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Made in au
Towering Hierophant Bio-Titan





Lo wha.... We could really really use some decent AT, or better Synapse units, or decent troops, etc, we lack a lot of utility. On top of that, we lost Parasite Doom and Spores, so there is plenty of room for good things to be added. Not sure why anyone would complain about possible new units, or even new kits for old ones. You aren't forced to use them, they can't make your army any worse, and could potentially fill the critical hole in our codex.

P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it. 
   
Made in us
Infiltrating Broodlord





Indiana

 SHUPPET wrote:
Lo wha.... We could really really use some decent AT, or better Synapse units, or decent troops, etc, we lack a lot of utility. On top of that, we lost Parasite Doom and Spores, so there is plenty of room for good things to be added. Not sure why anyone would complain about possible new units, or even new kits for old ones. You aren't forced to use them, they can't make your army any worse, and could potentially fill the critical hole in our codex.


My reference to a plastic stone crusher was my suggestion for some better anti-tank options. We have a decent overall amount of anti-tank options available anyhow. We have AG hormagaunts and Gargoyles in the general infantry sections that can tear apart light armor on the charge, and are reasonably easy to swarm with. We have Zoanthropes (as capricious as they are) and Hive Guard in our elites section, which are fairly selective in their prey, but do actually moderately well. Our heavy support section groans under the weight of Carnifexes, Tyrannofexes, Mawlocs, and Dimachaerons (sp?). We have rending claw Raveners and Shrikes in our Fast Attack along with Genestealers in our arsenal. And to top it all off, we have Flyrants that are more than capable of taking on some pesky armor. Do we really need all that much more anti-tank in an army that can easily fit it in most slots to one degree or another with reasonable success and generally has no problem with most forms of it. Sure, Imperial Knights are going to always be an issue, but they are an issue to every army to a decent degree. I don't think we need to hang our breathe hoping for GW to release a tailor-made TMC to rip a Knight apart. That cheapens the victory for every Tyranid player.

On the Synapse line, I really feel that we have good synapse units overall, considering just how many people seem to run 2-3 Flyrants in a build in this thread alone. Sure, we can always use more, but I don't think it needs to be something so excessive that we wind up never having to worry about Synapse ever again because of 1 model, or worse we suddenly just have to have this one model, and subsequently half our lists are now centered around one model and protecting that one model, and the game goes back to the wonders of 6th edition and the cookie cutter lists. Let me ask, are we really hurting for reliable synapse anymore, considering just how many ways we already have to boost synapse overall?

The Doom of Malan'tai, I could live without, considering just how bland and auto-inclusive it was. Every game I watched always played out the same in the game. The Doom of Malan'tai drops early game and proceeded to, as the kids say today, #YOLO. A turn or two later, and massive casualties ensued most of the time. A model that could kill plenty more than it's cost while not having to worry too much is more than a little game-breaking and not worth it in my opinion to keep us in the game. As wonderful as the Doom is, it also will not have the same durability that it had last edition. Remember, this is the edition where every child chews on the words Wave Serpent, Imperial Knight, Riptide, and Wraith Knights like stale vomit in their mouths when they don't understand intelligence and basic game mechanics to find their own solution to a problem.

If they brought back the Parasite of Mortrex (Which is funny because I do seem to recall most people last edition saying that she, while being an adorable little mother, was completely crap and that everyone that used her was an imbecile)...so help me god, point me to the sculptor so that I may kiss their hands and bless the instruments that have brought life and form back a well loved little monstrosity.

As for Spores...lets be honest. Do we really think Games Workshop is that stupid? We all know the drama that occurred in court, and I doubt that Games Workshop is going to touch any form of deepstrike option in the form of model for Tyranids. Then again there is the common argument as to why we never got them in the first place. Remember, Drop pods work for multiple different armies. Spores only work for 1. The justification was just never there for the company to bother spending their money on a non-important unit, that while important to use, didn't mean much in the grand scheme of things. Now, a couple models on par with the Harridan's transport capability on the other hand, I can see potential for and can embrace openly and happily. Last I checked, Open Topped = Assault Vehicle, and that makes my nearly 95% Assault Army VERY happy.

I'm not complaining in any real sense of the word, merely feeling my age in this game. My memory has never been the best. Just look at some of the blunders I've made on this forum in my tenure. Rules/Codexes are like fine books to me, and hardback's are more precious to me than any other type, though I am starting to see the value of all these EBooks, IBooks, and WhateverBooks that they seem to invent for everything else. I just wish they would just sell us a PDF for each edition that would update during that time frame with any changes or new additions to the army during that time, and then all you had to do was buy a new edition every edition and know that you had everything for the given army. Then I wouldn't have to have a small library dedicated to my Tyranids, and several random laminated pages with individual rules on them. We are here to eat the wondrous and diverse species of the galaxy, not paper.

This message was edited 1 time. Last update was at 2014/10/09 13:06:26


"There is a cancer eating at the Imperium. With each decade it advances deeper, leaving drained, dead worlds in its wake. This horror, this abomination, has thought and purpose that functions on an unimaginable, galactic scale and all we can do is try to stop the swarms of bioengineered monsters it unleashes upon us by instinct. We have given the horror a name to salve our fears; we call it the Tyranid race, but if is aware of us at all it must know us only as Prey."
Hive Fleet Grootslang 15000+
Servants of the Void 2000+ 
   
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UK

https://m.facebook.com/story.php?story_fbid=615854041874711&id=422816981178419
   
Made in ca
Raging Ravener





 SHUPPET wrote:
Lo wha.... We could really really use some decent AT, or better Synapse units, or decent troops, etc, we lack a lot of utility. On top of that, we lost Parasite Doom and Spores, so there is plenty of room for good things to be added. Not sure why anyone would complain about possible new units, or even new kits for old ones. You aren't forced to use them, they can't make your army any worse, and could potentially fill the critical hole in our codex.


We have a decent overall amount of anti-tank options available anyhow.


Have to disagree with "decent". Our AT struggles in so many ways its not even funny. We have to either get in melee range: which translates into losing half of our unit just to get there. Or we have the option to shoot. Mediocre, short range, unreliable, low balistic skill, bad armor penetration and all the other gimmicks like jink, invul shields and obscured target you can immagine. All theese factors put together makes shooting very unpredictable if not borderline unreliable and while getting into melee does the trick , you dont make it half of the time because all vehicles are faster than our foot sloggers. Which really makes this tactic unreliable.

We have AG hormagaunts and Gargoyles in the general infantry sections that can tear apart light armor on the charge, and are reasonably easy to swarm with.

Hormas seem good on paper but I have been consistently dissapointed with them. I find that hormas rarely manage to win fights vs tactical marine squads and when they do , it is always at the expense of massive casualties. So once again, this option is unreliable. Gargoyles are good infantry because they have the mobility to get in range and a mechanic to make combat last but they are a fast attack choice, so unless you play skyblight they are not ob sec and wont score you as many points as they should, so once again, the verdict is : unreliable.

We have Zoanthropes (as capricious as they are) and Hive Guard in our elites section, which are fairly selective in their prey, but do actually moderately well. Our heavy support section groans under the weight of Carnifexes, Tyrannofexes, Mawlocs, and Dimachaerons (sp?).


Have to agree with this, the strenght of our army comes from the heavy support section, without this slot our army is cannon fodder.

We have rending claw Raveners and Shrikes in our Fast Attack along with Genestealers in our arsenal.


If you were trying to make a point with this example, you failed miserably. Genestealers are incredibly bad ! They are the equivalent of a point sink when you want to let your opponent win very quickly.
Nobody uses raveners and for a reason, they are so unreliable.

And to top it all off, we have Flyrants that are more than capable of taking on some pesky armor.

Now you're on the right track. no wonder every remotely competitive nid army uses multiples of them.

Do we really need all that much more anti-tank in an army that can easily fit it in most slots to one degree or another with reasonable success and generally has no problem with most forms of it. Sure, Imperial Knights are going to always be an issue, but they are an issue to every army to a decent degree. I don't think we need to hang our breathe hoping for GW to release a tailor-made TMC to rip a Knight apart. That cheapens the victory for every Tyranid player.

That is why dataslates and forgeworld units are good for the competitive meta, but it seems unlikely that gw will update the tyranid dataslates to make them more viable in 7th edition because there is already 2 entries that do the job so why bother with diversity. (endless swarm formation would actually be fun to play in 7th if only it allowed all those troop choices to be ob sec but when 7th came out, those dataslates took a massive nerf. Not like they were incredibly good to begin with anyway, so in most cases things that sucked already , got massively nerfed.)

On the Synapse line, I really feel that we have good synapse units overall, considering just how many people seem to run 2-3 Flyrants in a build in this thread alone. Sure, we can always use more, but I don't think it needs to be something so excessive that we wind up never having to worry about Synapse ever again because of 1 model, or worse we suddenly just have to have this one model, and subsequently half our lists are now centered around one model and protecting that one model, and the game goes back to the wonders of 6th edition and the cookie cutter lists. Let me ask, are we really hurting for reliable synapse anymore, considering just how many ways we already have to boost synapse overall?

Synapse is definately much less of an issue anymore but it is still very restrictive. Its like a big leash around your neck for no reason, other armies have things like fearless and armywide buffs with no apparent reason yet we have to play around a restrictive mechanism (even if it is much less of a problem it is still one). We used to have something interesting with shadows in the warp but once again, 7th edition nerfed this ability to the ground. such a shame...

The Doom of Malan'tai, I could live without, considering just how bland and auto-inclusive it was. Every game I watched always played out the same in the game. The Doom of Malan'tai drops early game and proceeded to, as the kids say today, #YOLO. A turn or two later, and massive casualties ensued most of the time. A model that could kill plenty more than it's cost while not having to worry too much is more than a little game-breaking and not worth it in my opinion to keep us in the game. As wonderful as the Doom is, it also will not have the same durability that it had last edition. Remember, this is the edition where every child chews on the words Wave Serpent, Imperial Knight, Riptide, and Wraith Knights like stale vomit in their mouths when they don't understand intelligence and basic game mechanics to find their own solution to a problem.

I agree, doom was a bit broken and not fun to play against. But nor is it fun to play vs an army of 5 giant units.


I'm not complaining in any real sense of the word, merely feeling my age in this game. My memory has never been the best. Just look at some of the blunders I've made on this forum in my tenure. Rules/Codexes are like fine books to me, and hardback's are more precious to me than any other type, though I am starting to see the value of all these EBooks, IBooks, and WhateverBooks that they seem to invent for everything else. I just wish they would just sell us a PDF for each edition that would update during that time frame with any changes or new additions to the army during that time, and then all you had to do was buy a new edition every edition and know that you had everything for the given army. Then I wouldn't have to have a small library dedicated to my Tyranids, and several random laminated pages with individual rules on them. We are here to eat the wondrous and diverse species of the galaxy, not paper.

Lol , would definately love to see some armor as fragile as paper for our bugs to eat/crush. GW is and has always been a lazy company when it comes to updating the rules after a new edition arrives. I just wished they would update/tweak the digital dataslates. I know this company dates to the age of pen and paper but surely they are aware that software can be UPDATED !

   
Made in us
Infiltrating Broodlord





Indiana

 cyberjonesy wrote:
Have to disagree with "decent". Our AT struggles in so many ways its not even funny. We have to either get in melee range: which translates into losing half of our unit just to get there. Or we have the option to shoot. Mediocre, short range, unreliable, low ballistic skill, bad armor penetration and all the other gimmicks like jink, invul shields and obscured target you can imagine. All these factors put together makes shooting very unpredictable if not borderline unreliable and while getting into melee does the trick , you don't make it half of the time because all vehicles are faster than our foot sloggers. Which really makes this tactic unreliable.


I don't want to come across as brutal, but welcome to Tyranids. Most weapons are assault based and short ranged, relying on the ballistic capabilities of what amounts to rabid attack dogs with guns slaved to their bodies. If you ever expect to get reliable, long range firepower...the Tau are just down the hall on your right, and the Space Marines on your left. By god, we can build an army, but don't expect to not take some losses on the way. Quantity has a quality all its own, and that is the game we play.

 cyberjonesy wrote:
Hormas seem good on paper but I have been consistently disappointed with them. I find that hormas rarely manage to win fights vs tactical marine squads and when they do , it is always at the expense of massive casualties. So once again, this option is unreliable. Gargoyles are good infantry because they have the mobility to get in range and a mechanic to make combat last but they are a fast attack choice, so unless you play skyblight they are not obj sec and wont score you as many points as they should, so once again, the verdict is : unreliable.


Are you getting the charge every time? Realistically, you should have a fair chance of taking much of the squad down over several rounds of combat. That being said, your using them against tacticals. I'm talking about them vs Tanks. There is a world of difference there. A good sized horde of Gargoyles and Hormagaunts should have absolutely no problem vs light tanks and transports.

 cyberjonesy wrote:
If you were trying to make a point with this example, you failed miserably. Genestealers are incredibly bad ! They are the equivalent of a point sink when you want to let your opponent win very quickly.
Nobody uses raveners and for a reason, they are so unreliable.


Again, I get the feeling your talking about them vs infantry. These particular units have high numbers of attacks, and 2 of them do have deep strike. So they should have very little problems surviving a round of fire from a tank, provided you didn't do something stupid and deep strike next to something with flame templates. After that, you just need to hop into assault and work on those rending strikes.

"There is a cancer eating at the Imperium. With each decade it advances deeper, leaving drained, dead worlds in its wake. This horror, this abomination, has thought and purpose that functions on an unimaginable, galactic scale and all we can do is try to stop the swarms of bioengineered monsters it unleashes upon us by instinct. We have given the horror a name to salve our fears; we call it the Tyranid race, but if is aware of us at all it must know us only as Prey."
Hive Fleet Grootslang 15000+
Servants of the Void 2000+ 
   
Made in us
Longtime Dakkanaut




Wichita, KS

 Unyielding Hunger wrote:
 SHUPPET wrote:
Lo wha.... We could really really use some decent AT, or better Synapse units, or decent troops, etc, we lack a lot of utility. On top of that, we lost Parasite Doom and Spores, so there is plenty of room for good things to be added. Not sure why anyone would complain about possible new units, or even new kits for old ones. You aren't forced to use them, they can't make your army any worse, and could potentially fill the critical hole in our codex.


My reference to a plastic stone crusher was my suggestion for some better anti-tank options. We have a decent overall amount of anti-tank options available anyhow. We have AG hormagaunts and Gargoyles in the general infantry sections that can tear apart light armor on the charge, and are reasonably easy to swarm with. We have Zoanthropes (as capricious as they are) and Hive Guard in our elites section, which are fairly selective in their prey, but do actually moderately well. Our heavy support section groans under the weight of Carnifexes, Tyrannofexes, Mawlocs, and Dimachaerons (sp?). We have rending claw Raveners and Shrikes in our Fast Attack along with Genestealers in our arsenal. And to top it all off, we have Flyrants that are more than capable of taking on some pesky armor. Do we really need all that much more anti-tank in an army that can easily fit it in most slots to one degree or another with reasonable success and generally has no problem with most forms of it. Sure, Imperial Knights are going to always be an issue, but they are an issue to every army to a decent degree. I don't think we need to hang our breathe hoping for GW to release a tailor-made TMC to rip a Knight apart. That cheapens the victory for every Tyranid player.

You are playing a different game than the rest of us. A stone crusher is terrible anti-tank because almost every tank it might want to pop is faster than it, and it is looking at a turn 3 or turn 4 charge. When we do run into armor, we aren't talking about 1 or 2 Rhinos we are talking about 6-8. AG hormagants and Gargoyles are pricey for what they do, Zoenthropes and Hive guard are pricey for what they do, and can't be counted on to pop a 40 point rhino a turn when they are dedicated anti-tank. Our Heavy support (except for carnifexes) require up to 3 turns on average to pop a rhino or even a Trukk, and are slower than them.

Nearly all of our anti-tank is S6, and almost none of it ignores cover. We've got no melta, we've got no Missiles or Rokkits. No Las Cannons. We've got no AP:1 at all. Armorbane is really expensive, costs us shooting, and is only available on slow moving models in Melee that first have to chase down the tank to pop it.

Ask yourself the question: What army has worse anti-tank options than Tyranids? If you ask that question, i think it will be clear why Tyranid players complain about lack of anti tank.

Meanwhile, thanks to FMC's we are actually doing ok against most Imperial Knights. Adamantine Lance causes us problems, but it causes most people problems. Because our codex is so imbalanced that Flying Circus is the only remotely good build, we end up being one of the better counters to Knights.

If I could request a new Tyranid model, it would be an MC with mobility options that is appropriately costed (looking at you Trygons). Something akin to a Wraith Knight, Riptide, or Dread Knight. A Mycetic spore would fill this need well, as it could be a mobility enhancer for our existing MCs, but my guess is that instead we will get either a giant kit of a slow moving MC (Like a Dimacharon, stone crusher fex, etc) or something like a deathleaper that is modeled on the assassins, or most likely nothing at all because rumors are just that.
   
Made in us
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San Jose, CA

What we need is a dimachaeron who moves 12", because what the heck type of Fast Attack unit moves 6" with no option to deepstrike?!?




6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
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Wichita, KS

 Unyielding Hunger wrote:
 cyberjonesy wrote:
Have to disagree with "decent". Our AT struggles in so many ways its not even funny. We have to either get in melee range: which translates into losing half of our unit just to get there. Or we have the option to shoot. Mediocre, short range, unreliable, low ballistic skill, bad armor penetration and all the other gimmicks like jink, invul shields and obscured target you can imagine. All these factors put together makes shooting very unpredictable if not borderline unreliable and while getting into melee does the trick , you don't make it half of the time because all vehicles are faster than our foot sloggers. Which really makes this tactic unreliable.


I don't want to come across as brutal, but welcome to Tyranids. Most weapons are assault based and short ranged, relying on the ballistic capabilities of what amounts to rabid attack dogs with guns slaved to their bodies. If you ever expect to get reliable, long range firepower...the Tau are just down the hall on your right, and the Space Marines on your left. By god, we can build an army, but don't expect to not take some losses on the way. Quantity has a quality all its own, and that is the game we play.

I really don't think we are asking for long range quality firepower. I mean for me, turning deathspitters into a meltagun would probably do the trick. We can shoot all of the S4 at tanks we want, and it does nothing. Our S6 works on light armor but makes AV 13 out of reach. Making Heavy Venom Cannon an Assault 3 Las Cannon would work well, but short range anti tank is fine.


 Unyielding Hunger wrote:
 cyberjonesy wrote:
If you were trying to make a point with this example, you failed miserably. Genestealers are incredibly bad ! They are the equivalent of a point sink when you want to let your opponent win very quickly.
Nobody uses raveners and for a reason, they are so unreliable.


Again, I get the feeling your talking about them vs infantry. These particular units have high numbers of attacks, and 2 of them do have deep strike. So they should have very little problems surviving a round of fire from a tank, provided you didn't do something stupid and deep strike next to something with flame templates. After that, you just need to hop into assault and work on those rending strikes.
I see you theory crafting, but I am doubting that you actually have tried this much. Most armies have sufficient shooting to deal with one deep striking or outflanking unit. Even in the best of circumstances, you are better off running your raveners and Shrikes up the board than deep striking them, and Genestealers are laughable overcosted with only very complex gimmicks making use of them (like 11 squads or infiltrating with a congaline). Outflanking does not work for them. But the fundamental reason why they are a bad anti-tank option is that if they pop a Rhino, it means they then have to weather the opponent's shooting for an entire turn out in the open without consolidation before they can do anything else. Generally taking a 200 point unit in hopes of killing a 55 point razorback is a very, very bad idea.
   
Made in us
Infiltrating Broodlord





Indiana

 jy2 wrote:
What we need is a dimachaeron who moves 12", because what the heck type of Fast Attack unit moves 6" with no option to deepstrike?!?
Ours apparently. Still, could be worse and it could have gotten Relentless/Slow and Purposeful.

That being said, I don't know about you, but in a little joking "Forge the Narrative" competitive battle, would you like to be on the end of a Dima moving that fast on you? I know I wouldn't. Still, if we are going to talk about potential creatures, what do you think of this for a fast attack beast. Mix a Caestus Assault Ram with a Crassus Armored Assault Transport. It's heavily armored, moves insanely fast, and the thing just rams whatever it feels like to disgorge a unit of say...10-20 passengers inside the vehicle?

tag8833 wrote:
I see you theory crafting, but I am doubting that you actually have tried this much. Most armies have sufficient shooting to deal with one deep striking or outflanking unit. Even in the best of circumstances, you are better off running your raveners and Shrikes up the board than deep striking them, and Genestealers are laughable overcosted with only very complex gimmicks making use of them (like 11 squads or infiltrating with a congaline). Outflanking does not work for them. But the fundamental reason why they are a bad anti-tank option is that if they pop a Rhino, it means they then have to weather the opponent's shooting for an entire turn out in the open without consolidation before they can do anything else. Generally taking a 200 point unit in hopes of killing a 55 point razorback is a very, very bad idea.


That's why I would pick on a land raider with Genestealers, if I brought them at all.

This message was edited 1 time. Last update was at 2014/10/09 16:53:25


"There is a cancer eating at the Imperium. With each decade it advances deeper, leaving drained, dead worlds in its wake. This horror, this abomination, has thought and purpose that functions on an unimaginable, galactic scale and all we can do is try to stop the swarms of bioengineered monsters it unleashes upon us by instinct. We have given the horror a name to salve our fears; we call it the Tyranid race, but if is aware of us at all it must know us only as Prey."
Hive Fleet Grootslang 15000+
Servants of the Void 2000+ 
   
Made in us
Longtime Dakkanaut




Wichita, KS

 Unyielding Hunger wrote:
tag8833 wrote:
I see you theory crafting, but I am doubting that you actually have tried this much. Most armies have sufficient shooting to deal with one deep striking or outflanking unit. Even in the best of circumstances, you are better off running your raveners and Shrikes up the board than deep striking them, and Genestealers are laughable overcosted with only very complex gimmicks making use of them (like 11 squads or infiltrating with a congaline). Outflanking does not work for them. But the fundamental reason why they are a bad anti-tank option is that if they pop a Rhino, it means they then have to weather the opponent's shooting for an entire turn out in the open without consolidation before they can do anything else. Generally taking a 200 point unit in hopes of killing a 55 point razorback is a very, very bad idea.


That's why I would pick on a land raider with Genestealers, if I brought them at all.

Unless they have Adrenal Glands they can't hurt a Land Raider.

On average you will need 27 Genestealers with Adrenal Glands and Scything talons to kill a Land Raider. 540 points.
Or you could take 36 Genestealers with just Adrenal Glands and kill the Land Raider for 576 points.

Either way you are looking at a hilariously overcosted anti-tank option. 5 Tank Bustas in a Trukk will do about the same amount of damage to a land raider and only cost 100 points.
   
Made in gb
Longtime Dakkanaut





UK

 Wilson wrote:
I don't know if any of you have heard but there are two new large nid kits coming out in the next 6-7 weeks.

Rules in the box too!

What, where? Source please

YMDC = nightmare 
   
Made in us
Fixture of Dakka





TN/AL/MS state line.

I forget who it was- on the 3rd page of the Necron rumors thread- but they were fairly reliable so far. Calling Plastic Dominatrix and Dual Hierodule kit now!

Black Bases and Grey Plastic Forever:My quaint little hobby blog.

40k- The Kumunga Swarm (more)
Count Mortimer’s Private Security Force/Excavation Team (building)
Kabal of the Grieving Widow (less)

Plus other games- miniature and cardboard both. 
   
Made in ca
Raging Ravener





huh, I hope this is not made up news. dominatrix sounds sick
   
Made in gb
Infiltrating Broodlord




UK

 Frozocrone wrote:
 Wilson wrote:
I don't know if any of you have heard but there are two new large nid kits coming out in the next 6-7 weeks.

Rules in the box too!

What, where? Source please


Lords of War Facebook page.

their track record for rumours are, as i believe 6 correct. 0 wrong and none in between.


"Tons of rumors flying around about Necrons and they are all wrong. The Necrons will only see the release of a Necron lord, no codex will be released. Also Tyranids will see the release of two large bugs. The rules for their models will be in the box like the Nagash release. This is also just a model release for the Tyranids, no codex."



The comments on the post which I found the most interesting I have quoted below;
"What time are we talking for the Nid Release?"

Lords of War Gaming
"The should release soon, within 6-7 weeks."



"What are the new Tyranid releases like? Are we talking Tyranid equivalents to Knights?"

Lords of War Gaming
"They will be big, I don't think that they will be that big. From what I was told to me, "It will give the army more punch." Cryptic I know, but that's what I have."


Link below:
https://m.facebook.com/story.php?story_fbid=615854041874711&id=422816981178419


appreciate this is a tactics thread but omg <3

This message was edited 1 time. Last update was at 2014/10/09 20:46:36


 
   
Made in ca
Master Sergeant





IMO what nid players need is not another nid model/unit. We need a proper and detailed errata to fix up the multitude of poor units and useless biomorphs. That could give nids the anti-tank needed, the speed needed, etc, however, it is more likely GW will squeeze more blood out of nid players with another unit (probably mediocre).

I do actually expect the new model as GW has shown it has little desire to fix the mess so that all the models you paid for are decent and have a function in the army. They would rather add new units to perform similar roles. I can't wait for them to finally put out an errata to nerf our dakka flyrant to make it shelf fodder and also release a new type of tyrant kit with wings that has better stats/weapons and cheaper point cost - they can call it a screwrant - so that nid players can purchase a new kit to perform a role previously occupied by another unit (or that should be occupied by another unit).

This company really needs a kick in the hibatchi! We don't need new units - we need the rest of our army to function properly and be useful.

This message was edited 1 time. Last update was at 2014/10/09 20:56:32


 
   
Made in gb
Longtime Dakkanaut





UK

Noice - hoping it gives us much need AT

Either long range high S shots with AP2 or AP1 or lots of Haywire shots would be fine

This message was edited 1 time. Last update was at 2014/10/09 20:55:12


YMDC = nightmare 
   
Made in gb
Infiltrating Broodlord




UK

double post.

This message was edited 1 time. Last update was at 2014/10/09 21:26:16


 
   
Made in us
Fixture of Dakka





San Jose, CA

 cyberjonesy wrote:
huh, I hope this is not made up news. dominatrix sounds sick

Here is my "plastic" Dominatrix.










6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in gb
Longtime Dakkanaut





UK

 jy2 wrote:
 cyberjonesy wrote:
huh, I hope this is not made up news. dominatrix sounds sick

Here is my "plastic" Dominatrix.









OMG WANT

That looks slick, nice job

YMDC = nightmare 
   
Made in us
Longtime Dakkanaut





Central Oregon

Im not holding my breath for new Tyranids to come out. Makes zero sense.

   
Made in us
Infiltrating Broodlord





Indiana

tag8833 wrote:
 Unyielding Hunger wrote:
tag8833 wrote:
I see you theory crafting, but I am doubting that you actually have tried this much. Most armies have sufficient shooting to deal with one deep striking or outflanking unit. Even in the best of circumstances, you are better off running your raveners and Shrikes up the board than deep striking them, and Genestealers are laughable overcosted with only very complex gimmicks making use of them (like 11 squads or infiltrating with a congaline). Outflanking does not work for them. But the fundamental reason why they are a bad anti-tank option is that if they pop a Rhino, it means they then have to weather the opponent's shooting for an entire turn out in the open without consolidation before they can do anything else. Generally taking a 200 point unit in hopes of killing a 55 point razorback is a very, very bad idea.


That's why I would pick on a land raider with Genestealers, if I brought them at all.

Unless they have Adrenal Glands they can't hurt a Land Raider.

On average you will need 27 Genestealers with Adrenal Glands and Scything talons to kill a Land Raider. 540 points.
Or you could take 36 Genestealers with just Adrenal Glands and kill the Land Raider for 576 points.

Either way you are looking at a hilariously overcosted anti-tank option. 5 Tank Bustas in a Trukk will do about the same amount of damage to a land raider and only cost 100 points.


Ok, finally got home and took a look at the rules, since I seemed to be overlooking something. I stand corrected, and rending is definitely not an option for land raiders with that change. Can't believe I overlooked that. Well, with that pipe dream gone, it does look like we could actually use a new creature for taking down heavy armor. Thank you for pointing that out Tag.

"There is a cancer eating at the Imperium. With each decade it advances deeper, leaving drained, dead worlds in its wake. This horror, this abomination, has thought and purpose that functions on an unimaginable, galactic scale and all we can do is try to stop the swarms of bioengineered monsters it unleashes upon us by instinct. We have given the horror a name to salve our fears; we call it the Tyranid race, but if is aware of us at all it must know us only as Prey."
Hive Fleet Grootslang 15000+
Servants of the Void 2000+ 
   
Made in gb
Infiltrating Broodlord




UK

I would like a toughness 8, 7 wounded Gargantuous psyker with a bio electric laser beam like godzilla.

S11 AP 6 haywire.

Also if it could be immune to grav that would be awesome.

( I jest.)

This message was edited 1 time. Last update was at 2014/10/09 21:44:50


 
   
Made in us
Infiltrating Broodlord





Indiana

 Wilson wrote:
I would like a toughness 8, 7 wounded Gargantuous psyker with a bio electric laser beam like godzilla.

S11 AP 6 haywire.

Also if it could be immune to grav that would be awesome.


Make it T6, 4 wounds, ML 4. Make it look like a super Zoanthrope. Then you could have a new Doom of Malan'tai that isn't the old one, and we can all troll the Craftworld Eldar players.

"There is a cancer eating at the Imperium. With each decade it advances deeper, leaving drained, dead worlds in its wake. This horror, this abomination, has thought and purpose that functions on an unimaginable, galactic scale and all we can do is try to stop the swarms of bioengineered monsters it unleashes upon us by instinct. We have given the horror a name to salve our fears; we call it the Tyranid race, but if is aware of us at all it must know us only as Prey."
Hive Fleet Grootslang 15000+
Servants of the Void 2000+ 
   
Made in us
Fixture of Dakka





TN/AL/MS state line.

Most likely one will be a Biovore/Pyrovore dual kit. Both are still Finecast, and the Biovore is one of our oldest models.

Black Bases and Grey Plastic Forever:My quaint little hobby blog.

40k- The Kumunga Swarm (more)
Count Mortimer’s Private Security Force/Excavation Team (building)
Kabal of the Grieving Widow (less)

Plus other games- miniature and cardboard both. 
   
Made in us
Longtime Dakkanaut




Wichita, KS

 Sinful Hero wrote:
Most likely one will be a Biovore/Pyrovore dual kit. Both are still Finecast, and the Biovore is one of our oldest models.

Wouldn't that be interesting if they made the Pyrovove desirable?
   
Made in us
Fixture of Dakka





San Jose, CA

 Wilson wrote:
I would like a toughness 8, 7 wounded Gargantuous psyker with a bio electric laser beam like godzilla.

S11 AP 6 haywire.

Also if it could be immune to grav that would be awesome.

( I jest.)

According to fluff, the Dominatrix is probably one of the strongest psykers in the Hive Fleet as she is the main link to the Norn Queen. Here is my custom rules for the Dominatrix:



Dominatrix

The Dominatrix is a Tyranid species which exerts a controlling psychic aura to bring lesser Tyranid creatures under its will, allowing the swarm under its command to operate with uncanny efficiency and tactical ability. However, a Dominatrix is extremely rare and only seen in the most advanced Tyranid swarms.

A Dominatrix possesses a large array of bio-weaponry and packs a colossal mass, dwarfing that of an Imperial Super Heavy Tank. It has an intelligence akin to that of a mighty Hive Tyrant, and the link it has to the Tyranid Hive Mind surpasses even the Hive Tyrant.

A Dominatrix is a gargantuan composite creature of nightmarish proportions, equipped with ripping claws and fangs, and a stunning profusion of symbiotic weaponry. Dominatrices are the brood queens of the Tyranid hordes, their children spawning into all the different Tyranid classes. Inside her are all the gene sequences of the galaxy's most lethal creatures, ready to be spliced and twisted by the Hive Mind.

Because of the importance of a Dominatrix, which is also the most powerful link to the Hive Mind a horde has, they are strategic targets of the highest priority. Destroying a Dominatrix can decide whether a planet falls to the Great Devourer or is saved.


- Warhammer 40k Lexicanum


-------------------------------------------------------------


1500 points

WS6 BS3 S10 T9 W10 I3 A8 LD10 SV2+

Unit: 1 Dominatrix

Type: Gargantuan Creature


-------------------------------------------------------------


Weapons and Biomorphs:

- 1 Dominatrix Bio-cannon: Range: 48", S: 10, AP: 3, Assault 6

- Energy Pulse*: Range: Hellstorm, S: 10, AP: 2, Heavy 1

* Place the Hellstorm template so that the narrow end is within 18" of the weapon and the large is no closer to the weapon than the narrow end. The Energy Pulse is then treated like any other template weapon.

- Lash Whips

- Regenerate

- Scything Talons

- Spore Cloud Spray - See Imperial Armour Apocalypse 2nd Edition

- Toxic Miasma


-------------------------------------------------------------


Special Rules:

Monstrous Progenitor: The Dominatrix may spawn monstrous creatures in the Tyranid Movement phase before she has moved, even if she is locked in assault. On the turn she spawns a monstrous creature, the Dominatrix may not use any of her psychic powers. The new unit must be placed no more than 6" from the Dominatrix and may not be placed in impassable terrain, on top of another model or within 1" of an enemy unit. However, every turn she spawns a monstrous creature, roll a die. On a 5+, she may spawn no more for the rest of the game. The model spawned may not move or assault, but may shoot or run in the shooting phase.

The strain on the Dominatrix is great every time she spawns. She may spawn any 1 of the following Tyranid monstrous creatures: carnifex, exocrine, harpy, haruspex, hive crone, mawloc, trygon or tyrannofex. However, every time she spawns, she takes 1D2 Wounds with no saves of any kind allowed (not even FNP is allowed). All monstrous creatures spawned may include up to 30-pts of upgrades/biomorphs so long as it is represented on the model. Any flying monstrous creature spawned will start off on the table in Gliding mode.

Shadows in the Warp (24") - In addition, any non-friendly, non-Tyranid psyker who attempts to cast a psychic power while in range of her Shadows in the Warp do so with a -1 penalty on each warp dice rolled (however, a roll of 6 will still automatically pass).

Synapse Creature (24") - So strong is her Synapse that her Tyranid minions will continue to fight even beyond exhaustion. All friendly Tyranid units within 12" of the Dominatrix also get the FNP USR.

Psychic Monstrosity: The Dominatrix is a Mastery Level 4 Psyker. In addition, she may cast the same Tyranid power twice.

Warp Shield: This is a different variation of the Warp Field projected by the lesser Tyranid beings, the zoanthropes. Warp Shield works exactly like Eldar Titan Holo-fields.


This message was edited 3 times. Last update was at 2014/10/09 22:51:03



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in au
Towering Hierophant Bio-Titan





 Ventus wrote:
IMO what nid players need is not another nid model/unit. We need a proper and detailed errata to fix up the multitude of poor units and useless biomorphs. That could give nids the anti-tank needed, the speed needed, etc, however, it is more likely GW will squeeze more blood out of nid players with another unit (probably mediocre).

I do actually expect the new model as GW has shown it has little desire to fix the mess so that all the models you paid for are decent and have a function in the army. They would rather add new units to perform similar roles. I can't wait for them to finally put out an errata to nerf our dakka flyrant to make it shelf fodder and also release a new type of tyrant kit with wings that has better stats/weapons and cheaper point cost - they can call it a screwrant - so that nid players can purchase a new kit to perform a role previously occupied by another unit (or that should be occupied by another unit).

This company really needs a kick in the hibatchi! We don't need new units - we need the rest of our army to function properly and be useful.


This is so accurate it's depressing. And with the next release, while they balance a bunch of things back to playable, they will in return nerf a bunch of playable stuff to trashtier, to keep army compositions dynamic. What they don't understand is that if they just made everything balanced, people would feel a lot happier about spending their money on collecting an entire force.


 jy2 wrote:
What we need is a dimachaeron who moves 12", because what the heck type of Fast Attack unit moves 6" with no option to deepstrike?!?

This is almost a continuation of my response to Ventus, but exactly. This is a perfect change to make the unit playable. Because at the moment it's just another trashtier gimmicky unit.




Automatically Appended Next Post:
 Unyielding Hunger wrote:
 cyberjonesy wrote:
Have to disagree with "decent". Our AT struggles in so many ways its not even funny. We have to either get in melee range: which translates into losing half of our unit just to get there. Or we have the option to shoot. Mediocre, short range, unreliable, low ballistic skill, bad armor penetration and all the other gimmicks like jink, invul shields and obscured target you can imagine. All these factors put together makes shooting very unpredictable if not borderline unreliable and while getting into melee does the trick , you don't make it half of the time because all vehicles are faster than our foot sloggers. Which really makes this tactic unreliable.


I don't want to come across as brutal, but welcome to Tyranids. Most weapons are assault based and short ranged, relying on the ballistic capabilities of what amounts to rabid attack dogs with guns slaved to their bodies. If you ever expect to get reliable, long range firepower...the Tau are just down the hall on your right, and the Space Marines on your left. By god, we can build an army, but don't expect to not take some losses on the way. Quantity has a quality all its own, and that is the game we play.

This is a bad mindstate to be in. "Oh, you are complaining about lack of decent AT? then don't play Tyranids, we don't do decent AT". Theres no reason the Tyrannofex Rupture Cannon couldn't be sensibly written to be decent. there's no reason Hive Guard and Zoanthropes AT had to be nerfed to the ground, there's no reason smash had to be made useless, there's no reasons ScyTals had to be nerfed for our MC's, etc, etc. I genuinely think there is about 20 more things I could add to that, there is no way that our dex is in a good spot for AT right now. Also, your listing of all those S4 models as decent AT is short sighted, at best. Just because something can possibly put a wound on AV10 does not mean it good AT, nor does it mean the model is cost effective and worth taking in the first place anyway. Otherwise, Space Marines would never take a single AT unit like Cents, but Marines are S4 right? AND they have transports... our S4 pales in comparison, this is just not even worth the inclusion as AT and the fact that we are forced to rely on this crap shows how far behind everyone else we actually are.


 Unyielding Hunger wrote:

The Doom of Malan'tai, I could live without, considering just how bland and auto-inclusive it was. Every game I watched always played out the same in the game. The Doom of Malan'tai drops early game and proceeded to, as the kids say today, #YOLO. A turn or two later, and massive casualties ensued most of the time. A model that could kill plenty more than it's cost while not having to worry too much is more than a little game-breaking and not worth it in my opinion to keep us in the game. As wonderful as the Doom is, it also will not have the same durability that it had last edition. Remember, this is the edition where every child chews on the words Wave Serpent, Imperial Knight, Riptide, and Wraith Knights like stale vomit in their mouths when they don't understand intelligence and basic game mechanics to find their own solution to a problem.

If they brought back the Parasite of Mortrex (Which is funny because I do seem to recall most people last edition saying that she, while being an adorable little mother, was completely crap and that everyone that used her was an imbecile)...so help me god, point me to the sculptor so that I may kiss their hands and bless the instruments that have brought life and form back a well loved little monstrosity.


While you may feel this way, it affects your army in no way shape or form if you choose not to use them, and for the rest of us it is a single Elite slot. And, with it's new release, all they would have to do is sensibly rebalance it. The removal of unbalanced models (assuming DoM was unbalanced, which I do not necessarily agree with) is not a better option than just rebalancing them, which is what they should do. That being said, if it doesn't change drastically it's almost guaranteed to be unplayable, as DoM without a pod is just a silly waste of points.

This message was edited 2 times. Last update was at 2014/10/09 23:32:55


P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it. 
   
Made in ca
Master Sergeant





 SHUPPET wrote:

What they don't understand is that if they just made everything balanced, people would feel a lot happier about spending their money on collecting an entire force.



This exactly. If GW cared and put some effort to balance a dex internally and externally (along with errata to deal with issues that slip through), not only would I happily buy even more tyranid models like the pyrovore, but i would get a crone, exocrine and maybe FW nid units. But not only that, what GW doesn't seem to understand if serious effort was put into their rules and errata I would buy other armies (and I'm sure others would delve into more armies) - I liked the DE models when they were redone for 5th edition and considered building a DE army. But not with the shoddy rules and shoddy support by GW. Lots of lost sales for GW.

This message was edited 1 time. Last update was at 2014/10/10 00:43:06


 
   
Made in us
Archmagos Veneratus Extremis






Home Base: Prosper, TX (Dallas)

Running this this weekend. I'll let you guys know how it does:

Combined Arms Detachment:

Hive Tyrant
Wings, 2xDual Devourers

Hive Tyrant
Wings, 2xDual Devourers

Zoanthrope
Zoantrhope
Venomthrope

3 Rippers
Deepstrike

3 Rippers
Deepstrike

Crone
Crone

Allied Detachment:

Keeper of Secrets
Lvl 3

12 Horrors

9 Screamers

Daemon Prince
Mark of Slaanesh, Greater Gift, Wings, Lvl 3

Best Painted (2015 Adepticon 40k Champs)

They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) 
   
Made in us
Implacable Black Templar Initiate




Central Illinois

 Hulksmash wrote:
Running this this weekend. I'll let you guys know how it does:

Combined Arms Detachment:

Hive Tyrant
Wings, 2xDual Devourers

Hive Tyrant
Wings, 2xDual Devourers

Zoanthrope
Zoantrhope
Venomthrope

3 Rippers
Deepstrike

3 Rippers
Deepstrike

Crone
Crone

Allied Detachment:

Keeper of Secrets
Lvl 3

12 Horrors

9 Screamers

Daemon Prince
Mark of Slaanesh, Greater Gift, Wings, Lvl 3


I still love that idea of a list but every place I want to play it in a tournament is not allowing CTA.

With the other discussion on the page I hope we get a new LOW that is in plastic but if you play where people don't want to run LOW how does that help? I wish GW would update the data slates as well to bring some of them in line with the troop components being Obj Sec but I sometimes wonder if Obj Sec is over played and not as game changing as some people believe.

I had a 1250 point game last night I will write it up in detail later but I should have lost. I rolled horrible and my warlord flyrant in ruins failed one 2+ from a random melta gun shot failed his grounding test then got assaulted through cover. Got challenged by a tuned up chaos lord and slaughtered. Game should have been over at that point. The only saving grace was I smashed hit, wounded and he failed his inv so we both went bye bye.

Are most tournaments allowing the the Harridan? I would love to see a plastic of that.


What frustrates me is that Tyranids are suppose to be the big bad bugs with large amounts of MC that just terrify the prey. How is that almost every other army has a 12 move monstrous type creature available to them.

Tau - Riptide
Eldar/Dark Eldar - Wraithknight
Pick your imperial army - Knights
Orks - Gargant

Necrons and Chaos/Demons are the only other that come to mind that do not have a good center board control. Outside of using ForgeWorld that is. Those armies listed above do not need to use Escalation or Forgeworld to accomplish that.



Words of wisdom by Prophet40k

That game put my faith in Khorne to the test. My table-neighbor looked at the match up and said "Here you're going to need these more than I will" and handed me a bag of Jello shots. They must have pleased Khorne because I walked out 11-2.


Now looking at another list with MORE tyrants and MORE mawlocks, I said to myself. "Oh well looks like it's time for another beer. It'll take the sting out of this. LOL"  
   
 
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