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![[Post New]](/s/i/i.gif) 2014/02/11 17:49:01
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Longtime Dakkanaut
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jy2 wrote:  Chuck's bugs. He actually ran 1 Tyranid Prime for his HQ and no flyrants.
So I'm curious about this list. This is what I see. HQ Tyranid Prime Tervigon Elite Venom Troops: Tervigon 30 TGaunts (not pictured) Fast Attacks: Crone Crone Heavy Support: 2 Dakka Cfexes Exocrine Exocrine That is 1630, so there are other upgrades or units that I can't spot. It looks interesting, but also wonky. He apparently didn't do great, but I am still fascinated by the list. What does everyone else think?
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This message was edited 1 time. Last update was at 2014/02/11 19:28:09
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![[Post New]](/s/i/i.gif) 2014/02/11 17:49:51
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Longtime Dakkanaut
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I think 2 or 3 used the old codex.
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![[Post New]](/s/i/i.gif) 2014/02/11 18:07:30
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Regular Dakkanaut
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2 used the old dex. Geof (Incontrol) and a Mikko. The rest played with the new dex.
Blackmoor's list is very similar to one of the two lists that I'm currently running. Except at 1850, I squeezed in 3 Biovores and drop some devilgants.
I must say the Bugs did rather well for a fresh dex that has been severely ridiculed.
Blackmoor: Curious to how your mawlocs did, mine has been seriously inconsistent.
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This message was edited 1 time. Last update was at 2014/02/11 18:08:07
for the emperor |
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![[Post New]](/s/i/i.gif) 2014/02/11 18:16:49
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Ancient Chaos Terminator
Surfing the Tervigon Wave...on a baby.
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tag8833 wrote: jy2 wrote:
Chuck's bugs. He actually ran 1 Tyranid Prime for his HQ and no flyrants.
So I'm curious about this list.
This is what I see.
HQ
Tyranid Prime - 125
Tervigon 195
Elite
Venom - 45
Troops:
Tervigon - 195
30 TGaunts (not pictured) - 120
Fast Attacks:
Crone - 155
Crone - 155
Heavy Support:
2 Dakka Cfexes - 300
Exocrine - 180
Exocrine - 180
That is 1630, so there are other upgrades or units that I can't spot. It looks interesting, but also wonky. He apparently didn't do great, but I am still fascinated by the list. What does everyone else think?
Hmm, was it 1850? I'm curious about this. I can only thing the way he ramped up about 220 points was through Adrenal Glands and Regeneration. Looks like the T-Prime has a Norn Crown though....
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Now only a CSM player. |
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![[Post New]](/s/i/i.gif) 2014/02/11 18:25:45
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Longtime Dakkanaut
Getting my broom incase there is shenanigans.
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Niiai wrote:How did the mawlocks perform blackmore? It looks to be a very cheap source of T6 3+ save in the game, even if their attacks are unreliable.
Deshkar wrote:
Blackmoor: Curious to how your mawlocs did, mine has been seriously inconsistent.
The answer is that they did great!
Most people look at them and all they see is the strength 6, AP2 template that they put down. We all know that it only has a 33% chance to hit so it is not all that effective. But when they deep strike into the middle of my opponent's army when I am also outflanking 55 termagants, and flying over with 2 crones, and 2 hive tyrants they do not have the firepower to kill them, and then they get to assault on turn #3. 140 points is a bargain for a T6, 6 wound TMC that ends up in the middle of my opponents army. If you think about all of the good armies out there, they're very few that can kill them in assault. Assault is dead and so no one has anything that can beat them except for a few units (wraithknights). They have the same roll as trygons, but you lose 2 attacks, and gain the Terror From The Deep ability, and save 50 points.
They also gave me line breaker several times, and on turn #4 I often burrowed them and then on turn #5 I hit scoring units holding objectives. Even if I scatter off and do not hit the unit that is holding the objective I can just run back to it to at least contest the objective.
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This message was edited 2 times. Last update was at 2014/02/11 18:33:46
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![[Post New]](/s/i/i.gif) 2014/02/11 18:32:28
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Fixture of Dakka
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ruminator wrote:Does seem that good players can wring a competitive game out of the Codex, but there is already a worrying mono build look to the lists and, pretty much as with the last codex, when we Nid players get a result in a game we've earned it the hard way.
Lists appear to be dual flyrant, tervigon, 30 gants, crone/harpy/mawloc and then a sprinkle of individual preference. So for a 1,750 list you're looking at 1,200 pts of indentical lists, which is what we feared when we saw the codex. Shame really.
Unfortunately, this edition of Nids have lost some flexibility compared to last edition, especially with the loss of mycetic spores. So in a way, you will see many lists use the same core units, with the main variance being in the Fast Attack and Heavy Support options. So yeah, mono-builds will continue to pre-dominate competitive Tyranid builds. For that, we've got to blame the writers. They did an excellent job for Tau/Eldar/Daemons/Marines in terms of variety of competitive builds, but they've left us lacking for bugs.
Blackmoor wrote:Game #5
I was on table #6 playing to get into the final round against seer council. On turn #3 he did not get fortune off because ot SiTW and I got a paroxism on him for a -3 WS. So with a 2+/4+ non-rerollable save I shot 2 Hive Tyrants, 10 Gaunsts, Drool Cannon, and the mawlocs blast templates at him and only killed 2 models (should have killed 4), Then I assaulted with the Tyrants, the Tervigon and a Crone and he made a ton of 4+ Invulnerable saves and I only killed 3 more of the seer council and at that point he hit-and-ran out of combat and all of my flyers were on the ground and he shot the crap out of them for my one loss to the player who won the whole tournament. :(
Congrats on making it this far. It's no shame to be knocked out by the best player in the tournament. I myself got knocked out in Game #5 by the 2nd best player and Runner-up in the tournament.
BTW, this reminds me of a game against a certain person where I threw my army with 2 Iron Armed TMC's into his Draigowing and they got repelled back.
Gloomfang wrote:
No I wasn't expecting much to be honest. I had some vague hope that I was missing something that better players than me had been able to find. The fact that many people (myself included) feel that Nids need a fortification of some sort just feels wrong for a "eat all the things" army. As long as they don’t pull the same FAQ stuff they pulled when 6th came out with Nids and fortifications. Lets face it the armies we did well against had older co:dices in most cases. When IG and Orks get their new Codices I’ll expect us to be ranked with the rest of the villain Codices (Demons and Chaos SM). Orks usually do pretty well with updates as they are a starter set army and there is enough ork love at GW that they should be OK.
I don't want an easy button. I want to go against a player of equal skill with an equal point army and not start at a disadvantage because of my army.
Unfortunately, that's just the way things are now. The Tyranid codex IMO wasn't very welly written. It just isn't externally balanced against some of the armies, especially the top-ranked armies currently. On the flip-side, it will also seem like a monster to some of the other armies as well (just like Tau/Eldar/Venom-spam may seem like monster builds to us). Some battles will just be uphill ones for us. There is no sugar-coating this fact.
But if you like a challenge, if you like to really exercise your brain muscles, then Tyranids are the army for you. We can still overcome the bad matchups. We just have to work much harder/smarter than our opponents....but the rewards for doing so is so much greater IMO, especially when you can overcome a bad matchup.
tag8833 wrote: Blackmoor wrote:Game #4
I played Eldar/Tau. He killed all my synapse on the top of turn #2. I then hit him with all of my turn #2 reserves and crippled his shooting. He had too many targets to kill anything of mine at that point. On turn #3 he had 4 jetbike squads so my mawlocs assaulted 2 of the squads, my termagants shot another bike squad. and the last was killed with a crone vector strike. He then only had a unit of kroot left for troops and my other squad of termagants killed them with snap shots since they were having instinctive behavior issues (the kroot were down to only 5 models from an earlier drool cannon). With out any troops I just needed one of my termagaunst to make there IB checks, and one did. (I had a fearless Termagaunst squad in my bastion that I could have just walked out of if to hold an objective if one of the other gants didn't pass their IB check so I was still okay).
I'd like more information about this game. What in general did you opponent's list look like? Your turn 2 reserves were: 2 Mawlocs, 2 Crones?, and 27 devil gaunts plus 28 flesborers?. What were the able to take out on turn 2? How lucky were you in outflank / deepstrike rolls?
If you faced that list repeatedly would you generally do better or worse than you did in this one matchup?
Also, did you always bring your crones in from reserves?
His opponent was also the guy who beat me in this tournament:
http://www.dakkadakka.com/dakkaforum/posts/list/90/536607.page (Game #3)
I think he brought a very similar list to the one he used against me. Those Dark Reapers with Buffmander is a nightmare for Tyranids. Prescienced S8 AP3 shots with Monster Hunter and which ignores cover due to the Buffmander will erase 1 TMC a turn if it's on the ground.
Ifurita wrote:Curious. Any idea how many of the Tyranid players were using old codex vs new? Ballpark? There were given the option to use one or the other, correct?
9 New, 2 Old.
Automatically Appended Next Post: tag8833 wrote: jy2 wrote:
Chuck's bugs. He actually ran 1 Tyranid Prime for his HQ and no flyrants.
So I'm curious about this list.
This is what I see.
HQ
Tyranid Prime - 125
Tervigon 195
Elite
Venom - 45
Troops:
Tervigon - 195
30 TGaunts (not pictured) - 120
Fast Attacks:
Crone - 155
Crone - 155
Heavy Support:
2 Dakka Cfexes - 300
Exocrine - 180
Exocrine - 180
That is 1630, so there are other upgrades or units that I can't spot. It looks interesting, but also wonky. He apparently didn't do great, but I am still fascinated by the list. What does everyone else think?
Chuck is a local player (to my area) and a very new player as well. Not pictured are his gribblies. He might have been running another 30 gants to make his 2nd Tervigon a troop choice as well.
Unfortunately, without running any Flyrants, he didn't do so well. BTW, you may want to remove the pointage for lone, non-upgraded models on the lists. It is against Dakka's policy.
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This message was edited 2 times. Last update was at 2014/02/11 18:38:51
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![[Post New]](/s/i/i.gif) 2014/02/11 18:55:54
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Longtime Dakkanaut
Getting my broom incase there is shenanigans.
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tag8833 wrote: Blackmoor wrote:Game #4
I played Eldar/Tau. He killed all my synapse on the top of turn #2. I then hit him with all of my turn #2 reserves and crippled his shooting. He had too many targets to kill anything of mine at that point. On turn #3 he had 4 jetbike squads so my mawlocs assaulted 2 of the squads, my termagants shot another bike squad. and the last was killed with a crone vector strike. He then only had a unit of kroot left for troops and my other squad of termagants killed them with snap shots since they were having instinctive behavior issues (the kroot were down to only 5 models from an earlier drool cannon). With out any troops I just needed one of my termagaunst to make there IB checks, and one did. (I had a fearless Termagaunst squad in my bastion that I could have just walked out of if to hold an objective if one of the other gants didn't pass their IB check so I was still okay).
I'd like more information about this game. What in general did you opponent's list look like? Your turn 2 reserves were: 2 Mawlocs, 2 Crones?, and 27 devil gaunts plus 28 flesborers?. What were the able to take out on turn 2? How lucky were you in outflank / deepstrike rolls?
If you faced that list repeatedly would you generally do better or worse than you did in this one matchup?
Thanks JY2 for the link!
Farseer - Jetbike
Tau Commander - Command & Control Node (CCN), Multi-Spectrum Sensor Suite ( MSS), Neuroweb System Jammer (NSJ), Puretide Engram Neurochip (PEN)
Riptide - Early Warning Override, Velocity Tracker, Ion Accelerator, TL-Smart Missile System
3x Jetbike Squadron - 1x Shuriken Cannon
3x Jetbike Squadron - 1x Shuriken Cannon
3x Jetbike Squadron - 1x Shuriken Cannon
3x Jetbike Squadron - 1x Shuriken Cannon
10x Kroots
Nightwing Interceptor
8x Warp Spiders
7x Dark Reaper - 7x Starshot Missiles
3x War Walkers - Scatter Lasers + Starcannons
3x War Walkers - Scatter Lasers + Starcannons
I guess a lot of people want to know about my games, so I will write up full batreps.
Also, did you always bring your crones in from reserves?
Most of the time I started them on the table, sometimes I didn't. I have 10 units so I have to start with at least 5 units on the table and can only put 5 in reserve. Since the mawlocs and the termagants go into reserve I normally started with the Tyrants hiding behind the bastion, 10 termagants in the bastion, and the Tervigon in cover for 4 units so I need one more on the table so at least one crone starts there too. It all changes though due to LOS blocking terrain, and the firepower of my opponent, and if I have first turn or not. In my last game I started the mawlocs on the tables and the crones in reserve because he went first, had a lot of firepower, and there was not much LOS blocking terrain.
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![[Post New]](/s/i/i.gif) 2014/02/11 19:26:23
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Longtime Dakkanaut
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tag8833 wrote: jy2 wrote:
Chuck's bugs. He actually ran 1 Tyranid Prime for his HQ and no flyrants.
BTW, you may want to remove the pointage for lone, non-upgraded models on the lists. It is against Dakka's policy.
Really? It's not in the rules: http://www.dakkadakka.com/core/forum_rules.jsp. I'll remove them. Is there another list of Rules / policies that I'm not seeing?
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![[Post New]](/s/i/i.gif) 2014/02/11 19:38:52
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Tough Tyrant Guard
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jy2 wrote:
Unfortunately, that's just the way things are now. The Tyranid codex IMO wasn't very welly written. It just isn't externally balanced against some of the armies, especially the top-ranked armies currently. On the flip-side, it will also seem like a monster to some of the other armies as well (just like Tau/Eldar/Venom-spam may seem like monster builds to us). Some battles will just be uphill ones for us. There is no sugar-coating this fact.
But if you like a challenge, if you like to really exercise your brain muscles, then Tyranids are the army for you. We can still overcome the bad matchups. We just have to work much harder/smarter than our opponents....but the rewards for doing so is so much greater IMO, especially when you can overcome a bad matchup.
Just wondering in the future if you might let Tyranids use the dataslate formations as we have no option for allies. Not like the first one was broken or anything. More tactical options aren't a bad thing.
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![[Post New]](/s/i/i.gif) 2014/02/11 19:43:33
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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jy2 wrote:Unfortunately, that's just the way things are now. The Tyranid codex IMO wasn't very welly written. It just isn't externally balanced against some of the armies, especially the top-ranked armies currently. On the flip-side, it will also seem like a monster to some of the other armies as well (just like Tau/Eldar/Venom-spam may seem like monster builds to us)
And the only true problem there is that Tau and Eldar just happen to be the most common.
I can't tell you how many lists I've built that are strong hearty lists...until you consider Tau.
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![[Post New]](/s/i/i.gif) 2014/02/11 19:48:01
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Longtime Dakkanaut
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Blackmoor I think you are on the right track... Devilgants are really good for troops. Now if one of your Tyrants had the Reaper it could have potentially trashed those pesky WKs.  Having lots of broods arriving on turn 2 to the party is where it's at. I am a big fan of the Alpha Warrior and big genestealer broods.
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![[Post New]](/s/i/i.gif) 2014/02/11 19:51:32
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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I have just started playing this out...my advice...go for more ablative wounds...no lord. Give the Prime ( BS,Adrenals, Toxin, Hooks) and he'll be cheap enough for list building but still a force to be reckoned with.
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![[Post New]](/s/i/i.gif) 2014/02/11 22:08:31
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Fireknife Shas'el
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Blackmoor wrote:
I guess a lot of people want to know about my games, so I will write up full batreps.
Thanks Blackmoor. I will look forward to the read.
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![[Post New]](/s/i/i.gif) 2014/02/11 22:55:29
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Rampaging Carnifex
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Blackmoor wrote:
I guess a lot of people want to know about my games, so I will write up full batreps.
A lot of people are looking for guidance with the new Nids right now, and given that you had some success with them in a really competitive setting, your experiences could be really useful to us Nid players trying to understand the new book.
Please do write up your games!
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![[Post New]](/s/i/i.gif) 2014/02/11 23:11:37
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Scuttling Genestealer
San Diego, CA
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My Nid List for the LVO:
HQ:
Flyrant w/ Devs
Flyrant w/ Devs
Troops:
14 Hormagaunts
15 Hormagaunts
Tervigon
30 Termagants
Elite:
Venomthrope
Venomthrope
Heavy:
Exocrine
Exocrine
Fast:
Crone
Crone
15 Gargoyles
Not really sure why people sink points into the bastion for synapse/venomthrope. Wasted points imo, expecially when you should be moving forward and putting as much pressure as you can up front. 7 (4 flying) monsters and 74+ small gribblies pushing up definitely does that.
My loss came to Daniel Hesselberg (captain of the Swedish ETC team) with his Tau/red scorpions. Deployment type was hammer and anvil. Too much ground to cover while getting lit up.
I definitely can optimize the list a bit more, but have found that little to no upgrades make a bunch of room for more bugs, who hold their own with base weapons/equipment.
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Cooper Waddell
Heresy White Scars
Winner of the 2015 Hammer of Wrath 40k GT - White Scars
Best Overall at the 2018 SoCal Open - Tyranids |
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![[Post New]](/s/i/i.gif) 2014/02/11 23:14:57
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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Personally...I'd swap the second flyrant for an adrenal prime...attach to Hormagaunts and run!
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![[Post New]](/s/i/i.gif) 2014/02/11 23:18:02
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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[ARTICLE MOD]
Huge Hierodule
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lajollagrad, can you post a list of who else you went up against and a high level summary of the results? Cheers.
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![[Post New]](/s/i/i.gif) 2014/02/11 23:43:47
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Longtime Dakkanaut
Getting my broom incase there is shenanigans.
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lajollagrad wrote:My Nid List for the LVO:
HQ:
Flyrant w/ Devs
Flyrant w/ Devs
Troops:
14 Hormagaunts
15 Hormagaunts
Tervigon
30 Termagants
Elite:
Venomthrope
Venomthrope
Heavy:
Exocrine
Exocrine
Fast:
Crone
Crone
15 Gargoyles
Not really sure why people sink points into the bastion for synapse/venomthrope. Wasted points imo, expecially when you should be moving forward and putting as much pressure as you can up front. 7 (4 flying) monsters and 74+ small gribblies pushing up definitely does that.
I tried to make hormagaunts work, but my opponents just killed my synapse and then they started to eat each other. In my next list I am thinking about dropping the 10 termagaunts and replacing them with 15 points hormagaunts with toxin sacs to kill wraithlords and to help out in assault.
I hate to pay 95 points for a bastion but it had a lot of roles:
#1. The most important is Comms Relay. I need to hit hard on turn #2 and to make sure to overwhelm my opponents I have to make sure my reserves come on when I need them.
#2. You never know if you will have any LOS blocking terrain and the first turn is when my Tyrants are on the ground and they are the most vulnerable. With the bastion I could almost always hide them.
#3. I can put a squad of termagaunts in it and keep them safe from harm to make sure I have a troop at the end of the game.
#4. Since you place objectives after the bastion I just drop one just outside the door. Since any unit in the bastion is fearless I never had to worry about them taking IB checks and they can just disembark any time I wanted them to and hold that objective.
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![[Post New]](/s/i/i.gif) 2014/02/12 00:08:13
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Longtime Dakkanaut
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ductvader wrote:Personally...I'd swap the second flyrant for an adrenal prime...attach to Hormagaunts and run!
That is conventional internet wisdom... The Broodlord is a game winner as it's scoring and can absorb a lot of punishment . I don't know how many games I because a line Broodlord held an objective. They also hit really hard in melee and can actually do something versus WKs and Tides.
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![[Post New]](/s/i/i.gif) 2014/02/12 00:15:39
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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Dozer Blades wrote: ductvader wrote:Personally...I'd swap the second flyrant for an adrenal prime...attach to Hormagaunts and run!
That is conventional internet wisdom... The Broodlord is a game winner as it's scoring and can absorb a lot of punishment . I don't know how many games I because a line Broodlord held an objective. They also hit really hard in melee and can actually do something versus WKs and Tides.
I didn't mention a Broodlord above.
I love brood lords...I own four and use them all the time...but found him not to be worth it when the sole purpose for stealers was prime delivery.
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![[Post New]](/s/i/i.gif) 2014/02/12 01:25:40
Subject: Re: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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Blackmoor wrote: lajollagrad wrote:My Nid List for the LVO:
HQ:
Flyrant w/ Devs
Flyrant w/ Devs
Troops:
14 Hormagaunts
15 Hormagaunts
Tervigon
30 Termagants
Elite:
Venomthrope
Venomthrope
Heavy:
Exocrine
Exocrine
Fast:
Crone
Crone
15 Gargoyles
Not really sure why people sink points into the bastion for synapse/venomthrope. Wasted points imo, expecially when you should be moving forward and putting as much pressure as you can up front. 7 (4 flying) monsters and 74+ small gribblies pushing up definitely does that.
I tried to make hormagaunts work, but my opponents just killed my synapse and then they started to eat each other. In my next list I am thinking about dropping the 10 termagaunts and replacing them with 15 points hormagaunts with toxin sacs to kill wraithlords and to help out in assault.
I hate to pay 95 points for a bastion but it had a lot of roles:
#1. The most important is Comms Relay. I need to hit hard on turn #2 and to make sure to overwhelm my opponents I have to make sure my reserves come on when I need them.
#2. You never know if you will have any LOS blocking terrain and the first turn is when my Tyrants are on the ground and they are the most vulnerable. With the bastion I could almost always hide them.
#3. I can put a squad of termagaunts in it and keep them safe from harm to make sure I have a troop at the end of the game.
#4. Since you place objectives after the bastion I just drop one just outside the door. Since any unit in the bastion is fearless I never had to worry about them taking IB checks and they can just disembark any time I wanted them to and hold that objective.
Hormagaunts are just a round of cover. Expecting more of them is probably expecting too much,. But in that role, at that cost? i mean, how can ya' lose really.
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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) 2014/02/12 01:27:54
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Regular Dakkanaut
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lajollagrad wrote:My Nid List for the LVO:
HQ:
Flyrant w/ Devs
Flyrant w/ Devs
Troops:
14 Hormagaunts
15 Hormagaunts
Tervigon
30 Termagants
Elite:
Venomthrope
Venomthrope
Heavy:
Exocrine
Exocrine
Fast:
Crone
Crone
15 Gargoyles
Did having only 3 Synapses prove to be a detriment ?
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![[Post New]](/s/i/i.gif) 2014/02/12 03:37:58
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Jovial Plaguebearer of Nurgle
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How are the single model venomthrope broods holding up during play? It must not be a total first blood weakness if so many people are bringing them.
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![[Post New]](/s/i/i.gif) 2014/02/12 03:45:01
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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Rotary wrote:How are the single model venomthrope broods holding up during play? It must not be a total first blood weakness if so many people are bringing them.
Haven't had one die yet...most can be hidden...outside of no LoS necessary weapon ranges...there's always a wall somewhere to hide behind...which usually means you're granting a 2+
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![[Post New]](/s/i/i.gif) 2014/02/12 03:49:43
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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The general tactic is to hide them in or behind a bastion. If your opponent can shoot at your Venomthropes it doesn't matter how many are in the unit, they're going to die.
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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) 2014/02/12 03:59:54
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Huge Hierodule
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ductvader wrote:Personally...I'd swap the second flyrant for an adrenal prime...attach to Hormagaunts and run!
Except having the prime attach to the hormagaunt unit means they lose bounding leap. :-/.
I prefer him In a unit of devilgants outflanking via hive commander.
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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) 2014/02/12 04:21:58
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Tough Tyrant Guard
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Just because it is so far removed from what other people are showing as their lists. My Divergent Evolutionary path 1999pt list.
HQ:
Prime w/Maw-claws, Lash/Bone, AG: 170pts
Troops:
7xGenestealer + BL w/ScyTal
7xGenestealer + BL w/ScyTal
FA: 494pts
4xShrikes w/Bonesword, Fleshhook, AG, RC and Tox
4xRavener w/ RC and Dev
15xGargoyles
HS:
2xBiovores
Formations:
DL Assassin brood:
Muni Genestealer brood
Fortifications:
Firestorm Redoubt w/ 2 Quad Icarus lascannon
Prime generally outflanks with one of the BL squads. Biovores go in the Redoubt to avoid IB.
The list has 7 scoring units.
I have been asked if my entire strategy is based on expensive models that are easy to kill, and it sort of is built around that. Sort of. More expensive models, but cheaper units. Its a combination of board control and forcing wasted points via overkill. 20 S5 shots can cost you 120 pts of vanilla hormigaunts or completely kill a unit of 5 genestealers that cost you 70pts.
Your opponent only has so many shots a turn. My list is built so I can lose about 500-700pts in turn 1 and that the other 1300-1500pts can be depended to keep my opponent trapped in his deployment zone and unable to seize objectives or fulfill objectives (my FA or HS are not part of the disposable section of my army).
The other obvious thing is the almost utter lack of synapse. However if you look at the units they are either high leadership (other than the Gargs and raveners), have no IB or both.
This 1999pt list has 13 infiltrators alone with 10 of them costing 70pts or less. That means that in most cases I have limited my opponent to doing very little damage before I can slam into him. I also have no MCs so that means that most of their high strength weaponry is going to go to waste. No flyers means that all that AA firepower is either wasted or overpriced. With some lists I can change the points equation to roughly 1999pt vs 1850pts based on the stuff they are taking that will do them very little good.
There are some lists that will cause me problems. Things like Servoskulls are very bad for this list. I also have a few problems with high AV mech spam. I also suck at Purge in most cases and have to go for the table.
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This message was edited 2 times. Last update was at 2014/02/12 04:25:26
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![[Post New]](/s/i/i.gif) 2014/02/12 04:22:33
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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tetrisphreak wrote: ductvader wrote:Personally...I'd swap the second flyrant for an adrenal prime...attach to Hormagaunts and run!
Except having the prime attach to the hormagaunt unit means they lose bounding leap. :-/.
I prefer him In a unit of devilgants outflanking via hive commander.
That's why you take multiple units of gaunts and slingshot him last minute.
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![[Post New]](/s/i/i.gif) 2014/02/12 04:58:46
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Dakka Veteran
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I gave this list a try at 2,000 and liked it, although I made one misplay that almost screwed me on synapse.
1x Flyrant w/ Double Devs
1x Zoanthrope Brood (3)
2x Venomthrope (1)
2x Termigant Brood (30 each)
4x Genestealer Brood (5 each)
2x Crone
2x Trygon Prime
1x Mawloc
ADL w/ Comms
I played this against Orks:
Warboss
Shokk Attack Gun
2x 30 boyz w/ Power Klaw
1x 10 Stormboyz
12 Lootas in a Battlewagon
12 Burnas in a Battlewagon
Dakkajet
Deff Dread
My crones did pretty good. The first managed to clip a battlewagon for a VS, blew it up, and then drooled on the Lootas inside. I got damn lucky and they failed their morale and ran off the board. The second Crone clipped the Dakkajet and took it out with a VS on the way off the board.
My gaunts didn't do much but get in my opponent's way, which is pretty much what they were there for. The genestealers went into reserves and I tried to keep them off the board as long as I could with the relay. They didn't do a damn thing but score two objectives, which is exactly what they were there for.
One Trygon did nothing since I deployed it next to a 30-strong unit of boyz and just got chopped to death in CC... that was a pretty boneheaded play on my part, as I should've seen that happening *and* I could've used the synapse on another part of the board. The other Trygon took out the other Battlewagon from behind and killed the Deff Dread.
The Mawloc killed a total of 3 boyz with its deep strike since there really wasn't anything better to go for; it probably would've shored up its side of the board in CC but we called the game as there was no realistic way for my opponent to be able to draw by that point.
The Flyrant didn't do too much as I needed to bring it into a CC with the Stormboyz to keep them from getting into my DZ and messing things up. The Orks had Zagstruck in with the Stormboyz and kept making his LOS rolls, so I was tarpitted for far too long.
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![[Post New]](/s/i/i.gif) 2014/02/12 15:46:32
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
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Longtime Dakkanaut
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Gloomfang wrote:Just because it is so far removed from what other people are showing as their lists. My Divergent Evolutionary path 1999pt list.
HQ:
Prime w/Maw-claws, Lash/Bone, AG: 170pts
Troops:
7xGenestealer + BL w/ScyTal
7xGenestealer + BL w/ScyTal
FA: 494pts
4xShrikes w/Bonesword, Fleshhook, AG, RC and Tox
4xRavener w/ RC and Dev
15xGargoyles
HS:
2xBiovores
Formations:
DL Assassin brood:
Muni Genestealer brood
Fortifications:
Firestorm Redoubt w/ 2 Quad Icarus lascannon
ETA: I stand corrected, it is legal to replace gun with a 2nd Melee weapon.
I am still dubious about the wisdom of it. It seems like a waste of points to put both RC and BS on a model. BS + ST or RC + ST maybe for the extra attack in CC. But having to pick one Melee weapon per combat round forces you to always forgo the benefits of one or the other.
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This message was edited 1 time. Last update was at 2014/02/12 19:36:55
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