Phostoukosmou wrote:I have played 5 games with the nids in 6th editioni. I am 5-0 and have tabled every oppopnent in round 4 or earlier.
I played Tau, Orks, Space Marines, and Eldar.
Some thoughts from a noob....
Those armies are typically easier (for me at least...) with Tyranids. If you are curious about Tyranids in tournament play then you need to run against real competitive lists...necrons, daemons,
SW,
IG etc. It sounds like you've got the gist of things, but I might add that a lot of times having more of stuff pays off more than higher quality. Try and keep stuff simple and to the point. For example I always run 1 tervi as purely support and go for more powers while on another I run only one power but with
cc. Sometimes I just run them with
TS &
AG and be done with it. If you run 3 of them that way the gaunts will be able to overwhelm nearly everything and have a good anvil troop section that makes building the rest of the army a lot easier due to the target saturation, synapse, etc.
I noticed you didn't mention anything about biovores, but they work quite well. They are cheap and are great against infantry. This is awesome as it frees up your devourers more and allows them to pick off light armor, flyers, or more elite units. Typically people roll with biomancy as their powers and hope for iron arm....it's just too perfect for what Tyranid
MC's do, which is soak up a hell of a lot of fire. I also like running x2 devourers on hive tyrants (both flyrants and with a shell) instead of the
LW &
BS. All that firepower is really strong (He only gets 4 S6 swings in
cc) and it makes the tyrant much harder to avoid. Also you are still going to beat most things in
cc just let the
SL or gants handle the superstars that your opponent brings.
Oh and the
SL is great, but if you decide to roll for iron arm then only bring 1 guard as the unit will be majority toughness and it saves you another 110+ points. One great combo here is to add a
LW &
BS Prime to the unit. This gives the unit 3 models with T7-9 and you can have both the prime protect the
SL in certain challenges (think about
MSS).
In my opinion the Tyranids have a lot of shooting capabilities that are often overlooked by newer players who are focusing too much on the older style of the nids. It's not that Tyranids can't stomp face in
cc, but that's only half of the game. In my opinion it takes a good balance (if not leaning a little to the shooty side...but that's taste) to make Tyranids work well in the current meta.
Hope some of this helps...good luck.