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![[Post New]](/s/i/i.gif) 2013/03/28 21:29:41
Subject: Help! Tyranid army to face lots of armored vehicles & flyers...
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Shade of Despair and Torment
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Here is what I have, how do you suggest I "arm" these "buggers" to fight land raiders, termies, leman russ', and flyers?
Tyrant with wings, hive comm, adren glands, toxic sacs, regen, armored shell
Tervigon with crushing claws, adren glands, toxic sacs, acid blood, and regen
(36 termagant models)
elite
5 ymgarl...
5 ymgarl...
toops
6 tyranid warriors, adren glands, toxic sacs
11 hormagants, adren and toxin
11 hormagants, adren and toxin
6 genestealers, with brood lord, acid, glands, toxic sacs...
fast
6 raveners
heavy
1 mawloc with adren, toxic, regen
Automatically Appended Next Post: Basically, how should I arm the tyrant, tyranid warriors (should it be 1 group of 6 or two of 3), the raveners (1 of 6 or 2 of 3?), and should I add Old One Eye?
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This message was edited 1 time. Last update was at 2013/03/29 01:01:23
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![[Post New]](/s/i/i.gif) 2013/03/30 05:58:04
Subject: Help! Tyranid army to face lots of armored vehicles & flyers...
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Despised Traitorous Cultist
USA
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The tyrant is only allowed to have wings or armoured shell not both and crushing claws is not worth it on the tervigon. I highly suggest taking 10 termagants to make the tervigon a troop choice.
For the hive tyrant I think you should put wings on it and 2 sets of devourers so you can fly over a flyer and shoot its rear armour.
Termies can be dealt with the ygmarls and the deepstriking shenanagiens of the mawloc, hopefully (might be a bit hard if it is thunder hammer/storm shield termies.)
As for leman russ' and land raiders the smash attacks maybe useful from your flyrant and mawloc. As for the unit sizes on the raveners and warriors i believe bigger is better to help deny that sometimes crucial first blood victory point and no to old one eye, he is too expensive and I think the points could be better used elsewhere, if you are finding your anti tank is still lacking I suggest getting zoanthropes they'll punch through any armour with reletive ease and with a pod they could be very deadly.
(Edited for spelling mistakes I caught after posting.)
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This message was edited 1 time. Last update was at 2013/03/30 06:00:32
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![[Post New]](/s/i/i.gif) 2013/03/30 06:39:45
Subject: Help! Tyranid army to face lots of armored vehicles & flyers...
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Rampaging Carnifex
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A lot of folks don't like running their Tervigon with Crushing Claws. I love CC's on my Tervigon. It really can turn them into an aggressive power house coupled with some lucky Biomancy rolls. If you are going against a lot of Armoured Vehicles, though, the extra attacks may be wasted - as you only need to land one or two re-roll able Str 10 attacks. There is pretty much universal consensus, though, that the Acid Blood and Regeneration are wasted points on the Tervigon.
For going against Flyers, a Flying Hive Tyrant with two sets of twin-linked devourers are a must. The sheer amount of firepower can also reliably deal with AV12 and lower.
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![[Post New]](/s/i/i.gif) 2013/03/30 07:30:42
Subject: Help! Tyranid army to face lots of armored vehicles & flyers...
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Brainy Zoanthrope
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Tyrant with wings and 2x2 brainleech devourers to kill everything AV11 (sides of tanks, rears of russes and fliers)
Tervigon with poison and 3 psi powers to exchange 4 biomancy
Change mawlock to trygon, add poison
Hormogaunts are crap now, don't take them to competetive games
Strip the broodlord's unit of all upgrades except scythes on broodlord, use them as home objective holders, with broodlord casting biomancy psi boofs.
As stated above, need zoanthropes in mycetic spores.
Consider putting warriors in spores too. They also need boneswords. adrenal glands are excessive imo.
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![[Post New]](/s/i/i.gif) 2013/03/31 17:40:39
Subject: Help! Tyranid army to face lots of armored vehicles & flyers...
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Shade of Despair and Torment
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krazynadechukr wrote:Here is what I have, how do you suggest I "arm" these "buggers" to fight land raiders, termies, leman russ', and flyers?
Tyrant with wings, hive comm, adren glands, toxic sacs, regen, armored shell
Tervigon with crushing claws, adren glands, toxic sacs, acid blood, and regen
(36 termagant models)
elite
5 ymgarl...
5 ymgarl...
toops
6 tyranid warriors, adren glands, toxic sacs
11 hormagants, adren and toxin
11 hormagants, adren and toxin
6 genestealers, with brood lord, acid, glands, toxic sacs...
fast
6 raveners
heavy
1 mawloc with adren, toxic, regen
Automatically Appended Next Post:
Basically, how should I arm the tyrant, tyranid warriors (should it be 1 group of 6 or two of 3), the raveners (1 of 6 or 2 of 3?), and should I add Old One Eye?
Great input everyone!
I will remove armored shell from tyrant, and regen, and toxi sacs, give it the two twin linked devourers...
Remove claws from terv ( Tervigon with poison and 3 psi powers to exchange 4 biomancy ) make a 11 term unit for troops with devourers (replaces a hormi unit), and have terv as troops choice...
Replace other 11 horms with 11 termis with spinefists...
Adding unit of 3 zoanthropes...
Maybe add either another tyrant or carni?
Should I arm warriors and/or raveners with devourers too, or what?
Remove regens, toxisacs, and glands on most everything to free points up?
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This message was edited 3 times. Last update was at 2013/03/31 17:45:29
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![[Post New]](/s/i/i.gif) 2013/03/31 19:20:20
Subject: Re:Help! Tyranid army to face lots of armored vehicles & flyers...
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Longtime Dakkanaut
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Devilgants in pod can hit rear armor or side armor and do well, they also decimate infantry.
Carnifexes with devourers in a pod also can do well.
Biomancy will help increase durability so that you can aggressively move forward.
In my experience Nids shouldnt do too poorly vs Flyers and vehicles due to outstanding durability. Just weather the firepower.
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Bee beep boo baap |
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![[Post New]](/s/i/i.gif) 2013/04/01 00:59:30
Subject: Help! Tyranid army to face lots of armored vehicles & flyers...
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Infiltrating Broodlord
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Alrighty! Let's break things down one section at a time.
HQ:
krazynadechukr wrote:Here is what I have, how do you suggest I "arm" these "buggers" to fight land raiders, termies, leman russ', and flyers?
Tyrant with wings, hive comm, adren glands, toxic sacs, regen, armored shell
Tervigon with crushing claws, adren glands, toxic sacs, acid blood, and regen
(36 termagant models)
As already mentioned, a Tyrant can't take both Armored Shell and Wings unfortunately. I have yet to see a single flying Tyrant do much, so you might be better served having him walk along with your other units with the Armored Shell and provide additional target saturation with the other two monsters. I'd also pull the Adrenal Glands and Regeneration as well, the former is only helpful against T7 (toxin is better against any other target and smashing is better against vehicles since it auto-pens most and allows re-rolls against tougher ones) and Regeneration is rather unreliable on the Tyrant (I've found mine tends to go down in one round without Tyrant Guard so he doesn't get a chance to regenerate).
For the Tervigon, you might want to consider dropping Acid Blood and/or Regeneration in order to buy one or both of its optional psychic powers, which can either be used as is or exchanged for biomancy rolls (which will be of great help if your goal is to get the thing stuck in to make use of the Crushing Claws). I personally tend to keep mine cheap with just Toxin Sacs and Catalyst (maybe Scything Talons if there are a few points left over) and use them strictly for support, but I have heard some people have had good luck with so-called "Crushigons" so no harm in trying it out.
Elite:
Most people I know tend to run these in groups of 8, but these should do fine. Just keep in mind, they aren't going to do well against things that vastly outnumber them or against competent melee units.
Also, you might want to consider a unit or two of Zoanthropes if heavy armor proves to be enough of a problem.
Troops:
krazynadechukr wrote:
6 tyranid warriors, adren glands, toxic sacs
11 hormagants, adren and toxin
11 hormagants, adren and toxin
6 genestealers, with brood lord, acid, glands, toxic sacs...
First, I would strongly suggest merging both Hormagaunt units into one unit of 20 and drop the Adrenal Glands. From my experience with Hormagaunts, they tend to grind things down over the course of multiple rounds of combat rather than hammer the foe on the initial charge, so most of the time the Adrenal Glands do very little for them (not to mention Enfeeble can potentially grant the same effect against T4 infantry every turn) and there are better units to be hunting vehicles with. The best way to use them is to hold them back as a "second wave" with Termagants or Gargoyles locking up targets first, thus preserving the Hormagaunt's high Initiative on the charge in and completely negating overwatch. Basically, use them to swarm in and end fights rather than initiate them and use the cheaper/free gaunt strains as cannon fodder.
For the Warriors, I'd strongly suggest using them as a shooty unit rather than a melee one, as they are a bit too slow for a dedicated close combat unit and are the only place in the Tyranid army you can get high strength/long range shooting outside of a monstrous creature or specialist unit (i.e. Hive Guard/Biovores). With that in mind, I'd either run them cheap with just a Strangler or Venom Cannon for a backfield scoring/synapse/fire support or alternatively give all of themt Deathspitters and have them roam about in the midfield with the rest of the army providing additional synapse and potentially a bit of anti-flyer (most fliers are AV10 on the back if nowhere else, allowing Warriors to potentially shoot them down with their S5 Deathspitters - also as a scoring unit they can take full advantage of any skyfire nexus objectives that pop up if you use those particular rules).
I haven't had much luck with Genestealers (I've always found Hormagaunts do counter-assault better due to their greater body count and lower threat priority), but seeing as they are more or less acting as bodyguards for the Broodlord I'd suggest dropping all upgrades to keep the overall unit as cheap as possible. Might be better to turn them into a third unit of Ymgarls, depending on how playtesting turns out.
Also, you might wish to add a unit of Termagants here so you can move your Tervigon to troops. Another resilient scoring unit would be exceptionally helpful given the majority of the units here (bar Warriors) are probably going to deplete themselves in combat before the game's end. It also would allow you to outflank it if you were so inclined thanks to Hive Commander (combined with the Mawloc, you could quite easily put two 6-wound MCs in the opponent's backfield).
Fast:
I've never used Raveners before, but I know one fellow who runs a similar sized unit and they generally work well enough for him. Only upgrade I would suggest giving them would be Rending Claws to help them out against vehicles and basic marine-type infantry. Otherwise keep them cheap and have them bully weaker infantry or help out your gaunt units in grinding things down. They should try to avoid fights with Terminators or units that have power fists though (those sort of targets are what Termagants, Gargoyles and especially Hormagaunts are for).
Heavy:
The Mawloc doesn't really need any of those combat upgrades. Its job is mostly to be a highly mobile nuisance and vehicle hunter, and none of those upgrades really help it with that task (not to mention, they boost his cost up to that of a Trygon).
As a bit of advice from experience, you should almost always start the Mawloc on the table and burrow him when you need him elsewhere or have a target you want to try blasting. It gives you much more control over when he will come in and also gives you another monstrous creature on the table to assault things with if the need arises (say a drop pod with an Ironclad Dread falls in your backlines or what-have-you). Also! Do not forget about the Mawloc's hit-and-run ability. It allows it to disengage from a battle on the end of the opponent's turn and then on your turn it is free to re-charge them (getting an extra base attack and Hammer of Wrath - also potentially allows it to fail its IB: Feed and charge in with 5 attacks + Hammer of Wrath) or go pick on something else.
krazynadechukr wrote:
Basically, how should I arm the tyrant, tyranid warriors (should it be 1 group of 6 or two of 3), the raveners (1 of 6 or 2 of 3?), and should I add Old One Eye?
Tyrant: For a walking Tyrant I would keep the Bonesword/Lash Whip combo (these are his great equalizer against other melee powerhouse units such as Daemon Princes) and add a single set of Twin-linked Brainleech Devourers or either the Heavy Venom Cannon or Stranglethorn Cannon to give him reach while advancing. Flying one is probably best off with the duel devourer configuration since his main purpose is to hunt enemy fliers.
Warriors: One group of 5-6 if you intend to make use of outflank, otherwise two units of three are probably safer as they appear less threatening and it opens up the potential of two special weapons since Warriors only get 1 regardless of brood size.
Raveners: Unit of 6 is probably best, as it lets them soak up a bit more damage and gives a higher volume of attacks to work with. Two units of three could also be fine if your goal is to use them strictly for gaunt support.
Old One Eye: I wouldn't advice bringing him outside of a fluffy game, he costs almost as much as the Swarmlord and is strictly inferior in virtually every way (except against fortifications, but he will likely die long before reaching them).
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This message was edited 3 times. Last update was at 2013/04/01 13:18:31
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![[Post New]](/s/i/i.gif) 2013/04/01 15:12:00
Subject: Re:Help! Tyranid army to face lots of armored vehicles & flyers...
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Shade of Despair and Torment
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Fantastic input!
Here is my list now...
1 Hive tyrant with wings, two twin linked devourers, hive commander, acid blood
3 zoanthropes
8 ymgarls
8 ymgarls
3 warriors one with barbed strangel
3 warriors one with venom cannon
10 termagaunts with devourers
1 tervigon with adren & toxic, catalyst and onslaught, scything talons, acid blood (have 26 term models ready for birth)
22 hormagaunts with toxisacs and adren
6 raveners with rending claws
1 mawloc
1 carni with heavy venom and fragspine
2003 pts
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This message was edited 3 times. Last update was at 2013/04/01 20:07:35
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