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Made in us
Infiltrating Broodlord





Indiana

It feels a bit off for a Biovore review. How does this work?

Biovore

Biovores are the premium artillery of the Tyranid Codex.

1. They are cheap and can easily be fielded in large numbers.

2. They produce spore mines when they miss.

Biovores are one of the few Tyranid units that has very little compulsion to move, having plenty of range to sit back and shell the enemy. With a 48" gun, it has little to fear from enemy units, but precautions must be taken regardless. Unfortunately, the Biovore suffers from IB: Hunt, which can force it to go to ground though more times than not, it will force it to go after the closest enemy unit. This is risky for artillery with a low S blast, since the closest enemy unit may just be a heavy vehicle and not the blob halfway down the field so a babysitter should be found. Tyranid Warriors are the best option with their own 36" gun, however, this is just shy of the cost of a second full brood of Biovores. An option might be several broods along with a group of warriors to protect them, but if going this route, a better option can be found in a specific formation that can be found in later areas of the review. The synaptic babysitter also doubles as the standard protection detail to discourage harassment units. Always make sure that you keep them in cover to take advantage of the durability boost.

When most artillery misses, the shot is wasted. When Biovores miss however, they now deploy d3 Spore Mines that do not suffer any penalties. That means they can assault on the turn of creation, and lead to their own S4-6 explosion which can harm moderate toughness units and medium heavy vehicles. One thing to keep in mind however is that Biovores are not tank hunters. Your primary targets will be the weaker troop options such as guardsmen, eldar, and orks, so don't put too much faith on missing multiple units and trying to fish for S6 blasts.

Grades: B (Vanilla)

This message was edited 1 time. Last update was at 2014/11/20 14:04:13


 
Made in us
Infiltrating Broodlord





Indiana

You know, I've been distant from working on my nids for a while now, but in all this excitement, it has rekindled my hope for looking for a "not a Parasite of Mortrex" unit in the future. Perhaps as a 3 model box that makes shrikes, and the parasite as an upgrade. Anyhow, has anyone run the numbers on podded hive guard? I haven't heard much on them recently, but I do recall they have that haywire gun. Can't pull up the stats myself at the moment since I am on campus and my book is back home on the shelf.
Made in us
Infiltrating Broodlord





Indiana

Timeshadow wrote:
Long time lurker here on dakka (Thats what bugs do isn't it)
Just had to post this just so everyone can see the horror of the new rules

Primary Detachment Tyranids(reg Battleforged CAD)

HQ
Flyrant Wings, 2x TL Dev, Electroshock, Fighter Ace
Flyrant as abv

Troop
Rippers (3) Deep Strike
Rippers (3) Deep Strike

Elites
Malanthrope(or 2 Venoms)
Zoanthrope
Zoanthrope

Allie: Levaithan Detachment

Flyrant as abv
Flyrant as abv
Flyrant as abv

Troop
Mucilid
Mucilid
Mucilid

Elites
Zoanthrope
Zoanthrope
Zoanthrope

Total 1845(1850 if 2 Venoms insted of Malanthrope)

Is this as sick as it seems to be lol.


Not really...I am trying to understand the widespread use of Zoanthropes. Unfortunetely, they are going to be rather slow and they seem to serve no rational purpose. You are bringing very little in the sense of board control, as the vast majority of your units are slow synaptic units that have to rely on a invul save to survive. Your relying on Flyrants to bring down all opposition, but as even Jim has said a time or two, by investing that many points into them, your actually leaving yourself very easy to counter by having an extreme lack of genuine board control. The reason Flyrants work well is that they are mobile and can support a push of lots of ground threats so that they can reach the front lines unharmed. By having virtually no threats on the ground. Your just making it easy for the opponent to just pick off all your MSUs for easy VPs and a win.

NamelessBard wrote:
While most of the unit write ups seem solid, I am very confused by the grades.
For example, in no world should the tyranid prime be considered an A because it's cheap. It's not cheap.


Cheap is subjective. I use it in the literal sense. You're bringing the bare minimum HQ unit, and I rather pointedly said that your not bringing it for extreme murdering. If your bringing something cheap, it's because your putting the other 80+s you would have fielded on an HQ elsewhere.

This message was edited 2 times. Last update was at 2014/11/20 17:40:10


 
Made in us
Infiltrating Broodlord





Indiana

NamelessBard wrote:
 Unyielding Hunger wrote:
NamelessBard wrote:
While most of the unit write ups seem solid, I am very confused by the grades.
For example, in no world should the tyranid prime be considered an A because it's cheap. It's not cheap.


Cheap is subjective. I use it in the literal sense. You're bringing the bare minimum HQ unit, and I rather pointedly said that your not bringing it for extreme murdering. If your bringing something cheap, it's because your putting the other 80+s you would have fielded on an HQ elsewhere.


But that's silly. A prime + 80 is a complete waste of points. You won't get better mileage out of those 80 points in something else than a flyrant.


I think of the bigger game in mind. If your playing up to a big tourney and you start fielding Flyrants in spades, your opponent will expect you to bring Flyrants. And lets just say he and a couple others decide to bring in plenty of AA units, he is going to be more than a little upset when you bring along more than enough ground pounding TMCs. 80 points. That is the difference between a Carnifex and a Dimachaeron. 80 points. That is a Tyrannocyte and change. 80 points. That can be the difference between a Biovore and an Exocrine. 80 points can go a long way when you spend it right.
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Infiltrating Broodlord





Indiana

Hey guys, guess what? Apparently we are famous outside this thread and DakkaDakka. Someone has been copying every review and throwing them up on the 4chan Tactica. Anyhow, if no one objects, I think I will take on Tyrant Guard and Spore Mines. We still need someone who can take on the remaining fliers and Forge World units however. I have very little experience with any of them.
Made in us
Infiltrating Broodlord





Indiana

 Iechine wrote:
Gargoyles? I can do Gargoyles. if no one called it before me.


Nope, your good. Think you can do the Harpy and Crone as well? Lech, your one of the only people I can think of that has run Skyblight recently in your Batreps.

 ductvader wrote:
Did someone call Warriors and Prime?

I am all over that.


Sorry bud, I beat you to it.

This message was edited 1 time. Last update was at 2014/11/21 18:37:59


 
Made in us
Infiltrating Broodlord





Indiana

Solidcrash wrote:
Can somebody do termagant? I am unsure which better - twinlink spingant or dakkgant..


It depends on what you are referring to. Spinegants and Spikegants are actually on par with each other against certain targets. Devilgaunts are in the top bracket for use. I don't think I have ever heard of someone actually buying webgants however.

This message was edited 1 time. Last update was at 2014/11/21 18:52:14


 
Made in us
Infiltrating Broodlord





Indiana

Just make sure you stress the fact that even if he isn't quite the beatstick he used to be, he still operates as the perfect synaptic linchpin of a ground based attack.
Made in us
Infiltrating Broodlord





Indiana

 jy2 wrote:
You're on a roll, Hunger. Tyrant Guard and Spore Mines for you!


I like that. On a roll has a much better ring than "too much time on his hands". Anyhow, Expect them both tonight after I get off work. I have to put a bit more work into the Tyrant Guard one, but it should be fairly well done.
Made in us
Infiltrating Broodlord





Indiana

Well, I'm going to be honest. I promised 2 reviews but I have quite a bit of work to do. I completely rewrote them to be more insightful and I am going to have to release the Tyrant Guard later on this Sunday after I can finish it up to be better.

Spore Mine Cluster

Spore mines are one of the most strategic assets available in the Tyranid codex, though in the most bizarre ways.

1. The spore mine received a massive points decrease.

2. They lost random control dice.

3. They lost Orbital Deployment but gained Floating Death.

Before we go in, we need to look at the drastic changes in the playstyle of these little used orbs of exploding death. While in the previous book, these actually were fairly expensive for a full cluster, they are now half the cost, with more than twice the use. In the old codex, Tyranid players used to consider these to be highly unreliable due to the fact that much of the control was completely random, and most players based their potential on one ability; Orbital Deployment. You were able to deploy these things as soon as deployment zones were chosen, but before even units were placed, which allowed you to blockade enemy fortifications or favorable areas. Unfortunetely, upon a single detonation of a group placed in unit coherency, you could set off the entire change and almost assuredly give up a first blood if the opponent deployed in vehicles. However, others realized that there is no rule forcing a player to deploy in coherency allowed the more clever players to deploy them farther out to avoid daisy-chained explosions and deny more area while minimizing losses to the unit. Remember, units only take wounds, even outside of unit coherency, based on how many of them can be reached by weapons. This meant that 3 full units, set even 4-6 inches apart with alternating models from the units could leave your opponent frustrated when he is forced to waste multiple units fire when he can only take out 1-2 a volley per unit with them widely scattered. Now, I want you to keep this in mind to a degree going into these new tactics, because they will play a fairly important part of the new Spore Mine Cluster.

So, lets cover movement. Spore mines have a set 3" movement. This is great for dealing with unit coherency, because it allows you to pull several tricks if you choose not to deep strike them, and use them in a defensive area. If you spread out your units outside of 2 inch coherency, say 3-5 inches, you have a guaranteed safety line to get them to snap into coherency for an assault. If you're conga-lining them and an opponent deep strikes nearby, he may decide to avoid firing into the mines, thinking that in such a disfunctional deployment, they serve no threat. However, a quick 3 inch movement snap can bring them all back into function and allow you, a good assault roll pending, to suddenly drop a massive pie plate since according to the Floating Death rule, they do not assault in close combat, but the entire cluster detonates, and you simply choose that closest spore mine. This gives them a far greater presence in your backfield since, if you deep strike, you are forced to cluster them in base to base contact and a toughness value of 1 will not save them.

Now, lets move onto the main reason you will bring these models. A spore mine is guaranteed a S4 AP4 Ignores Cover large blast, but can go up to a S9 AP 4 blast with a full cluster behind it. This means that a full brood is a threat to any multi-wound T4 characters without EW. A lucky hit could end them before they begin, and that isn't a bad thing when you consider that you paid only 30 points for them. They also can be fairly threatening to tanking, given that they have a good chance to damage any ground vehicles. Their use increases when they charge into combat. In assault, the wounds taken by spore mines do not count towards resolution, even if they detonate, which gives you extra chances to potentially catch your opponent several wounds short in assault and force them to fall back.

The last benefit to the spore mine is that they can be produced by so many other Tyranids as free additions to the army. Biovores, Harpies, and Sporecysts can all produce Spore Mine clusters in spades, and with each first blast, you create d3 spore mines which can give you potentially S4-6 large blasts that can assault on the turn of creation since they do not count as having been deploying, etc.

Grades: B- (Vanilla)
Made in us
Infiltrating Broodlord





Indiana

Solidcrash wrote:
Just wonder if this list are unbeatable? Combin arms detachment.

Without Number

Swarmlord ( ensure every deep strike unit arrive in turn two.)

3x termagant (any weapon)
3x tervigons (troop choice)(if large/medium table size - in tyrannocyte)

3x sporocyst
3x toxicrene in tyrannocyte
Hypertoxic Node


Nothing is unbeatable. Looks fun though. Try it and get back to us.
Made in us
Infiltrating Broodlord





Indiana

 jy2 wrote:
You're a real trooper, Hunger.

Added!


Well, it's the least I can do. To be honest, I haven't played a true game in more than a year. Most of what I have been playing now have been little 1k and under skirmishes, so I guess you could say these have been my way to atone for the countless rookie mistakes and questions I used to ask you guys, and show I do know how to actually run with the big boys again. Still, I was a bit surprised when I did the math on my defensive spore mine deployments. You realize they have a 30-40" maximum threat range in that set up?
Made in us
Infiltrating Broodlord





Indiana

Tyrant Guard

Tyrant Guard serve one single purpose; to protect the Hive Tyrant.

1. They are now 10 points cheaper.

2. More streamlined for defense.

The Tyrant Guard brood is a sturdy and good investment for any ground based Hive Tyrant or Swarmlord. With the changes to the Shieldwall rule, a guard is a 50 point pair of ablative wounds for it. One point to note is that once combined, the Hive Tyrant is unable to leave, which means that any pairing must have good synergy. This immediately cancels out buying Tyrant Guard for any flyrants in your army. So, to understand fully what this means, you can't fly, and drop pods are out of the question since it it would require 2 pods to carry the unit. It will be forced to cover any distance on foot. Now, to make a point of this, if you are not running a Swarmlord, adrenal glands are nearly mandatory for a close combat oriented tyrant guard brood in order to ensure that you waste as little time as possible in the open. This helps to add extra durability by keeping them sweeping from assault to assault with fleet, spending as little time as possible in the open to be shot by your opponents high strength high AP weaponry.

Now, when you get down to it, the Tyrant Guard serve only in 2 specific functions. You bring them along to ensure that your Hive Tyrant survives from point A to point B, or as a combat multiplier. A brood of 3 stock guard are a good insurance policy for a Swarmlord or tooled out Hive Tyrant with Reaper, etc. These are serious point investments and an extra 6 wounds will ensure that they absorb plenty of punishment. Another option is if you have a walkrant and you plan for it to go after vehicles. Armed with a venom cannon, it would not be out of the question to take a single or pair of guard with a single or even both with crushing claws to add extra damage for vehicles. The trick at this point is to try and conserve points between the two to ensure you don't wind up with a too expensive unit that may take longer than expected to make back its points. A tyrant going after characters or multi-wound MCs would never leave home without several guard armed with the LW/BS combo to give the unit multiple attacks coming in at I7 with a good chance to ID.

Now, one last thing to mention is that you can purposefully make a suicide tyrant unit. Just keep the tyrant stock and keep it to the front of a brood of LW/BS guards. Allow it to tank rounds and avoid using the auto-passing LOS rule until it gets to a single wound. At which point, by the time you enter melee, you will have a very vulnerable tyrant that might just die in overwatch. At which point, you have 3 very angry Tyrant Guard in assault. That will be 15 S6 attacks at I7 with Rending/ID on 6s. Not much will live since you can hit most units on 3s.

Grades: B- (CrushGuard), B- (LW/BS Guard), C (Vanilla)

This message was edited 1 time. Last update was at 2014/11/23 20:00:15


 
Made in us
Infiltrating Broodlord





Indiana

 Tyran wrote:
 Unyielding Hunger wrote:
drop pods are out of the question since it it would require 2 pods to carry the unit.

The Tyrant Guards and the Tyrant/Swarmlord can join after disembarking from their pods.


The problem is the price. You will pay an extra 150 points, which is the cost of another full brood of guards for something that is going to come onboard after the start, closer to the enemy. Guards are designed to be an ablative shield. Why bother wasting the point of them by justifying another expenditure. Sure, they will all come in relatively unharmed, but there is the chance that they could not come in together, which leads to problems. Taking out any form of podding justifies guards and saves points. You want to take pods, grab a dakkarant and call it done with a more expensive synaptic dakkafex. When the swarmlord review comes out, that will cover pods for it being an option, but in a tyrant guard review, pods are what you are not after.
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Infiltrating Broodlord





Indiana

 Traceoftoxin wrote:
 ductvader wrote:
Sky Slasher Swarm:

Purpose:
The Sky Slasher Swarm has three main purposes; screening, light infantry hunting, and Monster hunting. While the Sky Slasher Swarm is highly comparable to the more commonly seen gargoyle there are a few discrepancies that give the Sky Slasher Swarm a slight edge, specifically in upgrade costs and damage output.

Biomorphs:
-Spinefists: The Sky Slasher Swarm is the absolute best creature in the codex to take this biomorph do to it's natural speed and attack characteristic. The spinefist is easily the best upgrade for this creature as it's meager profile becomes much stronger with an effective 24" range and 56% hit rate. (The natural Twin-Linking of the weapon greatly offsets the natural ballistic skill of the Swarm. This biomorph makes the Sky Slasher Swarm perfect for fighting T3 enemies, which unfortunately for this unit the Tyranid codex has no innate need for this niche.

-Toxin Sacs: This biomorph allows Sky Slasher Swarms to handle Monstrous Creatures. With the speed of sky slashers it becomes much easier to catch and tarpit enemy MCs while stripping wounds off them due to the amount of poison attacks put out by this unit. Once more, fighting monstrous creatures is a role unneeded by most Tyranid lists.

-Adrenal Glands: While this biomorph increases the speed of the Swarm to the level of Raveners, the natural ability of the Sky Slasher Swarm to win fights through attrition is not aided by this biomorph. While Adrenal Glandsndo allow this creature to wreck light vehicles through glances, it does not even allow the unit to do so efficiently. For its current cost, this upgrade should be avoided.

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

While the Sky Slasher Swarm excels in targetting light infantry and tarpitting MCs, this creature does not generally see play due to the natural ability of the Tyranid codex to handle such threats. Where the Sky Slasher does shine is in its ability to screen for other units. The height and shape of modelling three flying rippers to a base allows the model to recieve and grant cover much more easier than any other screening unit you can purchase in the book. The unit's ability to ignore terrain and its natural speed also lend to this purpose.

Grades:
B- (stock), C+ (Spinefists) C (Toxin Sacs)


Raveners can also take spinefists and are generally better in every way.


They aren't cheaper.
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Infiltrating Broodlord





Indiana

Alright boys, I have an issue for the hive. Lets see what comes of this. I have a good friend that I brought into the game on Dark Angels, and he has promptly brought in quite a few guardsman. Now unfortunately, he somehow got it into his head that hordes are these wonderful things, and decided to turn the guard into his version of my Tyranids. Like I said, completely out of nowhere idea. And he decided to fill his lovely massive infantry platoons full of flamers and flamer special weapon squads with a few grenade launcher squads in the rear. He also is working on 2 max size units of conscripts. I have also since learned that FRFSRF is very unpleasant en masse.

My hive fleet is being decimated and he likes to keep a tally of what he has burnt to a crisp. Here is a basic mapping of his army from when I helped him build it and keep it legal, if I remember it right.

Lord Commisar
CCS w/ MoO, OoF, Vox
3x Ministorum Priests w/ Plasma Guns

3x PCS
6x Infantry squads w/ Flamer, Vox
2x SWS w/ Flamers
2x SWS w/ Grenade Launchers
2x HWS w/ Autocannons
50x Conscripts
1x Vendetta (Why did I buy him this for Christmas?)
1x Armored Sentinel
1x Chimera
1x Basilisk
1x Leman Russ

Anyone got any recommendations for taking out chunks of that infantry? I've got a few Mawlocs and Biovores, but they certainly aren't taking out enough before our lines hit. Also, that Vendetta is an obnoxious little bugger who likes to pick on my Carnifexes. Should I put a rush on finishing up my Flyrants or do I have some other options that could work for taking it out quickly?
Made in us
Infiltrating Broodlord





Indiana

 jy2 wrote:
 Unyielding Hunger wrote:
Alright boys, I have an issue for the hive. Lets see what comes of this. I have a good friend that I brought into the game on Dark Angels, and he has promptly brought in quite a few guardsman. Now unfortunately, he somehow got it into his head that hordes are these wonderful things, and decided to turn the guard into his version of my Tyranids. Like I said, completely out of nowhere idea. And he decided to fill his lovely massive infantry platoons full of flamers and flamer special weapon squads with a few grenade launcher squads in the rear. He also is working on 2 max size units of conscripts. I have also since learned that FRFSRF is very unpleasant en masse.

My hive fleet is being decimated and he likes to keep a tally of what he has burnt to a crisp. Here is a basic mapping of his army from when I helped him build it and keep it legal, if I remember it right.

Lord Commisar
CCS w/ MoO, OoF, Vox
3x Ministorum Priests w/ Plasma Guns

3x PCS
6x Infantry squads w/ Flamer, Vox
2x SWS w/ Flamers
2x SWS w/ Grenade Launchers
2x HWS w/ Autocannons
50x Conscripts
1x Vendetta (Why did I buy him this for Christmas?)
1x Armored Sentinel
1x Chimera
1x Basilisk
1x Leman Russ

Anyone got any recommendations for taking out chunks of that infantry? I've got a few Mawlocs and Biovores, but they certainly aren't taking out enough before our lines hit. Also, that Vendetta is an obnoxious little bugger who likes to pick on my Carnifexes. Should I put a rush on finishing up my Flyrants or do I have some other options that could work for taking it out quickly?

Even your flyrants can do work against his infantry. Now I don't know how many flyrants you are running (or if any at all), but electroshock + 6 devourers can put a dent into his unit and you can do so relatively safely with your flyrants still swooping. With 2 or 3 flyrants, the damage becomes substantial whereas the threat of retaliation gets weaker. Most of his flashlights will be hitting and wounding on 6's anyways.

Then you've got mawlocs, biovores and hive crones to thin out the herd, so to speak. When firing biovores, make sure to center the blasts on important models like commissars and primaris psykers. Get rid of their stubborness/fearlessness/ability to cast Prescience/Perfect Timing/etc. The only time you will really have problems is if one of his psykers get Invisibility.

Try to get your flyrants to within Shadows range of his psykers and then watch as he starts failing his Perils tests.

Finally, don't forget your psychic powers. Powers such as Paroxysm can be very useful against the blob. If he doesn't have a commissar or Fearless guy in there, then the Horror can be quite good as well. Finally, if he is running multiple units, then Psychic Scream can be devastating if you can get your flyrants into the right place.

Lastly, you can take a tyrannocyte with 5 barbed strangler and put a tyrannofex with dual templates in it. That unit is devastating to a horde army.

Good luck!




Thanks for the tips. I am slow on the painting side of things. but I do have the 2 flyrants I got in an army lot. Never used them yet, since I haven't had a match in a long while that I can truly count as one that was at a decent point value. Then again, the more I look at my army, the more I am ashamed of it, in a sense.

I have something close to this if I remember right.

1 Harridan

1 Swarmlord
1 Walkrant?
2 Flyrants
2 Tyrant Guard
3-5 Tervigons
1 Deathleaper
1 Old One Eye

1 Zoanthrope

200 or so Termagants
200 or so Hormagaunts
120 or so Genestealers w/ Broodlords
40-50 Ripper Bases
30+ Warrior/Shrikes

30-40 Gargoyles
30+ Warrior/Shrikes
20 or so Spore Mines

2 Biovores
12 Carnifexes
2 Mawlocs
3 Tyrannofexes

So many gribblies, but I see the TMCs lacking luster and too little synaptic support.
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Indiana

Out of curiosity, is there any redeeming value in running a Tervigon/Termagant list anymore? Been tossing the idea around of using them as a mobile shield for a Bioblast Node. Probably run this at 1000pts or so.
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Indiana

Hey guys, I know it has been a long while since my last posts, but life has been hectic. Anyhow, I am curious if anyone has any experience running that Malceptor as a support battery rather than focusing on that anti armor spell?

By the way, can someone help me out with some math hammer on averages? I had an odd thought on averages in relation to winning.
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Indiana

Hey guys, I figured I would pop back in so you would not think I've gone off and died somewhere. Life's been a bit hard recently with balancing between the new college semester, work, painting up the swarm, planning out a board, and coming to grips with rapidly becoming an uncle. Anyhow, I have been doing a bit of trial and error with some mock games. My local meta is a bit odd, but we tend to go for a decent bit of cover or simply going after a full urban environment. Anyhow, I decided to see if I could come up with some modified Lictor Shame/Warrior Brood tactics for dealing with armies in heavily cover driven games.

I'll keep you guys posted on what I can come up with. I hope for a good final resolution.

Initial list building has consisted of the following;

HQ:
Deathleaper
Tyranid Prime

Elites:
Lictors

Troops:
Tyranid Warriors x4 or 5 (Depends on mood. Smaller units are easier to move and hide, while the larger ones are giving me better weight of fire to quickly weakening enemy units and HQs for mop up.)

Fast Attack:
Shrikes x3 or 4 w/ CC orientation (Rending Claws seem the most applicable, but LW/BS combo has been excellent. Will probably begin experimenting with intermixed units soon.)

Heavy Support:
N/A (Still working on it. Ideas?)
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Indiana

 Strat_N8 wrote:
Maybe Sporocysts? Spore Mines by their very nature ignore cover, the model itself is fairly cheap on points, and if nothing else it goes with the theme of mass-infiltrators.


You know what.. I might just do that. It gives me several moderately sturdy platforms for even more guns, allowing me to focus down some armor with a good chance to kill something. I'll have to proxy one for the next mock up. Thanks for the suggestion Strat.
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Indiana

 jy2 wrote:

Here is a preview of my Bay Area Open (BAO) GT list. The BAO is a 2-day 1850 tournament on July 11-12 and there will be about 130 players or so.




Below is a closer pic of my converted and finally completed Tyranid beastie.

Spoiler:





My goal is to win Best Tyranids and a Top 10 placing. Hope I can make the Hive Mind proud.



Well, regardless, good luck on the tournament Jim. I don't think the Hive Mind will be discouraged by your efforts. Who knows, maybe on the way home the 7th edition Tyranid codex will be release for preorder.

This message was edited 1 time. Last update was at 2015/07/11 21:53:16


 
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Indiana

TNasty wrote:
good luck jy2 realy hope you will win so i can go to my friend and tell them that tyranids are the best.

jy2 i have to ask a favour. if you have some time can you try to write a guide to counter space marines like you did with grey night .

last week i play a match with a spece his approssimatly list was :

27 bikes ( 4 squad by 7 one by 5 i think ) 2 grav to squad
khan ...
3 stalker
3 stalker
3 land speeder
3 assoult bikes with ... don't remember eheh

my approssimatly list was :

4 flyrants
1 mawloc
1 dimachaeron
some ripers
1 malanthrope
bastion

i lose realy bad he start the match and kill my malanthrope shooting with stalker .... yes he have some luck, then dimachaeron go down for the bikes and at the end of his fisrt turn he have 6 point ( we played maelstrom 2 )


Well, I can help you out a bit. For starters, do you bring that list a lot, or did you have the match planned? Because I want to say that list seems pretty tailored against our flying. That being said, your best bet would be a list much like what Jim brought to the BAO. Mawlocs in reserve are good options for taking out some of those issues. Those vehicles can't move far if grouped up, which will give you some good chances to take them out with the mawlocs. Otherwise, the only other option is to play to the objectives and bring lots of gribblies. TMCs die pretty quickly to all that grav.
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Infiltrating Broodlord





Indiana

I wonder if we will get a nice formation for tervigons. I think I have 5 or so with around 400 termagants and hormagaunts to use for something other than display purposes or a lesson in futility for trying to paint 'em all.
Made in us
Infiltrating Broodlord





Indiana

It's not bad. Still, legal GW formation is best formation.
Made in us
Infiltrating Broodlord





Indiana

 jy2 wrote:
Yeah, you're probably right. I probably didn't add enough freebies to the formation. Knowing GW, they'll probably go something like this....for every tervigon you take, you can also take a flyrant for free or something like that.



Hmm, sounds like it would be your next tournament list. But no. Tactically, tervigons are decent options, they just compete with things well above their weight. It seems to me that they need to bump it down to a simple troop choice, since the HQ section is dominated by our named characters as well as the standard tyrant, which makes sense. Reduce the tax to twenty and add in a decent point break while removing named options from their upgrade, and they would perhaps not be an autoinclude, but a good contender.

And no, the ultimate hilarity would not be free flyrants, but removing the wings as a option from a hive tyrant, and moving the winged option to the fast attack slot.

I just want the PoM back, as well as the removal of shrikes from fast attack in exchange for a wings option on the standard warrior and prime.

This message was edited 1 time. Last update was at 2015/07/18 20:45:49


 
Made in us
Infiltrating Broodlord





Indiana

A pyrovore formation with an apocalypse template would be fun with a 3 model clampack for pyrovores and biovores.
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Infiltrating Broodlord





Indiana

Well, for starters, it is going to be quite a bit thicker, considering just how many units have been added to the army.
Made in us
Infiltrating Broodlord





Indiana

 the shrouded lord wrote:
'ello guys, I've got a bit of a debarkle.
I've never particpated in a tournament, but there's one coming up in the next few weeks.
An 800 point game with no formations or escalation.
I'm wondering if anyone can help me figure out what I should take out of the units I have.
A trygon.
A hive tyrant.
three tyrant guard.
Twenty termagants.
ten Hormagaunts.
Three ripper bases.
A carnifex.
A tyrannofex.

Apologies for the silly question, but I'd like y'all's opinion.


Ok, here is something that should work for you fairly well, provided you have your models geared correctly.

1 Hive Tyrant with Wings, 2 sets of Twin Linked Devoured with Brainleech Worms, Electroshock Grubs.
10 Termagants
3 Ripper Swarms with Deep Strike
1 Carnifex with 2 sets of Twin Linked Devoured with Brainleech Worms
1 Mawloc (proxy or head swap, the 2 are nearly identical)
1 Tyrannofex with Electroshock Grubs

And this should be fairly effective for you.
Made in us
Infiltrating Broodlord





Indiana

Been a while since I last had something for the hive mind, but with the switch from blasts and the like to high strength shots, I am going to do some experimenting with the Malceptor... I'll let you guys know if I work anything out or just give up and get drunk.
 
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