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![[Post New]](/s/i/i.gif) 2009/12/16 21:05:04
Subject: What will Tyranids do to the meta-game?
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Fixture of Dakka
Chicago, Illinois
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Just looking at the rumours and some of the stuff that has been posted the book has some very strong builds.
Does anyone know if it has been confirmed that the Raveners are able to assault out of the Tunnel created or is that BS that is Apocalypse related.
As it stand just looking at the different variants of things DEATHSTALKER!!! is holy gak overpowered and basically "This is a 2nd edition Lictor in 5th edition".
Overall I dont know how some armies will flat out deal with som of the stuff the army can throw t them. Monstrous troops , drop pods, multiple '"marbo" style units.
flying monstrous creatures
It goes on and on.
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If I lose it is because I had bad luck, if you win it is because you cheated. |
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![[Post New]](/s/i/i.gif) 2009/12/16 22:19:06
Subject: What will Tyranids do to the meta-game?
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Dominar
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Hollismason wrote:
Overall I dont know how some armies will flat out deal with som of the stuff the army can throw t them. Monstrous troops
Mech
drop pods,
Mech
multiple '"marbo" style units.
Mech
flying monstrous creatures
Plasma Guns
Most of the tricks I've seen are *most* effective versus footsloggers. I think the Tyranids simply ram home the point that, once again, in 5th ed having a wall of vehicle between infantry and the enemy is all but necessary for the majority of lists. I'm sure that a few armies could justify a large force of footsloggers, but with Ap2 templates burrowing into your gunline on turn 2, it'll be a tough sell.
Buying enough time to winnow out the Nid ranks before they reach critical mass in the assault phase is going to be key; against the majority of their units simply being in a transport gets you another turn before they kill all your men. Looks like their shooting will be considerable, but concentrated, making mass assault a favored method of winning; kill their fire bases, stay mobile, run around long enough to flame the little bugs while using anti tank to instant death the more threatening medium sized ones.
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![[Post New]](/s/i/i.gif) 2009/12/16 23:32:32
Subject: What will Tyranids do to the meta-game?
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Fixture of Dakka
Chicago, Illinois
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Short of AV14 Transports the tyranids really do have some great AV12< anti tank. Hive Guard ; Lictors ; Tyrgon 2d6 St6 hits MawLoc etc..
It's unfortunate that lictors lost the assault ability although I've not seen that definitely confirmed however they did gain a 2 ST6 shot and point cost reduction.
Drop Pods similarly gained benefits ; They're troops BS2 but 2 ST6 shots; Zoanthropes in drops as well.
Those Drop Pods are nothing to sneeze at the stats are pretty ridiculous needing ST10 to insta kill and having 3 wounds.
I don't think they will be a huge fire priority honestly. The ability they do have of landing and striking at rear armour though is pretty damn good
People keep saying "mech" the thing is the tyranids gained some really good anti transport missing out mildy on AV14.
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If I lose it is because I had bad luck, if you win it is because you cheated. |
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![[Post New]](/s/i/i.gif) 2009/12/16 23:40:57
Subject: What will Tyranids do to the meta-game?
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Dominar
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I'm not denying that Tyranids have better anti-armor than they used to. Quite frankly they had to get it, otherwise they would be a laughingstock in 5e just as they were before this release.
Their anti-mech, however, is borderline compared to their anti-infantry. Generally it's fairly concentrated, like Hive Guard blobs or Zoanthrope squads, or reliant on the assault phase as it was before. Their new anti-infantry toys, however, are much more considerable. Stealershock is probably weaker, and Nidzilla Devourer spam is taking a hit, but the reduction in points for the little bugs and the huge amount of disruption, infiltration/deep strike deployment, and sheer combat killiness of all the other units still means that mech is a much greater foil than non-mech.
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![[Post New]](/s/i/i.gif) 2009/12/16 23:47:07
Subject: What will Tyranids do to the meta-game?
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Proud Phantom Titan
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sourclams wrote:I'm not denying that Tyranids have better anti-armor than they used to. Quite frankly they had to get it, otherwise they would be a laughingstock in 5e just as they were before this release.
Their anti-mech, however, is borderline compared to their anti-infantry. Generally it's fairly concentrated, like Hive Guard blobs or Zoanthrope squads, or reliant on the assault phase as it was before. Their new anti-infantry toys, however, are much more considerable. Stealershock is probably weaker, and Nidzilla Devourer spam is taking a hit, but the reduction in points for the little bugs and the huge amount of disruption, infiltration/deep strike deployment, and sheer combat killiness of all the other units still means that mech is a much greater foil than non-mech.
I just pray this guy comes in more then LR ...
Tyrannofex: Walking weapon battery.
-Fleshborer swarm: S:4 AP:5 Assault 20
-Pyroacid spray: S:6 AP:4 template, used like the IG Hellhound.
-Capsule cannon: 48' S:10, AP:4, Assault 2
...from what I hear each of those is an arm.
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![[Post New]](/s/i/i.gif) 2009/12/17 01:44:36
Subject: What will Tyranids do to the meta-game?
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Blackclad Wayfarer
From England. Living in Shanghai
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I think trygons are gonna be a great way of opening up battle tanks, especially if whatever they touch when they DS they actually assault. Combining them with hive guard for transport busting (these guys are THE elite slot competitive choice) and a load of podding assaulty units and I think we may have a winner.
And pods aren't vehicles right...meaning you could drop down onto units and pull them into cc. If that's possible then it's just nasty. Of course we might not be able to do it, but still...
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![[Post New]](/s/i/i.gif) 2009/12/17 02:23:16
Subject: What will Tyranids do to the meta-game?
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Longtime Dakkanaut
*Current meatspace coordinates redacted*
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sirisaacnuton wrote:
Which is why I absolutely hate those books' allies rule. You have 7 or so different codexes (or 6 and a pdf) that can just slap an inquisitor with 2 mystics in for ~35 points if deepstrike gets big. Might as well drop the 10 or so more to give him an Emporer's Tarot at that point... Invulnerable saves get too big, everyone from the imperium has an answer... DS a problem, same deal... I think the Inquisitors and all their trimmings are pretty cool, and would give some extra flavor and uniqueness to the DH/WH...if they weren't in a Guard army every time you turn around.
Yup, for 10 points the ET might as well get tossed in.  The Inv save issues isn't anything close to the same deal though - those Psy Cannons are brutally expensive to field in bulk. The two mystic thing can be done super cheap, which is ( IMO) what actually pisses guys off the most, not so much the fact that's available.
It's not as though it's an I win button against DS armies either in most cases, it just makes the DS army play with more caution. The fact that it's from another book doesn't really bother me, or at least it's not my first criteria for judgement. Nob Bikers are actually from the Ork book and they're waaaay nastier.
Mind you, I have seen an Apoc army with 2 Reavers and 3 Warhounds and 5 sets of Inqs and Mystics hiding behind legs. That was friggin' ridiculous (in an inner geek I wish I'd thought of that sort of way, admittedly  )
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He knows that I know and you know that he actually doesn't know the rules at all. |
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