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Made in us
Agile Revenant Titan






Austin, Texas.

 Niiai wrote:
I have a questions. This was possible in the old codex as well. Why was it never used then?


And because now with the codex people are still looking for ways to make it "better", and so now combos that were never used are becoming popular again, even if they were better before

I do drugs.
Mostly Plastic Crack, but I do dabble in Cardboard Cocaine. 
   
Made in us
Longtime Dakkanaut





Eye of Terror

I know it's more points but rending claws are really good on Warriors... They will slice and dice Marines like tin foil.

My blog... http://greenblowfly.blogspot.com

Facebook...
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Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

Personally...I view warriors as shooty and shrikes as assaulty

Warriors can go with a prime and shrikes need to be in combat to be safe

Come play games in West Michigan at https://www.facebook.com/tcpgrwarroom 
   
Made in us
Longtime Dakkanaut




 dementedwombat wrote:
Page 37 of the book-

Gets Hot and Re-rolls
If a model has the ability to re-roll its rolls To Hit (including because of BS 6+, or Twin-linked), a Wound is only suffered if the To Hit re-roll is also a 1; it may also re-roll Gets Hot results of 1 for weapons that do not roll To Hit.

Seems pretty straight forward to me.

I don't play this game particularly competitively, but I do know my rules (at least the ones I use often, the rest are a vague haze to me).


Thanks, though it was in the FAQ's but did not find it.


Automatically Appended Next Post:
 Niiai wrote:
I have a questions. This was possible in the old codex as well. Why was it never used then?
Pod were better as you brought a piece of BLOS with you. Only time I saw outflanking Warriors was when you want the prime to go with.

This message was edited 1 time. Last update was at 2014/01/31 05:12:13


 
   
Made in us
Longtime Dakkanaut




 Niiai wrote:
I have a questions. This was possible in the old codex as well. Why was it never used then?
Because it wasn't very good then, like it isn't very good now. The difference is now there is lots of 'not very good' in the troops section and people are willing to try anything to see if it will work.

Warriors are too squishy, and not very killy.
9 warriors, 27 shots, 13.5 hits, 9 wounds, 3 dead MEq. Yay... for a minimum of 335pts, you can kill 3 marines a turn.


OTOH, with the death threat that is IB... synapse need is at a premium...so there is that too.


Automatically Appended Next Post:
 Red Corsair wrote:

Well you can toss that pdf because it sucks.
Average roll is a 7
7-3=4
Average scatter for BS3 is 4" not 2.69


Y'know, if you are going to get snarky, you should *at least* be sure your math is right. And guess what.... your math is *not* right. (Hint: Averages don't work like that.)

This message was edited 1 time. Last update was at 2014/01/31 06:14:13


 
   
Made in gb
Sneaky Lictor





I'm surprised at the positive results. But i'd personally only outflank Warriors if something else is coming in, like Raveners or Gargoyles for example. If those are kitted out with upgrades the Warriors may still be prime target due to the synapse support.

Though i've always had success with 330pts on Devilgaunts + toxin sacs. Now i'll just do the Gaunts which even at 30 is still only 240pts. I'm not fussed if they run away once they've annihilated a unit. I nice combo is with the Trygon Prime. When rolling reserves and the gaunts don't come in, place the Trygon somewhere you'd like them to, so they utilize the tunnel next turn. Or if they both come in, place the gaunts on the outflank and after DS the Trygon near to provide synapse.
Yeah Trygons got a nerf, but the Gaunts got better.
Throw in a few Stranglewebs, and see if you can pin some stuff too.
Miasma on the Prime if you're feeling pricey.
Or a Tyranid Prime in with the Gaunts too, so go challenging some stuff with LW/BS.

But each to their own
   
Made in de
Masculine Male Wych






Dont have my Codex with me. Is it possible to use a trygon-tunnel as homing beacon for a mawloc?. Would be really nice, but dont remember the exact rules.
   
Made in gb
Infiltrating Broodlord






MasterOfGaunts wrote:
Dont have my Codex with me. Is it possible to use a trygon-tunnel as homing beacon for a mawloc?. Would be really nice, but dont remember the exact rules.

It's only pheromone trail unfortunately, the trygon tunnel is limited to troops.

That said, NIB over at the tyranid hive has had some good luck using the Comms relay; it'[s a great (and much needed, with the inferior new Hive Commander) way of manipulating reserves and might even - the shock - make the Trygon tunnel significantly more usable! Hence you might, if it floats your boat, elect to walk on your warriors, or pop them out of the tunnel if the (rerollable) dice allow.

   
Made in us
Crazed Zealot



United States

Warriors are too squishy, and not very killy.
9 warriors, 27 shots, 13.5 hits, 9 wounds, 3 dead MEq. Yay... for a minimum of 335pts, you can kill 3 marines a turn.


The prime really helped me, I don't know the mathhammer to it, but the better BS and the use of a miasma cannon, did turn up the heat against marines....But the squad then cost even more points. Also I feel to utilized the warriors you have to shoot & assault. The warriors w/ prime are tough enough to handle a volley of enemy shooting for a turn to be able to assault. You just need to be mindful were all the str8 stuff are located.

   
Made in us
Dakka Veteran





Cosmic_Seth wrote:
Warriors are too squishy, and not very killy.
9 warriors, 27 shots, 13.5 hits, 9 wounds, 3 dead MEq. Yay... for a minimum of 335pts, you can kill 3 marines a turn.


The prime really helped me, I don't know the mathhammer to it, but the better BS and the use of a miasma cannon, did turn up the heat against marines....But the squad then cost even more points. Also I feel to utilized the warriors you have to shoot & assault. The warriors w/ prime are tough enough to handle a volley of enemy shooting for a turn to be able to assault. You just need to be mindful were all the str8 stuff are located.


Exactly my point. Whenever I brought them on, I was sure to place in the best locations possible for them to do the most damage and to where they would receive the least amount of damage. Its a big risk, but heck, how I see it every Tyranid player in this edition is taking a risk by playing with this under-powered Codex lol.
   
Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

 Rommel44 wrote:
but heck, how I see it every Tyranid player in this edition is taking a risk by playing with this under-powered Codex lol.


Personally, Tau is the only opponent I feel like is a constant struggle.

Actually, Broadsides are the only thing I feel like is a constant struggle.

Come play games in West Michigan at https://www.facebook.com/tcpgrwarroom 
   
Made in us
Raging Ravener




Dallas, TX

 ductvader wrote:
 Rommel44 wrote:
but heck, how I see it every Tyranid player in this edition is taking a risk by playing with this under-powered Codex lol.


Personally, Tau is the only opponent I feel like is a constant struggle.

Actually, Broadsides are the only thing I feel like is a constant struggle.


Agreed. I have been having a lot of success against most armies and some very skilled players. I have also found Nids to be a strong counter against one of the better performing 6th armies, Daemons.

As for Tau, I have found that a couple of genestealer units with broodlords can really hamstring some of the more "competitive" Tau builds.

4500
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Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

POKEYtheBIG wrote:
 ductvader wrote:
 Rommel44 wrote:
but heck, how I see it every Tyranid player in this edition is taking a risk by playing with this under-powered Codex lol.


Personally, Tau is the only opponent I feel like is a constant struggle.

Actually, Broadsides are the only thing I feel like is a constant struggle.


Agreed. I have been having a lot of success against most armies and some very skilled players. I have also found Nids to be a strong counter against one of the better performing 6th armies, Daemons.

As for Tau, I have found that a couple of genestealer units with broodlords can really hamstring some of the more "competitive" Tau builds.


I personally don't even struggle with riptides...for the most part, I can ignore them.

But Broadsides...they almost make a mawloc or exocrine necessary.

Come play games in West Michigan at https://www.facebook.com/tcpgrwarroom 
   
Made in us
Dakka Veteran





 ductvader wrote:
POKEYtheBIG wrote:
 ductvader wrote:
 Rommel44 wrote:
but heck, how I see it every Tyranid player in this edition is taking a risk by playing with this under-powered Codex lol.


Personally, Tau is the only opponent I feel like is a constant struggle.

Actually, Broadsides are the only thing I feel like is a constant struggle.


Agreed. I have been having a lot of success against most armies and some very skilled players. I have also found Nids to be a strong counter against one of the better performing 6th armies, Daemons.

As for Tau, I have found that a couple of genestealer units with broodlords can really hamstring some of the more "competitive" Tau builds.


I personally don't even struggle with riptides...for the most part, I can ignore them.

But Broadsides...they almost make a mawloc or exocrine necessary.


Mawlocs are awesome against Broadsides, and I have also had succes using the Exocrine and its large S7, AP2 Pie Plate of Death. those things just wreck Tau gunlines, even more so with Mawlocs popping up all over the place.
   
 
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