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![[Post New]](/s/i/i.gif) 2014/11/13 03:06:19
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
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Fixture of Dakka
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This is pretty sic, Iechine. You should get 1 for yourself.
Wilson wrote:With the success of the assassins brood at the GT last week and the reintroduction of the new units I wanted to try out a 1845 competetive list using self allies. thoughts?
Tyrant - Wings, Devourers, Electro
Tyrant - Wings, Devourers, Electro
Tyrant - Wings, Devourers, Electro
Rippers - DS
Rippers - DS
Rippers - DS
Malanthrope
Zoanthrope Brood-Neurothrope, Tyrannocyte
Dimachaeron - Tyrannocyte
Assassin Brood
Deathleaper
Lictor
Lictor
Lictor
Lictor
Lictor
Zoans and Neuro to work with death leaper and his boys for spirit leach antics and distract from flyrants/ Dima. I think I'm pretty happy without a bastion/coms relay.
There isn't much here for me to add that hasn't already been said, but I will add my comments as well.
1. This list wouldn't be valid in many competitive metas, as it uses 3 sources when the limit for most tourneys are 2. But if you aren't planning on running it for tournaments, then that's fine.
2. While flyrants are probably the best unit in our dex, they don't really take advantage of the lictors well (or should I say the lictors don't really benefit them all that much). You want something that can benefit from the lictors. Precision dropping spores are ok, but they really aren't all that necessarily in this case. Dima can be a little off, as can the zoans because the range of their shooting can offset their deviation from landing. The unit that complements lictors best IMO are the mawlocs. They are cheap so you can go full MSU and they really benefit from using lictors as homing beacons.
3. As others have said, you need a way to manipulate reserves.
My suggestion would be to drop 1 flyrant to keep it to 2-detachments so you can use it both in tournament and casual play. Then get a bastion + comms and mawloc to round out the list. If you need more points, you can also drop 1 unit of rippers.
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This message was edited 1 time. Last update was at 2014/11/13 03:07:44
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![[Post New]](/s/i/i.gif) 2014/11/13 08:19:59
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
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Fixture of Dakka
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SHUPPET wrote:I think on lists where you are planning on reserving stuff, but still opening with units on the field (DLAB) that its an excellent opportunity to take a Swarmlord instead of the Bastion.
For 20 pts more than a Flyrant + Bastion w/Comms, you can get a Swarmlord + Pod, giving you practically the same chance to reserve rolls, and a Swarmlord deepstriking in to wreck face.
And this is coming from me, the guy who hasn't had anything positive to say about Swarmlord to date. He seems really good in these lists.
If you don't mind giving up a flyrant, then sure, you can go for Swarmy.
But personally, I think you need the 2nd flyrant and his mobility to make the list work, more so than you need the Swarmlord in your opponent's backfield. The problem arises when you play against mechdar, DE, biker armies, necrons, Farsight Enclaves and any army with the mobility to get away form Swarmy and still kite him to death with their shooting.
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![[Post New]](/s/i/i.gif) 2014/11/13 15:34:16
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
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Fixture of Dakka
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Dima is actually 6(7) +D3 attacks. Don't forget, he gets +1A for having 2 close-combat weapons.
Wilson wrote:So on an unrelated note, how would this list far? completely ignoring new releases;
1850 Competitive attempt 2;
Primary Nids;
Flyrant, electro, devourers
Flyrant, electro, devourers
Malanthrope
Rippers
Rippers
Hive Crone
Hive Crone
Mawloc
Mawloc
Bastion
Demon Allies;
Greater Demon of Tzeentch
ML3
Exalted
Horrors x 10
Demon Prince
Mark of Tzeentch
armour
flight
Exalted reward
ML2
6 FMC with demon summoning support.
10 WC+D6 a turn
I may be mistaken, but this list could be pretty nasty, no?
My suggestions:
1. You really don't need a malanthrope in this case. I'd downgrade him to just a venomthrope or just dump him altogether.
2. Here is where you can consider zoans for psychic support.
3. If you can, I'd upgrade your DP to Level 3. Also, try to raise your horrors to a unit of 11 for +1 Warp Charge.
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![[Post New]](/s/i/i.gif) 2014/11/13 16:43:01
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
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Fixture of Dakka
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Wilson wrote: jy2 wrote:
Dima is actually 6(7) +D3 attacks. Don't forget, he gets +1A for having 2 close-combat weapons.
I wasn't counting the charging turn.
In that case....
....should be Tyrant:3(4)
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![[Post New]](/s/i/i.gif) 2014/11/13 17:02:20
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
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Fixture of Dakka
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resipsa wrote:Hi!
So for the first time in a while I dusted off the ol' bugs for a fisticuff with some astartes. I thought this would be the place to comment on my tactics, newfound or otherwise and also to ask advice...
I had great luck with upgraded hormogaunts against hammernators, drown the unit in wounds and saves and kept it from fighting anything bigger. My tervigons provided me a significantly higher output of gaunts than I was expecting, enough to hold an objective with three units of about 12-18 of them of them. I didn't blow out any uterus until turn 3.
My Zoops took out a raider's weapons and immobilized one, making it a really big roadblock.
I had a lot of luck with cover saves generated by my venom thropes and I am really looking forward to the new venom creatures.
Issues I saw - my carnifexes kitted for CC underperformed in most cases, CC and ST appeared effective v. vehicles and fortifications, but they were easily punched out by AP3 weaponry. I tried to bubble wrap with termagants, but this was not particularly effective for me this game.
My flying tyrant got grounded and destroyed in a single shooting phase... seriously.
A few questions now.
How exactly does SITW work with regard to astartes? I was told that having "stubborn" prevents leadership reduction, similarly, I was told ATSKNF prevents my SITW from affecting their units. Of the same vein, how exactly do powers like horror and scream work if astartes and GK psykers cannot be reduced in leadership against the power?
I am happy with my dakkafexes, the CC fexes seem to be less effective. How do I make these guys earn their points back better?
I have not yet picked up any of the newly added monsters (crone, exocrine, hentai monster,) what do you guys suggest with regard to these creatures? Is it worth it or shall I just wait for the newer big ones coming out this upcoming release?
Thanks and I look forward to your responses.
Welcome back to the Hive Mind.
Shooting > assault. Always give your MC's TL-devourers if you can (especially on the flyrants). They will almost always out-perform their CC brethen.
Hormagants aren't really that cost effective, especially now since they can't get Prefered Enemy easily (from Old Adversary or Swarmie) and now that their Poisoned attacks do not get the re-rolls to wound against marines or other T4 guys. Better to just go for gargoyles if you can.
Zoans aren't really reliable shooters. Unless you take a lot of zoans (the new zoans coming out), look at the shooting as a bonus. They are used nowadays more for cheap Synapse and contributing warp charge to your warp dice pool. Don't expect the type of performance that you got with your zoey on a regular basis.
Venomthropes, while good, are outclassed by the newer Forgeworld unit, the Malanthrope. If your group don't mind using Forgeworld units, check out the malanthrope.
SITW has been nerfed greatly. It affects LD only of psychic units/models but most psychic powers aren't cast based off of LD (only Perils is based off of LD). Thus, SITW won't do much unless an enemy psyker perils while in range of your SITW unit.
That is correct. Stubborn will negate SITW, though ATSKNF does not. ATSKNF just lets the unit auto-regroup and perform normal actions on the same turn. Horror will affect ATSKNF normally, though it won't reduce the LD of Stubborn units. Scream ignores either as it doesn't alter the LD of the target at all.
With dakkafexes, advance, shoot and threaten when in assault range. That's all you need to do. They may or may not make their points back. However, they will benefit the army because they cannot be ignored and will draw a lot of enemy fire, thus giving the rest of your army time to either get close or to kill more stuff.
Of all the "big" monsters, the ones that you should consider the most are the dakkafex and the mawloc. Those are by far the 2 best big monsters. Hive crones are ok and worth considering if you play in a meta with lots of flyers or if you want to run a Tyranid flyer list. The new Forgeworld Dimachaeron is also worth a look at because he is the nastiest Tyranid CC beast that we've got. Finally, what will be really, REALLY popular will be the new Tyrannocytes, or Tyranid drop pods, that will be coming out soon.
Hope that helps.
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![[Post New]](/s/i/i.gif) 2014/11/13 17:07:05
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
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Fixture of Dakka
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Wilson wrote:
hive tyrants have 4 attacks basic.
4(5 ) +1 for 2 sets of arms. just like Swarmlord.
Can someone please confirm (don't have my codex with me)? I am 99% sure that they are now base 3, +1 for 2 cc weapons. But if you swap out those weapons for devourers, they go back down to 3 attacks.
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![[Post New]](/s/i/i.gif) 2014/11/13 17:48:59
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
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Fixture of Dakka
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Redemption wrote: jy2 wrote: Wilson wrote:
hive tyrants have 4 attacks basic.
4(5 ) +1 for 2 sets of arms. just like Swarmlord.
Can someone please confirm (don't have my codex with me)? I am 99% sure that they are now base 3, +1 for 2 cc weapons. But if you swap out those weapons for devourers, they go back down to 3 attacks.
They have 4 base (+1 for 2 CC, if they have it).
Ok, thanks.
My bad then.
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![[Post New]](/s/i/i.gif) 2014/11/13 20:54:07
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
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Fixture of Dakka
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astro_nomicon wrote:All of this talk of Daemon/Bug allies has me more than a little titilated. . . Must go over my collection and make a list. I could see double CAD with this being particularly nasty, though I know a lot of competitive scenes don't do that. :(
Automatically Appended Next Post:
And it is crystal clear to me now why many of those metas do not allow double cad. You could net yourself two Flyrants to add to a strong daemon list for the measly tax of two Mucolid spores. . . something about this is so wrong that I just have to try it.
If summoning has got you excited, then check out my (now completed) battle report:
1850 Hive Fleet Pandora with Deathleaper Assassin Brood + Tyrannocyte vs Chaos Daemons
I don't think most of the metas were thinking about the mucolids when they banned dual- CAD, but the idea is the same - to prevent the spamming of certain super-efficient units.
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![[Post New]](/s/i/i.gif) 2014/11/13 22:40:15
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
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Fixture of Dakka
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pinecone77 wrote: jy2 wrote: Redemption wrote: jy2 wrote: Wilson wrote:
hive tyrants have 4 attacks basic.
4(5 ) +1 for 2 sets of arms. just like Swarmlord.
Can someone please confirm (don't have my codex with me)? I am 99% sure that they are now base 3, +1 for 2 cc weapons. But if you swap out those weapons for devourers, they go back down to 3 attacks.
They have 4 base (+1 for 2 CC, if they have it).
Ok, thanks.
My bad then.
I can see how often you CC with a Tyrant...
Lol. I gave up with them in assault ever since 6th. Tried it one more time at the BAO in 7th, but that was a big mistake which I probably won't repeat again.
Automatically Appended Next Post: astro_nomicon wrote:
Yeah I meant in a more general sense. And yes I've already checked out your battle report  Excellent as always. I would have liked to have seen another Nurgle DP in the daemons list instead of a second GUO, but to each his own. I know he wasn't going for a cutthroat list or anything, but I just have such a hard time passing up on an FMC if I can fit it.
Agreed. The FMC is much more flexible.
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This message was edited 1 time. Last update was at 2014/11/13 22:42:05
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![[Post New]](/s/i/i.gif) 2014/11/14 00:24:00
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
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Fixture of Dakka
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Yup! And it got my Flyrants stuck in combat for the whole game.
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![[Post New]](/s/i/i.gif) 2014/11/14 17:44:03
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
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Fixture of Dakka
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I don't know if it's me or what, but I've had a tough 2 games with my Deathleaper Assassin Brood. Neither of my games were a stroll in the park.
BTW, I did get Scream in one of my games. However, even wight the -1 LD from the lictors, my opponent was still making his saves for his units (most of which were only LD8 base!).
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This message was edited 1 time. Last update was at 2014/11/14 17:47:53
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![[Post New]](/s/i/i.gif) 2014/11/17 16:03:03
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
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Fixture of Dakka
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tetrisphreak wrote:Target or no, the tyranid player still does the rolling. My key example of where this becomes useful is for instance a unit of marker drones (ld7) led by a commander (ld10). Using majority as well as good flyrant placement, psy scream is a great way to kill that tau commander.
Edit - I understand it's good form to play ambiguous rules to the least advantage until FAQ'd, I was just going through the psychic powers and noticed the different wording between psy scream and the horror (both powers are similar in that they use a 2 modifier and leadership, but they are performed in different ways. It's obvious that the horror uses highest ld - it's a pinning test. Why isn't psy scream worded as a leadership test unless it's meant to work in a functionally different way?)
Sorry for the off topic.
People have been playing the always-use-the-highest- LD-in-the-unit way forever. RAW or not, it'll be hard to persuade them otherwise. You may even be accused of Rules Lawyering for trying to get them to use majority LD. IMO, it is not worth it to try to argue for this ambivalent intepretation, whether it is actually RAW or not. You're just inviting arguments into the game.
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This message was edited 1 time. Last update was at 2014/11/17 16:03:25
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![[Post New]](/s/i/i.gif) 2014/11/17 16:43:46
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
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Fixture of Dakka
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tag8833 wrote: jy2 wrote:People have been playing the always-use-the-highest- LD-in-the-unit way forever. RAW or not, it'll be hard to persuade them otherwise. You may even be accused of Rules Lawyering for trying to get them to use majority LD. IMO, it is not worth it to try to argue for this ambivalent intepretation, whether it is actually RAW or not. You're just inviting arguments into the game.
Unsurprisingly I disagree strongly with the sentiment. There was a guy at my club that played the Serpent shield as a 360 degree weapon. He had done so forever through multiple editions against 40-50 different opponents. His incorrect rules interpretation does not get grandfathered in, nor does he get cut slack, if after having the correct rule explained to him, he reverts to "the way I've played it forever"
Getting the rules right, and consistent alleviates long term conflict not creates it.
Just want to point out that your opponent is in the minority. Here in the West Coast, we mainly play the serpent shields as front arc, whereas in the East Coast tourneys (following the Nova formats), they play it as something like 220 degrees (around there). So there is not a consensus on how you play serpent shields. However, most people play that units always use the highest LD (unless a power targets a model instead of the unit). There is a consensus there.
There is just so much rules ambivalence nowadays due to the lack of FAQ's by GW that oftentimes, it's not really a matter of the right or wrong rules, but RAI intepretations and HWIPI (how would I play it). It's not so black and white anymore.
Ummmm....fruity.
Just wanna ask, are you from Hawaii?
tag8833 wrote: Sinful Hero wrote:What is this, YMDC?! I'm still waiting on more opinions about Tyrannocyte weapons, and if your choice should change based on the unit intended to disembark from it.
I don't think we can say with authority yet. I also think it depends highly on the unit being transported. If you are bringing in a Dakkafex to pop back armor on things, Venom Cannons would seem to be the way to go. If you are bringing in devil gants, you probably want deathspitters, because friendly fire is too dangerous. If you are bringing in a Dimacharon, Venom Cannons would probably be best to give you a chance to pop transports before the Dimacharon gets there.
That is a good answer. Adjust/equip your spores depending on what you plan to put in it.
Though oftentimes, I think that points become an issue. In such a case, running the spores naked is fine just as well.
tetrisphreak wrote:
All that being said - moving forward on tactics. Tonight is my clubs weekly league casual 40K night and i'm bringing this for a 1250 list:
HQ - Deathleaper
TP - Mucolid
TP - Mucolid
FA - Dimachaeron
FA - 4x Spore mines
EL - 2x Zoanthropes, 1x Neurothrope
HVY - Tyrannocyte
HVY - Tryannocyte
Formation: Manufactorum Genestealers
5x5 genestealer broods
3x Broodlords with scything talons
I haven't run genestealers in a long time so i wanted to give them a go. This list will most likely win big or lose big so we will see. I'll let everyone know how it does.
Interesting list. Would like to hear how it went. Oftentimes, we Tyranid players just don't get enough data on how certain units/formations work. It's always good to hear/see people sharing their experiences on the forums.
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This message was edited 2 times. Last update was at 2014/11/17 16:52:08
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![[Post New]](/s/i/i.gif) 2014/11/18 16:26:05
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
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Fixture of Dakka
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Sporanids.
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![[Post New]](/s/i/i.gif) 2014/11/18 19:59:34
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
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Fixture of Dakka
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Sinful Hero wrote:I'm becoming partial to Eggzilla. Break them open and spill a Carnifex out.
I'm liking this.
Also, another name just popped up in my head.
Sporezilla (or sporazilla)
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![[Post New]](/s/i/i.gif) 2014/11/18 20:04:06
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
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Fixture of Dakka
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While it would make for a cool mucolid, it looks like it's probably only half the size of the real mcCoy.
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![[Post New]](/s/i/i.gif) 2014/11/19 05:37:02
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
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Fixture of Dakka
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I got a name for zoanthropes in a pod. I think I'll call them.....
Sporozoa.
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![[Post New]](/s/i/i.gif) 2014/11/19 07:43:04
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
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Fixture of Dakka
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Unyielding Hunger wrote:You know, I think I can get behind EggNids. Now however, I think we need to look at something rather outdated Jy2. You know, do you mind if I just call you Jim, I realize I have never actually bothered to ask you that. Anyhow, looking at all the changes that have happened to us, I believe that we need to update the first post to give a far more up to date read on just how Tyranids stand.
But now onto more important things. I understand that we finally have most of the items to make a wide range of fairly viable lists, and Tyranids seem to be the most adaptable army now which I truly enjoy. So, let me ask you guys this; How many different themed lists do you feel you could possibly build now and feel like you could take it to a tournament with no mixed feelings? IE, EggNids, Nidzilla, GribNids, Skyblight, all this, all that, etc, etc?
Sure, you can call me by my name.
Yeah, I agree. The opening thread does need some updating, and I'll probably need the help of the people here. I don't really have the time to write a comprehensive review of all of the units here, but if I break it up into sections and people volunteer to help write them by units, I think we can get it done over time. Rather than focusing on some of the units, I think this major tactica should feature all of the units - including new units, formations and even Lords of War. If anyone wants to volunteer on writing up any of the units, just say so on this thread. Then I will take over write-up duties for any and all units that no one has volunteered for.
The unit write-ups, please include the following:
How does this unit fit in a Tyranid army: What is it's role? What is perhaps the best configuration for the unit. Can we somehow use it to enhance the army (and if so, then how?), or is there absolutely no redeeming quality to it at all? Why should we take it in our army (if we should take it at all)? What are its weaknesses?
Grade: Use an A to F system, with A being a superstar, B= good, C = average, D = bad, and F = this unit sucks hard. You can add + or - to the grading if you want (i.e. A+ = mega-superstar, A- = excellent, B+ = very good, B- = good enough to be somewhat useful, C+ = somewhat above-average unit, etc.).
Here's an example:
Hive Tyrant:
The Hive Tyrant is the heart of the competitive Tyranid army, especially when you give him wings and some guns. He works best with Wings, 2x twin-linked Brainleech Devourers and Electroshock Grubs. He is a major force-multiplier that helps the Tyranid army in so many categories, including:
1. Reliable anti-tank with Devourers and Electroshock Grubs.
2. Excellent mobility as a flying monstrous creature. Can threaten enemy targets almost anywhere on the table.
3. Mobile Synapse.
4. Psychic support for the army.
5. He is a major offensive threat in the army and the best shooter in the army.
6. The best anti-air offense in the army.
7. Bullet magnet that can soak up a lot of enemy firepower and still survive. This helps to make the rest of the army more survivable.
The major weakness of the shooty flyrant is that he will have problems against 2+ save units due to the lack of AP2 shooting. He is also mediocre in Assault. He can beat non-dedicated assault units, but you really don't want him getting into combat with any dedicated assault units due to a lack of an Invulnerable save on it.
There are also 2 other Hive Tyrants. The close-combat Tyrant and the walking Tyrant (or walkrant). The cc-tyrant isn't really an optimal load-out because, once again, the lack of a Invulnerable save in close combat is a weakness when going up against enemy dedicated assault units. Also, if the cc-tyrant kills the enemy on the wrong turn (i.e. kills it on the Tyrant's turn), then he is open to getting shot at while on the ground by then enemy. In a competitive Tyranid army, there is no question that the shooty tyrant outclasses the cc-tyrant. The shooty tyrant can contribute to the Tyranid offense without putting itself at unnecessary risk, whereas the cc-tyrant cannot contribute to the Tyranid offense unless it puts itself at risk.
The walkrant can be used as an anchor to a primarily ground-based Tyranid force. He can be quite survivable if you attach some Tyrant Guards to it. However, this type of tyrant lacks the mobility of the flyrant and, as a result, lacks flexibility as well. It takes him longer to contribute (whereas the flyrant can contribute right away) and also allows the enemy more time to shoot at it and its army while it slowly marches up towards the enemy. You could put the walkrant in a Tyrannocyte spore to give him some mobility, but if you do so, then you will be better off putting the Swarmlord or a dakkafex in there instead. From a competitive standpoint, there is absolutely no reason whatsoever to take a walkrant over a flyrant.
Grades: A+ (dakka flyrant), B (shooty walkrant), C ( cc-flyrant), D ( cc-walkrant)
------------------------------------------------------------
I will come out with a list tomorrow. Just let me know what units you want to write up.
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This message was edited 3 times. Last update was at 2014/11/19 07:48:22
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![[Post New]](/s/i/i.gif) 2014/11/19 09:09:17
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
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Fixture of Dakka
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Go for it! Thanks.
As people start writing reviews of units, I will start posting them on the opening page 1.
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![[Post New]](/s/i/i.gif) 2014/11/19 16:41:23
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
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Fixture of Dakka
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TYRANID UPDATE LIST
Thanks guys. Here is a list of units to write up.
Also, if you want to make changes to your unit write-ups, just post the complete re-write on this thread or PM me and I will make the corrections/edits (more like copy and paste them  ) onto p. 1 of the main tactica.
HQ
Hive Tyrant - jy2
Deathleaper - jy2
Old One Eye - jy2
Swarmlord - ductvader
Tervigon - Frozocrone
Tyranid Prime - Unyielding Hunger
Tyrant Guard - Unyielding Hunger
ELITES
Haruspexes - Strat_N8
Hive Guards - jy2
Lictors - jy2
Malanthropes - jifel
Maleceptors - jy2
Neurothropes
Pyrovores - Unyielding Hunger
Venomthropes - jifel
Zoanthropes - Sinful Hero
Neurothropes - Sinful Hero
TROOPS
Broodlords
Genestealers
Hormagants - Spoletta
Mucolids - jy2
Ripper Swarms - jifel
Termagants - tag8833
Tyranid Warriors - Unyielding Hunger
FAST ATTACKS
Dimachaerons - luke1705
Gargoyles - Iechine
Harpies - Strat_N8
Hive Crones - Strat_N8
Meiotic Spores
Raveners - Spoletta
Red Terror - Spoletta
Sky-slasher Swarms - ductvader
Spore Mines - Unyielding Hunger
Tyranid Shrikes - Unyielding Hunger
HEAVY SUPPORTS
Biovores - Amoras
Carnifexes (all, including Forgeworld) - Frozocone
Exocrines - ductvader
Mawlocs - Frozocrone
Sporocysts
Toxicrenes
Trygon/Trygon Prime - jy2
Tyrannocytes - jy2
Tyrannofexes - jifel
LORDS OF WAR
Barbed Hierodule - jy2
Scythed Hierodule - jy2
Harridan - jy2
Hierophant Bio-titan - jy2
FORMATIONS
Rising Leviathan I
Broodlord's Hunting Pack
Deathleaper's Assassin Brood
Gargoyle Bio-bombs
Lictor Forest Brood
Manufactorum Genestealers
Rising Leviathan II
Endless Swarm
Incubator Node
Living Artillery Node
Skyblight Swarm
Synaptic Swarm
Rising Leviathan III
Bioblast Node
Living Tide
Subterranean Swarm
Tyrant Node
Wrecker Node
Shields of Baal
Skytyrant Swarm
Neural Node
Hypertoxic Node
Spore Field
Skytide
Hive Fleet Leviathan
BIOMORPHS/WARGEAR
Bio-artefacts - Sinful Hero
Let me know which you want to volunteer for and I will update this list. Or you could just post the review of the unit directly onto this thread and I will update the list and also the main tactica on p.1.
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This message was edited 23 times. Last update was at 2015/01/15 03:44:30
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![[Post New]](/s/i/i.gif) 2014/11/19 16:48:47
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
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Fixture of Dakka
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TACTICA - HOW TO WIN WITH TYRANIDS:
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This message was edited 1 time. Last update was at 2014/11/19 16:49:48
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![[Post New]](/s/i/i.gif) 2014/11/19 17:10:03
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
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Fixture of Dakka
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Holy ship! That's awesome.
I can just imagine it now....
Shield of Baal Detachment + Skyblight Swarm. Better wipe the drool off of my office desk.....
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![[Post New]](/s/i/i.gif) 2014/11/19 17:51:39
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
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Fixture of Dakka
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BTW, I've added the Tyranid Update List (p. 240) as a link on p. 1 for easier access.
Thanks for the write-up. I've already added it to p. 1.
jifel wrote: Sign me up! I'll tackle Venomthropes and Malanthropes.
Most excellent!
Frozocrone wrote:I have done one for Carnifexes. I followed a Green, Amber, Red system for weapons and biomorphs to say which ones would be most viable in a competitive setting. Proof reading/critique by others would be appreciated. I am happy to edit this post if people have suggestions or builds (or to completely re-write it  )
Wow, what a write-up! Posted on p. 1. Thanks!
Unyielding Hunger wrote:One thing you may want to mention in that Carnifex review is the fact that spine banks are the only way to get assault grenades on them. Also, when run in groups of 3, you fire them on a per model basis rather than per unit, so it can do some decent damage. Also, you forgot Old One Eye.
I think I will handle...Pyrovores, Tyranid Warriors, Shrikes, and Tyranid Primes.
You're on!
Sinful Hero wrote:Also- what about a rundown on Relics/Wargear? Maw Claws, Regeneration, and such? Perhaps include what units can make the most of a specific entry. I might can take a swing at it if anyone wants me to, and maybe a unit or two if I get home in time tonight.
Ok, I will add those on as well when I get the chance.
Anyone can volunteer to write on anything.
Strat_N8 wrote:
I'd be happy to do a write up for the Haruspex and Harpy. I use both fairly frequently so I think I could do a fair assessment of their capabilities and uses.
Sure, I'll reserve them for you.
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![[Post New]](/s/i/i.gif) 2014/11/19 17:58:01
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
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Fixture of Dakka
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Spoletta wrote:If no one is going to get them then i guess i could give a shot at Raveners too.
Since you are going to write-up the Raveners, do you mind doing the Red Terror as well? You can either combine them into just 1 entry (like what Frozocone did with the carnifex and stonecrusher carnifex) or write them up separately.
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This message was edited 1 time. Last update was at 2014/11/19 17:58:25
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![[Post New]](/s/i/i.gif) 2014/11/19 18:03:33
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
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Fixture of Dakka
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Thanks, Hunger. P. 1 updated.
And thanks as well, Spoletta.
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![[Post New]](/s/i/i.gif) 2014/11/19 18:08:41
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
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Fixture of Dakka
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So guys, if you want to make changes to your unit write-ups, just post the complete re-write here or PM me and I will make the corrections/edits (more like copy and paste them  ) onto p. 1 of the main tactica.
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This message was edited 2 times. Last update was at 2014/11/19 18:11:00
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![[Post New]](/s/i/i.gif) 2014/11/19 18:27:03
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
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Fixture of Dakka
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Wilson wrote:zerosignal wrote:Tyranid detachment looks interesting. Note you lose obsec though. IB re-rolls means you now have a 1:3 chance of getting the 'good' result... \o/
so to summarise this book: 3 Flyrants + Formation/ lose OS.
Yeah, but honestly, I don't mind. I can still get ObSec units through Skyblight.
This is what I am thinking of running.
Hive Fleet Detachment:
Dakka Flyrant - Egrubs
Dakka Flyrant - Egrubs
Dakka Flyrant - Egrubs
Malanthrope
Mucolid
3x Rippers
3x Rippers
Bastion
Skyblight Formation:
Dakka Flyrant - Egrubs
Harpy - TL- HVC
Harpy - TL- HVC
Hive Crone
10x Gargoyles
10x Gargoyles
10x Gargoyles
Automatically Appended Next Post: Tyran wrote:Double Cad, 6 Flyrants and 6 Mucolids for 1530 pts.
Unfortunately for us here in the US, most tournaments don't allow for double- CAD. But thanks to the new formation, we can now run quad-flyrants using self-ally or by running a formation such as Skyblight.
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This message was edited 1 time. Last update was at 2014/11/19 18:29:02
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![[Post New]](/s/i/i.gif) 2014/11/19 18:49:17
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
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Fixture of Dakka
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Sasori wrote:zerosignal wrote:Tyranid detachment looks interesting. Note you lose obsec though. IB re-rolls means you now have a 1:3 chance of getting the 'good' result... \o/
Where does it say you loose Objec Secured?
I'm a big fan of the Hypertoxic Node. Not exactly sure what's not to like there Tag!
The Hive Fleet detachment does not have Objective Secured as one of its Command Benefits. Instead, it has Adaptive Instincts, where you can re-roll your Instinctive Behavior tests.
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![[Post New]](/s/i/i.gif) 2014/11/19 18:53:13
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
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Fixture of Dakka
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Oh well, no biggie. In that case, then I'd probably run something like this:
Hive Fleet Detachment:
Dakka Flyrant - Egrubs
Dakka Flyrant - Egrubs
Dakka Flyrant - Egrubs
Malanthrope
Mucolid
Mucolid
Mucolid
Mawloc
Skyblight Formation:
Dakka Flyrant - Egrubs
Harpy - TL- HVC
Harpy - TL- HVC
Hive Crone
10x Gargoyles
10x Gargoyles
10x Gargoyles
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This message was edited 1 time. Last update was at 2014/11/19 18:53:46
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![[Post New]](/s/i/i.gif) 2014/11/19 18:58:33
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
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Fixture of Dakka
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ObSec isn't as big a deal anymore for bugs. That is because their competitive builds do not rely on ObSec units taking objectives, but rather, on overloading the opponent with more threats than they can handle. Our lists work much better with the emphasis on units that contribute to the Tyranid offensive machine than to units just holding objectives. That is why fundamentally, we are going down and down with our troop count.
It used to be tervigon + 30 termagants. It then became units of 10 horm/termagants, which then changed to 3 rippers. The newest evolution of our troops - the mucolids - can't even score at all!
Automatically Appended Next Post: Sasori wrote: jy2 wrote: Sasori wrote:zerosignal wrote:Tyranid detachment looks interesting. Note you lose obsec though. IB re-rolls means you now have a 1:3 chance of getting the 'good' result... \o/
Where does it say you loose Objec Secured?
I'm a big fan of the Hypertoxic Node. Not exactly sure what's not to like there Tag!
The Hive Fleet detachment does not have Objective Secured as one of its Command Benefits. Instead, it has Adaptive Instincts, where you can re-roll your Instinctive Behavior tests.
Well, that sucks. I guess I've just not come across an army (Besides unbound) that lost objective secured, so I never realized it was a command benefit.
It's the new trend now. All the new codices - Orks, Space Wovles, Dark Eldar, Grey Knights and now Tyranids - have lost ObSec with their formations. You can see that trend going forwards when codices get updated. So ironically, in a year or 2, Skyblight gargoyles will be very good again as less and less people are running ObSec builds anymore.
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This message was edited 1 time. Last update was at 2014/11/19 19:02:21
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