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![[Post New]](/s/i/i.gif) 2014/02/02 18:12:58
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Fresh-Faced New User
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jy2 wrote:
Combat shrikes could work, though I much prefer raveners instead because they're better fighters with more attacks and they don't care about terrain. But if I ran combat shrikes, I'd just give them rending claws and that's it.
overall a very thoughtful post and thanks!
however I don't understand why you prefer raveners - they've got one higher initiative and armour save but they don't have more attacks (you can swap the shrike's devourers for scything talons at no cost) and they don't give synapse, cant take adrenal glands/toxin sacs/flesh hooks. Flesh hooks, fleet and synapse win that one for me.
I admit the red terror is quite cool but it doubles the cost of a basic unit
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![[Post New]](/s/i/i.gif) 2014/02/02 18:18:39
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Fixture of Dakka
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What, they actually have a better save than shrikes? Don't have my codex with me, but I've been playing them with 5+ saves.
As for the devourers, I'd rather keep them. Shooting is an advantage of shrikes over raveners. Raveners have to pay for their shooting.
As for all the other upgrades, now you're making the shrikes much too bloated. My philosophy is just to keep them as cheap as posssible and instead, take more of them.
In any case, this is going to boil down more to self-preference more than anything else. Both have their strengths and both are usable. It's just more which do you like better.
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This message was edited 2 times. Last update was at 2014/02/02 18:20:04
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![[Post New]](/s/i/i.gif) 2014/02/02 18:32:03
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Fresh-Faced New User
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jy2 wrote:What, they actually have a better save than shrikes? Don't have my codex with me, but I've been playing them with 5+ saves.
As for the devourers, I'd rather keep them. Shooting is an advantage of shrikes over raveners. Raveners have to pay for their shooting.
As for all the other upgrades, now you're making the shrikes much too bloated. My philosophy is just to keep them as cheap as posssible and instead, take more of them.
In any case, this is going to boil down more to self-preference more than anything else. Both have their strengths and both are usable. It's just more which do you like better.
Fair play, it's all theoretical for me anyway - just choosing what to buy! Keep 'em cheap is probably the way
I don't know why I thought they had a 4+ save, it's a 5+ as you've been playing.
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![[Post New]](/s/i/i.gif) 2014/02/02 19:51:52
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Fresh-Faced New User
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Noctem wrote:I'm building 3-6 Shrikes right now, and can't decide what combination of Scytal/Rending claws and Scytal/Boneswords to use... what's an effected combination of those? Definitely want close combat shrikes and I'm thinking of using the wings as scytals and keeping their legs.
what are you using for the wings?
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![[Post New]](/s/i/i.gif) 2014/02/02 20:33:50
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Fixture of Dakka
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Noctem wrote:I'm building 3-6 Shrikes right now, and can't decide what combination of Scytal/Rending claws and Scytal/Boneswords to use... what's an effected combination of those? Definitely want close combat shrikes and I'm thinking of using the wings as scytals and keeping their legs.
Scytal/boneswords is much too expensive for my taste. I'd definitely go with scytal/rending claws instead.
badula wrote: Noctem wrote:I'm building 3-6 Shrikes right now, and can't decide what combination of Scytal/Rending claws and Scytal/Boneswords to use... what's an effected combination of those? Definitely want close combat shrikes and I'm thinking of using the wings as scytals and keeping their legs.
what are you using for the wings?
Probably one of the more cost-effective ways to do it is to clip off some of the wings from the gargoyles.
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![[Post New]](/s/i/i.gif) 2014/02/02 20:38:45
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Shas'la with Pulse Carbine
Los Angeles, CA
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badula wrote:Noctem wrote:I'm building 3-6 Shrikes right now, and can't decide what combination of Scytal/Rending claws and Scytal/Boneswords to use... what's an effected combination of those? Definitely want close combat shrikes and I'm thinking of using the wings as scytals and keeping their legs.
what are you using for the wings?
I'm using the Forge World Shrike wings
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6400 Pts
4300 Pts
3200 Pts
2600 Pts
3080 Pts 30k
2460 Pts AoS Chaos Grand Alliance
2680 Pts AoS Sylvaneth |
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![[Post New]](/s/i/i.gif) 2014/02/02 21:03:19
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Longtime Dakkanaut
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Im starting to phase out my little critters. Here is a list I'll be playing sometime this week against the wife's Eldau list. I'll be proxying the Harpy, one warrior, and termas for hormas as I dont own these models yet and she'll be proxying a Wraithknight.
2000pts
Two Flyrants with HVC and Devourer each
Venomthrope
10 Hormagaunt
11 Hormagaunt
4 Warriors w/devourers and barbed strangler
Harpy
Crone
Crone
Carnifex x3 each HVC and Devourer
Mawloc
Trygon w/Toxin
Low on synapse, yea, but with units that dont really suffer all that much without it. I'm going to try the strategy of if Its not Catalyst or Onslaught I'll take a Primaris and keep my synapse bubbles larger. Hormagants are sprinting forward, warriors hunker down. An alternative to this list is easily just losing a carnifex and adding in a ton more gribblies or zoanthrope broods, which is certainly an idea worth considering.
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![[Post New]](/s/i/i.gif) 2014/02/02 21:50:45
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Regular Dakkanaut
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I'm agreeing with a lot of you guys here.
1) Pressure is key. Giving your opponents hard choices at every shooting and assault phase.
2) The flyers are good for their points but very fragile.
3) I've got a bit of a love-hate with mawlocs. They can be excellent and 2 mawlocs popping up at the right time can be game winning, however i've found too often they fail or you have bad dice and they end up taking the pressure off. I've been using 2 exocrines as a very steady shooting platform. Yeah they aren't great and their range is meh but they will do damage if left to shoot and assault for 5 turns and they are reliable. AP2 firepower is very nice.
4) I like 1 tervigon for solid synapse in backfield. With a venomthrope and bastion/skyshield down he can be very very hard to kill. The other troop option is to take lots of hormagants but it is a much more risky strategy.
The only thing I can't decide between is wether a skyshield or a bastion is better.
This is the list i've been running at 1850:
Flyrant, 2 devourers, wings
Flyrant, 2 devourers, wings
Venomthrope
Zoanthrope
30 Termagants
Tervigon
10 Termagants
Crone
Crone
Crone
Exocrine
Exocrine
Biovore
Bastion, comms relay.
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![[Post New]](/s/i/i.gif) 2014/02/02 23:08:19
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Longtime Dakkanaut
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Thought this was a cool leak. Here is one of the actual GW playtesters in action, reviewing the new Codex before signing off on it.
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![[Post New]](/s/i/i.gif) 2014/02/03 00:00:20
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Longtime Dakkanaut
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jy2 -
Ethereals provide the Stubborn special rule to any unit they join. Riptides do not necessarly benefit. Also, any friendly Tau unit within twelve inches of an Ethereal MUST use his Leadership for any Morale, Pinning, Fear or Regroup tests they make.
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![[Post New]](/s/i/i.gif) 2014/02/03 02:55:25
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Neophyte undergoing Ritual of Detestation
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Agreed with the above. So it does come down to
1) Cheaper units = more units
2) apply pressure and keep moving forward
3) if you shoot it enough times, eventually it'll die (the enemy that is)
4) lictors & genestealers are good, unless your enemy ignores cover.
5) Red Terror will eat someone and it'll make you proud even when you lose.
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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) 2014/02/03 03:08:15
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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I keep needing to resort to formations because I am running out of force org slots
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![[Post New]](/s/i/i.gif) 2014/02/03 04:08:23
Subject: Re: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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ductvader wrote: PrinceRaven wrote:I dunno about jy2, but in my experience Tyranids don't have the sort of long ranged damage output to rely on gunline tactics. I see the strength of codex lying in mid/close-ranged shooting then assault. Long ranged units have their place as support, but I wouldn't make it the main focus of a list.
It's not really about gun line tactics...it's more about making the enemy come to you on your terms or at the very least with a mitigated force so that you mid/long range shooting and assault goes off at greater effect...strangle flexes for me have meant the gun line armies (or anything with plasma) has to come into your danger zone.
Apart from Chaos Daemons and certain Ork builds, I can't think of any army that would actually want to come to you instead of taking advantage of their longer range and better firepower to blast you off the table.
Iechine wrote:Thought this was a cool leak. Here is one of the actual GW playtesters in action, reviewing the new Codex before signing off on it.
Had to exalt that.
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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) 2014/02/03 04:13:07
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Fixture of Dakka
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felixcat wrote:jy2 -
Ethereals provide the Stubborn special rule to any unit they join. Riptides do not necessarly benefit. Also, any friendly Tau unit within twelve inches of an Ethereal MUST use his Leadership for any Morale, Pinning, Fear or Regroup tests they make.
After checking the codex, you are right about having to use his LD.
However, his Invocation of the Elements power, the Calm of Tides, does make every friendly Tau unit within 12" of him stubborn.
Iechine wrote:Im starting to phase out my little critters. Here is a list I'll be playing sometime this week against the wife's Eldau list. I'll be proxying the Harpy, one warrior, and termas for hormas as I dont own these models yet and she'll be proxying a Wraithknight.
2000pts
Two Flyrants with HVC and Devourer each
Venomthrope
10 Hormagaunt
11 Hormagaunt
4 Warriors w/devourers and barbed strangler
Harpy
Crone
Crone
Carnifex x3 each HVC and Devourer
Mawloc
Trygon w/Toxin
Low on synapse, yea, but with units that dont really suffer all that much without it. I'm going to try the strategy of if Its not Catalyst or Onslaught I'll take a Primaris and keep my synapse bubbles larger. Hormagants are sprinting forward, warriors hunker down. An alternative to this list is easily just losing a carnifex and adding in a ton more gribblies or zoanthrope broods, which is certainly an idea worth considering.
I see that you are gradually evolving your list. Next evolution further down the line, you'll probably replace those warriors + hormagants for a Tervigon + gants.
Jpr wrote:I'm agreeing with a lot of you guys here.
1) Pressure is key. Giving your opponents hard choices at every shooting and assault phase.
2) The flyers are good for their points but very fragile.
3) I've got a bit of a love-hate with mawlocs. They can be excellent and 2 mawlocs popping up at the right time can be game winning, however i've found too often they fail or you have bad dice and they end up taking the pressure off. I've been using 2 exocrines as a very steady shooting platform. Yeah they aren't great and their range is meh but they will do damage if left to shoot and assault for 5 turns and they are reliable. AP2 firepower is very nice.
4) I like 1 tervigon for solid synapse in backfield. With a venomthrope and bastion/skyshield down he can be very very hard to kill. The other troop option is to take lots of hormagants but it is a much more risky strategy.
The only thing I can't decide between is wether a skyshield or a bastion is better.
This is the list i've been running at 1850:
Flyrant, 2 devourers, wings
Flyrant, 2 devourers, wings
Venomthrope
Zoanthrope
30 Termagants
Tervigon
10 Termagants
Crone
Crone
Crone
Exocrine
Exocrine
Biovore
Bastion, comms relay.
I prefer the bastion. The reason is that tyranids need to be constantly moving and advancing. The skyshield just encourages the army to remain static, which is a recipe for disaster, at least for bugs.
Also, the skyshield won't protect some of your units like the bastion can. Enemies can still torrent your venom or zoan off the skyshield, even with 2+ cover. They can't do that if they're inside or behind the bastion. That's what you really are protecting with the bastion - your source of synapse.
Iechine wrote:Thought this was a cool leak. Here is one of the actual GW playtesters in action, reviewing the new Codex before signing off on it.
I'm just glad she chose the Tyranid codex and not the Eldar one. Lol.
Gatekeeper wrote:Agreed with the above. So it does come down to
1) Cheaper units = more units
2) apply pressure and keep moving forward
3) if you shoot it enough times, eventually it'll die (the enemy that is)
4) lictors & genestealers are good, unless your enemy ignores cover.
5) Red Terror will eat someone and it'll make you proud even when you lose.
Very well summed-up.
BTW, I wouldn't mind getting tabled if I can only get my Red Terror to eat someone. Lol.
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![[Post New]](/s/i/i.gif) 2014/02/03 04:30:59
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Longtime Dakkanaut
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However, his Invocation of the Elements power, the Calm of Tides, does make every friendly Tau unit within 12" of him stubborn.
Yep that is correct. But if he uses it he is not invoking storm of fire or his FNP ability. So I still see the Deathleaper/Lictor formation as a decent counter to Ethereal shenanigans.
I prefer the bastion. The reason is that tyranids need to be constantly moving and advancing. The skyshield just encourages the army to remain static, which is a recipe for disaster, at least for bugs.
Also, the skyshield won't protect some of your units like the bastion can. Enemies can still torrent your venom or zoan off the skyshield, even with 2+ cover. They can't do that if they're inside or behind the bastion. That's what you really are protecting with the bastion - your source of synapse.
I rally like th bastion with comms relay in a lot of Nid lists. I could not agree more.
I see a lot of heavy flyer lists from Nid players. Today I played a game against TauDar (list not unlike Reece's). I used the Deathleaper formation, btw. Now I did not tailor at all and my list had a Flyrant ( LW/ BS, Adrenals, TL Dev) and a Crone. Flyers against Tau are just not on. I'm glad I only used two and that he felt there were more pressing targets at times for his Ripties/Suits. He still had a quad gun though and downed my HT and Crone in two successive turns. If I had gone flyer heavy I would most certainly have fared worse. Today was my b-day actually - not that it helped me in any way. I lost turn six (with the game in hand) when I failed my catalyst roll on my Tervigon and he killed it and most of my gants. Synaptic backlash hurts. So in an instant I no longer held one objective or contested a second. Of course the game ended there.
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![[Post New]](/s/i/i.gif) 2014/02/03 05:56:57
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Infiltrating Broodlord
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Has anyone tried flying circus nids + Genestealer swarm? I'm considering an 1850 list with 5 FMCs(Dakka Flyrants and Crones) and 50 or so genestealers (10 broods of 5, eight of them formations) all with TS. Any input on the idea? I've never actually use Genestealers before.
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-It is not the strongest of the Tyranids that survive but the ones most adaptive to change. |
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![[Post New]](/s/i/i.gif) 2014/02/03 06:12:56
Subject: Re: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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I've seen some battle reports with that list, they didn't go so well.
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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) 2014/02/03 06:12:59
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Infiltrating Broodlord
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Played a game against Tau and my Flyrants got the Horror off against a Crisis ball and a Riptide but the effects were negated by marker lights the next turn and I was 1 Flyrant worse off :/
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![[Post New]](/s/i/i.gif) 2014/02/03 06:23:20
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Tough Tyrant Guard
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I'm just forgetting the bastion and going for the Firestorm Redoubt with lascannons. Put a brood of 3 biovores in it because they don't need line of sight and embarked units don't need to take IB checks. Toss on Magos and a void shield for another 55pts for the extra BS and durability.
Now I can just leave all the FMCs at home because flyers are dealt with and work on some infiltrator/DS/Outflanking shenanigins that will keep my army for getting shot to pieces crossing the board.
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![[Post New]](/s/i/i.gif) 2014/02/03 11:28:02
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Longtime Dakkanaut
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jy2 wrote:
I see that you are gradually evolving your list. Next evolution further down the line, you'll probably replace those warriors + hormagants for a Tervigon + gants.
Haha, I just might.
Right now its just becoming a hyper aggressive list. I've so far been left with a bad taste for the Tervigon and massive gaunt groups.
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![[Post New]](/s/i/i.gif) 2014/02/03 13:10:25
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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PrinceRaven wrote: ductvader wrote: PrinceRaven wrote:I dunno about jy2, but in my experience Tyranids don't have the sort of long ranged damage output to rely on gunline tactics. I see the strength of codex lying in mid/close-ranged shooting then assault. Long ranged units have their place as support, but I wouldn't make it the main focus of a list.
It's not really about gun line tactics...it's more about making the enemy come to you on your terms or at the very least with a mitigated force so that you mid/long range shooting and assault goes off at greater effect...strangle flexes for me have meant the gun line armies (or anything with plasma) has to come into your danger zone.
Apart from Chaos Daemons and certain Ork builds, I can't think of any army that would actually want to come to you instead of taking advantage of their longer range and better firepower to blast you off the table.
Who's got longer range? The most powerful shooting right now is in the 24-30" range 36"+ is only really prevalent in Eldar and IG...and the bug cannons have a 36" / walking 42" / onslaughting 43-48" range
With the meta handing out 30"ish range S6-7 fire, a mix of warriors and a few (2-4) strangle fexes can lay down some hurt and pinning without being touched.
And they tell drop pods and deepstriking units to F*** off because who's landing next to a carnifex (that most likely has a 2/3+ venomthrope sv)
I'm not really making an argument of better/worse, just different.
I just murderfaced some marines because I gave their pods no ground to take and pounded down the hurt on their troops while easily avoiding centurion/sternguard fire.
@JY2, I prefer "cannonfexes" to "gunfexes" Automatically Appended Next Post: Iechine wrote:I've so far been left with a bad taste for the Tervigon and massive gaunt groups.
Every game this edition every tervigon of mine has spawned exactly 7 termagants and doubled out.
6th Ed hates my Tervigons.
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This message was edited 1 time. Last update was at 2014/02/03 13:12:32
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![[Post New]](/s/i/i.gif) 2014/02/03 15:00:20
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Longtime Dakkanaut
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As soon as our little one goes down we're commencing battle.
I'm running my list -1 Carnifex and outflanking 6 warriors. Hopefully they will arrive turn two with the 5 fliers and mawloc. I havent gotten burned on reserve rolls in a while so maybe today is the day.
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![[Post New]](/s/i/i.gif) 2014/02/03 15:07:36
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Huge Hierodule
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Iechine wrote:As soon as our little one goes down we're commencing battle. I'm running my list -1 Carnifex and outflanking 6 warriors. Hopefully they will arrive turn two with the 5 fliers and mawloc. I havent gotten burned on reserve rolls in a while so maybe today is the day. If you're heavy on reserves i'd amend the List to include a comms relay somehow -- bastion, or imperial bunker (75 pts vs 55) as the basis for the purchase. Not sure if void shield generators allow upgrades but that'd be a good buy for a comms relay, and keep all your little bugs safe from small arms fire. Oh -- and good luck!
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This message was edited 1 time. Last update was at 2014/02/03 15:08:04
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) 2014/02/03 17:00:16
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Longtime Dakkanaut
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I played two games this weekend. In both games, I ran this list: HQ (325) Hive Tyrant (Wings, 2 TL Devourer, Mastery Level 2, Synapse, Hive Commander) -250 Hive Tyrant (Wings, 2 TL Devourer, Mastery Level 2, Synapse) -230 Elite (50) 2 X Zoanthrope (Mastery Level 2, Synapse) - 50 Venomthrope (6” Shrouded) - 50 Troops (595) 10 Hormagaunt – 50 30 Termigaunt (15 Spinefist, 15 Devourer) *Outflanking – 200 Tervigon (Miasma Cannon, Mastery Level 1, Synapse) – 220 3 Tyranid Warriors (2 Devourers, 1 Barbed Strangler, Synapse) – 100 Fast Attack (50) 2 X 6 Spore Mines *Deep Strinking - 30 Heavy Support (480) 2 Biovore - 80 2 Carnifexes (TL Devourer, Stranglethorn Cannon) – 300 Mawloc *Deep Strinking – 140 Fortifications (95) Bastion + Comms Relay - 95 Total (1850) In game one I shot the bejesus out of Necrons (They only had 1 flyer, which died the turn he came in to one of my Flyrants, and 1 Mech, a Monolith which didn't do much). Necrons were making 80% of their reanimations until turn 4, so I wasn't killing them very fast, but they weren't doing much damage to me. I did put down one lord nearly every turn, and he always came back. On turn 5 I charged a lot of my MC's into assault, and failed all of my mindshackle scarab tests, and ended up doing more damage to myself, then he did to me the whole game. The game was mired in rules debates. Can he shoot at, an unoccupied bastion? I was sure he couldn't, but invited him to try to keep the game moving. Instead we ended up looking up every one. (no shooting at unoccupied buildings, but that sparked a debate on if his immortals were "Occupying a ruin", Game took 3 1/2 hours). He kept rightfully dinging me for trying to do my Psychic powers in the wrong order (end of move instead of start), but it didn't matter because I was winning so effectively. One argument that wasn't resolved to my liking was the Mawloc. He deep struck, and killed everything under the large blast, but my opponent maintained that he was still unplacable. I contended that this meant he should have included another model under the large blast. We argued about this, and I caved because another experienced player took his side pointing out that the blast template is not 2 inches wider than the base of the Mawloc. I misshapped on a 1, and the Mawloc died. I did outflank my Devil Gaunts in a good position to destroy his backfield Immortals, of course this led to 45 minutes of arguing which of them could see which model, and I ended up firing them in 5 or 6 sections so that they had a chance to kill something they could see. ETA: Just to be clear; My opponent was a much more experienced 40k player and was right much more often he was wrong in rules disputes, and it underlined that I still have a long way to go to fully understand all of the rules. In turn two I faced an Tau player who likes to run riptide / Broadside spam. Knowing that I was poorly equipped for that, I set restrictions and he ended up bring a list that looks like this. 1 Riptide with rerollable nova charges 2 units of 2 broadsides (Missles) each. One had an attached commander that couldn't shoot, but granted them all sorts of bonuses. 2 units of 2 Crises suits with flamers that deep struck 2 units of 2 crises suits with plasmas that deep struck 2 units of 2 suits with missles, that were accompanies by 6 (maybe 7) marker drones, and a drone commander. 1 unit of 15 or so Kroot that outflanked. All of his suites / broadsides has some upgrade that allowed them to fire at different targets without a leadership test. This was frustrating, because he used this several times attempting to ground my flyrant with one model, so that he could fire at it with other models in the same unit at full BS. We played vanguard strike, Big Guns (5 objectives) I had 1st deployement / turn. He deployed 1 in away from the table edge on the far corner of the board, and looking at his army, I knew I wouldn't be able to do 1st blood turn 1, and that I had to hide my tyrants. Unfortunately, the only LOS blocking terrain was in my deployment zone. If I had known that all of his units had 30 inch range, I would have deployed my bastion closer to midfield to give me something that could block LOS. So My tyrants stayed in my deployment zone, and I only advanced my Carnifexes and my Hormagaunts. In his turn, he killed the biovores (2+ save, but the marker lights removed that) for first blood. He also took 2 wounds off the fexes. My turn 2, all of my reserves came in, but my outflanking Termagaunts came in on the table edge that was in my deployment zone. Still, My Mawloc did some damage, and between my advancing units, and my deep struck ones, I advanced my flyrants, and shot up his lines. Unfortunately he rolled very well on his 3+ saves, and only failed 3. The Mawloc did better, killing some drones, a Suit, and misshaping into ongoing reserves. Also I got this roll for spawning gaunts for my Tervigon: 1, 1, 2. In his turn 2 he brought in one group of flamers by my devilgaunts, and lit them up. I caught a break here, because I had an arguments on whether I could kill models in a unit that were out of the range of my guns (3 models of unit in range, 6 unsaved wounds, how many die?). I caved in that game, so I applied the same logic, and limited the number of Gaunts he could kill. I believe this is not the rule, but will study it to make sure. He also managed to kill one carnifex, wound my flrant a bit (stayed in the air), and put some wounds on my remaining carnifex. My turn 3, the Mawloc kills another suite, but one survives, and he misshaped to be placed by my opponent between his plasma suites. I shot up more of his suites, killing the team that lit up my gaunts, and taking down a broadside, but most of my blasts skattered, and he rolled a lot of 3+ and 2+ saves. I got into assault with my Hormogaunts, on one of the suite groups, and did some damage. His turn 3, he put everything he had into the Mawloc, and killed it on the final wound of assault. Also, he killed one of my flyrants in the air. He also moved in such a way to make my spore mines essentially worthless. My turn 4, I assaulted with my remaining flyrant on the same suite group as the HGaunts killing everything but the commander. I shot some at the Riptide with my CFex, but failed the assault. I assaulted my spore mines, and did nothing but draw some overwatch. I managed to shoot up his kroots pretty well with my remaining gaunts, and warriors. His turn 4, he assaulted his riptide in with my Flyrant. I rolled no wounds on the riptide, he rolled 3 hits, and 2 wound on my flyrant. That is silly. He kill my last carnifex. At this point we called the game. I didn't have enough left to do anything. I was holding 3 of 5 objective (Big guns), but his riptide could have contested in his turn. He had 1st blood, warlord, and 3 Heavy support kills. I had 1 Heavy support kill. It was a frustrating game for me, because I felt like I had a pretty viable list, and he was running Tau without much of the insanely overpowered units, but I never really felt like I had a chance. So I took these lessons. 1) Spore Mines seem cheap and good at fast attack, but more HGaunts would be better, because they are faster, and don't draw much fire. 2) I should have kept my Biovores out of line of sight (Not really possible with the terrain if I wanted to keep them in range of the juiciest targets. 3) The Tervigon did diddly. it is far too expensive and unreliable. I am dropping it in the future. 4) My reliance on Blast weaponry is folly. As JY2 pointed out a couple pages ago, I need to keep the fexes moving forward, also my opponent lined up along the table edge so many blasts were scattering off the table, while the ones that hit were only hitting 2 or 3 units. 5) the Fexes exceeded my expectations, but I need more of them, and feel like Adrenal glands is a good idea. I'm going to try to build a list for all 4 of my Carnifexes with Adrenals, and drop the Mawloc. 6) The bastion seriously underperformed in this game. 7) I need an exocrine. 8) I think I had the worst possible luck with outflanking devil gaunts. I am unsure if they will remain in my list or be dropped for more H Gaunts, and Fexes. This was my first time running this list, and only my 4 and 5th time out with the new Tyranids, so any comments are welcome.
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This message was edited 1 time. Last update was at 2014/02/03 19:41:47
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![[Post New]](/s/i/i.gif) 2014/02/03 17:14:35
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Huge Hierodule
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@tag8833
Mawlocs have a special rule that let's them deploy within 1" of enemy models. If the blast was clear, the Mawlocs don't mishap.
Your tau player opponent played wrong - target locks allow models in a unit to fire at a different unit - not fore at the same unit a different time. Also all shooting is resolved simultaneously per unit so the whole premise behind his idea was wrong.
Thanks for taking the time to post your thoughts and experiences with the new dex.
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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) 2014/02/03 17:39:57
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Longtime Dakkanaut
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I feel for you Tag .. I also lost a game against TauDar on Sunday. I came a bit closer than you though. I lost when my Catalyst failed, he killed my Tervigon and I lost two units of gants. This happened turn six. I really feel we walk a fine line with Nids. I played at 1750 nd used a dataslate (deathleaper). Problem was my list is too TAC for TauDar. By this I mean a Hive Crone, Electroshock Grubs, outflanking ... are not optimal against a list with no flyers, no vehicles, and a plethora of intercept/skyfire.
Interesting - I also used comms relay (which was good in my list) and squads of spore mines ( which did well for me with pin point placement. Still could not pull out a win though and the final score made it look worse than the game was - it was quite tight until turn six (when synaptic backlash lost me the game)
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![[Post New]](/s/i/i.gif) 2014/02/03 18:10:35
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Longtime Dakkanaut
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felixcat wrote:I feel for you Tag .. I also lost a game against TauDar on Sunday. I came a bit closer than you though. I lost when my Catalyst failed,
In the Tau Game, I didn't roll any Catalyst. It would have made a difference, but not enough of one. I rolled the horror and onslaught, and paroxysm which served me well when it went off, but most of the time he was getting 4 deny the witch rolls from his HQ.
tetrisphreak wrote:@tag8833
Mawlocs have a special rule that let's them deploy within 1" of enemy models. If the blast was clear, the Mawlocs don't mishap.
I will mark that page in my codex. I thought I knew the rules well enough that it wasn't worth looking up, but I should have done so.
tetrisphreak wrote:@tag8833
Your tau player opponent played wrong - target locks allow models in a unit to fire at a different unit - not fore at the same unit a different time. Also all shooting is resolved simultaneously per unit so the whole premise behind his idea was wrong.
He never grounded my Flyrant so it wasn't really an issue, but I will remember this for the future. I asked him to show me the rules but another experienced player immediately spoke up for his interpretation, so I didn't push the issue.
Does that mean that he must declare who he is shooting with each model before the shooting is resolved? Because at times he would shoot one model, and based on the result decide where to shoot the other model. For instance, 1 Wound left on the Mawloc, he shot with one broadside, and failed to kill it, so then he shot the 2nd broadside in the same unit at it, but if the 1st one had killed it he would have targeted something else I imagine.
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![[Post New]](/s/i/i.gif) 2014/02/03 18:20:11
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Longtime Dakkanaut
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So at the moment game has flowed as follows:
Relic
Turn 1
I rushed all fliers forward with Tyrants held back a bit.
Crone's fired 4 missiles and I rolled a 6 for haywire which she did not save, blowing up one Wave Serpent and killed a Dire Avenger. Harpy MURDERED six avengers with her Stranglethorn.
She responded by killing off one of my Crones and giving some wounds out to another.
Turn 2
Mawloc fails to kill a large group of Wraithguard (Would have been sweeeet), Trygon doesnt come in, and 6 outflanking warriors with deathspitters do a lot of damage to the Crisis suit team, killing 4 markerlight drones and giving some wounds.
In response her Crimson Hunter slaughters my Warlord Tyrant with some combined help from ground shooting. Her wraithknight turns to fire, giving the Warriors 7 wounds and assaults them, killing more. So now they are stuck in a combat they cannon win.
Turn 3 - so far only I have gone. Tyrant charge the riptide with 13 Hormagaunts and managed to inflict 0 wounds. Crone vector striked the Crimson hunter and inflicted 2 glances, but my Harpy finished it off with its vector strike. Trygon still hasnt come in, and Mawloc once again scattered to mishap and is now on the far end of the board, missing a very juicy Wraithguard target. My Hormagaunts hold the relic.
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![[Post New]](/s/i/i.gif) 2014/02/03 18:27:49
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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Iechine wrote:Crone vector striked the Crimson hunter and inflicted 2 glances, but my Harpy finished it off with its vector strike.
Crone got 2 2s on the vector strike? And then a Harpy gets a 5 or 6?
Super annoying I bet.
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![[Post New]](/s/i/i.gif) 2014/02/03 18:50:28
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Shas'la with Pulse Carbine
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Yes Tag, he HAS to pick each target before he shoots anything with one squad. If every of his broadsides has a Target Lock then he can fire at 3 different targets at once, however, he must choose each target before any of them fire. Doing it the way he has is very wrong.
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Tyranids will consume the universe!!! There is no chance for survival!!
.........eventually anyways......... |
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