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Made in us
Ancient Ultramarine Venerable Dreadnought






Illinois

So, I was watching YouTube videos when I came across a certain video uploaded in 2011. It did have a few lines about the Tyranids, one of the lines saying that they required almost no skill to play. Since that was in the days of 5th edition (I think), how much skill does it take to play Tyranids today? And what about in past editions?

This message was edited 1 time. Last update was at 2016/06/11 19:11:22


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Made in us
Terminator with Assault Cannon





Spam dakka flyrants = win

Not really much more to say about that.

Unless, of course, you don't plan on running dakka flyrants. Then yes, it takes a lot of skill to win while traveling in tight formations (to maximize use of 6, 18, etc. inch bubbles).
   
Made in us
Tunneling Trygon






I would 100% disagree with that. It's easy to spam flyrants and win in a friendly environment, and very hard to do so in a competitive one. So if you're playing against your FLGs fluffy vespid tau then flyrants dominate, but good luck just bringing them to a GT. Nids on a competitive scale are very difficult to use. They're not very good at Maelstrom missions and require a lot of finesse to get more out of them than just "fly and shoot" which will cause you to lose games. Flyrant spam rocks lower tier builds and loses to higher ones, it's a very high risk high reward that preys on bad matchups.

Now it's not impossible to win in GTs with them, but to do so consistently requires much more skill than say, Eldar.


 
   
Made in gb
Longtime Dakkanaut





UK

Back in the day, Tervigon spam was tough to deal with. Super cheap tax, cheaper Tervigons just meant objectives were easy.

Now it's about FMCs...which can't score.

YMDC = nightmare 
   
Made in us
Kabalite Conscript




Boston

Aside from the Tervigon-spam era I'd say that Tyranids require considerable skill to play effectively, especially if you're trying to do more than the monobuild we're allowed under Cruddace codices. At this point, most of the units in the Codex have weaknesses greater than the sum of their strengths which make them difficult to deploy with effectiveness - CC Warriors, Genestealers, Trygons, etc.

Any shooting-oriented edition is going to exacerbate the natural difficulty of CC-oriented army and this edition is no different, hence the prevalence of Flyrant spam.

Kabal of the House-in-Exile || Clan Snuggleslank  
   
Made in us
Pyromaniac Hellhound Pilot






It doesn't require skill to play any army it requires skill to win with any army!

   
Made in ca
Rampaging Carnifex




West Coast, Canada

They're fabulously challenging to play well. Every unit relies on another unit (or two, or three other units) to do well. A list has to be built to work together, with redundancy being particularly important.

And half of the book straight up can't be used for anything other than fluffy games. See walkrants, Old One Eye, etc.

They are a blast to play and if you play them very, very particularly, carefully measuring, and with extreme attention to formation due to synapse, psychic powers and cover, then you can do okay.

I thoroughly enjoy playing the army.

This message was edited 2 times. Last update was at 2016/06/11 22:32:29


   
 
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