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Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Been Around the Block




shogun wrote:
 Eihnlazer wrote:
Look i told you how the rule works RAW. If you dont wanna play it that way then thats fine. Just run it by any TO's on their own interpretation if you go to a competitive event.


It is not written, you just assume that you can decide to deal the mortal wounds spore mine after spore mine. I can understand that you want to play it this way but that doesn't make it right.


I'm in love with this subject, but I have a question and I promise I'm not trying to be rude or mean to anyone when I ask. Would anyone reading this play with someone trying to suggest mines can hit something 48 inches away because of this likely oversight? I've been guilty of slight raw abuse like many but I don't even know how you'd justify that making sense in practicality.

The honest reason I'm asking is not to berate anyone, but I've never experienced someone trying to stretch the rules up to a point like this. I'm curious on other peoples experiences and how they deal with it.

This message was edited 1 time. Last update was at 2020/09/17 19:23:39


 
   
Made in us
Longtime Dakkanaut






On my end, i tend to play it like was suggested.

I dont auto blow all the spores. I pop them one by one till there are no models within 3" since that makes the most sense.

I was only arguing the RAW of the rule previously. It's not even the first time a rule like this has popped up in the tyranid stuff. Pyrovores used to explode and hit stuff across the board as well.

There is no range limitation printed on the spores ability so thats why this is an issue.


However, due to the fact that you are in fact supposed to resolve weapons one at a time (and we only fast roll to save time), I actually play it by detonating each spore, one at a time, starting with the closest, until there are no longer any models within 3" of the spores.

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Made in nl
Longtime Dakkanaut





 Eihnlazer wrote:
Pyrovores used to explode and hit stuff across the board as well.


And what if a bunch of spore mines kill a unit of 3 pyrovores within 3 inch at the end of the charge phase? How do the ALL explode?

   
Made in us
Longtime Dakkanaut









In such a case, you would have to use sequencing since the pyrovores explode on death (when you roll a 4+). However since pyrovores only deal 1 mortal wound at a time when they die, they wouldnt kill the 2 wound mieotic spores before the hurt spore would in turn explode anyway.


It would be a funny scene however. Like chucking dynamite sticks at claymores.

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Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

I didn't even know there was a Ripper in the Ravener kit.

   
Made in us
Fresh-Faced New User




Hello tactically minded Tyranid friends!

I have put together two recent battle reports of my Tyranids in 9th edition. Hopefully these will spark some ideas or conversation for you.

https://www.reddit.com/r/Tyranids/comments/ixfhri/tyranids_vs_iron_hands_9th_edition_battle_report/

https://www.reddit.com/r/Tyranids/comments/isi6as/tyranids_vs_custodes_9th_edition_battle_report/


For the Hive Mind! How are you all finding ways to win right now?
   
Made in us
Humming Great Unclean One of Nurgle






I keep losing to Death Guard. The covid-19 relic plus 'social distancing' stratagem means things are decided before I can even show up to play.

Consider; Games Workshop rules not so much games but as toolboxes for players to craft an experience from, and open/narrative/matched play just examples of how things can be put together. 
   
Made in us
Tunneling Trygon




Mexico

Sadly we do not have the Tyranids BS immune system that laughs at Nurgle.

This message was edited 2 times. Last update was at 2020/09/22 03:37:17


 
   
Made in nl
Longtime Dakkanaut






Also played a game with my tyrant deathstar and learned a lot. First time I played the new edition so still new to the mission rules and i underestimated the objectives and the opponent. Going to give this a try:

Battalion (kraken):

HQ: flying hive with 2x twin linked devourers
HQ: flying hive with 2x twin linked devourers
HQ: flying hive with 2x M talons, adrenal glance and toxin sacs. (Warlord)

TR: 3 rippers
TR: 3 rippers
TR: 3 rippers

EL: maleceptor
EL: 5 tyrant guard
EL: 5 tyrant guard
EL: 1 lictor
EL: 1 lictor
EL: 1 lictor

Patrol (kraken)

HQ: Malanthrope
HQ: Swarmlord

TR: 3 rippers

EL: 1 pyrovore
EL: 1 pyrovore

Tyrant guards get ignore -1 and -2 ap and warlord flying hive gets -1 to hit (kraken relic) and the 'extra move if you kill a character in close combat' warlord trait.

The maleceptor and malanthrope gives the whole bubble -1 to hit and -1 strength against ranged attacks and together with the tyrant gaurd protecting the hive tyrants it is a tough nut to crack.

I actually want to give the devourer hive tyrants another try because I like to use the +1 damage stratagem on them making them better at killing 2 wound marines and horde at the same time.
I got one talon flying hive that could kill a character and move back towards the bubble (warlord trait) and at the same time the swarmlord can do the same with a specific stratagem (move after killing a unit). Both could use the reroll to wound stratagem or fight again stratagem if needed.

The lictors and pyrovores give me options to score secondary objectives.

I want this army to sit on 3 objectives and force the opponent to come forward with the option to move very fast myself if needed.

Question: I believe it is possible to pull a reinforcement unit out of the 'outflanking' reserves and drop it next to a lictor with a specific stratagem. I believe you can use it that way, right?
   
Made in gb
Regular Dakkanaut




Yes, strategic reserves can be pheromone trailed (but units in a specific place (like inside a tyrannocyte) cannot. The creation of strategic reserves has had the side effect of making lictors and this strategem really, really useful. I use it on small hit squads of stealers or devourergaunts.

Edit:spelling.

This message was edited 1 time. Last update was at 2020/09/22 12:02:01


 
   
Made in au
Dakka Veteran





i like the initial concept, but that list looks all over the place. Whats the point in wings if you've dedicated all those points into 4 different defensive bubbles that they want to be sitting in? Max devourers on Flyrants? Basically means you've completely wasted all the CC stats that you are paying for. And the only one with a CC weapon and Warlord trait too, you gave the -1 to be SHOT relic, when he will be the only one who should be spending time in CC.

If you want to put a defensive wall in the middle of the table and make stuff come to you, you need more wounds. You have essentially 5 MC's and none are shooting back. Scoring is more important than ever, but this list will utterly lose an attrition war in no time even if you do manage hold the midtable for first turn or even two - which I wouldn't even say is a given. I would strongly consider losing the unnecessary upgrades and trimming a couple of things, to thicken it out with a pair of Exocrine's, or something especially since you have all that defense in place for them.

This message was edited 2 times. Last update was at 2020/09/22 13:26:28


 
   
Made in us
Fresh-Faced New User




One more battle report you all can enjoy and hopefully learn from:

https://www.reddit.com/r/Tyranids/comments/iztbu8/tyranids_vs_knights_and_admech_9th_edition_battle/
   
Made in us
Longtime Dakkanaut



Portland,OR

Very nice write up!
   
Made in nl
Longtime Dakkanaut





 Nitro Zeus wrote:
i like the initial concept, but that list looks all over the place. Whats the point in wings if you've dedicated all those points into 4 different defensive bubbles that they want to be sitting in? Max devourers on Flyrants? Basically means you've completely wasted all the CC stats that you are paying for. And the only one with a CC weapon and Warlord trait too, you gave the -1 to be SHOT relic, when he will be the only one who should be spending time in CC.

If you want to put a defensive wall in the middle of the table and make stuff come to you, you need more wounds. You have essentially 5 MC's and none are shooting back. Scoring is more important than ever, but this list will utterly lose an attrition war in no time even if you do manage hold the midtable for first turn or even two - which I wouldn't even say is a given. I would strongly consider losing the unnecessary upgrades and trimming a couple of things, to thicken it out with a pair of Exocrine's, or something especially since you have all that defense in place for them.


I was just reading the general rulebook and apparently you cannot cast psychic powers after you ' fall back'. Thats a big deal-breaker for a flying hive tyrant, so I just might drop the whole idea anyway.
   
Made in nl
Longtime Dakkanaut





I find the use of meiotic spore bombs amusing and intriguing, so would like to try this armylist:

KRAKEN BATTALION

HQ: Neurothrope (synaptic lure)
HQ: Flying hive with venom cannon, M-rending claws and adrenal glands (onslaught and catalyst) **-1 to hit relic**

TR: 3 rippers
TR: 3 rippers
TR: 5 rippers

EL: Lictor
EL: Lictor
EL: Lictor

FA: 3 meiotic spores
FA: 9 meiotic spores
FA: 9 meiotic spores

SPEARHEAD DETACHMENT (KRONOS)

HQ: Neurothrope (symbio storm)

HS: 6 hive guard (ADAPT PHY: ignore -1 and -2 ap)
HS: exocrine (ADAPT PHY: 5+ inv save)
HS: 3 biovores
HS: 3 biovores
HS: 3 biovores

2 options:

Option 1:
Deploy the meiotic close to the enemies frontline behind cover (outside 9 inch if possible) and if you get first turn move the first big unit (9 bombs) forward and use metabolic overdrive if needed... Second unit also moves forward and if needed I can cast onslaught on them to help them assault. Assault moves are not limited (have to move closer to the...) so the spores could assault a small unit that has been shot to pieces and use the assault move to simply move within 3 inch of another juicy unit.

The unit with 3 meiotic spores can be deployed on an objective if I really want to make sure it does not get claimed by scouts and the like.. Or I can assault a small unit and try to kill it and remove it from the objective.

If the enemy is not able to target the spore mines behind cover then even if the get first turn, the will be a great threat.

Option 2:
Facing a very fast army or an army with lots of anti-infantry indirect shooting I could put the two big units of meiotic spores in reserves and let them drop in with the lictor (stratagem). Cast synaptic lure on an enemy unit and try to get the spore mines an extra d6 for assault with the blood of baal stratagems. I need the flying hive to assault the same target of shoot down a single model with the venom cannon. Lictor can also use a stratagem for an extra +1 assault and no overwatch. This way I could lock a unit in close combat and prevent the enemy unit from overwatching the spore mines.


I might drop the flying hive and get more bodies for objective grabbing but I first got to test this... Really like the Kraken and Kronos combi but I could also go full kraken brigade and get another 4 command points....
   
Made in nz
Longtime Dakkanaut





Auckland, NZ

shogun wrote:

Option 2:
Facing a very fast army or an army with lots of anti-infantry indirect shooting I could put the two big units of meiotic spores in reserves and let them drop in with the lictor (stratagem). Cast synaptic lure on an enemy unit and try to get the spore mines an extra d6 for assault with the blood of baal stratagems. I need the flying hive to assault the same target of shoot down a single model with the venom cannon. Lictor can also use a stratagem for an extra +1 assault and no overwatch. This way I could lock a unit in close combat and prevent the enemy unit from overwatching the spore mines.

Can't use pheromone trail on spore mines to drop them next to a lictor. It only works on infantry, which spore mines are not.
My personal experience is that meiotic spores are great for screening out infiltrators, like vanguard space marines. However treat them managing to blow up as a reward for getting first turn. If you go second, they aren't going to survive, barring very favourable terrain placement.

This message was edited 1 time. Last update was at 2020/10/07 22:35:22


 
   
Made in nl
Longtime Dakkanaut





Arson Fire wrote:
shogun wrote:

Option 2:
Facing a very fast army or an army with lots of anti-infantry indirect shooting I could put the two big units of meiotic spores in reserves and let them drop in with the lictor (stratagem). Cast synaptic lure on an enemy unit and try to get the spore mines an extra d6 for assault with the blood of baal stratagems. I need the flying hive to assault the same target of shoot down a single model with the venom cannon. Lictor can also use a stratagem for an extra +1 assault and no overwatch. This way I could lock a unit in close combat and prevent the enemy unit from overwatching the spore mines.

Can't use pheromone trail on spore mines to drop them next to a lictor. It only works on infantry, which spore mines are not.
My personal experience is that meiotic spores are great for screening out infiltrators, like vanguard space marines. However treat them managing to blow up as a reward for getting first turn. If you go second, they aren't going to survive, barring very favourable terrain placement.


Ah damn, I thought it was tyranid unit... but you are right..
   
 
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