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![[Post New]](/s/i/i.gif) 2014/01/25 18:38:22
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Fixture of Dakka
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BTW, guys, here are a few games with my new Tyranids. I had problems against Tau but I think Bugs are on par with most of the other armies:
1750 LVO Practice - NEW Hive Fleet Pandora vs White Scars + Space Wolves
Warhammer 40K Video Bat Rep Tyranids vs Taudar JY2 vs. Reecius (Frontline Challenge Match videorep)
1750 LVO Practice - The NEW Hive Fleet Pandora vs Imperial Guards (In progress)
2000 SLOBBERKNOCKER! 9-Carnifex Tyranids vs Pure Mechdar (In progress)
Commander_Farsight wrote:Hey, jy2, is your next part in depth analysis (already done on Eldar and Necrons) going to be on Nids?
I've put any and all tacticas on hold. Been too busy playtesting the new Tyranids and also preparing for the Las Vegas Open.
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![[Post New]](/s/i/i.gif) 2014/01/25 18:43:28
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Adolescent Youth with Potential
Western Australia
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Terror from the Deep wrote:How about this list:
Dakka flyrant - 230
Dakka flyrant -230
1 x lictor
5 x genestealers with brood lord -130
5 x genestealers with brood lord -130
5 x genestealers with brood lord -130
5 x genestealers with brood lord -130
Mawloc
Mawloc
Mawloc
Deathleapers brood
1 x deathleaper
5 x lictor
Comes in at 1830. Anything the broodlords hit will be at -3 LD for pinning tests, precision mawloc strikes everywhere and everything starting on the board can be in combat turn 2
20 genestealers and 4x brood lords is easily destroyed and then you lose due to no scoring units.
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![[Post New]](/s/i/i.gif) 2014/01/25 19:07:01
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Dakka Veteran
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Still not sure how I feel about the Crone
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This message was edited 1 time. Last update was at 2014/01/27 04:34:59
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![[Post New]](/s/i/i.gif) 2014/01/25 20:15:54
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Been Around the Block
Bristol
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CrimsonFury wrote:Terror from the Deep wrote:How about this list:
Dakka flyrant - 230
Dakka flyrant -230
1 x lictor
5 x genestealers with brood lord -130
5 x genestealers with brood lord -130
5 x genestealers with brood lord -130
5 x genestealers with brood lord -130
Mawloc
Mawloc
Mawloc
Deathleapers brood
1 x deathleaper
5 x lictor
Comes in at 1830. Anything the broodlords hit will be at -3 LD for pinning tests, precision mawloc strikes everywhere and everything starting on the board can be in combat turn 2
20 genestealers and 4x brood lords is easily destroyed and then you lose due to no scoring units.
What army can easily destroy 4 infiltrating units when there are another 7 infiltrating units, all that can reach combat turn 2, 2 solid flyers and 3x2ap2 non scattering large blasts incoming from turn 2 onwards?
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![[Post New]](/s/i/i.gif) 2014/01/26 00:37:19
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Tough Tyrant Guard
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Those infiltrators can assault turn one actully as long as you go second. A 6" range makes that real easy.
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![[Post New]](/s/i/i.gif) 2014/01/26 01:56:33
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Tunneling Trygon
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Gloomfang wrote:Those infiltrators can assault turn one actully as long as you go second. A 6" range makes that real easy.
Read the rule again. They may infiltrate within 6" of an enemy model... Therefore may be placed somewhere between 6" and 1" away from an enemy! Yikes!
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![[Post New]](/s/i/i.gif) 2014/01/26 02:29:43
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Longtime Dakkanaut
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jifel wrote: Gloomfang wrote:Those infiltrators can assault turn one actully as long as you go second. A 6" range makes that real easy.
Read the rule again. They may infiltrate within 6" of an enemy model... Therefore may be placed somewhere between 6" and 1" away from an enemy! Yikes!
If that really is the exact wording, then - RAW - I'd have to agree
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![[Post New]](/s/i/i.gif) 2014/01/26 03:25:15
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Tunneling Trygon
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Clang wrote: jifel wrote: Gloomfang wrote:Those infiltrators can assault turn one actully as long as you go second. A 6" range makes that real easy.
Read the rule again. They may infiltrate within 6" of an enemy model... Therefore may be placed somewhere between 6" and 1" away from an enemy! Yikes!
If that really is the exact wording, then - RAW - I'd have to agree 
"Models from this formation that are deployed within a Building or Ruins using the Infiltrate special rule can be set up within 6"of an enemy model"
So yeah. Manufactorum Broods just made Genestealers scary again. Because tons of tables have Ruins on them nowadays!
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![[Post New]](/s/i/i.gif) 2014/01/26 06:45:34
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Rampaging Carnifex
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Finally can dust off the 'stealers... woo!
Lictors and Genestealers are going to be seeing some table time.
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![[Post New]](/s/i/i.gif) 2014/01/26 07:34:57
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Huge Hierodule
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So I played 2 test games using the lictor forest brood @1000 points. The first was vs khan white scars and 2nd vs taudar. Both times saw the enemy tabled. The lictors as 5-model broods hit like a truck when they get to combat, and I'm really growing on this codex. Forcing multiple units to make threats at the enemy, especially non-synapse creatures, really can give the opponent a handful of no-win scenarios.
Also - shrikes with LW/BS, and adrenals are awesome counter assault units if you can keep them hidden. Gargoyles can leave poison off of their upgrades bc they have it already w blinding acid. Giving them adrenal glands will add fleet, which is priceless.
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Been out of the game for awhile, trying to find time to get back into it. |
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![[Post New]](/s/i/i.gif) 2014/01/26 08:05:21
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Depraved Slaanesh Chaos Lord
Inside Yvraine
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jifel wrote: Gloomfang wrote:Those infiltrators can assault turn one actully as long as you go second. A 6" range makes that real easy.
Read the rule again. They may infiltrate within 6" of an enemy model... Therefore may be placed somewhere between 6" and 1" away from an enemy! Yikes!
That means that they may infiltrate up to, but no closer, than 6'' away from an enemy model.
The way you're interpreting the rule, it would ban you from infiltrating 7+'' inches away. That makes no sense.
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![[Post New]](/s/i/i.gif) 2014/01/26 09:15:49
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Sneaky Lictor
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I must be missing something.....
I keep seeing people say Rippers are decent out of synapse because they have Fearless.
Nothing in the "Feed" rules care about Fearless. Some of the other Instinctive Behavior tables do, but feed makes no mention of Fearless.
Rippers outside of Synapse will eat each other unless I'm mistaken?
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![[Post New]](/s/i/i.gif) 2014/01/26 09:59:35
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Shas'o Commanding the Hunter Kadre
Olympia, WA
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felixcat wrote:
Interesting approach Jancoren. Strikes from a lot of different angles. I'm not convinced that the Flyrant is at all durable in the list though. Losing Biomancy was a big deal - there is no way they last long these days.I have to say the list looks like a 40k Unorthodoxy one though. All the different elements of flexible deployment and surprise.
Yup, I do like to have options. Battlefields differ so MUCH. Having a lack of answers for any one thing is bad policy. So sometimes you gotta have a toolbag and go in with alertness and adaptability as your primary asset and sometimes a sledgehammer works. =)
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Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php |
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![[Post New]](/s/i/i.gif) 2014/01/26 11:37:42
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Tough Tyrant Guard
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BlaxicanX wrote: jifel wrote: Gloomfang wrote:Those infiltrators can assault turn one actully as long as you go second. A 6" range makes that real easy.
Read the rule again. They may infiltrate within 6" of an enemy model... Therefore may be placed somewhere between 6" and 1" away from an enemy! Yikes!
That means that they may infiltrate up to, but no closer, than 6'' away from an enemy model.
The way you're interpreting the rule, it would ban you from infiltrating 7+'' inches away. That makes no sense.
No.
You have permission to infiltrate outside of 18" while in line of site. Outside of 12" while out of line of site. Within 6" while in a ruin.
Read the wording for Termagant spawning from a Tervigon and disembarking. Within 6" means you measure from the target (In this case an enemy unit in/near a ruin), and place models so that they are no further. In addition, because it says the brood must infiltrate within 6", but not wholly within 6", you only need 1 model from the unit in that range, because if 1 model is within 6" you've satisfied having the brood within 6" (The word wholly is used anywhere they require the entire unit to be within this range, look at the wording for Torrent).
People are REALLY sleeping on the manufactorum genestealers dataslate. Free hit and run and the ability to infiltrate within 6" for no cost. You can easily go to ground and force the opponent to spend far more firepower than they should on killing these squads (And having them in 5 small squads means at a minimum it will take 5 units to kill them, barring target locks).
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![[Post New]](/s/i/i.gif) 2014/01/26 12:06:14
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Tea-Kettle of Blood
Adelaide, South Australia
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Steel-W0LF wrote:I must be missing something.....
I keep seeing people say Rippers are decent out of synapse because they have Fearless.
Nothing in the "Feed" rules care about Fearless. Some of the other Instinctive Behavior tables do, but feed makes no mention of Fearless.
Rippers outside of Synapse will eat each other unless I'm mistaken?
The idea is that they care less about Syanpse than non-Fearless models because they don't have to worry about morale and pinning tests.
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Ailaros wrote:You know what really bugs me? When my opponent, before they show up at the FLGS smears themselves in peanut butter and then makes blood sacrifices to Ashterai by slitting the throat of three male chickens and then smears the spatter pattern into the peanut butter to engrave sacred symbols into their chest and upper arms.
I have a peanut allergy. It's really inconsiderate.
"Long ago in a distant land, I, M'kar, the shape-shifting Master of Chaos, unleashed an unspeakable evil! But a foolish Grey Knight warrior wielding a magic sword stepped forth to oppose me. Before the final blow was struck, I tore open a portal in space and flung him into the Warp, where my evil is law! Now the fool seeks to return to real-space, and undo the evil that is Chaos!" |
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![[Post New]](/s/i/i.gif) 2014/01/26 14:32:04
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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The Hive Mind
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tetrisphreak wrote:So I played 2 test games using the lictor forest brood @1000 points. The first was vs khan white scars and 2nd vs taudar. Both times saw the enemy tabled. The lictors as 5-model broods hit like a truck when they get to combat, and I'm really growing on this codex. Forcing multiple units to make threats at the enemy, especially non-synapse creatures, really can give the opponent a handful of no-win scenarios.
I thought they were 5 1 model broods...
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My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals. |
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![[Post New]](/s/i/i.gif) 2014/01/26 14:53:00
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Tough Tyrant Guard
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Forest brood is 1 brood of 5.
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![[Post New]](/s/i/i.gif) 2014/01/26 16:04:14
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Neophyte undergoing Ritual of Detestation
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Either way if you don't go first, you still have to survive 1 round of shooting.
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“No one expects the Imperial Inquisition! Our chief weapon is surprise, fear and surprise; two chief weapons, fear, surprise, and ruthless efficiency! Er, among our chief weapons are: fear, surprise, ruthless efficiency, and near fanatical devotion to the God Emperor of Mankind! Um, I'll come in again...”
=][= Silent Guards =][= |
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![[Post New]](/s/i/i.gif) 2014/01/26 16:10:44
Subject: 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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Gatekeeper wrote:Either way if you don't go first, you still have to survive 1 round of shooting.
You're probably looking to go second...for the first turn charge.
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![[Post New]](/s/i/i.gif) 2014/01/26 16:19:06
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Huge Hierodule
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ductvader wrote:Gatekeeper wrote:Either way if you don't go first, you still have to survive 1 round of shooting.
You're probably looking to go second...for the first turn charge.
They need to have a flyrant ready to put them into synapse after the first round of shooting by the enemy. G2G for a 2+ then stand up and charge turn 2 (or bottom of 1)
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Been out of the game for awhile, trying to find time to get back into it. |
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![[Post New]](/s/i/i.gif) 2014/01/26 16:46:57
Subject: 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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120 bolter shots
5.5 serpentst shooting
This is what it takes to kill forest lictors...sure...tau can put the hurt on them...but that's really just one army...
Not saying it's a safe bet every game...but I think it's heartier than most players realize
Edit: quick math could be off a little...
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This message was edited 1 time. Last update was at 2014/01/26 16:47:28
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![[Post New]](/s/i/i.gif) 2014/01/26 18:09:25
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Longtime Dakkanaut
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The only issue I can see with Forest Lictors is the lack of forests seen on tables.
In my area at least. Automatically Appended Next Post: Traceoftoxin wrote: BlaxicanX wrote: jifel wrote: Gloomfang wrote:Those infiltrators can assault turn one actully as long as you go second. A 6" range makes that real easy.
Read the rule again. They may infiltrate within 6" of an enemy model... Therefore may be placed somewhere between 6" and 1" away from an enemy! Yikes!
That means that they may infiltrate up to, but no closer, than 6'' away from an enemy model.
The way you're interpreting the rule, it would ban you from infiltrating 7+'' inches away. That makes no sense.
No.
You have permission to infiltrate outside of 18" while in line of site. Outside of 12" while out of line of site. Within 6" while in a ruin.
Read the wording for Termagant spawning from a Tervigon and disembarking. Within 6" means you measure from the target (In this case an enemy unit in/near a ruin), and place models so that they are no further. In addition, because it says the brood must infiltrate within 6", but not wholly within 6", you only need 1 model from the unit in that range, because if 1 model is within 6" you've satisfied having the brood within 6" (The word wholly is used anywhere they require the entire unit to be within this range, look at the wording for Torrent).
People are REALLY sleeping on the manufactorum genestealers dataslate. Free hit and run and the ability to infiltrate within 6" for no cost. You can easily go to ground and force the opponent to spend far more firepower than they should on killing these squads (And having them in 5 small squads means at a minimum it will take 5 units to kill them, barring target locks).
It also says 'CAN setup within 6" '. It doesn't say, MUST, so you can either use the new rules to infiltrate or the standard rules.
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This message was edited 1 time. Last update was at 2014/01/26 18:13:47
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![[Post New]](/s/i/i.gif) 2014/01/26 18:14:17
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Regular Dakkanaut
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The main thing is... need to ensure there's "forests" around-_-
Anyway, been playing around a lot but all my list have a brood of 2 dakkafexes, and they have been the most consistent unit I have. They usually earn back up to nearly twice their points in every game for me. The fexes can handle most things on the board, including air and still remain a very potent melee force.
I'm deeply considering running 2 sets of 2 dakkafexes as a staple. I can't decide next if I should include Biovores or a Mawloc for the third slot.
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for the emperor |
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![[Post New]](/s/i/i.gif) 2014/01/26 18:18:08
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Tough Tyrant Guard
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Steel-W0LF wrote:I must be missing something.....
I keep seeing people say Rippers are decent out of synapse because they have Fearless.
Nothing in the "Feed" rules care about Fearless. Some of the other Instinctive Behavior tables do, but feed makes no mention of Fearless.
Rippers outside of Synapse will eat each other unless I'm mistaken?
They are decent out of synapse because if they fail a Feed test it doesn't wipe out half your unit (hormagaunts). Mindless was a much worse version of Feed and they don't have that.
The fearless helps because it means they can still tarpit outside synapse. Other gaunts will break and run outside of synapse now.
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![[Post New]](/s/i/i.gif) 2014/01/26 18:40:22
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Tunneling Trygon
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Plus, around here Ruins are popping up all over. Scarcity of Forests mean I don't think the Lictor Forest Brood is worth it just for the infiltrate. But, it's free and you can take 5 Freaking Lictors at once!
Those Manufactorum 'Stealers are just begging to be brought however. After Tau came out, every other army began complaining about Terrain. Every store and TO around here responded by building Ruins. Lots and lot of Ruins.
And saying that within doesn't mean within is illogical. It's awkwardly written compared to other types of Infiltrate, but the words themselves are clear. They may pop up within 6" of an enemy if they are Infiltrated in a Ruin. So basically, your opponent can't deploy in or near Ruins. That's HUGE for neutering cover saves, or even objective placement.
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This message was edited 1 time. Last update was at 2014/01/26 18:41:55
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![[Post New]](/s/i/i.gif) 2014/01/26 21:52:54
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Foxy Wildborne
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jifel wrote:
And saying that within doesn't mean within is illogical. It's awkwardly written compared to other types of Infiltrate, but the words themselves are clear. They may pop up within 6" of an enemy if they are Infiltrated in a Ruin. So basically, your opponent can't deploy in or near Ruins. That's HUGE for neutering cover saves, or even objective placement.
Or he can juts deploy in ruins and you have no room to place your Stealers?
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The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. |
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![[Post New]](/s/i/i.gif) 2014/01/26 22:33:54
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Tough Tyrant Guard
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Eldercaveman wrote:It also says 'CAN setup within 6" '. It doesn't say, MUST, so you can either use the new rules to infiltrate or the standard rules.
Which is exactly what I said.
If your opponent fills up every Ruin he deploys within 6" of, he's done half the work of bottling himself up and not forcing you to spread out your forces (One of Tyranids biggest weaknesses) which is a massive benefit to you. You've still got 5 scoring units that can infiltrate as normal (And much easier if he's that bottled up), can outflank, can walk on from your own table edge, etc.
Genestealers in cover have an effective 3+ save the first round of shooting ( GTG->Fearless), 5 of them is pretty easy to kill, 25 across 5 units is not. In addition, if you go first, while you can't assault, you can use them to severely limit your opponent's movement and force your opponent to choose between killing the stealers and any other fast moving threats you have.
In this day and age where even at tournaments most boards have at least 3 large ruins terrain pieces, this is a fairly strong formation.
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![[Post New]](/s/i/i.gif) 2014/01/26 23:07:16
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Dakka Veteran
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I think that between Mawlocs and this dataslate... the only thing getting accomplished will be Grey Knights popping up as allies more often.
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![[Post New]](/s/i/i.gif) 2014/01/26 23:26:51
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Huge Hierodule
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omerakk wrote:I think that between Mawlocs and this dataslate... the only thing getting accomplished will be Grey Knights popping up as allies more often.
Servo skulls in any inquisition detachment will render this tactic obsolete. Just something to be aware of.
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Been out of the game for awhile, trying to find time to get back into it. |
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![[Post New]](/s/i/i.gif) 2014/01/26 23:58:23
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Sneaky Lictor
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Gloomfang wrote: Steel-W0LF wrote:I must be missing something.....
I keep seeing people say Rippers are decent out of synapse because they have Fearless.
Nothing in the "Feed" rules care about Fearless. Some of the other Instinctive Behavior tables do, but feed makes no mention of Fearless.
Rippers outside of Synapse will eat each other unless I'm mistaken?
They are decent out of synapse because if they fail a Feed test it doesn't wipe out half your unit (hormagaunts). Mindless was a much worse version of Feed and they don't have that.
The fearless helps because it means they can still tarpit outside synapse. Other gaunts will break and run outside of synapse now.
Feed out of Synapse means 50% of the time they attack themselves.... they do the same thing Hormagaunts do... kill each other.
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