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2019/02/20 18:20:38
Subject: Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
So I recently picked up some more Hive Tyrants to expand my Nidzilla army. I already have a 750 point Spearhead Detachment (Flyrant, Trygon, 2x Tyrannofexes) and I am trying to make a 750 point Supreme HQ Detachment that includes the Swarmlord (which I already have) and the aforementioned Tyrants.
I'm having trouble deciding between making my two monsters Walkrants and Flyrants. In my head, if I make them Walkrants, I have enough points to add a unit of Tyrant Guard to protect the Swarmlord from first turn shooting attacks. If I were super budget with those Walkrants, I could even throw in a Maleceptor or a Haruspex as part of that Detachment. What I don't like though is how I'm giving up a lot of mobility by not putting wings onto them. I've grown to really like the Flyrant's speed and I definitely have the points to slap wings on the both of them (and even enough to throw in a Lictor afterwards).
Are Walkrants still worth building or would I be regretting it later on?
Not sure how to runs this traits wise:
Choice of 3 set ups (think along defense buff lines)
1: carnifex and hive ts are always counted as bein in cover unless they advance or declare charges. So this makes them effective 2+ armour if they play it cool
2: carnifex and hive ts are 6+ fnp 3: 1 of the hive ts are -1 to hit, and its the roll 3d6 pick highest trait.
in all 3 set ups carnifex are all -1 to hit
Whats more annoying to kill? I feel like the hts are more a target as they are not -1 to hit, so I could at least make one have that bonus.
1500.
2019/03/01 15:30:33
Subject: Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
Dark eldar loose pretty hard to devilgaunt spam actually.
Tervigon (warlord/w adaptive biology, chameleonic) standing next to a malanthrope so she's -2 to hit. 3 squads of 30 gaunts (20 devourers 10 fleshborers per squad) is your core.
After that you'll need either a kraken genestealer detachment, or a kronos hive guard detachment.
Dark eldar don't get quite as much anti-horde firepower as regular eldar do. And str4 guns are pretty good againgst them if you bring enough shots. They are very good againgst our big bugs though.
Warriors die to dissy's and talos too easy so those aren't good. Hive tyrants will struggle to last more than 2 turns as well unless you roll hot on your 4++.
Spore mines can actually be pretty useful if you take a few as their guns are short range and can be used to make them move how you want.
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2019/03/01 16:58:56
Subject: Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
Eihnlazer wrote: Dark eldar loose pretty hard to devilgaunt spam actually.
Tervigon (warlord/w adaptive biology, chameleonic) standing next to a malanthrope so she's -2 to hit. 3 squads of 30 gaunts (20 devourers 10 fleshborers per squad) is your core.
After that you'll need either a kraken genestealer detachment, or a kronos hive guard detachment.
Dark eldar don't get quite as much anti-horde firepower as regular eldar do. And str4 guns are pretty good againgst them if you bring enough shots. They are very good againgst our big bugs though.
Warriors die to dissy's and talos too easy so those aren't good. Hive tyrants will struggle to last more than 2 turns as well unless you roll hot on your 4++.
Spore mines can actually be pretty useful if you take a few as their guns are short range and can be used to make them move how you want.
Ok, some things to think about, thanks.
I love biovores and spore mines but near enough his entire list has FLY so I can't use them for area denial as usual.
2019/03/04 06:29:19
Subject: Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
Flyrants are okay but they’re not gonna bring down flyers on their own. Tyrannofexes with acid spray can beat them up pretty well but they need to be close.
2019/03/04 11:38:54
Subject: Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
Smite and other powers helps a lot too, you can deal 6+ MW's to one a turn, sure CWE will deny a couple but cant deny them all. Having a Kronos detachment helps as well.
Melee will work but OW will be hard to eat, you really just need to focus one down really hard with more than 1 thing.
IMO combine the genestealers into one squad and drop the carapaces. They’re best in squads above 10 and will definitely take some casualties getting into melee. Give the termagants Devourers, those will do some real work.
2019/03/06 22:39:33
Subject: Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
Badablack wrote: IMO combine the genestealers into one squad and drop the carapaces. They’re best in squads above 10 and will definitely take some casualties getting into melee. Give the termagants Devourers, those will do some real work.
I completely agree with combining the 'stealer units together, smaller units are bad. I'm not sure I would bother with the devourers on the gants, unless maybe dropping the hormagaunts entirely and adding some regular termagants to take as losses to avoid losing the devourers too fast.. I know if I'm playing against this list, I'm not letting that unit of 10 get anywhere near shooting range and they just die way too quickly.....
I have about 2k additional points over this stuff...more if you count unpainted genestealers.
The warriors came with 4 devourers, 3 deathspitters( my favorite), 1 venom cannon and 2 barbed stranglers.
Since it is doubles but still ITC I was trying to keep it simple....1 forward attack group and 1 defensive unit supporting the Hive Guard.
Most of the meta is Dark Eldar, Orks, Demons, Knights and Eldar….but some Tau and Pure Guard.....Ive noticed a lot of guys testing out GSC armies this past couple weeks. Ive only seen 1 other nid player.
Automatically Appended Next Post: ok what about Hive Fleet Hydra
In the FAQ in mentions that no unit can Advance more than once in a Movement Phase. There is an example that the Advance roll modifies the Move Characteristic and if that unit moves again its NEW movement is what is used.
The Nid stratagem Metabolic Overdrive? says after a unit moves it may move again (including Advance if it chooses to) Does this NOT conflict with the FAQ?
So if my Genestealers move 8" and Advance 5" move and the Swarmlord gives them another movement in the Shooting phase...they still only move 8" more as it is a different phase.(can they Advance with this move??)
So if my Hormagaunts move 8" and Advance 5" move and I use Metabolic Overdrive do I move 13" or do I break the FAQ and move 8" plus and Advance roll?
This message was edited 1 time. Last update was at 2019/03/07 15:42:28
koooaei wrote: We are rolling so many dice to have less time to realise that there is not much else to the game other than rolling so many dice.
2019/03/07 15:50:11
Subject: Re:Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
In the FAQ in mentions that no unit can Advance more than once in a Movement Phase. There is an example that the Advance roll modifies the Move Characteristic and if that unit moves again its NEW movement is what is used.
The Nid stratagem Metabolic Overdrive? says after a unit moves it may move again (including Advance if it chooses to) Does this NOT conflict with the FAQ?
So if my Genestealers move 8" and Advance 5" move and the Swarmlord gives them another movement in the Shooting phase...they still only move 8" more as it is a different phase.(can they Advance with this move??)
So if my Hormagaunts move 8" and Advance 5" move and I use Metabolic Overdrive do I move 13" or do I break the FAQ and move 8" plus and Advance roll?
If you are moving a unit twice in one phase you only make one advance roll. IE unit moves 6 plus 3 inches from roll for a total of 9. You then use some ability that let's you move again in the same phase, you move 9 again. NOT 9+d6. The wording allowing you to advance with the ability is for the situation of you move normally, then use the ability and decide to advance, allowing a D6 roll.
Advance modifiers reset each phase.
2019/03/07 18:57:44
Subject: Re:Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
In the FAQ in mentions that no unit can Advance more than once in a Movement Phase. There is an example that the Advance roll modifies the Move Characteristic and if that unit moves again its NEW movement is what is used.
The Nid stratagem Metabolic Overdrive? says after a unit moves it may move again (including Advance if it chooses to) Does this NOT conflict with the FAQ?
So if my Genestealers move 8" and Advance 5" move and the Swarmlord gives them another movement in the Shooting phase...they still only move 8" more as it is a different phase.(can they Advance with this move??)
So if my Hormagaunts move 8" and Advance 5" move and I use Metabolic Overdrive do I move 13" or do I break the FAQ and move 8" plus and Advance roll?
If you are moving a unit twice in one phase you only make one advance roll. IE unit moves 6 plus 3 inches from roll for a total of 9. You then use some ability that let's you move again in the same phase, you move 9 again. NOT 9+d6. The wording allowing you to advance with the ability is for the situation of you move normally, then use the ability and decide to advance, allowing a D6 roll.
Advance modifiers reset each phase.
Basically you just get the Advance Die roll 1 time. or highest of 3d6 with kraken and that modifiers your movement characteristic for the rest of the round.
So kraken genestealers, you decide to move and advnace, roll 3d6, get a 6, so you are moving 8+6=14" in the move phase. Then lets say you daisy chain them to be near the swarmlord and in the shooting phase he uses hive commander. they move 8+highest of 3d6 again. So you reroll for the next phase.
10000+
10000+
8500+
3000+
8000+
3500+ IK Plus 1x Warhound, Reaver, Warlord Titans
From my experience Hydra generally doesn't want any monstrous creatures. It is basically the swarm-tactics hive fleet, bring lots of infantry who can benefit from its ability and use their low cost to accommodate setting some points aside for respawns late-game (can drop large units in the opponent's backfield or bring back synapse nodes).
I'd swap out the two monsters for more infantry. Take a Tyranid Prime to bolster the Warriors and use the remaining points on more bodies for your troops.
2019/03/07 20:14:08
Subject: Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
The Plan was to Swarmy the Genestealers into the opponent turn 1 or if things look bleak hide them in the nodes.
Use metabolic overdrive to get the 30 Hormagaunts into easy charge range on round 2 and bring in the Mawloc at the same time.
8 CPs use 3 on the Stealers to fight twice+ 1 for Metabolic. and if need be use the fight twice on turn 2 as well. The Warrors and Swarmy are going to sit back hold objectives and fight deepstrikers
So all my Stealers and Guants get to reroll all misses and hopefully the Broodlord can help with anything they cant take down.
Now who and what my opponent does will cause me some headaches for sure. I am betting that I will take the brunt of the other 2 players retaliation so I hope to get some decent help from my efforts.
koooaei wrote: We are rolling so many dice to have less time to realise that there is not much else to the game other than rolling so many dice.
2019/03/09 03:41:02
Subject: Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
admironheart wrote: The Plan was to Swarmy the Genestealers into the opponent turn 1 or if things look bleak hide them in the nodes.
Use metabolic overdrive to get the 30 Hormagaunts into easy charge range on round 2 and bring in the Mawloc at the same time.
8 CPs use 3 on the Stealers to fight twice+ 1 for Metabolic. and if need be use the fight twice on turn 2 as well. The Warrors and Swarmy are going to sit back hold objectives and fight deepstrikers
So all my Stealers and Guants get to reroll all misses and hopefully the Broodlord can help with anything they cant take down.
Now who and what my opponent does will cause me some headaches for sure. I am betting that I will take the brunt of the other 2 players retaliation so I hope to get some decent help from my efforts.
My experience in doubles tournaments is that you should specialize towards the strongest thing you do, and hope your partner can cover the gaps or synergies with your strengths. For example, Kraken stealers plus IG gun line, or 200 boys plus 200 'gaunts.
In your case, I would drop the warriors and focus on the 'stealers and horms. Run pure Kraken, play very forward aggressive, and hope you get a partner that can cover the backfield.
I recomend Swarmy + Malenthrope + as many 'stealers as you can fit. If you don't have a Malenthrope, then either Swarmy + Neurothrope + Venomthropes + 'stealers, or Swarmy + Broodlord + ''stealers.
The Malenthrope is better than the Neurothrope + Venoms. Giving up the -1 to hit to get some extra models with the Broodlord version is kind of a toss up. I would have to spend some time in battlescribe to decide which I prefer.
In all versions, trading out a unit of 'stealers for a unit of hormies is a matter of taste. My ideal version would be Swarmy, Mal, 20x 'stealers, '20x 'stealers, 30x hormies. I'm 90% certain you can't actually do that at 1000 points.
Your battle plan is to charge something with 20 'stealers turn 1, charge something with 20 more turn 2, and hope you have enough bodies left over to contribute to the battle on turns 3+. If you don't get a good target for turn 1 charges, use Swarmy to get himself closer, that way they have to pick between 4 high threat targets that will charge something turn 2. They will kill Smarmy + at least one infanty unit, then you smash face with what's left.
Don't get me wrong. As a 1000 point heads up list, I like your list. I just think that for doubles play you need to shift your thinking a bit.
2019/03/09 04:37:38
Subject: Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
I do have a Malanthrope...just not painted. I am borrowing a Swarmlord as it is. The Mawloc looks as bad as they say. It was always a pain for my MSU eldar lists....but agains Knightes, Dark Eldar vehicles and such I am not sure it has any value.
koooaei wrote: We are rolling so many dice to have less time to realise that there is not much else to the game other than rolling so many dice.
2019/03/09 05:55:21
Subject: Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
On a completely unrelated note, what have Tyranid players found to be most effective at countering Knights? My current list is only 1000 points so I haven't really geared it towards Knights since I rarely see them at that points level, but as my army grows, I know that there are definitely a few Knights in my meta that I could start facing on the battlefield.
I ran the numbers once on Hive Guard with Shock Cannons. Three full squads plus one double-firing averages something like 32 Mortal Wounds on a Knight, prior to any damage caused by the actual stats of the gun. If you play Jormungander (I do), you could Ravener them up and blow a Castellan away. I haven't felt the need to do that yet, but I like to know I have the option in my back pocket.
Against the shooty Knights I might try to lock them in combat with cheap stuff, and then fire Spore Mines nearby to block any potential escape path. Unlike superheavy tanks, Knights cant shoot out of combat.
omg I assumed that the Mawloc had 3 pairs of MASSIVE scything talons and even paid for them. Wow he can hardly dent a marine if he tries.
Still in my last game he did 10 mortal wounds to characters so that was fun. Somehow he survived the first 2 games. lol
Was a fun day of gaming. Swarmy was good but I wont use the one trick pony again.
HYDRA was amazing until I ran into Orks on my last tournmanent round I only had 1 fight all day that I did not get to use the rerolls.
Caustic blood on Hormaguants is great to take down Custodes haha
koooaei wrote: We are rolling so many dice to have less time to realise that there is not much else to the game other than rolling so many dice.
2019/03/10 16:36:35
Subject: Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
Mawlocs should be popping up and doing their mortal wound trick, then soaking up a bunch of firepower. If they’re still alive after that then you bully their backfield guns that can’t fight back.
2019/03/10 17:43:12
Subject: Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
Can someone tell me where in the faq this is? I can no longer find it.
I am asking about the Call the Brood Strat. I think...The one that brings in 5 genestealers. I read you had to pay for them out of reinforcement points. The faq clearly states you have to pay for the strat that brings in spore mines. I cannot find the one about the genestealers.
The reason I was wondering was the 3CP strat the Green Tide.(??) I was told they did not have to pay reinforcement points for their free models. That seems un consistent. Is that correct?
This message was edited 1 time. Last update was at 2019/03/11 01:45:48
koooaei wrote: We are rolling so many dice to have less time to realise that there is not much else to the game other than rolling so many dice.