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Made in us
Fresh-Faced New User




Hello my fellow Norn-Queens and Norn-Kings!

Our new codex is out and it's time for the scattered hive minds from across the galaxy to reconvene here and now to sort it all out!

Which hive fleet excites you the most and why? Do you ever plan to switch out the hyper-adaptations for the ones on our 3 tables? Which units really speak out to you?

I for one have been enjoying the Tervigon and gant spam as Leviathan. However I'm finding monster spam even without stampede to do so well. How about you?

Finally someone try and convince me the Shardgullet isn't the best relic we have. 15 damage is crazy.

This message was edited 1 time. Last update was at 2022/04/17 02:48:57


 
   
Made in ca
Nihilistic Necron Lord




The best State-Texas

I've had a blast so far, the codex is obviously incredibly good. The fact is there really isn't any bad units or units I would never take.

I'm most excited for Behemoth and Levithan. I've only played with Levi so far, but I am going to mix it up with some Behemoth.

As for the best relic? Reaper of Obliterax on a Hive Tyrant is just insanely good. My test games with Shardgullet has been... okay. Maybe if Knights really start to become a thing, but honestly they are better dealt with in Melee anyway.

4000+
6000+ Order. Unity. Obedience.
Thousand Sons 4000+
:Necron: Necron Discord: https://discord.com/invite/AGtpeD4  
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

I'm just amazed that my copy of the Tyranid Codex arrived. On a Sunday. Easter Sunday. In a country where it's not on sale yet.

Figure that one out...

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

 
   
Made in de
Prescient Cryptek of Eternity






Germany

The MW output is insane. A monster charges, stratagem, MW. A harpy flies over something, MW. A hive tyrant wounds something in melee with a relic, MW. Maleceptor does his psychic action, and three psychic powers with stratagem, MW. Neurothropes cast with 3D6, a lot of MW. Neurothropes cast (possible super) smite with 3D6 MW, +3MW. Tyranids are able to output 30-40 MW per turn, thats way too much.
   
Made in ca
Perfect Shot Ultramarine Predator Pilot






The most reliable way to dump mass mortal wounds is to use the Neurothropes Command Phase buff on the Maleceptor I think, so you can reliably get it's 7+ rolls.Then, the Leviathan Psychic power lets you use it's Imperative on itself multiple turns, to keep doing the Action + Psyker powers.

Getting wrecked by coinflip invulns in my last game really made me want to lean in to Mortals harder.

This message was edited 1 time. Last update was at 2022/04/17 14:48:58


 Rippy wrote:
When you lose to a 7 year old, it's wise to not come and admit it and then try to blame the armies


Skaven - 4500
OBR - 4250
- 6800
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Made in us
Fresh-Faced New User




First game playing with the new codex actually in my hand.

Weird thing in case you didn't notice. The flyrant has a save of 3. The walkrant has a save of 2s. The heck?
   
Made in ca
Perfect Shot Ultramarine Predator Pilot






It also has T7 instead of the T8 Walkrant has. I figure it's meant to differentiate them more, one being the faster mobile tricky version, and the other is a more sturdy beatstick.

 Rippy wrote:
When you lose to a 7 year old, it's wise to not come and admit it and then try to blame the armies


Skaven - 4500
OBR - 4250
- 6800
- 4250
- 2750 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

It's meant to punish the Flyrant from the time when it was dominant at the start of 8th and you could bring 5 or more of them in a single army.

GW still feels the need to over-balance things that haven't been relevant for whole editions.

This message was edited 1 time. Last update was at 2022/04/18 05:04:28


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

 
   
Made in us
Longtime Dakkanaut





Auckland, NZ

Although in fairness that is how it worked in some earlier editions (4th and 5th), where giving a tyrant wings or a 2+ save were mutually exclusive upgrades.
Having to pick between heavy armour or a lighter frame capable of flight makes sense to me.

This message was edited 2 times. Last update was at 2022/04/18 06:27:03


 
   
Made in gb
Infiltrating Broodlord





England

I think it's more that the Flyrant has the standard Hive Tyrant physiology but the walking dude has been given upgraded armour, skeleton, etc.to make him more durable.

From a game play perspective I'm fine with the slower, cannon-toting walker vs the faster, lighter variant.

(As an aside, I think the double HVC or Stranglethorn Cannon is an intentional loadout.)

But, as Arson Fire says, this isn't a new difference between the two.

If you want to complain about odd stats might I suggest Old One Eye having a lower Strength than a regular Lictor.

But anyway....a sort of question. I drunkenly ordered two harpy kits from GW last week. I'm planning to magnetize but I'm really wondering if I'll ever field two harpies or a harpy and a crone. Have folks played games with them? Are they useful without being oppressive.

Interested to hear folks thoughts on Toxin Sacs. I think for some units the upgrade cost does outweigh the 'more bodies' approach.

For example, on a unit of twenty hormagaunts the cost is two and a half extra models, which isn't going to make a huge difference to the unit's performance.

However, Hormies have A3, low S and Swarming Masses. That's a lot of low quality attacks. Every six rolled means I'm bypassing the 50/50 or 40/60 to wound roll against T3 or T4 targets (common values). Against things with higher Toughness like Orks, other Tyranids and vehicles that's a significant barrier.

So, in isolation, it's a worthwhile trade, but that twenty points could be spent on an upgrade for a Tyrannofex, or something.

As an aside, I am surprised that Toxin Sacs affect vehicles. I get that it could be a mix of acid and venom...but generally 'poison effects' in 40K don't work against vehicles. I can see this being errata-ed.

This message was edited 1 time. Last update was at 2022/04/18 09:04:32


 Nostromodamus wrote:
Please don’t necro to ask if there’s been any news.
 
   
Made in no
Huge Bone Giant





Bergen

Harpies are very oppresive. Source: My own thought in the datasheet. And Tactical Tortoise after testing many games in cometetive lists with them.

The heavy venom cannon is very good. 2 of them on a chassie you can not hide from is very cheap. If it gets to far into trouble just do encircle the pray to put it in deep strike.

Their one downside is how fragile they are. It can be midigated by transhuman and zoanthrope buff.

In a cassual game thei either dies fast and throws the game for you. Or they live and they throw the game for your opponent. I would thik twice before putting them in cassual lists, and think twice before not putting at leats one in a competetive list.

   
Made in gb
Infiltrating Broodlord





England

You can give a Harpy an upgrade to a 4++ save, that and -1 to hit does help a bit in survival terms.

 Nostromodamus wrote:
Please don’t necro to ask if there’s been any news.
 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

You can also give it Synapse, which opens up all sorts of fun avenues.

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

 
   
Made in de
Prescient Cryptek of Eternity






Germany

I thought about playing a harpy which can heroically intervene 6". But that would mean you cant give it SYNAPSE, or 4++. Its an AIRCRAFT, and there is nothing in the rules prohibiting that. You could tie up a shooty unit in melee, and they cant attack you, unless they have FLY, and they cant shoot you, unless they have pistols. You cant attack them either, but that doesnt matter much. As an AIRCRAFT you dont need to fallback, just make a normal move and shoot normally.
   
Made in us
Blood Angel Terminator with Lightning Claws






Just got 6 carnifexes that I'll be magnetizing. I'm torn between making them screamer-killers w/adrenal glands for those 10 s7 attacks, or making them regular fexes with enhanced senses + hvc for a more well rounded build.

GW: "We do no demographic research, we have no focus groups, we do not ask the market what it wants" 
   
Made in us
Regular Dakkanaut




At the Gates of Azyr

 Ferrum_Sanguinis wrote:
Just got 6 carnifexes that I'll be magnetizing. I'm torn between making them screamer-killers w/adrenal glands for those 10 s7 attacks, or making them regular fexes with enhanced senses + hvc for a more well rounded build.


Screamer Killers do not disappoint. I’ve been regularly playing with three during my test games before the codex dropped and they punch above their points. Back them up with some venomthropes and spore cysts and they shine.I’ve been trying them out with a Tervigon in the list and usually turn two I’m using the +2 move imperative to all out assault with them. Old One Eye is an absolute beast as well.


Automatically Appended Next Post:
 Sasori wrote:
As for the best relic? Reaper of Obliterax on a Hive Tyrant is just insanely good. My test games with Shardgullet has been... okay. Maybe if Knights really start to become a thing, but honestly they are better dealt with in Melee anyway.


I agree with this. The Reaper is amazing even without Stampede. I won’t be surprised if GW bans Stampede from tournament play. Having the new Leviathan Biology mixed with BoB book and Stampede I even admit is a little too good. It will be fun while it lasts.

This message was edited 1 time. Last update was at 2022/04/19 13:30:06


 
   
Made in ca
Nihilistic Necron Lord




The best State-Texas

 H.B.M.C. wrote:
It's meant to punish the Flyrant from the time when it was dominant at the start of 8th and you could bring 5 or more of them in a single army.

GW still feels the need to over-balance things that haven't been relevant for whole editions.



It's not "Overbalanced" at all. This actually works out really well, and gives some reason to take the Walkrant. If the Flyrant had T8 and a 2+ save you'd never see one.

and in practice I can say the Flyrant is still absolutely incredible.

And Yeah, Harpies are incredibly good. I expect them to get a point hike at some point. Loading one up with synapse for the Transhuman in levi and the other with the 4++ makes them very survivable.

This message was edited 1 time. Last update was at 2022/04/19 13:32:21


4000+
6000+ Order. Unity. Obedience.
Thousand Sons 4000+
:Necron: Necron Discord: https://discord.com/invite/AGtpeD4  
   
Made in us
Regular Dakkanaut




At the Gates of Azyr

 H.B.M.C. wrote:
I'm just amazed that my copy of the Tyranid Codex arrived. On a Sunday. Easter Sunday. In a country where it's not on sale yet.

Figure that one out...


Someone love you.
   
Made in mx
Huge Hierodule




Mexico

So I'm going to play a crusade, and we are starting with patrol sized games.

Any suggestions on what to take? I'm really tempted in bringing a harpy just for that experience bonus.
   
Made in ca
Perfect Shot Ultramarine Predator Pilot






So, I'm not too familiar with Crusade yet, I've only glanced the core rules and read through the tyranid specific rules once over, but, it realls seems like you're encouraged to take different units at different stages of the Planetary consumption phases. Some units flat out don't get experience at certain stages, and some units gain bonus experience. As well, there's tools to take one unit in your list, swap it with another unit, but keep all the experience you had.

And, I'm not sure how to feel about that. Sure, it's fluffy and seems cool, but, not being able to play a list or theme I want because I won't rank certain units up until the middle/end phases doesn't seem great. And it could take 3-6 WINNING games until you're able to get to that tier of consumption, depending on the planet you rolled.

This message was edited 1 time. Last update was at 2022/04/19 16:21:24


 Rippy wrote:
When you lose to a 7 year old, it's wise to not come and admit it and then try to blame the armies


Skaven - 4500
OBR - 4250
- 6800
- 4250
- 2750 
   
Made in se
Fresh-Faced New User





 p5freak wrote:
I thought about playing a harpy which can heroically intervene 6". But that would mean you cant give it SYNAPSE, or 4++. Its an AIRCRAFT, and there is nothing in the rules prohibiting that. You could tie up a shooty unit in melee, and they cant attack you, unless they have FLY, and they cant shoot you, unless they have pistols. You cant attack them either, but that doesnt matter much. As an AIRCRAFT you dont need to fallback, just make a normal move and shoot normally.


That unit can just make a normal move or advance next turn though, as they can ignore aircraft in engagement range when they don't have fly. Which means they can then shoot as normal.

If, when a unit is selected to move in the Movement phase, the only enemy models that are within Engagement Range of it are Aircraft, then it can still make a Normal Move or an Advance (i.e. it does not have to Fall Back or Remain Stationary).
   
Made in us
Fresh-Faced New User




By the way, super busy this week but I'm off next week. I'll actually do a real adult break down of the codex and a ranking system.

Of course if anyone wants to add input into it, let me know. I win most of my games as a nid player but I'm def not a top competitor
   
Made in ca
Perfect Shot Ultramarine Predator Pilot






Speaking of Heroic Intervention. I'm struggling to find the answers to a few questions on Google.

Mawloc and Terrors from the Deep to pop out over 1" away from an enemy potentially.

Hunt Morphology to Heroically intervene as if it were a character.

Is this allowed? Can you use Heroic Interventions on your own turn? Is there some other rule I'm missing that would prevent this? I'm just working my way back in to 40k after 3-ish years. Lots of rules to re-learn and all that.

 Rippy wrote:
When you lose to a 7 year old, it's wise to not come and admit it and then try to blame the armies


Skaven - 4500
OBR - 4250
- 6800
- 4250
- 2750 
   
Made in us
Huge Hierodule




Mexico

 Thadin wrote:
Speaking of Heroic Intervention. I'm struggling to find the answers to a few questions on Google.

Mawloc and Terrors from the Deep to pop out over 1" away from an enemy potentially.

Hunt Morphology to Heroically intervene as if it were a character.

Is this allowed? Can you use Heroic Interventions on your own turn? Is there some other rule I'm missing that would prevent this? I'm just working my way back in to 40k after 3-ish years. Lots of rules to re-learn and all that.

No.

No unit can perform more than one Heroic Intervention in each enemy Charge phase. A unit can never perform a Heroic Intervention in their own Charge phase.

This message was edited 1 time. Last update was at 2022/04/22 15:58:37


 
   
Made in ca
Perfect Shot Ultramarine Predator Pilot






Appreciated, reading is hard apparently.

To that end, how are people feeling on Mawlocs? Terror from the Deep seems easy to play around, but the play-around solution is still disruptive to plans potentially. WITHIN 12" of the marker is a massive footprint for it to pop up in, and the 6" marker mortal wounds could force a castle to move, or discourage someone from moving in to an objective? Use it to get Engage on All fronts?

Also finding that 9" charges haven't been too hard for my list. I've got plenty of Synapse Unit shooting to ping units with Shardlure.

 Rippy wrote:
When you lose to a 7 year old, it's wise to not come and admit it and then try to blame the armies


Skaven - 4500
OBR - 4250
- 6800
- 4250
- 2750 
   
Made in us
Blood Angel Terminator with Lightning Claws






What are the preferred builds right now for the Tyrant, both walker and flyrant? I've heard for the Walker taking both Talons and Sword/Whip so you can swap the talons for the Maw relic and get rerolls to hit and wound. But that seems like a waste of the 2+ BS. And for the Flyrant you have to choose between a gun or some sort of melee weapons (Flyrant Talons are apparently addictional attacks and don't affect your mains ones), so I would think maybe stick with Sword/whip to keep the reroll to hit.

GW: "We do no demographic research, we have no focus groups, we do not ask the market what it wants" 
   
Made in mx
Huge Hierodule




Mexico

Flyrant with sword relic and Walkrant with either cannon relic seem to be the preferred build.
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Not a Flyrant with the Shardgullet? I'd've thought the manoeuvrability afforded by the wings would make him a good spot for that, getting LOS on things easily?

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

 
   
Made in mx
Huge Hierodule




Mexico

Flyrants want to be charging and killing stuff so they get to abuse overrun.

Fast and mobile firepower is done better and cheaper by the harpy (and with a few defensive buffs are more durable than a flyrant).
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

You say that as if GW isn't going to nerf the Harpy into oblivion come the next FAQ/update.

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

 
   
 
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