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![[Post New]](/s/i/i.gif) 2014/01/15 01:53:19
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Tunneling Trygon
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rigeld2 wrote: Ferrum_Sanguinis wrote:So are spinefists good weapons to give Gaunts now? i've noticed many lists taking them now, when in 5th you would never take them. Are they really that much better than the standard fleshborers now?
In general, yes. They're roughly equal on T4 targets, better on T3 and T7, worse on T5 (if I remember the math in this thread right).
It should be noted that spinefists were the preferred choice back in 3ed and 4ed for various reasons. So it could be more of 'hey I have a shed load of these and now they don't cost a point more then fleshborers for some stupid reason' then any sort of tactical choice.
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snoogums: "Just because something is not relavant doesn't mean it goes away completely."
Iorek: "Snoogums, you're right. Your arguments are irrelevant, and they sure as heck aren't going away." |
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![[Post New]](/s/i/i.gif) 2014/01/15 01:58:10
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Speed Drybrushing
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I just want to mention that the new tyranid titan (I believe it is the new one, it doesn't fly but has 2 cannons) is terrifying. We had a 10 hour tournament in apocalypse and this guy was putting more units on the table by turn 4. Thankfully I was on his side but would have loved going against him. He was still spamming units and giving birth at every turn and once his titan hit the field he immediately mowed down a warhound titan before turn 2 assault (I had a death star of nobz and a bike boss charging the titan). Finally I have to badger the guy to leave me enough room to put my stompa onto the field and my last squad of bikes. (I fielded 21 model count Ork army, yeah everyone else was floored when they heard me proclaim I brought an elite Ork army too) Needless to say we rolled up the imperials and threw away the key, well we rolled that up too but it got lost in dah looting.
Needless to say, new Tyranids are cheap and terrifying.
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![[Post New]](/s/i/i.gif) 2014/01/15 02:10:24
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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Gitsplitta wrote: Eiluj The Farseer wrote:Just want to say a big thank you to JY2 for doing this thread. I am still in shock of the new codex, but reading this makes me feel a little better... I still think nids are going to have a hard time competitively against Tau and Eldar.. Thanks again
... and your point is?? (Everything has a problem competing against Tau and Eldar!)
Including tau and Eldar...
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![[Post New]](/s/i/i.gif) 2014/01/15 02:16:09
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Devestating Grey Knight Dreadknight
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Gitsplitta wrote: Eiluj The Farseer wrote:Just want to say a big thank you to JY2 for doing this thread. I am still in shock of the new codex, but reading this makes me feel a little better... I still think nids are going to have a hard time competitively against Tau and Eldar.. Thanks again
... and your point is?? (Everything has a problem competing against Tau and Eldar!)
Tau and Eldar were a mistake and an anomaly, giving more armies "spammable cheese" is not the answer.. I personally hope that we never see another codex at that power level. Against every other codex, I think the new nids will be just fine, and I hope that any new releases after this stay at that level.
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Hope is the first step on the road to disappointment. |
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![[Post New]](/s/i/i.gif) 2014/01/15 02:36:48
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Locked in the Tower of Amareo
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greyknight12 wrote: Gitsplitta wrote: Eiluj The Farseer wrote:Just want to say a big thank you to JY2 for doing this thread. I am still in shock of the new codex, but reading this makes me feel a little better... I still think nids are going to have a hard time competitively against Tau and Eldar.. Thanks again
... and your point is?? (Everything has a problem competing against Tau and Eldar!)
Tau and Eldar were a mistake and an anomaly, giving more armies "spammable cheese" is not the answer.. I personally hope that we never see another codex at that power level. Against every other codex, I think the new nids will be just fine, and I hope that any new releases after this stay at that level.
Then we are stuck with Tau/Eldar dominance for a long, long time. The only solution is to bring everyone into line. Guess who just got new codices? The newer codices must be up to that level. Anomaly, huh? Just like GK/ IG/Necron in 5th? GW randomly picks the winners and losers.
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This message was edited 1 time. Last update was at 2014/01/15 02:37:24
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![[Post New]](/s/i/i.gif) 2014/01/15 02:40:04
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Longtime Dakkanaut
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Martel732 wrote: greyknight12 wrote: Gitsplitta wrote: Eiluj The Farseer wrote:Just want to say a big thank you to JY2 for doing this thread. I am still in shock of the new codex, but reading this makes me feel a little better... I still think nids are going to have a hard time competitively against Tau and Eldar.. Thanks again
... and your point is?? (Everything has a problem competing against Tau and Eldar!)
Tau and Eldar were a mistake and an anomaly, giving more armies "spammable cheese" is not the answer.. I personally hope that we never see another codex at that power level. Against every other codex, I think the new nids will be just fine, and I hope that any new releases after this stay at that level.
Then we are stuck with Tau/Eldar dominance for a long, long time. The only solution is to bring everyone into line. Guess who just got new codices? The newer codices must be up to that level. Anomaly, huh? Just like GK/ IG/Necron in 5th? GW randomly picks the winners and losers.
Please, randomly picking which army is strongest. Don't give them much credit.
They accidentally pick the winners.
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![[Post New]](/s/i/i.gif) 2014/01/15 02:45:53
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Longtime Dakkanaut
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I think bugs need a old rule to have hope.
Sustained Assault: Any troop unit that is wiped out or falling back and can be removed from the table at the start of the owning players movement phase and replaced with a new unit of the same type. This new unit starts with the same number of models as the removed unit and has no upgrades. This new unit enters play from the owning players board edge and can act normally the turn they arrive.
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![[Post New]](/s/i/i.gif) 2014/01/15 02:46:56
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Grim Dark Angels Interrogator-Chaplain
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Having player 10 or so Games now with the New dex I think the best troop choice to take is spinegaunts, now they no longer have to pay to take the upgrade l think it's a must, twin linked is more useful in more situations than str4.
Every Game I have used the exocrine in it has kicked ass very hard, yeah it's got a 30" threat range but the amount of shots and the option of a large blast are just simply too good, I am going to start taking regen on the 2 use
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![[Post New]](/s/i/i.gif) 2014/01/15 02:54:32
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Longtime Dakkanaut
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Yeah im starting to think i might grab the Swarm box put the hormagaunts to one side, untill 7th edition.
Make the 40 gants spine gants, and i can always fit more gargs and fexes in.
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![[Post New]](/s/i/i.gif) 2014/01/15 03:28:47
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Trigger-Happy Baal Predator Pilot
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greyknight12 wrote:
Tau and Eldar were a mistake and an anomaly, giving more armies "spammable cheese" is not the answer.. I personally hope that we never see another codex at that power level. Against every other codex, I think the new nids will be just fine, and I hope that any new releases after this stay at that level.
QFT.
Every single response to all tactics threads ends up coming down to can <insert army/unit here> stand up to Tau or Eldar? Seeing as how both armies have access to superior shooting and Ignores Cover in spades, the answer will always be no. I'm not sure how practical judging every unit or list in the game against the HARDest top tier army lists really is, as a large majority of the player population isn't planning to play in the tournament circuit.
Let's just take this moment to say that NO, the unit you're wanting to play with (from the codex not named Tau or Eldar) will not help you to defeat the nasty Tau and Eldar lists you're hearing about on the net. The combination of speed, superior firepower, and ignores cover where needed is the best recipe for TAC success. Yes, we know...it doesn't seem fair.
Ok, now that that's out of the way, can we please just get on with comparing the other codecies against one another? I know it may seem silly, but it may be the only shot to actually have decent conversations around here.
Just to dot the I and cross the T, Ignores Cover really has ended up being the bane of 40k. It used to be a rare commodity, but now it's everywhere, and the guns that have it (or can get it because of markerlights) are far too powerful for such an added bonus. I don't have any issue with you killing my unit in one volley of fire, but it's not such a kick in the pants if I at least get to roll some saves before I put them in the army case...
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![[Post New]](/s/i/i.gif) 2014/01/15 04:18:18
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Longtime Dakkanaut
New Zealand
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Other than having more access to Ignores Cover Eldar and Tau aren't really an anomaly, off the top of my head both Grav Spam Bikes and IG can give them a run for there money in terms of ranged firepower.
The main reason Eldar and Tau get brought up as benchmarks all the time is because they are the easiest of the top tier builds to theoryhammer against because they are shooting based (usually). There are plenty of other top tier builds/armies such as Daemons (Flying Circus and Screamerstar) and Wraithwing, but its much harder to theoryhammer with them because they do a big chunk of their damage in assault. This brings far more variables into play, you can't tell exactly what is going to be attacking what, or when anything will actually start doing damage (and as such how much damage it will do during the game) as distance/range/threat ranges/board control isn't a quantiative measure. With shooting based armies (Guard and top end Marine lists fit in here as well) its much easier - you mathhammer out a couple of rounds of shooting - if the other army is ruined then you probably win - if not then you probably lose.
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![[Post New]](/s/i/i.gif) 2014/01/15 04:38:09
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Fresh-Faced New User
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HQ Choices
Hive Tyrant: -5 PPM; +1BS; Loses BRB powers; lost 2+ armor save option; loses starting Lashwhip/Bonesword (this upgrade now costs 20 points I think)
SwarmLord: +5 PPM; +1BS; +1 Mastery Level -1 psychic power; Loses BRB Powers; no longer forces rerolls of successful ++ saves
Tervigon: +35 PPM; +1 I; -2 Powers; Loses BRB Powers; no longer shares AG/ TS; kills larger area of gaunts; spawns gaunts no longer move or charge
Tyranid Prime: +45 PPM
Deathleaper: now HQ from Elites; -10 PPM; gain Infiltrate; Fleshhooks lose Rending
Old One Eye: now HQ from HS; -40 PPM; +1I
Elite Choices
Hive Guard: +5 PPM; -1BS
Lictor: -15 PPM; gain Infiltrate
Pyrovore: -5 PPM; +1W, I, A; No more Spores
Venomthrope: -10 PPM; Gains Shroud instead of default 5+c save; No more Spores
Zoanthrope: -10 PPM; Mastery Level 2; Loses BRB powers; No more Spores; Now Brotherhood of Psykers (not sure if this is a gain or loss, honestly; makes the whole unit very "all or nothing")
Troop Choices
Tyranid Warriors: +/- 0 PPM; No more Spores
Genestealers: +/- 0 PPM; No more Spores
--Broodlord: +/- 0 PPM; Single default power (positive or negative is up for debate I suppose)
Termagants: -1 PPM; can mix weapon types within a unit; No more Spores; cost of TS/ AG increased
Hormagaunts: -1 PPM; No more Spores; STs no longer reroll 1s/misses; cost of TS/ AG increased
Ripper Swarms: +3 PPM; No longer guaranteed self destruct out of Synapse
Fast Attack
Shrikes: +/- 0 PPM
Harpy: -25 PPM; +1W, A
Gargoyles: +/- 0 PPM
Sky Slasher Swarms: +3 PPM
Raveners: +/- 0 PPM; -1A base, but now get +1A from 2 sets of CCWs STs no longer reroll 1s/misses
Spore Mine Clusters: -5 PPM
Heavy Support
Carnifex: -40 PPM, +1I; -1A; No more Spores
Biovore: -5 PPM; +1W, I, A
Trygon: -10 PPM; -1A base, but now get +1A from 2 sets of CCWs; STs no longer reroll 1s/misses
Trygon Prime: -10 PPM; -1A base, but now get +1A from 2 sets of CCWs; STs no longer reroll 1s/misses
Mawloc: -30 PPM; better From Below rule
Tyranofex: -75! PPM; +1I
Biomorphs
-General-
Adrenal Glands: Grants Fleet along with Furious Charge
Toxin Sacs: No changes
Regeneration: Regain a wound on a 4+ instead of 6(I believe?)
-Melee-
Scything Talons: Grants extra attack with another CC biomorph; AP6 (lolz); No longer reroll 1s/misses
Rending Claws: Grants extra attack with another CC biomorph; AP5
Crushing Claws: Grants extra attack with another CC biomorph; No longer forces I1 for MCs; S+1; Armorbane; AP2 for non MCs; Lost D3 bonus attacks
-Ranged-
Devourer: No longer causes -1 to Ld
edit 1: Updated Swarmlord to +1ML, -1 power known
edit 2: Updated for lack of Spores
edit 3: Points adjustments and effects of some biomorphs.
So after a look over the Codex. Nids are still fail.
Broodlord is still BS 0 so he can still roll Haemorrhage on the Biomancy table & end up with an useless power
Why are Warriors still 40 points Ogryns are T5 & there not holding the Ld of the army together. Warriors should have been 16 points but only had 2 wounds
Ripper Swarms are how much now? They have Eternal Warrior right. No ... so I'm just better of with 3 Termagants for the same cost & the Termagants have guns too
Scything Talons don't re-roll  because Melee weapons Really Needed  Nerf
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This message was edited 1 time. Last update was at 2014/01/15 05:10:22
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![[Post New]](/s/i/i.gif) 2014/01/15 04:42:58
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Shas'la with Pulse Carbine
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I think the biggest thing people are going to have to change to make nids successful is their frame of mind on at least a couple things.
Placing objectives close to your board edge
why bother if you don't have any reserves walking on. That's 1+ units not living up to their full potential. Stay on the move forward as much as possible. Back field objective campers almost shouldn't exist. People tend to flip out when you're entire force in barreling towards them. Enemy unit gets close? You've got 2-3 units close by to jump on it (if necessary). Everything in the army should be working towards assaulting, that's why the vores all went up an attack.
Upgrades mean better.
I believe in the nids case quantity is going to outweigh quality in almost every instance. More synapse is going to be better than less, and everything should stay pretty close. More ablative wounds is better.
I could be wrong but I feel these couple of principles could make nids a lot more fathomable
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Tyranids will consume the universe!!! There is no chance for survival!!
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![[Post New]](/s/i/i.gif) 2014/01/15 05:03:14
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Longtime Dakkanaut
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Voidwraith wrote: greyknight12 wrote:
Tau and Eldar were a mistake and an anomaly, giving more armies "spammable cheese" is not the answer.. I personally hope that we never see another codex at that power level. Against every other codex, I think the new nids will be just fine, and I hope that any new releases after this stay at that level.
QFT.
Every single response to all tactics threads ends up coming down to can <insert army/unit here> stand up to Tau or Eldar? Seeing as how both armies have access to superior shooting and Ignores Cover in spades, the answer will always be no. I'm not sure how practical judging every unit or list in the game against the HARDest top tier army lists really is, as a large majority of the player population isn't planning to play in the tournament circuit.
Let's just take this moment to say that NO, the unit you're wanting to play with (from the codex not named Tau or Eldar) will not help you to defeat the nasty Tau and Eldar lists you're hearing about on the net. The combination of speed, superior firepower, and ignores cover where needed is the best recipe for TAC success. Yes, we know...it doesn't seem fair.
Ok, now that that's out of the way, can we please just get on with comparing the other codecies against one another? I know it may seem silly, but it may be the only shot to actually have decent conversations around here.
Just to dot the I and cross the T, Ignores Cover really has ended up being the bane of 40k. It used to be a rare commodity, but now it's everywhere, and the guns that have it (or can get it because of markerlights) are far too powerful for such an added bonus. I don't have any issue with you killing my unit in one volley of fire, but it's not such a kick in the pants if I at least get to roll some saves before I put them in the army case...
It looks to me that the tau and eldar lists that give people so many problems are dependent on a few units with powerful shooting at range. They dont have volume of fire or close range survivability. I think the counter to these lists is not a few poweful units, it is swarms of fast units.
Fast nids might be the answer
3 squads of 20 gargoyles 360 points
deathleaper 130 points
A deep striking trygon prime with miasma cannon 255 points
And 2 mawlocs 260 points or tfexes 350 points
Maybe even a bunch of infiltrating genesteelers
Finish out with a flyrant, tyrant guard and gaunts
That should give taudar some trouble. Keep your flyrant on the ground with guard until he is needed for anti air.
Deathleaper alone is icredible against taudar. He doesnt need cover, he cant be overwatched, he is immune to templates, he can infiltrate, and he can take anything they are likely to field in assault. Get him into assault with some broadsides and a buffmander and you have already won.
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This message was edited 1 time. Last update was at 2014/01/15 05:05:22
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![[Post New]](/s/i/i.gif) 2014/01/15 05:42:25
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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[ADMIN]
Decrepit Dakkanaut
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Jy2, where is that battle rep you promised?!
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This message was edited 1 time. Last update was at 2014/01/15 05:42:41
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![[Post New]](/s/i/i.gif) 2014/01/15 06:01:46
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Infiltrating Broodlord
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Yorkskargrim wrote:HQ Choices
Hive Tyrant: -5 PPM; +1BS; Loses BRB powers; lost 2+ armor save option; loses starting Lashwhip/Bonesword (this upgrade now costs 20 points I think)
SwarmLord: +5 PPM; +1BS; +1 Mastery Level -1 psychic power; Loses BRB Powers; no longer forces rerolls of successful ++ saves
Tervigon: +35 PPM; +1 I; -2 Powers; Loses BRB Powers; no longer shares AG/ TS; kills larger area of gaunts; spawns gaunts no longer move or charge
Tyranid Prime: +45 PPM
Deathleaper: now HQ from Elites; -10 PPM; gain Infiltrate; Fleshhooks lose Rending
Old One Eye: now HQ from HS; -40 PPM; +1I
Elite Choices
Hive Guard: +5 PPM; -1BS
Lictor: -15 PPM; gain Infiltrate
Pyrovore: -5 PPM; +1W, I, A; No more Spores
Venomthrope: -10 PPM; Gains Shroud instead of default 5+c save; No more Spores
Zoanthrope: -10 PPM; Mastery Level 2; Loses BRB powers; No more Spores; Now Brotherhood of Psykers (not sure if this is a gain or loss, honestly; makes the whole unit very "all or nothing")
Troop Choices
Tyranid Warriors: +/- 0 PPM; No more Spores
Genestealers: +/- 0 PPM; No more Spores
--Broodlord: +/- 0 PPM; Single default power (positive or negative is up for debate I suppose)
Termagants: -1 PPM; can mix weapon types within a unit; No more Spores; cost of TS/ AG increased
Hormagaunts: -1 PPM; No more Spores; STs no longer reroll 1s/misses; cost of TS/ AG increased
Ripper Swarms: +3 PPM; No longer guaranteed self destruct out of Synapse
Fast Attack
Shrikes: +/- 0 PPM
Harpy: -25 PPM; +1W, A
Gargoyles: +/- 0 PPM
Sky Slasher Swarms: +3 PPM
Raveners: +/- 0 PPM; -1A base, but now get +1A from 2 sets of CCWs STs no longer reroll 1s/misses
Spore Mine Clusters: -5 PPM
Heavy Support
Carnifex: -40 PPM, +1I; -1A; No more Spores
Biovore: -5 PPM; +1W, I, A
Trygon: -10 PPM; -1A base, but now get +1A from 2 sets of CCWs; STs no longer reroll 1s/misses
Trygon Prime: -10 PPM; -1A base, but now get +1A from 2 sets of CCWs; STs no longer reroll 1s/misses
Mawloc: -30 PPM; better From Below rule
Tyranofex: -75! PPM; +1I
Biomorphs
-General-
Adrenal Glands: Grants Fleet along with Furious Charge
Toxin Sacs: No changes
Regeneration: Regain a wound on a 4+ instead of 6(I believe?)
-Melee-
Scything Talons: Grants extra attack with another CC biomorph; AP6 (lolz); No longer reroll 1s/misses
Rending Claws: Grants extra attack with another CC biomorph; AP5
Crushing Claws: Grants extra attack with another CC biomorph; No longer forces I1 for MCs; S+1; Armorbane; AP2 for non MCs; Lost D3 bonus attacks
-Ranged-
Devourer: No longer causes -1 to Ld
edit 1: Updated Swarmlord to +1ML, -1 power known
edit 2: Updated for lack of Spores
edit 3: Points adjustments and effects of some biomorphs.
So after a look over the Codex. Nids are still fail.
Broodlord is still BS 0 so he can still roll Haemorrhage on the Biomancy table & end up with an useless power
Why are Warriors still 40 points Ogryns are T5 & there not holding the Ld of the army together. Warriors should have been 16 points but only had 2 wounds
Ripper Swarms are how much now? They have Eternal Warrior right. No ... so I'm just better of with 3 Termagants for the same cost & the Termagants have guns too
Scything Talons don't re-roll  because Melee weapons Really Needed  Nerf
You got a fair few things wrong. Here's a couple:
Warriors are not 40 points check their entry again.
Shrikes got cheaper check their entry again.
Broodlords always have the same psychic power (He can't roll for powers) and even if he could he would not be getting Haemorrhage because all Tyranids lost access to the BRB powers.
You missed that the Wings upgrade on Tyrants got considerably cheaper.
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This message was edited 1 time. Last update was at 2014/01/15 07:21:59
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![[Post New]](/s/i/i.gif) 2014/01/15 06:09:26
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Painlord Titan Princeps of Slaanesh
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Doesn't toxin sacs grant poison?
The poison rule in the BRB says itself that when your strength is equal or higher, then you get to reroll the wound.
When coupled with furious charge, why wouldn't they be S4 and get the reroll against most troops?
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40k Armies I play:
Glory for Slaanesh!
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![[Post New]](/s/i/i.gif) 2014/01/15 06:10:29
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Fixture of Dakka
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It's coming up after my Escalation BR between Space Marines & Daemons.
I'll try to get it started tonight.
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![[Post New]](/s/i/i.gif) 2014/01/15 07:21:42
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Longtime Dakkanaut
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I believe I've found a use for Hormagaunts!
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![[Post New]](/s/i/i.gif) 2014/01/15 07:25:53
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Fixture of Dakka
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Ok, I've started my battle report, but I won't be working on it until I finish my current battle report (the one on Escalation).
Check it out and let me know what you think my chances are against Tau.
2K NEW Tyranids! Maximum Threat Overload Hive Fleet Pandora vs Triptide Tau
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This message was edited 1 time. Last update was at 2014/01/15 07:26:05
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![[Post New]](/s/i/i.gif) 2014/01/15 10:18:11
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Ancient Chaos Terminator
Surfing the Tervigon Wave...on a baby.
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Yorkskargrim wrote:
Broodlord is still BS 0 so he can still roll Haemorrhage on the Biomancy table & end up with an useless power
I love how your summary mentions that the Broodlord can ONLY know The Horror and yet you still bring up BS 0 as a thing to complain about. It's like you haven't even read the codex and are just quoting summaries Steamdragon put up in the rumours section.
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Now only a CSM player. |
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![[Post New]](/s/i/i.gif) 2014/01/15 10:30:47
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Tunneling Trygon
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Formosa wrote:Having player 10 or so Games now with the New dex I think the best troop choice to take is spinegaunts, now they no longer have to pay to take the upgrade l think it's a must, twin linked is more useful in more situations than str4.
Every Game I have used the exocrine in it has kicked ass very hard, yeah it's got a 30" threat range but the amount of shots and the option of a large blast are just simply too good, I am going to start taking regen on the 2 use
This is where some of my thinking is at present - S3 twin-linked is probably better than a straight S4 when you're shooting at BS3. I am though looking at taking at least 1 troop tervigon so putting at least 10 devourers behind the 20 spinegaunts.
Exocrine does sounds interesting, but the problem is that so does a lot of the HS section. Fexes are cheaper and viable as dakka fex broods, biovores are still very good for the cost, tyrannofex is worth a run out as a close combat template fiend with the lower costs. Nice to have a slot with some real choices in I suppose. I can't though see my lovely trygon models getting much table time though.
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"We didn't underestimate them but they were a lot better than we thought."
Sir Bobby Robson |
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![[Post New]](/s/i/i.gif) 2014/01/15 11:06:45
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Ladies Love the Vibro-Cannon Operator
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l0k1 wrote:I don't play nids at the moment, but I've been reading through the thread and I have to say some of the builds are rather scary. It also looks like some of them would be rather cheap it build (compared to last edition's builds and current ones), especially if the release deals are still up.
Dito. I don't play Nids either, but I love to win against them and I usually did (up to the 3rd edition when Nids were really good). MC builds are usually hard to deal with when you want to field a TAC list.
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Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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![[Post New]](/s/i/i.gif) 2014/01/15 11:08:17
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Warplord Titan Princeps of Tzeentch
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Intresting note that mostly effects the HS section, and a few FA/elites.
Re-read the instinctive behavior guys it only triggers after a Ld check, and even then it does trigger it might not even do anything you care about, if you plan correctly.
A fearless shooty guy with "hunt"cares not for synapse, a CC oriented loner with "feed" also give no much feths.
You have issues with synapse, just pack guys who don't care too much when they lose it. for many the worst case scenario end up with "cant run" or a not-very-impressive gun getting disabled.
Also, the Ld10 guys are also very unlikely to fail their synapse from the start, so they are not in much trouble.
In fact, you can have a whole list of "give no feth about synapse"
A short list of thoes who got no synapse, but don't really care for it, or care less.
OOE (biggest problem is he cant run, and must charge nearest enemy. not much of an issue is it?)
Deathleaper (Ld 10, unlikely to fail. )
Genestealers (got no IB, the only troops here.)
Haruspex (mostly CC beast, though that thong shot would be a shame to lose)
Lictor (same as deathleaper)
Crone (Ld10, and especially after shooting the haywire or when you dont need it, as most of her power is in CC and vectors)
Spore Mine (obvious reasons)
Lone carnifex without guns
Exorine (biggest issue is loss of control, but she shoots normally.)
Mawlock (same as OOE)
Trygon/prime (got no IB)
T-fex (they lose control, but still shoot.)
As you can see, quite a few options that dont even CARE about IB, once you add in the ones who give out their own synapse, you got yourself quite a pool of options to build a list with, without being dragged down by synapse being a limiting factor.
Honesly, the biggest issues with synapse, are troops.
If you can manage with warriors and genestealer troops, you are no longet synapse dependent for neatly anything. (except the awesome biovores)
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This message was edited 3 times. Last update was at 2014/01/15 11:33:01
can neither confirm nor deny I lost track of what I've got right now. |
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![[Post New]](/s/i/i.gif) 2014/01/15 11:43:03
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Annoyed Blood Angel Devastator
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BoomWolf wrote:Intresting note that mostly effects the HS section, and a few FA/elites.
A short list of thoes who got no synapse, but don't really care for it, or care less.
OOE (biggest problem is he cant run, and must charge nearest enemy. not much of an issue is it?)
Deathleaper ( Ld 10, unlikely to fail. )
Genestealers (got no IB, the only troops here.)
Haruspex (mostly CC beast, though that thong shot would be a shame to lose)
Lictor (same as deathleaper)
Crone (Ld10, and especially after shooting the haywire or when you dont need it, as most of her power is in CC and vectors)
Spore Mine (obvious reasons)
Lone carnifex without guns
Exorine (biggest issue is loss of control, but she shoots normally.)
Mawlock (same as OOE)
Trygon/prime (got no IB)
T-fex (they lose control, but still shoot.)
As you can see, quite a few options that dont even CARE about IB, once you add in the ones who give out their own synapse, you got yourself quite a pool of options to build a list with, without being dragged down by synapse being a limiting factor.
Synergy between those different units is a bit of an issue as is scoring. Nidzilla seems the obvious choice. I hope the Vanguard slate offers a formation that will allow a kind of viable scout/infiltrate army based around Lictors, Deathleaper and Genestealers.
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This message was edited 1 time. Last update was at 2014/01/15 11:43:45
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![[Post New]](/s/i/i.gif) 2014/01/15 11:43:22
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Trigger-Happy Baal Predator Pilot
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@Boomwolf: I'm with ya that instinctive behavior doesn't have to be the bane of tyranid lists everywhere. The troop section is really the only place it's a true killer, which is why I'm just going to make running my Genestealers work. I think I'll start my lists with 5 or 6 units of 5 genestealers that I'll infiltrate, hide, counterassault with, and basically just ask to score on objectives. Seeing as how they still don't have access to some sort of assault grenades, it's hard to ask them to do the heavy lifting when it comes to enemy model removal, but now that most of the bugs (especially the big mean ones) are cheaper, we don't have to.
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![[Post New]](/s/i/i.gif) 2014/01/15 12:42:46
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Regular Dakkanaut
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The Shadow wrote:Posted this in another thread, so I'll C+P it here. Just my thoughts:
I've seen a fair few people saying some good things about the new fliers - in particular the Crone - but I really don't think they're very good at all. If your opponent has a BS5+ model on a Quad Gun, chances are that they're dead as soon as they come in. Yes, the Crone will maul enemy fliers, but it won't be allowed to live long enough to do so.
I think the Mawloc is a great way to counter the Quad Gun. If kept in reserves, it can come in on (hopefully) the same turn as the Crone or earlier, and can use it's Terror from the Deep attack on the squad manning the Quad Gun, allowing the Crone to enter later in the same turn without being Intercepted.
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![[Post New]](/s/i/i.gif) 2014/01/15 12:54:18
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Mindless Spore Mine
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My army list idea:
(Scroll down past first few paragraphs if you want to skip my little intro and get straight to the list)
Hey Im new to these forums, and new to 40k kind of
I used to have some tyranids when younger and loved them, (had orks before i discovered tyranids, i was just a kid though) so recently decided to start building an army. Im mostly interested in modelling, converting and painting, but obviously would also like to have a functioning army. I haven’t played the game before and only know the basics. I work in 3D and love character/creature art hents why I want to start learning to use green stuff to sculpt on my miniatures as I am used to sculpting in 3d digitally. Was disappointed when they removed parasite, ymgarls etc cause I was looking forward to converting them! ah well
Here is an idea for an army list I have been thinking of based on the new codex.
I know it would be a lot of points!
But I just tried to see what could be done maxing out the army list with 6 troops, 2 hq, 3 heavys, 3 fasts and 3 elites.
Take it with a pinch of salt its just some ideas, and for smaller points lists units can just be disincluded, such as the scout section, or the zoans, etc..
But just some ideas about ways things could potentially be positioned/synergised/combined.
WOULD BE GREAT TO GET SOME FEEDBACK from all you guys who know your stuff, cause I really don’t but I have always loved the way tyranids look and therefore would like to have them as an army.
Im expecting my list to be picked apart like hell as my knowledge is small in 40k rules etc, but hey everyones gotta start somewhere
Again- I know its probably a massively to high point cost army- but like I said it is just ideas and parts can be removed
Would love to hear what anyone has to say- and remember im new so probably made silly mistakes!
This is just a type up of a little drawing I did of positions of the army ( I think it would be easier to see as a drawing instead of a list as you can see better what units are more grouped together but here goes)
Think it has a good amount of synapse throughout- and a good range of units working for different goals e.g assaulting and distracting, scouting and infiltrating, shielding those behind long enough to get them into combat, providing synapse, shooting etc….
Look forward to hearing peoples responses/feedback ideas
Just thought if you hit the enemy with so many different units working together in different ways it might end up getting the enemy really overwhelmed and somewhere with too many targets they will ignore something and shoot something else that will lead to getting into combat and their demise- like perhaps at the start- if they focus on the flyers the scouts might get them, or if they focus on the scouts the flyers might get them- and maybe they will attack these enough to let all the midfielders and mid/backs run forward and overswarm into combat.
---+ Upfront assault flyers and distractors---
>Fast- 30 odd gargoyle shield
>Fast- Shrike unit- either assaulters, or mixed assaulters and shooters since they can mix weapons now, but probably just assaulters as they should get into combat fairly fast- depends if want to get straight into combat or fly around shooting. Combat probably better if possible.
>Hq- Flyrant- storm forward with the rest as a shield also
---+ Enemy back yard infiltrators and distractors/scouts---(Kind of just a lucky helpting card on the side that might not work out but could help infiltrate and distract)
>Troop- Genestealers and broodlord- infiltrating
>Elite- Lictors infiltrating also or deep striking
>Optional: Fast- Raveners deep striking (could fill fast slot with hive chrone instead though)
>Heavy: Mawloc- deep striking with terror- hopefully near lictors so no scatter, if they survive
---+ Core swarm midfield---
>Troop- 30 termagaunts shield
>Troop- 20-30 off hormagaunts shield
>Elite- Hive guard for long range shooting ignoring cover- or perhaps haruspex used instead in slot
>Troop- Shooting warriors (or mixed group)
>Troop- Assaulting close combat warriors- hopefully using all units above as shields to get to combat
(The above 2 units of warriors could be combined into one mixed unit perhaps but thought it would be better to split so more chance of overkill if one is wiped out instead of killing them all)
---+Mid/Back field---
>Elite: Zoanthropes for extra synapse plus creeping up with psychic powers- OR Venomthropes instead to create the cover saves
>Heavy: Carnifexes shielded hopefully by those infront long enough to get into combat (or would these be better placed further upfront)
>HQ- Second hq another flyrant or just tyrant- warlord more protected to rear possibly (Might be better to shoose a warrior prime and have him mid field to support and enhance the warriors)
---+Far Back field---
>Troop: Tervigant- back synapse plus spawning babies to run forward
>Heavy: Biovore brood or exocrine for long range shooting
Thanks alot for the time to read, this is my first forum post!
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![[Post New]](/s/i/i.gif) 2014/01/15 13:11:41
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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Swarmsculptor wrote:HQ -Flyrant -Second hq another flyrant or just tyrant- warlord more protected to rear possibly (Might be better to shoose a warrior prime and have him mid field to support and enhance the warriors) Troop: -Tervigant -Shooting warriors (or mixed group) -Assaulting close combat warriors -20-30 off hormagaunts shield -30 termagaunts shield -Genestealers and broodlord Fast -Optional:Raveners deep striking (could fill fast slot with hive chrone instead though) -30 odd gargoyle shield - Shrike unit- either assaulters, or mixed assaulters and shooters Elite: -Zoanthropes OR Venomthropes -Hive guard -Lictors Heavy: -Biovore brood or exocrine for long range shooting -Carnifexes -Mawloc I edited your above post because I simply could not understand the army list otherwise...it looks like you're looking to fill all your slots with different kinds of creatures? With mid-sized units I think the above would come out near 3000 pts.
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This message was edited 1 time. Last update was at 2014/01/15 13:15:55
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![[Post New]](/s/i/i.gif) 2014/01/15 13:22:25
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Ladies Love the Vibro-Cannon Operator
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Strange,I haven't yet seen a rundown of ALL Nids units.
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Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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