoned me so well, the best I can do is drop them against the punishers. So I do that, and happen to roll a 4's on their cult ambush rolls. Mind control a punisher into a russ and do a wound. Manage to finally smite the knight to death, but my flyrants are so far out of position that they can't do anything but charge the culexus, so they do. One of the cultist units makes an 11" charge on a russ which is a big deal because it gives me enough distance to pin that russ between my cultists and the table edge so they can't be shot. I also make the charge into the other punisher but can't pin it. All my tyrants swinging into the culexus do nothing, but I do pin it into CC for another round of safety from shooting. On his turn, he kills one squad of neopytes, but finally I make a few 4+'s and both carnifexes survive (one is down to 1). On hist turn I swing into the culexes. 1st tyrant does a wound, but he saves it. 2nd Tyrant does a wound but he saves it. 3rd tyrant does 1 wound with his normal attacks, and he fails a save even after a reroll, but it only does 2 damage, so it all comes down to the stupid no good tail on the final tyrant. Hits, wounds, fails his save, and the tail is vindicated. I'm now totally happy flyrants have to spend 1 of their attacks on stupid tails. I honestly don't know what I would have done if that tail hadn't killed that culexus.

Turn 4. For the 1st time, I feel somewhat in command. I've lost a pile more points than he has, but I've got 3 freed up flyrants ready to do some work against russes, and they set to their task. The flyrant each pick a russ to go after, but one of them has a long charge to his, so he ends up double teaming a closer russ. My squad of neophytes that is out in the open joins the combat with the pinned punisher, and stretches onto an objective as they do, so I will forever hold that objetive, and get hold more from here on out. The carnifexes even turn on a bit and manage to finish the wounded tank commander. So I kill a punisher, a tank commander, and drop one other russ down to 4 wounds. On his turn he Finishes the wounded flyrant, finishes the wounded carnifex.

Turn 5. My 2 living tyrants each pick a russ and kill it (one is the last tank commander). My last carnifex charges and tarpits one more russ. So he just has 1 able to shoot on his turn. However that russ and the Wyvrens manage to kill one of the flyrants which is a huge bummer. still, I kill more and hold more.

Turn 6. My neurothopres smite one russ to death, and my last flyrant charges but fails to kill the final russ. On his turn all he's got is the wyvrens, and they shoot and do 2 wounds to my flyrant, so I kill more, and hold more.

This was a close one, at the end I had a good score, but several critical things had to go my way and did. I took this army for granted, thinking my carnifexes would easily kill his screens, and my neophytes would hug russes until the flyrants got there. That knight Atrapo is nuts. nuts! I'd almost rather face a castellan. He did about what a castellan does to me in shooting, plus he moves 22" and can charge afterwards. That is nuts.

On the plus side. My list performed exactly as it needed to. It had all the tools to overcome some ice cold dice early, and a significant tactical mistake (attempting to sieze).


Round 3:
Spoiler:
My opponent: 3 tzzeench princes, 1 khorne prince with a big ax, bloodletter bomb, big unit of pink horrors, big unit of tzangors, 2 sorcerers, a tzeentch herald, airimon, 2 min units cultists.

Mission: ITC mission #4 (5 objectives we place them.)
Deployment: Dawn of war.

I deploy my flyrants in my backfield, and then my neurothorpes in front of them, and my carnifexes in from of them. I screen with 1 unit of neophytes. He puts cultists plus one tzeench prince on one flank. A unit of cultists on an objective on the other flank, screens his entire army with pinks, puts the tzangors in the back, and all his characters in the middle. I win the roll of, and make him go 1st. He teleports his tzangors across the table, smites on carnifex with his prince on the flank, and buffs the tzangors, but all of the rest of his smites would go into my neophytes, and he needs those neophytes to be charged. He charges in rolls an 11 which becomes a 13 thanks to 2 seperate +1 gimmicks that gets him into the neophytes and one carnifex. They kill the neophytes, and fighting twice manage to take one carnifex down to 2 trapping it, and ties up another fex. I move 2 dakkafexes, and a flyrant up on the right flank. Bring in a Magus, roll a 2, so he ends up over there. too. I'm really careful to make sure the carnifexes are screening the Tyrant and Magus, with a neurothrope holding the other side. Then I move the neurothrope like an idiot. Thankfully, the forces on that flank kill the cultists, and the DP over there which turns out to be the warlord. I used pathogenic slime on the Dakkfex, and actually killed it early enough that my flyrant got to shoot some pinks. Most of my other smites fail, but I do kill a handful of tzangor, and then charge in 2 tyrants, and a carnifex. Do a few more wounds, he's down to 6, but uses CP to auto pass moral. Which means he holds more and gets the bonus.

Turn 2 the bloodletters arrive right where I feared them most, and kill a flyrant and the magus. He smites a carnifex down to 2, charges in a kills it with a DP which consolidate into another but is now out front of the screen. He ties up a dakkafex with nurglings trapping it, and his tzangors are down to 3, but that is enough to still be in CC with my flyrants, and get him the bonus. I leave combat with the flyrants to go kill bloodletters. And I bring in some cultists with the magus intending to steal an objective from his pink horrors, but roll a 5, so I decide to shoot them into the bloodletters instead. My last squad of neophytes goes to confronts some cultist on an objective in the corner. After some cultist on cultist violcence that objective eventually falls to me, but not this turn. My flyrants + Neophytes kill the blood letters. I think I had some help from one carnifex. The other carnifexes shoot up the pinks, and I smited the Demon prince that was out front to death. So He gets hold more and the bonus. Nobody gets kill more. At this point I think I'm trailing by about 6-7 points on the scoreboard.

Turn 3. His Korne prince goes to kill a carnifex on the flank where the bloodletters were, and his last tzeentch prince goes to kill a carnifex in the middle. He lands a sorcerer in the corner to get recon, linebreaker, and I had marked it for death. My magus, and one hive tyrant kill the khorn prince, while my other flyrant goes to kill a sorcerer in the middle. I finish off the nurglings, and smite the Tzeench prince down to 2.

Turn 4. Arimon, and his tzeench prince go try to kill a magus, and a flyrant, but the flyrant lives. I send one flyrant to finish Arimon, and another to finish the last demon prince. I advance a dakkafex to get los on the sorcerer but only do 1 wound. Thankfully Arimon, and tzeench prince, and the last pinks die, so he is down to just that one sorcerer.

Turn 5. He charges the sorcerer into a wounded carnifex but fails to kill it, and I table him.



A few final thoughts.
- My final tourney score was 3100 which is exactly the same as the other 3-0 player. He had a marginally better SoS, but they just split the prize money between us.
- It's been nice playing this list. Too bad GW decided to kinda blow it up with the latest FAQ. Reserves not able to come in on 1 is quite a blow to it.
- Dakkafexes are golden gods of screen clearing.
- I need to find 50 points somewhere to add another 10 neophytes so I can screen a bit easier.
- I'm Leaning towards dropping a flyrant and neurothrope for some aberrants, and a primus.

This message was edited 3 times. Last update was at 2018/09/30 04:37:38


 
   
Made in us
Ultramarine Chaplain with Hate to Spare






 SHUPPET wrote:
 Insectum7 wrote:
Doesn't the Sporocyst get by this as it doesn't arrive in the first battle round anyways? FAQ mentioned several times units that can arrive mid-game, which the Sporocyst doesn't. Don't have codex on me at the moment, but there might be an exception here.

Specifically says it doesn't arrive till the start of the first battle round, and then has to deploy in this time, but before starting the first turn.


Poop. I hope that gets clarified.

And They Shall Not Fit Through Doors!!!

Tyranid Army Progress -- With Classic Warriors!:
https://www.dakkadakka.com/dakkaforum/posts/list/0/743240.page#9671598 
   
Made in fi
Water-Caste Negotiator





tag8833 wrote:
I'm riding out my Carnifex + Flyrant + GSC for another two weeks for an RTT and a GT until the nerfs take full effect.

Got 1st at the RTT today. (tied for 1st).

My list:
Spoiler:
Jormandr Spearhead (+1 CP)
Neurothrope Psychic Powers: Psychic Scream *Warlord: Insidious Threat (3” ignore cover bubble)
Neurothrope Psychic Powers: The Horror

Carnifex (HVC, DS, BM, ES, SC) + Carnifex (HVC, DS, BM, ES, SC) + Carnifex (HVC, DS, BM, ES, SC)
Carnifex (2 TL-Devs, BM, ES, SC) + Carnifex (2 TL-Devs, BM, ES, SC)
Carnifex (2 TL-Devs, BM, ES, SC) + Carnifex (2 TL-Devs, BM, ES, SC)

Behemoth Supreme Command (+1 CP)
Hive Tyrant (Wings, Dev, TS, AG) Psychic: Catalyst, Onslaught (or Paroxysm)
Hive Tyrant (Wings, Dev, TS, AG) Psychic: Paroxysm, The Horror Relic: Ymgrl Factor
Hive Tyrant (Wings, Dev, TS, AG) Psychic: Catalyst, The Horror
Neurothrope Psychic Powers: Catalyst

GSC Battallion (+5 CP)
Magus Psychic Powers: Mind Control
Magus Psychic Powers: Mass Hypnosis

Neophytes
Neophytes
Neophytes


Round 1:
Spoiler:
My opponent: Khorne Demon Prince, a bunch of chaos space marines. 1 squad rubrics. Chaos raptors, abbadon, Sorcerer, 2 hellbrutes and 2 rhinos.

Mission: ITC mission #2 (3 objectives).
Deployment: Dawn of War

Looking at his list you can see why it wasn't much of a game. I tabled him at the bottom of turn 3.


Round 2:
Spoiler:
My opponent: Knight Atrapo (more people should take this). Culexus, 2 Tank Commanders, 2 Punisher Russes, 3 Battle cannon russes, 2 Wyvrens, 3 infantry squads, and Company commander.
One important note, his BC russes are a fw varient with a co-axial stormbolter that makes them twin linked, and he had the guard command point farm.

Mission: ITC mission #3 (4 objectives in a diamond)
Deployment: Hammer and Anvil.

This is one of the closest games I've ever played so it gets a bit more detail in the batrep.

I went into this game grossly overconfident. There was a big line of sight blocker at the edge of my deployment zone, and I was able to deploy my entire army out of line of sight from the majority of his. He deployed his punishers on the flanks, and zoned his entire deployment with russes, screening the front with infantry squads.

Turn 1: I lost the roll off to go 1st, and made a critical error attempting to seize, because I siezed. Because of the big terrain piece I had to split my army up. 4 Carnifexes, and 1 neurothrope left, 3 Carnifexes, and 2 neurothropes to the right, I have to run my dakkafexes to get range, but I do, and they kill all but 2 of the guardsmen who he spends CP to keep alive. Heavy venom cannons take 6 off a tank commander. On his turn his knight moves some crazy insane distance. I feel like it was 14" plus 2D6" advance for a total of 22 inches, and moves from the middle of his backfield to within an inch of the carnifexes on my right flank. He pops a strat to reroll all to hit, and then shoots and kills a dakkafex, and because he killed it with a specific gun, he gets to shoot that gun again and does 6 to another dakkafex. Wow. OK. His lemun russes finish the wounded carnifex, and kill another dakkafex on the other flank. In all my games with this army I've never lost 3 carnifexes to turn 1 shooting before. So now my neurothropes including my warlord are standing about 4" in front of a knight who can charge after moving 22" thanks to a strategem. He stomps on my warlord, but Thanks to a Command point reroll he only takes 3 wounds. Then he uses some strat that on a 4+ he does D3 mortal wounds. It goes off, but even with a command point reroll it only does 1. Whoo. That was close. Still it's the most powerful alpha strike I've ever seen, and was made worse by my stupid decision to run all of my dakkafexes.

Turn 2: I'm not feeling good about what went on 1st turn. I've go nowhere to drop neophytes, so they stay in reserves. I do drop all 3 flyrants against the knight. I hit the knight with The Horror, Mass Hypnosis, and attempt to smite him 6 times, and psychic scream him once. Then shoot all of my shots into it. He pops a strat to give it a 3+ invul, and another to give it a 5++ against mortal wounds. So at the end of all of that he still has 14 wounds. Not really a problem, I charge in all 3 flyrants (made all 3 charges). He pops a strat to give the knight a 4++ in cc. I swing, and only manage to do 4 wounds to him in CC. He swings back, and despite hitting on 6's manages to put 6 wounds on a flyrant, I am able to pile in and trap the knight in CC. That did not go as planned, but at least my flyrants are safe from shooting, and should easily kill the knight on his turn. On his turn he shoots a dakkafex to death, and one of the cannon fexes. I just can't make a 4+ to save my life. His culexus charges into one of my flyrants which is a bummer, but I can manage so long as I kill the knight. Nope. Thanks to the 4++ in CC I only manage to stick 8 wounds to it, and now I've got a culexus screwing with my psychics. Bummer. At least the knight failed to hurt me back.

Turn 3 I have to drop the cultists, and he has zoned me so well, the best I can do is drop them against the punishers. So I do that, and happen to roll a 4's on their cult ambush rolls. Mind control a punisher into a russ and do a wound. Manage to finally smite the knight to death, but my flyrants are so far out of position that they can't do anything but charge the culexus, so they do. One of the cultist units makes an 11" charge on a russ which is a big deal because it gives me enough distance to pin that russ between my cultists and the table edge so they can't be shot. I also make the charge into the other punisher but can't pin it. All my tyrants swinging into the culexus do nothing, but I do pin it into CC for another round of safety from shooting. On his turn, he kills one squad of neopytes, but finally I make a few 4+'s and both carnifexes survive (one is down to 1). On hist turn I swing into the culexes. 1st tyrant does a wound, but he saves it. 2nd Tyrant does a wound but he saves it. 3rd tyrant does 1 wound with his normal attacks, and he fails a save even after a reroll, but it only does 2 damage, so it all comes down to the stupid no good tail on the final tyrant. Hits, wounds, fails his save, and the tail is vindicated. I'm now totally happy flyrants have to spend 1 of their attacks on stupid tails. I honestly don't know what I would have done if that tail hadn't killed that culexus.

Turn 4. For the 1st time, I feel somewhat in command. I've lost a pile more points than he has, but I've got 3 freed up flyrants ready to do some work against russes, and they set to their task. The flyrant each pick a russ to go after, but one of them has a long charge to his, so he ends up double teaming a closer russ. My squad of neophytes that is out in the open joins the combat with the pinned punisher, and stretches onto an objective as they do, so I will forever hold that objetive, and get hold more from here on out. The carnifexes even turn on a bit and manage to finish the wounded tank commander. So I kill a punisher, a tank commander, and drop one other russ down to 4 wounds. On his turn he Finishes the wounded flyrant, finishes the wounded carnifex.

Turn 5. My 2 living tyrants each pick a russ and kill it (one is the last tank commander). My last carnifex charges and tarpits one more russ. So he just has 1 able to shoot on his turn. However that russ and the Wyvrens manage to kill one of the flyrants which is a huge bummer. still, I kill more and hold more.

Turn 6. My neurothopres smite one russ to death, and my last flyrant charges but fails to kill the final russ. On his turn all he's got is the wyvrens, and they shoot and do 2 wounds to my flyrant, so I kill more, and hold more.

This was a close one, at the end I had a good score, but several critical things had to go my way and did. I took this army for granted, thinking my carnifexes would easily kill his screens, and my neophytes would hug russes until the flyrants got there. That knight Atrapo is nuts. nuts! I'd almost rather face a castellan. He did about what a castellan does to me in shooting, plus he moves 22" and can charge afterwards. That is nuts.

On the plus side. My list performed exactly as it needed to. It had all the tools to overcome some ice cold dice early, and a significant tactical mistake (attempting to sieze).


Round 3:
Spoiler:
My opponent: 3 tzzeench princes, 1 khorne prince with a big ax, bloodletter bomb, big unit of pink horrors, big unit of tzangors, 2 sorcerers, a tzeentch herald, airimon, 2 min units cultists.

Mission: ITC mission #4 (5 objectives we place them.)
Deployment: Dawn of war.

I deploy my flyrants in my backfield, and then my neurothorpes in front of them, and my carnifexes in from of them. I screen with 1 unit of neophytes. He puts cultists plus one tzeench prince on one flank. A unit of cultists on an objective on the other flank, screens his entire army with pinks, puts the tzangors in the back, and all his characters in the middle. I win the roll of, and make him go 1st. He teleports his tzangors across the table, smites on carnifex with his prince on the flank, and buffs the tzangors, but all of the rest of his smites would go into my neophytes, and he needs those neophytes to be charged. He charges in rolls an 11 which becomes a 13 thanks to 2 seperate +1 gimmicks that gets him into the neophytes and one carnifex. They kill the neophytes, and fighting twice manage to take one carnifex down to 2 trapping it, and ties up another fex. I move 2 dakkafexes, and a flyrant up on the right flank. Bring in a Magus, roll a 2, so he ends up over there. too. I'm really careful to make sure the carnifexes are screening the Tyrant and Magus, with a neurothrope holding the other side. Then I move the neurothrope like an idiot. Thankfully, the forces on that flank kill the cultists, and the DP over there which turns out to be the warlord. I used pathogenic slime on the Dakkfex, and actually killed it early enough that my flyrant got to shoot some pinks. Most of my other smites fail, but I do kill a handful of tzangor, and then charge in 2 tyrants, and a carnifex. Do a few more wounds, he's down to 6, but uses CP to auto pass moral. Which means he holds more and gets the bonus.

Turn 2 the bloodletters arrive right where I feared them most, and kill a flyrant and the magus. He smites a carnifex down to 2, charges in a kills it with a DP which consolidate into another but is now out front of the screen. He ties up a dakkafex with nurglings trapping it, and his tzangors are down to 3, but that is enough to still be in CC with my flyrants, and get him the bonus. I leave combat with the flyrants to go kill bloodletters. And I bring in some cultists with the magus intending to steal an objective from his pink horrors, but roll a 5, so I decide to shoot them into the bloodletters instead. My last squad of neophytes goes to confronts some cultist on an objective in the corner. After some cultist on cultist violcence that objective eventually falls to me, but not this turn. My flyrants + Neophytes kill the blood letters. I think I had some help from one carnifex. The other carnifexes shoot up the pinks, and I smited the Demon prince that was out front to death. So He gets hold more and the bonus. Nobody gets kill more. At this point I think I'm trailing by about 6-7 points on the scoreboard.

Turn 3. His Korne prince goes to kill a carnifex on the flank where the bloodletters were, and his last tzeentch prince goes to kill a carnifex in the middle. He lands a sorcerer in the corner to get recon, linebreaker, and I had marked it for death. My magus, and one hive tyrant kill the khorn prince, while my other flyrant goes to kill a sorcerer in the middle. I finish off the nurglings, and smite the Tzeench prince down to 2.

Turn 4. Arimon, and his tzeench prince go try to kill a magus, and a flyrant, but the flyrant lives. I send one flyrant to finish Arimon, and another to finish the last demon prince. I advance a dakkafex to get los on the sorcerer but only do 1 wound. Thankfully Arimon, and tzeench prince, and the last pinks die, so he is down to just that one sorcerer.

Turn 5. He charges the sorcerer into a wounded carnifex but fails to kill it, and I table him.



A few final thoughts.
- My final tourney score was 3100 which is exactly the same as the other 3-0 player. He had a marginally better SoS, but they just split the prize money between us.
- It's been nice playing this list. Too bad GW decided to kinda blow it up with the latest FAQ. Reserves not able to come in on 1 is quite a blow to it.
- Dakkafexes are golden gods of screen clearing.
- I need to find 50 points somewhere to add another 10 neophytes so I can screen a bit easier.
- I'm Leaning towards dropping a flyrant and neurothrope for some aberrants, and a primus.


Thanks for posting this tournament report. I really like your list. I've been looking into carnifex lists lately and this one seems solid. Too bad about the faq ruining GSC for now. Just got to hope codex fixes things. While waiting I guess I'll start getting some fexes.

-Heresy grows from idleness- 
   
Made in nl
Longtime Dakkanaut





Got this Tyranid/GSC armylist, and going to use it at a 2-day tournament.

Spoiler:
Tyranid Battalion (kraken)

HQ: Malanthrope
HQ: Neurothrope
TR: 30 termagaunts
TR: 30 termagaunts
TR: 30 hormagaunts
El: 4 zoanthropes
El: 4 zoanthropes
El: 4 zoanthropes
Hs: 3 biovores
Hs: 3 biovores
Hs: 3 biovores

GSC Battalion
HQ: magus
HQ: magus
TR: 20 neophytes
TR: 20 neophytes
TR: 10 neophytes
TR: 10 neophytes


With the new 'first turn cover' stratagem, I really like the biovores. Did some tests against a 4 knight + ad mech lists and those pesky spore mines are golden. Move the biovores and get -1 to hit, shoot an extra time with 'stratagem' and thats 8 spore mines deployed in front of the knights outside 3 inch. Thats 4 knights only able to move forward 2 inch.

Knights could try to kill those biovores but then the wont be shooting at the zoanthropes and with 4 wounds each and within malanthrope bubble (-1 to hit) thats not that easy. If I get first turn I would drop spore mines in front of knights, and move the hormagaunts forward outside 12/14 inch range. Next turn move the hormagaunts forward outside 1 inch in front of the knights and block them again. At some point you got a badly wounded knight (-1 to hit), one other knight hypnotised or horrified (-1 to hit) and if you keep everything within the malanthrope reach the can only shoot with a 5+ to hit.

Against any other army I would not take biovores but with all these knights walking around I like the movement blocking.
   
Made in us
Lone Wolf Sentinel Pilot






Texas

Interesting. Im not sold on biovores since the went up to 50 points. Everyone is always talking about moving them to get the spore mines. Yeah they CAN be useful, but a lasgun puts an end to them. I would much rather just hit what I am shooting at and cause the mortal wound. Thats the problem though, 50 points for a single mortal wound. That is crazy expensive. 450 points can get you 9 hive Guard....

Also what are the hormies for? I personally find they are really just a distraction that force you opponent to shoot them, rarely get any decent amount of damage out of them. MIght be better just sticking to termies all around.

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 it
Longtime Dakkanaut





A lasgun puts an end to them, but only after the movement phase.

Also, on a 3++ knight a biovores inflicts more wounds than an hiveguard, AND drops mines. They are still good.
   
Made in us
Lone Wolf Sentinel Pilot






Texas

I wonder if it would be better to just spend 450 points on spore mines stait up.

Biovore shooting all 5 rounds of combat assuming it doesnt die, then you have 9*5= 45 shots, some of those biovores are porbably gonna die though. Granted spore mines are easy to kill, maybe try some DS or Kraken movement or Swarmlord tricks. Also use Venomthropes to shroud them. Im just thinking out loud.

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 au
Towering Hierophant Bio-Titan





The second you're up against someone not running multiple Knights those Biovores are costing you a lot of points


Automatically Appended Next Post:
This FAQ nerfed Nid Genestealers as well. You used to be able to infest them to dodge Mortars for example to you could bring them in turn 1 and clear out the threat with your Flyrants etc, and then pick up from turn 2 as usual.

Now it's just gimped, not moving out of your deployment zone until turn 3 is just way too slow that you may as well just deploy them. Also I'd your opponent gets 2 turns in first they may even be able to kill your Stealers in the movement phase without firing a bullet just by moving a unit of two in range of the nodes, or at best severely limit where you can come down. Really sucks because now they have the worst deepstrike in the game and basically just have to weather it no matter what.

This message was edited 2 times. Last update was at 2018/10/03 14:02:47


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
Lone Wolf Sentinel Pilot






Texas

 SHUPPET wrote:
The second you're up against someone not running multiple Knights those Biovores are costing you a lot of points


Automatically Appended Next Post:
This FAQ nerfed Nid Genestealers as well. You used to be able to infest them to dodge Mortars for example to you could bring them in turn 1 and clear out the threat with your Flyrants etc, and then pick up from turn 2 as usual.

Now it's just gimped, not moving out of your deployment zone until turn 3 is just way too slow that you may as well just deploy them. Also I'd your opponent gets 2 turns in first they may even be able to kill your Stealers in the movement phase without firing a bullet just by moving a unit of two in range of the nodes, or at best severely limit where you can come down. Really sucks because now they have the worst deepstrike in the game and basically just have to weather it no matter what.


Yup, but honestly after the First FAQ that changed the Pheremone trail lictor trick, then the changes to Hive COmmander swarmy ability after DS, and finally the T1 DS rules in deployment zone T1 I have just been deploying my stealers on the front line anyway with a malanthrope and swarmy nearby.

With going second you can always use the cover stratagem now and get a 4+ on those GS to help offset some of the mortar spam as well.

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 nl
Longtime Dakkanaut





Dynas wrote:Interesting. Im not sold on biovores since the went up to 50 points. Everyone is always talking about moving them to get the spore mines. Yeah they CAN be useful, but a lasgun puts an end to them. I would much rather just hit what I am shooting at and cause the mortal wound. Thats the problem though, 50 points for a single mortal wound. That is crazy expensive. 450 points can get you 9 hive Guard....
the can be worth it if you look at the 'wall' the can create but other than that they're too expensive.

Dynas wrote:Also what are the hormies for? I personally find they are really just a distraction that force you opponent to shoot them, rarely get any decent amount of damage out of them. MIght be better just sticking to termies all around.


First turn gives you one gaunt unit that moves faster (8inch) and with extra advance move (kraken stratagem) in combination with onslaught the could get a first turn assault + 6 inch pile in. Give them 'catalyst' and the can last for while.

Dynas wrote:I wonder if it would be better to just spend 450 points on spore mines stait up.


Spore mine units cannot deploy 3 inch in front of units.

Dynas wrote:Biovore shooting all 5 rounds of combat assuming it doesnt die, then you have 9*5= 45 shots, some of those biovores are porbably gonna die though. Granted spore mines are easy to kill, maybe try some DS or Kraken movement or Swarmlord tricks. Also use Venomthropes to shroud them. Im just thinking out loud.


Got a malantrope to give them -1 to hit. In combination with my 3x4 zoantropes the enemy need to choose what to pick. The probably want to kill 1 zoanthrope from each unit to grade down the smite damage. Rapid fire battle cannon that does 1 damage, 2 damage en then 3 damage only kills one biovore (4 wounds).

I was thinking about getting one single venomthrope model (aux detachment) just too keep back with the biovores. It is an easy 'first blood' for any indirect enemy fire tho..

SHUPPET wrote: The second your up against someone not running multiple Knights those Biovores are costing you a lot of points


True, but blocking movement could also work against other units. I don't like cheap drukhari armies with lots of splinter firing and flying units.
   
Made in au
Towering Hierophant Bio-Titan





 Dynas wrote:
 SHUPPET wrote:
The second you're up against someone not running multiple Knights those Biovores are costing you a lot of points


Automatically Appended Next Post:
This FAQ nerfed Nid Genestealers as well. You used to be able to infest them to dodge Mortars for example to you could bring them in turn 1 and clear out the threat with your Flyrants etc, and then pick up from turn 2 as usual.

Now it's just gimped, not moving out of your deployment zone until turn 3 is just way too slow that you may as well just deploy them. Also I'd your opponent gets 2 turns in first they may even be able to kill your Stealers in the movement phase without firing a bullet just by moving a unit of two in range of the nodes, or at best severely limit where you can come down. Really sucks because now they have the worst deepstrike in the game and basically just have to weather it no matter what.


Yup, but honestly after the First FAQ that changed the Pheremone trail lictor trick, then the changes to Hive COmmander swarmy ability after DS, and finally the T1 DS rules in deployment zone T1 I have just been deploying my stealers on the front line anyway with a malanthrope and swarmy nearby.

With going second you can always use the cover stratagem now and get a 4+ on those GS to help offset some of the mortar spam as well.

Yeah, I'm not saying Genestealer's are terrible or anything. Just that their deep strike equivalent doesn't work anymore which makes me sad. But being that it's only relevant when you're going second, it is offset by the stratagem, though that is 2CP.

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

shogun wrote:
Got this Tyranid/GSC armylist, and going to use it at a 2-day tournament.

Spoiler:
Tyranid Battalion (kraken)

HQ: Malanthrope
HQ: Neurothrope
TR: 30 termagaunts
TR: 30 termagaunts
TR: 30 hormagaunts
El: 4 zoanthropes
El: 4 zoanthropes
El: 4 zoanthropes
Hs: 3 biovores
Hs: 3 biovores
Hs: 3 biovores

GSC Battalion
HQ: magus
HQ: magus
TR: 20 neophytes
TR: 20 neophytes
TR: 10 neophytes
TR: 10 neophytes


With the new 'first turn cover' stratagem, I really like the biovores. Did some tests against a 4 knight + ad mech lists and those pesky spore mines are golden. Move the biovores and get -1 to hit, shoot an extra time with 'stratagem' and thats 8 spore mines deployed in front of the knights outside 3 inch. Thats 4 knights only able to move forward 2 inch.

Knights could try to kill those biovores but then the wont be shooting at the zoanthropes and with 4 wounds each and within malanthrope bubble (-1 to hit) thats not that easy. If I get first turn I would drop spore mines in front of knights, and move the hormagaunts forward outside 12/14 inch range. Next turn move the hormagaunts forward outside 1 inch in front of the knights and block them again. At some point you got a badly wounded knight (-1 to hit), one other knight hypnotised or horrified (-1 to hit) and if you keep everything within the malanthrope reach the can only shoot with a 5+ to hit.

Against any other army I would not take biovores but with all these knights walking around I like the movement blocking.

Good luck with that. It seems like an army that would struggle against some of the armies I like to run, but I'm not a knight player, and the last 2 events I've been to have had more knights than participants, so you might be OK. One thing to remember, while the biovores might damage knights more efficiently than most tyranid options, they still aren't likely to kill knights. You are hoping to survive them, not kill them.

With only 1 Malanthrope, I assume you are trying to move up the biovores alongside the zoenthropes? Is your event using the Cult Ambush nerf, or did it come out past the deadline?

   
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Utilizing Careful Highlighting





Augusta GA

Honestly with that list it might be better to go Leviathan. You double the survivability of the hordes with ample synapse everywhere. Depending on how your tourneys rule it, Sporocysts could be pretty great too. You’re already going whole hog on the mortal wounds plus horde, and the amount of spore mines being popped out could overwhelm anyone’s small guns.
   
 
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