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2014/09/01 01:16:29
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
Boburrito wrote: So how about this 1850 list. It would be pretty fun to play, not sure about its competitiveness though.
HQ:
Hive Tyrant
-Wings, 2 TLD's W/ ESG, ESG
Troops:
30 Termagants
30 Termagants
30 Termagants
30 Termagants
30 Termagants
30 Termagants
(That's all six troop slots filled)
Elites:
Malanthrope
2 Malanthropes
2 Malanthropes
Fast Attack:
Hive Crone
Hive Crone
Hive Crone
Total: 1850
The idea is to force your enemy to either target the FMC's, the 180 OS termagants grabbing points, or the shrouded malanthropes giving themselves 2+ cover saves (they'll definitely be hiding in ruins or something.) Either way they'll have a hard time killing all the termagants but if they don't they'll be outscored unless I draw a ton of "Kill and enemy psyker" cards or something. It's just an idea though and I haven't tried it out yet but it seems like a really cool list that goes with the Tyranid fluff, overwhelming your opponents with an unkillable tide of smaller creatures backed up by larger ones that are even more difficult to take down.
So what do you guys think? What would make it more competitive? What would make it even more Tyranid-ish?
(I editied out the points cost of each category ie; Elites, HQ. Is having the points values as a whole category legal here?)
Looks like a fun list. But it is real short on Synapse...if you trim all the Termagants to x20, you save 240, and that is a second Winged Dakka'rant. You also have little answer for AV13+, some Carnifexen would help there. With that many gribblies, why not run "Endless Swarm"? I've posted a list or two about that a long while ago...
The will of the hive is always the same: HUNGER
2014/09/01 06:04:00
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
I lose a brood of Gargoyles and the Carnifexes, but gain a bullet magnet while 4 Flyrants go airborne to get to troop killing. Ive got tons of tyranid bits to convert a Knight, but it'd have to really look good and not mechanical, which on an all mechanical model is tricky to say the least.
I'd love to see a conversion towards that end. I think I'd prefer 3 Dakkafexes just from a fluff standpoint, although you do lose the gargoyles. At least you'd gain Adrenal Glands.
Do you have any quad-tyrant field experience? I'd also like to know how that goes. I only have the three tyrants currently.
This message was edited 2 times. Last update was at 2014/09/01 07:25:50
2014/09/01 10:36:53
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
I've been running them the past month or so in tourny practice games against the current bike lists/drop pods/hard counters and its been going well. You set up your flight patterns in advance and kill of troops, which is the basic premise. The Carnifexes are not critical and are the preferred bullet magnet, which a Knight would tank better.
DarkStarSabre wrote: Pretty sure you can't outflank the Dakkafex brood with Hive Commander - you're going to be dependent on rolling MoA to do that...
Yep. It is troops only.
I'm going to an rtt in about a week. It has been stressed to me that this is a "friendly" tournament, and I think there are concerns that I might come in and dominated. My main purpose there is to promote our upcoming tournament, so I don't want to leave people feeling out classed. With that in mind, I'm setting piles of restrictions for my list building to make sure that any games I win do not leave negative feelings with my opponent.
Here are my self imposed nerfs.
1) No FMC's at all
2) No Dakkafexes
3) No formations or Lords of war
So I figured I would go with a hoardish list:
Spoiler:
The Swamlord
+ 3 Tyrant Guard
3 Hive Guard <- need something to pop vehicles
Venom
Venom <- My 2 Malan's should arrive on Tuesday, but I won't have them painted in time
It is the highest model count I've ever tried to run in a 2.5 hours per round tourney game. It is fairly light on synapse, but Swarmlord essentially counts as two in a list with this many tarpits.
Loving that list. Please if you have the chance make a batrep.
2014/09/01 13:18:56
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
Go Triple Dakkafex blocking a Zoanthrope, make them one unit so you can move weakened ones to the back for wound allocations, it's far more likely to be relevant at this level of points and you'll be focus firing everything anyway. It will also make a Catalyst / Onslaught roll pretty damn badass
While it is tempting, I'd be a bit worried about what all the Battle Cannons and Wraith Cannons will do to 3 Carnifexes and a Zoanthrope. There's also the huge issue of IB: Feed disabling all shooting capability should the Zoanthrope get taken out early...
Still, appreciate the advice. I'll try a few rounds against my brother (the double Wraithknight fellow) and see how it does. Baring that, I'm probably going to try the Tervigon list or a full blown swarm list with the express goal of running amok with objectives and tarpitting things. I don't know if any of the aforementioned lists would be able to handle a large amount of bodies given the extremely low body count of said lists and the focus on S8+ firepower.
SHUPPET wrote: The scariest list is the second one no matter what you take however
Not to disagree, but what about the second list (Knight + Bikes) in particular makes it the most scary?
Boburrito wrote: So how about this 1850 list. It would be pretty fun to play, not sure about its competitiveness though.
HQ:
Hive Tyrant
-Wings, 2 TLD's W/ ESG, ESG
Troops:
30 Termagants
30 Termagants
30 Termagants
30 Termagants
30 Termagants
30 Termagants
(That's all six troop slots filled)
Elites:
Malanthrope
2 Malanthropes
2 Malanthropes
Fast Attack:
Hive Crone
Hive Crone
Hive Crone
Total: 1850
I love it! Lots of bodies, fairly good synapse coverage thanks to all those Venomthropes, and overall lovely target saturation (lots of T5 wounds and T3 wounds - Tyrant is the only thing that stands out). As far as I can tell, the only problem with its competitiveness (besides the body count and time limits) is anti-armor capability. Once you're out of Tentaclids, you just have the Tyrant and maybe 3 S8 hits a turn from the Crones to crack open AV11+ tanks. Still, that many bodies should be able to hold up for a turn or two against anti-hoard guns and just swamp objectives.
If I had the models (no Malanthropes, not enough Termagants), I'd love to take that to one of our local tournaments.
This message was edited 2 times. Last update was at 2014/09/01 13:30:54
2014/09/01 14:13:14
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
tag8833 wrote: I'm going to an rtt in about a week. It has been stressed to me that this is a "friendly" tournament, and I think there are concerns that I might come in and dominated. My main purpose there is to promote our upcoming tournament, so I don't want to leave people feeling out classed. With that in mind, I'm setting piles of restrictions for my list building to make sure that any games I win do not leave negative feelings with my opponent.
Spoiler:
Here are my self imposed nerfs.
1) No FMC's at all
2) No Dakkafexes
3) No formations or Lords of war
So I figured I would go with a hoardish list:
The Swamlord
+ 3 Tyrant Guard
3 Hive Guard <- need something to pop vehicles
Venom
Venom <- My 2 Malan's should arrive on Tuesday, but I won't have them painted in time
It is the highest model count I've ever tried to run in a 2.5 hours per round tourney game. It is fairly light on synapse, but Swarmlord essentially counts as two in a list with this many tarpits.
Loving that list. Please if you have the chance make a batrep.
I ran it against one of the Tourney Regulars. It was not a close game. He had a Heldrake and Landraider that I would have never killed, but I had most everything else dead or locked in combat by the top of 3 when he Conceded. I outscored him 8-1 in Maelstrom which will be the basis for tourney missions. He killed 20 Gargoyles 15 Hormagants, 19 Termagants, 1 Biovore, 2 Shrikes, and a Hive guard, so my force was mostly intact.
2014/09/01 14:19:06
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
tag8833 wrote: I'm going to an rtt in about a week. It has been stressed to me that this is a "friendly" tournament, and I think there are concerns that I might come in and dominated. My main purpose there is to promote our upcoming tournament, so I don't want to leave people feeling out classed. With that in mind, I'm setting piles of restrictions for my list building to make sure that any games I win do not leave negative feelings with my opponent.
Spoiler:
Here are my self imposed nerfs.
1) No FMC's at all
2) No Dakkafexes
3) No formations or Lords of war
So I figured I would go with a hoardish list:
The Swamlord
+ 3 Tyrant Guard
3 Hive Guard <- need something to pop vehicles
Venom
Venom <- My 2 Malan's should arrive on Tuesday, but I won't have them painted in time
It is the highest model count I've ever tried to run in a 2.5 hours per round tourney game. It is fairly light on synapse, but Swarmlord essentially counts as two in a list with this many tarpits.
Loving that list. Please if you have the chance make a batrep.
I ran it against one of the Tourney Regulars. It was not a close game. He had a Heldrake and Landraider that I would have never killed, but I had most everything else dead or locked in combat by the top of 3 when he Conceded. I outscored him 8-1 in Maelstrom which will be the basis for tourney missions. He killed 20 Gargoyles 15 Hormagants, 19 Termagants, 1 Biovore, 2 Shrikes, and a Hive guard, so my force was mostly intact.
Did the lord get to mangle anything with all those gribblies holding stuff in place? How did you manage to not get it blown off the board?
2014/09/01 14:47:31
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
Wow! thanks for the feed back guys, it really helps when trying to design a list @PineCone
Well, in regards to the lack of synapse, do you think that 20 toughness 5 wounds, hopefully with 2+ cover saves, are too little? All those Malanthropes holding the termagants together can be fairly tricky to kill. Also, removing 60 termagants would kind of take away form the swarm feel wouldn't it? They'd be 33% easier to kill which is not something I want since I'll be depending on their ability to outscore my opponent. Why not take the endless swarm formation? Two reasons: 1. I would have to take hormaguants, that's an extra 90 points for a unit that won't do anything but sit on an objective (atleast termagants can shoot.) 2. They wouldn't be OS anymore which really inhibits their ability to score.
@N.I.B. and Coredump
That sounds like a great idea! I was wondering what to do if my flyrant went down and I think he'd be a prime target since he's my warlord, but switching out a crone and malanthrope for another one might work. The only problem is that now I have even less ways to deal with AV 13+ with 4 less tentaclids than before.
@Strat_N8
Hmm, I pretty much agree with everything you said there, but I don't really want to swap crones for carnifex becuase they're so much easier to kill.
So overall your input has been really helpful and full of creative ideas that could really help this list out! Thank you so much! I'm not sure how this list is going to hold up in my current meta, mostly because I don't even know what my current meta is Like I said, I'm pretty new to 40k and haven't been to my local game stores to see if they do any Warhammer nights or something. I know one of them always has two tables open and dedicated to Warhammer so if I find a few friends then we'll see.
Oh! I would also like to hear your guys' opinions on the Tervigon. I know it got a huge nerf with the new codex and then again in 7th, but it was overpowered before then so maybe it's still a viable unit? Is there anyway to make it competitive? I just love the model! If you can convince your opponent that its spawned termagants are OS, is it good then? After all, the termagants are exactly the same as any other ones in your army and they're still being controlled by the EXACT SAME HIVE MIND so why should they be any different from other ones in your army? Unless the rest of your army is unbound...I really want to use this model if I can but if it's as bad as everybody says it is then maybe it isn't worth taking after all.
This message was edited 1 time. Last update was at 2014/09/01 15:09:41
2014/09/01 15:42:11
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
Most AV13 can be killed from behind by a flyrant. The only real problem for you is multiple landraiders. I would take that chance.
One other potential issue. With 4-5 FMCs, and 180 gaunts.... you need to be a bit careful about your flight plans so that the FMCs can go where you want and still have a place to land. I don't think it will be too much of a problem, as long as you are aware of it and play accordingly.
Oh, and I think NIB's suggestion is better than mine.
2014/09/01 16:13:54
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
@Strat_N8 err I meant the Wraithknight list ! My bad.
I dunno, just try the Fexes I guess I'm not really sure, You are playing against some pretty competitive opposition and I don't think it's possible to deal with everything and I think the Wraithknights are probably going to be the hardest no matter what, at least the Dakkafexes have a better chance against them then many other thing I think, maybe Exocrines is a consideration as well. I'm not going to say it's the best list, I honestly don't have an answer for that one lol, but a good suggestion I think
This message was edited 2 times. Last update was at 2014/09/01 16:17:05
P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it.
2014/09/01 17:05:20
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
Boburrito wrote: Wow! thanks for the feed back guys, it really helps when trying to design a list @PineCone
Well, in regards to the lack of synapse, do you think that 20 toughness 5 wounds, hopefully with 2+ cover saves, are too little? All those Malanthropes holding the termagants together can be fairly tricky to kill. Also, removing 60 termagants would kind of take away form the swarm feel wouldn't it? They'd be 33% easier to kill which is not something I want since I'll be depending on their ability to outscore my opponent. Why not take the endless swarm formation? Two reasons: 1. I would have to take hormaguants, that's an extra 90 points for a unit that won't do anything but sit on an objective (atleast termagants can shoot.) 2. They wouldn't be OS anymore which really inhibits their ability to score.
@N.I.B. and Coredump
That sounds like a great idea! I was wondering what to do if my flyrant went down and I think he'd be a prime target since he's my warlord, but switching out a crone and malanthrope for another one might work. The only problem is that now I have even less ways to deal with AV 13+ with 4 less tentaclids than before.
@Strat_N8
Hmm, I pretty much agree with everything you said there, but I don't really want to swap crones for carnifex becuase they're so much easier to kill.
So overall your input has been really helpful and full of creative ideas that could really help this list out! Thank you so much! I'm not sure how this list is going to hold up in my current meta, mostly because I don't even know what my current meta is Like I said, I'm pretty new to 40k and haven't been to my local game stores to see if they do any Warhammer nights or something. I know one of them always has two tables open and dedicated to Warhammer so if I find a few friends then we'll see.
Oh! I would also like to hear your guys' opinions on the Tervigon. I know it got a huge nerf with the new codex and then again in 7th, but it was overpowered before then so maybe it's still a viable unit? Is there anyway to make it competitive? I just love the model! If you can convince your opponent that its spawned termagants are OS, is it good then? After all, the termagants are exactly the same as any other ones in your army and they're still being controlled by the EXACT SAME HIVE MIND so why should they be any different from other ones in your army? Unless the rest of your army is unbound...I really want to use this model if I can but if it's as bad as everybody says it is then maybe it isn't worth taking after all.
Well, Synapse Hunting is often a local "meta" thing. I generally expect that any Synapse Hunter will eliminate one Synapse a Turn, and I see 4 sources (not models, units) so to my eye I see "No Synapse left on turn 5"
So I advised adding in one more. That should last till turn 6. As to Tervigon. I don't much like her with all the nerfs she is just plain overpriced. I agree that the spawn should be the same as the detachment she is in (and so normally OS) but nerfing Nids, is just what cool people do. I used to suggest "no more than one", now? Can't say I'd suggest one.
If you don't want to trim the gribblies, then I suggest you find the points elsewhere, so you can add one in (Winged Dakka'rant)
The will of the hive is always the same: HUNGER
2014/09/01 18:33:52
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
Troops:
30 Termagants
30 Termagants
30 Termagants
30 Termagants
30 Termagants
30 Termagants
(That's all six troop slots filled)
Elites:
Malanthrope
Malanthrope
2 Malanthropes
Fast Attack:
Hive Crone
Hive Crone
Total: 1850
Ok, I switched out a malanthrope and a crone for another flyrant, giving me more synapse for the two crones.
@Pinecone
Ok, I see what you're saying there. The change that I made to the list above is kinda a double edged sword though. It adds in another source of synapse, hopefully takes some of the pressure off my warlord, but it also makes the malanthropes more vulnerable. Darn! That really sucks about the Tervigons. :( Oh well, maybe I can find a way.
@Coredump
Thanks for the advice! I'd never really thought about flight plans before but it makes a lot of sense and I'll definitely make sure I'm paying attention to it.
So with this list, what do you guys think is more important to take down first; Anti-Air, Anti-MC, or Anti-Infantry. I'm kind of torn between Anti-Infantry and anti-Air. Unless I'm facing cover-save-ignoring opponents I'm not to worried about my Malanthropes, but I guess a wraith knight could ID them.
2014/09/02 00:27:30
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
I would tend to target anti-air first. But.... it also depends on how easy a target is, and how much of it he has.
Glass cannons tend to get targetted first, since it is easy to kill, and greatly reduces his offensive output. But being able to kill a medium-killy target is often better than just wounding a high-killy target.
So I guess my answer is... it depends.
2014/09/02 00:55:34
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
coredump wrote: I would tend to target anti-air first. But.... it also depends on how easy a target is, and how much of it he has.
Glass cannons tend to get targetted first, since it is easy to kill, and greatly reduces his offensive output. But being able to kill a medium-killy target is often better than just wounding a high-killy target.
So I guess my answer is... it depends.
Alright, that's an answer I can accept
So now that I have a list that seems to be ok I can get to the "fun" part. *Looks at the 180 termagants*
2014/09/02 10:03:39
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
Oh! I would also like to hear your guys' opinions on the Tervigon. I know it got a huge nerf with the new codex and then again in 7th, but it was overpowered before then so maybe it's still a viable unit? Is there anyway to make it competitive? I just love the model!
I still like my two Tervigons, though unfortunately their spawning ability is disproportionately feared at our gaming group and as such they tend to get targeted first to deny spawns. I think the best way to run them now without tailoring a list specifically for them is probably with Electroshock Grubs and Crushing Claws to act as a walker deterrent. Apart from that, they have generally seemed to work best for me in a list with a lot of T6 wounds and either a lot of gunbeasts that don't particularly want to get into melee or in a list with a lot of deepstriking threats that need something to both start on the board and oversee "friendly" objectives.
Boburrito wrote: If you can convince your opponent that its spawned termagants are OS, is it good then?
It shouldn't really require any convincing. The exact rule states:
page 48, Tyranid Codex wrote:
A unit spawned by a Tervigon is identical in every way to a Termagant unit chosen from the Troops section of the army list, and is treated as such for all mission special rules.
Emphasis mine. I'm not sure about the wording on the Portaglyph, but the various conjuration powers lack the specification of their summons being identical to their FoC equivalent (they only give the book to find the rules from) and as such said units are "slotless" while spawned Termagants are specifically declared to be identical to a troop Termagant in all respects. Ergo, I would think that would mean in a battle forged list they have objective secured as without it they are not identical to a unit of Termagants chosen as a troop choice.
SHUPPET wrote: @Strat_N8 err I meant the Wraithknight list ! My bad.
I dunno, just try the Fexes I guess I'm not really sure, You are playing against some pretty competitive opposition and I don't think it's possible to deal with everything and I think the Wraithknights are probably going to be the hardest no matter what, at least the Dakkafexes have a better chance against them then many other thing I think, maybe Exocrines is a consideration as well. I'm not going to say it's the best list, I honestly don't have an answer for that one lol, but a good suggestion I think
Ah ok! That makes much more sense. I do know of a way to reliably destroy Wraithknights from experience, main issue is just that the counter isn't quite TAC. Basically, a melee flying Tyrant (Bonesword/Lash Whip, Scything Talons, Toxin) + tarpit absolutely wrecks them, as the Tyrant swings first thanks to the Lash Whip and it has enough attacks that even if it doesn't ID them outright it will still critically damage them. The tarpit insures the Wraithknights can't gang up on the Tyrant and keeps them from being able to shoot on the turn the Tyrant is on the ground. Main problem is, that particular Tyrant configuration is only really good against other monsters and certain characters. He can't do anything to vehicles really, let alone a Knight or flyer.
2014/09/02 10:53:19
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
Yea, and that's what I meant by no matter what, I don't think you can cover everything effectively, and the Wraithknights will always be a problem unless you bring something extremely focused like that. Wraithknights are something I generally just tarpit, I can't see an efficient way of dealing with them at 500 pts... Maybe someone else can help you :/
P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it.
2014/09/02 11:33:55
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
SHUPPET wrote: Yea, and that's what I meant by no matter what, I don't think you can cover everything effectively, and the Wraithknights will always be a problem unless you bring something extremely focused like that. Wraithknights are something I generally just tarpit, I can't see an efficient way of dealing with them at 500 pts... Maybe someone else can help you :/
Well, if it helps at all I am more scared of the Imperial Knights than the Wraithknights. Against the Wraithknights I can at least keep it busy a few turns with some form of Gaunts, but the Imperial Knight... well, to put it bluntly the last time I fought Knights I was up against 4 of them and only managed to do 1 HP the entire game before getting tabled.
2014/09/02 12:41:56
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
I was going to suggest 3 Crones, it's n autowin vs the mech comps, Vektor Strikes for the Wraithknights (you'll still probably lose but meh), however, it's an auto lose vs the Tyrants
Automatically Appended Next Post: I can't see a way of building TAC it's going to be coinflippy as far as the match ups go in my opinion, unless someone a little more insightful than I can see a better way to deal with WKs without sacrificing AT,. I'd just play for the Odds, most of them are rolling mech, build for AT.
This message was edited 3 times. Last update was at 2014/09/02 12:48:07
P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it.
2014/09/02 12:52:14
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
They will never ever make it to CC with a WK, and they can do nothing against the Flyrant/Storm Raven match up except sit there and die. To be honest, Dakkafexes will have the same result, both are an auto lose to the WK unless he messes up, but at least they can shoot down Flyers really well, and at least Crones can reliably ace mech in comparison to Stonecrushers who still suffer mobility and damage application issues. Stonecrushers actually aren't a bad suggestion however, if it's a smaller board they stand a better chance of getting an assault off and they can gak on both mek and WKs. I think you could give them a go, unfortunately they are kind of all or nothing, take 1 and it will get shot down, you have to accept that the Flyer match up is going to be a loss, making it no less coinflippy in the end than 3 Harpys by trading off Flyer coverage for WK coverage, and even then doing AT probably less reliably than the Cromes and performing much worse against the bikes, and any other infantry that might show up.
Automatically Appended Next Post: I do enjoy this conundrum but as it stands I'm unconvinced that there is a way to build TAC in a manner that can at least compete against every opponent at that setting.
Might be worth mentioning that any Tyrant configuration won't be striking first against anyone sensible opponent, as all he has to do is see you are running a decked out melee Flyrant and stick to area terrain to force the Tyrant to hit last. He still may come out on top however.
This message was edited 6 times. Last update was at 2014/09/02 13:27:28
P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it.
2014/09/02 14:52:18
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
In regards to the Wraithknight discussion....I believe that as a Tyranid player, they are a large thorn.
Typically, when fielded in conjunction with Wave Serpents, they are problem because we NEED to deal with the OS transports and the contents, whereas the WK are neither important to most missions or game-breakingly powerful....HOWEVER, when a WK 1 hit kills your Flyrant Turn 1 they shift the game (which is already in Eldar's favor) even more so.
I am of the belief that they need to be ignored. What's they're typical kit, the Sun cannon? 2 shots and 6's ID? Make sure you're in cover with your bigguns or give them nothing else to shoot i.e. if they're shooting at Fliers, chances are better than they're wasting their firepower.
As SHUPPET said, the best way to deal with them is to tarpit them. A small unit of gants in synapse should do just fine. You could try to be more aggressive and psychic scream them to death with Flyrants, but then you're not handling their more important threats...
Just don't be silly and keep their targets in cover, preferably with a Malanthrope/Venomthrope nearby.
2014/09/02 19:39:53
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
A Barbed Hierodule arrived in the mail today. I cleaned the flash and mold lines, and got ready to assemble it, but I'm not sure exactly how to go about it. I have several options.
1) I could magnetize the arms so that I could sub in a 2nd set of Scything Talons, and a 5 part devourer conversion, so that I could swap it between a Barbed and a Scythed Hierodule, even though the Scythed version sucks, It appears easier than expected to magnetize for converting. Has anyone Done this? 2) I could magnetize the Feet to the base. This is for storage. The base is massive, and doesn't fit in my current storage solutions. If I take the base off, I can lay the Hierodule sidways, and he will fit. The problem is, the feet are modelled to fit perfectly to the base, and any attempt to magnetize with sufficiently strong magnets would do quite a bit of damage, and require some green stuff. Thoughts? 3) I could magnetize the legs at the knees. If I glue the leg below the knee to the base, then I can magnetize the Knees allowing me to easily store the beastie. However, doing so means the base has become more onerous to transport because it sticks up more. (already got a permanently mounted ripper). 4) I could glue the thing together, and find a new transport option for it.
I would really appreciate some advice and thoughts from experienced Hierodule owners. What sort of transport solution do you have for your Hierodule? Has anyone tried Magnetizing the Hierodule for conversion between types?
This message was edited 1 time. Last update was at 2014/09/03 07:47:39
2014/09/03 16:27:11
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
tag8833 wrote: A Barbed Hierodule arrived in the mail today. I cleaned the flash and mold lines, and got ready to assemble it, but I'm not sure exactly how to go about it. I have several options.
1) I could magnetize the arms so that I could sub in a 2nd set of Scything Talons, and a 5 part devourer conversion, so that I could swap it between a Barbed and a Scythed Hierodule, even though the Scythed version sucks, It appears easier than expected to magnetize for converting. Has anyone Done this?
2) I could magnetize the Feet to the base. This is for storage. The base is massive, and doesn't fit in my current storage solutions. If I take the base off, I can lay the Hierodule sidways, and he will fit. The problem is, the feet are modelled to fit perfectly to the base, and any attempt to magnetize with sufficiently strong magnets would do quite a bit of damage, and require some green stuff. Thoughts?
3) I could magnetize the legs at the knees. If I glue the leg below the knee to the base, then I can magnetize the Knees allowing me to easily store the beastie. However, doing so means the base has become more onerous to transport because it sticks up more. (already got a permanently mounted ripper).
4) I could glue the thing together, and find a new transport option for it.
I would really appreciate some advice and thoughts from experienced Hierodule owners. What sort of transport solution do you have for your Hierodule? Has anyone tried Magnetizing the Hierodule for conversion between types?
Sorry, I have no experience, but want to toss in 2 cents anyway. Because you plan to do a fair bit of work anyway, one thing I've done, that I'm happy with, is magnet mounting Rippers to the base of my Big Bugs. I use them as Wound counters, rather than laying dice next to things, I remove Rippers from the base.
Totally filled with envy by the way.
The will of the hive is always the same: HUNGER
2014/09/03 17:00:02
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
tag8833 wrote: A Barbed Hierodule arrived in the mail today. I cleaned the flash and mold lines, and got ready to assemble it, but I'm not sure exactly how to go about it. I have several options.
Spoiler:
1) I could magnetize the arms so that I could sub in a 2nd set of Scything Talons, and a 5 part devourer conversion, so that I could swap it between a Barbed and a Scythed Hierodule, even though the Scythed version sucks, It appears easier than expected to magnetize for converting. Has anyone Done this?
2) I could magnetize the Feet to the base. This is for storage. The base is massive, and doesn't fit in my current storage solutions. If I take the base off, I can lay the Hierodule sidways, and he will fit. The problem is, the feet are modelled to fit perfectly to the base, and any attempt to magnetize with sufficiently strong magnets would do quite a bit of damage, and require some green stuff. Thoughts?
3) I could magnetize the legs at the knees. If I glue the leg below the knee to the base, then I can magnetize the Knees allowing me to easily store the beastie. However, doing so means the base has become more onerous to transport because it sticks up more. (already got a permanently mounted ripper).
4) I could glue the thing together, and find a new transport option for it.
I would really appreciate some advice and thoughts from experienced Hierodule owners. What sort of transport solution do you have for your Hierodule? Has anyone tried Magnetizing the Hierodule for conversion between types?
Sorry, I have no experience, but want to toss in 2 cents anyway. Because you plan to do a fair bit of work anyway, one thing I've done, that I'm happy with, is magnet mounting Rippers to the base of my Big Bugs. I use them as Wound counters, rather than laying dice next to things, I remove Rippers from the base.
Pretty good idea. I'm a little tempted to steal it. It would be a fair amount of work, but is certainly a great wound counter. As soon as I get my Malan's, and Barbie painted, and My Tervigon-to-Knight conversion done, I think I'll give it a shot. I would want at least 3mm magnets so that they don't fall off.
2014/09/03 20:51:33
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
tag8833 wrote: A Barbed Hierodule arrived in the mail today. I cleaned the flash and mold lines, and got ready to assemble it, but I'm not sure exactly how to go about it. I have several options.
Spoiler:
1) I could magnetize the arms so that I could sub in a 2nd set of Scything Talons, and a 5 part devourer conversion, so that I could swap it between a Barbed and a Scythed Hierodule, even though the Scythed version sucks, It appears easier than expected to magnetize for converting. Has anyone Done this?
2) I could magnetize the Feet to the base. This is for storage. The base is massive, and doesn't fit in my current storage solutions. If I take the base off, I can lay the Hierodule sidways, and he will fit. The problem is, the feet are modelled to fit perfectly to the base, and any attempt to magnetize with sufficiently strong magnets would do quite a bit of damage, and require some green stuff. Thoughts?
3) I could magnetize the legs at the knees. If I glue the leg below the knee to the base, then I can magnetize the Knees allowing me to easily store the beastie. However, doing so means the base has become more onerous to transport because it sticks up more. (already got a permanently mounted ripper).
4) I could glue the thing together, and find a new transport option for it.
I would really appreciate some advice and thoughts from experienced Hierodule owners. What sort of transport solution do you have for your Hierodule? Has anyone tried Magnetizing the Hierodule for conversion between types?
Sorry, I have no experience, but want to toss in 2 cents anyway. Because you plan to do a fair bit of work anyway, one thing I've done, that I'm happy with, is magnet mounting Rippers to the base of my Big Bugs. I use them as Wound counters, rather than laying dice next to things, I remove Rippers from the base.
Pretty good idea. I'm a little tempted to steal it. It would be a fair amount of work, but is certainly a great wound counter. As soon as I get my Malan's, and Barbie painted, and My Tervigon-to-Knight conversion done, I think I'll give it a shot. I would want at least 3mm magnets so that they don't fall off.
Word, I keep a metal ruler to stick them to, so I don't lose 'em.
The will of the hive is always the same: HUNGER
2014/09/03 23:59:02
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)