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Made in us
Ultramarine Land Raider Pilot on Cruise Control




Southampton, New Jersey

I may be missing something in Barnowl's explaination, but at the start of Movement you do the IB tests. On the turn a unit comes out of reserves, they by pass this test. So you're suggesting coming out of reserves Turn2, and then purposely making sure they are out of it. Then on Turn3, moving into synapse? But by that point they would have already failed it?

Or Turn3, you move forward with the synapse to avoid overwatch morale tests? I'm just confused to why you're worried about L10 genestealers that automatically pass IB. Leadership 10 is great, making sure you're fearless for an overwatch Leadership test seems steep.

I might be missing something. Seems like a lot of work for 6+ Cover Save, or 4+ in Area Terrain. I feel like Genestealers are weak because they take until Turn3 to actively participate in the battle. Ymgarl genestealers ARE viable because of assaulting out of reserves. But then you run into the situation where you don't need Synapse the turn you come on.
   
Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

It sounded like you infiltrate and go to ground outside of synapse. Then during the movement phase move synapse up to make them immediately stand up. And move/charge turn 2 after having at least 1-2 turns of more reliable cover....probably a 4+

I'd need my book to check that.

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Made in us
Ultramarine Land Raider Pilot on Cruise Control




Southampton, New Jersey

You can go to ground without a cause? I think you'd have to get shot at to GtG, I could be wrong. Or did you mean, GtG at the bottom of Turn1, and on your Turn2 (top) you'd be out of it still... Still confused

You're thinking as soon as your Flyrants (or other synapse) moves within 6" of your Stealers, you'd get Fearless and automatically stand up on Turn2, even though you were outside of 6" during IB tests? Hmm. Interesting.

This message was edited 1 time. Last update was at 2013/07/11 22:35:32


 
   
Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

Yeah you can just choose to go to ground as long as you aren't fearless...is basically voluntary pinning.

IG do it all the time with the get back in the fight order.

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Made in us
Tunneling Trygon





The House that Peterbilt

Saythings wrote:
You can go to ground without a cause? I think you'd have to get shot at to GtG, I could be wrong. Or did you mean, GtG at the bottom of Turn1, and on your Turn2 (top) you'd be out of it still... Still confused

You're thinking as soon as your Flyrants (or other synapse) moves within 6" of your Stealers, you'd get Fearless and automatically stand up on Turn2, even though you were outside of 6" during IB tests? Hmm. Interesting.

First, synapse is 12", not 6".

Second, yes becoming fearless from synapse is independent of the timing on IB. The Tyranid FAQ does make it clear that IB tests are taken and determined based on the start of the movement phase but there's no such restriction on fearless and ignoring GtG. From the rulebook FAQ:

"Q: If a unit has the Fearless special rule applied to them while they
have Gone to Ground, are the effects of Gone to Ground immediately
cancelled (for example, if this were to occur at the start of their turn
could those units then move, shoot etc. as normal in the appropriate
phases?) (p35)
A: Yes."

So what barn owl is proposing is legit and useful.

And yes, what he was saying was your stealers are getting roughed up from shooting turn 1 (due to infiltraing and possibly moving and running close to the enemy but in cover) they can go to ground for the improved cover save. You can then give them fearless in the following turn (via synpase or psychic powers) and they can immediately act normally as if they had not gone to ground.

This also works well with gaunts and the like as well, since models that have gone to ground do not take IB tests (this is per FAQ). So they ignore the IB test, but then immediately act as normal due to getting fearless.

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Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Arent pretty much everything in the Nid dex except Harpies technically pretty good, but compete with something infinitely better? Thats the biggest complaint i usually hear is its too crowded of a codex.

An ork with an idea tends to end with a bang.

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Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

 Vineheart01 wrote:
Arent pretty much everything in the Nid dex except Harpies technically pretty good, but compete with something infinitely better? Thats the biggest complaint i usually hear is its too crowded of a codex.


That's what this thread is about.

The stealer thing though...i will for sure be using that in conjunction with Endurance.

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Made in us
Ultramarine Land Raider Pilot on Cruise Control




Southampton, New Jersey

+1 on Genestealer tactics!!
   
Made in us
Longtime Dakkanaut




Saythings wrote:
+1 on Genestealer tactics!!


Sorry, it was unclear in the original post. I was in a bit of a hurry at work with that one. I have used this trick to start a brood all the way in the back of the opponents deployment zone. He was foolish enough to leave me a nice big gap 18" form every thing.


Automatically Appended Next Post:
I am just not seeing the harpy love. It is not much good against other flyers, it is subject to I.B.:Lurk, potentially self wounding, expensive unit that does little more than a Biovore.

This message was edited 1 time. Last update was at 2013/07/12 02:36:01


 
   
Made in us
Regular Dakkanaut




If you take biovores, consider switching for pyrovores in a pod. Hear me out, 3 heavy flamer templates, IB-feed, a rule that allows them to shoot while feeding, ignores armor saves.

That's 9 attacks on the charge when they fail IB. Preceded by 3 heavy flamer templates. Is that terrible for 175 points? What are you taking in your elite slots anyway?

Deathleaper... MVP every time.

Spore mines. They put out their aegis wall. Before deployment, you drop your mines behind the wall. Now they're screwed especially if they're tau and they wanted to camp behind the wall.
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

gameandwatch wrote: Played a game recently, gave stock t-fexes a try, and MAN are they fun. I do really wish they could take spore pods, but with endurance, 2 of them is just a fun silly time. My opponent had a hell of a time trying to take them down and with double flamers or torrent flamer and large blast, they were roastin dudes left and right. Honestly, felt like I had two godzillas marchin up radiation breathing everything. 





You realise the T-fex can fire all 3 weapons? The main cannon and the Cluster Spines/Splinter Salvo due to MC rules and the thorax swsrm because it can fire in addition to other weapon.




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Made in us
Infiltrating Broodlord





Indiana

Thatguyoverthere11 wrote:
Spore mines. They put out their aegis wall. Before deployment, you drop your mines behind the wall. Now they're screwed especially if they're tau and they wanted to camp behind the wall.
Have we actually found a legitimate reason to take spore mines now? This tactic makes quite a bit of sense.

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Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

 Deadshot wrote:
gameandwatch wrote: Played a game recently, gave stock t-fexes a try, and MAN are they fun. I do really wish they could take spore pods, but with endurance, 2 of them is just a fun silly time. My opponent had a hell of a time trying to take them down and with double flamers or torrent flamer and large blast, they were roastin dudes left and right. Honestly, felt like I had two godzillas marchin up radiation breathing everything. 





You realise the T-fex can fire all 3 weapons? The main cannon and the Cluster Spines/Splinter Salvo due to MC rules and the thorax swsrm because it can fire in addition to other weapon.





Sweet...it's not going to be often that 2S10 ap4 shots do a whole lot to infantry...but its worth knowing.

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Made in us
Sneaky Lictor





 Unyielding Hunger wrote:
Thatguyoverthere11 wrote:
Spore mines. They put out their aegis wall. Before deployment, you drop your mines behind the wall. Now they're screwed especially if they're tau and they wanted to camp behind the wall.
Have we actually found a legitimate reason to take spore mines now? This tactic makes quite a bit of sense.


I love this idea.

It actually super awesome because you can totally screw your opponents deployment up for what? 30-60 points per unit of spore mines? Fast attack slot isn't a highly competitive FoC slot so as long as you can spare the points, you can ensure yourself playing mind games
   
Made in us
Rampaging Carnifex





Los Angeles, CA

Yeah and the beauty that they are the only TRUE sacrificial unit in the game, giving nothing to your opponents like KP. I think I am going to adopt using them for not only aegis denial, but so that they can deny key zones of deployment as well.

Funny that spore mines are actually a fantastic way to pair with harpies, deny them that quadgun and thrive!

The triple gun on t-fexes...I had no idea...I should have read thorax swarm again... MAN, large blast, torrent flamer AND 2+ to wound flamer?!? that is CRAZY!

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Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

 gameandwatch wrote:
Yeah and the beauty that they are the only TRUE sacrificial unit in the game, giving nothing to your opponents like KP. I think I am going to adopt using them for not only aegis denial, but so that they can deny key zones of deployment as well.


They're also amazing for infiltrator denial...along with that...it's useful in denying infiltrate areas so your own units can go there.

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Made in us
Rampaging Carnifex





Los Angeles, CA

Hmm thats a good point, they are actually a pretty amazing screen too, say like playing demons, just deep strike them onto the obvious path for the flesh hound packs.


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Made in us
Regular Dakkanaut




Let's not get crazy now lol. If they bump into eachother, they die, if they mishap they auto-destroy like if you rolled a 1. About theonly thing tthey're good for is messing ip an aegis line and counter-infiltrate
   
Made in us
Rampaging Carnifex





Los Angeles, CA

HEY MAN I CAN DREAM....teehee, yeah I wont ever end up using them, but its fun to imagine the possibilities

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Monster-Slaying Daemonhunter




Grand Rapids Metro

Thatguyoverthere11 wrote:
Let's not get crazy now lol. If they bump into eachother, they die, if they mishap they auto-destroy like if you rolled a 1. About theonly thing tthey're good for is messing ip an aegis line and counter-infiltrate


When one spore mine drifts into another...the one that was in the process of moving is removed from the board...no explosion. It's absorbed by the hive for all intensive purposes.

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Made in us
Regular Dakkanaut




Right, but fail a dangerous terrain test and they're all going to template eachother lol
   
Made in us
Sneaky Lictor






Thoughts on Carnifexes and their uses? I play the usual Nid list:

2 flyrants
2 tervigon
2 20-gaunt

My list are always built around those cores units. Recently I've wanted to try and run 2 DakkaFexes, but I have mixed feelings on them. Should I drop them in spores along side y. genestealers? Or run them along side my Gaunts on the flanks as distractions? But at a little under 200 points.....that's pricy for a single bug.

This message was edited 2 times. Last update was at 2013/07/14 23:03:08


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No > Add More
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Made in au
Norn Queen






Dakkafexes should be dropped in. Since the spore is so accurate (being unable to mishap), it will amost guarantee you put the Dakkafex within range of your ideal target the turn it drops.

They have enough shots that a single Dakkafex will wither whatever you shoot at, short of a large power/terminator armoured squad. Since there's only 2 vehicles in the game that are 14/14/14, have fun wasting tanks on rear armour as well.

They're a big enough threat that your opponent will want to redirect units to deal with it, but small enough threat that they probably won't redirect enough to adequately deal with it, and if it survives, it'll probably get Rage on your next turn for even more fun.

This message was edited 1 time. Last update was at 2013/07/14 23:32:14


 
   
Made in us
Regular Dakkanaut




Tyranid prime, outfitted to taste
3 Dakkafexes with frag grenades if you like

Combined with biomancy from a tervigon giving them FNP and It Will Not Die makes this thing pretty tough to take down.

Plus, you average 11 str 6 hits on fliers. This usually means a hull point or two off AV12 but against rear armor you'll take it down.
   
Made in us
Fresh-Faced New User





Personally I love what this thread turned into. Lots of cool ideas to try that just aren't the norm. Yeah there are units that we should never take (ahem skyslashers) except for fun/themed lists, but I really enjoy finding ways to take non-standard models and make them do cool things. I now want to try some tyrannofexes shooting flame templates all over the place.

If only my club would let me run stonecrushers too. :\
   
Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

I run skyslashers to great avail...rippers are another story.

WIth the new terrain deployment and infantry based armies that don't take blast weapons...slashers are awesome.

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Implacable Skitarii




US

Where does it say that Crushing Claws are AP1? I've never seen that before.

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Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

Only the stone crusher is AP1 and only against vehicles

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Made in us
Implacable Skitarii




US

Ooh. Okay. Well, good thing I have one then! ;D

"Let my brothers practise their swordplay. They can finish off whoever is left."
— Purgator Rocht Kavanar
Chi Rho Brotherhood 2.5k
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Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

Old One Eye has the same loadout as a stone crusher and can also be played as thus.

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