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![[Post New]](/s/i/i.gif) 2014/01/12 17:17:42
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Regular Dakkanaut
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I think I'm gonna run an ADL, plop down my Bearbed Hiedrule.
Have a venom and Swarmlord guard him with a couple Exocrines (sp?) and have a 48" threat range, if they want him, come get him !
Did anyone notice if we can use Quad guns or not? The Venom could man that while making a 2 up cover for the group!
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This message was edited 2 times. Last update was at 2014/01/12 17:19:58
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![[Post New]](/s/i/i.gif) 2014/01/12 17:19:01
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Longtime Dakkanaut
Indiana
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stormoffires wrote: Leth wrote:My point on the tunnel is that it gives you OPTIONS. It doesnt have to be crazy powerful, it doesnt even have to be a rule for the model to really impact its value. It may not even come up often, but it gives you potential options.
Have a trygon pop up right next to their objective or in the middle of their deployment zone. Now your reserve units have the OPTION of exiting there. Now do you plan around it? Nope, you are not taking the trygon for the tunnel but it provides potential.
what if all your reserve models come on turn 2.. then nothing can use the tunnel. Or what if your trygon fails to come in turn 2, that means nothing can use the tunnel till turn 4. Even if a unit gets to use the tunnel its only 1 unit per turn, starting earliest turn 3. GW realllly doesnt want you to cross the board anymore :-p
Hence me saying that it is not something you plan around, it is something that gives you opportunities if they arise.
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![[Post New]](/s/i/i.gif) 2014/01/12 17:20:47
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Regular Dakkanaut
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I must add, that I realize that unlike most Codexes, ours doesn't have many single god-mode unit. I feel we simply have to throw so many high value threats (each dangerous in their own right), that aren't sure what to shoot and have barely time to kill our troop.
if they really want to go after our troop, the rest of our army will deny/table them.
I'm gonna be testing a more balanced list :
HQ
Flyrant
Flyrant
Elite
Zoey
Venomthrope
Venomthrope
Troop
Tervigon
30 Termagants
10 Termagants
3 Warriors 90 + Barbed
Fast Attack
Crone
Heavy Support
2 Daffexes
Exocrine
Exocrine
1850
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This message was edited 1 time. Last update was at 2014/01/12 17:21:26
for the emperor |
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![[Post New]](/s/i/i.gif) 2014/01/12 17:28:18
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Fixture of Dakka
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Nate668 wrote:One interesting thing that I hadn't noticed before I picked up a copy of the book is that the Hausperex is an Elite choice, rather than Heavy Support like I thought. You can now field MC's in each FoC category, which sounds pretty awesome to me. Here's a quick example with 8 individual MC's:
Flyrant - 230
Flyrant - 230
30 Termagants - 120
30 Termagants - 120
Tervigon - 195
Tervigon - 195
Hausperex - 160
Venomthropes x3 - 135
Dakkafex - 150
Mawloc - 140
Exocrine - 170
TOTAL - 1845
It's a decent list. Just try to spread out your venomthropes. Go 1 unit of 2 and 1 unit of 1 instead to get a wider coverage. The Haruspex is an awesome model and that alone is good enough to make me want to field him. However, if you are finding that he isn't performing, then swap him out for a unit of 25 gargoyles. I guarantee you will definitely like the results better.
Ferrum_Sanguinis wrote:Does anyone think either of the venom cannons or the strangle cannons (stranglethorn, barbed strangler) are worth taking now? They've all gone down in cost by five points, the venom no longer suffer -1 to vehicle damage, and the Pinning on strangle weapons, coupled with SitW, can cause havoc to psyker based units.
That and I've always loved the look of the guns, especially on big MCs like Tyrants and Carnifexes.
I think there used to be 2 camps of players when it came down to Tyranid shooting - the guys who would stick to TL-devourers through thick and thin and the guys who prefered the big guns instead. Well, that won't change in this edition. Devourer players will continue using devourers and big gun guys will continue using big guns. The 5-pt discount isn't going to change much IMO.
CthuluIsSpy wrote:I'm thinking that the biovores would work well with the FMCs. The main problem with the Harpy and the Crone is that they are very vunerable to the Quad Gun, which everyone can take.
Biovores can be used to attack the Quad Gun from a safe distance, perhaps even pinning the squad manning it (or even better, killing it)
Yeah, biovores can be really useful against infantry out in the open. That would help against units manning quad-guns or Icarus lascannons and even better when they are clumped up on a bastion.
Harpies and crones are going to make sure they end their move in area terrain against anti-air defenses. FNP on them will also help, but otherwise, they are quite squishy against AA fire (and especially Tau with skyfire). On the bright side, they should live until your flyrants die, but if your opponent is firing at them first when he could be firing at the flyrants, then he's playing it wrong.
CleverAntics wrote:HQ:
Finding it hard to make any other sort of list come together. With the reduction in points upon most FMCs/ MCs, the first impression I got was the Codex is kinda promoting/pushing MC Mash; or Nidzilla. Seems a bit hard NOT to take 2x or 3x of the same thing, i.e. spamming. So, figured Target Saturation might be worth a shot as per the list above; 5x FMCs and 4x regular ones. Shooting list that can fare alright in Combat; can deal with armor, hordes via the pie-plate mania and a fluctuation in AP via the Exocrines for heavier infantry. Or for taking pot-shots at vehicles if nothing else presents itself. A fair amount of utility, I think, although Troops is kinda light. Hence Momma.
Thought about making the 3rd Flier a Crone, but compared the two and found that the Harpy appears to offer more utility in this; does the same as anything else, shouldn't have a problem with fliers given the various amounts of Vector Strikes and 2x Flyrants with TL Brainleech Worm Devourers. The Flyrants should be able to glance an AR 12 Flier to death by themselves according to averages with their guns.
I dunno. Toying around with things, but like aforementioned, it's hard for me to turn away from MC Mash. Not to mention MCs are my favorite unit in the game anyway. Given I tried to do this with the last Codex, this one fares a lot better and seems to kinda reward it.
Also, so far as some things go...not hellbent on keeping Venomthropes, and the Regeneration on Momma was because I had 30 extra points to mess around with even after adding 3x Venomthropes. Had 165 pts, wasn't sure what to do with it and so got some Venomthropes for MC livability - mostly the Harpies. So, technically have 165 pts I wasn't sure what to do with. Venomthropes themselves have Shrouded, and MODELS within 6" get Shrouded; since it specifies models, won't work very well for the 30x Termagants, because I'm sure that doesn't mean one model in range will give the whole unit Shrouded. If I'm thinking right, that definitely means that they are meant to be used in conjunction with MCs.
Momma will likely sit back with the Exocrines and Biovores, and being only ML 1 and unless she roles up a good power, will use the primaris to extend Synapse if needed. Popping out babies to run to other objectives, etc. As for the Harpy - and Crone for that matter - Synapse isn't really that much of a worry. Only Momma in the back with a Venomthrope hiding behind her in area terrain or ruins is the lynchpin for Synapse. The Flyrants are there for extra FMCs and Synapse; which, in my opinion, doesn't really help that much for the Harpies. They're Fearless, for one, and they're LD 10. It'd be kinda hard to fail that Instinctive Behavior. Plus, they're not that survivable and I am not that worried about protecting 150 pt 4+ armor MCs.
Currently looking to see how a less MC oriented army will look, but it seems something of this vein LOOKS good...but we'll have to see. 5x FMCs alone seems a good enough positive.
What I came up with so far. *Shrugs*
Again, the problem with your list is not enough synapse. Just 1 tervigon in the backfield, even with 3+ shrouded cover, just won't hack it, especially not against the likes of Tau, Eldar or Necrons. Even a Tyranid Airforce list needs to have enough synapse. Adding even 1 zoanthrope to the list will help. Personally, I'd drop 1 venomthrope, the cluster spines on your flyers and possibly regen on the tervigon. In return, I'd get 2x1 zoanthropes and if there are any points leftovers, another unit of 10 termagants.
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This message was edited 1 time. Last update was at 2014/01/12 17:30:35
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![[Post New]](/s/i/i.gif) 2014/01/12 17:29:52
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Ollanius Pius - Savior of the Emperor
Gathering the Informations.
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CthuluIsSpy wrote: RiTides wrote:Regarding Crones- if you land it in cover, how do you handle LOS? Is it still just where the model is mounted? Sorry for the general question.
Enceladus wrote:I actually think Genestealers will find some use if the new dataslate is as rumoured. I'll be infiltrating them with a Broodlord and pinning whatever I can set my sights on!
What is rumored?
Tyranid Vanguard. It's a dataslate that's supposed to have rules for a detachment of stealers and lictors.
Genestealers, Lictors, "and more".
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![[Post New]](/s/i/i.gif) 2014/01/12 17:38:00
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Regular Dakkanaut
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Therion wrote:Deshkar wrote:Just played my first game with the new codex.
Brought a pretty extreme list.
Pretty extreme indeed, 4 Flyrants, 4 elites, 3 fa, 3 hs and 0 troops at all. As far as the Tau list is concerned it's markedly mid-tier as far as Tau power levels go. It almost tried to give you a free win by bringing so many Broadsides against two Mawlocs, when most tournament players dont use any Broadsides at all, or at most use one unit of three.
Forgot to include my 3 troops. lol. the mawlocs actually did squat and utterly missed their entry. and i'm not sure if you actually read my list properly??? I don't have 4 flyrants or 4 Elites-_-.
I didn't say it was a tournament winning list, just that it had a truckload of firepower, most other codexes outside of Taudar won't put out so much firepower at range and have 2+ save. I was at a disadvantage esp after missing the 2x mawlocs opening attack, yet I was pleasantly surprised that I didn't just roll over and die like so many people here are claiming earlier. That the codex actually played out better on the table, and nowhere near as bad as the interweb made it out to be.
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for the emperor |
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![[Post New]](/s/i/i.gif) 2014/01/12 17:40:12
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Fireknife Shas'el
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Well, I would take a trygon partially for forth tunnel. It provides a great option for getting shooty troops into the thick of it.
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![[Post New]](/s/i/i.gif) 2014/01/12 17:40:34
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Guardsman with Flashlight
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Swara wrote:
Forts: 75
Spawning pool - Sky shield landing pad
This is very solid with a venom up there guarding your biovores, but it's a tad pricey unless you have a lot packed up there. If you are too crowded those good saves stop helping when their blast weapons start landing or god forbid they hit you with a helldrake.
stormoffires wrote:
any UNIT can use trygon tunnel now, so a brood of carnifexs could come up, or even tervigons! but without an FAQ allowing units to be held in reserves this is unreliable and could fail horribly.
This isn't true, only "Infantry" can use the tunnel. unless you are hiding some warriors in reserve there is almost never a circumstance where you would use the tunnel.
stormoffires wrote:im starting to think crons are gonna suck... with only being able to fire 2 weapons you have to pick... 2 missles... vector strike/1 missle... vector strick/flame... hmm harpys might be better off.
S8 vector strike is amazing. Its very effective against anything less than a land raider and with an extra haywire missile you can do some very serious vehicle damage especially against flyers which are mostly av12. Not to mention how effective it is against other MC.
Overall I'm disappointed in the dex, but not for the reasons you might expect. Unless i was playing a high point game I didn't use the easiest units (tervigons/flyrants/doom) After losing A LOT I had finally found a build that made use of spodded dakkafex and ymgarls supported by a large horde of gribbles guided by beefed up primes. I was beating good lists, or at least keeping it close and giving myself opportunities to win (flying circus/screamer star/bascially anything tau). GW removed all of the tools I was using and said NO you must use the monobuild. I don't want 5 FMC. I'm still trying to find an alternate take, and I'll post here if I can find one.
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![[Post New]](/s/i/i.gif) 2014/01/12 17:55:45
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Fixture of Dakka
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C-Fex wrote:How about the Trygon Prime with the Miasmic Cannon? It gives him some extra firepower if you DS him in. It makes him pretty expensive coming out at 255 points.
BUT he pops up with 12 str5 shots from the bioelectric pulse, and then either a blast or template attack with the miasmic cannon which wounds on 2+
I'll be trying it out. I've never been a competitive player so I'm not sure if this would be great or not.
It's not great, but I encourage you to try it out. Frankly, trygon prime shooting is rather underwhelming IMO.
McNinja wrote:Is it just me, or are Mawlocs incredible now? I mean, they have Terror from the Deep... BUT THEY CAN NOW DO IT TWICE (though it has to be in the same spot).
Holy crap, really? You literally get a mulligan if you can't place the Mawloc after the first round of wounds.
I wouldn't say that they are incredible, but you won't find a better deal for a 6W monstrous creature...and with Hit-&-Run as well. Overall, I like the pluses more than the minuses when it comes to the Mawloc, and I'd definitely recommend him.
Therion wrote:A lot of optimism in this thread. I think it's both welcome and admirable.
To me it seems the Nids aren't that far from being a mid-tier army. The fact just is that there are too many unnecessary nerfs and penalties in the book for it to really compete. Many of the lists that seemingly have a lot of stuff have massive problems with synapse. If your only synapse models are 2 Hive Tyrants I'm not sure how the army is supposed to remain functional very long.
It's a pretty crappy deal that if you take four small units of Gants as your troops, like many other armies are doing with their cheap stuff, and just try to hide them and keep them alive, they'll need babysitting from synapse creatures throughout. On the other hand, if you take just one Tervigon and 30 Gants as your troops, not only is it more expensive but that Tervigon has a massive bullseye on its face. Once it blows, it'll blow up the Gaunts its babysitting, and the others will just IB out. So then you decide to take two Tervigons and 60 Gants, and now you're basically spending 620 points on units that won't do anything all game when what you'd actually like to spend on troops is about 160 points. The Tervigons in the previous edition of the codex were so much more efficient in every way imaginable (as described in jy2's post).
You defintely have to take into consideration synapse when designing your list. It now plays a much bigger role in this edition than in did in the last edition.
Fortunately, zoans are cheap sources of synapse and the scoring tyranid warriors can add some synapse to the army as well.
sfshilo wrote:It seems to me this codex is not meant to have power units.
Example, instead of pimping out all your mcs, why not drown the board in troops with a crap ton of synapse mcs with no upgrades?
If troops went down that drastically then spam them with hard to kill synapse, lots of it.
I watched the frontline battle report and the guy had TWO synapse. Of course he got messed up. That is like running daemons without heralds....
Basically, there is a trade-off. The more Synapse MC's you have (i.e. tyrants and tervigons), the worse your offense will be. I don't recommend more than 2 tervigons in any list. I wouldn't even consider 2 until I get to 2K and even then, I'd probably only use 1. You need synapse, but you also need offense against the good armies. That is the reason why I advocate zoanthropes as sources for synapse.
And here's a very cool "trick".
Get a Bastion with quad-guns.
Put a venomthrope inside for a 6" shrouded bubble from the building.
Hide a zoan with Dominion behind it for an 18" Synapse bubble.
Put some termagants on the battlements to man the quad-guns. They will be getting 2+ cover from the battlements and the venomthrope.
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![[Post New]](/s/i/i.gif) 2014/01/12 17:59:18
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Warp-Screaming Noise Marine
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EmperorForearm wrote:Swara wrote:
Forts: 75
Spawning pool - Sky shield landing pad
This is very solid with a venom up there guarding your biovores, but it's a tad pricey unless you have a lot packed up there. If you are too crowded those good saves stop helping when their blast weapons start landing or god forbid they hit you with a helldrake.
would be 3 warriors 9 biovores and 2 venoms on top spread out.. Should I really worry about a heldrake? I mean baleflamer will ignore cover, but I have a 4+ invul and all but the venoms have 3 wounds.
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![[Post New]](/s/i/i.gif) 2014/01/12 18:02:32
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Major
Fortress of Solitude
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jy2 wrote:
And here's a very cool "trick".
Get a Bastion with quad-guns.
Put a venomthrope inside for a 6" shrouded bubble from the building.
Hide a zoan with Dominion behind it for an 18" Synapse bubble.
Put some termagants on the battlements to man the quad-guns. They will be getting 2+ cover from the battlements and the venomthrope.
Can't tyranids not use fortifications?
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Celesticon 2013 Warhammer 40k Tournament- Best General
Sydney August 2014 Warhammer 40k Tournament-Best General |
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![[Post New]](/s/i/i.gif) 2014/01/12 18:05:45
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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[DCM]
Dankhold Troggoth
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I thought they could, but just couldn't fire the quad gun (or at least previously?).
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![[Post New]](/s/i/i.gif) 2014/01/12 18:09:38
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Agile Revenant Titan
In the Casualty section of a Blood Bowl dugout
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Been messing around with some new potential combos/units with the new book, and I've come up with two interesting ones, to start off with, what do you all think? 3x Shrikes w/ Boneswords, STs, TS + Flesh Hooks (156pts) Role: Monster hunting, multi-wound model hunting Ok, so this isn't a unit I'd run in tournaments, but I think it could work fairly well. Shrikes have never been that good, but they have gone down 5 points in this book and the ability to buy assault grenades really helps. This unit deals out 15 WS5 S4 (Poisoned) AP3 attacks, with every 6 to wound inflicting ID. I think that, combined with their speed, they'd make a decent unit for hunting monsters and other multi-wound models like Nob Bikers. Obviously, you're gimped by 2+ saves, but I'm planning to have a substantial amount of that in my list from Exocrines/Mawlocs. And Synapse is always nice. Trygon Prime w/ Miasma Cannon (255pts) Role: Gunline/Horde busting Ok, so it's fairly expensive for a unit that can be gunned down just as easily as say, a Mawloc, who casts more than 100 points less. However, thanks to the Subterranean Assault, you can DS next to enemy units fairly safely and you'll often end up doing so. Then, you unleash your Wound-on-2-Flamer and your usual electric pulse attack. You then have extra Synapse on the board and your opponent has a huge threat to deal with. Thoughts?
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This message was edited 2 times. Last update was at 2014/01/12 18:29:44
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![[Post New]](/s/i/i.gif) 2014/01/12 18:12:17
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Guardsman with Flashlight
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Swara wrote:
would be 3 warriors 9 biovores and 2 venoms on top spread out.. Should I really worry about a heldrake? I mean baleflamer will ignore cover, but I have a 4+ invul and all but the venoms have 3 wounds.
625 points is not cheap, but like I said it is solid.
The only comment I have on the baleflamer is that I'm pretty sure it says in the chaos marines codex that you have to take 3 drakes for a legal army build(joking, obviously), so those 9 large biovore bases pressing everything together is going to make for a meaty target.
Plus if, for instance, a riptide (or 3) is shooting a str 8 blast at it, you are effectively only 14 wounds with 2+ saves and he might be getting 5+ hits on those blasts with ignores cover.
Just playing devils advocate. I don't want someone to be surprised when a common list has a very good answer to this.
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This message was edited 1 time. Last update was at 2014/01/12 18:12:40
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![[Post New]](/s/i/i.gif) 2014/01/12 18:13:11
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Calculating Commissar
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jy2 wrote:
Basically, there is a trade-off. The more Synapse MC's you have (i.e. tyrants and tervigons), the worse your offense will be. I don't recommend more than 2 tervigons in any list. I wouldn't even consider 2 until I get to 2K and even then, I'd probably only use 1. You need synapse, but you also need offense against the good armies. That is the reason why I advocate zoanthropes as sources for synapse.
And here's a very cool "trick".
Get a Bastion with quad-guns.
Put a venomthrope inside for a 6" shrouded bubble from the building.
Hide a zoan with Dominion behind it for an 18" Synapse bubble.
Put some termagants on the battlements to man the quad-guns. They will be getting 2+ cover from the battlements and the venomthrope.
Sounds interesting, but why won't I just shoot the Bastion?
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![[Post New]](/s/i/i.gif) 2014/01/12 18:13:15
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Speedy Swiftclaw Biker
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ImotekhTheStormlord wrote: jy2 wrote:
And here's a very cool "trick".
Get a Bastion with quad-guns.
Put a venomthrope inside for a 6" shrouded bubble from the building.
Hide a zoan with Dominion behind it for an 18" Synapse bubble.
Put some termagants on the battlements to man the quad-guns. They will be getting 2+ cover from the battlements and the venomthrope.
Can't tyranids not use fortifications?
old dex they couldnt nothing now says they cant... still searching, im thinking aegies line or skyshield with void shields! lol go stronghold assault book.
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This message was edited 1 time. Last update was at 2014/01/12 18:14:03
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![[Post New]](/s/i/i.gif) 2014/01/12 18:18:04
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Jervis Johnson
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I would just like to see a Tyranid list idea in this thread that can make it a competitive game vs Tau. Many of the lists here seem to be playing right into the Tau's hands and that doesn't like very good army building since you know the Tau are out there.
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This message was edited 1 time. Last update was at 2014/01/12 18:18:34
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![[Post New]](/s/i/i.gif) 2014/01/12 18:22:00
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Fixture of Dakka
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ImotekhTheStormlord wrote: jy2 wrote:
And here's a very cool "trick".
Get a Bastion with quad-guns.
Put a venomthrope inside for a 6" shrouded bubble from the building.
Hide a zoan with Dominion behind it for an 18" Synapse bubble.
Put some termagants on the battlements to man the quad-guns. They will be getting 2+ cover from the battlements and the venomthrope.
Can't tyranids not use fortifications?
The only restriction was that tyranids cannot fire gun emplacements and that was in the Tyranid FAQ. Well, now the old FAQ is obsolete, so for now, we can. That is, until GW decides to hit bugs with the nerf-hammer once again.
No, please....no more nerfs from the nerf-gods!
Automatically Appended Next Post: Happygrunt wrote: jy2 wrote:
Basically, there is a trade-off. The more Synapse MC's you have (i.e. tyrants and tervigons), the worse your offense will be. I don't recommend more than 2 tervigons in any list. I wouldn't even consider 2 until I get to 2K and even then, I'd probably only use 1. You need synapse, but you also need offense against the good armies. That is the reason why I advocate zoanthropes as sources for synapse.
And here's a very cool "trick".
Get a Bastion with quad-guns.
Put a venomthrope inside for a 6" shrouded bubble from the building.
Hide a zoan with Dominion behind it for an 18" Synapse bubble.
Put some termagants on the battlements to man the quad-guns. They will be getting 2+ cover from the battlements and the venomthrope.
Sounds interesting, but why won't I just shoot the Bastion?
Go ahead. I'd prefer if you fired at my AV14 bastion than at my flyrants or tervigon.
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This message was edited 1 time. Last update was at 2014/01/12 18:23:24
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![[Post New]](/s/i/i.gif) 2014/01/12 18:32:16
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Dakka Veteran
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jy2 wrote: warpspider89 wrote:Has anyone else considered the possibility of outflanking two Tervigons deep into the enemy's backfield by purchasing and using the Hive Commander upgrade on those almost-mandatory 2x flyrants? For each time it is taken a troop choice can be given outflank. Those Tervigons can then spawn after arrival & the gaunts spawned can run once spawned for a quick spread through the backfield.
It would create a situation where the enemy is forced to either divert significant resources away from the primary front to remove them or accept that they problem will continue to grow turn by turn as more scoring units appear on the new front.
I wouldn't go with more than 1 outflanking tervigon. There are risks involved with outflanking as well:
1. Cannot control which side to come in from. 1/3 of the time will come in on the wrong flank.
2. No way to manipulate reserves. There's a chance you may come in on Turns 3 or later.
3. You need a durable synapse creature to anchor your backfield or midfield. I prefer to use the tervigon for this purpose as he can more easily produce gants that can reach the other objectives. He would also be more in range to use his psychic buffs - Dominion, Catalyst, Onslaught - than if he were to outflank.
4. Having 2 tervigons with 60 gants and 2 Hive Commanders can get very expensive. I'm talking about 670-pts expensive without any other upgrades on those units.
5. You'll have problems against fast armies who can quickly redeploy their units/troops....especially armies like necrons and eldar.
1. Otherwise stated that means 67% of the time it will show up on the side you choose. Those are solid odds. Further, they can appear from any location along the flank. If you get the wrong side and there is no good forward position to deploy, then send them somewhere useful in your midfield/backfield.
2. This is why two are important, though consider the fact that by turn 3 or 4 there should be much less that can deal with them.
3. Preference does not mean there are not other viable options. This is about getting scoring units into the enemy's territory for scoring/denial and pulling firepower off of the main force.
4. Yes it is expensive but that is less than half of the average cost for a tournament army and all spent on units that are commonly taken anyways. Spend the rest of the points wisely on valuable things like FMC, who can redeploy quickly to push where needed, and MC who will push the middle & anchor the main force.
5. Redeployment still results in pulling troops from one front to the other. If it is a very serious concern, then they troops could be deployed normally.
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![[Post New]](/s/i/i.gif) 2014/01/12 18:33:50
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Longtime Dakkanaut
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New Nid codex is pretty bad....
That being said, I think you can build a list that makes it a relatively functional army. I think if you build around Flyrants/Crones/Mawlocs you can create a list that will give you the ability to win missions fairly easily. Those units are all fantastic at hunting troops and all 3 can play the denial game vs things like Taudar. FMC daemons do well vs Tau largely because they play a very cagey/tactical game. They dont beat you by tabling you, they win by contesting/killing troops. I believe Nids have the capability to do that well.
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Bee beep boo baap |
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![[Post New]](/s/i/i.gif) 2014/01/12 18:38:36
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Jervis Johnson
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LValx wrote:New Nid codex is pretty bad....
That being said, I think you can build a list that makes it a relatively functional army. I think if you build around Flyrants/Crones/Mawlocs you can create a list that will give you the ability to win missions fairly easily. Those units are all fantastic at hunting troops and all 3 can play the denial game vs things like Taudar. FMC daemons do well vs Tau largely because they play a very cagey/tactical game. They dont beat you by tabling you, they win by contesting/killing troops. I believe Nids have the capability to do that well.
The Crone is such a disfunctional unit though considering it's fragility and the fact it's a massive model on a flyer base that it can't get down from, despite actually not being a flyer. It's never going to hide from anything. It's painfully apparent the rules have changed during playtesting/planning. The model is for a flyer but Cruddy & Co just screwed it all up. Come on, 4 missiles, a flamer weapon and a vector strike, of which it can select to do two per turn, all the while being way too big and visible to justify the T5 + SV4 + groundable combo of doom. It's frankly quite ridiculous. The only thing more ridiculous is the collective group of admirable Tyranid players in this thread who will still try to make it work.
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This message was edited 4 times. Last update was at 2014/01/12 18:41:44
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![[Post New]](/s/i/i.gif) 2014/01/12 18:42:36
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Fixture of Dakka
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warpspider89 wrote: jy2 wrote: warpspider89 wrote:Has anyone else considered the possibility of outflanking two Tervigons deep into the enemy's backfield by purchasing and using the Hive Commander upgrade on those almost-mandatory 2x flyrants? For each time it is taken a troop choice can be given outflank. Those Tervigons can then spawn after arrival & the gaunts spawned can run once spawned for a quick spread through the backfield.
It would create a situation where the enemy is forced to either divert significant resources away from the primary front to remove them or accept that they problem will continue to grow turn by turn as more scoring units appear on the new front.
I wouldn't go with more than 1 outflanking tervigon. There are risks involved with outflanking as well:
1. Cannot control which side to come in from. 1/3 of the time will come in on the wrong flank.
2. No way to manipulate reserves. There's a chance you may come in on Turns 3 or later.
3. You need a durable synapse creature to anchor your backfield or midfield. I prefer to use the tervigon for this purpose as he can more easily produce gants that can reach the other objectives. He would also be more in range to use his psychic buffs - Dominion, Catalyst, Onslaught - than if he were to outflank.
4. Having 2 tervigons with 60 gants and 2 Hive Commanders can get very expensive. I'm talking about 670-pts expensive without any other upgrades on those units.
5. You'll have problems against fast armies who can quickly redeploy their units/troops....especially armies like necrons and eldar.
1. Otherwise stated that means 67% of the time it will show up on the side you choose. Those are solid odds. Further, they can appear from any location along the flank. If you get the wrong side and there is no good forward position to deploy, then send them somewhere useful in your midfield/backfield.
2. This is why two are important, though consider the fact that by turn 3 or 4 there should be much less that can deal with them.
3. Preference does not mean there are not other viable options. This is about getting scoring units into the enemy's territory for scoring/denial and pulling firepower off of the main force.
4. Yes it is expensive but that is less than half of the average cost for a tournament army and all spent on units that are commonly taken anyways. Spend the rest of the points wisely on valuable things like FMC, who can redeploy quickly to push where needed, and MC who will push the middle & anchor the main force.
5. Redeployment still results in pulling troops from one front to the other. If it is a very serious concern, then they troops could be deployed normally.
I mainly don't recommend because I see other, more efficient options for getting into your opponent's backfield as a disruption unit.
Yes, you can outflank tervigons, but when not deepstrike 2 or 3 mawlocs there instead? Unlike the much slower tervigons where your opponent can ignore them for probably 1 or 2 turns, the mawlocs will force their immeditate attention. Combined with flyrants and you can overload your opponent, whereas with the tervigon, your opponent can take his time to shoot down your flyrants. Also mawlocs are almost just as survivable as your tervigons and are a purely sacrificial unit. Let your opponent waste his firepower on it and you're still ok. However, threaten his army with outflanking tervies and now you're going to lose both a valuable scoring unit as well as a source for synapse.
Or you can overload them with flyers instead. Massed harpies combined with flyrants can present a huge problem to armies without enough skyfire. With skyfire, the harpies can go down pretty quickly. However, without skyfire, they can be just as and possibly even more resilient than a T6 6W beastie.
Outflanking with your tervigons is a viable option. It's just that there are better options if you want to disrupt your opponent's backfield. That's why I don't recommend you to overdo it with the tervigons outflanking. 1 is as much as I would possibly recommend if you decide to go with this strategy.
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![[Post New]](/s/i/i.gif) 2014/01/12 18:44:29
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Dakka Veteran
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The Flyrant & Harpy strategy should be used in-conjunction with this plan. Also Mawlocs are an inferior option because they do not contain the potential to score or to tie up MSU.
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![[Post New]](/s/i/i.gif) 2014/01/12 18:49:41
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Rough Rider with Boomstick
Wiltshire
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Has no-one mentioned escalation yet???
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Note to the reader: my username is not arrogance. No, my name is taken from the most excellent of commanders: Lord Castellan Creed, of the Imperial Guar- I mean Astra Militarum - who has a special rule known only as "Tactical Genius"... Although nowhere near as awesome as before, it now allows some cool stuff for the Guar- Astra Militarum - player. FEAR ME AND MY TWO WARLORD TRAITS. |
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![[Post New]](/s/i/i.gif) 2014/01/12 18:50:07
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Longtime Dakkanaut
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Therion wrote: LValx wrote:New Nid codex is pretty bad....
That being said, I think you can build a list that makes it a relatively functional army. I think if you build around Flyrants/Crones/Mawlocs you can create a list that will give you the ability to win missions fairly easily. Those units are all fantastic at hunting troops and all 3 can play the denial game vs things like Taudar. FMC daemons do well vs Tau largely because they play a very cagey/tactical game. They dont beat you by tabling you, they win by contesting/killing troops. I believe Nids have the capability to do that well.
The Crone is such a disfunctional unit though considering it's fragility and the fact it's a massive model on a flyer base that it can't get down from, despite actually not being a flyer. It's never going to hide from anything. It's painfully apparent the rules have changed during playtesting/planning. The model is for a flyer but Cruddy & Co just screwed it all up. Come on, 4 missiles, a flamer weapon and a vector strike, of which it can select to do two per turn, all the while being way too big and visible to justify the T5 SV4+. It's frankly quite ridiculous. The only thing more ridiculous are the admirable Tyranid players in this thread who will still try to make it work.
You aren't saying anything new or enlightening and your posts only serve to further bring down the morale of people who play the army. No one is delusional enough to think that these units are optimized or that the codex is going to be a great one, but you have to start somewhere.
I'm not sure the massed MCs running up the field will work. New codices can just shoot too well.
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This message was edited 1 time. Last update was at 2014/01/12 18:54:00
Bee beep boo baap |
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![[Post New]](/s/i/i.gif) 2014/01/12 18:50:39
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Jervis Johnson
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No, because everyone else do escalation (with forgeworld lords of war pdf) better than the Nids do, so it would only make matters worse.
LValx wrote: Therion wrote: LValx wrote:New Nid codex is pretty bad....
That being said, I think you can build a list that makes it a relatively functional army. I think if you build around Flyrants/Crones/Mawlocs you can create a list that will give you the ability to win missions fairly easily. Those units are all fantastic at hunting troops and all 3 can play the denial game vs things like Taudar. FMC daemons do well vs Tau largely because they play a very cagey/tactical game. They dont beat you by tabling you, they win by contesting/killing troops. I believe Nids have the capability to do that well.
The Crone is such a disfunctional unit though considering it's fragility and the fact it's a massive model on a flyer base that it can't get down from, despite actually not being a flyer. It's never going to hide from anything. It's painfully apparent the rules have changed during playtesting/planning. The model is for a flyer but Cruddy & Co just screwed it all up. Come on, 4 missiles, a flamer weapon and a vector strike, of which it can select to do two per turn, all the while being way too big and visible to justify the T5 SV4+. It's frankly quite ridiculous. The only thing more ridiculous are the admirable Tyranid players in this thread who will still try to make it work.
You aren't saying anything new or enlightening and your post's only serve to further bring down the morale of people who play the army. No one is delusional enough to think that these units are optimized or that the codex is going to be a great one, but you have to start somewhere.
I'm not sure the massed MCs running up the field will work. New codices can just shoot too well.
You're saying something new and englightening then? Excuse me? Is that the criteria to be able to post in this thread? You got arguments and you got counter arguments. My argument is that a top tier competitive TAC list from the Tyranids cannot be made. You can prove that wrong by against all odds building such a force and posting it here. I'll try to argue against it untill it's painfully clear I'm wrong.
To me it seems that the problems regarding the Harpy & Crone miniatures are a rather good point to bring up in relation to you comparing Nids with FMC Daemon spam. They're nothing alike.
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This message was edited 3 times. Last update was at 2014/01/12 18:54:05
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![[Post New]](/s/i/i.gif) 2014/01/12 18:53:04
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Infiltrating Broodlord
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I see there being 4 types of lists for Tyranids now, and all being reasonably good in their own rights.
Nidzilla- unchanged. Your standard "How many MCs can we fit at X points?"
March of the Titans- A deviant of Nidzilla focusing Heavy Support and Fast Attack, with plenty of Exocrines, Biovores, and Harpies/ Crones with your average smattering of gribblies to cover the objectives.
Tyranid Flying Circus- ...Explains itself fairly well. If it can't stand up, fly straight, and see lightning, its out.
Fleetnids- Heavily focused on Hormagaunts, Gargoyles, and applying pressure early game. Most likely focused on assault.
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This message was edited 1 time. Last update was at 2014/01/12 18:54:29
"There is a cancer eating at the Imperium. With each decade it advances deeper, leaving drained, dead worlds in its wake. This horror, this abomination, has thought and purpose that functions on an unimaginable, galactic scale and all we can do is try to stop the swarms of bioengineered monsters it unleashes upon us by instinct. We have given the horror a name to salve our fears; we call it the Tyranid race, but if is aware of us at all it must know us only as Prey."
Hive Fleet Grootslang 15000+
Servants of the Void 2000+ |
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![[Post New]](/s/i/i.gif) 2014/01/12 18:54:58
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Been Around the Block
Bristol
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I played my first game with the new code today, 1500 points against Necrons (warriors, immortals, lychguard + overlord, 2 x annhiliation barges, night sycthe, 6 x wraithes and a destroyer lord - so not a mega competitive build).
I ran:
Brainleech flyrant
Brainleech & HVC walking tyrant
2 x venomthropes
1 x zoanthrope
1 x zoanthrope
25 x termagants (10 devourers)
25 x termagants (10 devourers)
2 x dakkafexxes with AG
2 x biovores
1 x exocrine
Although I managed to win fairly comfortably on points, I struggled with keeping all my forces under cover / synapse - part of this was due to a very crowded table terrain wise though I think.
My exocrine didn't do much as he got caught behind a big combat with a squad of termagants and the wraiths on turn 1. I charged him in & my warlord tyrant (probably not the smartest of moves but he was nearby casting paroxysm on them which really helped and wouldn't have gotten away from them anyway( turn 3 to keep them tarpitted another turn as there wasn't much left to shoot at that point. My flyrant, dakkfexes with onslaught & biovores wiped out everything apart from the lychguard, AB and NS by turn 4. The lychguard with an overlord portalled in between my dakkafexxes, biovores and entire brood of termagants but I couldn't bring them down with 54 devourer shots and 5 sporemine hits (only killed 3 lychguard...). the wraiths and lychguard were then able to take out my zoeys, biovores and carnifexes on turns 5 and 6 which nearly cost me the game (if it went to turn 7 i had no synapse for my objective camping gaunts)
Next time round I think I'll try a deathleaper, squad of deepstriking shrikes and a mawloc to give me some extra threat further up the table.
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This message was edited 1 time. Last update was at 2014/01/12 18:58:28
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![[Post New]](/s/i/i.gif) 2014/01/12 18:59:31
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Longtime Dakkanaut
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Therion wrote:
No, because everyone else do escalation (with forgeworld lords of war pdf) better than the Nids do, so it would only make matters worse.
LValx wrote: Therion wrote: LValx wrote:New Nid codex is pretty bad....
That being said, I think you can build a list that makes it a relatively functional army. I think if you build around Flyrants/Crones/Mawlocs you can create a list that will give you the ability to win missions fairly easily. Those units are all fantastic at hunting troops and all 3 can play the denial game vs things like Taudar. FMC daemons do well vs Tau largely because they play a very cagey/tactical game. They dont beat you by tabling you, they win by contesting/killing troops. I believe Nids have the capability to do that well.
The Crone is such a disfunctional unit though considering it's fragility and the fact it's a massive model on a flyer base that it can't get down from, despite actually not being a flyer. It's never going to hide from anything. It's painfully apparent the rules have changed during playtesting/planning. The model is for a flyer but Cruddy & Co just screwed it all up. Come on, 4 missiles, a flamer weapon and a vector strike, of which it can select to do two per turn, all the while being way too big and visible to justify the T5 SV4+. It's frankly quite ridiculous. The only thing more ridiculous are the admirable Tyranid players in this thread who will still try to make it work.
You aren't saying anything new or enlightening and your post's only serve to further bring down the morale of people who play the army. No one is delusional enough to think that these units are optimized or that the codex is going to be a great one, but you have to start somewhere.
I'm not sure the massed MCs running up the field will work. New codices can just shoot too well.
You're saying something new and englightening then? Excuse me? Is that the criteria to be able to post in this thread? You got arguments and you got counter arguments. My argument is that a top tier competitive TAC list from the Tyranids cannot be made. You can prove that wrong by against all odds building such a force and posting it here. I'll try to argue against it untill it's painfully clear I'm wrong.
To me it seems that the problems regarding the Harpy & Crone miniatures are a rather good point to bring up in relation to you comparing Nids with FMC Daemon spam. They're nothing alike.
No one will be right or wrong until the codex has been used at events. The problems you pointed out with the Crone are things that are painfully obvious to everyone. The fact is that most armies arent bringing as much Skyfire these days which helps its durability and will make it durable enough to be worth its small price tag. Good events will have LOS blockers (I think NOVA will definitely have one one each table that can BLOS to a Harpy model, I remember there being many tables my Scythes were out of LOS on), you can also take Fortifications to help guarantee yourself good cover/invulns (Skyshield rocks for this).
I did offer a different opinion. Most folks have been advocating lists based off of massive amounts of infantry or MCs. I'm offering a different approach. I'm not sure swarming the opponent is the way to go.
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Bee beep boo baap |
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![[Post New]](/s/i/i.gif) 2014/01/12 19:08:52
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Fixture of Dakka
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warpspider89 wrote:The Flyrant & Harpy strategy should be used in-conjunction with this plan. Also Mawlocs are an inferior option because they do not contain the potential to score or to tie up MSU.
Right. Use all your fast units to overload the opponent's army. The thing is, the extra tervigon takes up valuable resources (i.e. points) that can be spent on other, more efficient disruption units.
The only thing inferior about mawlocs is the 1 in 6 chance that they will die when they come up on top of a unit and don't manage to kill it off. I agree that they are inferior because they are not scoring. However, that isn't their role at all. Their role is to attract firepower that can otherwise be going towards killing your other scoring units. And why do you have to tie up MSU? A mawloc assault can potentially kill off the MSU or break them and even if it doesn't, he can always Hit-&-Run out of combat to burrow once again or to re-assault that unit (or a different unit).
My philosophy - which I will talk about in Part II - is that bugs will have to specialize to a degree in order to compete. They have roles to play and they need to find the most efficient way to play it. The primary role of the tervigon is as a force-multiplier and anchor for the entire Tyranid army. Outflanking them as a disruption unit is just a secondary role and does give you some flexibility, but basing your main strategy off of that is folly. You need to leave that role for the specialist units - the trygons and mawlocs, the flyrants and flyers and/or the gargoyles and raveners.
Automatically Appended Next Post:
Let's take it one step at a time.
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This message was edited 1 time. Last update was at 2014/01/12 19:09:43
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