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Made in us
Longtime Dakkanaut





C1tric wrote:


This is really helpful advice thanks! What's your view on 3 pyrovores being dropped in a tyrannocyte? I've not played the new ones.


I wrote about this about a page back... They tended to under-perform. They aren't terrible, but they're still three drop-in heavy flamers, essentially. They'll be a good distraction against mediocre opponents, but the T-cyte itself is a better bubble-wrap buster than the Pyrovores, making them kind of blegh.

11527pts Total (7400pts painted)

4980pts Total (4980pts painted)

3730 Total (210pts painted) 
   
Made in fr
Dakka Veteran






Maybe you could use Pyrovores against light Airborne Fliers as they auto-hit?
I also think that the Tyrannofex is quite good with the Fleshborer Hive. However, it does not do much more than a lot of Termagants would do. The Exocrine on the other hand offeres a solution to a lot of things, where we are lacking in shooting.
   
Made in us
Repentia Mistress






I think I'm going to try an all-stabby 100pp fight tomorrow.

Swarmlord
2 broodlords
2 Canifexeszzeszzzz
All the genestealers and hormagaunts I can fit
Deathleaper
Lictor...just because I had 2 points left over.


No real shooty to speak of, other than maybe bioplasma when the carns get close. Everything else is just going to run like pissed off bugs right at the badguys as fast as possible and get to stabbin.


 
   
Made in gb
Fresh-Faced New User




NewTruthNeomaxim wrote:
C1tric wrote:


This is really helpful advice thanks! What's your view on 3 pyrovores being dropped in a tyrannocyte? I've not played the new ones.


I wrote about this about a page back... They tended to under-perform. They aren't terrible, but they're still three drop-in heavy flamers, essentially. They'll be a good distraction against mediocre opponents, but the T-cyte itself is a better bubble-wrap buster than the Pyrovores, making them kind of blegh.


Thanks a lot, I'll go back and read about it.
   
Made in ca
Jinking Ravenwing Land Speeder Pilot






Canada

Anyone have stats on the Barbed Hierodule? Curious to see what horrible things FW did to it.

6000 pts
2000 pts
2500 pts
3000 pts

"We're on an express elevator to hell - goin' down!"

"Depends on the service being refused. It should be fine to refuse to make a porn star a dildo shaped cake that they wanted to use in a wedding themed porn..." 
   
Made in nz
Longtime Dakkanaut





Auckland, NZ

 Retrogamer0001 wrote:
Anyone have stats on the Barbed Hierodule? Curious to see what horrible things FW did to it.

Basically an imperial knight, minus 2 wounds and the invul against shooting. But they get to charge 3d6 and discount the lowest.
Weapons have the same number of shots as before. Profile is similar to the impaler cannon.

This message was edited 2 times. Last update was at 2017/06/25 20:59:32


 
   
Made in ca
Jinking Ravenwing Land Speeder Pilot






Canada

Arson Fire wrote:
 Retrogamer0001 wrote:
Anyone have stats on the Barbed Hierodule? Curious to see what horrible things FW did to it.

Basically an imperial knight, minus 2 wounds and the invul against shooting. But they get to charge 3d6 and discount the lowest.
Weapons have the same number of shots as before. Profile is similar to the impaler cannon.


Thanks for the reply. I'm curious to see the points and exact stats. Is there someplace I can download the book, or is it only a physical copy?

6000 pts
2000 pts
2500 pts
3000 pts

"We're on an express elevator to hell - goin' down!"

"Depends on the service being refused. It should be fine to refuse to make a porn star a dildo shaped cake that they wanted to use in a wedding themed porn..." 
   
Made in fr
Dakka Veteran






 Retrogamer0001 wrote:
Anyone have stats on the Barbed Hierodule? Curious to see what horrible things FW did to it.


Same cost and stats as knight. Except BF 4+, 5A S10.
Scy Tals same as trygon. 2 Bio canons with 6 shots S 8 Ds -2 D3
He can charge 3D6 and discard lowest.
   
Made in us
Tunneling Trygon






 benlac wrote:
I saw people weren't too fond of the Tyrannofex, which left me feeling a little skeptical as they can get 48 shots/turn if they don't move (with stinger salvo + flesh borer hive). So, I math-hammered Tyrannofex's vs Exocrines. what I found is below, the final number in the tables being # of casualties/turn, also didn't account for the -1 ap on the stinger salvo so the percentages would be slightly higher than what you see for the Tyrannofex.
Results were fairly obvious: Tyrannofex is better vs space marines, worse against Rhinos, and better if they moved that turn. The Exo has added range, is still decent vs space marines and much better against vehicles if it didn't move.
Overall I think people may be discounting the Tyranno a bit too much. Even unmoved it's still better against standard marines and it has more wounds. Not to mention going up against weaker hordes it would absolutely smash them. I think there's a place for it in lists that want more punch for dealing with space marines or weaker infantry while not wanting to rely on staying put each turn.


The biggest strike against the tyrannofex is its range. I can start shooting the Exocrine double on turn 1, because his range is double the TFex. If the TFex had 36" range fleshborer hives I'd be more open to inclusion. But as it is, he often will have to move to get the range and at that point shoots once.
   
Made in cz
Towering Hierophant Bio-Titan



UK

What are people's thoughts on backfield synapse for Exocrines & Biovores?

 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
Made in gb
Regular Dakkanaut




Only thing I can see being viable is warriors as they are the cheapest synapse and you really don't want to dump to many points with static units.
   
Made in gb
Fresh-Faced New User




Jaq Draco lives wrote:
Only thing I can see being viable is warriors as they are the cheapest synapse and you really don't want to dump to many points with static units.


I'm with you on this. What are your thoughts on the best way to bubble wrap the exocrines/biovores from deepstrike?
   
Made in us
Towering Hierophant Bio-Titan





It depends how much you are leaving backfield really. Is it just one Exocrine and one set of Biovores? Might not even be worth giving them Synapse.

P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it. 
   
Made in au
Infiltrating Broodlord





 ncshooter426 wrote:
I think I'm going to try an all-stabby 100pp fight tomorrow.

Swarmlord
2 broodlords
2 Canifexeszzeszzzz
All the genestealers and hormagaunts I can fit
Deathleaper
Lictor...just because I had 2 points left over.


No real shooty to speak of, other than maybe bioplasma when the carns get close. Everything else is just going to run like pissed off bugs right at the badguys as fast as possible and get to stabbin.


Deathleaper can be countered way too easily... better off taking 2 lictors for the same PL
   
Made in au
Infiltrating Broodlord





Brisbane

Arson Fire wrote:
I'm currently trying to figure out the Hierodules point costs.
FW made some pretty dumb mistakes in this book.

Both Hierodules are listed as coming with 'two massive scything talons'.
I'm thinking this is a typo for the Scythed Hierodule, which should probably be given two pairs of massive scything talons.

Regardless, in the points section, 'massive scything talons' have point costs for 'single' and 'pair'.
Given that no tyranid unit ever has been able to take a single scything talon, I assume this is implied to mean 'single pair' and 'double pair'.
Unfortunately this is complicated by the wrecker claws for the stonecrusher carnifex using the exact same 'single' and 'pair' language, and they can come with just a single claw.

I believe the intent is that Barbed Hierodules pay the 'single' cost, and Scythed Hierodules pay the 'pair' cost. Coincidentally, this gives both of them the same final cost.
However the way it is written, everything pays the 'pair' cost, and everything gets the +1 attack for having 'more than one massive scything talons'.



There's so many mistakes in this book...

The Harridan suffers the same problem as above.

The Hierophant is BS 3 not 3+. He's the only thing I can see without a + next to his BS. Does this mean he only hits on 3s? 1, 2, 4, 5, 6 are misses?

One of the Tau planes has a Macro weapon. Macro weapons can not be fired by non-titanic units if they moved. Planes have to move. It's worthless......

 
   
Made in us
Towering Hierophant Bio-Titan





 Zande4 wrote:


One of the Tau planes has a Macro weapon. Macro weapons can not be fired by non-titanic units if they moved. Planes have to move. It's worthless......


Geez. There is some bad writing in here and lots of ambiguous rules that are going to need to be FAQ'd, but this one here is just embarrassingly poor writing from a company that boasted how they were going to put an end to all that sort of crap. That one hasn't even been thought about, just "lets whip some cool stuff and keywords on here".

P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it. 
   
Made in us
Tunneling Trygon





NJ

 Retrogamer0001 wrote:
Arson Fire wrote:
 Retrogamer0001 wrote:
Anyone have stats on the Barbed Hierodule? Curious to see what horrible things FW did to it.

Basically an imperial knight, minus 2 wounds and the invul against shooting. But they get to charge 3d6 and discount the lowest.
Weapons have the same number of shots as before. Profile is similar to the impaler cannon.


Thanks for the reply. I'm curious to see the points and exact stats. Is there someplace I can download the book, or is it only a physical copy?


http://www.warhammerdigital.com/warhammer-40000/imperial-armour/imperial-armour-index-xenos.html

Or for $3 less, it's on the iBooks store if you have an apple device
   
Made in us
Regular Dakkanaut





 Astmeister wrote:
 SideshowLucifer wrote:
I've actually been thinking about fielding a Void Shield Generator for occasions such as this, Knights, and other long range shooting lists.
The Crones can take out fliers well enough, but they have trouble surviving them if they are attacked before they can attack.
I'd drop Genestealers in against the whirlwinds and bring the Swarmlord against the Landraider.
Think you have too many eggs in one basket with so many genestealers though with no real delivery method.


I did the calculation and do not see, how a Crone should possibly deal with Stormhawks or Stormravens. Sure it will deal something between 2-6 damage, but then it will die. Chances are also not small that the Crone fails to do any damage at all.


Stormravens will require a lot to take down, a lot more points than they cost. A pair of Crones do well shooting and then assaulting and are decent against artillery and anything soft that the opponent wants to keep from you. If protected by a void shield generator on turn one, they should get some use at least.


Automatically Appended Next Post:
Tyrannafexes have a lot shorter range. That's pretty much my issue with them currently. They will be required to move and shoot too often or get engaged and not shoot at all.

As for bubble wrapping, I started using Termagaunts on the inside ring with Gargoyles on the outer ring. That means when something assaults, any gargoyles I have left can disengage and still shoot and the Tgaunts can shoot and assault if I need to.
It creates a flexible and cheap screen that allows for a lot of low quality shooting.

This message was edited 1 time. Last update was at 2017/06/26 02:47:14


 
   
Made in us
Norn Queen






 benlac wrote:
I saw people weren't too fond of the Tyrannofex, which left me feeling a little skeptical as they can get 48 shots/turn if they don't move (with stinger salvo + flesh borer hive). So, I math-hammered Tyrannofex's vs Exocrines. what I found is below, the final number in the tables being # of casualties/turn, also didn't account for the -1 ap on the stinger salvo so the percentages would be slightly higher than what you see for the Tyrannofex.
Results were fairly obvious: Tyrannofex is better vs space marines, worse against Rhinos, and better if they moved that turn. The Exo has added range, is still decent vs space marines and much better against vehicles if it didn't move.
Overall I think people may be discounting the Tyranno a bit too much. Even unmoved it's still better against standard marines and it has more wounds. Not to mention going up against weaker hordes it would absolutely smash them. I think there's a place for it in lists that want more punch for dealing with space marines or weaker infantry while not wanting to rely on staying put each turn.


They are 18" range guns. what enemies are going to move within 18" of you so you don't have to move and not charge you to prevent you from shooting at all?
   
Made in ca
Bounding Assault Marine






 Lance845 wrote:
 benlac wrote:
I saw people weren't too fond of the Tyrannofex, which left me feeling a little skeptical as they can get 48 shots/turn if they don't move (with stinger salvo + flesh borer hive). So, I math-hammered Tyrannofex's vs Exocrines. what I found is below, the final number in the tables being # of casualties/turn, also didn't account for the -1 ap on the stinger salvo so the percentages would be slightly higher than what you see for the Tyrannofex.
Results were fairly obvious: Tyrannofex is better vs space marines, worse against Rhinos, and better if they moved that turn. The Exo has added range, is still decent vs space marines and much better against vehicles if it didn't move.
Overall I think people may be discounting the Tyranno a bit too much. Even unmoved it's still better against standard marines and it has more wounds. Not to mention going up against weaker hordes it would absolutely smash them. I think there's a place for it in lists that want more punch for dealing with space marines or weaker infantry while not wanting to rely on staying put each turn.


They are 18" range guns. what enemies are going to move within 18" of you so you don't have to move and not charge you to prevent you from shooting at all?


I see what you mean, but Exocrines can suffer from similar problems ie. on the receiving end of deep striking units or against a gun line deploying out of your 36''
It would take playing the Tyrannofex carefully to make it effective, probably in a blob and bubble wrapped I imagine. Exocrine is probably the better option most of the time, but Tyrannofex math makes it seem like a decent unit still if played correctly.
   
Made in us
Towering Hierophant Bio-Titan





I was struggling to decide where to go with my army this edition. Plenty of options seem good. Think I've finally settled on something though.





I have 6 Carnifexes that I'm definitely going to use, I was using Dakkafexes a week ago but Stonecrushers just look so damn versatile in target selection and points efficient, so I think I'm going to go with that.

With 6 Fexes I feel like OOE is a smart investment since he plays at their speed and buffs them all, so theres my HQ

Trygon is so strong right now and doubles as Synapse provider, so I'm going to do that, however with most the army arriving behind them I think I'll just tunnel in TGants who I think are also great coming from a tunnel rather than Genestealers who I think require a bit more of a dedicated build

Dimachaeron is a very nice model and covers a lot of ground, can use it to close out combats or grab stuff, it's also very versatile going to run one of these although two would be nice as well.








Regardless, This leaves my list looking like:



1x Old One Eye

30x Termagant w/20 Devourers
30x Termagant w/20 Devourers

1x Dimachaeron

3x Stonecrusher w/Flail
3x Stonecrusher w/Flail
1x Trygon Prime w/Glands
1x Trygon Prime w/Glands



before I finish the modelling side of it , let me know what you guys think



This message was edited 3 times. Last update was at 2017/06/26 04:46:20


P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it. 
   
Made in au
Infiltrating Broodlord





Looks like it could work.. you have about 100-150pts spare if you go for 2k points so you coule fit a dakkafex in there

Or better yet a Malenthrope

This message was edited 1 time. Last update was at 2017/06/26 04:56:25


 
   
Made in us
Unrelenting Rubric Terminator of Tzeentch





The Mathhammer on devilgant bombs is rather underwhelming to me. Then again it's a non trivial amount of dakka and 60 bodies + 2 monsters is fairly substantial disruption. Maybe one squad of gants and one squad of 20 stealers? I would definitely find points for a malanthrope in this list. You've got too many big guys trying to slog it across the table not too.

"Backfield? I have no backfield." 
   
Made in us
Towering Hierophant Bio-Titan





Dropping down to 10 Devourers per Termagant squad and removing the AG from Primes (which were basically just there because 10pts left over) makes room for a Mope

Not sure that its worth 60 shots of S4 though. It won't be providing bonuses to really anything other than 800 pts worth of Fex, and even that seems awkward as hell, as they each count as their own individual unit now, so literally need to fit 8 Carnifexes within 3" of a Malanthrope at deployment for it to be worth its points, and even before factoring in terrain im not sure that's entirely plausible, and then just for most of them to all outrun after one turn of shooting or NONE AT ALL if i get first.... not convinced Mope is the HQ of choice for anything other than a gunline of Nids

This message was edited 1 time. Last update was at 2017/06/26 05:40:51


P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it. 
   
Made in at
Regular Dakkanaut





So after years, i made my biggest wish for wh40k true. Ordered two hierodules (1 scythed and 1 barbed) .

Hope they will perfom good on the battlefield^^.

Btw are they hard to built, never had something from forgeworld before?


Also i want to make my tyrannofex, but which weapons should i give him? the Fleshborerhives, Rapturecannon or Acidspray.

Rapture or Fleshborer seems best.

Could also make the Tervigon, but i don't like him, he seems kinda weak.
   
Made in us
Towering Hierophant Bio-Titan





 astro_nomicon wrote:
The Mathhammer on devilgant bombs is rather underwhelming to me. Then again it's a non trivial amount of dakka and 60 bodies + 2 monsters is fairly substantial disruption. Maybe one squad of gants and one squad of 20 stealers? I would definitely find points for a malanthrope in this list. You've got too many big guys trying to slog it across the table not too.

Whats up with the math behind Termagants?

P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it. 
   
Made in au
Infiltrating Broodlord





Brisbane

How do the Flails work for Stonecrushers?

The weapon states:

"Each time the bearer fights, you make a number of hit rolls against the target unit equal to the number of models from that unit within 2'' of the Stone Crusher Carnifex"

It doesn't seem to specify "with this weapon" like other weapons do.

Does this mean we essentially throw out the "A" for the Carnifex? If I'm up against a tank is it only 1 hit? It doesn't even say you have to use the flail, does this mean you can use the Wrecker Claws for the hits you generate?

 
   
Made in us
Towering Hierophant Bio-Titan





 Zande4 wrote:
How do the Flails work for Stonecrushers?

The weapon states:

"Each time the bearer fights, you make a number of hit rolls against the target unit equal to the number of models from that unit within 2'' of the Stone Crusher Carnifex"

It doesn't seem to specify "with this weapon" like other weapons do.

Does this mean we essentially throw out the "A" for the Carnifex? If I'm up against a tank is it only 1 hit? It doesn't even say you have to use the flail, does this mean you can use the Wrecker Claws for the hits you generate?

I guess so. My question with Flail rules, does it overwrite the standard attacks, or does it just give you extra? It doesn't seem to say instead of, it just says "do this" which implies its additive, in which case... when attacking with Wreckers, and taking extra hits RAW, does it add Wrecker hits or Flail hits, or your choice of any weapon you have? Because it doesn't specify that either, just "you make a number of hit rolls".

This message was edited 2 times. Last update was at 2017/06/26 06:09:31


P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it. 
   
Made in us
Unrelenting Rubric Terminator of Tzeentch





 SHUPPET wrote:
 astro_nomicon wrote:
The Mathhammer on devilgant bombs is rather underwhelming to me. Then again it's a non trivial amount of dakka and 60 bodies + 2 monsters is fairly substantial disruption. Maybe one squad of gants and one squad of 20 stealers? I would definitely find points for a malanthrope in this list. You've got too many big guys trying to slog it across the table not too.

Whats up with the math behind Termagants?


With the 20 devilgants + 10 regular gant set up you posted you get 70 S4 shots hitting on 4s.

Against MEQ:
70 × (1/2) to hit × ((1/2) + (1/6)(1/2)) to wound[with reroll 1s] × (1/3) failed saves = 6.81 wounds.

Against GEQ:
70 × (1/2) to hit × ((2/3) + (1/6)(2/3)) to wound[with reroll 1s] × (2/3) failed saves = 18.14 wounds

This message was edited 1 time. Last update was at 2017/06/26 06:23:36


"Backfield? I have no backfield." 
   
Made in us
Towering Hierophant Bio-Titan





 astro_nomicon wrote:
 SHUPPET wrote:
 astro_nomicon wrote:
The Mathhammer on devilgant bombs is rather underwhelming to me. Then again it's a non trivial amount of dakka and 60 bodies + 2 monsters is fairly substantial disruption. Maybe one squad of gants and one squad of 20 stealers? I would definitely find points for a malanthrope in this list. You've got too many big guys trying to slog it across the table not too.

Whats up with the math behind Termagants?


With the 20 devilgants + 10 regular gant set up you posted you get 70 S4 shots hitting on 4s.

Against MEQ:
70 × (1/2) to hit × ((1/2) + (1/6)(1/2)) to wound[with reroll 1s] × (1/3) failed saves = 6.81 wounds.

Against GEQ:
70 × (1/2) to hit × ((2/3) + (1/6)(2/3)) to wound[with reroll 1s] × (2/3) failed saves = 18.14 wounds

hmm so like 1/3 to 2/3 as much damage as same points worth of Stealers

but nearly double as many wounds, and an extra turn of damage, that also gets to happen before taking any losses

I don't think its cut and dry, but maybe Stealers might just be flat out better. Is burrowing in less than 35 stealers enough to even have any left over to even threaten a real assault after my opponents first turn of shooting though?

This message was edited 1 time. Last update was at 2017/06/26 06:32:47


P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it. 
   
 
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