Switch Theme:

Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in it
Longtime Dakkanaut



Cheyenne WY

 Battlesong wrote:
pinecone77 wrote:
Currently "good" units in HtH have Invulns and Top of the line armor saves. We don't. But we do have acid blood! (costs cp) You want to use Lictors, and/or Rippers to "on all fronts" and deploy scamblers, and the like.

If you are careful you can max the secondaries, and if your foe cannot, you can get a win most every time. We may not be "good" at HtH, but we can Infiltrate, Tunnel, and out number just like always.


Automatically Appended Next Post:
What Hive Fleet are you planning on running? The two top choices seem to be Kraken for super speed, and Leviathan, or Jormangandr for increased saves, or tricks.


Automatically Appended Next Post:
There are also "custom" Fleets as well.


Automatically Appended Next Post:
 Battlesong wrote:
pinecone77 wrote:
Outside of "super competitive" Bugs can do just fine. The main "trap" is that Hth is now a "thing" in 9th, and Nids don't do Hth very well. But shooting and Smiting work just fine, and the old classic of Cover the table with figs!(tm) still works.

The "secret" is play the mission, and only the mission. Nids can do that as well as any.


Don't do hth well? Wow, I really have to check the rules now as I find it hard to believe that we're bad in close combat. The issue used to be getting them there, not what happened when they were there. Below is the collection of models I'm working with; any advice based off of this is really appreciated.

2 Hive Tyrants One wit LW/BS and HVC, one with wings, but no other arms attached yet
1 Tervigon w/Crushing Claws
2 Broodlords
10 Warriors, various loadouts
44 Genestealers
41 Hormagaunts
35 Termagants, some w/devourers, but I don't remember how many
29 Gargoyles
1 Lictor (usually use as Deathleaper)
3 Zoanthropes
1 Biovore w/2 mines
1 Exocrine
2 Trygons
4 Carnifexes, 1 w/dual ST, 1 w/ST and Crushing Claws, 1 w/Claws and HVC, and 1 with 2 devourers and 2 open arm slots


Looking at what you have I suggest running some MSU Stealers, and/or MSU Warriors as your base, us the Broodlords as HQ, one with A spine to increase psycher powers and the add in you gaunts and Zoeys and see how it plays.
I'll most likely run Kraken, at least until I get a couple of 9th edition games under my belt as I think that'll be the easiest to play with to start. Staying away from the monsters makes me cry as they're the whole reason I started playing the army. Sounds like a complete reversal of how we played 8th edition and is going to take a lot of games to get used to. It almost makes me just want to hold off to see what the new codex brings.....

Monster are playable, it depends on what you will face. I am holding out hope that our new codex will make Carnfexen back into the fearsom monsters of pld. I don't mind the stats, if they were cheaper I would take them.

The will of the hive is always the same: HUNGER 
   
Made in us
Beast of Nurgle





Alabama2

So I'm getting into tyranids for casual/narrative games and I have a start collecting and then another start collecting minus the trygon. Would it be better for me to focus on building a horde or are.blast weapons too punishing?

 
   
Made in us
Brainy Biophagus Brewing Potent Chemicals






 UncleJetMints wrote:
So I'm getting into tyranids for casual/narrative games and I have a start collecting and then another start collecting minus the trygon. Would it be better for me to focus on building a horde or are.blast weapons too punishing?


My experience so far has been mixed. Blast weapons do hurt when they pop up, but most people I have played recently have not been taking many of them compared to things that kill heavy infantry and armor. It also depends a bit on how many extra dice you are looking at - a unit with a single D6 shot weapon getting a minimum of 3 shots isn't as annoying as a unit with four individual D3 shot weapons getting a full 12 shots every time.

Biggest threat I've had from blast was from units that have access to a "everyone can throw a grenade" stratagem. The amount of dice thrown in such instances almost always far exceeds what the unit could have put out with their normal ranged weapons (albeit usually at -1 strength).

This message was edited 1 time. Last update was at 2021/04/20 02:32:12


 
   
Made in jp
Crushing Black Templar Crusader Pilot






So, not owned any 'nid rules since the 8th ed index (which is currently hiding somewhere on my laptop :( ) but have Tervigons ever been able to take anything other than Crushing Claws or Scything Talons, or did I hallucinate that one night? I've just combed through my 7th ed codex, and at the very least, we only had that back then??? Have the options expanded at all since then, or nah? - also, of the two, which do we like?

This message was edited 1 time. Last update was at 2021/04/20 10:00:05


 
   
Made in nz
Longtime Dakkanaut





Auckland, NZ

 posermcbogus wrote:
So, not owned any 'nid rules since the 8th ed index (which is currently hiding somewhere on my laptop :( ) but have Tervigons ever been able to take anything other than Crushing Claws or Scything Talons, or did I hallucinate that one night? I've just combed through my 7th ed codex, and at the very least, we only had that back then??? Have the options expanded at all since then, or nah? - also, of the two, which do we like?

It has only ever been scything talons or crushing claws on Tervigons.
Personally I'd stick with the scything talons. Three attacks hitting on a 4+ is bad. But the -1 to hit on the crushing claws changing that to a 5+ is just dismal. Plus they make you pay more points for it.
   
Made in jp
Crushing Black Templar Crusader Pilot






Arson Fire wrote:
 posermcbogus wrote:
So, not owned any 'nid rules since the 8th ed index (which is currently hiding somewhere on my laptop :( ) but have Tervigons ever been able to take anything other than Crushing Claws or Scything Talons, or did I hallucinate that one night? I've just combed through my 7th ed codex, and at the very least, we only had that back then??? Have the options expanded at all since then, or nah? - also, of the two, which do we like?

It has only ever been scything talons or crushing claws on Tervigons.
Personally I'd stick with the scything talons. Three attacks hitting on a 4+ is bad. But the -1 to hit on the crushing claws changing that to a 5+ is just dismal. Plus they make you pay more points for it.


Ah, okay, sounds like some pretty solid logic ahahaha. Cheers very much for the help!

This message was edited 1 time. Last update was at 2021/04/20 21:07:23


 
   
Made in us
Brainy Biophagus Brewing Potent Chemicals






 posermcbogus wrote:
So, not owned any 'nid rules since the 8th ed index (which is currently hiding somewhere on my laptop :( ) but have Tervigons ever been able to take anything other than Crushing Claws or Scything Talons, or did I hallucinate that one night? I've just combed through my 7th ed codex, and at the very least, we only had that back then??? Have the options expanded at all since then, or nah? - also, of the two, which do we like?


In 5th (when they were introduced) they had Claws and Teeth by default and could upgrade to Scything Talons or Crushing Claws. In the 6th edition book they dropped the generic Claws and Teeth option for Scything Talons by default and Crushing Claws as an upgrade. They also could take the Miasma Cannon relic for a gun option due to the way relics worked in 6th/7th (basically were extra wargear options for characters with fixed costs) but that option is longer legal.

For the current book, sadly the Massive Scything Talons are in most cases the only weapon worth using. The Crushing Claws -1 to hit is crippling given the Tervigon's poor weaponskill (especially once at half health or lower) and damage-wise the Talons are identical apart from the 2x strength modifier. The one exception is if you are in Crusade where you can give your Tervigon the "ignore hit modifiers" warlord trait without sacrificing adaptive physiology upgrades (or a different Warlord Trait), since at that point you are trading reroll 1's to hit with 2x strength which is more palatable.

   
Made in us
Never Forget Isstvan!






Arson Fire wrote:
 posermcbogus wrote:
So, not owned any 'nid rules since the 8th ed index (which is currently hiding somewhere on my laptop :( ) but have Tervigons ever been able to take anything other than Crushing Claws or Scything Talons, or did I hallucinate that one night? I've just combed through my 7th ed codex, and at the very least, we only had that back then??? Have the options expanded at all since then, or nah? - also, of the two, which do we like?

It has only ever been scything talons or crushing claws on Tervigons.
Personally I'd stick with the scything talons. Three attacks hitting on a 4+ is bad. But the -1 to hit on the crushing claws changing that to a 5+ is just dismal. Plus they make you pay more points for it.



Actually, back in 8th, the Tervigon could take a gun. I'd frequently give it the relic guns to make her actually be a threat on the battlefield.

JOIN MY CRUSADE and gain 4000 RT points!
http://www.eternalcrusade.com/account/sign-up/?ref_code=EC-PLCIKYCABW8PG 
   
Made in us
Been Around the Block




Hello Hive Mind! I have finished another battle report against the new Dark Eldar. I have to face off against a 32 DT liquifier spam army.
Read all about it here:

https://www.reddit.com/r/Tyranids/comments/mwdqe5/tyranids_vs_new_drukhari_2000pt_written_battle/

What are people's ideas about what we could do to beat a list like this?
   
Made in nz
Longtime Dakkanaut





Auckland, NZ

 Eihnlazer wrote:
Arson Fire wrote:
 posermcbogus wrote:
So, not owned any 'nid rules since the 8th ed index (which is currently hiding somewhere on my laptop :( ) but have Tervigons ever been able to take anything other than Crushing Claws or Scything Talons, or did I hallucinate that one night? I've just combed through my 7th ed codex, and at the very least, we only had that back then??? Have the options expanded at all since then, or nah? - also, of the two, which do we like?

It has only ever been scything talons or crushing claws on Tervigons.
Personally I'd stick with the scything talons. Three attacks hitting on a 4+ is bad. But the -1 to hit on the crushing claws changing that to a 5+ is just dismal. Plus they make you pay more points for it.



Actually, back in 8th, the Tervigon could take a gun. I'd frequently give it the relic guns to make her actually be a threat on the battlefield.

Ah, you mean back in 6th/7th. I'd forgotten about the old Miasma Cannon relic back then. It could indeed be swapped from a pair of scything talons on a tervigon. Good catch.
   
Made in us
Towering Hierophant Bio-Titan




Mexico

To bad the miasma cannon sucked so much.
   
Made in no
Liche Priest Hierophant





Bergen

So a harradrian wins a tournament.

It is all in here.

m.youtube.com/watch?v=W2EYzjWF00o

Comments by the players here.

m.youtube.com/watch?v=lmCavGqfoyk

Now I really wanne kitbash a harridan. But it is probably expensive, and that bad boy is to big for public transport

   
Made in fr
Mekboy Hammerin' Somethin'






Just add bits of carapace and green stuff to a hive crone, use the scything talons of a hierodule (magnetise them so you can put them back on the dule when needed) and make the hive crone head a bit bigger with green stuff. If your model is 10% smaller than the FW thing don't worry, no one will care. You will never be out of LOS anyway so it won't make a difference. Just be sure to have the right base for it

Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in no
Liche Priest Hierophant





Bergen

It is twice the sieze of the hive crone. And the wings three times the sieze.

   
Made in us
Brainy Biophagus Brewing Potent Chemicals






I’ll post a comparison picture when I get home (I have both a Hive Crone and Harridan) but as Niiai points out the Harridan is a lot bigger than the plastic flying monsters. Would still be a neat conversion, but the size difference would be a sticking point.

This message was edited 1 time. Last update was at 2021/04/28 14:37:10


 
   
Made in fr
Mekboy Hammerin' Somethin'






Ah ok then i didn't think there was such a diff, my bad. You could try greenstuffing extensions to the wings but that would be tricky.

This message was edited 1 time. Last update was at 2021/04/28 13:17:27


Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in us
Xeno-Hating Inquisitorial Excruciator





NJ, USA

I have one - wing span is 13.25 inches, wider than than the narrow deployment zones. It's much longer the other way. On maps with the 12" deployment zones, you need to either pay 4CP to reserve it or have it sit around doing nothing turn 1 per the FAQ. Love him, but it sucks in about a third of the missions.

For the greater glory of the Zoat Empire!


 
   
Made in fr
Mekboy Hammerin' Somethin'






 Verthane wrote:
I have one - wing span is 13.25 inches, wider than than the narrow deployment zones. It's much longer the other way. On maps with the 12" deployment zones, you need to either pay 4CP to reserve it or have it sit around doing nothing turn 1 per the FAQ. Love him, but it sucks in about a third of the missions.


Thanks for the input, so kitbashing is no way to go, unless you get the dimensions exactly right. Because otherwise, that's modelling for advantage...

Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in us
Towering Hierophant Bio-Titan




Mexico

 Niiai wrote:
So a harradrian wins a tournament.

It is all in here.

m.youtube.com/watch?v=W2EYzjWF00o

Comments by the players here.

m.youtube.com/watch?v=lmCavGqfoyk

Now I really wanne kitbash a harridan. But it is probably expensive, and that bad boy is to big for public transport

That's a curious interaction bewteen Overrun and Aircraft rules, which makes me think Overrun is going to be either removed, Core locked or heavily edited.

This message was edited 2 times. Last update was at 2021/04/28 18:11:33


 
   
Made in us
Brainy Biophagus Brewing Potent Chemicals






As promised, a quick picture taken from above:
Spoiler:




I must confess I haven't looked at its rules too closely as there hasn't been very many opportunities to use it. That being said, I do hope they will do something similar for our other dedicated flying monsters to give them a different feel from their ground-pounding counterparts.
   
Made in mx
Towering Hierophant Bio-Titan




Mexico

I do expect the Harpy and Hive Crone to get aircraft rules. Those two and the Harridan tend to share movement rules.

This message was edited 1 time. Last update was at 2021/04/28 23:04:50


 
   
Made in us
Mighty Chosen Warrior of Chaos






 Xenomancers wrote:

The FW stuff is just very underpointed by comparison...because that is what FW is great at. Turns out though the FW stuff is about right and pretty much everything else nids is overpointed.


As far as i know FW is no longer making the rules and points costs for their models, its all done by GW now.
   
Made in us
Fresh-Faced New User




 Verthane wrote:
I have one - wing span is 13.25 inches, wider than than the narrow deployment zones. It's much longer the other way. On maps with the 12" deployment zones, you need to either pay 4CP to reserve it or have it sit around doing nothing turn 1 per the FAQ. Love him, but it sucks in about a third of the missions.


This is actually an incorrect interpretation of step 11 of either the BRB/GT Mission Pack. The second sentence says "A player’s models must be set up wholly within their deployment zone" and in Basic Rules section of the Core Rules you will find a section under Measuring Distances titled "Within and Wholly Within" that states " If a rule says it affects models that are ‘wholly within’ then it only applies if every part of the model’s base (or hull) is within the specified distance."

Since the Harridan has a base and doesnt hull measure, as long its base is wholly within the deployment zone it will never be subjected to the restrictions laid out in the second paragraph of step 11 in the Mission Pack.

Basically, if the model has a base, the actual size of the model doesnt matter when you are trying to determine if it is wholly within a deployment zone.

This message was edited 1 time. Last update was at 2021/05/07 06:58:35


 
   
Made in de
Mighty Chosen Warrior of Chaos






tyranidwarrior wrote:
 Verthane wrote:
I have one - wing span is 13.25 inches, wider than than the narrow deployment zones. It's much longer the other way. On maps with the 12" deployment zones, you need to either pay 4CP to reserve it or have it sit around doing nothing turn 1 per the FAQ. Love him, but it sucks in about a third of the missions.


This is actually an incorrect interpretation of step 11 of either the BRB/GT Mission Pack. The second sentence says "A player’s models must be set up wholly within their deployment zone" and in Basic Rules section of the Core Rules you will find a section under Measuring Distances titled "Within and Wholly Within" that states " If a rule says it affects models that are ‘wholly within’ then it only applies if every part of the model’s base (or hull) is within the specified distance."

Since the Harridan has a base and doesnt hull measure, as long its base is wholly within the deployment zone it will never be subjected to the restrictions laid out in the second paragraph of step 11 in the Mission Pack.

Basically, if the model has a base, the actual size of the model doesnt matter when you are trying to determine if it is wholly within a deployment zone.


I agree with you but sadly some TO don't. I went to a tournament last summer, in 2 out of 5 games my ares gun ship was not allowed to do anything in the first turn.
   
Made in gb
Battleship Captain




Half looking at getting some games again when I get a chance.

Now, I haven't actually played 9th - or even 8th! - but I have played a fair amount of kill team, so the stats, the idea of command points and stratagems and picking secondary objectives all makes sense.

Unfortunately I know I'm limited by my available units.

My 6th/7th edition tactics were "drown them in bodies" and I have tervigons and a big bucket of fleshborer gaunts, with some screamer-killers to make up the points.

I know it's not a flexible or very good list, but that's what I'm stuck with.

So: starting from the principle of three tervigons, a hundred odd fleshborer gaunts and some screamer-killers, first off, what's the best plan for hive fleet? My brain says kraken to advance as fast as possible and then park the swarm and momma bugs on the objectives, or Hydra because it seems to be all about numbers and the psychic power looks to be rather nice for someone trying to chew through a regenerating brood.

Thoughts? Advice?

Termagants expended for the Hive Mind: ~2835
 
   
Made in us
Brainy Biophagus Brewing Potent Chemicals






With that composition, I would suggest leaning into Jormungander. Your basic premise is an attrition list with durability from high wound count, so skew defensively with cover and spore cysts on the screamer killers. If you can afford to add another unit, I'd go with either some Venomthropes/Malanthropes (though the latter might be out of production now) or a Malceptor for its signature -1 strength defensive aura stratagem.

Tervigons and Termagants do play well with a Kronos gunline (screens to keep things away from the heavier artillery), but they themselves don't benefit as much from the adaptation.

I wouldn't go with Hydra. While the Tervigons keeping brood numbers up is good for the adaptation, I've generally found Hydra works best with an all infantry force that leans into large broods of the more "elite" multi-wound infantry.
   
Made in gb
Battleship Captain




I figured jormungander wouldn't be so great - that I'd be needing to advance a lot in turns 1 and 2 to swarm objectives, and going from a 6+ save to a 5+ didn't feel so great - or is that mostly about keeping the momma bugs alive?

Termagants expended for the Hive Mind: ~2835
 
   
Made in fr
Mekboy Hammerin' Somethin'






Custom fleet with 6++ on gaunts and as a second trait, reroll advance rolls, is what I suggest. You have the PA blood of baal supplement rules ?

Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in gb
Battleship Captain




Yes, I do. I guess that gives a nice balance between Kraken speed and a toughness increase like jormungandr.

It does mean losing opportunistic advance, which looks really good for yeeting 30 odd gaunts up the field. I guess metabolic overdrive is still available, but that'll cause half a dozen or so gaunts to explode if I do.

Termagants expended for the Hive Mind: ~2835
 
   
Made in us
Longtime Dakkanaut




Annandale, VA

I don't think Jormungandr would be optimal. Like you noted it doesn't help if you advance (or get in melee), and lots of armies (see: Marines) have no trouble hitting you with enough AP to mitigate your save.

I'd suggest Leviathan for durability. You get your 6+ against anything AP0, and then an extra 6+++ against all wounds.

Alternatively, Kraken with gaunts means you will dominate the board. You won't be quite as durable, but you will be able to get on objectives quickly and hold them.

That combination addnid recommended is a nice compromise between the two, albeit at the cost of fleet-specific goodies.

This message was edited 1 time. Last update was at 2021/05/19 13:57:22


   
 
Forum Index » 40K General Discussion
Go to: