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![[Post New]](/s/i/i.gif) 2012/07/24 07:12:07
Subject: 6th Edition new Tyranid Tactics compilation
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Scuttling Genestealer
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I've played several games of Nids in 6th edition, and I've been reasonably successful (or lucky) so far.
I'm trying to compile a list of all the new tricks that Tyranids are able to use in 6th edition, as well as the tricks that were available in 5th edition but are no longer available.
BEFORE POSTING QUESTIONS: READ THE RELEVANT CODEX and RULEBOOK ENTRIES, THEN READ THE TYRANID FAQ. FINALLY READ IT ALL AGAIN. THEN POST.
Pros:
1. Broodlords can now swap out it's previously mediocre powers. Rolls for endurance, Iron Arm (come on S/T 8 Broodlord...) or even Gate of infinity can make a genestealer unit quite scary.
2. Vehicles are alot easier to hit in close combat, gogo Trygon smash!
3. Wound allocation is no longer dependant on different wargear in 5th edition, but rather positioning. You can put a Tyranid prime in front and use LoS to share wounds between carnifex or warrior broods. "Harhar you did 6 wounds and I didn't lose a warrior!"
4. One of the main Swarmlord weaknesses was being smacked by a force weapon. See force weapons? Roll on Biomancy and hopefully get Iron Arm which now gives Eternal warrior. Potential T9 Tyrant/Swarmlord is nothing to laugh at.
5. NO fearless wounds, tarpit tarpit tarpit!
6. Monstrous creatures can hide behind termagaunts and receive cover saves. Nothing is stopping intervening units from affecting monstrous creatures.
7. Feel no pain is only stopped by Instant death weapons.
8. Preferred enemy works for shooting and melee - Old Adversary Tyrants walking alongside Hive Guard, to reroll 1' s to hit and wound. Preferred enemy also works in overwatch. Yummy
9. What your flyer can jink and get a 5+ cover save? Nope can't take cover saves vs Hive Guard unless you are in Area terrain. (This was the case in 5th but it is worth noting flyers and jetbikes can't dodge your Impaler cannons)
10. Mawloc hits all units under the marker - this includes flyers. Note this also includes multi level ruins. Yep so if you have a ruin with snipers hiding on multiple levels, the mawlocs marker will hit all of them regardless of level. THIS MEANS YOU CAN PUSH UNITS OFF BUILDINGS. YES AND THEY TAKE FALL DAMAGE. For those wondering why this works, READ the damn mawloc entry before posting. THEN READ IT AGAIN. It is NOT a shooting attack or a blast weapon, it merely uses the "blast marker" to determine what is hit. Thus it does not follow the rules for shooting attacks using blast weapons. From the mawloc entry: "Place the large blast template directly over the spot the Mawloc is emerging from. EVERY UNIT under the template ..."
11. Deathleaper now has Shroud, this alongside stealth gives deathleaper a natural 4+ cover in the open and 2+ cover almost everywhere else. Flesh hooks can also be fired on overwatch.
12. Tyranid Prime armed with boneswords is a deadly contender for challenges. Most standard HQ's will lose out in a 1:1 fight, (except them expensive special dudes with eternal warrior)
13. Zoanthropes from the same brood can each roll on different psychic tables. Yes you can have one roll on telekensis get gate of infinity, then keep warp lance on the other two. See where I'm going? As pointed out by xttz, you can also have all of them roll on telepathy to spam psychic shriek. Unfortunately you cannot combine this with the broodlord -1 to leadership because the broodlord uses its ability in the assault phase.
14. Hull points means your Hive guard are now your one stop solution to all mech. Glance them landraiders to death.
15. The new Smash rule lets you halve your attacks (round up) to hit at double STR with reroll on armor pen. COMBINE THIS with the psychic power warpspeed - remember the order of modifiers? Multipliers and divide first --> that means warpspeed extra attacks are applied AFTER you halve your attacks.
16. Smash also does not have to be used against vehicles, got a pesky marine captain trying to chop up your tervigon? Use smash hit at STR 10 and instagib the little guy.
17. There is no more penalty for AP - vs vehicles, AP - is pretty much the same as AP3 - devourer time!
18. Again with the broodlords, genestealer units with broodlords can challenge the powerfist sarge. Your broodlord is T5 (unless you Iron arm) . The sarge either accepts and gets shredded by the broodlord or doesn't get to punch. Either way, your regular genestealers go to town on the regular marines while your broodlord rends the sarge. If your broodlord whiffs Hes T5 anyway so he can take a fist.
19. "It will not die" stacks with regeneration.
20. Now that psychic hoods suck, you can cast all the blessings you want on your own units and there is not much marines can do to stop you.
21. Rage gives you +2 A on charge, small bonus for your hormagaunts if they ever leave your synapse and fail their IB test
22. Tyranids have a surprisingly good amount of Characters. This means precision strikes everywhere! If Devourer tyrant swoops around and shoots stuff hitting 6's you can put those hits on the seargent or the plasma gun. Tervigons are also characters.
23. Tervigons can swap out dominion. It seems alot of people forget about this power!
24. AP3 power weapons while doesn't change much for most of the Tyranid codex, means that Tyrannofexes and Armored shell Tyrants are much harder to beat down.
25. Acid Spray (and pyrovores) can be fired on overwatch (you'll probably never use it but good to know anyway) to inflict D3 "wall of death" hits. Thorax weapons can also WoD
26. Swarmlord bone sabres cancel out the Dark eldar / Eldar fortuned Archons rerollable 2++.
27. Flying monstrous creatures are harder to shoot down. Can also vector strike stuff. Note this counts as firing one weapon, so you can fire one more in the shooting phase as a monstrous creature. Vector strike is AP3 so you swiping terminators is not the best use of it. It is also your unmodified STR so Iron Arm won't make you hit harder.
28. All monstrous creatures have fear - makes no difference vs marines but against other races - every fight phase gotta pass a LD test or fight at WS1
29. Jump infantry and monstrous creatures have hammer of wrath, yay extra hits!
30. POISON is amazing. Toxin sacs on trygons are now actually a good idea. Rerollable 2+ wounds vs marines yeeeeee!
31. Carnifex's armed with frag spines can now throw a STR 3 AP- blast on the way into combat. Yay for frags!
32. Vehicles can no longer deny objectives (unless you are playing Big guns never tire). This is only a buff for Tyranids seeing as Nids don't have any vehicles
33. Enemys taking wounds from Hammer of Wrath against shrikes armed with boneswords cannot take armor saves as per RAW (until further FAQ - thanks to Junk for pointing this out):
Pg 83 Tyranid codex: "No armor saves may be taken against wounds inflicted in close combat by a tyranid with a bonesword...". Hammer of Wrath is an extra attackpg. 37 that "hits automatically and is resolved at the models unmodified strength with an AP of -" Yep AP - close combat attacks that you cannot take armor saves against. The RAW also allows you to use Rending claws and Toxin Sacs with Hammer of Wrath attacks too
"If a Tyranid has the toxin sacs biomorph all of its close combat attacks become poisoned..."
"Close combat attacks made by models with rending claws gain the rending ability..."
34. Good luck charging deathleaper in difficult terrain. Deathleaper makes you roll one less dice for your difficult terrain - 3D6 remove the highest, is now 2D6 remove the highest.
Cons:
1. Fearless units can no longer go to ground. No more 6+ cover saves for the termagaunts kissing the floor near an objective.
2. Focus fire means cover for large termagaunt units is much harder to get.
3. No more wargear/biomorph based wound allocation shenenigans
4. Up to half your army can voluntarily go in reserve. No more all reserve lists now
5. No assault after arriving from reserves. Looks like genestealers will be infiltrating rather than outflanking this edition. Also no assaults on first turn. Ymgarl's however, can still assault
6. Psychic witchfire powers require rolls to hit, this means if your broodlord ends up with any regular witchfire or focused witchfire like Psychic shriek or Life leech the broodlord cannot use them because his BS is 0. Maledictions, beams and novas are auto hit though.
7. Fleet no longer lets you charge after running
8. Overwatch really hurts your charges, you will need to use dummy charges before charging into a unit of 30 Ork shoota Boyz or something similar. (Basically if you have say a genestealer brood, and a termagaunt within potential charge range, declare the charge with the termagaunts first to soak up the overwatch - if they choose not to fire and your termagaunts make it they cannot fire at your genestealers).
9. No Allies. Damn.
10. Tyranids cannot manual fire fortifications. (See FAQ)
11. Deathleaper no longer has the range restriction to fire at him, that means missiles can fly in his face if the missiles are in range (although you still get your cover saves)
12. Furious charge no longer gives +1 Initiative. No more I5 Termagaunts on the charge.
13. Psychic powers are all or nothing. You can't just keep paroxysm and swap the others.
14. Vehicles are much harder to suppress, no more glancing the pred, shaking it and then forgetting about it.
15. FNP works against rending now. Poor genestealers getting shafted.
16. Manticores and other barrages take wounds from blast centre. This means the manticore can snipe out your Tyranid prime (if you fail a look out sir). If only tyranids had any sort of good barrage weapons of their own...
17. Swarms lose stealth but now ignore difficult terrain... so ripper swarms still suck...
If you got more to add post here , I'll try consolidate into the first post!
Now remember:
BEFORE POSTING QUESTIONS: READ THE RELEVANT CODEX and RULEBOOK ENTRIES, THEN READ THE TYRANID FAQ. FINALLY READ IT ALL AGAIN. THEN POST.
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This message was edited 13 times. Last update was at 2012/08/06 09:51:41
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![[Post New]](/s/i/i.gif) 2012/07/24 08:52:06
Subject: 6th Edition new Tyranid Tactics compilation
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Towering Hierophant Bio-Titan
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Pros.
8. Works best with devilguants due to sheer weight of fire.
Also PE on a Hive Tyrant effectively means he has free Scything Talons and Toxin Sacs on top of his normal weapons, since he normally wounds most targets on 2+ anyway.
10. Will very likely be FAQ'd to prevent that.
13. What about a Psychic Shriek choir - it's a Primaris power so no need to roll for it, you can just drop the zoeys in a pod and hit 3 times ignoring armour and cover. Ruins terminators/devastator equivalents if they have no psychic defense.
14. AG Hormagaunts, Genestealers and Gargoyles are extremely good at this too now. Don't forget that if you totally surround a transport and wreck it with glancing, the occupants can't disembark and are automatically destroyed. This is actually better than blowing it up.
17. Yes there is, it's just built into the damage chart (6's to destroy). You can however reliably wreck things with glances though.
21. This is very often a Bad Idea. Hormas will typically lose a combat on numbers due to being so fragile, and will be very unlikely to pass a morale check making them useless next turn. Better to try and keep them in synapse and stack on FNP or PE instead.
25. Don't forget they have a Thorax swarm which is a second template weapon too. 2D3 hits!
30. Remember if you can keep your MC's under PE, it has much the same effect. No need to spend the extra points on TS if you're planning on rolling alongside the Tyrant/Swarmlord
Also don't forget that Flyrants are pretty good mobile synapse alongside their huge threat range. Gargoyles, infiltrators and outflankers no longer need to worry about losing a combat as you can easily reach them with synapse.
Cons
2. Use Venomthropes. If one termagant is within 6", the whole unit gets a cover save that isn't affected by focus fire/positioning (barrage weapons).
3. Nids couldn't really do that anyway. All Carnifexes and Tyranid Warriors (except the heavy weapon) had to have the same options. LoS is actually a buff to wound allocation so far as nids are concerned.
4. You can ignore the restriction for units that have to deploy from reserve (e.g. mycetic spores and lictors). Just remember you need at least 1 unit on the table at the end of turn 1 or it's an automatic loss.
5. Ymgarls can still do this.
6. Beams may still need to roll to hit (awaiting FAQ). The rule says you 'target a point' and that witchfire powers must roll to hit their target.
13. This applies to all races really. It's hardly a con, as you could never swap out powers in 5e. You may as well list 'cannot auto-win the game on a 2+ roll' as a con.
16. Biovores are decent enough, and cheap as balls.
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![[Post New]](/s/i/i.gif) 2012/07/24 12:27:31
Subject: 6th Edition new Tyranid Tactics compilation
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Longtime Dakkanaut
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Great list, might want to add that boneswords ignore armor on hammer of wrath attacks, making shrikes the deadliest jump units in the game.
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![[Post New]](/s/i/i.gif) 2012/07/24 13:15:29
Subject: 6th Edition new Tyranid Tactics compilation
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Regular Dakkanaut
UK
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Jacko4smackos wrote:
10. Mawloc hits all units under the marker - this includes flyers. Note this also includes multi level ruins. Yep so if you have a ruin with snipers hiding on multiple levels, the mawlocs marker will hit all of them regardless of level. THIS MEANS YOU CAN PUSH UNITS OFF BUILDINGS. YES AND THEY TAKE FALL DAMAGE.
I remembering reading somewhere that they couldn't hit flying units/different ruin layers. Can anyone back this up? Otherwise this sounds awesome
Still horrible 2D6, no reductions though.
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![[Post New]](/s/i/i.gif) 2012/07/24 13:48:02
Subject: 6th Edition new Tyranid Tactics compilation
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Towering Hierophant Bio-Titan
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~~~deleted~~~
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This message was edited 1 time. Last update was at 2012/07/24 13:51:34
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![[Post New]](/s/i/i.gif) 2012/07/24 14:01:57
Subject: 6th Edition new Tyranid Tactics compilation
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Tough Tyrant Guard
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Got a few things wrong: (lots of good stuff though)
Pros:
10) Mawlocs can not "Jump up" and hit all the units in in buildings (it is still leagal for flyers until they FAQ it.) It is a blast marker and follows all the rules for firing a blast marker at buildings. Blast marker rules state they only hit one level and in the mawloc's case that is the ground level.
20) Space wolves shut down Blessings. They have a 4+ chance to stop any power unsed within 24". Also Eldar have Runes of Warding that make you roll on 3D6 (Like SitW).
Cons:
10) Nids can't manually fire Emplaced weapons (HG, Fragstorm and TL ILC). They can manually fire Gun Emplacements (Quad, ILC). Reread the FAQ. There is a diffrence.
17) Ripper swarms are better as they are fearless (with no more No-Retreat deaths) and are dirt cheap for the wounds/attacks they have. With Overwatch in place they are the best unit to send in for the charge first. They either get shot (and who cares if they die) or they get into combat and engage the enemy.
@Junk: Don't count on trying that for long. They have already closed that off in the new FAQ coming out soon. Impact hit are free attacks that do not get any bonuses. But for now, you still have a leg to stand on as they have not stated that anything but the AP2 from Smash stacks.
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This message was edited 1 time. Last update was at 2012/07/24 14:03:16
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![[Post New]](/s/i/i.gif) 2012/07/24 15:16:47
Subject: 6th Edition new Tyranid Tactics compilation
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Towering Hierophant Bio-Titan
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Gloomfang wrote:17) Ripper swarms are better as they are fearless (with no more No-Retreat deaths) and are dirt cheap for the wounds/attacks they have. With Overwatch in place they are the best unit to send in for the charge first. They either get shot (and who cares if they die) or they get into combat and engage the enemy.
Let's do some math here....
Rippers are 10pts/model for 5 attacks on the charge
Hormagaunts are 6pts/model for 3 attacks on the charge
This is the same cost, at 2pts per attack. However...
Hormagaunts have WS3, Init 5, Fleet and a bonus to running
Hormagaunts can score/contest
Rippers have WS2, Init 2, no speed bonuses. Most things will hit them first on 3+, assuming they make it into combat.
Rippers lost their Swarm cover save bonus from 5e
Rippers die when not in Synapse
Rippers suffer double wounds to templates
Rippers are ID'd by S6 weapons (hello scatter and multi-lasers!)
Rippers are a troops unit that CANNOT SCORE or contest objectives
In conclusion:
Hormagaunts decent,
Rippers hahahahaahhaaahahahahahahahahahahahaahhaaahahahahahahahahahahah
aahhaaahahahahahahahahahahahaahhaaahahahahahahahahahahahaahhaaah
ahahahahahahahahahahaahhaaahahahahahahahahahahahaahhaaahahahahah
ahahahahahahaahhaaahahahahahahahahahahahaahhaaahahahahahahahahah
ahahaahhaaahahahahahahahahahahahaahhaaahahahahahahahahah
ahahaahhaaahahahahahahahahahahahaahhaaahahahahahahahahahahahaahh
aaahahahahahahahahahahahaahhaaahahahahahahahahahahahaahh
aaahahahahahahahahahahahaahhaaahahahahahahahahahahahaahhaaahahah
ahahahahahahahahaahhaaahahahahahahahahahahahaahhaaahahahahahahah
ahahahahaahhaaahahahahahahahahahahahaahhaaahahahahahahah
ahahahahaahhaaahahahahahahahahahahahaahhaaahahahahahahahahahaha
haahhaaahahahahahahahahahahahaahhaaahahahahahahahahahahahaahhaaahahahahahahahahahahahaahhaaahahahahahahaha
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This message was edited 1 time. Last update was at 2012/07/24 15:17:31
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![[Post New]](/s/i/i.gif) 2012/07/24 15:43:48
Subject: 6th Edition new Tyranid Tactics compilation
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Tough Tyrant Guard
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xttz wrote:Gloomfang wrote:17) Ripper swarms are better as they are fearless (with no more No-Retreat deaths) and are dirt cheap for the wounds/attacks they have. With Overwatch in place they are the best unit to send in for the charge first. They either get shot (and who cares if they die) or they get into combat and engage the enemy.
Let's do some math here....
Rippers are 10pts/model for 5 attacks on the charge
Hormagaunts are 6pts/model for 3 attacks on the charge
This is the same cost, at 2pts per attack. However...
<snip>
Not arguing that rippers are better at killing. I am saying they are better at being expendable.
Hormaguants a 6pts per wound. Rippers are 3.3 pts per wound.
A minimum brood of hormagaunts is 60pts. Minimum size for for Rippers is 30pts.
Minimum number of bases for Hormagaunts 10x25mm bases. For Rippers it is 3x40mm. This matters for a lot of reasons. Charging with a primary hammer unit. Tarpitting large numbers of troops.
Not saying that they are the be all end all. I'm just saying if I have to charge a unit of Burna boys I'd rather loose the 30pts of rippers then the 60pts of hormaguants. They are not quite the suck that they used to be.
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![[Post New]](/s/i/i.gif) 2012/07/24 15:51:33
Subject: 6th Edition new Tyranid Tactics compilation
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The Hive Mind
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Gloomfang wrote:@Junk: Don't count on trying that for long. They have already closed that off in the new FAQ coming out soon. Impact hit are free attacks that do not get any bonuses. But for now, you still have a leg to stand on as they have not stated that anything but the AP2 from Smash stacks.
Link to where you found where they're cutting that off?
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My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals. |
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![[Post New]](/s/i/i.gif) 2012/07/24 15:51:51
Subject: 6th Edition new Tyranid Tactics compilation
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Towering Hierophant Bio-Titan
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Gloomfang wrote:Not saying that they are the be all end all. I'm just saying if I have to charge a unit of Burna boys I'd rather loose the 30pts of rippers then the 60pts of hormaguants. They are not quite the suck that they used to be.
Rippers take double wounds when charging burna boys, so you lose 60pts either way. Why not instead spend the points on something that
a) doesn't need to do a suicidal charge to justify its presence,
b) has other roles outside of 'there to take wounds'?
The only reason to ever deploy Rippers should be as the result of a Parasite generating them. And even then you'll be wishing they were a better unit.
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![[Post New]](/s/i/i.gif) 2012/07/24 16:18:07
Subject: 6th Edition new Tyranid Tactics compilation
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Grim Dark Angels Interrogator-Chaplain
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How does a mawloc hit a flyer? its a blast right and flyers states they cant be hit by blasts?
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![[Post New]](/s/i/i.gif) 2012/07/24 16:18:44
Subject: 6th Edition new Tyranid Tactics compilation
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The Hive Mind
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Formosa wrote:How does a mawloc hit a flyer? its a blast right and flyers states they cant be hit by blasts?
Can't be hit by blast weapons.
The mawloc's deep strike isn't a blast weapon.
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My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals. |
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![[Post New]](/s/i/i.gif) 2012/07/24 16:47:04
Subject: 6th Edition new Tyranid Tactics compilation
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Tough Tyrant Guard
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xttz wrote:Gloomfang wrote:Not saying that they are the be all end all. I'm just saying if I have to charge a unit of Burna boys I'd rather loose the 30pts of rippers then the 60pts of hormaguants. They are not quite the suck that they used to be.
Rippers take double wounds when charging burna boys, so you lose 60pts either way. Why not instead spend the points on something that
a) doesn't need to do a suicidal charge to justify its presence,
b) has other roles outside of 'there to take wounds'?
Not sure where you are getting losing 60pts? 30pts of Rippers as I take them in units of 3. Hormaguants are 60pts at minumum.
As for roles outside of wounds? I think that for hormaguants to be effective they need to have AG. That bumps them up to 80pts at a minumum. I run them in broods between 15-20 so that is 120-160pts. That is not a cheap disposable unit to just throw at something in cover or that has a lot of overwatch/WoD.
As I play 2K and I have 2 FoCs I find it a lot more effective to take 4 units of 3 ripper bases. With less than 2 FoC, definitly not worth taking as I don't have the troop slots available. But with the extra slots I can make sure that my stealers and hormaguants get into combat a little more safely.
@rigeld2 : No link. I just happen to live and play where the people who are compliling and reviewing the 6th ed FAQ live. It should be out before the end of next month. They didn't think about the fact that Tyrnids don't have weapons, we have biomorphs that add extra abilites.
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![[Post New]](/s/i/i.gif) 2012/07/24 16:50:35
Subject: 6th Edition new Tyranid Tactics compilation
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The Hive Mind
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Gloomfang wrote:@rigeld2 : No link. I just happen to live and play where the people who are compliling and reviewing the 6th ed FAQ live. It should be out before the end of next month. They didn't think about the fact that Tyrnids don't have weapons, we have biomorphs that add extra abilites.
I would've thought that was in England and your flag shows the US.
Regardless - I'm assuming they're going to FAQ to allow Hive Guard to actually wound out of LoS? RAW currently they can't (same with Astral Aim and many other abilities)
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My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals. |
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![[Post New]](/s/i/i.gif) 2012/07/24 17:58:47
Subject: 6th Edition new Tyranid Tactics compilation
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Grim Dark Angels Interrogator-Chaplain
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rigeld2 wrote:Formosa wrote:How does a mawloc hit a flyer? its a blast right and flyers states they cant be hit by blasts?
Can't be hit by blast weapons.
The mawloc's deep strike isn't a blast weapon.
"place the large blast template directly over the spot the Mawloc is emerging from"
How is this not a blast weapon?
It even goes on to call it a template and we know template weapons cant hit flyers either... so fill me in, as I must have missed something.
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![[Post New]](/s/i/i.gif) 2012/07/24 17:59:43
Subject: 6th Edition new Tyranid Tactics compilation
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The Hive Mind
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Formosa wrote:rigeld2 wrote:Formosa wrote:How does a mawloc hit a flyer? its a blast right and flyers states they cant be hit by blasts?
Can't be hit by blast weapons.
The mawloc's deep strike isn't a blast weapon.
"place the large blast template directly over the spot the Mawloc is emerging from"
How is this not a blast weapon?
It even goes on to call it a template and we know template weapons cant hit flyers either... so fill me in, as I must have missed something.
Does it use the word "weapon" anywhere?
There was a thread in YMDC.
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My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals. |
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![[Post New]](/s/i/i.gif) 2012/07/24 18:14:34
Subject: 6th Edition new Tyranid Tactics compilation
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Tough Tyrant Guard
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rigeld2 wrote:Gloomfang wrote:@rigeld2 : No link. I just happen to live and play where the people who are compliling and reviewing the 6th ed FAQ live. It should be out before the end of next month. They didn't think about the fact that Tyrnids don't have weapons, we have biomorphs that add extra abilites.
I would've thought that was in England and your flag shows the US.
Regardless - I'm assuming they're going to FAQ to allow Hive Guard to actually wound out of LoS? RAW currently they can't (same with Astral Aim and many other abilities)
North American factory and Customer Service is out of Memphis TN. The North American battle bunker is here. We are holding Throne of Skulls. Sweetest part is that anything that GW makes I can special order on line before noon and pick it up at the factory store on my way home. So when I added Deathleaper to my list Friday mroning before work for a tourny the next day I had him primed by 6pm that day.
Never thought to ask about Hive Guard. I was playing someone and used the HoW with toxin sacks and they said to enjoy it while I could.
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![[Post New]](/s/i/i.gif) 2012/07/24 18:42:51
Subject: 6th Edition new Tyranid Tactics compilation
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Huge Hierodule
The centre of a massive brood chamber, heaving and pulsating.
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I'm pretty sure you can swap out 1 power and keep the other. Where does it say otherwise?
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Squigsquasher, resident ban magnet, White Knight, and general fethwit.
buddha wrote:I've decided that these GW is dead/dying threads that pop up every-week must be followers and cultists of nurgle perpetuating the need for decay. I therefore declare that that such threads are heresy and subject to exterminatus. So says the Inquisition! |
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![[Post New]](/s/i/i.gif) 2012/07/24 18:45:07
Subject: 6th Edition new Tyranid Tactics compilation
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Tough Tyrant Guard
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Squigsquasher wrote:I'm pretty sure you can swap out 1 power and keep the other. Where does it say otherwise?
Nid FAQ. Specifies all powers.
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![[Post New]](/s/i/i.gif) 2012/07/25 00:04:52
Subject: 6th Edition new Tyranid Tactics compilation
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Scuttling Genestealer
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Gloomfang wrote:Got a few things wrong: (lots of good stuff though)
Pros:
10) Mawlocs can not "Jump up" and hit all the units in in buildings (it is still leagal for flyers until they FAQ it.) It is a blast marker and follows all the rules for firing a blast marker at buildings. Blast marker rules state they only hit one level and in the mawloc's case that is the ground level.
20) Space wolves shut down Blessings. They have a 4+ chance to stop any power unsed within 24". Also Eldar have Runes of Warding that make you roll on 3D6 (Like SitW).
10. Note the words blast marker,
Read the mawloc passage again: "All units under the blast marker"
Its not a blast weapon, its not even a shooting attack - so it cannot follow the shooting rules for hitting levels
20. Yes space wolves are still silly. Oh wel;
17) Ripper swarms are better as they are fearless (with no more No-Retreat deaths) and are dirt cheap for the wounds/attacks they have. With Overwatch in place they are the best unit to send in for the charge first. They either get shot (and who cares if they die) or they get into combat and engage the enemy.
Swarms are still vulnerable to instant death and blasts - Autocannons can instant death each base, as do relic blades.. Str 6+ BLAST/Templates cause DOUBLE wounds and INSTANT death. Lack of stealth and weaker cover saves means blasts will land on your swarms much easier.
Plus if you are out of synapse your swarms are pretty much dead. Automatically Appended Next Post: junk wrote:Great list, might want to add that boneswords ignore armor on hammer of wrath attacks, making shrikes the deadliest jump units in the game.
Good one! This is true as far as RAW go.
Hammer of wrath is an attack made at base STR and AP -
Boneswords have no AP but Pg 83.: "No armor saves may be taken against wounds inflicted in close combat by a tyranid with a bonesword..."
So its an AP - attack that you cannot take armor saves against!
GO RAW!!!!!!!!!!
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This message was edited 1 time. Last update was at 2012/07/25 00:11:05
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![[Post New]](/s/i/i.gif) 2012/07/25 04:13:23
Subject: 6th Edition new Tyranid Tactics compilation
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Tough Tyrant Guard
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So when was the last time you saw someone dumping AC shots or battlecannons at a 30pt unit? Honestly? They would do a ton more damage to the gaunts or MCs that are coming up behind the rippers. And everything you just listed would also ID most gaunts.
What really shoots at rippers are lasguns, bolters and flamers. The units are to small to dedicate any real firepower against. And if they do then I get anouther turn with my hitters getting closer.
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This message was edited 2 times. Last update was at 2012/07/25 04:51:24
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![[Post New]](/s/i/i.gif) 2012/07/25 04:29:24
Subject: Re:6th Edition new Tyranid Tactics compilation
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Fireknife Shas'el
All over the U.S.
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On the Pro's, you missed that both the Tyranid Prime and the Parasite of Mortex are IC's and benefit from the new IC rules and Look out Sir as well as the new special rules that allow single models to confer certain rules upon the rest of the models in the units.
Seems like their might be some fun combo's here.
I'm thinking a PoM joined to a unit that can take a spod, add a DoM and maybe some oeys in a Spod...add a Tyrant and there is some real hurt on your opponents front or rear door step come turn 2.
Just an idea.
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This message was edited 1 time. Last update was at 2012/07/25 04:41:04
Officially elevated by St. God of Yams to the rank of Scholar of the Church of the Children of the Eternal Turtle Pie at 11:42:36 PM 05/01/09
If they are too stupid to live, why make them?
In the immortal words of Socrates, I drank what??!
Tau-*****points(You really don't want to know) |
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![[Post New]](/s/i/i.gif) 2012/07/25 04:35:41
Subject: Re:6th Edition new Tyranid Tactics compilation
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Scuttling Genestealer
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focusedfire wrote:On the Pro's, you missed that both the Tyranid Prime and the Parasite of Mrtex are IC's and benefit from the new IC rules and Look out Sir as well as the new special rules that allow single models to confer certain rules upon the rest of the models in the units.
Seems like their might be some fun combo's here.
I'm thinking a PoM joined to a unit that can take a spod, add a DoM and maybe some oeys in a Spod...add a Tyrant and there is some real hurt on your opponents front or rear door step come turn 2.
Just an idea.
Tyrants can roll telekensis for a chance at gate of infinity.... also a fun idea if you plan to do this sort of thing
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![[Post New]](/s/i/i.gif) 2012/07/25 04:45:25
Subject: Re:6th Edition new Tyranid Tactics compilation
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Fireknife Shas'el
All over the U.S.
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Jacko4smackos wrote:focusedfire wrote:On the Pro's, you missed that both the Tyranid Prime and the Parasite of Mrtex are IC's and benefit from the new IC rules and Look out Sir as well as the new special rules that allow single models to confer certain rules upon the rest of the models in the units.
Seems like their might be some fun combo's here.
I'm thinking a PoM joined to a unit that can take a spod, add a DoM and maybe some oeys in a Spod...add a Tyrant and there is some real hurt on your opponents front or rear door step come turn 2.
Just an idea.
Tyrants can roll telekensis for a chance at gate of infinity.... also a fun idea if you plan to do this sort of thing
Nice idea about the GoI.
With the deep striking, I was thinking of using the "2-3 spods arriving on turn 2" to fence the opponents in/line blockers and to also block line of slight.
What do you think?
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This message was edited 1 time. Last update was at 2012/07/25 04:47:49
Officially elevated by St. God of Yams to the rank of Scholar of the Church of the Children of the Eternal Turtle Pie at 11:42:36 PM 05/01/09
If they are too stupid to live, why make them?
In the immortal words of Socrates, I drank what??!
Tau-*****points(You really don't want to know) |
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![[Post New]](/s/i/i.gif) 2012/07/25 04:52:04
Subject: 6th Edition new Tyranid Tactics compilation
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Tough Tyrant Guard
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Also
10. Note the words blast marker,
Read the mawloc passage again: "All units under the blast marker"
Its not a blast weapon, its not even a shooting attack - so it cannot follow the shooting rules for hitting levels
I know it says blast marker. Being a blast marker has nothing to do with being a shooting attack. Spore mines use blast markers to when they explode and that is not a shooting attack. No one seems to think that a collomn of flame erupts from the ground to the sky incinerating all in its path with a spore mine so why should it for a mawloc. It is a model that is replaced by a marker instead of a marker that is replaced by model.
So that passage you cite: "Place a large blast marker over the spot... Every unit under the template suffers..."
So what is a large blast marker (pg6) . Here is the part that agrees with the codex. "A unit takes a hit for every model..."
Ok. So what happens when you use a blast marker in a ruin? (pg100).
"declare the floor you are aiming at... Wounds can only be allocated to the models on the stated level."
So that's cool, I can choose any level right? and I can put the mawloc on any level I choose because I replace the marker with the model at the end.
Except for pg98. Moving within ruins.
"Only Beasts, infantry, jetbikes, skimmers and all types of jump and jet pack units can move on the upper levels of a ruin..." So MCs can't be placed on the upper levels.
That leaves you with the only valid location to place the blast marker that the mawloc will replace on the base level.
But if you still want to let me have that column of S4 flame from my spore mines I am totally cool with that.
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![[Post New]](/s/i/i.gif) 2012/07/25 05:20:02
Subject: 6th Edition new Tyranid Tactics compilation
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Scuttling Genestealer
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Spore mines actually only hit the top level of a ruin, you are thinking of barrage weapons.
Also, the TftD rule is not like any other attack. It is not a shooting attack and it is not an assault attack. Though it uses a blast marker, it is not a "Blast" shooting attack so the rules do not apply.
It is ruled it as the Mawloc hits everything beneath the marker. So I hold the marker above the ruin. Every model between the marker and the ground is hit, as per the TftD rules. Then the Mawloc deepstrikes in and is placed in the ground floor, as per the deepstrike rules.
The mawloc entry is quite clear on this
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![[Post New]](/s/i/i.gif) 2012/07/25 12:07:43
Subject: 6th Edition new Tyranid Tactics compilation
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Tough Tyrant Guard
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Jacko4smackos wrote:Spore mines actually only hit the top level of a ruin, you are thinking of barrage weapons.
Also, the TftD rule is not like any other attack. It is not a shooting attack and it is not an assault attack. Though it uses a blast marker, it is not a "Blast" shooting attack so the rules do not apply.
It is ruled it as the Mawloc hits everything beneath the marker. So I hold the marker above the ruin. Every model between the marker and the ground is hit, as per the TftD rules. Then the Mawloc deepstrikes in and is placed in the ground floor, as per the deepstrike rules.
The mawloc entry is quite clear on this
I'm not talking abut when a biovore shoots. I am talking about when a spore mine drifts into a model. That is also not a shooting attack. That is a "center marker over spore mine" attack. It is only a barrage if you don't scatter. It is about as close to TftD gets as it also happens in the movement phase.
And I understand that TftD is not s shooting attack. Its why it can technically hit flyers. I just don't see where in the Codex it is given an exemption from being resolved like a normal large blast marker.
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![[Post New]](/s/i/i.gif) 2012/07/25 14:04:07
Subject: Re:6th Edition new Tyranid Tactics compilation
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Mindless Spore Mine
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The Mawloc modle is big mayby when they were making it they thought that its so big it can hit everything under the marker even if they are in buildings. I mean if you saw a big ass moster come out of the ground and a build is where it is its going to destroy the building easly
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the swarm is here
Armies
1500 pts.
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![[Post New]](/s/i/i.gif) 2012/07/25 14:22:43
Subject: Re:6th Edition new Tyranid Tactics compilation
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Tough Tyrant Guard
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Elite Master wrote:The Mawloc modle is big mayby when they were making it they thought that its so big it can hit everything under the marker even if they are in buildings. I mean if you saw a big ass moster come out of the ground and a build is where it is its going to destroy the building easly
You can only TftD ruins anyway. Deepstrike rules say that buildings are considered impassable terrain. If you send a mawloc at one you will mishap.
But we are going into the YMDC type stuff and not tactics.
Back on topic:
New tactic is the LW charater when charging high Int. units. Once you make BtB with a Lash Whip the enemy is reduced to I1 for the rest of the assualt. So if you charge with a LW Prime and contact a unit both the model he was in BtB with and (if accepted) the model he challanges goes at I1. Its only 1 extra model, but in some cases that is 20% of the unit.
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![[Post New]](/s/i/i.gif) 2012/07/26 00:39:44
Subject: Re:6th Edition new Tyranid Tactics compilation
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Mindless Spore Mine
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I out fit all my warriors with whips and how does TS give you a 3+ to wound i dont see that in the faq for the nid i dont own rule book can you tell me how
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the swarm is here
Armies
1500 pts.
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