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2014/01/17 15:54:55
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
Good catch...but I'd swap that and outflank them...10Fleshborers, and 20 Devourers should kill reliably kill 11-12 Fire Warriors when they come in...which is a pretty good loadout without being overkill and wasting points.
I can see that working, if you are outflanking you are gonna take less fire on the way so you can afford more killers and less meat shield.
My guys will be scuttling round the Tyrant so are gonna catch more grief on the way into range.
An assault Prime is an expensive way to keep them in line, are you planning on running a Flyrant? He could always swoop over and cover them if need be and then you haven't spent more points on the unit.
But an assault prime also forces counterassault units to back off, and has 30 ablative wounds on his way in to wrecking some face.
My Prime is (LW/BS, Scytals, Toxin Sacs) though I am considering losing the Toxin and taking the Miasma Cannon to keep in tone with the Termagants.
I've thought the same thing. With the loss of spore pods our deep striking devilgant squads are no more, but Hive Commander outflanking a unit is still very effective and half the cost of an old Spod. It IS legal to outflank an assault prime with the brood if you wish - the troop unit gains outflank, and is held in reserve. the IC joins them in reserve, and has outflank conferred upon him by the unit - then they all outflank together.
Alternatively you can do it with 2 units in one list if you take 2 Hive Commander tyrants. Just make sure to give one the Norn Crown/Dominion/Wings so he can extend his synapse to the broods when they come on, otherwise you'll get 1 shooting phase with them and then they'll fall apart. Deep Striking or advancing through cover Shrikes can help keep the forward units in check as well.
Overall our new way of playing the nid codex is going to be protecting our synapse creatures while we send the expendable masses and monstrous creatures to do the rest of the work - just like in the fluff.
Been out of the game for awhile, trying to find time to get back into it.
2014/01/17 16:03:34
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
Sandokann wrote: After some testing at home I have some ideas to share:
3 Harpys are cheaper than 3 Dakkafexes, 3 Maulocs are also cheaper than 3 Dakkafexes, spawn the same kind of force is always the way to go.... vehicles, infantery, flyers... MCs !!!
Basically 10 MC, 5 of them FMC, 60 gaunts, 4 Synapse nodes and nothing that really need it You reserve the 3 Maulocs and sometimes 1 of the Tervigons. Comm Array make the magic for you.
That makes 53 wounds of MCs witch we all know is pretty hard to down specially when they are pressing you hard.
"Maximun Threat Overload" I like the name, this is my view as an old hardass with grey hair in my balls of the most competitive list we can do atm.
Criticism please.
Nicely done! I really like it.
What do you think about this, if going with Carnifexes. The below list is for 1850, not 2K like the above, though.
Hive Tyrant, Wings, 2 x TL Brainleech Devourers - 230
Hive Tyrant, Wings, 2 x TL Brainleech Devourers - 230
Tervigon - 195
30 Termagaunts - 120
Zoanthrope - 50
Zoanthrope - 50
Venomthrope - 45
20 Gargoyles - 120
3 Spore Mines - 15
2 Carnifexes, each with 2 x TL Brainleech Devourers - 300
2 Carnifexes, each with 2 X TL Brainleech Devourers - 300
3 Biovores - 120
Bastion - 75
Total - 1850
Not sure what to do with the extra 15 points other than get a set of spore mines, and hope to land them near some that the Biovores generate. Wish I could fit in a small 40-point unit of gaunts, but even with dropping the spore mines I'd be 25 short... and it doesn't seem worth it to drop 5 gargoyles.
2014/01/17 17:32:34
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
After some testing at home I have some ideas to share:
3 Harpys are cheaper than 3 Dakkafexes, 3 Maulocs are also cheaper than 3 Dakkafexes, spawn the same kind of force is always the way to go.... vehicles, infantery, flyers... MCs !!!
Basically 10 MC, 5 of them FMC, 60 gaunts, 4 Synapse nodes and nothing that really need it You reserve the 3 Maulocs and sometimes 1 of the Tervigons. Comm Array make the magic for you.
That makes 53 wounds of MCs witch we all know is pretty hard to down specially when they are pressing you hard.
"Maximun Threat Overload" I like the name, this is my view as an old hardass with grey hair in my balls of the most competitive list we can do atm.
Criticism please.
Nicely done! I really like it.
What do you think about this, if going with Carnifexes. The below list is for 1850, not 2K like the above, though.
Spoiler:
Hive Tyrant, Wings, 2 x TL Brainleech Devourers - 230
Hive Tyrant, Wings, 2 x TL Brainleech Devourers - 230
Tervigon - 195
30 Termagaunts - 120
Zoanthrope - 50
Zoanthrope - 50
Venomthrope - 45
20 Gargoyles - 120
3 Spore Mines - 15
2 Carnifexes, each with 2 x TL Brainleech Devourers - 300
2 Carnifexes, each with 2 X TL Brainleech Devourers - 300
3 Biovores - 120
Bastion - 75
Total - 1850
Not sure what to do with the extra 15 points other than get a set of spore mines, and hope to land them near some that the Biovores generate. Wish I could fit in a small 40-point unit of gaunts, but even with dropping the spore mines I'd be 25 short... and it doesn't seem worth it to drop 5 gargoyles.
Man I really like the list. I've got my own variation. What do you think?
2 Carnifexes, each with 2 x TL Brainleech Devourers, one with regeneration- 330
2 Carnifexes, each with 2 X TL Brainleech Devourers, one with regeneration - 330
2 Biovores - 120
Bastion - 75
Total - 1850
Major differences being that I'll have to use the gant unit to screen the carnifexen instead of gargoyles, but I can outflank the Tervigon who can be threatening to armor due to crushing claws....
In my mind, I can also use the genestealers to provide a screen for the carnifexen if I'm hard pressed to find an ideal spot to infiltrate them.
This message was edited 2 times. Last update was at 2014/01/18 00:06:50
2014/01/17 23:09:40
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
I used thst exact list over on vassal a few days ago vs a ovessa star, it was sheer overload as you said but in that particular game he left his skyfire broadsides out in exchange of the aa tank, that tank got 1 of my venom cannon harpies before being shot in the arse by my flyrants and it died, the star went down through the efforts of a single tyrant with ancient horror, I think that upgrade is a must now as space marines are no longer the standard in my meta and 3d6 fear I have found very useful so far.
2014/01/17 17:39:19
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
2 Carnifexes, each with 2 x TL Brainleech Devourers, one with regeneration- 330
2 Carnifexes, each with 2 X TL Brainleech Devourers, one with regeneration - 330
2 Biovores - 120
Bastion - 75
Total - 1850
Major differences being that I'll have to use the gant unit to screen the carnifexen instead of gargoyles, but I can outflank the Tervigon who can be threatening to armor due to crushing claws....
In my mind, I can also use the genestealers to provide a screen for the carnifexen if I'm hard pressed to find an ideal spot to infiltrate them.
I think you messed up your quote tags, roxor
But I like your variation quite a bit . I will be very interested to see how Genestealers + Broodlord work out... sounds like they could do well in some matchups.
2014/01/17 17:56:55
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
I've played three games so far this week and modified my list each time. So far I've learned:
Having a stranglethorn cannon on fexes and my Flyrant is a good thing. Doing damage early and mitigating at least one squad of shooting via pinning is very helpful, especially if Flyrant rolled the Horror. I'm also trying out one of the Fex's with a venom cannon
for cautionary antitank threat, and even Cluster spines on a Tervigon. Pie plates that can slightly mitigate infantry, keep heads down, and start killing turn one instead of having to march forward. Also Im flying the Flyrant further back turns 1 and 2 and this keeps him shooting.
Gargoyles are more cost effective just running them virgin. All of them can still poison on 6's and the blinding tests have to eventually fail, ensuring that they are effective tarpitters. I've just been sprinting them towards whatever I need to keep from shooting while my Fex's move up the field.
Tervigon may actually be the best troop choice despite her bloated cost. Running Termagants has been too unreliable, players are smart and they are gunning down their chaperons (Zoanthropes) and I still just cant justify Warriors, even with Venomthrope protection. I wanted to write her off, but I may still need her.
Backfield disruption via Mawloc and Trygon (And even crone) are almost necessary now in my opinion, because I cant have that firepower coming downrange,
Thoughts?
This is my list thats been 'refined' so far:
2000pts
Flyrant: Regen, Hive Commander, Stranglethorn and Devourer
ok guys im really confused... how our Biovors good now? i see so many people talking amazing stuff about them... mine did nothing at all.. took a squad of three.. and the 2 rounds of fireing i had with them they hit first plate, missed the second 2 plates... first wounds didnt do anything... second round of shooting all three plates hit dead on, didnt do anything but killed a T4 battlesuite... i figure these guys are infantry killers but i just dont see them doing anything useful playing a taudar list. I tried play testing with my buddy who was taudar list, and i use to kill him every game with 5th ed book, and he was running tourny lists. Well now my army was reduced to nothing by the beginning of turn 3.... duel wraithknights naked, can remove 2 MCs a turn... >_< stupid 6s... fliers feel like they are useless accept the hive tyrant. Warriors are great little synapis anchors, trannofex was killed turn 1 never got a chance to move. genestealers with lord couldnt pin the riptide. exos where cool, but dont have alot of punch.
I must be playing biovores wrong cause they to me feel like the most useless unit i have. hated them in 5th, not happy with them in 4th.
very frustrating to have no real effective way to sit down 2 wraithknights and a riptide.... deathleaper was fun but doesnt feel worth the points granted my friend ignored it the turn it arrived and shoot everything else then when nothing left to shoot he emptyed his army into it and couldnt kill it shoot so charged it with 3 squads of guardians and killed it. This is my first playtest with the codex, tried some new stuff, couldnt put any synergy together... so gonna try a more small model based game tomorrow (playtesting at a tourny this should be interesting >_<
Iechine- Awesome, for some reason I hadn't considered Stranglethorn + Devourers on the Fexes and Flyrants. Very interesting!
stormoffires- I think the second two templates should just be placed touching the first if the first hits, so on your first round of shooting you could've hit things with all 3 I would've thought.
2017/10/17 18:36:53
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
stormoffires wrote: ok guys im really confused... how our Biovors good now? i see so many people talking amazing stuff about them... mine did nothing at all.. took a squad of three.. and the 2 rounds of fireing i had with them they hit first plate, missed the second 2 plates... first wounds didnt do anything... second round of shooting all three plates hit dead on, didnt do anything but killed a T4 battlesuite... i figure these guys are infantry killers but i just dont see them doing anything useful playing a taudar list. I tried play testing with my buddy who was taudar list, and i use to kill him every game with 5th ed book, and he was running tourny lists. Well now my army was reduced to nothing by the beginning of turn 3.... duel wraithknights naked, can remove 2 MCs a turn... >_< stupid 6s... fliers feel like they are useless accept the hive tyrant. Warriors are great little synapis anchors, trannofex was killed turn 1 never got a chance to move. genestealers with lord couldnt pin the riptide. exos where cool, but dont have alot of punch.
I must be playing biovores wrong cause they to me feel like the most useless unit i have. hated them in 5th, not happy with them in 4th.
very frustrating to have no real effective way to sit down 2 wraithknights and a riptide.... deathleaper was fun but doesnt feel worth the points granted my friend ignored it the turn it arrived and shoot everything else then when nothing left to shoot he emptyed his army into it and couldnt kill it shoot so charged it with 3 squads of guardians and killed it. This is my first playtest with the codex, tried some new stuff, couldnt put any synergy together... so gonna try a more small model based game tomorrow (playtesting at a tourny this should be interesting >_<
Explain how you believe the barrage rules work, how you usually play them?
stormoffires- I think the second two templates should just be placed touching the first if the first hits, so on your first round of shooting you could've hit things with all 3 I would've thought.
this is how i used them. first scatteres according to dice, second and third go off of the template edge to edge. OO <- like so
I've been reading this topic closely; haven't play a game since the new dex came out. Bought the collectors :p and working on three crones.
Magnetizing the third so it'll be a crone / harpy.
Still having a hard time thinking of a build. I need one around 1500 and 2000. One needs to use the swarmlord.
So I just have a few questions.
1) Trygon Prime. Haven't seen him talked about much. Trygon tunnels aside, Miasmia Cannon + bio containment + synapse worth the points?
2) Mawloc good enough to run one of? Or is a second necessary?
3) Biovores or Exocrines? Got 3 Bios, but I'm a huge fan of MCs. Is one vastly superior to the other?
4) Carnifex. Wouldn't run outside a 3 man brood. I assume Dakkafex is the build. Cannons have any place on him?
5) Never owned a single venomthrope. How important would they be for my first game? Should I run two?
2014/01/17 18:57:24
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
Megamanrocks wrote: I've been reading this topic closely; haven't play a game since the new dex came out. Bought the collectors :p and working on three crones.
Magnetizing the third so it'll be a crone / harpy.
Still having a hard time thinking of a build. I need one around 1500 and 2000. One needs to use the swarmlord.
So I just have a few questions.
1) Trygon Prime. Haven't seen him talked about much. Trygon tunnels aside, Miasmia Cannon + bio containment + synapse worth the points?
2) Mawloc good enough to run one of? Or is a second necessary?
3) Biovores or Exocrines? Got 3 Bios, but I'm a huge fan of MCs. Is one vastly superior to the other?
4) Carnifex. Wouldn't run outside a 3 man brood. I assume Dakkafex is the build. Cannons have any place on him?
5) Never owned a single venomthrope. How important would they be for my first game? Should I run two?
personally Trygon prime to point cost, is not effective anymore.
mawlocs awesome, 2 if you can do it.
biovores/exo.. still scratching my head
carnifexs, always awesome, buuuut trannofex is better for walking across and taking wounds plus torrent flammer (personally speaking and this is what looks good on paper/mathhammer, game play is another story)
Venos loved them in my game.. +2 to your coversave...... so in ruins you have a 2+ cover save.. jinks can be a 3+... intervene model, 3+ :-p (you can hide almost any MC behind a warrior
Megamanrocks wrote: I've been reading this topic closely; haven't play a game since the new dex came out. Bought the collectors :p and working on three crones.
Magnetizing the third so it'll be a crone / harpy.
Still having a hard time thinking of a build. I need one around 1500 and 2000. One needs to use the swarmlord.
So I just have a few questions.
1) Trygon Prime. Haven't seen him talked about much. Trygon tunnels aside, Miasmia Cannon + bio containment + synapse worth the points?
2) Mawloc good enough to run one of? Or is a second necessary?
3) Biovores or Exocrines? Got 3 Bios, but I'm a huge fan of MCs. Is one vastly superior to the other?
4) Carnifex. Wouldn't run outside a 3 man brood. I assume Dakkafex is the build. Cannons have any place on him?
5) Never owned a single venomthrope. How important would they be for my first game? Should I run two?
personally Trygon prime to point cost, is not effective anymore.
mawlocs awesome, 2 if you can do it.
biovores/exo.. still scratching my head
carnifexs, always awesome, buuuut trannofex is better for walking across and taking wounds plus torrent flammer (personally speaking and this is what looks good on paper/mathhammer, game play is another story)
Venos loved them in my game.. +2 to your coversave...... so in ruins you have a 2+ cover save.. jinks can be a 3+... intervene model, 3+ :-p (you can hide almost any MC behind a warrior
Shame. Prime was always my go-to for heavy support.
Mawloc looks great. Without pheromone trail from Lictors, seems like a big gamble though. Couldn't imagine running them without it.
Yea I'm thinking the same on Bio / Exo. Since the mines can't do str 10 yet, I think the faq update will pick the winner here.
On that same coin, an faq update is the reason I'm not running out to buy fortifications. I'm fairly certain we'll lose them again.
I do have a tyrannofex; glued him with the rupture cannon. I suppose a quick cut job could switch him to the flamer.
Yea, I'll do a venomthrope. Probably 3 hive guard. Now to fill the last elite slot.
2014/01/17 19:31:07
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
stormoffires- I think the second two templates should just be placed touching the first if the first hits, so on your first round of shooting you could've hit things with all 3 I would've thought.
this is how i used them. first scatteres according to dice, second and third go off of the template edge to edge. OO <- like so
However, don't forget that if you roll a hit with blast 2 or 3 they can be placed anywhere touching the previous markers, even overlapping. there's alot of bonuses with Biovores and Barrage weapons in general. There's the ability to get behind cover so your opponent doesn't get cover saves. There's Barrage sniping (especially vs non-character, special weapon models). Biovores are also very cheap. Finally the spores they make if they don't hit it would seem have the ability to charge the turn they are placed (since they aren't deep striking) (this may be clarified with an FAQ) giving you possibly a stronger blast or causing a wasted overwatch.
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0001/01/17 19:44:29
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
I had my first game with the new nids last night. Was a very good, very close game, that ended in a draw. Played against a MC heavy Slannesh Daemon army. Four flying Daemon Princes, Keeper of Secrets, Grimoire, Porta, a billion gifts and psychic powers, Daemonettes, and a huge Seeker horde.
I ran a non-optimal list, most likely, cause I wanted to try out some units. Tyrannofex was a beast. I kept him on the move as a threat to the scoring Daemonettes which he melted dozens. Gargoyles were an excellent tarpit. Hormagants were also an excellent tarpit. They are fast now, and can get into combat quite quickly - keep them cheap for a fast tarpit. Tervigon did a lot of heavy lifting with her Dessicator Larvae swarm. But the MVP was Swarmlord. I had so many fast units on the table to tie up the Daemons that Swarmlord could pick and choose from the smorgasbord of combats he could win. I didn't bring any anti-air, but that didn't matter as the Daemon Princes were forced to land and deal with me in assault to prevent me claiming objectives.
stormoffires- I think the second two templates should just be placed touching the first if the first hits, so on your first round of shooting you could've hit things with all 3 I would've thought.
this is how i used them. first scatteres according to dice, second and third go off of the template edge to edge. OO <- like so
However, don't forget that if you roll a hit with blast 2 or 3 they can be placed anywhere touching the previous markers, even overlapping. there's alot of bonuses with Biovores and Barrage weapons in general. There's the ability to get behind cover so your opponent doesn't get cover saves. There's Barrage sniping (especially vs non-character, special weapon models). Biovores are also very cheap. Finally the spores they make if they don't hit it would seem have the ability to charge the turn they are placed (since they aren't deep striking) (this may be clarified with an FAQ) giving you possibly a stronger blast or causing a wasted overwatch.
if you read my first post about the biovores, you would notice the second fire all three templates hit direct, so they where placed ontop of one another for max impact killing 1 battlesuite. Also you only get to place spores if the first template misses completely, and a large blast can be hard to miss a whole group when scattering 2D6 (you need over 7 inch to clear the group usally) and even then if you scatter say 10inch, you best hope your spores are within six inches of the enemy as their max charge range is 6in. sure you can snipe with that 36 range, but thats also a lost hvy slot, to troop killers only. Where the exo pieplate is waaay more effective and can choose to shoot 6 st7 ap2 shots instead. for close to the same cost as a squad of biovores. Heck a single mawloc can hit twice with str 6 ap2 large blast, and be just as reliable as the biovores... I dont see biovores making it to the tourny tables without an FAQ to spore mines.
RiTides wrote: But since you didn't overlap the second and third templates on your first round of shooting, you could have done more damage that way, right?
first pie plate on the first shot, scattred a few niches only catching 2 models... second template the scatter die through it on the wrong side missing, third time the die through the final pie plate in a direction that caught nothing as well.
^this is my biggest gripe with barrage really, is the fact that other templates can miss completely even tho your first caught say a single model on an edge making your odds of hitting with the last 2 templates very low.
This message was edited 1 time. Last update was at 2014/01/17 20:14:00
stormoffires- I think the second two templates should just be placed touching the first if the first hits, so on your first round of shooting you could've hit things with all 3 I would've thought.
this is how i used them. first scatteres according to dice, second and third go off of the template edge to edge. OO <- like so
However, don't forget that if you roll a hit with blast 2 or 3 they can be placed anywhere touching the previous markers, even overlapping. there's alot of bonuses with Biovores and Barrage weapons in general. There's the ability to get behind cover so your opponent doesn't get cover saves. There's Barrage sniping (especially vs non-character, special weapon models). Biovores are also very cheap. Finally the spores they make if they don't hit it would seem have the ability to charge the turn they are placed (since they aren't deep striking) (this may be clarified with an FAQ) giving you possibly a stronger blast or causing a wasted overwatch.
if you read my first post about the biovores, you would notice the second fire all three templates hit direct, so they where placed ontop of one another for max impact killing 1 battlesuite. Also you only get to place spores if the first template misses completely, and a large blast can be hard to miss a whole group when scattering 2D6 (you need over 7 inch to clear the group usally) and even then if you scatter say 10inch, you best hope your spores are within six inches of the enemy as their max charge range is 6in. sure you can snipe with that 36 range, but thats also a lost hvy slot, to troop killers only. Where the exo pieplate is waaay more effective and can choose to shoot 6 st7 ap2 shots instead. for close to the same cost as a squad of biovores. Heck a single mawloc can hit twice with str 6 ap2 large blast, and be just as reliable as the biovores... I dont see biovores making it to the tourny tables without an FAQ to spore mines.
I think they have their merits, but our Heavy slot is packed with alot of good choices, so it's very hard to decide.
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2014/01/17 21:00:38
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
What is the opinion on carnifexes with heavy venom cannons? I haven't tried them yet but they seem viable as a way to strip hull points from av13 tanks at a distance. Some of my opponents like to back against the wall with 48" range weapons while I have to walk over to them. Flyrants help but only if I get to the sides or rear.
Canifex Quote: I love Rhinos. They are crunchy on the outside, and soft and chewy on the inside.
- 3300 painted
2014/01/17 21:20:05
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
The biovore thing is cause they cause pinning and can just camp out of LOS. They've never really failed me, i'm just wanting my heavy slots back!
Too good not to take imo.
So i guess everyone has settled for 'thropes in Elites then. I don't own any Venoms so am gonna try 3x2 Zoanies. 3 out of 6 psychic rolls, gotta get summit good I hope!
0031/05/15 22:33:15
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
shamroll wrote: What is the opinion on carnifexes with heavy venom cannons? I haven't tried them yet but they seem viable as a way to strip hull points from av13 tanks at a distance. Some of my opponents like to back against the wall with 48" range weapons while I have to walk over to them. Flyrants help but only if I get to the sides or rear.
Unless you are running multiples it is nit very reliable.
2014/01/17 22:41:32
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
shamroll wrote: What is the opinion on carnifexes with heavy venom cannons? I haven't tried them yet but they seem viable as a way to strip hull points from av13 tanks at a distance. Some of my opponents like to back against the wall with 48" range weapons while I have to walk over to them. Flyrants help but only if I get to the sides or rear.
Unless you are running multiples it is nit very reliable.
I was planning on a brood of 3 with heavy venom cannons. Blast away while I move up into charge range.
Canifex Quote: I love Rhinos. They are crunchy on the outside, and soft and chewy on the inside.
- 3300 painted
2014/01/17 23:01:03
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
shamroll wrote: What is the opinion on carnifexes with heavy venom cannons? I haven't tried them yet but they seem viable as a way to strip hull points from av13 tanks at a distance. Some of my opponents like to back against the wall with 48" range weapons while I have to walk over to them. Flyrants help but only if I get to the sides or rear.
Unless you are running multiples it is nit very reliable.
I was planning on a brood of 3 with heavy venom cannons. Blast away while I move up into charge range.
That's 60 points though. That's a lot of points. It's useful, but I'd rather spend that 60 points on, say, a Zoanthrope, or on some more useful upgrades for my Fexes. Adrenal Glands' Furious Charge (ID T5 anyone?) and Fleet is extremely useful and I think you would get more ranged mileage out of two TLDevs.
stormoffires- I think the second two templates should just be placed touching the first if the first hits, so on your first round of shooting you could've hit things with all 3 I would've thought.
this is how i used them. first scatteres according to dice, second and third go off of the template edge to edge. OO <- like so
However, don't forget that if you roll a hit with blast 2 or 3 they can be placed anywhere touching the previous markers, even overlapping. there's alot of bonuses with Biovores and Barrage weapons in general. There's the ability to get behind cover so your opponent doesn't get cover saves. There's Barrage sniping (especially vs non-character, special weapon models). Biovores are also very cheap. Finally the spores they make if they don't hit it would seem have the ability to charge the turn they are placed (since they aren't deep striking) (this may be clarified with an FAQ) giving you possibly a stronger blast or causing a wasted overwatch.
if you read my first post about the biovores, you would notice the second fire all three templates hit direct, so they where placed ontop of one another for max impact killing 1 battlesuite. Also you only get to place spores if the first template misses completely, and a large blast can be hard to miss a whole group when scattering 2D6 (you need over 7 inch to clear the group usally) and even then if you scatter say 10inch, you best hope your spores are within six inches of the enemy as their max charge range is 6in. sure you can snipe with that 36 range, but thats also a lost hvy slot, to troop killers only. Where the exo pieplate is waaay more effective and can choose to shoot 6 st7 ap2 shots instead. for close to the same cost as a squad of biovores. Heck a single mawloc can hit twice with str 6 ap2 large blast, and be just as reliable as the biovores... I dont see biovores making it to the tourny tables without an FAQ to spore mines.
O.o What?
3 Biovores is cheaper than a Mawloc/Exocrine and can stay out of site. Plus, Barrage sniping. Sure maybe not many spores get placed but that's better than every other gun that just misses. They are much better vs Infantry than either, and more reliable, plus more durable. Exocrines have their place and are useful, but 3 Biovores is an auto-take in my book.
2014/01/18 00:09:48
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
2 Carnifexes, each with 2 x TL Brainleech Devourers, one with regeneration- 330
2 Carnifexes, each with 2 X TL Brainleech Devourers, one with regeneration - 330
2 Biovores - 120
Bastion - 75
Total - 1850
Major differences being that I'll have to use the gant unit to screen the carnifexen instead of gargoyles, but I can outflank the Tervigon who can be threatening to armor due to crushing claws....
In my mind, I can also use the genestealers to provide a screen for the carnifexen if I'm hard pressed to find an ideal spot to infiltrate them.
I think you messed up your quote tags, roxor
But I like your variation quite a bit . I will be very interested to see how Genestealers + Broodlord work out... sounds like they could do well in some matchups.
There we go, fixed the tags ;-)
I think I like the addition of the genestealers, because you get the guaranteed "the horror", you get deployment options (infiltrate/outflank) and they aren't necessarily pushovers in combat either. Lastly, their scoring!! So they've got to be dealt with!!!!
2014/01/18 00:18:52
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
Megamanrocks wrote: I've been reading this topic closely; haven't play a game since the new dex came out. Bought the collectors :p and working on three crones.
Magnetizing the third so it'll be a crone / harpy.
Still having a hard time thinking of a build. I need one around 1500 and 2000. One needs to use the swarmlord.
So I just have a few questions.
1) Trygon Prime. Haven't seen him talked about much. Trygon tunnels aside, Miasmia Cannon + bio containment + synapse worth the points?
2) Mawloc good enough to run one of? Or is a second necessary?
3) Biovores or Exocrines? Got 3 Bios, but I'm a huge fan of MCs. Is one vastly superior to the other?
4) Carnifex. Wouldn't run outside a 3 man brood. I assume Dakkafex is the build. Cannons have any place on him?
5) Never owned a single venomthrope. How important would they be for my first game? Should I run two?
can you show what are you doing to magnetize the crone?
things on the back aren't good to be magnetized the only things i think are easy to do are the head and the shooting arms and maybe tac to fix the tentaclids on their anchor points...