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Made in au
Dakka Veteran





 D6Damager wrote:
 H.B.M.C. wrote:
Shooting gunline 'Nid beasts:

Kronos or Jormungandr?


if playing for fun then choose the paint scheme you would rather paint.

If playing competitively then choose Kronos. The reason why is Iron Warriors + Auspex Scan completely negate any Jormungandr advantages and you will see IW at tournaments in droves for the foreseeable future as its now a looooooong wait to Chapter Approved 2020 or 9th edition before a potential nerf (if any).





On one hand you're right, on the other hand, Jorm also gets the option to completely ignore cover from things like the Raven Guard match up and do it back to em. I still think you're probably right, and Kronos is ahead for the reason that our Hive Fleet trait is important and just having it entirely cancelled in some match ups would suck, just pointing this out.


Automatically Appended Next Post:
 Strat_N8 wrote:
 H.B.M.C. wrote:
Shooting gunline 'Nid beasts:

Kronos or Jormungandr?


Depends on what your shooting beasts are. Kronos is best for mostly-static fire support with good range (Hive Guard, Biovores, Exocrine, Rupture Cannon Tyrannofex, Biocannon Carnifex/Tyrant) since you loose the perk when you move. If you have a lot of short-range shooters (Dakkafex/DakkaTyrant, Termagants, Thornback, Shockguard, Warriors, Sporocyst with Deathspitters, Tyrannofex with Acid Spray/Fleshborer Hive) Jormungandr will generally do better since units can still move into firing range and still benefit from the trait. The added durability is also nice for these units, since they have to expose themselves to more fire than their long ranged counterparts.

This is flat out wrong imo. The absolute last thing you want for a unit with 18" range, assault weapons, and bonuses that you can take to advancing, is to be walking up the field. Even a single turn's difference is a turn of firepower you don't have to weather and an extra turn of shooting they do. You want things like Tyrannofex and Dakkafex, Thornback etc to be Kraken, no exceptions.


Automatically Appended Next Post:
 Ratius wrote:
Got around to reading the Nid rules in battle for baal.

Is it me or are 90% of them total trash? And I do mean trash.
Out of two pages of stratagems, 2 pages of physiologies and a page of artifacts I can pick maybe 5 that are decent or semi competitive.

The rest I was sort of agog at. Considering what SMs and Eldar got its a bit depressing =/


It's you.

We got more than any other faction so far, except for stuff like BA, and we knew they'd be getting brought in line with the SM dex eventually they just bundled it into the PA book. Plenty of great rules for us.

This message was edited 3 times. Last update was at 2020/01/13 21:07:46


 
   
Made in us
Brainy Biophagus Brewing Potent Chemicals






 Nitro Zeus wrote:

This is flat out wrong imo. The absolute last thing you want for a unit with 18" range, assault weapons, and bonuses that you can take to advancing, is to be walking up the field. Even a single turn's difference is a turn of firepower you don't have to weather and an extra turn of shooting they do. You want things like Tyrannofex and Dakkafex, Thornback etc to be Kraken, no exceptions.


That's fair. I was thinking mostly from a perspective of the two fleets. Most of my experiences with Kronos is that they don't do the close range shooting very well because of the necessity of movement while Jormungandr is reasonable at it (mostly thinking from the perspective of infantry admittedly, but Jormungandr Carni spam was popular for a little while).



   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Say it was a spearhead detachment (the main one being Kraken) that had Hive Guard, Dakkafexes and an Exocrine. And would Sporocysts benefit from Hive Fleet abilities?

Trying to figure out if +1 to saves or re-roll 1's is better there...

This message was edited 1 time. Last update was at 2020/01/13 22:15:28


Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
Brainy Biophagus Brewing Potent Chemicals






If it is working in conjunction with Kraken I'd advise Kronos (as mentioned prior). Jormungandr doesn't play very well with other Hive Fleets in my experience (either breaks your target saturation or doesn't have enough points allocated to use to the fullest).

As Nitro Zeus said, probably put the Carnifexes in your existing Kraken detachment and see about squeezing in another Exocrine or some Biovores to fill the rest of the heavy slots.
   
Made in no
Rogue Grot Kannon Gunna






I had one tryout game directly after BoB dropped and went full combo on a exocrine on Kronos with symbiostorm and the +D3 MW . Very situational, but that thing MURDER scouts and primaris MSU
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

 Strat_N8 wrote:
As Nitro Zeus said, probably put the Carnifexes in your existing Kraken detachment and see about squeezing in another Exocrine or some Biovores to fill the rest of the heavy slots.
I did just order two more Exocrine kits... so I could do three!

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in ie
Norn Queen






Dublin, Ireland

It's you.


I got over my knee jerking and have laid out thoughts below.

Spoiler:
Resonance barb – B+

Very useful to put on level 1 psykers. Less useful on level 2s.

The +1 to cast is a welcome bonus.

Xeno acid – C+

Situational - you need to have talons equipped and put it on a model with a high number of attacks to maximise the benefits (and then of course actually make it into HtH).

Venom parasite – B+

On a good weapons platform a very good ability. Decreases the swingyness of those weapons.

Pathogenesis – B

Pretty decent. The extra range is nice in a gunline and free rerolls are always welcome.

Arach gland – C-

Meh. Nids usually have enough movement enchancing shenanigans as it is.

Bio artifacts – Overall a solid B.


Grasping tendrils – E

Requires a Toxi tax, for it to be in HtH, cant lock down units with min moves, can fail on a 1-2 and simply denies a fallback move? Junk.

Why not make this applicable to any Nid unit?

Symbiotic devastation – B+

Does what it says on the tin. Nice and cheap too for 1CP.

Surprise ambush – C+

Quite a nice ability but limited to Lictors only hence the C+. Lictor also has to be in terrain or deepstriking which limits it further.

Why not allow it on any units and make it say 2 CP?

Feral instincts – C

Hormies are still sub optimal imo. An ok ability if you can get it stacking with some of the other –AP abilities but again situational.

Why limit to Hormies?

Feeding the hunger - D

Gets a D because its limited to the dire Haruspex.

Again why not make it army wide?

Unexpected incursion – B

Pretty decent actually. On a 4+ 3 mortal wounds dealt for 1CP.

Pity it cant stack by spending more points to allow more Mawlocs to do it.

Buried threats – B

For 1CP not bad. Rippers due to size can be hard to hit anyway so increasing that survivability is always welcome.

Savage distraction – A

Used correctly this could be great. And very cheap too for 1CP.

Hive instinct – D

Requires an enemy unit to be in HtH with synapse creatures only, only works if you target said enemy unit and allows an extra dice?

Very meh. If your synapse units are getting caught in HtH, you have bigger problems than this.

Unyielding chitin – B

Decent because its cheap.

But again why limit it to Warriors? Make it army wide unit-wise.

Encephalic diffusion - D

Needs a maleceptor tax, only 6” range and costs 2 CP? Junk.

Aggressive adaptation – B

Pretty decent and cheap.

Synaptic channeling – B

Does what it says on the tin. Tactically quite useful.

Skyswarm fusilade – C

Gargs. Pistols. Nothing else? Meh.

Psychic fissure – A-

Gets the minus because its limited to 12” but very nice.

Hunters drive – B-

Again, Nids usually have enough movement abilities so situational.

Stratagems – Overall probably a C. Very frustrating that many of them weren’t made army-wide or tweaked slightly for more tactical use. Their biggest advantage is that they are mostly very cheap at 1CP.

Worst point is that many of them are too situational.


Adaptive Exoskeleton – B

Decent but again why not army-wide? Deathskulls get this + extra bonuses, so do Eldar, IH have it baked in too.

Frustrating that its limited to fairly poor gribblies.

Bestial Nature - E

+2 attacks in the lowest wound bracket? You wont be hitting anyway…..

Junk.

Bio-metallic Cysts – B-

Decent if you can get it to stack with other abilities but again require scythes to use.

Biosphere Consumption – B

Good for gunline monsters. But once again…..why not make this army wide?

Cranial Channelling – C-

A single reroll a psychic turn? Can only reroll the full result and not individual dice? Meh

Feeding Frenzy – B-

Decent but with HtH in general being in a bad place, will require a specific build - situational.

Horror from Beyond - C

Why limited to monsters (again)?

Hypermetabolic Acceleration - B

Pretty decent.

Membranous Mobility – C+

Could be very good if Gargs get off their blinding venom but again…..too situational. Also limited to fly units only.

Metamorphic Regrowth - B

Not bad to be fair.

Morphic Sinews – B-

Good for Nidzillas.

Pack Hunters – B-

Again, good if you can get it stacking with other –AP abilities. Poor if not.

Prey-sight – A

Very good.

Senses of the Outer Dark – A

Very very good.

Shrewd Predators – C

Possibly useful in certain circumstances but not enough to justify it as a choice.

Sporemist Spines – C

See above.

Synaptic Augmentation – C+

Decent but limited to 6” and a single reroll isnt that good. If it stacks slightly better.


Adapations – Overall a C to a B. Again they just didn’t go far enough compared to what else is currently out there. Several of them also don’t synergise well for an “overall army build”. One may be good in sitation X but the second dosent help at all. One might be good in situation Y but the second is not etc.

They don’t seem to be built with any over arching themes in mind which is frustrating.



Enhanced Resistance – B

Decent considering the marine –AP meta currently.

Adrenal Webs – C

2d6 make it much too swingy. Why not just make it a flat 6.

Abhorrent Pheremones – B-

Pretty good but needs to have other abilities stacked for maximum effect.

Dynamic Camouflage – B-

Decent.

Unnatural Reactions – B

Decent.

Dermic Symbiosis – A

Very good ability considering many monsters don’t have any inv.

Voracious Ammunition – B-

Could be decent to finish off a unit but hardly game changing.

Synaptic Enhancement – B

Pretty good. More SitW never hurts.

Murderous Size – B -

Useful on the right weapons platform.

Physiologies – Overall a B. Considering Nid warlord traits are relatively poor with a few exceptions – most of these are fairly solid and useable.

Dman137 wrote:
goobs is all you guys will ever be

By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.

"Feelin' goods, good enough". 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

3 Exocrines + Malanthrope + Kronos.

Overkill?

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in fr
Mekboy Hammerin' Somethin'






Honestly I play orks and nids, and i still feel orks are currently vasty superior to nids (even to nids + GSC) in most of the current meta's MUs. Orks haven't even had their PA yet, whereas nids have...
I tired everything "usable" (there honeslty isn't much) in Ratius's list, and it all seems very limited. The huge thing here is the -1 damage to tyranid warriors and the ignore ap1 and ap2, making 12 or 18 (6 will not have adaptive trit but that is ok, you can catalyse them to compensate) very hard to shift.

The rest has severe limitations, even the kronos psychic power falls flat on its face when you have -1 to hit. The maleceptor strat is good but the CP and point investment, after a few games, makes you wonder if 1 cp for that strat would not have been better game design. Mawloc strat, if you have a few gen cult snipers, or a few biovores, is pretty good to take down some stuff but slightly unreliable, and some armies can zone him out. Might be really good during the last game of a tournament when your opponent will be tired, forget about that 104 point model, and expose a few characters to good old MawMaw (actually my cat's name hah hah, I wasn't even the one to give him that name)

A to custom hive fleets, well at first you think a small batallion of this or a small spearhead of that might be good, but then you realise you are just better off with gen cult stuff, which brings more to the table than any custom hive fleet might bring. Perhaps 6++ for 300 model gaunt carpets can do some work but who on earth wants to move 300 models around ??

What I am really pissed off about is that nids got better a shooting with tha kronos buff, and shooting MCs can now withstand some shooting so they can return fire better, but nids got nothing to make them worthwhile as an assault army. hell I even bought another toxicrene when the rumors on BoB dropped, and painted it and all... i wanted to believe ! If toxi drops to like 90 points, perhaps 100 points, we will see some play with that strat. but unitil then...

If we had OOE or swarmy still capable of damage 4 attacks, at least we coul have had something for assault centurions. But GW said no, go fluff yourself npc faction players

This message was edited 4 times. Last update was at 2020/01/16 10:06:11


Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in us
Lone Wolf Sentinel Pilot






Texas

Thoughts on this. Trying to go for a pure melee list making use of all the new Blood of Baal stuff.

Spoiler:

Blood of Baal Bug Rush!
++ Battalion Detachment +5CP (Tyranids) [50 PL, 8CP, 923pts] ++
+ No Force Org Slot [8CP] +
Battle-forged CP [3CP]
Detachment CP [5CP]

Hive Fleet Getrekticus, Hive Adaptations Bio-metallic Cysts; Pack Hunters

+ HQ [10 PL, 161pts] +
Neurothrope [4 PL, 90pts]
Bio-Artefact: Resonance Barb

Tyranid Prime [6 PL, 71pts]: Adrenal Glands [1pts], 2x Scything Talons

+ Troops [27 PL, 474pts] +

Hormagaunts [9 PL, 168pts]
. 28x Hormagaunt [168pts]: 28x Adrenal Glands [28pts]

Hormagaunts [9 PL, 180pts]
. 30x Hormagaunt [180pts]: 30x Adrenal Glands [30pts]

Tyranid Warriors [9 PL, 126pts]
. Tyranid Warrior [21pts]: Adrenal Glands [1pts], 2x Scything Talons
. Tyranid Warrior [21pts]: Adrenal Glands [1pts], 2x Scything Talons
. Tyranid Warrior [21pts]: Adrenal Glands [1pts], 2x Scything Talons
. Tyranid Warrior [21pts]: Adrenal Glands [1pts], 2x Scything Talons
. Tyranid Warrior [21pts]: Adrenal Glands [1pts], 2x Scything Talons
. Tyranid Warrior [21pts]: Adrenal Glands [1pts], 2x Scything Talons

+ Elites [13 PL, 288pts] +

Hive Guard [13 PL, 288pts]
. Hive Guard [48pts]: Impaler Cannon [30pts]
. Hive Guard [48pts]: Impaler Cannon [30pts]
. Hive Guard [48pts]: Impaler Cannon [30pts]
. Hive Guard [48pts]: Impaler Cannon [30pts]
. Hive Guard [48pts]: Impaler Cannon [30pts]
. Hive Guard [48pts]: Impaler Cannon [30pts]

++ Spearhead Detachment +1CP (Tyranids) [69 PL, 1,077pts] ++
+ No Force Org Slot [1CP] +
Detachment CP [1CP]
Hive Fleet Gitgudimus, Hive Adaptations: Prey-sight; Senses of the Outer Dark

+ HQ [11 PL, 215pts] +
Hive Tyrant [11 PL, 215pts]: 2x Monstrous Scything Talons [20pts], Adrenal Glands [5pts], Warlord, Wings [2 PL, 47pts]

+ Heavy Support [58 PL, 862pts] +

Carnifexes [18 PL, 261pts]
. Carnifex [87pts]: 2x Monstrous Scything Talons [15pts], Adrenal Glands [5pts]
. Carnifex [87pts]: 2x Monstrous Scything Talons [15pts], Adrenal Glands [5pts]
. Carnifex [87pts]: 2x Monstrous Scything Talons [15pts], Adrenal Glands [5pts]

Carnifexes [18 PL, 261pts]
. Carnifex [87pts]: 2x Monstrous Scything Talons [15pts], Adrenal Glands [5pts]
. Carnifex [87pts]: 2x Monstrous Scything Talons [15pts], Adrenal Glands [5pts]
. Carnifex [87pts]: 2x Monstrous Scything Talons [15pts], Adrenal Glands [5pts]

Exocrine [11 PL, 170pts]
Exocrine [11 PL, 170pts]

++ Total: [119 PL, 8CP, 2,000pts] ++



This list hopefully utilizes the new Adaptations to good effect for each detachment. The Hive Fleet Getrekticus battalion rushes the Prime, Warriors and Hormagaunt units forward, scampering up the table to engage as quickly as possible to sink the shiny new AP-1/-2 scything talons into everything in sight. Drop Feral Instincts on a big hormie unit for some AP-3 lulz. Consume everything in your path! The Neurothrope sits back and provides psychic support for the Hive Guard (which, while unchanged, are still very good at what they do). Smash captain gets too close? Cook him down with a Smite – you know the routine. Hive Fleet Gitgudimus has the warlord forsake his Warlord Trait for Adaptive Physiology and spends a CP for a second one. Either give both Exocrines a 5++ or give one the 5++ and the other SYNAPSE if you feel like you can pull off Hunter’s Drive to boost a unit of Carnies into a tasty target. The Carnifexes bowling ball forward, supported by the Hive Tyrant. Apply Savage Distraction when appropriate and Aggressive Adaptation the first time each unit makes a kill.

10000+
10000+
8500+
3000+
8000+
3500+ IK Plus 1x Warhound, Reaver, Warlord Titans

DakkaSwap Successful Transactions: cormadepanda, pretre x3, LibertineIX, Lbcwanabe, privateer4hire, Cruentus (swap), Scatwick2 (swap), boneheadracer (swap), quickfuze (swap), Captain Brown (swap) x2, luftsb, Forgottonson, WillvonDoom, bocatt (swap)

*I'm on Bartertown as Dynas 
   
Made in au
Dakka Veteran





 Ratius wrote:
It's you.


I got over my knee jerking and have laid out thoughts below.

Spoiler:
Resonance barb – B+

Very useful to put on level 1 psykers. Less useful on level 2s.

The +1 to cast is a welcome bonus.

Xeno acid – C+

Situational - you need to have talons equipped and put it on a model with a high number of attacks to maximise the benefits (and then of course actually make it into HtH).

Venom parasite – B+

On a good weapons platform a very good ability. Decreases the swingyness of those weapons.

Pathogenesis – B

Pretty decent. The extra range is nice in a gunline and free rerolls are always welcome.

Arach gland – C-

Meh. Nids usually have enough movement enchancing shenanigans as it is.

Bio artifacts – Overall a solid B.


Grasping tendrils – E

Requires a Toxi tax, for it to be in HtH, cant lock down units with min moves, can fail on a 1-2 and simply denies a fallback move? Junk.

Why not make this applicable to any Nid unit?

Symbiotic devastation – B+

Does what it says on the tin. Nice and cheap too for 1CP.

Surprise ambush – C+

Quite a nice ability but limited to Lictors only hence the C+. Lictor also has to be in terrain or deepstriking which limits it further.

Why not allow it on any units and make it say 2 CP?

Feral instincts – C

Hormies are still sub optimal imo. An ok ability if you can get it stacking with some of the other –AP abilities but again situational.

Why limit to Hormies?

Feeding the hunger - D

Gets a D because its limited to the dire Haruspex.

Again why not make it army wide?

Unexpected incursion – B

Pretty decent actually. On a 4+ 3 mortal wounds dealt for 1CP.

Pity it cant stack by spending more points to allow more Mawlocs to do it.

Buried threats – B

For 1CP not bad. Rippers due to size can be hard to hit anyway so increasing that survivability is always welcome.

Savage distraction – A

Used correctly this could be great. And very cheap too for 1CP.

Hive instinct – D

Requires an enemy unit to be in HtH with synapse creatures only, only works if you target said enemy unit and allows an extra dice?

Very meh. If your synapse units are getting caught in HtH, you have bigger problems than this.

Unyielding chitin – B

Decent because its cheap.

But again why limit it to Warriors? Make it army wide unit-wise.

Encephalic diffusion - D

Needs a maleceptor tax, only 6” range and costs 2 CP? Junk.

Aggressive adaptation – B

Pretty decent and cheap.

Synaptic channeling – B

Does what it says on the tin. Tactically quite useful.

Skyswarm fusilade – C

Gargs. Pistols. Nothing else? Meh.

Psychic fissure – A-

Gets the minus because its limited to 12” but very nice.

Hunters drive – B-

Again, Nids usually have enough movement abilities so situational.

Stratagems – Overall probably a C. Very frustrating that many of them weren’t made army-wide or tweaked slightly for more tactical use. Their biggest advantage is that they are mostly very cheap at 1CP.

Worst point is that many of them are too situational.


Adaptive Exoskeleton – B

Decent but again why not army-wide? Deathskulls get this + extra bonuses, so do Eldar, IH have it baked in too.

Frustrating that its limited to fairly poor gribblies.

Bestial Nature - E

+2 attacks in the lowest wound bracket? You wont be hitting anyway…..

Junk.

Bio-metallic Cysts – B-

Decent if you can get it to stack with other abilities but again require scythes to use.

Biosphere Consumption – B

Good for gunline monsters. But once again…..why not make this army wide?

Cranial Channelling – C-

A single reroll a psychic turn? Can only reroll the full result and not individual dice? Meh

Feeding Frenzy – B-

Decent but with HtH in general being in a bad place, will require a specific build - situational.

Horror from Beyond - C

Why limited to monsters (again)?

Hypermetabolic Acceleration - B

Pretty decent.

Membranous Mobility – C+

Could be very good if Gargs get off their blinding venom but again…..too situational. Also limited to fly units only.

Metamorphic Regrowth - B

Not bad to be fair.

Morphic Sinews – B-

Good for Nidzillas.

Pack Hunters – B-

Again, good if you can get it stacking with other –AP abilities. Poor if not.

Prey-sight – A

Very good.

Senses of the Outer Dark – A

Very very good.

Shrewd Predators – C

Possibly useful in certain circumstances but not enough to justify it as a choice.

Sporemist Spines – C

See above.

Synaptic Augmentation – C+

Decent but limited to 6” and a single reroll isnt that good. If it stacks slightly better.


Adapations – Overall a C to a B. Again they just didn’t go far enough compared to what else is currently out there. Several of them also don’t synergise well for an “overall army build”. One may be good in sitation X but the second dosent help at all. One might be good in situation Y but the second is not etc.

They don’t seem to be built with any over arching themes in mind which is frustrating.



Enhanced Resistance – B

Decent considering the marine –AP meta currently.

Adrenal Webs – C

2d6 make it much too swingy. Why not just make it a flat 6.

Abhorrent Pheremones – B-

Pretty good but needs to have other abilities stacked for maximum effect.

Dynamic Camouflage – B-

Decent.

Unnatural Reactions – B

Decent.

Dermic Symbiosis – A

Very good ability considering many monsters don’t have any inv.

Voracious Ammunition – B-

Could be decent to finish off a unit but hardly game changing.

Synaptic Enhancement – B

Pretty good. More SitW never hurts.

Murderous Size – B -

Useful on the right weapons platform.

Physiologies – Overall a B. Considering Nid warlord traits are relatively poor with a few exceptions – most of these are fairly solid and useable.

There is LOTS of good stuff in the PA book for us.

https://www.goonhammer.com/blood-of-baal-the-goonhammer-review-part-2-tyranids/

I was going to do a rundown but it doesn't differ significantly enough from this one to bother, so have a read through.
   
Made in fr
Mekboy Hammerin' Somethin'






Lots of decent stuff for « comp but not not too comp » play certainly.
High level player tournament where everyone brings the absolute best stuff they can lay their (iron) hands on ? Then it is « some good stuff ». Honestly...

This message was edited 1 time. Last update was at 2020/01/16 22:32:21


Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in au
Dakka Veteran





I have no idea what those « » symbols are meant to mean. Can we just use our words?
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

No spore cysts on the 6 Carnifexes?

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in gb
Huge Hierodule






Nottingham (yay!)

I just switched out my Rupturefex for an Exocrine played by one of my bespoke beasties, and holy mackerel are my Soace Marine problems over

That new counts as stationary strat, 5++ adaptation, and the Resonance Barb were enough to win me my game against Smurfs today

   
Made in no
Rogue Grot Kannon Gunna






The thing is eventually IH, RG and IF will be nerfed eventually, my bets are on after LVO, and than everyone can have a chance again.


Automatically Appended Next Post:
BTW Nitro, the list we were discussing, is the PERFECT anti possesed bomb...

This message was edited 1 time. Last update was at 2020/01/17 07:23:16


 
   
Made in it
Longtime Dakkanaut





 Dynas wrote:
Thoughts on this. Trying to go for a pure melee list making use of all the new Blood of Baal stuff.

Spoiler:

Blood of Baal Bug Rush!
++ Battalion Detachment +5CP (Tyranids) [50 PL, 8CP, 923pts] ++
+ No Force Org Slot [8CP] +
Battle-forged CP [3CP]
Detachment CP [5CP]

Hive Fleet Getrekticus, Hive Adaptations Bio-metallic Cysts; Pack Hunters

+ HQ [10 PL, 161pts] +
Neurothrope [4 PL, 90pts]
Bio-Artefact: Resonance Barb

Tyranid Prime [6 PL, 71pts]: Adrenal Glands [1pts], 2x Scything Talons

+ Troops [27 PL, 474pts] +

Hormagaunts [9 PL, 168pts]
. 28x Hormagaunt [168pts]: 28x Adrenal Glands [28pts]

Hormagaunts [9 PL, 180pts]
. 30x Hormagaunt [180pts]: 30x Adrenal Glands [30pts]

Tyranid Warriors [9 PL, 126pts]
. Tyranid Warrior [21pts]: Adrenal Glands [1pts], 2x Scything Talons
. Tyranid Warrior [21pts]: Adrenal Glands [1pts], 2x Scything Talons
. Tyranid Warrior [21pts]: Adrenal Glands [1pts], 2x Scything Talons
. Tyranid Warrior [21pts]: Adrenal Glands [1pts], 2x Scything Talons
. Tyranid Warrior [21pts]: Adrenal Glands [1pts], 2x Scything Talons
. Tyranid Warrior [21pts]: Adrenal Glands [1pts], 2x Scything Talons

+ Elites [13 PL, 288pts] +

Hive Guard [13 PL, 288pts]
. Hive Guard [48pts]: Impaler Cannon [30pts]
. Hive Guard [48pts]: Impaler Cannon [30pts]
. Hive Guard [48pts]: Impaler Cannon [30pts]
. Hive Guard [48pts]: Impaler Cannon [30pts]
. Hive Guard [48pts]: Impaler Cannon [30pts]
. Hive Guard [48pts]: Impaler Cannon [30pts]

++ Spearhead Detachment +1CP (Tyranids) [69 PL, 1,077pts] ++
+ No Force Org Slot [1CP] +
Detachment CP [1CP]
Hive Fleet Gitgudimus, Hive Adaptations: Prey-sight; Senses of the Outer Dark

+ HQ [11 PL, 215pts] +
Hive Tyrant [11 PL, 215pts]: 2x Monstrous Scything Talons [20pts], Adrenal Glands [5pts], Warlord, Wings [2 PL, 47pts]

+ Heavy Support [58 PL, 862pts] +

Carnifexes [18 PL, 261pts]
. Carnifex [87pts]: 2x Monstrous Scything Talons [15pts], Adrenal Glands [5pts]
. Carnifex [87pts]: 2x Monstrous Scything Talons [15pts], Adrenal Glands [5pts]
. Carnifex [87pts]: 2x Monstrous Scything Talons [15pts], Adrenal Glands [5pts]

Carnifexes [18 PL, 261pts]
. Carnifex [87pts]: 2x Monstrous Scything Talons [15pts], Adrenal Glands [5pts]
. Carnifex [87pts]: 2x Monstrous Scything Talons [15pts], Adrenal Glands [5pts]
. Carnifex [87pts]: 2x Monstrous Scything Talons [15pts], Adrenal Glands [5pts]

Exocrine [11 PL, 170pts]
Exocrine [11 PL, 170pts]

++ Total: [119 PL, 8CP, 2,000pts] ++



This list hopefully utilizes the new Adaptations to good effect for each detachment. The Hive Fleet Getrekticus battalion rushes the Prime, Warriors and Hormagaunt units forward, scampering up the table to engage as quickly as possible to sink the shiny new AP-1/-2 scything talons into everything in sight. Drop Feral Instincts on a big hormie unit for some AP-3 lulz. Consume everything in your path! The Neurothrope sits back and provides psychic support for the Hive Guard (which, while unchanged, are still very good at what they do). Smash captain gets too close? Cook him down with a Smite – you know the routine. Hive Fleet Gitgudimus has the warlord forsake his Warlord Trait for Adaptive Physiology and spends a CP for a second one. Either give both Exocrines a 5++ or give one the 5++ and the other SYNAPSE if you feel like you can pull off Hunter’s Drive to boost a unit of Carnies into a tasty target. The Carnifexes bowling ball forward, supported by the Hive Tyrant. Apply Savage Distraction when appropriate and Aggressive Adaptation the first time each unit makes a kill.


Update your battlescribe, those warriors and exocrines cost less than that.
   
Made in se
Fresh-Faced New User




 Dynas wrote:
Thoughts on this. Trying to go for a pure melee list making use of all the new Blood of Baal stuff.

Spoiler:

Blood of Baal Bug Rush!
++ Battalion Detachment +5CP (Tyranids) [50 PL, 8CP, 923pts] ++
+ No Force Org Slot [8CP] +
Battle-forged CP [3CP]
Detachment CP [5CP]

Hive Fleet Getrekticus, Hive Adaptations Bio-metallic Cysts; Pack Hunters

+ HQ [10 PL, 161pts] +
Neurothrope [4 PL, 90pts]
Bio-Artefact: Resonance Barb

Tyranid Prime [6 PL, 71pts]: Adrenal Glands [1pts], 2x Scything Talons

+ Troops [27 PL, 474pts] +

Hormagaunts [9 PL, 168pts]
. 28x Hormagaunt [168pts]: 28x Adrenal Glands [28pts]

Hormagaunts [9 PL, 180pts]
. 30x Hormagaunt [180pts]: 30x Adrenal Glands [30pts]

Tyranid Warriors [9 PL, 126pts]
. Tyranid Warrior [21pts]: Adrenal Glands [1pts], 2x Scything Talons
. Tyranid Warrior [21pts]: Adrenal Glands [1pts], 2x Scything Talons
. Tyranid Warrior [21pts]: Adrenal Glands [1pts], 2x Scything Talons
. Tyranid Warrior [21pts]: Adrenal Glands [1pts], 2x Scything Talons
. Tyranid Warrior [21pts]: Adrenal Glands [1pts], 2x Scything Talons
. Tyranid Warrior [21pts]: Adrenal Glands [1pts], 2x Scything Talons

+ Elites [13 PL, 288pts] +

Hive Guard [13 PL, 288pts]
. Hive Guard [48pts]: Impaler Cannon [30pts]
. Hive Guard [48pts]: Impaler Cannon [30pts]
. Hive Guard [48pts]: Impaler Cannon [30pts]
. Hive Guard [48pts]: Impaler Cannon [30pts]
. Hive Guard [48pts]: Impaler Cannon [30pts]
. Hive Guard [48pts]: Impaler Cannon [30pts]

++ Spearhead Detachment +1CP (Tyranids) [69 PL, 1,077pts] ++
+ No Force Org Slot [1CP] +
Detachment CP [1CP]
Hive Fleet Gitgudimus, Hive Adaptations: Prey-sight; Senses of the Outer Dark

+ HQ [11 PL, 215pts] +
Hive Tyrant [11 PL, 215pts]: 2x Monstrous Scything Talons [20pts], Adrenal Glands [5pts], Warlord, Wings [2 PL, 47pts]

+ Heavy Support [58 PL, 862pts] +

Carnifexes [18 PL, 261pts]
. Carnifex [87pts]: 2x Monstrous Scything Talons [15pts], Adrenal Glands [5pts]
. Carnifex [87pts]: 2x Monstrous Scything Talons [15pts], Adrenal Glands [5pts]
. Carnifex [87pts]: 2x Monstrous Scything Talons [15pts], Adrenal Glands [5pts]

Carnifexes [18 PL, 261pts]
. Carnifex [87pts]: 2x Monstrous Scything Talons [15pts], Adrenal Glands [5pts]
. Carnifex [87pts]: 2x Monstrous Scything Talons [15pts], Adrenal Glands [5pts]
. Carnifex [87pts]: 2x Monstrous Scything Talons [15pts], Adrenal Glands [5pts]

Exocrine [11 PL, 170pts]
Exocrine [11 PL, 170pts]

++ Total: [119 PL, 8CP, 2,000pts] ++



This list hopefully utilizes the new Adaptations to good effect for each detachment. The Hive Fleet Getrekticus battalion rushes the Prime, Warriors and Hormagaunt units forward, scampering up the table to engage as quickly as possible to sink the shiny new AP-1/-2 scything talons into everything in sight. Drop Feral Instincts on a big hormie unit for some AP-3 lulz. Consume everything in your path! The Neurothrope sits back and provides psychic support for the Hive Guard (which, while unchanged, are still very good at what they do). Smash captain gets too close? Cook him down with a Smite – you know the routine. Hive Fleet Gitgudimus has the warlord forsake his Warlord Trait for Adaptive Physiology and spends a CP for a second one. Either give both Exocrines a 5++ or give one the 5++ and the other SYNAPSE if you feel like you can pull off Hunter’s Drive to boost a unit of Carnies into a tasty target. The Carnifexes bowling ball forward, supported by the Hive Tyrant. Apply Savage Distraction when appropriate and Aggressive Adaptation the first time each unit makes a kill.


I might be missing something here, but the point costs on some of your units seems to be to high.
   
Made in no
Rogue Grot Kannon Gunna






The poitns are wrong, which is a good thing since you can buy much needed sporocyst for your Carnifex
   
Made in us
Lone Wolf Sentinel Pilot






Texas

OH hell yeah. A happy accident. Normally it prompts me.

Updated list. Got a few more warriors and the sporecist. I dropped the wings on the Flyrant though.
Spoiler:

++ Battalion Detachment +5CP (Tyranids) [54 PL, 8CP, 937pts] ++

+ No Force Org Slot [8CP] +

Battle-forged CP [3CP]

Detachment CP [5CP]

Hive Fleet
. Other: Bio-metalic Cysts, Pack Hunters

+ HQ [10 PL, 160pts] +

Neurothrope [4 PL, 90pts]: Power: Catalyst, Resonance Barb, Warlord

Tyranid Prime [6 PL, 70pts]: Adrenal Glands, 2x Scything Talons

+ Troops [31 PL, 519pts] +

Hormagaunts [9 PL, 174pts]: Adrenal Glands [29pts], 29x Hormagaunt [145pts]

Hormagaunts [9 PL, 174pts]: Adrenal Glands [29pts], 29x Hormagaunt [145pts]
. Adaptive Physiology: Enhanced Resistance

Tyranid Warriors [13 PL, 171pts]: Adrenal Glands [9pts]
. Adaptive Physiology: Enhanced Resistance
. Tyranid Warrior [18pts]: 2x Scything Talons
. Tyranid Warrior [18pts]: 2x Scything Talons
. Tyranid Warrior [18pts]: 2x Scything Talons
. Tyranid Warrior [18pts]: 2x Scything Talons
. Tyranid Warrior [18pts]: 2x Scything Talons
. Tyranid Warrior [18pts]: 2x Scything Talons
. Tyranid Warrior [18pts]: 2x Scything Talons
. Tyranid Warrior [18pts]: 2x Scything Talons
. Tyranid Warrior [18pts]: 2x Scything Talons

+ Elites [13 PL, 258pts] +

Hive Guard [13 PL, 258pts]
. 6x Hive Guard (Impaler) [258pts]: 6x Impaler Cannon [150pts]

++ Spearhead Detachment +1CP (Tyranids) [67 PL, , 1,060pts] ++

+ No Force Org Slot [] +

Detachment CP [1CP]

Hive Fleet
. Other: Prey-sight, Spawns of the Outer Dark

Stratagem: Progeny of the Hive [-1CP]

+ HQ [9 PL, 168pts] +

Hive Tyrant [9 PL, 168pts]: 2x Monstrous Scything Talons [20pts], Adrenal Glands [5pts], Power: Onslaught, Power: Smite, Power: The Horror

+ Heavy Support [58 PL, 892pts] +

Carnifexes [18 PL, 291pts]
. Carnifex [97pts]: 2x Monstrous Scything Talons [15pts], Adrenal Glands [5pts], Spore Cysts [10pts]
. Carnifex [97pts]: 2x Monstrous Scything Talons [15pts], Adrenal Glands [5pts], Spore Cysts [10pts]
. Carnifex [97pts]: 2x Monstrous Scything Talons [15pts], Adrenal Glands [5pts], Spore Cysts [10pts]

Carnifexes [18 PL, 291pts]
. Carnifex [97pts]: 2x Monstrous Scything Talons [15pts], Adrenal Glands [5pts], Spore Cysts [10pts]
. Carnifex [97pts]: 2x Monstrous Scything Talons [15pts], Adrenal Glands [5pts], Spore Cysts [10pts]
. Carnifex [97pts]: 2x Monstrous Scything Talons [15pts], Adrenal Glands [5pts], Spore Cysts [10pts]

Exocrine [11 PL, 155pts]

Exocrine [11 PL, 155pts]

++ Total: [121 PL, 8CP, 1,997pts] ++

Created with BattleScribe (https://battlescribe.net)


This message was edited 1 time. Last update was at 2020/01/17 16:46:58


10000+
10000+
8500+
3000+
8000+
3500+ IK Plus 1x Warhound, Reaver, Warlord Titans

DakkaSwap Successful Transactions: cormadepanda, pretre x3, LibertineIX, Lbcwanabe, privateer4hire, Cruentus (swap), Scatwick2 (swap), boneheadracer (swap), quickfuze (swap), Captain Brown (swap) x2, luftsb, Forgottonson, WillvonDoom, bocatt (swap)

*I'm on Bartertown as Dynas 
   
Made in ie
Norn Queen






Dublin, Ireland

Quite like that list actually.
A good mix of shooty, bodies and HtH.

Dman137 wrote:
goobs is all you guys will ever be

By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.

"Feelin' goods, good enough". 
   
Made in gr
Longtime Dakkanaut




UK

Rather than repost similar questions here, I'll just put the link to my army list thread. Trying to come up with a decent little 750pt nidzilla list.

https://www.dakkadakka.com/dakkaforum/posts/list/784537.page
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

So how do people use/do people use Tyrannocytes/Sporocysts?

I ask because I may have bought a couple...

I was thinking two as Sporocysts and two as Tyrannocytes.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in au
Dakka Veteran





if i was to use either...

Sporocysts really aren't too bad for the price. 3 of them could be a fair bit of fun if you put units of a similar defensive profile on the board, and make them choose between either, a few turns of triple spores could really start to block up the field while they try clear out your Exocrines and Dakkafex instead or whatever. Double down on that with Biovores which are just a nice unit in the first place, and you could really fill the field up. A couple of battalions then 90 Gargs on top of that could be really hilarious and just leave no board space left to play.
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

I think - think - I have 70 Gargoyles. Somewhere. I can't find them all.

As far as Biovores go, y'know, I don't own any. There has literally never been a Biovore miniature I've liked. I have two of the weird spawn points from the Battle for McDonald's box (pictured here) which I've thought about using as Biovores, but never actually have.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in ca
Enigmatic Chaos Sorcerer





British Columbia

My plan was always to take the dozens of spare Bio Cannons left over, some shards of cut up soda bottle and basing to have subterranean Biovores that burst up through the ground and fire off spores.


 BlaxicanX wrote:
A young business man named Tom Kirby, who was a pupil of mine until he turned greedy, helped the capitalists hunt down and destroy the wargamers. He betrayed and murdered Games Workshop.


 
   
Made in gb
Huge Hierodule






Nottingham (yay!)

 H.B.M.C. wrote:
I think - think - I have 70 Gargoyles. Somewhere. I can't find them all.

As far as Biovores go, y'know, I don't own any. There has literally never been a Biovore miniature I've liked. I have two of the weird spawn points from the Battle for McDonald's box (pictured here) which I've thought about using as Biovores, but never actually have.

Biovores are definitely great in a board control list. Four of them dancing as they shoot whilst acting instinctively can guarantee a blockade of a key unit. Have you considered building Warriors as stooping quadrupeds with a big bio-cannon aimed upwards?

   
Made in us
Trigger-Happy Baal Predator Pilot






Played my first Tyranid game since Blood of Baal and...that Maleceptor strat is pretty great. I ran a monster-mash list, and big gun that would normally be wounding on 3s and 4s suddenly wounding on 4s and 5s was super satisfying (for me...not so much my opponent)

I also tried out some custom adaptations, namely: Morphic Sinews and Prey Sight. Gotta say, not suffering negatives for moving and shooting heavy weapons, or advancing and shooting assault weapons really helps take the sting off our sometimes subpar shooting. Also, +1 to hit in assault after charging or being charged REALLY helps out tyranids.

I'm really liking our new rules.
   
Made in us
Lone Wolf Sentinel Pilot






Texas

 Voidwraith wrote:
Played my first Tyranid game since Blood of Baal and...that Maleceptor strat is pretty great. I ran a monster-mash list, and big gun that would normally be wounding on 3s and 4s suddenly wounding on 4s and 5s was super satisfying (for me...not so much my opponent)

I also tried out some custom adaptations, namely: Morphic Sinews and Prey Sight. Gotta say, not suffering negatives for moving and shooting heavy weapons, or advancing and shooting assault weapons really helps take the sting off our sometimes subpar shooting. Also, +1 to hit in assault after charging or being charged REALLY helps out tyranids.

I'm really liking our new rules.


Yeah ive done some theory crafting and I may need to pick one of these guys up. It can definitely increase surviability. Malantrhope, with Malenceptor in middle and then run hordes of Gants with the 6+ invul. Cast Catalyst on one, take 4+ FNp vs overwatch. ALso the enhanced PA warriors with a malanthrope and Malenceptor aura buff.

Did he get targeted? I figure once the player knows what he does he become target priory #1, and other than catalyst on him, not to much we can do to protect him.

10000+
10000+
8500+
3000+
8000+
3500+ IK Plus 1x Warhound, Reaver, Warlord Titans

DakkaSwap Successful Transactions: cormadepanda, pretre x3, LibertineIX, Lbcwanabe, privateer4hire, Cruentus (swap), Scatwick2 (swap), boneheadracer (swap), quickfuze (swap), Captain Brown (swap) x2, luftsb, Forgottonson, WillvonDoom, bocatt (swap)

*I'm on Bartertown as Dynas 
   
Made in us
Trigger-Happy Baal Predator Pilot






 Dynas wrote:
 Voidwraith wrote:
Played my first Tyranid game since Blood of Baal and...that Maleceptor strat is pretty great. I ran a monster-mash list, and big gun that would normally be wounding on 3s and 4s suddenly wounding on 4s and 5s was super satisfying (for me...not so much my opponent)

I also tried out some custom adaptations, namely: Morphic Sinews and Prey Sight. Gotta say, not suffering negatives for moving and shooting heavy weapons, or advancing and shooting assault weapons really helps take the sting off our sometimes subpar shooting. Also, +1 to hit in assault after charging or being charged REALLY helps out tyranids.

I'm really liking our new rules.


Yeah ive done some theory crafting and I may need to pick one of these guys up. It can definitely increase surviability. Malantrhope, with Malenceptor in middle and then run hordes of Gants with the 6+ invul. Cast Catalyst on one, take 4+ FNp vs overwatch. ALso the enhanced PA warriors with a malanthrope and Malenceptor aura buff.

Did he get targeted? I figure once the player knows what he does he become target priory #1, and other than catalyst on him, not to much we can do to protect him.


No, he was barely targeted. My opponent's target priority was the Exocrine, who managed to stick around till turn 3 despite 3 plagueburst crawlers mortars raining down upon him because of the 5++ (Dermic Symbiosis adaptive physiology) and the Maleceptor's strat helping keep him on the board (I think he took 5 wounds turn 1, 5 turn 2, and then one plagueburst crawler finished him off turn 3 when I had no more command points left).

It would have been nice to see the results of him targeting the Maleceptor, as I'm wondering if it'd be worth running two of them. At T7, many of the bigger guns would still be wounding on 4s (maybe even 3s), but he's got the 4++ to help mitigate it. Also, losing him doesn't really hurt me, as the real damage from my monster mash list comes from the rest of the big beasties getting forward and into my opponent's lines. Meanwhile, if he's left alone, he's also in my opponent's lines and gets to either smite or brain burst for mortal wound goodness, and since I'm using the Prey Sight custom adaptation, his measly 3 attacks actually hit on 3s, so there's a decent chance he'll actually get a few of those D6 damage attacks through...

I dunno, there's a lot of play with the new Tyranid rules. I can't wait until their actual codex gets an update. Some non-Kronos rerolls to hit would be nice...
   
 
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