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![[Post New]](/s/i/i.gif) 2014/03/06 16:43:16
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Battle Report p.49)
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Tough Tyrant Guard
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Double checked the rules for IB: Lurk
"D6 Roll 1-3 Survive! 'The unit is treated as having failed a morale test and must immediately fall back.'
So you must make the Fall Back move before you get to the Movement phase to make your Regroup check. The Fall Back move is a compulsory out of phase move.
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![[Post New]](/s/i/i.gif) 2014/03/06 16:49:08
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Battle Report p.49)
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Fixture of Dakka
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rigeld2 wrote:I HATE RANDOM CHARGE LENGTHS!
Sorry. Had to get that out there. Played a Necron opponent last night. My turn 1 I attempt 3 charges (he moved up).
Warlord -> Anni Barge. 6" charge, roll 2.
Flyrant -> Immortals. ~6" charge, roll 5.
Tervigon -> Anni Barge. 10" charge, roll 9.
The Tervigon I shouldn't have made and I get that. Wasn't planning on it. But the other two left my Flyrants grounded and chilling in the open when what should've happened is I popped 2 Barges. His T2 both Flyrants died and my Tervigon took 4 wounds (more abysmal rolling for armor saves). I was tabled at the top of T4. (1k point game).
Tell me about it.
I lost a game against Yakface's Tau because I failed like 4 or 5 charges from 6" or less! I even rolled 1,1 twice!
Then in a game with my necrons, I failed a multi-assault that was 3" away when I rolled 1,1!!!
Same thing happened in a tournament game where my paladins failed a 3" charge against another deathstar unit.
I hate Random Charge lengths as well!
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![[Post New]](/s/i/i.gif) 2014/03/06 17:29:42
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Battle Report p.49)
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[ARTICLE MOD]
Huge Hierodule
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So how are the new data slates working out for everyone?
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![[Post New]](/s/i/i.gif) 2014/03/06 17:43:10
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Battle Report p.49)
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Dakka Veteran
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So, let’s talk Warriors. More and more, it’s becoming clear that Synapse is vital for Tyranid, as it should be, and the lists we often see (Two flying tyrants with wings and a Tervigon) just can’t keep synapse up. People talk about Warriors, go “Meh”, then move on. I feel that this is a mistake. Warriors bring more to the table than expected and there should really be some brainpower put towards getting the most out of these guys.
The core unit is three models, but can be expanded up to nine. That’s probably too many unless you’re putting together some kind of master-flanking unit, which is, in fact, possible. Three is what most people are using, but three fits under a single large blast, which is just begging for trouble. A somewhat larger unit (let’s say five models) can eat a pie plate and still stay up, if bloodied and battered, keeping Synapse for another round. That’s kind of big. Yes, they’re vulnerable to Str 8 instantdeath, but any attack like that that goes towards your Warrior isn’t going towards a monstrous creature, which is good, and you should be getting cover saves (see below) to shrug off some. Small arms fire, in contrast, is a minor threat: T 4, SV 4+, and 3 wounds each on a unit with five-ish models is just surprisingly beefy. Of particular note is that fully half of all wounds dealt out by Marine bolters or Tau pulse rifles will be shrugged off. In current lists, Str 6-7 special and heavy weapons have taken over, plus grav guns, all of which chop down monstrous creatures with relative ease, but fall short when faced with the same points volume of Warriors. (One Tervigon, for instance, has only one third as many wounds as the same point cost of Warriors. That means that it takes between two and three times the firepower to remove them, which is important. More wounds = more durability, which is key on an objective-holding unit. This is especially true if you’re dealing with grav-spam, which brings MCs down to their knees with ease but barely hit harder than boltguns where Warriors are concerned. More wounds also let you survive Eldar shurikens better, since they Rend.
Weapon loadouts are another thing that aren’t getting talked about very much. While biomorphs, like Adrenal glands, toxin sacks, and flesh hooks, are an all-or-nothing affair, each Warrior can be armed however you wish. You can mix-n-match all day long, giving you an edge in take on all comers lists. A couple with devourers and rending claws, in case you need to melee against Marines, a couple with Deathspitters and scythes, to serve as general-purpose shooting and transport-glancing, plus a barbed strangler for just-in-case pinning tests? No problem! Want one guy to have twin boneswords? Not only can you do it, but he’s not a character, so you don’t have to worry about Challenges. Just get on in their and start stabbin’. Heck, you can even make “MegaGenestealers” by taking scythes, rending claws, and flesh hooks, creating a line of Warriors that run every turn until they get into charge range, then attack *at initiative* rather than give defenders first strike, and enjoy the benefits of a 4+ save. As an added bonus, you’ll be providing synapse to your neighbors… always friendly that. Heck, if you’re *really* feeling funky, you can equip your Warriors with devourers … and spinefists. Both are Assault 3 guns, but the spinefists are twin-linked and AP 5 (though only Strength 3 instead of 4), which can make a difference. I don’t recommend it as Deathspitters give you the same AP and *two* better strength but no twin-linked, but it’s an option. (Remember that they only get to fire one weapon, not two, tho.) I’ve not tried out Adrenal Gland yet; I’m opposed to pushing Warriors over 40 points if at all possible, but it’s possibly a valid option if you want MegaGenestealers.
Warriors should always come with a nice fat unit of either termagants or hormagaunts that serve as a screen. Why go through cover when the little guys serve as *walking* cover? Keep one Warrior within 6” of a Venomthrope and get that save up to a 3+, then giggle like a maniac as those heavy guns dissipate into thin air. Sure, your counter-shots are granting cover saves as well, but your normal gun is AP -, so no biggie. If you need to punch armor with your AP 5 ones, you can always have your screen move to one side in the movement phase, granting you a clear LOS, then run in the shooting phase to block shots again. Risky, since your run roll might tank, but an option.
There’s way more, obviously, but I’d like to see some feedback/advice from other people who have been experimenting. I know the general feeling is “Meh”, but experiments on-table often provide different results than Theoryhammer, so I’d like to gather a bit of field research if possible.
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![[Post New]](/s/i/i.gif) 2014/03/06 17:52:10
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Battle Report p.49)
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Tunneling Trygon
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jy2 wrote:rigeld2 wrote:I HATE RANDOM CHARGE LENGTHS!
Sorry. Had to get that out there. Played a Necron opponent last night. My turn 1 I attempt 3 charges (he moved up).
Warlord -> Anni Barge. 6" charge, roll 2.
Flyrant -> Immortals. ~6" charge, roll 5.
Tervigon -> Anni Barge. 10" charge, roll 9.
The Tervigon I shouldn't have made and I get that. Wasn't planning on it. But the other two left my Flyrants grounded and chilling in the open when what should've happened is I popped 2 Barges. His T2 both Flyrants died and my Tervigon took 4 wounds (more abysmal rolling for armor saves). I was tabled at the top of T4. (1k point game).
Tell me about it.
I lost a game against Yakface's Tau because I failed like 4 or 5 charges from 6" or less! I even rolled 1,1 twice!
Then in a game with my necrons, I failed a multi-assault that was 3" away when I rolled 1,1!!!
Same thing happened in a tournament game where my paladins failed a 3" charge against another deathstar unit.
I hate Random Charge lengths as well!
Agreed. I am taking Fleet on all my Flyrants, every time, no exceptions.
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![[Post New]](/s/i/i.gif) 2014/03/06 18:56:29
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Battle Report p.49)
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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@Wakshaani
I personally think the bombardment dataslate is an excellent reason to take warriors.
The Prime and Warrior slate is also good because It slides that 3rd HQ in without sacrificing a Flyrant...While provide cheap and far reaching synapse.
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![[Post New]](/s/i/i.gif) 2014/03/06 19:19:04
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Battle Report p.49)
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Huge Hierodule
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ductvader wrote:@Wakshaani
I personally think the bombardment dataslate is an excellent reason to take warriors.
The Prime and Warrior slate is also good because It slides that 3rd HQ in without sacrificing a Flyrant...While provide cheap and far reaching synapse.
The synapse node is especially helpful in larger games where you can take a tervigon and gant blob as your required troops. Then just bury the super prime in the gant blob (with norn crown for lolz) and synapse control should be ensured.
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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) 2014/03/06 19:31:42
Subject: Re:Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Battle Report p.49)
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Longtime Dakkanaut
Cheyenne WY
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I haven't quite figured out the Synapse node yet, but I am pondering kitting up one of the Broods, tossing the prime in for alpha warrior and Outflanking it. as long as lots of other things hit the backfield that big Synapse and threat overload, could be a good tactic. I could help cover cost by lowering down my Big Wormeys (Trygon Prime) to regular Wormeys saves 80 points right there, and Tunnel assault is still an option...
So would a big Warrior brood, a couple of tunneling (say a Mawloc, and a Wormy) be a good start? Raveners might be a good add in as well...
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The will of the hive is always the same: HUNGER |
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![[Post New]](/s/i/i.gif) 2014/03/06 19:57:43
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Battle Report p.49)
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Huge Hierodule
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It's a separate detachment so it can't benefit from hive commander. You would need to take an additional warrior brood in your primary FOC and a hive tyrant to allow the synapse node prime to outflank.
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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) 2014/03/06 20:09:25
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Battle Report p.49)
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Fixture of Dakka
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Yeah....we've reached a milestone, guys.
We beat out the Sisters thread in terms of number of posts.
Ok, back to your regularly scheduled topic....
Automatically Appended Next Post: jifel wrote: jy2 wrote:rigeld2 wrote:I HATE RANDOM CHARGE LENGTHS!
Sorry. Had to get that out there. Played a Necron opponent last night. My turn 1 I attempt 3 charges (he moved up).
Warlord -> Anni Barge. 6" charge, roll 2.
Flyrant -> Immortals. ~6" charge, roll 5.
Tervigon -> Anni Barge. 10" charge, roll 9.
The Tervigon I shouldn't have made and I get that. Wasn't planning on it. But the other two left my Flyrants grounded and chilling in the open when what should've happened is I popped 2 Barges. His T2 both Flyrants died and my Tervigon took 4 wounds (more abysmal rolling for armor saves). I was tabled at the top of T4. (1k point game).
Tell me about it.
I lost a game against Yakface's Tau because I failed like 4 or 5 charges from 6" or less! I even rolled 1,1 twice!
Then in a game with my necrons, I failed a multi-assault that was 3" away when I rolled 1,1!!!
Same thing happened in a tournament game where my paladins failed a 3" charge against another deathstar unit.
I hate Random Charge lengths as well!
Agreed. I am taking Fleet on all my Flyrants, every time, no exceptions.
I still don't. I actually rarely assault with my flyrants, but when I do, I make sure that they are no more than 1-3" from their targets.
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This message was edited 1 time. Last update was at 2014/03/06 20:12:21
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![[Post New]](/s/i/i.gif) 2014/03/06 20:20:04
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Battle Report p.49)
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Longtime Dakkanaut
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Unyielding Hunger wrote:Speneticus wrote: jy2 wrote: Iechine wrote:
My wife is a fiery angry thing when it comes to competition so if I ever win believe me its amidst a lot of turmoil and personal cost.
Ahhh....nothing more scary than She-Who-Must-Be-Obeyed.
Methinks she may be a Hive Tyrant in disguise.
I would say a Dominatrix 
Your both wrong. She's clearly a Norn Queen. Remember, shes got the kid to prove it. Which makes Lechine one of the few Norn Kings in existence.
Fun fact: It's actually an "i" at the start of my name, its my band name, http://www.iechine.com . But yea she's about 85 pounds of anger and eldar/tau cheese.
PrinceRaven wrote:The question is how he managed to assault the Wave Serpent at all, did she forget to move it or did he manage to pull off a 12" charge?
At that point in the game there was no where safe at that time for the serpent to go (mawloc over here, mawloc over there, tyrant over there, warrior brood over there) and Lictor
happened to make his 8" or so charge.
I really regret not finishing that battlereport because the game was awesome, we finished it before going to bed last night.
My warrior brood with the one LW/ BS ended up killing off the Wraithknight. A Mawloc held it in place down to its last wound, hit and ran to burrow on my turn and by that time the brood was in charge range.
My other Mawloc hit her Wraithguard on point and killed most of them. Her Crimson hunter of course downed my Warlord tyrant, my Warrior brood killed her Farseer that remained then secured her Emperors
Will. My Harpy secured my Emperors will, but by then she had so many Scouring kill points with my regenerating Gargoyles that she took Scouring. So we tied on primaries and we both had Linebreaker/Warlord,
so she won by 1 point on 1st Blood from her nuking one of my Lictors with SMS. : /
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![[Post New]](/s/i/i.gif) 2014/03/07 02:43:02
Subject: Re:Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Battle Report p.49)
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Longtime Dakkanaut
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On the topic of dataslates ... the skyblight I suspect will not be allowed at some venues. It is way to easy to abuse. A list like this ....
Flyrant, 2 TL Devourers, Regeneration 260 (warlord)
Flyrant, 2 TL Devourers 230 ( takes dominion)
10 Termagants 40
10 Termagants 40
Hive Crone 155
Hive Crone 155
Harpy, TL Venom Cannon 140
Harpy, TL Venom Cannon 140
20 Gargoyles, Adrenal, Toxin 200
20 Gargoyles, Adrenal, Toxin 200
20 Gargoyles, Adrenal, Toxin 200
How exactly do 90% of the lists out there defend against this? I have 60 returning, scoring troops. And they cannot be contested by other troops. And I still have six flyers. Even if one squad does not make it back ... so what. You will lose some games ... the dice will not always abide. But you sure will not lose many. I think it is a little bit silly. And yes, I know, Nids needed some love. However, they were not shabby even without the new formations. You take your gargs and you fly them straight ahead and your opponent has some real issues. Do you ignore the gargs? And the Flyers can leave the table whenever it is appropriate and return as well. So you will will try and down six flyers in one turn and let the gargs get to your lines? Tau and Eldar might ... I say might have a chance but still i would favour Nids in those match ups by a fair bit.
I think people are not really abusing skyblight as mucjh as they could. The strength is in the returning gargs. They are a true force multiplier that is way better than WoN gants. These guys are fast and hit the first wave. So what if you lose some. Nope ... I cannot see this being allowed once players cotton on. I'm not even sure you need regen on the warlord. As for the termagants ... well if they cannot go to ground and fall out of synapse so be it. Take dominion on one flyrant and don't worry about the gants. Your gargs will carry the load anyway. Players will tweak it I'm sure.
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This message was edited 1 time. Last update was at 2014/03/07 03:58:21
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![[Post New]](/s/i/i.gif) 2014/03/07 02:53:51
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Battle Report p.49)
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Infiltrating Broodlord
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Hmm, so it is. Anyhow, I had an odd thought last night on escalation. You realize we now have the perfect list now, with this many fliers, plus the harridan.
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"There is a cancer eating at the Imperium. With each decade it advances deeper, leaving drained, dead worlds in its wake. This horror, this abomination, has thought and purpose that functions on an unimaginable, galactic scale and all we can do is try to stop the swarms of bioengineered monsters it unleashes upon us by instinct. We have given the horror a name to salve our fears; we call it the Tyranid race, but if is aware of us at all it must know us only as Prey."
Hive Fleet Grootslang 15000+
Servants of the Void 2000+ |
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![[Post New]](/s/i/i.gif) 2014/03/07 03:02:08
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Battle Report p.49)
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Tea-Kettle of Blood
Adelaide, South Australia
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I for one won't be playing with the Skyblight Swarm, partly because of how it's too powerful for my local meta, partly because I'm too poor too afford all those models and the transport for them.
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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) 2014/03/07 03:23:24
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Battle Report p.49)
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Infiltrating Broodlord
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felixcat wrote:
You want the Reaper Tyrant assaulting the WK always
IDed a Wraith Knight like this two days ago in a game 1750 game. Totally worth the points spent if you see them frequently.
On a side note, where do they get these names? The Reaper of Obliterax? Really? Was it evolved from the bones of the Great Brutavore from the planet Obliterax in the Apocalytron system?
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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) 2014/03/07 03:23:39
Subject: Re:Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Battle Report p.49)
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Towering Hierophant Bio-Titan
UK
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Screw it, I will be playing anything that is legal. It will also allow me to play units that may not be top-tier but still fun (crones, harpies).
I do 100% agree the Gargs are the main threat. Fleshborers, blinding venom, Jump Infantry, Scoring/Contestaproof, cheap. That formation is also entirely free from physical contraints, even the majority of the IB tests are IB(Hunt) which is much more favourable. No within X" to gain Y buff.
Living Artillery is what people will flock to but the physical constraint and the lack of address scoring will make it a bolt-on, not a core focus.
Endless Swarm - fun, meaty but not effective. You spend a lot of points on models that don't do much stock and can't do much throughout the game.
Incubator nodes - I think non-troop tervigons are meh and the 30 gaunt tax adds too many points to the whole thing. The actual formation rule is also moot.
Synaptic Swarm - Useful. Not amazing.
Skyblight - Just amaze-balls.
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H.B.M.C. wrote:Friend of mine just sent me this:
"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ." Too be fair.. it's all worked out quite well!
Heh. |
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![[Post New]](/s/i/i.gif) 2014/03/07 04:03:56
Subject: Re:Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Battle Report p.49)
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Longtime Dakkanaut
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IDed a Wraith Knight like this two days ago in a game 1750 game. Totally worth the points spent if you see them frequently.
I thought the same until I realized that twenty adrenaled toxic gargs (wounding on a 4+) will handle that WK quite nicely and they return. So why do I need a Reaper Rant? The fact is that skyblight has made it an imperative to take large squads of gargs if you want to abuse the formation - and let us be honest - tournament players will be doing this after testing. I was writing about this on tyranid hive. i've tested the formation with fortifications, seven flyers, reaper flyrant, etc. After the games I realized the gargs will be the MVPs of any skyblight list. They are just ridiculous multipliers in the list.
The only reason i have not fielded all 60 is that I do not own enough yet. But once I get another 20 gargs I will be playing it. I just don't see many lists able to fight it.
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![[Post New]](/s/i/i.gif) 2014/03/07 04:10:44
Subject: Re:Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Battle Report p.49)
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Tunneling Trygon
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I think I'm "only" going to run 50 gargoyles. 2x20 with adrenal glands can screw up tanks and infantry and will just be stupid good with a single 10 man brood for DSing into objectives. Then add 3 Flyrants, 2 harpies, 2 crones some gants and a BastionThrope to round out 1850... This is stupid good. I love it!
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![[Post New]](/s/i/i.gif) 2014/03/07 04:24:38
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Battle Report p.49)
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Longtime Dakkanaut
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Yep toxin is a debatable upgrade as blinding venom also has poison. But I like the choice. If i really think a 4+ better I'm taking it. There will be some situations where I want to blind and I'll do that if needed. Also it should be noted that a unit of twenty gargs will often be able to multi-assault. This is quite nice. I read blinding venom as take a test on each hit. I have seen arguments that it is only one test per unit but without a FaQ I disagree. That said if my opponent disallowed it I would not put up a fuss. So I take toxin as insurance as 6 gargs can use blinding venom and the rest can hit without it. Statistically that should be more than enough to succeed and still cause quite a few wounds.
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This message was edited 3 times. Last update was at 2014/03/07 04:51:05
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![[Post New]](/s/i/i.gif) 2014/03/07 04:48:02
Subject: Re:Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Battle Report p.49)
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Dakka Veteran
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Grabbed an updated copy of the 2nd supplement and the Living Artillery Node has been clarified to be 1 Biovore Brood that includes 3 models, instead of 3 Biovores. Also, Endless Swarm now says 3 Hormagaunt Broods, so that's been brought in line with what other people have seen.
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![[Post New]](/s/i/i.gif) 2014/03/07 04:50:52
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Battle Report p.49)
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Towering Hierophant Bio-Titan
UK
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felixcat wrote:Yep toxin is a debatable upgrade as blinding venom also has poison. But I like the choice. If i really think a 4+ better I'm taking it. There will be some situations where I want to blind and I'll do that if needed. Also it should be noted that a unit of twenty gargs will often be able to multi-assault. This is quite nice.
It's a single attack that wounds a 5+ or 6+ against anything tougher than a marine. I would say toxin sacs are needed as you can shoot vehicles in the rear, still.
I just won't have the points within a 1500pt list, I worry!
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H.B.M.C. wrote:Friend of mine just sent me this:
"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ." Too be fair.. it's all worked out quite well!
Heh. |
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![[Post New]](/s/i/i.gif) 2014/03/07 05:31:20
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Battle Report p.49)
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Tea-Kettle of Blood
Adelaide, South Australia
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Additionally, Toxin Sacs still work on Blinding Venom attacks while Arenal Glands do not.
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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) 2014/03/07 07:08:48
Subject: Re:Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Battle Report p.49)
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Fixture of Dakka
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Guys, tomorrow I'm going to have a real treat for all those bug players.
We are going to test out the Skyblight formation. I am going up to Frontline Gaming and playing against Geoff "InControl" running the Skyblight formation, and I am bringing my tournament-winning wraithwing tesla-crons. If the bugs can beat my crons, then they've got what it takes to win a GT.
Videorep should be coming shortly after.
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![[Post New]](/s/i/i.gif) 2014/03/07 07:20:32
Subject: Re:Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Battle Report p.49)
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Tough Tyrant Guard
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Razerous wrote:
Endless Swarm - fun, meaty but not effective. You spend a lot of points on models that don't do much stock and can't do much throughout the game.
Incubator nodes - I think non-troop tervigons are meh and the 30 gaunt tax adds too many points to the whole thing.
Reread the section on making tervigons troops. It says 30 termigaunts in your army, not in your detachment or formation. So you can take 30 termigaunts in any formation or detachment and they make any one tervigon a troops choice.
Yes that does mean you can play Endless Swarm with 3 broods of 30 termigaunts and take 3 Troop tervigons in your primary detachment Troop FoC. I think some figured out you can take 6 troop tervigons with 2 Endlessswarms in a 2K list.
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![[Post New]](/s/i/i.gif) 2014/03/07 07:20:46
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Battle Report p.49)
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Rampaging Carnifex
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Woo! Automatically Appended Next Post: jy2 wrote:Guys, tomorrow I'm going to have a real treat for all those bug players.
We are going to test out the Skyblight formation. I am going up to Frontline Gaming and playing against Geoff "InControl" running the Skyblight formation, and I am bringing my tournament-winning wraithwing tesla-crons. If the bugs can beat my crons, then they've got what it takes to win a GT.
Videorep should be coming shortly after.
This will be great!
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This message was edited 1 time. Last update was at 2014/03/07 07:21:13
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![[Post New]](/s/i/i.gif) 2014/03/07 07:27:54
Subject: Re:Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Battle Report p.49)
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Towering Hierophant Bio-Titan
UK
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Gloomfang wrote:Razerous wrote:
Endless Swarm - fun, meaty but not effective. You spend a lot of points on models that don't do much stock and can't do much throughout the game.
Incubator nodes - I think non-troop tervigons are meh and the 30 gaunt tax adds too many points to the whole thing.
Reread the section on making tervigons troops. It says 30 termigaunts in your army, not in your detachment or formation. So you can take 30 termigaunts in any formation or detachment and they make any one tervigon a troops choice.
Yes that does mean you can play Endless Swarm with 3 broods of 30 termigaunts and take 3 Troop tervigons in your primary detachment Troop FoC. I think some figured out you can take 6 troop tervigons with 2 Endlessswarms in a 2K list.
My point is, having to spend the 120pt gant tax to do so < that's the issue. By all means gants & tervigons are strong but I've found that automatic 320pt chunk can limit options. Without the ability to passively buff gants, its not auto-include like two used to be.
Looking forward to the Bat Rep JY2 > Howvever I will take a pinch of salt, Skyblight formation lists will take awhile to flesh out, the best synergies (zoans or venoms? Or do T-Primes work well? Etc..)
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H.B.M.C. wrote:Friend of mine just sent me this:
"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ." Too be fair.. it's all worked out quite well!
Heh. |
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![[Post New]](/s/i/i.gif) 2014/03/07 07:38:46
Subject: Re:Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Battle Report p.49)
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Fixture of Dakka
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Razerous wrote: Gloomfang wrote:Razerous wrote:
Endless Swarm - fun, meaty but not effective. You spend a lot of points on models that don't do much stock and can't do much throughout the game.
Incubator nodes - I think non-troop tervigons are meh and the 30 gaunt tax adds too many points to the whole thing.
Reread the section on making tervigons troops. It says 30 termigaunts in your army, not in your detachment or formation. So you can take 30 termigaunts in any formation or detachment and they make any one tervigon a troops choice.
Yes that does mean you can play Endless Swarm with 3 broods of 30 termigaunts and take 3 Troop tervigons in your primary detachment Troop FoC. I think some figured out you can take 6 troop tervigons with 2 Endlessswarms in a 2K list.
My point is, having to spend the 120pt gant tax to do so < that's the issue. By all means gants & tervigons are strong but I've found that automatic 320pt chunk can limit options. Without the ability to passively buff gants, its not auto-include like two used to be.
Looking forward to the Bat Rep JY2 > Howvever I will take a pinch of salt, Skyblight formation lists will take awhile to flesh out, the best synergies (zoans or venoms? Or do T-Primes work well? Etc..)
I wouldn't mind running the Tyranid army myself, but Geoff is a bug player exclusively.
Of course, I wouldn't mind running the Skyblight against our arch-nemesis - DE venom-spam run by Frankie!!!
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![[Post New]](/s/i/i.gif) 2014/03/07 09:00:04
Subject: Re:Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Battle Report p.49)
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Infiltrating Broodlord
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Gloomfang wrote:Razerous wrote:
Endless Swarm - fun, meaty but not effective. You spend a lot of points on models that don't do much stock and can't do much throughout the game.
Incubator nodes - I think non-troop tervigons are meh and the 30 gaunt tax adds too many points to the whole thing.
Reread the section on making tervigons troops. It says 30 termigaunts in your army, not in your detachment or formation. So you can take 30 termigaunts in any formation or detachment and they make any one tervigon a troops choice.
Yes that does mean you can play Endless Swarm with 3 broods of 30 termigaunts and take 3 Troop tervigons in your primary detachment Troop FoC. I think some figured out you can take 6 troop tervigons with 2 Endlessswarms in a 2K list.
To get 6 Troop Tervigons with 2 Endless Swarm Broods is a minimum 2480 Points.
HQ:
Malanthrope - 110 (Terrible but the cheapest)
Troops:
Tervigon x6 - 1170
2 Warriors Broods (3 ea.) - 180
6 Hormagaunt Broods (10 ea.) - 300
6 Termagant Broods (30 ea.) - 720
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![[Post New]](/s/i/i.gif) 2014/03/07 09:36:39
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Battle Report p.49)
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Towering Hierophant Bio-Titan
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felixcat wrote:On the topic of dataslates ... the skyblight I suspect will not be allowed at some venues. It is way to easy to abuse. A list like this ....
Flyrant, 2 TL Devourers, Regeneration 260 (warlord)
Flyrant, 2 TL Devourers 230 ( takes dominion)
10 Termagants 40
10 Termagants 40
Hive Crone 155
Hive Crone 155
Harpy, TL Venom Cannon 140
Harpy, TL Venom Cannon 140
20 Gargoyles, Adrenal, Toxin 200
20 Gargoyles, Adrenal, Toxin 200
20 Gargoyles, Adrenal, Toxin 200
How exactly do 90% of the lists out there defend against this?
That list has a pretty huge weakness - take out the 2 Flyrants and the army will dissolve. The Crones will descend to charge the nearest target, Harpies will shoot the nearest, Gargoyles will Go to Ground + stop doing anything, and the Termagants just run away. However it's also pretty un-optimised, with over 200pts spent on Gargoyle upgrades. It's not too hard to squeeze in a 3rd Flyrant and some Warriors there as an 1850 list.
You are right in that Nids can put out a crazy amount of FMCs. They're going to be strong, but I doubt it will be as reliably strong as Taudar with Riptides / Wave Serpent spam. FMC lists are incredibly vulnerable to failing grounding checks, so a little bit a bad luck can have a huge negative effect.
Wakshaani wrote:So, let’s talk Warriors....
words
There’s way more, obviously, but I’d like to see some feedback/advice from other people who have been experimenting. I know the general feeling is “Meh”, but experiments on-table often provide different results than Theoryhammer, so I’d like to gather a bit of field research if possible.
My experience with Warriors is that they're only worth taking for the fringe benefits of Synapse, Scoring and fulfilling minimum FOC requirements. Warriors are a swiss-army knife unit, able to do anything you want. It's just a shame they do it all badly or for a large cost.
It takes far too many points to make them effective as a melee unit - after just a couple upgrades they start hitting Terminator-levels of points with only a fraction of the abilities. They would have been far more viable at 25pts/each with some of the upgrades toned down ( AG 3/4pts, FH 3pts, TS 2pts). Using them in a ranged capacity is better, but by no means amazing. Their standard weapons are only 18", and with only T4 Sv4+ to for protection you'd better have reliable access to Venomthropes or Catalyst to get that close. The exception here is the Barbed Strangler; adding cheap long-ranged Pinning. That gives Warriors a niche in babysitting back-line units/objectives while still contributing something.
Most of the optimal Tyranid scoring units are found outside the regular FOC, largely thanks to Skyblight and Endless Swarm. This means you still need to throw in some mandatory Troops in the main detatchment, which invariably will be Gants or Warriors. On the upside, ~100pts for a unit that scores, provides synapse and a small measure of long ranged firepower isn't a bad deal. Just don't expect Warriors to achieve anymore than that, no matter how many points you sink into them. Virtually every other option in the codex is better at either ranged killing or melee, and often by a large margin.
One of the biggest frustrations is the Prime. If GW had left it at around 80-100pts, it would have been a fantastic option to buff Warriors. Unfortunately the Prime costs more than a Warrior before before you even give it any weapons, and by the time it's optimised you could by buying a far more effective Hive Tyrant for the same points. The Synapse Node formation starts at 400pts for 10 Infantry models with ~30 wounds, before any upgrades. That's a decent chunk of your army which isn't very effective at actually killing anything, it just acts in a support capacity.
I really want to like Warriors - I own 16 of them plus 2 Primes. Unfortunately, if they weren't featured so much in these formations and Synapse worked the same way as last edition, I think it would be very rare to see them on the table at all.
Lansirill wrote:Grabbed an updated copy of the 2nd supplement and the Living Artillery Node has been clarified to be 1 Biovore Brood that includes 3 models, instead of 3 Biovores. Also, Endless Swarm now says 3 Hormagaunt Broods, so that's been brought in line with what other people have seen.
The issue was with the Termagants - the eBook version says 2 broods and the iPad edition says 3. What does yours say, and which version is it?
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![[Post New]](/s/i/i.gif) 2014/03/07 11:05:43
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Battle Report p.49)
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Longtime Dakkanaut
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I like the Warriors in my list because they outflank and have rending claws and a single LW/BS.
With so many FMC's and Mawlocs on the board its a real drag to fire at them instead, and if they dont die they are powerful in their own right.
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