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Made in us
Irked Necron Immortal





Fort Wayne, IN

 PrinceRaven wrote:
Extra attacks from multiple weapons have never been in the profile of any model on the game, why would they start doing it with Tyranids?
Aldp , doing so would mess with calculating number of attacks when Smashing.

 McNinja wrote:
It isn't for any other model in the codex, so why would it be for the Carnifex?

Can I get a source (or at least a few good examples) for this? I've gone over the main rulebook a couple of times and I must be blind because I'm not seeing it. I haven't shown him that designer's note yet but I want to have as strong of a case as I can (he, and I, can both be rules lawyers )

His argument is that it applies to all models that come stock with more than one melee weapon.


EDIT: AHA, I found it on page 24 of the main book!
 ductvader wrote:
You have to admit, that's pretty funny.

Mawloc is digging at full speed expecting to get a meal and ruins into a metal wall instead...it's "Tremors" all over again.

In hindsight, it's HILARIOUS. During the game, I was less amused. Especially when the same thing happened to my spore mines the next turn.

This message was edited 2 times. Last update was at 2014/01/16 17:51:20


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Sorry for a separate post but as question- where those upgrades would be useful would be on the broodlord since he might be fighting challenges and is also the most useful to crack vehicles.

The upgrades are mentioned as points per genestealer and then under the broodlord is mentioned it says he can take biomorphs wherein scything talons is not mentioned.

I guess then it is impossible to give them to him? Or is it if you upgrade the whole unit you can also give him a set at the same cost?

(Incidentally the ‘streamlining’ of the biomorph upgrades really hurts the broodlord since he is much less expensive/ powerful than a monstrous creature but must still pay the same for upgrades)
   
Made in us
Loyal Necron Lychguard





St. Louis, MO

 ductvader wrote:
ozziee wrote:
In this regard, even apart from the cost, definitely adrenal glands are a terrible idea (unless against lots of vehicles) toxin sacs and scything talons are also probably a bad idea.


I have to disagree with Toxin Sacs, that's largely a question that depends on your personal meta. and their use of T5+ models.


This, and this goes for almost any models with rending claws. If you are not taking toxin sacs on them you are leaving a big chunk of killing power on the floor. Not only do TS give you much better ability to handle high T targets, but the rerolls to wounds they give you also can supply more rends.

11,100 pts, 7,000 pts
++ Heed my words for I am the Herald and we are the footsteps of doom. Interlopers, do we name you. Defilers of our
sacred earth. We have awoken to your primative species and will not tolerate your presence. Ours is the way of logic,
of cold hard reason: your irrationality, your human disease has no place in the necrontyr. Flesh is weak.
Surrender to the machine incarnate. Surrender and die.
++

Tuagh wrote: If you won't use a wrench, it isn't the bolt's fault that your hammer is useless.
 
   
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I could see stealers used as a back field objective holders. Leave them in reserve, then when the rest of your army is pouncing on the enemy, they can just walk on and hop on an objective or 2. That way they aren't so fragile because they won't be on the board for at least 1 turn.

Tyranids will consume the universe!!! There is no chance for survival!!
.........eventually anyways......... 
   
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Boom! Leman Russ Commander





Princeton, WV

 McNinja wrote:
 Lord Scythican wrote:
 stormoffires wrote:
PrinceOfMadness wrote:
 jy2 wrote:
So how'd the biovores and dakkafexes do?


Speaking of the Dakkafexes - I had an argument with my opponent over how extra attacks are generated from Tyranid close combat weapons - specifically the Carnifex. The stock Carnifex is listed with 3 attacks and two pairs of scything talons - does he get the extra attack from having two pairs of close combat weapons (so 4) or is that factored into the 'Fex's profile?


read the codex, page 63 top left corner under Melee Weapons... Nids now gain +1 attack for 2 sets of melee weapons! So genesteelers with scything claws added to their rending claws will gain +1


But is this extra attack already figured into the Carnifex's profile? I know the Trygon lost an attack on his profile and now gets it back via two sets of melee weapons, so I am betting it is the same for the Carnifex. His profile doesn't show the extra attack even though he has two sets of scything talons equipped stock. I am betting this is like this to help with the inevitable confusion when someone replaces ccw with a ranged weapon. His base attacks will not go down if scything talons are replaced with say a venom cannon.
It isn't for any other model in the codex, so why would it be for the Carnifex?


Yeah I thought my post pretty much came to the same conclusion. I was trying to say that Princeof Madness' original question wasn't completely answered and I sort of elaborated on it.
   
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Shadeglass Maze

 Red Corsair wrote:
 RiTides wrote:
 jy2 wrote:
sLeEpYrOcK wrote:
Just a question, are screamer killer fexes back in again? i mean, a plasma cannon that doesn't overheat and still retains the fex's extra attack using scything talons, and possibly adrenal glands? the upgrade is 20 points per fex, but i think it could cause some serious damage, your guys thoughts?

I think he's somewhat over-costed, especially considering how short the range is. Then again, I'm somewhat biased towards the TL-devourers. To me, it's either 2x TL-D's or just naked and maybe with Adrenal Glands. Then again, I tend to run very few upgrades on my units.

Could someone tell me what a "Screamer Killer" Fex would be armed with, at least with this new book?

Sorry, did a bit of looking before asking and couldn't find the answer...


All scytals and bio plasma. Its a throwback reference to 2nd ed (possibly RT but I started in 2nd) this is how they came stalk and you couldn't really change their weapons back then. Screamer killer was slang guardsmen used to call them.

Thanks, Red Corsair! Unfortunately left my book at home, so I'll check out this config when I get back.

But is anyone else considering this configuration? Would a unit of 2 DakkaFexes and 1 Screamer Killer make any sense?
   
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Princeton, WV

 Roci wrote:
Spoiler:
 Lord Scythican wrote:
OK so the general consensus is that scything talons are bad now right?

Basically I want to math hammer these guys out and see if the extra attack is worth double the points and the loss of rerolling 1's.

5 MEQ with WS 4 = 70
5 Stealer with WS 6 = 80 (old price old price with talons)
5 Stealer with WS 6 = 90 (new price with talons)

Stealer on MEQ hits on 3?
MEQ on Stealer hits on 4?

Old Codex:
On charge the Stealer has 3 attacks.
On charge the MEQ has 2 attacks.

New Codex:
On charge with scything talons giving extra attack the Stealer has 4 attacks.
On charge the MEQ has 2 attacks.

Stealer hits what on average 13.3 out of 20 attacks with the new codex, whereas before they hit with maybe 10 out of 15?
Old codex they may have rolled what 2.5 1's out of 15 attacks? With reroll's on those 1's they would have rolled what 1.6 of them as hits?

So does this translate into?

13.3 hits out of 20 in new codex
11.6 hits out of 15 in old codex

So for 20 points versus the old 10 points we are getting roughly 1.7 more hits with 5 stealers against 5 MEQ? How do you all feel about that? Is 10 points worth maybe 2 more hits with 5 nids? Sure it isn't worth it in some cases where other nids have loss a profile attack and then got it back via scything talons, but with the stealers they are at least getting some benefit from the point increase and loss of rerolls.






On paper in a pure math standpoint it would seem like a good idea. That MEQ also gets to shoot and overwatch, ( their bolters bypass a GS armor) with that alone the GS is pretty steep cost wise at its base.. If I ran them, I would do so naked.


Well of course they get that. MEQ get it regardless of the scything talons or not. What I am asking is an extra 1.7 attacks (that hit) with a squad of 5 genestealers worth and extra 10 points? This is even factoring in the old rulings. It is 1.7 more hits with 5 stealers now (10 more points on upgrade than before) that the old stealers with the old rerolls of 1's .
   
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 RiTides wrote:


But is anyone else considering this configuration? Would a unit of 2 DakkaFexes and 1 Screamer Killer make any sense?


Well, if you plan on using the cheap one as a meatshield it works.

I'm personally planning on 2 Screamer-Killers, 1 Crusher Fex broods - that was if they come across something annoying like a landraider we have one who doesn't sacrifice his attacks for Smash and can blat the fething thing out of the way so its squishy contents can stand in front of its buddies.

Mind you I'm also planning on mixing Heavy Venom cannons into broods as well. Simply because S9 template? POP! Rhinos explode!


Now only a CSM player. 
   
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The House that Peterbilt

There's a slight tweak to scything talons on stealers in that you don't have to upgrade the entire unit. Since casualties are inevitable it makes sense to go maybe half upgraded and half not (especially on larger 'shock' style units).

And if you happen to pull off an assault without having taken casualties you can keep the upgraded ones out of the combat and then pile them in for the following phase (eg your opponents assault phase)

Someone mentioned you shouldn't upgrade stealers since they will usually beat what they charge. That just isn't the case really when you usually loose half the unit at least before getting there and then loose more before going at I1 due to terrain. To me having those few extra attacks are going to be key to making stealers remotely viable as an assault unit.

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Shadeglass Maze

 DarkStarSabre wrote:
 RiTides wrote:


But is anyone else considering this configuration? Would a unit of 2 DakkaFexes and 1 Screamer Killer make any sense?


Well, if you plan on using the cheap one as a meatshield it works.

I'm personally planning on 2 Screamer-Killers, 1 Crusher Fex broods - that was if they come across something annoying like a landraider we have one who doesn't sacrifice his attacks for Smash and can blat the fething thing out of the way so its squishy contents can stand in front of its buddies.

Mind you I'm also planning on mixing Heavy Venom cannons into broods as well. Simply because S9 template? POP! Rhinos explode!

Cool, thanks

One more question- I saw a few people mention that GunFexes are not legal (such as giving a Carnifex more than one heavy venom cannon) but for some reason, I can't see why they would be allowed to take 2 sets of TL devourers, but not 2 of some other gun. Can someone point me to where this is stated in the book?

Good to see that it won't be only Dakkafexes people plan to field, even if they make up the majority of Fexes


Edit: Here's an earlier point in this thread where it was mentioned, but I didn't see where it says they can't take 2 of the other weapons.
Spoiler:
 DarkStarSabre wrote:
 DexKivuli wrote:
bodazoka wrote:
Question?
What unit's in the codex would I need to include for maximum long range fire power (24 + inches) and would including these units allow me to at LEAST match it with a slight under tear optimized Tau army.


Carnifex with dual stranglethorn canon. Harpies have a twin linked stranglethorn cannon, and are pretty cheap.

I really like the idea of Stranglethorn Carnifexes... even more than dakkafexes.

I also read about the old idea of a 'distraction carnifex'. Maybe a distraction tyrannofex could work, with the new and improved regeneration.


Iirc aren't you only allowed one Stranglethorn Cannon though? Can't do the gunboat Fex. They killed that after 4th.

This message was edited 1 time. Last update was at 2014/01/16 18:34:47


 
   
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SHE-FI-ELD

 winterman wrote:
There's a slight tweak to scything talons on stealers in that you don't have to upgrade the entire unit. Since casualties are inevitable it makes sense to go maybe half upgraded and half not (especially on larger 'shock' style units).

And if you happen to pull off an assault without having taken casualties you can keep the upgraded ones out of the combat and then pile them in for the following phase (eg your opponents assault phase)

Someone mentioned you shouldn't upgrade stealers since they will usually beat what they charge. That just isn't the case really when you usually loose half the unit at least before getting there and then loose more before going at I1 due to terrain. To me having those few extra attacks are going to be key to making stealers remotely viable as an assault unit.


Good idea, I've been locked in to one weapon type a unit so long I forgot to consider this at all.

It's my codex and I'll cry If I want to.

Tactical objectives are fantastic 
   
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Ritides look on page 93 in the notes section... if there is a little 1 next to somthing in the wargear list, they can only have 1 of that weapon.

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Ancient Chaos Terminator






Surfing the Tervigon Wave...on a baby.

 RiTides wrote:
 DarkStarSabre wrote:
 RiTides wrote:


But is anyone else considering this configuration? Would a unit of 2 DakkaFexes and 1 Screamer Killer make any sense?


Well, if you plan on using the cheap one as a meatshield it works.

I'm personally planning on 2 Screamer-Killers, 1 Crusher Fex broods - that was if they come across something annoying like a landraider we have one who doesn't sacrifice his attacks for Smash and can blat the fething thing out of the way so its squishy contents can stand in front of its buddies.

Mind you I'm also planning on mixing Heavy Venom cannons into broods as well. Simply because S9 template? POP! Rhinos explode!

Cool, thanks

One more question- I saw a few people mention that GunFexes are not legal (such as giving a Carnifex more than one heavy venom cannon) but for some reason, I can't see why they would be allowed to take 2 sets of TL devourers, but not 2 of some other gun. Can someone point me to where this is stated in the book?

Good to see that it won't be only Dakkafexes people plan to field, even if they make up the majority of Fexes


Edit: Here's an earlier point in this thread where it was mentioned, but I didn't see where it says they can't take 2 of the other weapons.
Spoiler:
 DarkStarSabre wrote:
 DexKivuli wrote:
bodazoka wrote:
Question?
What unit's in the codex would I need to include for maximum long range fire power (24 + inches) and would including these units allow me to at LEAST match it with a slight under tear optimized Tau army.


Carnifex with dual stranglethorn canon. Harpies have a twin linked stranglethorn cannon, and are pretty cheap.

I really like the idea of Stranglethorn Carnifexes... even more than dakkafexes.

I also read about the old idea of a 'distraction carnifex'. Maybe a distraction tyrannofex could work, with the new and improved regeneration.


Iirc aren't you only allowed one Stranglethorn Cannon though? Can't do the gunboat Fex. They killed that after 4th.


Yep. I commented on them killing the gunboat 'fex. Doesn't mean you can't take the cannon and something else though.

My current Carnifex collection stands as follows...

3 x 2 scytals
3 x twin devourers
2 x scytals and crushing claws
2 x scytals and barbed stranglers
2 x crushing claws and venom cannons
2 x 2 scytals (3rd ed rhino-bugs)
1 x scytal and crushing claws (Old One Eye).

I can mix and match some. Seriously debating just having 2 blobs of twin scytals and one crusher with an Exocrine being my last Heavy for most games.

Realising 'nids can deal with Flyers through sheer weight of fire.

Twin devourers, Exocrine's mutli-shots, impaler cannons.



Now only a CSM player. 
   
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Dankhold Troggoth






Shadeglass Maze

 stormoffires wrote:
Ritides look on page 93 in the notes section... if there is a little 1 next to somthing in the wargear list, they can only have 1 of that weapon.

Curse you, superscript!

Thank you
   
Made in us
Fixture of Dakka





San Jose, CA

RiTides wrote:Hey jy2,

Fantastic nids thread in 40k tactics! Would you mind sharing your thoughts on 2 sample lists I've sketched out for the tyranid players for our AdeptiCon team tournament lists? These are 1000 point lists. The rules are, each player gets 1 HQ, 3 Troop, 1 Fast, 1 Elite, 1 Heavy. One team member can have an extra fast, another an extra elite, another an extra heavy, and the last a fortification. Below, one list uses the fortification, the other the extra heavy, but it doesn't have to be that way.

Base to possibly include in both lists:

Tyrant, wings, 2 x TL brainleech devourers - 230
Tervigon - 195
30 Gaunts - 120
Total - 545

For List 1, I might consider adding:

Venomthrope - 45
Bastion - 75
2 x Carnifex with 2x TL brainleech devourerers - 300

Puts me at 965, so room to upgrade something (devourers for gaunts, a gun for the Bastion if allowed, etc). The fexes are expensive, as is the Bastion trick... I was wishing I could fit in some Gargoyles to screen for the fexes. But I can only do so if I don't get the Bastion (in which case I could fit in 18 gargoyles) and then the Venomthrope won't live.

I was thinking the other nid list might do well with using the second heavy support slot.

So for List 2, I might consider adding:

Mawloc - 140
Mawloc - 140
20 Gargoyles - 120
1 Zoanthrope or Hive Guard - 50 or 55

Puts it at 995 or 1000 (with the Flyrant, Tervigon, and 30 Gaunts from above).

I'm kind of stumped as to whether these would be good or not... any tips appreciated!

Cheers,
RiTides

Your base is good. That is exactly what I would have done as well.

Both choices are solid. It would be a difficult choice indeed but at 1K, I'd probably go with the dual-mawloc list (but with zoanthrope). When in doubt, I would go for more bodies, which list #2 gives you, but only in a stand-alone list.

However, if you partner up for a 2K combined list, then I'd go with list #1 with the bastion. The bastion+venom+zoan acts as a force-multiplier and the higher the points you go, the more useful that combo becomes (as long as your partner can also take advantage of it).

So if you're not sure who your partner will be, I'd recommend list #2 with the gargoyles. If you know that you can always pair up with another bug player, then I'd recommend list #1 as it helps out both you and your partner.


 DarkStarSabre wrote:

My current Carnifex collection stands as follows...

3 x 2 scytals
3 x twin devourers
2 x scytals and crushing claws
2 x scytals and barbed stranglers
2 x crushing claws and venom cannons
2 x 2 scytals (3rd ed rhino-bugs)
1 x scytal and crushing claws (Old One Eye).

I can mix and match some. Seriously debating just having 2 blobs of twin scytals and one crusher with an Exocrine being my last Heavy for most games.

Realising 'nids can deal with Flyers through sheer weight of fire.

Twin devourers, Exocrine's mutli-shots, impaler cannons.


Wow. Just wow. You can actually fit them all into a list, assuming you go double-FOC at the 3K level.

BTW, mine maxes out at 10.

This message was edited 2 times. Last update was at 2014/01/16 19:06:29



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St. Louis, MO

 winterman wrote:
There's a slight tweak to scything talons on stealers in that you don't have to upgrade the entire unit. Since casualties are inevitable it makes sense to go maybe half upgraded and half not (especially on larger 'shock' style units).

And if you happen to pull off an assault without having taken casualties you can keep the upgraded ones out of the combat and then pile them in for the following phase (eg your opponents assault phase)

Someone mentioned you shouldn't upgrade stealers since they will usually beat what they charge. That just isn't the case really when you usually loose half the unit at least before getting there and then loose more before going at I1 due to terrain. To me having those few extra attacks are going to be key to making stealers remotely viable as an assault unit.


Point for point toxin stealers and scythed stealers are pretty equal on killing power at T4 and below, and my semi math-hammer puts toxin stealers still at a very slight advantage. With a 50/50 mix of naked vs scythed stealers, you are only saving an average 1 ppm vs the toxin stealers, but have a major disadvantage against T5+ targets.

11,100 pts, 7,000 pts
++ Heed my words for I am the Herald and we are the footsteps of doom. Interlopers, do we name you. Defilers of our
sacred earth. We have awoken to your primative species and will not tolerate your presence. Ours is the way of logic,
of cold hard reason: your irrationality, your human disease has no place in the necrontyr. Flesh is weak.
Surrender to the machine incarnate. Surrender and die.
++

Tuagh wrote: If you won't use a wrench, it isn't the bolt's fault that your hammer is useless.
 
   
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Dankhold Troggoth






Shadeglass Maze

Thanks for the tips, jy2

And that's quite an impressive Fex collection, DarkStar!
   
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Thank you for posting jy2.

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Louisville, KY

I see a lot of people talk about the Bastion and I have to admit I'm not well versed in fortification/building rules but how does this really work.

I always assumed that special/psychic powers etc etc... only impacted units in those structures. I did a quick glance of the brb and didn't see anything that makes me think otherwise.

I'm more than happy to get a hold of one if some of what I'm ready is correct....

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What are peoples thoughts on bog standard Trygons & single (or triple single) Zoans?

Same for naked hormagaunts as a replacement for terms with tervigons. Ofc you need the single 30 mob of terms at minimum

This message was edited 1 time. Last update was at 2014/01/16 19:54:46


 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
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 Roci wrote:
I see a lot of people talk about the Bastion and I have to admit I'm not well versed in fortification/building rules but how does this really work.

I always assumed that special/psychic powers etc etc... only impacted units in those structures. I did a quick glance of the brb and didn't see anything that makes me think otherwise.

I'm more than happy to get a hold of one if some of what I'm ready is correct....


i think and correct me if im wrong, you if a veno is in the bastion... you measure its cover save from the building instead of the model thus increaseing your cover save range.

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Just out of curiosity, has anyone used the Hive Tyrants outflank-granting ability on a Hive Crone? The idea is to outflank with the Crone, which could allow you the opportunity to VS a quad gun, hopefully killing it before it ever gets to fire.

I don't play Nids, but I was going to suggest it to a buddy of mine once he gets a Crone, just wondering if its even a valid strategy.
   
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 ClassicCarraway wrote:
Just out of curiosity, has anyone used the Hive Tyrants outflank-granting ability on a Hive Crone? The idea is to outflank with the Crone, which could allow you the opportunity to VS a quad gun, hopefully killing it before it ever gets to fire.

I don't play Nids, but I was going to suggest it to a buddy of mine once he gets a Crone, just wondering if its even a valid strategy.

Nope, no-one has, and that's because it's illegal. Hive Commander can only outflank a Troops choice.

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IIRC Flyers can Outflank if they have the rule. Their only initial restriction is that they have to start in reserve. However flyers leaving the table enter 'Ongoing Reserves' which always enters play from the controlling players table edge. But as The Shadow has pointed out the point is moot since you can't give the Outflank rule to it they way you specified.

This message was edited 4 times. Last update was at 2014/01/16 20:36:58


1000 
   
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San Jose, CA

 RiTides wrote:
Thanks for the tips, jy2

And that's quite an impressive Fex collection, DarkStar!

 Pellegrino wrote:
Thank you for posting jy2.

You're welcome.

I haven't had the time to work on Part II yet, but I'll eventually get there.


 Roci wrote:
I see a lot of people talk about the Bastion and I have to admit I'm not well versed in fortification/building rules but how does this really work.

I always assumed that special/psychic powers etc etc... only impacted units in those structures. I did a quick glance of the brb and didn't see anything that makes me think otherwise.

I'm more than happy to get a hold of one if some of what I'm ready is correct....

Here is how psychic powers work with regards to bastions. Basically, a bastion is a building which uses almost the same rules for vehicles. You can use psychic powers from within, but only those that don't require LOS. Thus, if you have a psyker in a building, you can cast on yourself or your own unit, but you cannot cast on a unit outside because you cannot draw LOS to the target outside (unless the power does not require LOS). Currently, almost all maledictions, blessings and witchfire powers require LOS.

Dominion is good because it is cast on the psyker itself. However, if you have a zoanthrope within the building, then you cannot cast Catalyst or Onslaught or any of the shooting powers at a target outside.

Also, special rules inside a building are measured from the base of the building just as if it were a vehicle. That means Synapse, Shadows in the Warp and the venomthrope's Shrouded bubble will all benefit from it.


Razerous wrote:
What are peoples thoughts on bog standard Trygons & single (or triple single) Zoans?

Same for naked hormagaunts as a replacement for terms with tervigons. Ofc you need the single 30 mob of terms at minimum

Personally, I like single-model zoanthrope units. They are more efficient because a unit of 1 can cast 2 powers. So 2 units of 1 can cast 2 powers whereas 1 unit of 2 can only cast 1 power. The trade-off, of course, is that 1 zoanthrope will be easier to kill unless you have a place to hide him.

Now you can solve that problem by taking a bastion.

Trygons are still a decent investment for the points. I wouldn't mind running them in certain types of lists.

I'm not a huge fan of hormagants unless I'm running a Tyranid horde list. Otherwise, I tend to go minimal on the troops (with a tervigon, of course) and invest my pointage in the rest of the army. The main reason is that troops are too synapse-reliant and if your opponent takes out your synapse, you can't really control them.



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Elite Tyranid Warrior




Pennsylvania

First, I appreciate this thread, as it has been very helpful as I dredge through the disappointment that is the Tyranid Codex. It's good to have ideas on the direction to take with the book. I have built the list below for a gathering of our local gaming group. i will be facing off against Tau (but not like fully tourney killing Tau), Orks, CSM, and some variation on Marines. We typically play at 1500, but sometimes play higher. If we do play higher, I plan to use this list as my basis for the higher point games. I was just wondering what you guys think about this:

HQ

Hive Tyrant - 230
-Wings
-2 TL Devourers

Hive Tyrant - 230
-Wings
-2 TL Devourers

Elites

3 Zoanthropes - 150

Venomthrope - 45

Venomthrope - 45

Troops

Tervigon - 240
-Stinger Salvo
-Adrenal Glands
-Regeneration

30 Termagants - 120

3 Warriors - 100
-Barbed Strangler

Fast Attack

20 Gargoyles - 160
-Adrenal Glands

Heavy Support

Mawloc - 140

Biovore - 40


1500

This message was edited 1 time. Last update was at 2014/01/16 21:10:44


   
Made in us
Fireknife Shas'el





United States

 jy2 wrote:

 McNinja wrote:
Though I'm not a fan of the new codex, I've already got a bit of an army going, so I figure I'll finish it. What do you all think of something like this?

2 Hive Tyrants - wings, 2xTLDs - 460

10 Termagants - Devs - 80
3x5 Genestealers - Broodlord - 390

2x2 Zoanthropes - 200
2 Lictors - 100

2x1 Exocrine - 340
Trygon Prime - Regeneration, Maw-Claws, Toxin Sacs* - 280

*If I'm not mistaken, this simply gives the Prime re-rolls to wound against models T6 or lower. Since this codex is the first time I've seen the Poisoned rule without a bracketed number, I'm unsure.

A lot of synapse, and the main troops don't care about synapse. I would try to use the Broodlords for their Horror power, since its a great suppression power. I really hope that the supplements breathe new life into this codex so we can all take that sigh of relief.

I am hesitant to spam broodlords. With just 10 gants and 15 stealers, your troops are somewhat squishy. They won't last very long against Tau or Eldar.

If you playtest them, I'd like to hear how they did.
I only need the stealers for pinning. Of course, since they are my troops I don't necessarily want them dying immediately. I plan on infiltrating them just barely outside of my deployment zone so that the Flyrants can do a sort of "clear the way" thing.

After thinking, I may take two harpies and downgrade the prime to a regular one and take out the Lictors. I'm not worried about AA, so I would simply give the Harpies Adrenal Glands and have them charge things. 2 S10 AP2 attacks on the charge or 4 S5 AP2 attacks in the charge, presumably after using the stranglethorn cannon and maybe pinning, would work great. I think.

This message was edited 1 time. Last update was at 2014/01/16 21:24:31


 
   
Made in us
Esteemed Veteran Space Marine







 The Shadow wrote:
 ClassicCarraway wrote:
Just out of curiosity, has anyone used the Hive Tyrants outflank-granting ability on a Hive Crone? The idea is to outflank with the Crone, which could allow you the opportunity to VS a quad gun, hopefully killing it before it ever gets to fire.

I don't play Nids, but I was going to suggest it to a buddy of mine once he gets a Crone, just wondering if its even a valid strategy.

Nope, no-one has, and that's because it's illegal. Hive Commander can only outflank a Troops choice.


Good to know! I guess it makes sense, as putting outflanking on any unit you want could be abused pretty badly. Thanks for the info
   
Made in gb
Ancient Chaos Terminator






Surfing the Tervigon Wave...on a baby.

 RiTides wrote:
Thanks for the tips, jy2

And that's quite an impressive Fex collection, DarkStar!


I'm certainly not lacking for 'nids.

Spoiler:

HQ - Swarmlord Being Painted
HQ - 2 Tyrant Guard - Boneswords and Lash Whips Being Painted
HQ - Hive Tyrant - Scything Talons, Bonesword and Lash Whip Painted
HQ - 2 Tyrant Guard - Scything Talons. Painted
HQ - Hive Tyrant - Scything Talons, Venom Cannon Being Painted 3rd ed
HQ - 2 Tyrant Guard - Boneswords and Lash Whips Being Painted
HQ - Hive Tyrant - 2 x Scything Talons Being Painted 3rd ed
HQ - Hive Tyrant - 2 x Twin Devourers, Wings Being Painted FW
HQ - Hive Tyrant - Scything Talons, Bonesword and Lash Whip, Wings Painted FW

HQ - Tervigon Being Painted

HQ - Tyranid Prime - Scything Talons, Twin Boneswords Painted
HQ - Tyranid Prime - Scything Talons, Bonesword and Lash Whip. Being Painted

HQ - Old One Eye Being Painted
HQ - Deathleaper Unassembled

ELITES - 2 Zoanthropes Painted 3rd ed
ELITES - 2 Zoanthropes Painted

ELITES - 2 Venomthropes Unassembled

ELITES - 2 Hive Guard Part Assembled

ELITES - 2 Lictors Being Painted
ELITES - 3 Lictors Being Painted 2nd ed

TROOPS - 20 Termagants - Fleshborers Painted 15/20
TROOPS - 20 Termagants - Fleshborers 10/20 Part Assembled
TROOPS - 20 Termagants - Spinefists Painted 15/20
TROOPS - 20 Termagants - Spinefists 10/20 Part Assembled
TROOPS - 20 Termagants - Devourers Being Painted

*9 Spare Termagants

TROOPS - 20 Hormagaunts Painted 14/20
TROOPS - 20 Hormagaunts Being Painted
TROOPS - 20 Hormagaunts Being Painted

*17 Spare Hormagaunts

TROOPS - 5 Warriors - Scything Talons, 5 Deathspitters, Venom Cannon Painted 4/5 (5/6)
TROOPS - 5 Warriors - Scything Talons, 5 Deathspitters, Venom Cannon Being Painted 5/6
TROOPS - 5 Warriors - Scything Talons, 5 Devourers, Barbed Strangler Being Painted 5/6
TROOPS - 5 Warriors - Scything Talons, Rending Claws Painted 2/5 (5/5)
TROOPS - 5 Warriors - Rending Claws, 4 Devourers, Barbed Strangler Unassembled - 2nd ed
TROOPS - 5 Warriors - Rending Claws, 4 Devourers, Venom Cannon Painted 1/5 (5/5) -2nd ed
TROOPS - 5 Warriors - Rending Claws, 4 Boneswords and Lash Whips, Barbed Strangler Unassembled -2nd ed
TROOPS - 3 Warriors - Scything Talons, Deathspitters Unassembled

TROOPS - 10 Genestealers Being Painted
TROOPS - 20 Genestealers - Scything Talons, Broodlord Painted 9/20
TROOPS - 20 Genestealers - Broodlord Being Painted
TROOPS - 20 Genestealers Unassembled
TROOPS - 15 Genestealers - Scything Talons Unassembled
TROOPS - 12 Genestealers Being Painted - 2nd ed Genestealers

TROOPS - 9 Ripper Swarms Being Painted
TROOPS - 9 Ripper Swarms Unassembled
TROOPS - 9 Ripper Swarms - Spinefists Unassembled 2nd ed

FAST ATTACK - 18 Gargoyles 14/18 Being Painted 3rd ed
FAST ATTACK - 18 Gargoyles Unassembled 3rd ed

FAST ATTACK - 7 Raveners - Scything Talons Being Painted 5/7 4th ed
FAST ATTACK - 7 Raveners - Rending Claws Painted 3/7 (5/7) 4th ed
FAST ATTACK - 7 Raveners - Rending Claws Being Painted 5/7 4th ed

FAST ATTACK - 3 Shrikes - Twin Boneswords, Scything Talons Being Painted

HEAVY SUPPORT - 3 Carnifexes - 2 x Scything Talons Painted 1/3
HEAVY SUPPORT - 3 Carnifexes - 2 x Twin Devourers Being Painted
HEAVY SUPPORT - 2 Carnifexes - Scything Talons, Crushing Claws 1/2 Painted
HEAVY SUPPORT - 2 Carnifexes - Scything Talons, Barbed Strangler Being Painted
HEAVY SUPPORT - 2 Carnifexes - Crushing Claws, Heavy Venom Cannon Being Painted
HEAVY SUPPORT - 2 Carnifexes - 2 x Scything Talons Unassembled 3rd ed

HEAVY SUPPORT - Trygon Painted FW
HEAVY SUPPORT - Trygon Being Painted FW

HEAVY SUPPORT - 2 Biovores Being Painted
HEAVY SUPPORT - 2 Biovores Being Painted 3rd ed
HEAVY SUPPORT - 3 Biovores Being Painted 2nd ed

ESCALATION

* Scythed Hierodule Painted
* Scythed Hierodule Being Painted
* Barbed Hierodule Being Painted



Means I have plenty of options to play with.

To come is an Exocrine a friend is buying me at the end of the month as an IOU (since I gave him a Soul Grinder for nothing lol)


Now only a CSM player. 
   
Made in it
Fresh-Faced New User




please i'm a noob tell me i this manouver is possible or breaks some rules:

i call massive deep strike...

at turn 2 1 lictors deepstrikes first
then you place a trygon prime armed with miasma cannon and you shoot with the 2 weapons (maybe on big ones to soften up)
then comes a mawloc with TFTD
then another one (maybe this is not needed due to the 6 inches)
then full unit of warriors or devilgants comes from the hole of the trigon (i thought of warriors due to the difficulty of placing 30 gants in a 6" radius)!
so that's it

the big question is can i use the pheromone trail rule right after i've deepstriked a non scattering lictor?

i've thought of this strategy watching some tau fights with them all clustered at the border if this works it could deal a MASSIVE damage.... let me know

This message was edited 2 times. Last update was at 2014/01/16 23:49:39


 
   
 
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