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Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Longtime Dakkanaut




New stuff today: https://www.warhammer-community.com/2017/10/31/codex-tyranids-preview-hive-fleet-adaptations-oct-31gw-homepage-post-2/

Looking at Gorgon, maybe im missing something

Ability:
You can reroll hit rolls in the fight phase for units with this adaptation that target units containing fewer models then their own

GW wrote:
There’s nothing worse than getting a key unit, such as a Hive Tyrant, into close combat and then rolling a handful of ones on its wound rolls. With Hive Fleet Gorgon, you’ll be able to ensure that your larger units don’t accidentally fluff a key round of combat, while allowing even smaller creatures, such as Gargoyles, to stack up wounds on your enemies.

How the heck does this ever helps a Hive Tyrant? If I charge my 1 models at 1 other model I don't get my reroll...so....

EDIT
Looking at it, they coped the ability of Hydra. so they messed up the article

This message was edited 2 times. Last update was at 2017/10/31 15:14:57


 
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And because its during set up you can do this as much as you want then also yea? Stratagem: The Enemy Below (1CP)

So like 3 Ravener units and 3 units of 30 dakkagauntzs turn1?
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Yea, seeing that the characters can be whatever hive fleet is huge. Restricted to Levi, swarm lord was going to be total crap like he is now, but with this and his improved invuln hes much better elsewhere.

 Niiai wrote:
Can somebody clearefy the rules?

Kraken units kan roll 3d6 when advancing.

They can fall back and charge in the same turn.

But the way the rules are written, can all kraken models advance and charge in the same turn?


I don't get the question?

They can fall back and charge.

Advance is part of your move, but you cant advance if you fall back. You only get to move your natural speed in any direction

This message was edited 1 time. Last update was at 2017/11/01 16:34:32


 
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Not really tactics, but did anyone grab the link to the new hive fleet colors? I swore I saw an article from warhammer community on Kronos colors etc but now I cant find it...
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Dynas wrote:
shogun wrote:
shogun wrote:
.....
HQ: Neurothrope (babysitting biovores)
.......


Dynas wrote: @ shogun, you have no synapse for your biovores.


ehhh yes I do..



But the Neurothrope is a different hive fleet, I didn't think synapse was universal. I think the synapse only provides to like minded hive fleets, maybe I am wrong. But, not having synapse for the Biovores isn't a bad thing, you get -2 to hit if you move and can spam spore mines.


Correct. Synapse doesent work on all nids, just that fleet. So no, he's not a babysitter
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GW confirmed a few days ago that all named characters "swarmlord/one eye" can be from any hive fleet you want
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So dakkafex with 4 deathspitter slimmer is 12 shots for 95pts or 4 devourer is 24 shots for 83pts

Difference is STR is fairly meaningless as str 6/7 is almost the same, save for light vehicles. One wounds on 4s while one is 5s. Better range with the slimers and the -1 is pretty big. I guess vs other hordes youd want devourers but in most cases youll want to pay the 12 extra points for the -1 to armor save. Atleast I feel like that's the way to go. I don't have any math hammer for MEQ but..

This message was edited 2 times. Last update was at 2017/11/09 14:35:25


 
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ballzonya wrote:
What's the loadout for a data flyrant? And does it all come in the box you buy? Sorry I'm new to this


Either 4 Devourer with brainleach or 4 Deathspitter slimmer. Same points so its 198 with wings. Deepstrikes, shoots and then smites and casts a spell. Its useless in melee but enough of them and you can really hurt something turn 1
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tag8833 wrote:
A few test games under my belt with the new codex.

#1: If using ITC Champs missions, don't run max squads. There is a secondary that gives opponents a bonus for killing a unit that starts with 20+ and double bonus for 30+ models. So run 19 Stealers, and 29 Gants.

#2: Acid Spray TFex is weird. I killed a stormraven with it, and lots of primaris marines. In all 3 games I was able to double shoot most of the game. Still, I feel like a 2nd Exocrine would be better.

#3: Genestealers staying in their nodes is really cool. I was able to null deploy by putting a few T8 beasties and a bunch of Chars behind them giving my opponent no good targets. I was Jormungandr, so I was really tanky against my opponent's alpha strike.

#4: Dakka Flyrant? I spent all 3 games charging him into combats that he failed to do much in. If feels like Keeping a set of MRC's is probably going to be worth it for me.

#5: Using Ravenors to deliver gribbles worked pretty well, but 30 Gants take up more space than you'd think. I thought I'd be able to do it with 3 Ravernors, but I strongly recommend 4 or 5.

#6: Genestealer Acid Maw mainly slowed down rolling. Didn't have a huge impact. Leaning towards skipping it in the future.

#7: I really like Neurothope with Catalyst. He rarely fails. He delivers a fair amount of mortal wounds via smite thanks to his reroll 1's. If you've got a Free HQ, take a Neurothrope.


1. Interesting note. Just played in an ITC but didn't use Champs missions. Had other ones do this didn't effect it
2. It is better, getting a extra d6 to attacks, but I find the version odd also. I feel its best as a backfield arty with its vastly improved and playable gun now. but I can see why just more exocrine would be better. I don't know the difference in points though.
3. Nodes seem kinda useless to me personally. and I have like 100 Genestealers. Rather have them come up in tunnels
4. Are you asking what is it or don't get why people use it? If its dakka, don't see a reason to ever charge it unless its into a land raider or some other vehicle to tie it up, but yea if hes dakka, hes not killing anything in melee
5. Good to know! that's my plan, Ravs or Trygon and deliver 30 devilgaunts in someones face
6. Yea, seems useless to use really
7. Yea, Neuro spam is a thing!
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 Dynas wrote:
SO I just thought of a funny way to kill Guilliman/montarion/other big Nastys.

Send Termigants into melee which are supported with Tervigon, when they get slaughtered in fight phase use Caustaic Blood stratagem to deal mortal wounds. Then have Tervigon respawn upto 10 dead gaunts. Then use Kraken to breakoff, shoot again (thinging a 10/20 or 15/15 split of fleshborer/devil), then charge back into combat with the big nasty. You get to fight first. When he fights back, rinse and repeat.

Let Rowboat bathe in our acidic blood until he melts in agony. LOL


Besides the above reason, this is never going to work still for many reasons

Bobby can fall back and shoot at something else.

The tervigon is going to be dead before it gets there to do anything nasty with the amount of firepower bobby/morty can bring (and chances are magnus will have a fire raptor)

Magnus and morty can both fly, so again they don't care and they move far faster.

Magnus can 1 turn charge and kill your Tervigon.

The respawn don't be good as you don't get devilgaunts, only up to 10 normal ones.

Its a good strat vs other melee infantry, but vs lord of wars its useless



This message was edited 2 times. Last update was at 2017/11/13 20:02:49


 
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 Dynas wrote:
Maybe this is a dumb question, but can all units take toxin sacs and or adrenal glands. I notice some units don't have the option in wargear. Like Lictors, can they take TS and AG?


If its not an option then no they can not
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 lindsay40k wrote:
 lindsay40k wrote:
Okay, perusing the thread some more and looking at what I’ve got, I’ve built this 150 PL list to aim for. It’s based around a fleet that’s consumed an Ork planet, so lots of spores, dakka, choppy stuff, and some Weirdbugz:

Spoiler:


BRIGADE: 9CP
HQ
Hive Tyrant: Whip and Sword, Venom Cannon, MIASMA CANNON, INSTINCTIVE KILLER, CATALYST, PSYCHIC SCREAM
Broodlord: THE HORROR
Tervigon: Talons, Adrenal Glands, Toxin Sacs, ONSLAUGHT
TROOPS
15 Genestealers: Scything Talons, Toxin Sacs, 3 Acid Maws
30 Hormagaunts: Toxin Sacs, Adrenal Glands
30 Termagants: 20 Devourers, 10 Fleshborers
6 Warriors: 5 Dual Boneswords, 1 Whip & Sword, 4 Devourers, 2 Barbed Stranglers
3 Rippers
3 Rippers
ELITE
3 Tyrant Guard: Crushing Claws
3 Zoanthropes: PSYCHIC SCREAM
3 Venomthropes
FAST ATTACK
6 Spore Mines
6 Spore Mines
6 Spore Mines
HEAVY SUPPORT
3 Biovores
Carnifex: Crushing Claws, Twin Devourers, Spore Cysts, Tusks, Bone Mace
Tyrannofex: Rupture Cannon

SPEARHEAD - 1CP
Old One Eye
Screamer-Killer: Toxin Sacs, Adrenal Glands, Spore Cysts
Screamer-Killer: Toxin Sacs, Adrenal Glands, Spore Cysts
Screamer-Killer: Toxin Sacs, Adrenal Glands, Spore Cysts



I’m considering dropping the Broodlord for a Neurothrope and two more Zoeys. That looks like a strong psy-firebase. But I’d like to have a solid Genestealer incursion on one flank that can try to nerf some gunner unit, whilst the other flank gets riddled with Termagants.


I’m thinking about dropping my Broodlord and Venomthropes for a Malanthrope, Lictor, and Meiotic Spore (to use the remaining budget). Mal would keep the Tyrant and T-fex going for longer. But with the other monsters packing Spore Cysts, is it all that necessary? Genestealers would lose their Synapse babysitter that provides re-rolls, but they and the Warriors and the dakkagaunts would gain the option to follow a Pheremone Trail, depending on the opponent and setup. Even the Zoanthropes could come along. That could be invaluable if I’m playing up the length of the table...

Edit: might drop the Meiotic and some Spore Mines for a unit of Raveners. This is Behemoth, by the way.

Also: if there’s a line of ten Termagants leading from a dakkagaunst cluster (same unit) back to the Tervigon, and nine of them die, leaving a cluster of dakkagaunts with a termagant buddy a foot away, they do still count as in synapse range and get to recycle the nine dead ones to rebuild the conga line, right?


Mal isn't really useful unless your advancing with a lot of infantry or you have a fire base. I don't see what hes doing for your list besides helping the T-Fex. Tyrants are better for flying with dakka IMO. Your list kinda seems all over and not really focused. Id also never use a crushing claws canri. Convert the stronecrusher from forgeworld if you want anti vehicle from them. Hitting on 5s is garbage.

As for the list, lots of command points is easy and good, but don't feel the need to pidgeonhole yourself into it if its not focused.

As for your question, they are in range for synapse yes.. And no, you cant make the conga line per the rules in the codex. It states when you spawn 10 to replace ones that died in an existing unit they need to all be within 6 of the tervigon

This message was edited 1 time. Last update was at 2017/11/15 14:32:14


 
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Sneggy wrote:
str00dles1 wrote:

As for your question, they are in range for synapse yes.. And no, you cant make the conga line per the rules in the codex. It states when you spawn 10 to replace ones that died in an existing unit they need to all be within 6 of the tervigon


Max distance to maintain a conga line is 8". since 6" deployment+2" coherency.


No its 6. I didn't clarify, but the book states all models have to be wholy within 6 inches of the tervigon. any that are not are destroyed.
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 lindsay40k wrote:
 Dynas wrote:
 lindsay40k wrote:


So when people are using multiple different Hive Fleets across their detachments, are y'all painting them to reflect this? I'd raise an eyebrow if a fleshthing tried to tell me that their three devastator squads with blue armour and inverted omega insignia are actually imperial fists, as is their chaplain with half his face missing. Not best practice for WYSIWYG clarity, and probably not popular with TOs...


I am just going to either buy some custom unit markers/tokens, or just use some rhinestones or other small token like thing to denote my different fleets, if I decide to go hybrid.

The difference between the Nids codex painting one color and playing another fleet vs the Space Marines, is that the various SM chapters each have their own codex. If Behemoth had a codex, then leviathain, then kronos and so on then it would be comparable.


Now, that’s not entirely true.

Codex SM has got seven chapters in it, just like our seven hive fleets. Wolves and the Angels are more unusual outliers, but the Codex compliant (ish) chapters have long been Ultramarines palette swaps. A few versions ago, Codex Space Marines actively encouraged you to say that your yellow-armoured Captain with Fist iconography leading an army of the same was a proxy Vulkan Hestan, bestowing his Salamanders-themed bonuses to every unit’s heat and hammer based weapons. And had a sniper squad led by undercover Telion.

SM collectors who’d converted their off-brand characters in good faith went through the adjustment period. Though it’s absolutely true that, for Tyranid players, this is a much bigger adjustment - given the horde nature of many armies, probably a bigger one than the one for people who’d had an army of Death Guard Havocs and Obliterators for six months before 8ed threw that right out the window. But their bitter taste is a lot fresher than our long standing collections.

At least our unique characters aren’t HF specific. We dodged that axe. And I think those who want a diverse gene pool in their swarm can get along without mass repaints; look at the Cryptus units from 7ed - they’ve been given a marking that distinguishes them from the rest of Leviathan. That sort of thing should do a fine job of making clear you your opponent ‘these are the ones who hide in tunnels and get cover everywhere, these are the ones who re-roll their charges’ and so on. And - perhaps more importantly - make sure we don’t accidentally get the incompatible synapse networks mixed up.


Tokens/Beads/Colored bingo chips. I'm painting up mine to to be a backwards Jorm but if I feel the neeed to split hive fleets (which I may do) I'm not splitting colors. I do like to enter painting comps for tourneys (as I have no hope in actually beating people!) so a army that's all one color appeals to most people way better visually then one that's like a rainbow.
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Played a game VS Mech Sisters.

Ran Jorm and Kronos. 2 Batallions 9 CP

Kronos was Malathrope, Neurothrope, 3 Hive Guard w impaler, and 3 Exocrines as my firebase. Gave them some gaunt bubble wrap

Jorm Was a tyrgon Prime w 29 devilgaunts in his hole with neurothropes and the Damecheron. (sp) with troop filler

The firebase was very nasty. -1 to hit all of them, plus the exocrine got 2 turns of using the strat that increases damage by 1. So 12 shots, BS 3 rerolling 1s for -3 3 damage is gross. Very good at killing tanks, even t8 ones. the base took down 2 other vechiles a turn. The trygon with devils was as good as expected. Buckets of dice but you do kill stuff, especially when you shoot twice with them.

Has adrenial glands on trygon as its a 100% must take. He rank in and crushed another tank.

The Damechion was a pretty big disappointment. He looks amazing as a model and on paper, but he never killed any infantry (always failing to wound a SOB somehow..) and never got 6s to wound with his claws. Not ruling him out, but feel he doesent fit well as im eating through CP and need more and he takes up to many points for a FA option.

I didn't have a issue with Synapse taking two fleets, but it is annoying to remember whos with who. Will need to use beads or something to mark it.

Other option is going with my orgional plan of all Jorm list. As it gives the deepstrike and your fire base is -1 to hit with a 2+ save
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 Chippen wrote:
How often are y'all actually able to not move your Exocrines or Tyrannofexes? Just doing the math, a Carnifex with a HVC is better against both kinds of vehicles point for point unless you account for the double shooting with no movement. If I'm taking a Kronos spearhead with 1x6 Hive Guard to double shoot, it looks like Carnifex may be the way to go unless I can reliably not move my Tyrannofex/Exocrine.


Ive done a few games with Exocrines and Hiveguard sitting and never moving. One game as Kronos, the others as Jorm. I don't see the reason to ever move them with 36 inch range
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As I see it, id bet money tourney lists for GTs and such will be a Kronos firebase with them as the HQ to also hurt psykers and then Jorm for the flexibility, turn 1 gaunt alpha strike to eat screening units and put charge pressure on. Seems like the best combo, despite it being a mix of two fleets.
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 Dynas wrote:
@Lance845: I havn't checked the OP in a while. But yeah, I really like the idea of rating units per hive fleet.

@TraceofToxin: Agree that Kraken is best, and will probably stay there even if the meta shifts. One reason. Movement is key, and that fleet is certainly the fastest.

Jormagundr HFA very nature goes against advancing and charging, as you lose your cover bonus. We have already established that speed and movement is key. If Kraken is great because of speed, how can Jorm be great for lack there of?

On that same note, you rank Jormungandr so high because of "tactical flexibility", which I assume you mean the DS potential, but you have to pay for that with CP just to put down a unit, when we can already DS plenty of great options. What infantry unit/combo would be worth using rather than just DS a 20x blob of GS with a Trygon or a 30x blob of hormies? The DS is best used to follow up with Assault and lock people into combat. Hordes do this best, which means troops, so you can wrap around and keep them from falling back.

I get it, the Raverner taxi certainly has some uses with "unlocking" Infantry rather than just troops, but we can already DS with Trygon/lictor taxis or genestealer nodes, or fliers, or put something in a pod, etc...

Having another unit grant the DS just doesn't seem that much more valuable , especially when I have to spend a CP for it, and when I land I don't get to move. If I try and charge off the DS and Fail, I lose my cover save, I have spent a CP, and am stuck there.

If i were to run this, it would be to take GS with Extended Carapace and walk them up the board, supported by a gunline of HG, Tyrannofex, Exocrines. The issue here is, we are now resorting to Tyranid gunline builds, which unfortunately, is not our strength.

If you field a gunline army with this list and end up facing guard conscript spam, they will blow you away.



That's why you do the 30 devilgaunt spam with DS. 180 shots, needing 4s then 3s witth reroll 1s to wound is you auto remove 2 units of conscripts super easily.
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 Traceoftoxin wrote:
Did lascannons get ap4 at some point and I missed it? My book says ap3.


No they are still -3
 
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