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Made in il
Warplord Titan Princeps of Tzeentch






 Iechine wrote:

Crones just went way out of style...to me they were the silver lining of our codex, and now not so much. : /


They are better at just circling around vector striking people though, d3 S8 AP2 autohits will do a serious number on any elite unit.

can neither confirm nor deny I lost track of what I've got right now. 
   
Made in au
Dakka Veteran





 BoomWolf wrote:
 Iechine wrote:

Crones just went way out of style...to me they were the silver lining of our codex, and now not so much. : /


They are better at just circling around vector striking people though, d3 S8 AP2 autohits will do a serious number on any elite unit.


Vector strikes are just one hit now at AP2.

To be fair they are also much harder to ground which for me was there biggest weakness. Someone would easily ground it and just tear through those wounds.
   
Made in us
Tunneling Trygon






bodazoka wrote:
 BoomWolf wrote:
 Iechine wrote:

Crones just went way out of style...to me they were the silver lining of our codex, and now not so much. : /


They are better at just circling around vector striking people though, d3 S8 AP2 autohits will do a serious number on any elite unit.


Vector strikes are just one hit now at AP2.

To be fair they are also much harder to ground which for me was there biggest weakness. Someone would easily ground it and just tear through those wounds.


They are tougher to kill by far. Now, I wonderifI it will be worth it to buy extra guns for them, as they'll live long enough to run out of missiles, and vector strike is situational.


 
   
Made in us
Huge Hierodule





Louisiana

 jifel wrote:
bodazoka wrote:
 BoomWolf wrote:
 Iechine wrote:

Crones just went way out of style...to me they were the silver lining of our codex, and now not so much. : /


They are better at just circling around vector striking people though, d3 S8 AP2 autohits will do a serious number on any elite unit.


Vector strikes are just one hit now at AP2.

To be fair they are also much harder to ground which for me was there biggest weakness. Someone would easily ground it and just tear through those wounds.


They are tougher to kill by far. Now, I wonderifI it will be worth it to buy extra guns for them, as they'll live long enough to run out of missiles, and vector strike is situational.


Flamers kill passengers of open topped vehicles in case you missed it (d6 hits at str and ap of weapon). Crones still have tons of early to mid game use! Then landing to score a distant objective at the end of game. Win.

Been out of the game for awhile, trying to find time to get back into it. 
   
Made in au
Dakka Veteran





Seriously you can flame an OT transport?
   
Made in us
Fixture of Dakka





TN/AL/MS state line.

bodazoka wrote:
Seriously you can flame an OT transport?

Only with templates(including the hellstorm template). If you aim a template weapon over a fire point on a building, or in any part of an open-topped transport the occupants take d6 hits at the strength and ap of the weapon.

Black Bases and Grey Plastic Forever:My quaint little hobby blog.

40k- The Kumunga Swarm (more)
Count Mortimer’s Private Security Force/Excavation Team (building)
Kabal of the Grieving Widow (less)

Plus other games- miniature and cardboard both. 
   
Made in us
Lurking Gaunt



Philadelphia, PA

 ductvader wrote:
If Tyrant Guard don't count...consider a walkrant. But a prime is good and deathleaper is good...but not as a warlord.


So going off that, here's my thoughts for a list for this:

HQ:
Hive Tyrant (HVC, Bone Swords) 200
Tyrant Guard x2 100

Troops:
Warrior Brood (4 Warriors, one with a Barbed Strangler) 130
Termagaunt Brood (15 gaunts, 10 Fleshborers, 5 Devs) 80

Elite:
Venomthrope Brood 45
Zoanthrope Brood x2 100

Fast Attack:
Hive Crone 155

Heavy Support:
Tyrannofex (Electroshock Grubs, Fleshborer Hive) 190

Total: 1000 Points

Basically, here's the quick rules for this thing:

HQ cannot exceed 200 points, attachments units (Tyrant Guard) do not count towards that total.
No other unit can exceed 300 points.
You are only allowed 1 flyer/list and you cannot have duplicates of the same monsterous creature unless it is within its own unit (ie. Carnifexes).

Basically, I'm going to march up the field, using the Crone to harass early game combined with HVC and BS on the Warriors. Thoughts? Changes I could make?

Edit: Decided to drop the Toxin Sacs from the fex and a Warrior squad. Added a gaunt squad and 1 Warrior to the remaining Warrior squad.

This message was edited 1 time. Last update was at 2014/05/23 02:54:22


 
   
Made in us
Longtime Dakkanaut





Central Oregon

So...depending on the tourney scene, I'm wanting to try this in 7th:

1850pts
Flyrant w/Devs
Flyrant w/Devs
Venomthrope
Warrior Brood (5, 3 w/Scy and Rending, 2 w/LWBS, all Adrenal)
16 Gaunts (or something)
Hierophant w/Incubation Chamber

Obviously the venomthrope and warriors are all embarked...since its an assault vehicle thats an angry warrior brood that can pop out and do quite a bit of damage to most targets, let alone having the Hierophant ready to assault and have eternal 3+ cover.

An alternative is working a Tervigon in there without another flyrant, but the spawned troops just dont have that glimmer that they used to (Especially squishy termagant ones).

Before 7th I never would have considered using a Hierophant in a serious manner, but now that vehicles could give a feth about tyranid MC's (especially the slow ones) then perhaps its something to look in to. What will the predicted land raider spam's really have
to argue against it?

This message was edited 1 time. Last update was at 2014/05/23 02:41:45


   
Made in il
Warplord Titan Princeps of Tzeentch






bodazoka wrote:
 BoomWolf wrote:
 Iechine wrote:

Crones just went way out of style...to me they were the silver lining of our codex, and now not so much. : /


They are better at just circling around vector striking people though, d3 S8 AP2 autohits will do a serious number on any elite unit.


Vector strikes are just one hit now at AP2.

To be fair they are also much harder to ground which for me was there biggest weakness. Someone would easily ground it and just tear through those wounds.


For a vehicle that vector strikes, not a FMC. (AFAIK)

can neither confirm nor deny I lost track of what I've got right now. 
   
Made in gb
Tough Tyrant Guard



UK

Is Land Raider spam really going to become and then stay "a thing" though?

Sure, it's a big model and will be able to score. It's hard to kill, and can push models off of objectives at the end of the game.

On the other hand, it's a big model, it's expensive and aside from the tactical uses above, it's not particularly lethal in a direct sense (most of them anyway).

I would compare them to our Tervigons back in 5th; big scoring bricks with some tactical benefits. The difference is that the Tervigons had massive tactical use (Synapse, 1-3 Biomancy rolls, Termagant spawning/buffing, filling a gap in anti-vehicle roles) in addition to their scoring status. I just don't see the Land Raider being as effective as the Tervigon was, and the Tervigon wasn't even that effective.

I would imagine a month or two of Land Raider lists, then people will start to think "maybe I'll take one Land Raider out and put in something else... then two...".
   
Made in us
Longtime Dakkanaut




Wichita, KS

So we got boned super hard in our ability to take out mech. The nerfing was so complete that I would assume that some of our wargear is going to have to be updated to make tyranids function against super-scoring Land Raiders, Drop Pods and Rhinos.

Right now I'm eying an Eldar Ally to provide my anti-tank. However, since this is a thread about being positive. Here are some wargear suggestions that might make Tyranids playable in 7th.

These suggestions could all fix the problem. I'm not calling for all of them, just 1
1) Warp Lance range upped to 48", and AP set back to AP:1. This would make it useful in most games, and prevent the vehicles from running from the super slow Zoenthropes.
2) Exocrine Has either Lance, Haywire, or Armorbane.
3) TL-Devourers with BL worms gets lance.
4) Trygon Shooting becomes haywire (makes sense from the fluff)
5) Crone gets D6 vector strike hits against vehicles.
6) Crushing Claws reduced to 5 points, and can be swapped in for STs on any TMC, and Bio-plasma (on Carnifexes) upped to 24" range.
7) All tails get Armorbane or Haywire. <- Look I just made tails useful.
8) HVC becomes S9 Assault 3, AP:2.
9) Rupture Cannon becomes S10 Assault 8, AP:2
10) Synapse grants Armorbane in close combat. <- Makes no, sense, but neither does Invincible Land Raiders.
11) Impaler Cannon become Melta, and get AP:1 or a longer range or something.
12) Scything Talons become AP:1 when wield by a TMC.
13) Carnifexes become beasts.
14) Mawloc's Terror from the Deep become Ordinance, AP:1, and is resolved against back armor.
15) Deathspitters become S8, AP:1, Assault 1, Melta <- look I just made Deathspitters worth it, and now Tyranids have Melta just like most other codexes.
   
Made in za
Fixture of Dakka




Temple Prime

tag8833 wrote:
So we got boned super hard in our ability to take out mech. The nerfing was so complete that I would assume that some of our wargear is going to have to be updated to make tyranids function against super-scoring Land Raiders, Drop Pods and Rhinos.

Right now I'm eying an Eldar Ally to provide my anti-tank. However, since this is a thread about being positive. Here are some wargear suggestions that might make Tyranids playable in 7th.

These suggestions could all fix the problem. I'm not calling for all of them, just 1
1) Warp Lance range upped to 48", and AP set back to AP:1. This would make it useful in most games, and prevent the vehicles from running from the super slow Zoenthropes.
2) Exocrine Has either Lance, Haywire, or Armorbane.
3) TL-Devourers with BL worms gets lance.
4) Trygon Shooting becomes haywire (makes sense from the fluff)
5) Crone gets D6 vector strike hits against vehicles.
6) Crushing Claws reduced to 5 points, and can be swapped in for STs on any TMC, and Bio-plasma (on Carnifexes) upped to 24" range.
7) All tails get Armorbane or Haywire. <- Look I just made tails useful.
8) HVC becomes S9 Assault 3, AP:2.
9) Rupture Cannon becomes S10 Assault 8, AP:2
10) Synapse grants Armorbane in close combat. <- Makes no, sense, but neither does Invincible Land Raiders.
11) Impaler Cannon become Melta, and get AP:1 or a longer range or something.
12) Scything Talons become AP:1 when wield by a TMC.
13) Carnifexes become beasts.
14) Mawloc's Terror from the Deep become Ordinance, AP:1, and is resolved against back armor.
15) Deathspitters become S8, AP:1, Assault 1, Melta <- look I just made Deathspitters worth it, and now Tyranids have Melta just like most other codexes.

Jesus tap dancing Christ that's overpowered.


 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in us
Longtime Dakkanaut





Central Oregon

" I'm not calling for all of them, just 1 "

   
Made in za
Fixture of Dakka




Temple Prime

 Iechine wrote:
" I'm not calling for all of them, just 1 "

The only one that I can get behind is the HVC change, and even then I'd be more comfortable with AP3 and a two shot no blast mode.

The bio-electric haywire makes sense but I'd be very, very hesistant to put it into use even if GW seems to be unable to agree on what electricity does.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in it
Longtime Dakkanaut





Honestly i still hope for a clarification that says that transports are never super scoring. Would make WS spam and LR spam so broken that it would make no sense thinking about other competitive lists.

Too bad cause for everything else this edition is quite nice.
   
Made in us
Longtime Dakkanaut




Wichita, KS

Xyptc wrote:
Is Land Raider spam really going to become and then stay "a thing" though?

Nearly 1/2 of all lists I see have 1 Land Raider in the already in 6th. 1/8 lists is a double Land Raider list. I even saw a 3 Land Raider list the other day, but I didn't play it. I've also seen a 3 Monolith list, though that seemed to be somewhat of a joke. The Land Raider is one of the favorite models in my Meta.

Now in 7th, with giant buffs to Land Raiders, I don't think I'll be seeing less of them.

Another note about losing Smash. I've used Smash to successfully take down high Toughness MC's like Iron Armed Great Unclean Ones, or Wraith Knights, or Iron Armed Mephiston. Without Smash, and with the buff to Iron Arm, I'm going to have to include a unit of Poison HGaunts in my TAC list. I like HGaunts, and tend to run a few in my list, but I almost never upgrade them, because the upgrades are too expensive. I guess I will have to bite the bullet, and drop some Devilgaunts from my list.

Lastly, one list that I run that is going to be mostly unaffected by the Version change is my version of Ductvader's Turn Two Tsunami. It was already unable to deal with Land Raiders, but it still got the job done just fine against Land Raider lists, and should still do ok popping Rhinos. I have been wildly successful with that list, and perhaps it will become my standard list.
   
Made in au
Tea-Kettle of Blood




Adelaide, South Australia

Xyptc wrote:
Is Land Raider spam really going to become and then stay "a thing" though?


Uncontestable scoring AV 14 all around vehicles? Yeah, probably gonna be a thing.

 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!" 
   
Made in us
Longtime Dakkanaut




Wichita, KS

 Kain wrote:
 Iechine wrote:
" I'm not calling for all of them, just 1 "

The only one that I can get behind is the HVC change, and even then I'd be more comfortable with AP3 and a two shot no blast mode.

So, on a Tyrant, we hit with 1.3. On a Harpy we hit with 1.5. On a Carnifex we hit with 1. If we are shooting at an Annihilation Barge front, with a Tyrant we do .6 HP, with a Harpy we do .75 HP, with a Carnifex we do .5 HP. We have a 0% chance of exploding it. So a Carnifex only needs to shoot at an Annihilation barge for 6 turns to kill it. It is worse against a Lemun Russ or Land Raider.

I agree, I think it should almost be possible to kill 1 vehicle with our best anti-tank weapon per game. We wouldn't want to get crazy, and let the bugs kill a 2nd vehicle in a game.
   
Made in us
Longtime Dakkanaut





Central Oregon

^ No, that would take all the fun out of it.

   
Made in za
Fixture of Dakka




Temple Prime

We do have a /tg/brew Tyranid fandex under construction on 1d4chan and you're welcome to check it out, post your thoughts, and see what ideas you can put in.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in us
Fixture of Dakka





San Jose, CA

So I still don't really understand why rippers are so good. The meta is still S6/7-spam. That is instant death for those little buggers. And they aren't exactly cheap either. 1 little bugger costs more than 3 termagants. Am I missing something here?

On the other hand, Necron scarab-farm have become more viable due to their spiders being able to pump out up to 9 scarabs each turn. That's a 135-pt unit and 27 Wounds free each turn!


Since, everyone is showing their Lords of War collection, let me share mine as well.




This message was edited 1 time. Last update was at 2014/05/23 07:28:00



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in it
Longtime Dakkanaut





tag8833 wrote:
So we got boned super hard in our ability to take out mech. The nerfing was so complete that I would assume that some of our wargear is going to have to be updated to make tyranids function against super-scoring Land Raiders, Drop Pods and Rhinos.

Right now I'm eying an Eldar Ally to provide my anti-tank. However, since this is a thread about being positive. Here are some wargear suggestions that might make Tyranids playable in 7th.

These suggestions could all fix the problem. I'm not calling for all of them, just 1
1) Warp Lance range upped to 48", and AP set back to AP:1. This would make it useful in most games, and prevent the vehicles from running from the super slow Zoenthropes.
2) Exocrine Has either Lance, Haywire, or Armorbane.
3) TL-Devourers with BL worms gets lance.
4) Trygon Shooting becomes haywire (makes sense from the fluff)
5) Crone gets D6 vector strike hits against vehicles.
6) Crushing Claws reduced to 5 points, and can be swapped in for STs on any TMC, and Bio-plasma (on Carnifexes) upped to 24" range.
7) All tails get Armorbane or Haywire. <- Look I just made tails useful.
8) HVC becomes S9 Assault 3, AP:2.
9) Rupture Cannon becomes S10 Assault 8, AP:2
10) Synapse grants Armorbane in close combat. <- Makes no, sense, but neither does Invincible Land Raiders.
11) Impaler Cannon become Melta, and get AP:1 or a longer range or something.
12) Scything Talons become AP:1 when wield by a TMC.
13) Carnifexes become beasts.
14) Mawloc's Terror from the Deep become Ordinance, AP:1, and is resolved against back armor.
15) Deathspitters become S8, AP:1, Assault 1, Melta <- look I just made Deathspitters worth it, and now Tyranids have Melta just like most other codexes.


Add to the Pyrovore template the following rule:

Melting point: Vehicles models hit by this weapon have the AV reduced on all side by 2 for a turn.

Add to the Acid Blood rule the following:

"In addition, models with this rule count all their meele weapons as having the Armourbane rule"

Add the following rule to Stranglewebs:

Entangle: Roll a dice for every vehicle model hit by this weapon. On a 5+ the vehicle is immobilized for a turn.


These would be enough. We struggle against vehicles by design, we don't want to become efficient at hunting them. Just mixing up a bit of anti vehicle in our seldom considered choices would be enough.
   
Made in gb
Towering Hierophant Bio-Titan






 jy2 wrote:
So I still don't really understand why rippers are so good. The meta is still S6/7-spam. That is instant death for those little buggers.


They're not really good, they're just less terrible.

Being able to super-score at least gives them a reason to be in the Troops slot. With the changes to area terrain and cover saves, it's also really easy to keep such small models 25% obscured.

Also with super-scoring Land Raiders now possible, I wouldn't be surprised to see that S6/7 meta shift fairly quickly.
   
Made in il
Warplord Titan Princeps of Tzeentch






Troop raiders can only be done by BA and deathwing DA unless I am missing someone?

(no, not inquisition! they are NOT troops, they are elites, and if they are main the score. unless FAQs change anything, their raiders will not be securing.)

can neither confirm nor deny I lost track of what I've got right now. 
   
Made in gb
Towering Hierophant Bio-Titan






Black Templars can use LRCs as Troops too.
   
Made in us
Tunneling Trygon






 jy2 wrote:
So I still don't really understand why rippers are so good. The meta is still S6/7-spam. That is instant death for those little buggers. And they aren't exactly cheap either. 1 little bugger costs more than 3 termagants. Am I missing something here?



Rippers are very low maintenance scoring units. For basically gant pricing, you get 1 less wound, but gain stealth and fearless. Combine with shrouding from a venom and they'll be hard to shoot down. I think the most crucial part is their size. If stronghold assault is mainstream now, you can add a single defense piece to your Bastion, and that will block LoS completely. Also, their IB really isn't that deadly.


 
   
Made in se
Dakka Veteran





I can't see any point in deploying non-ruins terrain anymore. It will just slow down my Nids and mess up deployment and be an annoying reminder of when we had actual staying power.
   
Made in us
Huge Hierodule





Louisiana

 jifel wrote:
 jy2 wrote:
So I still don't really understand why rippers are so good. The meta is still S6/7-spam. That is instant death for those little buggers. And they aren't exactly cheap either. 1 little bugger costs more than 3 termagants. Am I missing something here?



Rippers are very low maintenance scoring units. For basically gant pricing, you get 1 less wound, but gain stealth and fearless. Combine with shrouding from a venom and they'll be hard to shoot down. I think the most crucial part is their size. If stronghold assault is mainstream now, you can add a single defense piece to your Bastion, and that will block LoS completely. Also, their IB really isn't that deadly.


Ld5 with feed is the issue. Though a lone ripper swarm could feasibly hide on an objective.

Been out of the game for awhile, trying to find time to get back into it. 
   
Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

 tetrisphreak wrote:
 jifel wrote:
 jy2 wrote:
So I still don't really understand why rippers are so good. The meta is still S6/7-spam. That is instant death for those little buggers. And they aren't exactly cheap either. 1 little bugger costs more than 3 termagants. Am I missing something here?



Rippers are very low maintenance scoring units. For basically gant pricing, you get 1 less wound, but gain stealth and fearless. Combine with shrouding from a venom and they'll be hard to shoot down. I think the most crucial part is their size. If stronghold assault is mainstream now, you can add a single defense piece to your Bastion, and that will block LoS completely. Also, their IB really isn't that deadly.


Ld5 with feed is the issue. Though a lone ripper swarm could feasibly hide on an objective.


Rippers with feed are much better than horms with feed...only 9 s3 attacks instead of 30 s3 attacks.

Come play games in West Michigan at https://www.facebook.com/tcpgrwarroom 
   
Made in za
Fixture of Dakka




Temple Prime

 ductvader wrote:
 tetrisphreak wrote:
 jifel wrote:
 jy2 wrote:
So I still don't really understand why rippers are so good. The meta is still S6/7-spam. That is instant death for those little buggers. And they aren't exactly cheap either. 1 little bugger costs more than 3 termagants. Am I missing something here?



Rippers are very low maintenance scoring units. For basically gant pricing, you get 1 less wound, but gain stealth and fearless. Combine with shrouding from a venom and they'll be hard to shoot down. I think the most crucial part is their size. If stronghold assault is mainstream now, you can add a single defense piece to your Bastion, and that will block LoS completely. Also, their IB really isn't that deadly.


Ld5 with feed is the issue. Though a lone ripper swarm could feasibly hide on an objective.


Rippers with feed are much better than horms with feed...only 9 s3 attacks instead of 30 s3 attacks.

Assuming they don't eat themselves or break when they start losing assault.

Which is quite a dangerous assumption to make.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
 
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