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Made in no
Liche Priest Hierophant





Bergen

No my warriors always die to a S8+ plate of my opponents choice.

   
Made in us
Raging Ravener




Alaska

For warriors-v-raveners, it's about how you use them. Warriors are anti-heavy infantry-character-MC, while raveners are much better in anti-horde or vehicle. if your opponents are packing S8 plates, then you're just out of luck. raveners die just as well as warriors, and you should really just be hiding.
   
Made in no
Liche Priest Hierophant





Bergen

You are right that they both die to S8 plates just as easaly. But the ravaners forces your oponent to kill them fast or become shish-kebab. While it is a loose situvation you force those big guns of other things you want safe.

   
Made in us
Longtime Dakkanaut






Los Angeles, CA

So we took a couple hits with the FAQs. There is a silver lining, but we should address the relevant changes.

Lash whips are less effective as they will affect less models per combat.
Look out sir has had its flexibility completely removed.

Those two really hurt my favorite HQ, and my favorite pet unit, the tyranid prime and the tyranid warriors. I only played with warriors in fun games (honestly, I only play in fun games anymore anyway) I will still play them, but they have lost value.

The silver lining is that arguably better units lost value as well. Grotesques, nobs and paladins.

We have clarification on hive guard cover ignoring and ymgarl arriving and charging. Both of those are fantastic, but you may have already been playing that way.

We took a big hit in grounding test fail = gliding. But no one should be too surprised on that one.

We got a surprised buff to flying MCs too, as they now have a sky fire option while swooping.

The greatest news for nids was clarification on the effects of damage rolls on passengers of transports.

The direction that GW is taking with vehicles seems to be, when you are in a vehicle, you and that vehicle are one entity. You gain protection via armor value, but they are stripping away all of the other extra protections that the old vehicle rules had. If I shake you, your shooting is going to be suppressed, in or out of the vehicle, if I stun you, you aren't shooting. And if I kill your vehicle, you don't get to assault me a turn earlier than you would have if I had left you alive.

Overall, not thinking unit specifically, these new changes are a boost. Specifically, some units aren't happy and some are thrilled.

Please check out my current project blog

Feel free to PM me to talk about your list ideas....

The Sprue Posse Gaming Club 
   
Made in us
Elite Tyranid Warrior






The change to LOS! is kind of a bummer as I was also getting into Prime + Carnifexs. It can still be useful but you will have to be much more playful with unit positioning. Basically leap-frogging models to try and shift the closest unit back and forth.

I'm probably going to have to pick up some more Hive Guard since I only have 3, so I can shoot the snot out of those Necron Ghost Arks my opponents at my FLGS run. I hate you jink!

I'm still having some issues with speed without using a bunch of flyers. My army feels so slow getting across the field.

I'm also still thinking about grabbing some Biovore so I can have long range attacks, maybe stick them behind a defense line for some added protection. What is the consensus on biovores in 6th?

This message was edited 1 time. Last update was at 2012/09/09 22:33:51


Canifex Quote: I love Rhinos. They are crunchy on the outside, and soft and chewy on the inside.

- 3300 painted 
   
Made in us
Tough Tyrant Guard





 shamroll wrote:

I'm also still thinking about grabbing some Biovore so I can have long range attacks, maybe stick them behind a defense line for some added protection. What is the consensus on biovores in 6th?


Biovores got a big boost in 6th. The basic nerf to mech means more foot troops and Biovores have always done well against them.

Also if your army is feeling slow what are you running? Most shooty Nid armys feel very lumbering. Addition of some spore pods might help with that or some Infiltrators/Ambusers.

   
Made in us
Sneaky Lictor






my friends always hound me on playing blood angels. switching to the nids. thanks for this awesome thread.

On building Tyranid army flow chart.

Do you have enough Termagaunts?
No > Add More
Yes > No you don' t > Add more
 
   
Made in se
Emboldened Warlock





umea Sweden

Considering the post about different kinds of armies, speed and such. I'm having problems with building a reliable Nids list and I would like to hear your opinions

My model collection is as follows
HT with scything talons and HVC (it's a homebuild thing, thinking of buying a new one)
Doom
Zoanthropes x3
Venomthropes x3
Fleshborergants x40
Spinefistgaunts x30
Devilgants x20
Carnifex w scything talons and Stranglethorn cannon x2
Carnifex with Crushin claws and twinlinked devs with brainleech worms
3warriors with a vc

I think that's all, any ideas? I mostly play BT and IG

"There's an experience worse than blindness—it's the certainty that your vision is perfect and the horror that there's no world around you to see." - Clinging Darkness, Ravnica city of guilds
SeiNaah craftworld
Hive Fleet Gonroth
Order of Her Sacred Remains
Dark angels 2:nd company, the Ravenwing 
   
Made in gb
Mindless Spore Mine






For what its worth I tend to run with 2 Flyrants 2 Harpys 2 Tervigons (Troops) 2 units of 10 gants and 2-3 units of hive guard depending on points total I may also add stealers of on flavour or another. It was something of a shock when I started playing this set up as I was used to swamrs of things taking up half the table and intimidating my opponent, however there is something to be said for the look on someone face when you fly 4 flying MCs at their lines, the standard 1750 point army comes in at 32 (1 in reserve) models on the starting table (makes for faster turns). One thing to remember with this style of tyranid play is to keep out of reach of force weapons.

as a side note I tend to give the tervigons 2 rolls on the telekenesis table in the hope one of them gets gate of infinity, then outflank the other one with hive commander, for the best chances at covering objectives.

Excuse me but I seem to have some Necron stuck in my teeth.
3500 - Tyranids.
2000 - Skaven. 
   
Made in us
Sneaky Lictor






So its ben a while since I started playing the NIDS, this is the list I enjoy running.

2 Flyrants 2 TL Dev, Wings

2 Tervigon

The Doom of Malan'Tai
>Mycetic Spore

2 x 30 Term Brood

2 x Trygon (1 Prime)

I have a few points left over, roughly 250 or so, any suggestions? I really really like the Doom as he can wipe out an entire scoring unit in a single hit. He has won me so many games.

On building Tyranid army flow chart.

Do you have enough Termagaunts?
No > Add More
Yes > No you don' t > Add more
 
   
Made in us
Scuttling Genestealer




Tallahassee

My two cents seems to fall in line with wyomingfox.
Imo ive read a ton of battle reports from jy2 and janthnik( can't remember how to spell his name )
And after doing so the staples of the list seem to be tervigons and FHT. Aside from that you must take doomy as he is the best unit at drawing fire in the game!

Aside from those essentials I find that while playing biovores are amazing for not only pinning but essential long range shooting which the codex just does not have.

Im also loving gargolyes and I would want to run Swarmy however the codex has 0 ways of dealing with flyers besides FHT with TLD, we can't even use the quad gun on the aegis WTF? So until we get some way of dealing with flyer spam personally just can't justify taking him, even though his 4 psychic abilities which i think should be rolled on biomancy make him a BOSS!!!!!!

Where i tend to differ in my train of thought is with the other elite slots. The more and more i played i realized i was relying on HG and Zoanthropes to do just a bit to much. Ive built the models as i recently started playing within the last 8 months however ive been play testing something i saw in some hyper aggressive nids lists, LOTS of ygmarl. I then take HC which i also really love because in bad matchup of you not going first your able to put the guy who gives you a +1 to your reserve roll in reserve and still recieve that bonus.

So recently Ive gone from a list that i felt got shot for 2 turns and then responds well to a on turn 2 im having in some worst case scenarios either a Doom, or 1 pack of ygmarl in play. Most people imo don't tend to realize how much pressure they can apply so with a big pack of gargoyles TG AD moving up the board almost making it into CC on turn 2 and either hopefully atleast 1 unit from reserve (but hell if i roll hots and get the doom and 2 packs of ygmarl think about how much pressure i could put on someone to kill 3 units or let them eat you while the big stuff marches up the board).

Im not sure who first came up with the hyper list but the person i saw running it was jifel and i wanted to thank him!!!
   
Made in us
Fireknife Shas'el





Reedsburg, WI

Yep, JY2, Jankith's, and Jifel's battle reports are gold:

Jy2: http://www.dakkadakka.com/dakkaforum/posts/list/473966.page

Jifel:
http://www.dakkadakka.com/dakkaforum/posts/list/512842.page

Wyomingfox's Space Wolves Paint Blog A journey across decades.
Splinter Fleet Stygian Paint Blogg Home of the Albino Bugs.
Miniatures for Dungeons and Dragons Painting made fun, fast and easy. 
   
Made in gb
Regular Dakkanaut





This is my 2k list for nidz, right now I have only have about 1.4k of nidz but so far they did great for me:

Flyrant /w 2 T-L devourers, Hive Commander
Flyrant /w 2 T-L devourers

3x Hive Guard
3x Zoanthope /w mycetic spore
Doom of Malan'tai /w mycetic spore

Tervigon /w 2 psychic powers, toxin sacks, adrenal glands
Tervigon /w 2 psychic powers, toxin sacks, adrenal glands
15x Termagaunts
14x Termagaunts

Trygon /w toxin sacks
Trygon /w toxin Sacks

This message was edited 1 time. Last update was at 2013/04/12 00:25:00


 
   
Made in ca
Longtime Dakkanaut





Canada

Yup that's a pretty solid list. I've been running something similar at 1850.

A few games in now and I can't get enough of crushing claws on a Tervigon. Makes them into a formidable CC threat and they really need those extra attacks to make proper use of Smash.

Swarmlord is also uber in this edition. 4 psychic powers means he's very very likely to get ironarm and everything else is gravy after that. He's basically a big 12-13" radius "Don't come here" circle. Meanwhile he can tromp forward buffing/debuffing and drawing all kinds of fire for your other monsters.

This leads my to my other main observation so far: Monstermash is super viable. MC's are really versatile now, and all the potential buffs from biomancy and easy-to-get cover make them very survivable.

The big boys really ratchet up the threat saturation, which lets the little gribblies get on with the jobs they need to do to win.


 
   
Made in us
Sneaky Lictor






so how many MC are we talking about minimum f taking? 5?6?

and do we always take more psyhic powers with the tervigons?

On building Tyranid army flow chart.

Do you have enough Termagaunts?
No > Add More
Yes > No you don' t > Add more
 
   
Made in gb
Tough Tyrant Guard



UK

 g0atsticks wrote:


and do we always take more psyhic powers with the tervigons?


Not at all; you can make a very compelling case for a Tervigon to take Catalyst and keep it if you need a very reliable way of keeping FNP on something. I get a lot of bang out of a brood of 30 Toxic Hormagaunts thanks to this.
   
Made in ca
Longtime Dakkanaut





Canada

As Xyptc said, Catalyst alone is great.

Lately I have just been paying for Catalyst and keeping it as is. Tervigons can only cast 1 power per turn, and if you're rolling on biomancy you're usually hoping for Endurance for them anyways. Iron arm is nice but you need to be able to cast FNP on all the forward monsters so 15 pts for guaranteed FNP is the win. Also, they can cast it at any point in their movement phase, so that makes up somewhat for the 12" range vs Endurance's 24"

If you're going Monstermash then you're looking at min 4 big boys at the lowest points level (1 Tyrant, 2 Tervis, 1 Trygon would be what I'd take at 1000). At 1850 I play 6 MC's and have plenty of room left over for Zoanthropes and Hive Guard.

Zoanthropes running all biomancy has been pretty awesome so far. They can buff/debuff and aren't really target priorety 1 due to their loadout. I have been floating them infront of the MCs to provide mobile cover to them. Running units of 2 has been the best so far. 1 often gets Ironarm, which makes the unit into a serious tank while the other casts out Endurance or Enfeeble (I hope, fingers crossed every game).

Hiveguard are awesome and what's even more awesome is keeping Swarmy near tham to pass out Preferred Enemy to them. I have been taking out flyers very easily with that combo.

 
   
Made in bs
Tunneling Trygon






I would still say it's worth it to buy the three powers on. A Tervigon. 15 more than Settling for Catalyst, sure, but there are three powers that I'd consider better than Catalyst on the Biomancy table, iron arm, Endurance and sometimes enfeeble. Youre very very likely to get at least one of them. Now, there are circumstances where I would want to keep Catalyst, but thats pretty much only against a DE venomspam. The point of 6 th is to win the objectives, an there's nothing in the game better at this than a Tervigon. Trust me, you're going to want to get Iron Arm a few times. Getting Enfeeble can make playing Orks or Necrons a breeze to win, while Iron Arm basically is a middle finger to Cron Air and every Imperial Army. Endurance is tons of fun against every army in the game!

However, as for this thread, I'm wondering if any Nid players have faced the new Tau yet? I admit Tau have always given me major pains, but it looks like we ll be slightly better off with MC spam. The Doom still looks like a must, and I think Pathfinders are about to be everywhere... Fortunately, Biovores should help us out here! the key to beating Tau, from looks and mathhammer only, looks to be killing infantry, same as always! Kill the pathfinders an every markerlight you can find. what I'm curious to see is how good the "interceptor" (don't know the actual name) upgrade will be. If Broadsides can take it, and choose it over skyfire then the Doom could be in trouble...


 
   
Made in au
Tea-Kettle of Blood




Adelaide, South Australia

I'm a big advocate of taking all 3 powers on a Tervigon, because you can still just keep the Codex powers if you want to have reliable Feel No Pain, but for that extra 15 points you have the flexibility of being able to have 3 powers from the rulebook, giving you a much better chance of getting the main one you one, and also having 2 other powers that are useful in certain situations (Enfeeble, Warp Speed and Psychic Shriek for example). I think that's well worth the 15 points.

 Ailaros wrote:
You know what really bugs me? When my opponent, before they show up at the FLGS smears themselves in peanut butter and then makes blood sacrifices to Ashterai by slitting the throat of three male chickens and then smears the spatter pattern into the peanut butter to engrave sacred symbols into their chest and upper arms.
I have a peanut allergy. It's really inconsiderate.

"Long ago in a distant land, I, M'kar, the shape-shifting Master of Chaos, unleashed an unspeakable evil! But a foolish Grey Knight warrior wielding a magic sword stepped forth to oppose me. Before the final blow was struck, I tore open a portal in space and flung him into the Warp, where my evil is law! Now the fool seeks to return to real-space, and undo the evil that is Chaos!" 
   
Made in gb
Stalwart Strike Squad Grey Knight






PrinceRaven, I don't believe you can do that actually. My understanding is that either you swap all your powers for rulebook ones or you don't swap any. Please correct me if i'm wrong because I wish you could. Don't have the rulebook with me.

Also the Swarmlord is Mastery lvl 2, which also to my understanding means you can only take 2 powers from the rulebook. This i'm not 100% on but I was playing with my Grey Knights and used a librarian and was like, OK i'm buying 6 powers and rolling all on Divination, but then got told that I could only roll on 3 for my Mastery level. :(
   
Made in au
Tea-Kettle of Blood




Adelaide, South Australia

 FuzzyLogik wrote:
PrinceRaven, I don't believe you can do that actually. My understanding is that either you swap all your powers for rulebook ones or you don't swap any. Please correct me if i'm wrong because I wish you could. Don't have the rulebook with me.

Also the Swarmlord is Mastery lvl 2, which also to my understanding means you can only take 2 powers from the rulebook. This i'm not 100% on but I was playing with my Grey Knights and used a librarian and was like, OK i'm buying 6 powers and rolling all on Divination, but then got told that I could only roll on 3 for my Mastery level. :(


Sorry, I guess I wasn' too clear, what I meant was you can either keep the codex powers (and thus have Catalyst for reliable FNP, then Dominion and Onslaught which are situationally useful) or swap them out for 3 new powers, giving you more flexibility than just buying Catalyst, as swapping out 2 powers significantly reduces your chances of getting something useful when rolling for rulebook powers, plus you'll only have 2 to choose from instead of 3.

Each codex exchanges powers differently (for 6th edition codices, the rulebook will tell you how, for 5th and lower edition codices, the FAQ will tell you) some follow the rulebook method of swapping for mastery level, some just have a flat "this is how many you get" regardless of mastery level (I believe Space Wolf Rune Priests can be either mastery level 1 or 2, but always get 2 powers) and others, others get however many powers the exchanged (like Tyranids). This means Hive Tyrants, Zoanthropes and Broodlords get 2 each, the Doom of Malan'tai gets 1, Tervigons get 1-3, and the Swarmlord gets a whopping 4 powers.

 Ailaros wrote:
You know what really bugs me? When my opponent, before they show up at the FLGS smears themselves in peanut butter and then makes blood sacrifices to Ashterai by slitting the throat of three male chickens and then smears the spatter pattern into the peanut butter to engrave sacred symbols into their chest and upper arms.
I have a peanut allergy. It's really inconsiderate.

"Long ago in a distant land, I, M'kar, the shape-shifting Master of Chaos, unleashed an unspeakable evil! But a foolish Grey Knight warrior wielding a magic sword stepped forth to oppose me. Before the final blow was struck, I tore open a portal in space and flung him into the Warp, where my evil is law! Now the fool seeks to return to real-space, and undo the evil that is Chaos!" 
   
 
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