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2017/12/04 15:54:59
Subject: Re:Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
How bad are lictors now? Are they over costed for a 3 wound model with reasonable stats & deployment options. If so, by how much?
What is that cost x2 (as you'll likely have at least one good non-lictor Elite choice.. i.e. HG). That value feels like a pretty good tax for a brigade
Brigades aren't dead. Simply the train has arrived at Hyperbole station
Cheap brigades are dead.
Lictors lost all their usefulness IMO. Probably time to rework the list.
2017/12/04 18:39:09
Subject: Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
Niiai wrote: A mind bogler I was hoping they would clearify in the FAQ. I did not see it however.
'-Charge Phase
You charge, as per rulebook
-Fight Phase
You fight, as per rulebook, and only may attack what you charged, as per rulebook
Should you kill the unit you use Overrun, as per stratagem
At the end of the phase, you use Adrenaline Surge, as per stratagem
And then you get into a new close combat'
They did not clearify if this is legal or not did they?
I believe this is legal. The Adrenaline surge says you get to fight again. If the rules already state you can only fight once, but their is a stratagem that allows you to fight again as an exception to the rule. I don't have the book in front of me, but is overrun considered a charge? I see what your getting at. Perhaps the answer is to declare a multi charge in anticipation of overrunning into the next unit, of course it would need to be within 12:.
I mean, the close I can find is this:
Q: When a unit is chosen to make a charge move and fails the
charge, do they still count as having charged? Specifically, can
a unit that has failed a charge move be chosen to pile in – and
potentially consolidate – towards the enemy?
A: A unit only counts as having charged if they made a
charge move. If a charge fails, and no models make a
charge move, they do not count as having charged. As
such, they cannot be chosen to fight in the Fight phase
(and so cannot pile in or consolidate) unless an enemy
unit moves within 1" of them.
It does not clearify a lot.
This is for the Jorm Fleet. If you try and charge and fail, you count as having charged and lose your +1 cover.
The other part about not being able to pile in and consolidate is in regards to hormies, in which people would fail a charge, and still pile in 6". i personally thought this was pretty clear that you couldn't pile in, but its good to have clarity on.
2017/12/04 18:50:37
Subject: Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
Nick N was the highest of us 3, he subbed 3 hive guard for 25 kraken gargs
I was the weird one with a brigade and no swarmlord. Dallas said he thought that he didn't feel nids could work without swarmlord. I disagree, I did not feel I lost any of my matches because of my list.
From what I understand, Dallas lost his last match to Alex Fennell running a lot of super OPAM stuff like thudd guns, shadowsword, etc. He managed to get first turn and get a GS squad into alex's army, but was then basically wiped out in one shooting phase. He mentioned that Alex made no mistakes in deployment, and that he (dallas) couldn't manage to huge any models to prevent falling back. I think our only hope against an army like that is the ability to null deploy many of our most important units, and come in for the beta strike.
This is why I think swarmlord must be in a pod and reserves based list. It is also why I do not think he is entirely required, but is absolutely viable. It also makes me question the viability of Behemoth, though I am pretty sure that increased odds of making the charge at the expense of being totally vulnerable to being locked in combat is not at all worth it. Perhaps a behemoth detachment with pods of hormagaunts?
Honestly I don't know. I don't know that my list would have fared better than Dallas vs Fennell. Without being forced to play hive guard on the board, I don't have any good, easy targets for big multi-damage weapons (Except venoms and biovores, both of which I do my best to hide and aren't exactly critical to my list). At the same time, I don't have the same long, versatile shooting that they have. My biggest advantage is that I can drop my army in from reserves and go to work there, but I'm not even remotely convinced that it would be enough. It just seems like AM is just plain ahead of the curve. There doesn't seem to be an answer anywhere, and if there is, it's most likely going to be in Chaos or Eldar.
EDIT: I like the first part of that kraken list. Run something similar. Did they take the Tyrannocyte or tyrant guard for the Swarmlord?
This message was edited 1 time. Last update was at 2017/12/04 18:51:04
2017/12/04 21:32:35
Subject: Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
Lance845 wrote: Tyranid Soup tactics are fine here as long as tyranids is a major component of your force. What they are talking about is bringing at most 5 small units, most of them needed to fill out the detachment, to supplement a majority nid force. That absolutely belongs in this discussion. If it was the other way around, 3-4 Nid units to add to a GSC/AM force then take it someplace else.
On a different subject, I found a way to create a PDF form so you guys would need to fill in the information on the quick reference sheet yourself (which also makes it legal for me to post to dakka). But, here is a preview of what I have going so far.
It will be at most 2 pages (front and back of a single laminated cardstock sheet or 2 sheets if thats what you prefer) and include all wargear when it's done.
Fantastic, ready for the 2nd page so i can print mine out.
I did a test print of this, and if I may make a suggestion I think its a bit hard to read, You may need to remove the background image, as cool as it looks, but it makes some of the lines, especially the darker lines harder to read. Also, perhaps try and do outlined boxes/borders, not sure if that will help. Overall though, fantastic, cant wait to see the end result.
Any chance you can make it fillable in a pdf or line up with the tab button? That would be really really super awesome.
2017/12/05 15:02:31
Subject: Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
Ok, I think I needs some clarity on this Pheromone Trail FAQ.
Says you can't use it for Genestealer Node Lurk ability or for any unit that is added to your army by an ability (so like other stratagems that give us reinforcements.)
I can still take Genestealers in regular reserve via a Trygon though and then use it though right? Or Hormies or devilgaunts. You just have to find another way to put the unit in reserve.
Also, is their no way to hold a Broodlord off now, since it cant use the Genestealer nodes, you would basically have to put it with a Trygon taxi.
I guess, for clarity, What units ARE eligible now for the Lictor Taxi?
2017/12/05 15:40:47
Subject: Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
Dynas wrote: Ok, I think I needs some clarity on this Pheromone Trail FAQ.
Dynas wrote: or for any unit that is added to your army by an ability (so like other stratagems that give us reinforcements.)
Not quite. Any unit added to your army by another unit, so stratagems are fine.
So this just rules out spore mines created by Biovores, Sporecyst, etc...
I guess, for clarity, What units ARE eligible now for the Lictor Taxi?
Only units created with Call the Brood and Endless Swarm I think.
But those require we pay reinforcement points for, so that really sucks. Man they nerfed the crap outta this.
2017/12/06 16:00:50
Subject: Re:Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
Can you charge behind enemy models, if you can fit between them, using your consolidation to go even further in their deployment zone, if there a models closer than the unit you just charged?
Oh 100%. I once lost a tournament game to a guy who won a 32 man RTT because I mis-spaced my models. He literally just said to me, "hey Luke....look at this" as he moved his guys through my models without touching their bases. I was like.....well. That sucks. He's a great sport and we play a lot, so I still rag on him for that tournament win I "gifted" him. Still got 5th but would have gotten first or second if I hadn't made that singular mistake.
Or, rather, let me clarify since what you're saying might be a little ambiguous. There are 2 units within 12" of you. You charge them both. They overwatch. You move your models up to your max charge roll, moving literally any direction that you want, going right past the models in the front unit if you want. Then when you pile, fight, and consolidate, each model in your unit needs to end each movement it makes closer to the model that it is itself closest to at that moment.
It's a little tricky, but making good pile and consolidate moves 100% wins games. Learn the phase thoroughly, ESPECIALLY for Nids.
You cannot move within 1" of enemy models, if you do, you stop there, and are assuming to charge in the charge phase. Given unit coherency is 2", and the smallest base is 1", I don't see how this is possible...
2017/12/06 19:36:12
Subject: Re:Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
Can you charge behind enemy models, if you can fit between them, using your consolidation to go even further in their deployment zone, if there a models closer than the unit you just charged?
Oh 100%. I once lost a tournament game to a guy who won a 32 man RTT because I mis-spaced my models. He literally just said to me, "hey Luke....look at this" as he moved his guys through my models without touching their bases. I was like.....well. That sucks. He's a great sport and we play a lot, so I still rag on him for that tournament win I "gifted" him. Still got 5th but would have gotten first or second if I hadn't made that singular mistake.
Or, rather, let me clarify since what you're saying might be a little ambiguous. There are 2 units within 12" of you. You charge them both. They overwatch. You move your models up to your max charge roll, moving literally any direction that you want, going right past the models in the front unit if you want. Then when you pile, fight, and consolidate, each model in your unit needs to end each movement it makes closer to the model that it is itself closest to at that moment.
It's a little tricky, but making good pile and consolidate moves 100% wins games. Learn the phase thoroughly, ESPECIALLY for Nids.
You cannot move within 1" of enemy models, if you do, you stop there, and are assuming to charge in the charge phase. Given unit coherency is 2", and the smallest base is 1", I don't see how this is possible...
You can move within1" when charging. So you move your models through his gaps to the other side. Perfectly legal. If you declare charges against both you can set up to pile in to another unit pretty easily.
Maybe I misunderstood. The way it read it was like he was blowing by them. As long the first model comes into base contact, then you get to play with the spacing afterward.
2017/12/06 20:16:35
Subject: Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
Resipsa131 wrote: Dumb question; if you declare a charge against 2 units and make one but don't make the other do you still get to finish your charge against the one you made?v
Yes. I actually just thought of something.
Say i have hormaguants 1.1" away from unit A and 6" away from unit B.
I roll a 4 on my charge. I charge into unit A. Now when I pile in, I move in such a way with my 6" pile in that I get within 1" of unit B. Even though I failed the charge, I still elected to charge them and ended my move within 1" of a unit in which I declared a charge, I just happen to get their with the pile in. Since I am within 1" inch of unit B, am I still able to fight unit B?
2017/12/07 15:12:16
Subject: Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
I've only ran Carnifexes once so far, and they are lascannon magnets. Even with Malanthrope -1, they got killed. Ran 3, plus OOE, 2 got popped turn one. The other turn 2, OOE made it into combat and popped a predator.
2017/12/07 17:34:57
Subject: Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
Dynas wrote: I've only ran Carnifexes once so far, and they are lascannon magnets. Even with Malanthrope -1, they got killed. Ran 3, plus OOE, 2 got popped turn one. The other turn 2, OOE made it into combat and popped a predator.
That makes it a resounding success. 2 Fexes are 200 points, 1/10 of an army. If all the enemy could manage was to take down 1/10 of your army with the strongest ranged phase they got (the first one), then your army was more than enough durable.
The rule to assess if a model carried his weight during a game is easy.
1) Sum the point cost of the units that fired at it each turn and divide by 3
2) Subtract 2 times the cost of the model
3) Add the damage inflicted by the model (in terms of points)
This gives you the final score of the model for that game. If it is positive, then that model did a good job.
Disclaimer: This method does not take objectives in consideration, and i still have not found a formula for the damage tanked in melee.
ok so 3 carnifex at 87 pts each.
2 Dev squads with 3 las cannons. Looks like 145 points.
Still not following your order of operations...
Did they do good or bad by your formula?
2017/12/07 17:58:37
Subject: Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
Tyranids got the tools to win a GT with lucky opponents and/or dice. But shooting is ,and always will be better then close combat. And other armies are better at that. Also don't forget that tyranids armies could be facing a lot more other tyranid players and it will be bloody (and fun!) but hard to achieve a full massacre win.
I actually disagree. Proper use of assault can completely stop a shooting army in its tracks. My last match of the GT against AM, if I hadn't cast smite, I would've been able to use his screening units to prevent any shooting at 29 horms and 19 genestealers, popped overrun and adrenaline rush during HIS turn, wipe out his 30 man conscript squad, then be into his army on my turn 2 en masse. The new assault movement rules are SO strong, that properly engaging in assault will make it so the enemy army cannot do anything at all. I've run through 1000+ points of shooting armies with just 1 unit of 19 Genestealers by properly wrapping up units so enemies can't fall back. Shooting allows you to do damage without receiving damage, but assault not only allows you to do damage, it also allows you to shut down an opponent's ability to move, shoot and assault. The biggest thing that is keeping pure shooty armies working atm is criminally undercosted AM units. No other army can stand up to a good assault heavy army with combined arms using only shooting.
8th supremely rewards shooting heavy with a strong counter assault, or assault heavy with screen removal shooting.
Agree with Traceoftoxin. When you get into their lines, they don't know how to deal with it. Even if they fallback and can shoot (like ultramarines) your still gonna be back on them. Most players simply cannot deal with the amount of bodies we can throw at them and tie their army up. No plan survives contact with the enemy. And nids make contact turn 1 if your playing it right.
2017/12/19 21:59:36
Subject: Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
As far as timing goes, 2.5 hours is not a lot of time to play a 2k point game. Most of mine end up being 4 hours. You really have to be constantly going and have all the stats memorized. Not reference the rule book etc...
Also, having lots of models doesn't help either.
2017/12/20 20:16:54
Subject: Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
WIth the clock if they burn the time, you could literallly just not move anything. Do pyskers smite and shoot. Skip assault, repeat over and over. that does seem a bit odd
2017/12/21 21:13:26
Subject: Re:Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
Played guard yesterday. He ran Catachan. That reroll random dice was STRONG. Everytime he did it he ended up with 11, or 12 shots out of 12 except once, where he rolled a 7. He rand 6x 10 man squads of inf, harker, 2 manticores, 2 basisilis, 2 LRBT, some sentinels, 2 astropaths, ratlings snipers.
I went pure melee, except for 30x devilgaunts.
Kraken HF.
Flyrant reaper obliterax, dev brainleech, warlord,
Swarmy
BL 2x 20 GS 30x Hormies with AG 30x Devilgants
Trygon
3x Rippers 3x
3x Spore Mines
He owned me, though in hindsight I probably deployed poorly.
Some observations:
If you place everything on the board, or nearly everything, there is simply to much to shoot at, even
I took Swarmlord without TG or Pod. Walked him across the board, he was basically the last thing to die turn 3. I conceded after that basically only having rippers and some gaunts left.
DS the 30x Devilgaunts wasn't as good as I thuoght. Its better to leave them on the board, walk them up and shoot. I will DSGS with the Trygon from now on.
Hormies are Fast! Especially with Karken. As observed, great for tieing up units. I locked in 4 of his infantry squads and still manage to daisy chain some gaunts to my Malantrhope.
I still like the Malanthrope, was able to get Prey Adaptation early by picking of a sentinel.
180 shots on T7 Devilgaunts (shoot twice strat) did 7 wounds. Probably won't try that again.
My BL, GS, HT, and Devilgaunts all failed 8 and 9" charges turn one. Even with rerolls.
I used kraken opportunitic advance on swarmy to get him to go 21", then failed Catalyst so no charge.
We did the mission which has the night rules wehre its -1 to hit over 18". He went first and killed a unit of GS. We discussed afterward, and think implemting the Night Fight rule to the player who goes first might help mitigate the going first advantage.
Also, I think first blood should be: if you kill a unit first turn (for each player) you get the VP, rather than whoever basically goes first is guarenetteed to get it.
2017/12/26 15:09:03
Subject: Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
Automatically Appended Next Post: Completely different topic, but i think that we are not giving enough consideration to Leviathan in our list building.
Sure, it doesn't have the speed of Kraken, but the 6+++ is better than the Jorm buff in many situations, especially for Tyrants.
It also has an incredibly powerful stratagem, +36% damage for 1 cp ON ALL UNITS ATTACKING THAT TARGET is sick! Melee flyrants love this, and i don't think that there are many targets that can survive a flyrant + GS leviacombo. I particularly like Haruspici in Leviathan, they have a lot to gain and are durable enough that adding a 6++ starts becoming a real thing.
I for one think Leviathan is better than Jorm. Even more so after the FAQ. I have a tourney next month and will give it a go. I have been doing behemoth and kraken mostly, but playing swarm armies takes way to long to move everything and the amount of dice it impossible to get a game even to turn 3 within 2 hours.
I think leviathan really needs lots of Synapse and Fliers for there stratagem to be effective. I only have 2 flyrants and 10 gargoyles. I will certainly put them in, and probably run a no Gribblies list, except GS, got to have some of those.
2017/12/26 23:05:03
Subject: Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
I think leviathan really needs lots of Synapse and Fliers for there stratagem to be effective. I only have 2 flyrants and 10 gargoyles. I will certainly put them in, and probably run a no Gribblies list, except GS, got to have some of those.
Doesn't have to be winged creatures. Tyrannocytes, Zoanthropes, Neurothropes, Venomthropes, and Malanthropes are all eligible as triggers for the stratagem.
Are we talking about the War on All Frounts Stratagem? I thought it had to be both a Flier and Non Flier both in melee with the same unit?
Automatically Appended Next Post:
luke1705 wrote: Thanks for the report Dynas. Don't see the Malanthrope in your list. If he is there, then I'm surprised that the IG list did as well against you as it did. That one model really messes up their day since it makes them BS 5+.
Also, I would definitely recommend shooting the Gants at whatever screening units he has. That way, your Genestealers can Swarmy move into the stuff that matters and kill non-chaff units. Definitely won't be doing 7 unsaved wounds against guardsmen
Finally, I really like Jormungandr to deliver the Devilgants. Bring a unit of Raveners and you can grab a Neurothrope for 139 points and a patrol detachment (or do 179 points for an extra CP with 2 mucolids and an outrider). Way more efficient than a Trygon once they come in IMO, and of course the Neurothrope does Neurothrope things for pretty much the whole game.
yeah I had a malanthrope, but he only had a 6" bubble, he shot the other stuff, as the Malanthrope was protecting swarmy and the Hormies and GS at turn 1 but he blasted those guys away even with the minus.
The devliery of the devilgants wasnt the problem. I man they have 18" guns so they are gonna be in range after I move them. Much better to get GS within 9". BUt yeah, shooting the tanks probably didn't help.
This message was edited 1 time. Last update was at 2017/12/26 23:07:36
2017/12/27 19:02:51
Subject: Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
Dynas wrote:Are we talking about the War on All Frounts Stratagem? I thought it had to be both a Flier and Non Flier both in melee with the same unit?
Yes. It just requires there be one unit that can Fly (i.e. has the Fly keyword) and another that cannot (i.e. doesn't have the Fly keyword). Tyrannocytes especially strike me as good enablers since they will usually be not far from conflict due to their role of delivering units and they are low enough threat to stick around. The various 'thropes also work, though being support oriented are harder to get in range to be useful.
pinecone77 wrote:
Here's my latest effort to make a playable Hydra List....
I think if you are going with Hydra you probably are better off forgoing monstrous creatures entirely in favor of various infantry units instead, both to take maximum advantage of the adaptation and to provide maximum threat overload. Most of the 'thropes already encourage large units with their special rules so they fit in nicely with Hydra and both Tyrant Guard and Hive Guard are capable of fulfilling the armor cracking roles that would normally be covered by monstrous creatures.
Ah i overlooked that. I double checked and thought it was FLIER rather than FLY. That does make it better. THought I think I would likely only use it with Gargoyles and Flyrant, harpies, crones. Not sure if I would want to risk the neuros or venoms.... THe tyrannocyte is an an interesting choice.... Didn't even think of charging those.
2017/12/28 14:26:09
Subject: Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
Lance845 wrote: Small update to the quick reference sheets. I didn't have the extended/degrading stat lines in for the Exocrine before. Fixed now. Im going to be doing a final print of my small format version today and laminating it. Il take some pictures and show off the final product tonight.
Yeah i already laminated mine, with the old degrading, but as long as I know, to look up that guy. . : ) its very helpful.
2017/12/29 18:42:26
Subject: Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
Xenomancers wrote: What do you think about the death-leaper? He is kind of interesting. Not so much for his ability to set up really close characters but for the ability to set up even closer to other things. Plus he's -2 to hit all the time.
Is he just too expensive and too easy to counter? IDK.
He seems like a slightly better lictor, especially after the codex dropped he got nerfed. Personally, i would prefer that they took out the Red Terror and Death Leaper and put hte Doom of Malantai and Paraiste of Mortex back in.
2018/01/06 13:24:11
Subject: Re:Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
ShiokenStar wrote: So I noticed that the Stone-Crusher Carnifex doesn't get a +1 to hit rolls after a successful charge like the Codex Carnifexes(Carnifexen?) do. What are the odds that the FW rules are going to get updated to be in line with its Carnifex-brothers?
Also on that note, thoughts on the 2x Wrecker Claws vs the 1x Claw, 1x Flail?
While we're talking Carnifexes, how are you guys keeping them alive? I've tried running three SC Carnifexes + OOE in like four games so far and I haven't gotten better than one wounded one + OOE into combat. They just seem to get sniped by AT weapons on the walk up, even with Trygons/Mawlocs being there to draw fire.
Pick Kraken, and run those bad boys as fast as you can. Use swarmlord for extra movement.
But Yeah, I have run them 2x, and they are AT magnets. Which is fine bc my tryants get to live.
2018/01/08 17:50:14
Subject: Re:Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
Niiai wrote: Can somebody help me with my list? I have painted them in leviathan so that is what I am playing. I really want to field a core of warriors. I think some genestealer cult hammerants can help out making it difficult for my opponent.
Suggestion in the list are welcome.
6 venom cannons, 6 impalor cannons and 8 hammerants are my anti tank.
14 devilgaunts, 12 devourers are my anti infantery.
The gaunts can screen alpha strikes, in a pich one of the rippers also, (Rippers are there to grab obnjectives.)
10 CP. However, I am running 7 HQ at 2000 points, that is way to many. I feel I need more bodies on the tables, less toys.
Aberrants [14 PL, 264pts] . Aberrant: Power Hammer
. Aberrant: Power Hammer
. Aberrant: Power Hammer
. Aberrant: Power Hammer
. Aberrant: Power Hammer
. Aberrant: Power Hammer
. Aberrant: Power Hammer
. Aberrant: Power Hammer
++ Total: [100 PL, 2000pts] ++
I think i would try to merge the devilgauntrs into on eunit of 30 with 20 devour, 10 fleshborers. NOt familiar with aberrant so i cant comment there. YOur HQ overload seems to be due to the GSC. how set are you on taken those? You have about a 1/4 of your list devoted to GSC which isnt going to get get any benefits form the tyranid codex HFA, stratagems, etc...
2018/01/16 17:20:04
Subject: Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
I had a 3 round ITC tourney this weekend. I went 2-1. Beat Deathguard and Tau, lost to "that" Eldar list. There were 12 players, I placed 5th. I was the only Nids player.
I ran Leviathain. I found having the extra 6+ pretty much all the time as only the canrifexs and GS had to worry about staying in Synapse. The GS ran with the Trygon Prime (but normally got the 5+ from Catalyst).
Flyrant, Devoureers with BLW, Bonesword and whip Reaper of Obliterax, WLT perfectly adapted.
Flytrant with HVC, Rending claws
Tyranid Prime with SY and Deathspitter
Malanthrope
OOE 2 Carnifex with ST and HVC (probably go all dakka next time)
2 units of 6 warriors (ST, Deathspitters x4, 2x VC)
Genestealers 19x
Trygon Prime
Rippers 3x 3 units
For 2ndarys:
I did Table Quarters every game, it was a good easy points. The other times it was either Headhunter or Big Game Hunter or Old school. I found most of my opponents to MEU rather than larget units.
Eldar: lost 17-5 I went first. 6 objectives with diagonel deployment. He had a unit of 9x bikes which were allstars. He screened well. He interrupted my DS genestealers with reroll wounds with Dark Reapers and wiped them. That sucked. His bikes zipped behind me. He had lots of pyskers too, Kronos would have helped, even though he perilled 3x.
Only made it through 2 full turns.
Deathgurad: Won 19-5, I went first again. 4 objectives. He blobbed up. I DS my flyrants on one flank, GS and Trygon on the other, and marched up with a blob of warriors, carnifex, malanthrope and prime. The GS made their charge off DS and tied up a lot of his characters. Eating them and regain CP. Also fighiting again was useful. Game went 2 full turns, but without him zoning me it was a slaughter.
Tau: Won 17-13, close game. he went first. Hammer and anvil deployment with no LoS blocking terrain. FML.
he killed 7 warriors turn 1. Wounding a carnifex. I advanced forward to get in range. I use metabolic overdrive on Old One Eye with advance and catalyst him to get a turn 1 charge. Flyrant DS each flank. GS deepstrike in the middle.
Now, when OOE charge his ENITRE army got overwatch againt OOE for being within 6" of a unit I declared a charge on. I havn't played Tau yet, and was very surpirse by this. He brought him down to 3 wounds.
It was a tight fought game, he took Head Hunter and Big Game hunter taking out flyrant, OOE, Trygon. I popped a few tanks, one was down to 1 wound. This game went through 4 full turns.
Overall: Leviathain was actually good, I wanted to try something without hordes of infantry to move because I was concerned with time. Kronos would have been helpful for Eldar for sure.
Carnifexs should either be all shooty or all melee, going split seemed to be a waste.
Warriors actually did pretty good. With the primes buff and the malanthrope casting its shroud, with the FnP 6+ I had a solid core that could put out decent fire. And with the amount of MEU armies, the higher strenth and AP seemed better than mass devourer shots.
GS are great. Acid maws are great. Nothing new here.
Trygon Prime didnt get into combat once, he was just an expensive taxi. I was going for synapse buff for the 6+, but ended up pretty much always giving the GS catalyst, so a regular trygon would have been fine.
Rippers are a MUST. 3 units can easily grab all the table quarters. Getting 2ndary points is something that should not be underestimated for ITC.
Flyrant with Repear of Obliterax & TS is amazing! You can easily one shot most tanks and High Wound models. Especially with the WLT allowing me one free reroll. I used it for wounds or Armor Saves every time.
Nids also give a lot of headhunter and big game hunter dual points (Flyrants, Trygons, etc...) I had 6 characters in my list. So be aware of the amount of points you are going to potentially give up.
Overall I think nids are in a good place. I would definitely change my list, and if you are going competitive I think at least a detachment of Kronos for the pysker deny is a must. With eldar and chaos running around, and smite spam, its vital.
2018/01/16 18:15:19
Subject: Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
Heavy venom cannon flying hive tyrant. How where these? I have a hard time deciding on the HV cannon vs dakka. 24 shots or 12 shots is so good.
The HVC was useful because he had the RC. So this HT I used to take out high toughness things like tanks. The other guy with Dev w/ BLW went for softer targets or characters.
How did the carnifexes perform? Do theyneed old one eye to be good?
I only got the regular guys into combat once against the DG termies. They tore them up. They did not have OOE with them. I will probably go pure Shooty (HVC and Dev or all Dev) or go pure Melee if I want to run them with OOE. Going split was bad. Unforuntaley these have the arms glued on.
While old 8ne eye can not be targeted, is he not a bit expensive for what he does?
He did great. He took an entire tau army firing overwatch at him (distraction) and killed some chaff. His shining moement was when he killed a DP and and tied up a 7 man squad of plague marines by himself.
Eldar just ignored him.
How did the warriors venom canon perform? D3 shots and d3 damage seems weard. Would you consider putting them in a trygon, or does the lack of a prime hold you back?
I would hold them back if I went shooty. If you are going melee warriors then a trygon might work. The d3 and d3 was wierd, I would honestly prefer a flat 2. I felt a rolled a lot of 1's for damage and number of shots. That being said having the VC was great for antitank and necessary since I didn't take HG, Exocrene, Tyrannofex. With the Prime +1 they are even better.
Did you miss having no screening units?
Nope, I was advancing toward my enemy most of the time. Tau DS his commander, but kept him near his army. Eldar might have been helpful to have, but I think it was more of a his list was the ultimate list and that was my first tourney game. Against DG I just surrounded him and picked him apart. The problem with nids and screening units is, we have to move them. 18" dev range or hormies. In a tourney setting time is a big factor.
2018/01/17 17:16:24
Subject: Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
HivefleetSkorpios wrote: I'm going against "that Eldar" next week, please help me come up a good list for that :(
If its a timed ITC mission good luck. If its just a normal game, take Kronos for sure. WLT on flyrant and DS him next to all his pyskers. Neurothropes to get extra deny. Take a swarm of stuff. Watch out for DS interrupt, if you can DS out of LoS of his farseerer to deny this.
-1 aura is a must from malan or venom. And then spam termies and GS i would say. Add a little Antitank (he only had one tank).