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Made in gb
Humorless Arbite





Hull

Is it just me or is it basically impossible to use spore mines effectively?

They're surprisingly expensive for a popping gasbag and when you use their float down deployment, they'll have to sit there for a turn to get shot at by the enemy (read: wiped because they have no ability to take fire) or luck out with a 12" charge.

The handicaps would be reasonable tradeoffs if they were cheaper than guardsmen. As a comparison, guardsmen get ranged weapons, armour, more movement, ability to hold objectives but cost less than a suicide bomb bag.
Are we paying that much for the chance to cause mortal wounds which we are pretty much never in a position to achieve?



   
Made in us
Longtime Dakkanaut





Auckland, NZ

 Otto Weston wrote:
Is it just me or is it basically impossible to use spore mines effectively?

They're surprisingly expensive for a popping gasbag and when you use their float down deployment, they'll have to sit there for a turn to get shot at by the enemy (read: wiped because they have no ability to take fire) or luck out with a 12" charge.

The handicaps would be reasonable tradeoffs if they were cheaper than guardsmen. As a comparison, guardsmen get ranged weapons, armour, more movement, ability to hold objectives but cost less than a suicide bomb bag.
Are we paying that much for the chance to cause mortal wounds which we are pretty much never in a position to achieve?



You should not pay points for units of spore mines. The best way to use them is to fire them from other units like biovores, which generate them for free when they miss. The generated ones are also each individual units, which forces the opponent to split their fire to get rid of them.

Spore mines do fairly ignorable amounts of damage. However you shouldn't use them for damage. They are best kept as models on the table and used as movement blockers. Non-flying enemy units can't walk through them, and they can't get rid of them until their shooting phase. Meaning you can generate a wall of mines and stop the enemy from walking onto an objective.
It can be hard to block small based infantry, but stopping something like a tank from moving forwards is quite doable with only a couple of mines. Particularly if it's next to a ruin or table edge you can pin it against.

Remember to nudge a squad of biovores in the movement phase to give them -1 to hit, which improves their chances of generating spore mine models.

Note this isn't a reliable strategy to base an army on, as there's a lot of stuff in the game which can just fly over the mines and ignore them, and biovores are quite expensive. But it's far better than taking lists with big units of mines in them.
   
Made in us
Ultramarine Master with Gauntlets of Macragge





Upstate, New York

I hadn’t thought about moving the biovores to make more mines. Nice tip.

I’ve been playing crusade (PL) games with my nids the few times I’ve had them out. One perk of buying units of mines is that they are 1 PL units, so good for topping off a list. You can also just start them on the table just to eat space and keep people from DSing near them.

I’ve also enjoyed a unit of 3 biovores. Help spam MWs, and the disruption of spawning mines is helpful and a lot of fun.

And while the mines might die to a stiff breeze, our little fickle 6-sided friends sometimes break in their favor. How much fire do you want to allocate to take them down? One marine with his bolter should be able to do it. But if you have multiple units of mines, and that gaunt squad that needs killing, how you going to split the squad’s firepower. And guessing wrong or being unlucky means eating MWs and maybe not being able to charge where you want.

   
Made in us
Never Forget Isstvan!






Spores are currently only useful as a counterpick against hyper elite armies. Against anyone else they are useless.

The FW mucoloid spores were pretty snazzy back in 8th when they had a scout deploy, but they got nerfed into oblivion and are useless now.

The bigger spores were only used to fill out FA slots in a Brigade back in 8th as well as they were the cheapest thing in slot, but now have no purpose. They needed a rule that let them hit everything in 2d6 range with d3 mortals when they died to be any good.

Regular spores are basically 30pts for a smite that cant be denied and can move block, but can also be spit on with lazgun fire and removed.


Spores seriously need to be allowed to forward deploy (scout deploy) to make them useful. If i had a minefield, i know i wouldnt be trying to bury the mines during a fire-fight. I would bury them before the fight in a place where I knew my enemy would likely be.

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Made in us
Sneaky Striking Scorpion




North Carolina

 Eihnlazer wrote:
Spores are currently only useful as a counterpick against hyper elite armies. Against anyone else they are useless.

The FW mucoloid spores were pretty snazzy back in 8th when they had a scout deploy, but they got nerfed into oblivion and are useless now.

The bigger spores were only used to fill out FA slots in a Brigade back in 8th as well as they were the cheapest thing in slot, but now have no purpose. They needed a rule that let them hit everything in 2d6 range with d3 mortals when they died to be any good.

Regular spores are basically 30pts for a smite that cant be denied and can move block, but can also be spit on with lazgun fire and removed.


Spores seriously need to be allowed to forward deploy (scout deploy) to make them useful. If i had a minefield, i know i wouldnt be trying to bury the mines during a fire-fight. I would bury them before the fight in a place where I knew my enemy would likely be.


Remember back in 7th when Mucolid spores were troops for some bizarre reason? Good times. And by good times, I mean bad times for the Nids.
   
Made in us
Stone Bonkers Fabricator General






A garden grove on Citadel Station

leerm02 wrote:
Greetings Nids players!

So I have recently got into my head a rather silly idea, but it's taken hold and I want to pursue it. See, my LGS and group are heavily into proxies, conversions, and total customization. We have things like entire proxied armies of Squats, custom factions kitbashed out of imperial soup, you get the idea.

I was thinking of making a nid list that followed the same basic premise, but I wanted to get some community feedback on the idea. The alternate lore that I thought would be fun to pursue would be an alien civilization that looked like the nids (monsters, essentially,) but had culture, individuality, art and science and all that jazz (heck, maybe even jazz!)

Being as how my experience with the nids is limited to battlescribe and a few games back in 8th against them, what would you folks recommend for a list of "thinking monsters"?

Thanks in advance!
Zoats?

ph34r's forgeworld Phobos blog
+From Iron Cometh Strength+ +From Strength Cometh Will+ +From Will Cometh Faith+ +From Faith Cometh Honor+ +From Honor Cometh Iron+
The Polito form is dead, insect. Are you afraid? What is it you fear? The end of your trivial existence?
When the history of my glory is written, your species shall only be a footnote to my magnificence.
 
   
Made in us
Ultramarine Librarian with Freaky Familiar






 ph34r wrote:
leerm02 wrote:
Greetings Nids players!

So I have recently got into my head a rather silly idea, but it's taken hold and I want to pursue it. See, my LGS and group are heavily into proxies, conversions, and total customization. We have things like entire proxied armies of Squats, custom factions kitbashed out of imperial soup, you get the idea.

I was thinking of making a nid list that followed the same basic premise, but I wanted to get some community feedback on the idea. The alternate lore that I thought would be fun to pursue would be an alien civilization that looked like the nids (monsters, essentially,) but had culture, individuality, art and science and all that jazz (heck, maybe even jazz!)

Being as how my experience with the nids is limited to battlescribe and a few games back in 8th against them, what would you folks recommend for a list of "thinking monsters"?

Thanks in advance!
Zoats?
Potentially using the Tyranid Warrior rules. Warriors are the most flexible unit for Nids, and one of the most flexible units in the game in terms of armament potential. Long range, short range, close combat, with multiple options for each.

And They Shall Not Fit Through Doors!!!

Tyranid Army Progress -- With Classic Warriors!:
https://www.dakkadakka.com/dakkaforum/posts/list/0/743240.page#9671598 
   
Made in us
Longtime Dakkanaut



Portland,OR

 Insectum7 wrote:
 ph34r wrote:
leerm02 wrote:
Greetings Nids players!

So I have recently got into my head a rather silly idea, but it's taken hold and I want to pursue it. See, my LGS and group are heavily into proxies, conversions, and total customization. We have things like entire proxied armies of Squats, custom factions kitbashed out of imperial soup, you get the idea.

I was thinking of making a nid list that followed the same basic premise, but I wanted to get some community feedback on the idea. The alternate lore that I thought would be fun to pursue would be an alien civilization that looked like the nids (monsters, essentially,) but had culture, individuality, art and science and all that jazz (heck, maybe even jazz!)

Being as how my experience with the nids is limited to battlescribe and a few games back in 8th against them, what would you folks recommend for a list of "thinking monsters"?

Thanks in advance!
Zoats?
Potentially using the Tyranid Warrior rules. Warriors are the most flexible unit for Nids, and one of the most flexible units in the game in terms of armament potential. Long range, short range, close combat, with multiple options for each.


Yeah, an army based on say Leviathan Warriors could be a fearsome force. There seem to be some new rules about getting a benefit from Synapse, and all Warriors have it.
   
Made in au
Dakka Veteran





 Insectum7 wrote:
 Nitro Zeus wrote:

I think that’s the core principals to Tyranids. I’ve had extreme success with them over the years by following these broad strokes, and I’ve barely lost a game. I only get to play locally plus one city over this edition so not the broadest range, but plenty of variety and I’ve played through some of the biggest balance discrepancies ever, and come out ahead just by building effectively and playing smart. And off the backs of the humble Termagant too lol, grow to love them, they are the bread and butter of Nids, best unit in the dex every edition. Seriously 5 pts for what they offer now is just awesome. I run almost 100 and I’m playing Nidzilla lol they are just hardcore.


^I recently started priming my gants and this is inspiring.

Question(s): How are you running them? All Fleshborers? Some Devilgants? Mixed squads? How do you use them on the table? I'm sitting on 60 Fleshborers and 60 Devilgants and maybe a few that aren't yet armed (literally). I'm interested in learning the way of the gant.


Literally all fleshborers. Their strength isn't ever shooting for me, it's just putting waves of bodies in front of more important units - even if those units are just more gants in important areas. If I want to spend more on them I go for Hormagants, because speed lets them do more things in that role more than bullets do. Not saying Devourers are bad or whatever, but it depends on your list. For me it's regular gants everytime.
   
Made in us
Tunneling Trygon




Mexico

Only if devourers weren't so cheap.

I mean, a 40% cost increase for a 50% range increase and a 200% damage output increase.

Throw in the double shot stratagem and you get one of the best anti-horde units in the game.
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

 Tyran wrote:
I mean, a 40% cost increase for a 50% range increase and a 200% damage output increase.
Until they do something stupid in our new Codex and we end up paying 8-10 points per T-Gant.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in au
Dakka Veteran





 Tyran wrote:
Only if devourers weren't so cheap.

I mean, a 40% cost increase for a 50% range increase and a 200% damage output increase.

Throw in the double shot stratagem and you get one of the best anti-horde units in the game.


both good options. I prefer the bodies but in a more infantry focused list I'd definitely run a ton of them.
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Is it even worth running T-Gant units above 10 models now? Or any unit above 10?

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
Ultramarine Master with Gauntlets of Macragge





Upstate, New York

 H.B.M.C. wrote:
Is it even worth running T-Gant units above 10 models now? Or any unit above 10?


You still get more bang for your buck with strats and buffs. And for things like sticking a unit in a Trygon tunnel. Or both at the same time. It’s not like we are getting free sergeants with MSU. So it’s the basic exchange of vulnerability of large units, but they can be leveraged with buffs, vs. the tactical flexibility of smalls.

   
Made in mx
Tunneling Trygon




Mexico

Lictor-ed

This message was edited 1 time. Last update was at 2021/09/03 19:13:52


 
   
Made in us
Warp-Screaming Noise Marine




I was considering starting a tyranid army because they remind me of the zerg and the models I had my eyes on reminded me most aesthetically of them, from raveners to hormagaunts and possibly genestealers... are there recommendations on what you would take in 9th edition for troops? I do care more about modeling right now than actual gameplay, and I figure that they would make a good match up for my friend's MEQ heavy chaos space marine army. I am wondering whether you find the sculpts and modeling of the different troops different enough that you would recommend for painters and modelers genestealers over gaunts and gants, for example. I am also interested in exploring whether or not nid infantry considering the special rules and ninth edition rules favor msu nids or hordes of blobs.

Beware of the man who works hard to learn something, learns it, and finds himself no wiser than before. -Kurt Vonnegut 
   
Made in us
Longtime Dakkanaut






Chillicothe, OH

macluvin wrote:
I was considering starting a tyranid army because they remind me of the zerg and the models I had my eyes on reminded me most aesthetically of them, from raveners to hormagaunts and possibly genestealers... are there recommendations on what you would take in 9th edition for troops? I do care more about modeling right now than actual gameplay, and I figure that they would make a good match up for my friend's MEQ heavy chaos space marine army. I am wondering whether you find the sculpts and modeling of the different troops different enough that you would recommend for painters and modelers genestealers over gaunts and gants, for example. I am also interested in exploring whether or not nid infantry considering the special rules and ninth edition rules favor msu nids or hordes of blobs.


IF you decide to run the Red Terror for funsies, since you want something more zerg like, look at Hydracasts Crimson Terror

My Painting Blog, UPDATED!

Armies in 8th:
Minotaurs: 1-0-0
Thousand Sons: 15-3

 
   
Made in no
Huge Bone Giant





Bergen

Warriors are OK. (Double scything tallon pair. Or gun and lash whip and sword.) You could use warriors are your troop choise.

They do not work as chaff though. Rippers works as chaff. And Lictors and ripperswarms are good. Have some shooting in the backline.

You can look at these two.

https://www.youtube.com/watch?v=-iVijmbl7MM&t=117s

https://www.youtube.com/watch?v=e0tzYbL6gLI&t=878s

   
Made in us
Longtime Dakkanaut



Portland,OR

Has anyone seen the new Octavius book? The ads seem to promise some new tools for the Hive Mind. Both Stealers and Warriors in particular....

This message was edited 1 time. Last update was at 2021/10/11 20:00:38


 
   
Made in us
Tough Tyrant Guard





It seems to me the new relic boneswords for leviathan might just be bad. I've been going through units, aside from non-khorne daemons and drukhari, there are VERY few units whose invulnerable save isn't two worse than their armor save. So as a relic for hive tyrants, it might be one of the worst they have access to. For warrior primes it *could* be decent. But then we run into the wee problem of having your prime in CC with daemonettes/wyches. Can't GW give nids a break once? One nice thing they don't immediately nerf into oblivion a month later?
   
Made in us
Longtime Dakkanaut





Auckland, NZ

StarHunter25 wrote:
It seems to me the new relic boneswords for leviathan might just be bad. I've been going through units, aside from non-khorne daemons and drukhari, there are VERY few units whose invulnerable save isn't two worse than their armor save. So as a relic for hive tyrants, it might be one of the worst they have access to. For warrior primes it *could* be decent. But then we run into the wee problem of having your prime in CC with daemonettes/wyches. Can't GW give nids a break once? One nice thing they don't immediately nerf into oblivion a month later?

It's pretty much a requirement to combine this relic with the Murderous Size adaptation, to bump it to AP-3.
You can then kill an enemy unit and improve it further with the Aggressive Adaptation stratagem to make it AP-4.

It's possible to get it to AP-5 by bringing a seperate Gorgon detachment and putting the wielder in range of a psyker with the Poisonous Influence power (improves AP of all friendly models in range of the caster, not just Gorgon ones). But that seems like a bit too much investment.

This message was edited 1 time. Last update was at 2021/10/14 21:26:43


 
   
Made in us
Never Forget Isstvan!






So went over the new stuff and I think this list is legit.

Spoiler:
+++ New Leviathan (Warhammer 40,000 9th Edition) [102 PL, 10CP, 1,969pts] +++

++ Battalion Detachment 0CP (Tyranids) ++

+ Configuration +

Battle Size: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Detachment Command Cost

Hive Fleet: Leviathan

+ Stratagems +

Bounty of the Hive Fleet: 1 Extra Bio-artefact

Progeny of the Hive

+ HQ +

Tyrant with Relic brain - Hive Tyrant: Adrenal Glands, Monstrous Rending Claws, Power: Catalyst, Power: Psychic Scream, Power: Smite, Power: The Horror, Toxin Sacs, Two Deathspitters with Slimer Maggots, Wings
. Knows an additional power, can do psychic actions and still cast another power, if casts on a 9+ cannot be denied.

Tank mommy - Tervigon: Massive Scything Talons, Power: Hive Nexus, Power: Smite
. Relic Carapace (-1 to wound), synapse upgrade-in command phase nominate a unit in synapse to reroll wound rolls of 1 or 2.
. Adaptive Physiology: Dermic Symbiosis

Full Reroll Prime - Tyranid Prime: Adrenal Glands, Boneswords, Deathspitter, Flesh Hooks, Toxin Sacs, Warlord
. in command phase nominate one unit within 6" and they get full hit rerolls.

+ Troops +

Termagants
. 30x Termagant (Fleshborer): 30x Fleshborer

Termagants
. 11x Termagant (Fleshborer): 11x Fleshborer

Termagants
. 30x Termagant (Fleshborer): 30x Fleshborer

Termagants
. 30x Termagant (Fleshborer): 30x Fleshborer

Tyranid Warriors: Adrenal Glands
. Adaptive Physiology: Enhanced Resistance
. Tyranid Warrior: Boneswords, Deathspitter
. Tyranid Warrior: Boneswords, Deathspitter
. Tyranid Warrior: Boneswords, Deathspitter
. Tyranid Warrior: Boneswords, Deathspitter
. Tyranid Warrior: Boneswords, Deathspitter
. Tyranid Warrior: Boneswords, Deathspitter
. Tyranid Warrior (Bio-cannon): Boneswords, Venom Cannon
. Tyranid Warrior (Bio-cannon): Boneswords, Venom Cannon
. Tyranid Warrior (Bio-cannon): Boneswords, Venom Cannon

+ Elites +

Hive Guard
. 6x Hive Guard (Impaler): 6x Impaler Cannon

Mally with synaptic upgrade - Maleceptor: Power: Paroxysm, Power: Smite
. In command phase, nominate one unit and if they roll a 6 to wound they get +1AP. They can also reroll damage.

Pyrovores
. 3x Pyrovore: 3x Acid Maw, 3x Flamespurt

Pyrovores
. 3x Pyrovore: 3x Acid Maw, 3x Flamespurt

Pyrovores
. 3x Pyrovore: 3x Acid Maw, 3x Flamespurt

Created with BattleScribe (https://battlescribe.net)







Mommy hangs back with the hive guard. gaunts all advance out but string back a bit just so that they can potentially be healed. Malaceptor moves up with the warriors and prime to give them -1 to wound. Hive tyrant does flying hive tyrant things.

Start of turn one is when you can hit real hard with the hive guard cause they get all the buffs. Rerolls to hit from prime, Extra AP on 6's, reroll damage, reroll wound rolls of 1 and 2. Shoot twice and exploding 6's from strats. 24 shots is getting 24-25 hits on average, at strength 8 against a Redemptor dread your getting 17-18 wounds at AP2 and 4 more at AP3. With reroll damage your dealing an average of 16-28 wounds depening on how hot his save rolls are. So you can actually kill 2 redemptors on turn one potentially. Its not a guarentee, but pretty nice. Can smoke a knight as well if you shoot both volleys into one.

Turn 2 you wont be able to full buff the hive guard unless you hang back, but it might be worth it depending on the opponent. If not, give the warriors full rerolls and extra AP on 6's and place them in position to wipe the enemies advance. Hive guard keep reroll wounds buff.

Depending on the matchup and how your opponent is going you can give the hive tyrant kraken for a turn so he can fall back and charge. Or give him kronos so you can use the anti-psycher strat. You could also give the warriors jormy for cover if they dont have it.


Lots of options. CP wont last more than 2 turns unfortunately so get it done quick.

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Made in gb
Tunneling Trygon






 Eihnlazer wrote:
Extra AP on 6's, reroll damage, reroll wound rolls of 1 and 2.


You can't put two Synaptic buffs onto the same unit at once unfortunately, so one of these would have to go elsewhere.

Rerolling 1's/2's on the warriors is probably the best bet.
   
Made in us
Never Forget Isstvan!






Hmm...... thats true missed that.

Well reroll damage would really only be super efficient against -1 damage things. Against anything else, rerolling wounds would be better.

JOIN MY CRUSADE and gain 4000 RT points!
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Made in us
Regular Dakkanaut




Don't mean to look a gift horse in the mouth but I just can't get behind this book in the context of carrying the Tyranids for what is looking to be more than another year of 9th without a codex. Most of the stuff that opens up the army a bit more are Leviathan specific, and the most potent of it dilutes Leviathan fleet identity while robbing other fleets of their own. Synaptic Links feel like command phase busywork (one of my least favorite things about 9e admech) while also artificially boosting the viability of particular synapse creatures on the merit of how much they can do for the few units left in the book that keep pace with current meta.

I know that it would be an unreasonable expectation for this book to manage to address the main issues with most of the datasheets in the 8e Tyranid codex (underpowered statlines, for the most part), and I know that GW cutting these campaign books entirely wouldn't have necessarily led to the 9e book arriving sooner, but I still can't help being underwhelmed. This doesn't make the proposition of unshelving my nids any more appealing.
   
Made in mx
Tunneling Trygon




Mexico

Hive Fleet identities are notoriously artificial as they are all part of a greater whole. Leviathan being able to take the stuff of other Hive Fleets is completely in line with the lore.
   
Made in us
Sneaky Striking Scorpion




North Carolina

 Eihnlazer wrote:
Spoiler:
So went over the new stuff and I think this list is legit.

[spoiler]+++ New Leviathan (Warhammer 40,000 9th Edition) [102 PL, 10CP, 1,969pts] +++

++ Battalion Detachment 0CP (Tyranids) ++

+ Configuration +

Battle Size: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Detachment Command Cost

Hive Fleet: Leviathan

+ Stratagems +

Bounty of the Hive Fleet: 1 Extra Bio-artefact

Progeny of the Hive

+ HQ +

Tyrant with Relic brain - Hive Tyrant: Adrenal Glands, Monstrous Rending Claws, Power: Catalyst, Power: Psychic Scream, Power: Smite, Power: The Horror, Toxin Sacs, Two Deathspitters with Slimer Maggots, Wings
. Knows an additional power, can do psychic actions and still cast another power, if casts on a 9+ cannot be denied.

Tank mommy - Tervigon: Massive Scything Talons, Power: Hive Nexus, Power: Smite
. Relic Carapace (-1 to wound), synapse upgrade-in command phase nominate a unit in synapse to reroll wound rolls of 1 or 2.
. Adaptive Physiology: Dermic Symbiosis

Full Reroll Prime - Tyranid Prime: Adrenal Glands, Boneswords, Deathspitter, Flesh Hooks, Toxin Sacs, Warlord
. in command phase nominate one unit within 6" and they get full hit rerolls.

+ Troops +

Termagants
. 30x Termagant (Fleshborer): 30x Fleshborer

Termagants
. 11x Termagant (Fleshborer): 11x Fleshborer

Termagants
. 30x Termagant (Fleshborer): 30x Fleshborer

Termagants
. 30x Termagant (Fleshborer): 30x Fleshborer

Tyranid Warriors: Adrenal Glands
. Adaptive Physiology: Enhanced Resistance
. Tyranid Warrior: Boneswords, Deathspitter
. Tyranid Warrior: Boneswords, Deathspitter
. Tyranid Warrior: Boneswords, Deathspitter
. Tyranid Warrior: Boneswords, Deathspitter
. Tyranid Warrior: Boneswords, Deathspitter
. Tyranid Warrior: Boneswords, Deathspitter
. Tyranid Warrior (Bio-cannon): Boneswords, Venom Cannon
. Tyranid Warrior (Bio-cannon): Boneswords, Venom Cannon
. Tyranid Warrior (Bio-cannon): Boneswords, Venom Cannon

+ Elites +

Hive Guard
. 6x Hive Guard (Impaler): 6x Impaler Cannon

Mally with synaptic upgrade - Maleceptor: Power: Paroxysm, Power: Smite
. In command phase, nominate one unit and if they roll a 6 to wound they get +1AP. They can also reroll damage.

Pyrovores
. 3x Pyrovore: 3x Acid Maw, 3x Flamespurt

Pyrovores
. 3x Pyrovore: 3x Acid Maw, 3x Flamespurt

Pyrovores
. 3x Pyrovore: 3x Acid Maw, 3x Flamespurt

Created with BattleScribe (https://battlescribe.net)







Mommy hangs back with the hive guard. gaunts all advance out but string back a bit just so that they can potentially be healed. Malaceptor moves up with the warriors and prime to give them -1 to wound. Hive tyrant does flying hive tyrant things.

Start of turn one is when you can hit real hard with the hive guard cause they get all the buffs. Rerolls to hit from prime, Extra AP on 6's, reroll damage, reroll wound rolls of 1 and 2. Shoot twice and exploding 6's from strats. 24 shots is getting 24-25 hits on average, at strength 8 against a Redemptor dread your getting 17-18 wounds at AP2 and 4 more at AP3. With reroll damage your dealing an average of 16-28 wounds depening on how hot his save rolls are. So you can actually kill 2 redemptors on turn one potentially. Its not a guarentee, but pretty nice. Can smoke a knight as well if you shoot both volleys into one.

Turn 2 you wont be able to full buff the hive guard unless you hang back, but it might be worth it depending on the opponent. If not, give the warriors full rerolls and extra AP on 6's and place them in position to wipe the enemies advance. Hive guard keep reroll wounds buff.
Depending on the matchup and how your opponent is going you can give the hive tyrant kraken for a turn so he can fall back and charge. Or give him kronos so you can use the anti-psycher strat. You could also give the warriors jormy for cover if they dont have it.


Lots of options. CP wont last more than 2 turns unfortunately so get it done quick. [spoiler]


Okay, very cool list and I like where you're going with a lot of it, but what's up with the 9 pyrovores lol?
   
Made in us
Never Forget Isstvan!






you pay one CP to outflank all 9 of them as they are 1PL apiece. Very cheap infantry unit which is a threat to other infantry.

Since you have a strat that lets you come on from reserve in turn 2 just like its turn 3, you can hold it over your opponent and force him to hold some stuff back to screen you.

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Made in us
Sneaky Striking Scorpion




North Carolina

 Eihnlazer wrote:
you pay one CP to outflank all 9 of them as they are 1PL apiece. Very cheap infantry unit which is a threat to other infantry.

Since you have a strat that lets you come on from reserve in turn 2 just like its turn 3, you can hold it over your opponent and force him to hold some stuff back to screen you.


...TIL how Strategic Reserves actually works LOL (never realized you sum the PL first, not count the units first). Interesting, I still think it's expensive to give up 3 elite slots on Pyrovores but that makes a lot more sense. Thank you!
   
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Slaanesh Chosen Marine Riding a Fiend




Australia

Madjob wrote:
Don't mean to look a gift horse in the mouth but I just can't get behind this book in the context of carrying the Tyranids for what is looking to be more than another year of 9th without a codex. Most of the stuff that opens up the army a bit more are Leviathan specific, and the most potent of it dilutes Leviathan fleet identity while robbing other fleets of their own. Synaptic Links feel like command phase busywork (one of my least favorite things about 9e admech) while also artificially boosting the viability of particular synapse creatures on the merit of how much they can do for the few units left in the book that keep pace with current meta.

I know that it would be an unreasonable expectation for this book to manage to address the main issues with most of the datasheets in the 8e Tyranid codex (underpowered statlines, for the most part), and I know that GW cutting these campaign books entirely wouldn't have necessarily led to the 9e book arriving sooner, but I still can't help being underwhelmed. This doesn't make the proposition of unshelving my nids any more appealing.


Fully agree with this take. I think the Leviathan content is actually pretty good but I'm not convinced this'll do enough to bridge the gap over the GWknowshowlong we'll be waiting for a new book.

The Circle of Iniquity
The Fourth Seal
(HN) wrote:
It's an objectively mediocre book from the rule, lore, edition, content, hobby point of view.
 
   
 
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