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Made in us
Huge Hierodule





Louisiana

Xyptc wrote:
luke1705 wrote:
I don't think that it's a valid argument in any way, but RAW wouldn't that mean that their synapse range goes from 0 to 6"?


Not if they don't have the Synapse rule to begin with. In order to have a Synapse range you need to have the Synapse rule, no Synapse rule = nothing to boost the range of. Sort of like how the Force psychic power gives all weapons in the unit with the Force rule ID. No force rule on the weapon = no effect from the Force power.

Don't get me wrong, Synaptic Broodlords would be a cool throwback to 4th Edition, but I just don't think I could follow through with that argument.

Still, I'm happy that Pinning has made units a little easier to assault so Broodlords were passively buffed a little (which is nice, since the Broodlord Hunting Pack can be pretty lethal anyway).


Consider that psychic phase is after movement as well - that gives the brood time to get into position before throwing out morale checks.

Been out of the game for awhile, trying to find time to get back into it. 
   
Made in us
Fireknife Shas'el





Reedsburg, WI

Have the book in front of me. Basically the standard is that you are using GW premade terrain. Each terrain piece either has rules found in battlefield terrain pg 109...like rubble grants a 4+ if your model is in it... Or has a preset datasheet on pg 185. For example, forests are called Twisted Copses and provide a 5+ cover save if your model is in it. If you use custom terrain you must design a dataslate for it. Ruins likewise grant 4+ if you are just in it. So no area terrain is not gone...it just goes by different names now.

Wyomingfox's Space Wolves Paint Blog A journey across decades.
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Made in us
Longtime Dakkanaut



Cheyenne WY

 wyomingfox wrote:
Have the book in front of me. Basically the standard is that you are using GW premade terrain. Each terrain piece either has rules found in battlefield terrain pg 109...like rubble grants a 4+ if your model is in it... Or has a preset datasheet on pg 185. For example, forests are called Twisted Copses and provide a 5+ cover save if your model is in it. If you use custom terrain you must design a dataslate for it. Ruins likewise grant 4+ if you are just in it. So no area terrain is not gone...it just goes by different names now.


I'm guessing this is a little bit of over reaction to the "can't trademark ordinary things" outcome. Now they can toss (tm) on area terrain...

The will of the hive is always the same: HUNGER 
   
Made in us
Tunneling Trygon





NJ

As far as I can tell, however, what is gone is the cover save for simply being in area terrain. Let GW call it whatever they want - I didn't see a reference that allowed a cover save to be taken unless the model is actually 25% obscured or more. Especially notable is that FMC seem to be out of luck entirely for cover in terrain (again unless 25% obscured). I'll have to read more thoroughly, as I didn't look at the book for that long, but I'd love to hear what those of you who have read (or now own) the book think about this. I sure would like to keep that 3+ cover on my FMCs when near enough to a Venomthrope.

On a completely different note, I just want to say that it is possible to sand, wash, assemble, base and prime a hierophant in a single day (less than 6 hours) if you skip a few bells and whistles (some of the tiny tiny spikes). Looking forward to using it in an apoc game tomorrow (thank goodness for lax metas where it doesn't need to be painted fully, especially because I suck at painting!)
   
Made in us
Huge Hierodule





Louisiana

My tyranid carnivorous forests warlord trait is even more useless now.


Automatically Appended Next Post:
luke1705 wrote:
As far as I can tell, however, what is gone is the cover save for simply being in area terrain. Let GW call it whatever they want - I didn't see a reference that allowed a cover save to be taken unless the model is actually 25% obscured or more. Especially notable is that FMC seem to be out of luck entirely for cover in terrain (again unless 25% obscured). I'll have to read more thoroughly, as I didn't look at the book for that long, but I'd love to hear what those of you who have read (or now own) the book think about this. I sure would like to keep that 3+ cover on my FMCs when near enough to a Venomthrope.

On a completely different note, I just want to say that it is possible to sand, wash, assemble, base and prime a hierophant in a single day (less than 6 hours) if you skip a few bells and whistles (some of the tiny tiny spikes). Looking forward to using it in an apoc game tomorrow (thank goodness for lax metas where it doesn't need to be painted fully, especially because I suck at painting!)


The description for ruins and craters specifically mention being in them grants a save regardless if the model is obscured.

This message was edited 1 time. Last update was at 2014/05/24 04:39:01


Been out of the game for awhile, trying to find time to get back into it. 
   
Made in it
Longtime Dakkanaut





Yeah craters and ruins still need only you to be there. Except for vehicles, even in ruins they need effective cover.

Gone is GtG for 3+, you now go to 4+ both in craters and forests.

Sad thing i'm noticing is that i will no longer run Endless swarm and turn back to simple non respawning swarm. Formations are a separate Detachment so they don't get Objective secured, kinda defeating the purpose of getting so many troops. The free double FOC though is a nice boon, i can split my venoms in 3 different squads and still got 2 free elite slots.
   
Made in gb
Tough Tyrant Guard



UK

Right!

Having sat down with the new book for a few hours, I'm going to run the following for a few weeks and see how it pans out.

1x Hive Tyrant
(Warlord, Strategic Traits)
2x twin-linked Brainleech Devourers, Electroshock Grubs, Wings
240

1x Tervigon
Electroshock Grubs
205

30x Termagants
Fleshborers
120

1x Venomthrope
45

1x Living Artillery Node Formation

3x Tyranid Warriors
2x Devourers, 1x Barbed Strangler
100

1x Exocrine
170

3x Biovores
120

Totals up to 1000 points exactly. My local area prefers smaller, faster games (after work hours largely), so this should allow me to test out some of our better looking units.

I was really torn between Command and Strategic Warlord Traits, but ended up going for Strategic. There is nothing bad for Tyranids on that table, and Master of Ambush (Warlord + 3 units have Infiltrate) is something I'm really keen to try (Infiltrating Tervigons?!).

It's not a very assault-based list, but one thing at a time.
   
Made in gb
Agile Revenant Titan






How are you going to deal with being punched in the face by a dreadnought now?

You sought to cower behind your walls, weakling? Instead, by the will of Khorne, you shall die behind them  
   
Made in za
Fixture of Dakka




Temple Prime

 Khaine's Wrath wrote:
How are you going to deal with being punched in the face by a dreadnought now?
Shoot it.

Everything fliiieeessss.

 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
Huge Hierodule





Louisiana

 Khaine's Wrath wrote:
How are you going to deal with being punched in the face by a dreadnought now?


12 S6 shots up its pooper should do the trick.


Hey guys, scoring lictors! Scoring lictors ! Hiding a lictor on a far away objective and going to ground can actually help in game! Woo!

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




Temple Prime

 tetrisphreak wrote:
 Khaine's Wrath wrote:
How are you going to deal with being punched in the face by a dreadnought now?


12 S6 shots up its pooper should do the trick.


Hey guys, scoring lictors! Scoring lictors ! Hiding a lictor on a far away objective and going to ground can actually help in game! Woo!

And yet they're still rubbish at actually assassinating special snowflake characters.

Lictors ducking and covering in an objective and getting chargrilled by some flamers without killing anything.

#ForgingTheNarrative

This message was edited 1 time. Last update was at 2014/05/24 12:07:22


 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 gb
Tough Tyrant Guard



UK

 Khaine's Wrath wrote:
How are you going to deal with being punched in the face by a dreadnought now?


In my list, I have the following to handle melee walkers:

12 tl S6 shots from the Tyrant
Egrubs on the Tyrant
Egrubs on the Tervigon
Smash on the Tervigon
Bioplasmic Cannon (streams seem like the better option there)

The Tervigon is actually pretty dangerous to a melee walker, especially if she is in cover.



In completely unrelated news, has anyone considered the following for an Unbound list?

Winged Tyrant
2x tl Devourers, Egrubs
240

Winged Tyrant
2x tl Devourers, Egrubs

Crone
155

Crone
155

142 Spore Mines (23 cluusters of 6, 1 cluster of 4)
710

1500 total

Boom.
   
Made in us
Huge Hierodule





Louisiana

Xyptc wrote:
 Khaine's Wrath wrote:
How are you going to deal with being punched in the face by a dreadnought now?


In my list, I have the following to handle melee walkers:

12 tl S6 shots from the Tyrant
Egrubs on the Tyrant
Egrubs on the Tervigon
Smash on the Tervigon
Bioplasmic Cannon (streams seem like the better option there)

The Tervigon is actually pretty dangerous to a melee walker, especially if she is in cover.



In completely unrelated news, has anyone considered the following for an Unbound list?

Winged Tyrant
2x tl Devourers, Egrubs
240

Winged Tyrant
2x tl Devourers, Egrubs

Crone
155

Crone
155

142 Spore Mines (23 cluusters of 6, 1 cluster of 4)
710

1500 total

Boom.


Since spore mines are never scoring I don't see that list winning much of anything.

Been out of the game for awhile, trying to find time to get back into it. 
   
Made in gb
Towering Hierophant Bio-Titan






Something I just noticed while reviewing the USR list... Blind has been changed to be like grounding tests - a single init test made at the end of the phase regardless of how many Blind attacks there were. That means Gargoyles can't benefit from it on the turn they attack, and there's a good chance of most units passing the single test rather than having to pass multiple tests like before.


Updating my Nids 7E overview:

~General~
[BUFF] The FOC is just a formality now, opening up use of lots more Elite / HS slots.
[BUFF] Rippers are now super-scoring. Yay.
[BUFF] We can take allies! (just). Gentlemen, commence the Genestealer cults...
[BUFF] Grounding tests are much more reliable. Failed tests also mean you can't be blown apart with every weapon on the board, and are only vulnerable to being charged.
[NERF] Vector strikes do much less damage to ground and slightly less to air, but gained AP2 making them better for beating TEQs.
[NERF] No more area terrain cover.
[NERF] No more attaching Primes to Carnifex broods.
[NERF] Nids can't deal with AV13+ reliably without Lords of War, or tons of Zoanthropes. We're really going to struggle with super-scoring Land Raiders.

~Psychic~
[BUFF] All Tyranid psykers get Dominion in addition to their normal rolls, which is helpful.
[BUFF] We generally get a decent amount of warp charge thanks to Tyrants, and can spam cheap Zoanthrope broods for more
[BUFF] Zoanthrope broods can use 2 powers per turn now
[BUFF] Warp Blast/Lance can be used in addition to other shooting attacks
[NERF] Psychic tests on the whole are less reliable than the old Ld10 tests.

~Assault~
[BUFF] Charges are more reliable thanks to nearly everything gribbly having Move Through Cover.
[BUFF] Go To Ground now prevents Overwatch fire, helping Pinning weapons like Biovores, Barbed Stranglers and The Horror
[NERF] Smash took a major nerf. Crushing Claw Fexes are the best option for killing heavy armour in melee (if you can get them there alive).
[NERF] Poison now requires a higher strength for a re-roll, rather than equal to toughness.
[NERF] FMCs can't assault on the turn they change flight mode, but can still assault after failing a grounding test.
[NERF] Blind has been changed to be like grounding tests - a single init test made at the end of the phase regardless of how many Blind attacks there were.

~Shooting~
[NERF] Our only weapon able to one-shot AV13+ at range is Warp Lance - HVCs effectively had their damage roll penalty restored and won't cut it anymore.

~Lords of War~
[BUFF] D-weapons were pretty majorly toned down. Hierophants have a better chance of surviving a Revenant or Warhound now. Don't forget Venomthropes for them - or better yet, use the transport upgrade to carry them around with a huge radius. Hierodules will still evaporate on turn 1 because they're overpriced garbage.
[BUFF] Harridans are the shiznit. Seriously. With the grounding test change there are very few skyfire weapons that can scratch them. Harridans are our only serious counter to anything Knight-sized and larger, so if you play against super-heavies you should really acquire one.

This message was edited 2 times. Last update was at 2014/05/24 18:29:33


 
   
Made in us
Longtime Dakkanaut




Wichita, KS

Xyptc wrote:
I was really torn between Command and Strategic Warlord Traits, but ended up going for Strategic. There is nothing bad for Tyranids on that table, and Master of Ambush (Warlord + 3 units have Infiltrate) is something I'm really keen to try (Infiltrating Tervigons?!).

When Rolling warlord traits it seems like Master of Ambush is so insanely powerful for Tyranids. I plan to Roll on strategic, and reroll anything that isn't master of Ambush. If I get it, I'm probably going to win that game. If I fail to get it, I probably still have something that is a little useful.

It single-handedly makes Carnifexes a much more viable unit. It fixes the problem of Tyranids having slow units with short ranges. Hypothetically, if you got Master of Ambush what 3 units would you infiltrate. Dakka-fexes are obvious. Do you bring along Zoenthropes? Flyrants? a Venomthrope to support the infiltrators? Tyrannofex? Tervigon? DevilGaunts?

Is there still a reason to take a TFex? It almost feels like the inability of a Tfex to pop a rhino makes me feel like Carnifexes are much more viable. Is every list going to be including 4 Carnifexes?


Automatically Appended Next Post:
 xttz wrote:
[BUFF] The FOC is just a formality now, opening up use of lots more Elite / HS slots.

This is more a nerf to the game than a buff to any specific army. Nerf to balance. Nerf to Tactics. Nerf to fun. I don't think we should count it as a buff to Tyranids.

 xttz wrote:
[BUFF] Warp Blast/Lance can be used in addition to other shooting attacks

Is it confirmed that witchfires don't count as firing a weapon. Vector Strike still does. I read the book last night, but didn't notice that change.

This message was edited 1 time. Last update was at 2014/05/24 16:06:51


 
   
Made in gb
Tough Tyrant Guard



UK

tag8833 wrote:
Xyptc wrote:
I was really torn between Command and Strategic Warlord Traits, but ended up going for Strategic. There is nothing bad for Tyranids on that table, and Master of Ambush (Warlord + 3 units have Infiltrate) is something I'm really keen to try (Infiltrating Tervigons?!).

When Rolling warlord traits it seems like Master of Ambush is so insanely powerful for Tyranids. I plan to Roll on strategic, and reroll anything that isn't master of Ambush. If I get it, I'm probably going to win that game. If I fail to get it, I probably still have something that is a little useful.

It single-handedly makes Carnifexes a much more viable unit. It fixes the problem of Tyranids having slow units with short ranges. Hypothetically, if you got Master of Ambush what 3 units would you infiltrate. Dakka-fexes are obvious. Do you bring along Zoenthropes? Flyrants? a Venomthrope to support the infiltrators? Tyrannofex? Tervigon? DevilGaunts?

Is there still a reason to take a TFex? It almost feels like the inability of a Tfex to pop a rhino makes me feel like Carnifexes are much more viable. Is every list going to be including 4 Carnifexes?


The possibilities are endless. Anything with short-ranged firepower is golden, and your Warlord comes too. I'm running a Living Artillery Node, and the whole thing could basically be set up anywhere on the board to maximum effect. You could occupy a large ruin with a Venomthrope and a couple of units of Devilgaunts. Deposit a Wrecker Node scarily close to a parking lot. Heck, you can infiltrate Hive Crones for maximum VS carnage, and set up Hive Guard to compensate for the terrible range on Shock Cannons.

It's not guaranteed to happen every game, but you have two shots at getting it per game.



On the Tyrannofex, I stopped using Rupture Cannons long ago (although the 3+ Tyrannofex formation from the Valedor book has given me the bizarre urge to get five of them and line them up...). Rather, I run one with an Acid Spray and some sort of Thorax weapon, and march it up the middle of the battlefield. With mobile cover, a 2+ save and ideally Catalyst it is an absolute brick, which harasses infantry and has smashed the odd vehicle. I use it as area denial, and that's about it. A real shame that the Rupture Cannon's anti-tank abilities were nerfed even more, but to be honest you don't see many people running a Rupturefex for anti-tank anyway so perhaps we haven't lost much in a practical sense.
   
Made in us
Longtime Dakkanaut




Wichita, KS

Xyptc wrote:
On the Tyrannofex, I stopped using Rupture Cannons long ago (although the 3+ Tyrannofex formation from the Valedor book has given me the bizarre urge to get five of them and line them up...). Rather, I run one with an Acid Spray and some sort of Thorax weapon, and march it up the middle of the battlefield. With mobile cover, a 2+ save and ideally Catalyst it is an absolute brick, which harasses infantry and has smashed the odd vehicle. I use it as area denial, and that's about it. A real shame that the Rupture Cannon's anti-tank abilities were nerfed even more, but to be honest you don't see many people running a Rupturefex for anti-tank anyway so perhaps we haven't lost much in a practical sense.

I don't know if you notice, but a TFex now only has about a 30% chance of killing rhino in assault. 11-11-10.
Hammer of Wrath is now against the facing you charge, so front. 1/3 chance of take a HP. 0% chance of explodes.
4 Attacks on the charge hit on 3s. so 2.67 hits. Wound on a 4+. So 1.33 wounds. About a 14.81% chance of explodes. A total of 1.66 HP from a TFex charging a Rhino.
   
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Dakka Veteran




Who charges rhinos?
   
Made in us
Fixture of Dakka





San Jose, CA

Ok, this is a brief summary of how the Psychic phase has changed for the Tyranids.

Let's take as an example my 6th Ed. Tyranid list. Back then (that sounds so strange since bugs are still relatively new), this is what I ran (in terms of psykers):

2x Flyrants
1x Zoanthrope
1x Tervigon

Let's say, for example, I have the following powers:

Flyrant #1 (Level 2) - Catalyst, Onslaught
Flyrant #2 (Level 2) - Warp Blast, Dominion
Zoanthrope (Level 2) - Catalyst
Tervigon (Level 1) - Dominion

Nowadays, in order to cast a power, you need to succeed on a 4+ per warp charge of the power. Nowadays, we also get a number of warp charges equal to the total of your psyker levels +1D6. That is your Warp Charge pool of dice and you can allocate any number of dice to a particular power. Let's look at a best-case scenario. We roll a 6 to see how many warp charges we have, so now we have a total of 13 warp charges (for this particular psychic phase).

In order to cast a Warp Charge 1 power, you need at least 1 success. If you use just 1 dice to cast the power, you only have a 50% chance for success. If you throw 2 dice, now you have a 75% chance of casting the power. With the previous version of the rulebook, you would succeed in casting the power on a successful LD test. That means you had a 83% chance for success. So in order to have as reliable a chance as the previous edition, you really need to use 3 dice to cast your power (88% chance for success). So let's assume we use 3 dice on average to try to cast our powers.

So Flyrant #1 uses 3 dice to cast Catalyst. There are 10 warp charge dice remaining.

Zoanthrope uses another 3 dice to cast Catalyst. 7 dice left.

Tervigon then casts Dominion to give Synapse to all the nearby gribblies. 4 dice left.

Now it is Flyrant #2's turn. He wants to cast Warp Blast to take out a nearby land raider. However, with only 4 dice left, he's only got a 75% chance to cast the Warp Charge 2 Warp Blast. He needs 6 dice to actually be able to cast it as reliably as before. In the previous edition, all the tyranid psykers would have an equal chance to cast his powers.


I haven't even factored in the chances for the opponents to try to Deny your power. Now, any power can be denied, including Blessings. Also, psychic-heavy armies have a greater chance to deny due to the fact that they will have a lot dice to try to deny with (the number of Deny dice they get is determined exactly the same as how many dice they get to cast psychic powers).

Finally, the more dice you use, the greater your chances are of suffering Perils. Anytime you roll double-6's, you Peril so the more dice you use to cast a power, the greater the chance of hurting yourself (or even killing yourself).

So overall, the casting of psychic powers have become more unreliable than in previous editions. It actually becomes harder to cast them, easier for the opponent to Deny (assuming your opponent is psychic-heavy as well) and the chances of suffering Perils is greater.

Nevertheless, you do need psykers in your army. Otherwise, it becomes much harder to stop your opponent from doing whatever he wants to you in his Psychic phase, especially if your opponent is taking a strongly-psychic army.





Automatically Appended Next Post:
omerakk wrote:
Who charges rhinos?

You're going to have to if you don't bring enough shooting, especially since those rhinos are scoring and can't be contested except by other Objectives Secured troops.


This message was edited 1 time. Last update was at 2014/05/24 18:16:22



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
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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
 
   
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You're going to have to if you don't bring enough shooting, especially since those rhinos are scoring and can't be contested except by other Objectives Secured troops.


I just can't remember the last time my shooting failed to tear open a cardboard armored rhino.

I can't see this being a real problem unless people switch back to 5th edition style armies with 6-10 rhinos.
   
Made in gb
Tough Tyrant Guard



UK

 jy2 wrote:
Ok, this is a brief summary of how the Psychic phase has changed for the Tyranids.

Let's take as an example my 6th Ed. Tyranid list. Back then (that sounds so strange since bugs are still relatively new), this is what I ran (in terms of psykers):

2x Flyrants
1x Zoanthrope
1x Tervigon

Let's say, for example, I have the following powers:

Flyrant #1 (Level 2) - Catalyst, Onslaught
Flyrant #2 (Level 2) - Warp Blast, Dominion
Zoanthrope (Level 2) - Catalyst
Tervigon (Level 1) - Dominion

Nowadays, in order to cast a power, you need to succeed on a 4+ per warp charge of the power. Nowadays, we also get a number of warp charges equal to the total of your psyker levels +1D6. That is your Warp Charge pool of dice and you can allocate any number of dice to a particular power. Let's look at a best-case scenario. We roll a 6 to see how many warp charges we have, so now we have a total of 13 warp charges (for this particular psychic phase).

In order to cast a Warp Charge 1 power, you need at least 1 success. If you use just 1 dice to cast the power, you only have a 50% chance for success. If you throw 2 dice, now you have a 75% chance of casting the power. With the previous version of the rulebook, you would succeed in casting the power on a successful LD test. That means you had a 83% chance for success. So in order to have as reliable a chance as the previous edition, you really need to use 3 dice to cast your power (88% chance for success). So let's assume we use 3 dice on average to try to cast our powers.

So Flyrant #1 uses 3 dice to cast Catalyst. There are 10 warp charge dice remaining.

Zoanthrope uses another 3 dice to cast Catalyst. 7 dice left.

Tervigon then casts Dominion to give Synapse to all the nearby gribblies. 4 dice left.

Now it is Flyrant #2's turn. He wants to cast Warp Blast to take out a nearby land raider. However, with only 4 dice left, he's only got a 75% chance to cast the Warp Charge 2 Warp Blast. He needs 6 dice to actually be able to cast it as reliably as before. In the previous edition, all the tyranid psykers would have an equal chance to cast his powers.


I haven't even factored in the chances for the opponents to try to Deny your power. Now, any power can be denied, including Blessings. Also, psychic-heavy armies have a greater chance to deny due to the fact that they will have a lot dice to try to deny with (the number of Deny dice they get is determined exactly the same as how many dice they get to cast psychic powers).

Finally, the more dice you use, the greater your chances are of suffering Perils. Anytime you roll double-6's, you Peril so the more dice you use to cast a power, the greater the chance of hurting yourself (or even killing yourself).

So overall, the casting of psychic powers have become more unreliable than in previous editions. It actually becomes harder to cast them, easier for the opponent to Deny (assuming your opponent is psychic-heavy as well) and the chances of suffering Perils is greater.

Nevertheless, you do need psykers in your army. Otherwise, it becomes much harder to stop your opponent from doing whatever he wants to you in his Psychic phase, especially if your opponent is taking a strongly-psychic army.


Nice summary

One thought that strikes me about our use of psychic abilities is that we a) have lots of psykers, b) have Dominion on everything as a bonus and c) all but one of our (pretty decent) powers are only WC1, which reminds me of older versions of Vampire Counts in WHFB, which used to have a similar looking set of attributes, and were able to roll over their Magic phase by simply casting lots and lots of cheap powers with only 1 dice. Sure, half of them fail, but half of them succeed and you have loads of psychic powers to try. It is also completely risk free; you will never get a double six.

In your scenario above jy2, you listed two Tyrants, a Tervigon and a Zoanthrope. That's 11 psychic powers in total, with between 8 and 13 casting dice to play with. Start by trying to cast Dominion on everything with 1 dice each. One, maybe two successes and boosted Synapse range. That can be game changing in itself, and your opponent may be tempted to commit dice to stop you. Keep cyclic through cheap powers, and maybe save a three dice for something really important at the end (Paroxysm on a key target, Psychic Scream in the middle of their army, Onslaught for those Dakkafexes). We (and Daemons at least) can spam our way through the psychic phase to force our opponents to make tough choices about where to spend their Deny dice.



On Shadow in the Warp

SitW (currently) has no effect on our denial of enemy powers. We do (usually) bring a number of psykers, so we can still shut our enemy down the old fashioned way (sheer number of dice thrown at them) though. Plus, some of the Perils results are a whole lot worse if you fail a Leadership tests, so enemies that Perils within SitW range are a bit more likely to die outright (and given that we have a lot of dice to Deny with, they may be inclined to throw more dice than necessary, increasing their Perils chance).

I wonder what (if anything) the FAQ will do to SitW? +1 to Deny the Witch if within SitW range? I'd be happy with that.

   
Made in us
Fixture of Dakka





San Jose, CA

omerakk wrote:
You're going to have to if you don't bring enough shooting, especially since those rhinos are scoring and can't be contested except by other Objectives Secured troops.


I just can't remember the last time my shooting failed to tear open a cardboard armored rhino.

I can't see this being a real problem unless people switch back to 5th edition style armies with 6-10 rhinos.

Believe me, you are going to see the return of rhino-spam. 60 marines in 6 rhinos. That's 18 Objectives Secured scoring units! That's no joke. You can't contest them unless you bring enough Bound troops as well. The only thing you can do is to try to kill them all. Good luck with that.




Automatically Appended Next Post:
Xyptc wrote:

One thought that strikes me about our use of psychic abilities is that we a) have lots of psykers, b) have Dominion on everything as a bonus and c) all but one of our (pretty decent) powers are only WC1, which reminds me of older versions of Vampire Counts in WHFB, which used to have a similar looking set of attributes, and were able to roll over their Magic phase by simply casting lots and lots of cheap powers with only 1 dice. Sure, half of them fail, but half of them succeed and you have loads of psychic powers to try. It is also completely risk free; you will never get a double six.

In your scenario above jy2, you listed two Tyrants, a Tervigon and a Zoanthrope. That's 11 psychic powers in total, with between 8 and 13 casting dice to play with. Start by trying to cast Dominion on everything with 1 dice each. One, maybe two successes and boosted Synapse range. That can be game changing in itself, and your opponent may be tempted to commit dice to stop you. Keep cyclic through cheap powers, and maybe save a three dice for something really important at the end (Paroxysm on a key target, Psychic Scream in the middle of their army, Onslaught for those Dakkafexes). We (and Daemons at least) can spam our way through the psychic phase to force our opponents to make tough choices about where to spend their Deny dice.



On Shadow in the Warp

SitW (currently) has no effect on our denial of enemy powers. We do (usually) bring a number of psykers, so we can still shut our enemy down the old fashioned way (sheer number of dice thrown at them) though. Plus, some of the Perils results are a whole lot worse if you fail a Leadership tests, so enemies that Perils within SitW range are a bit more likely to die outright (and given that we have a lot of dice to Deny with, they may be inclined to throw more dice than necessary, increasing their Perils chance).

I wonder what (if anything) the FAQ will do to SitW? +1 to Deny the Witch if within SitW range? I'd be happy with that.


That is definitely a viable strategy. Casting powers like Dominion is almost like freebies as your opponent probably wouldn't want to Deny them. HOWEVER, there is still a 50% chance for failure and every time you cast a power like that, you are diluting your Warp pool, thus making it harder to cast some of the more important powers. Now that's not as bad if you deliberately spam psykers just to increase your Warp pool (i.e. like running 3x1 zoanthropes), but there is a point where running too many psykers gets to be redundant as well as to hurt the overall army chemistry. Support units are good. Just be careful not to overdo it.


As for Shadows, currently as per RAW, it does not affect psychic powers other than when a caster suffers a Perils and have to take a LD test because of that. But hopefully, it will get FAQ'd to something a little more useful.


This message was edited 1 time. Last update was at 2014/05/24 21:44:36



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
 
   
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Longtime Dakkanaut





United Kingdom

So attacks and wounds can be modified above 10, I miss Doom of Malan'tai!

   
Made in us
Longtime Dakkanaut



Cheyenne WY

I posted this elsewhere, but I want everybody to see it...

I hear that the Strategic Warlord Traits has a "Master of Ambush" trait.

It allows a Warlord to Outflank, and bring along up to Three Units.

So I could Outflank a walking Warlord, a unit of Guard, A Veno Brood, and a big Brood of Gaunts.... (or a Tyranofex or two )

Or possably a whole (small) Formation? Like say a Wrecker Node. That could totally wreck a cunning plan!

If you run Battle forged, you get a re-roll on Warlord Traits, so that is 1/3 of the time. This could be a very nice thing.

This message was edited 1 time. Last update was at 2014/05/24 22:57:12


The will of the hive is always the same: HUNGER 
   
Made in gb
Ancient Chaos Terminator






Surfing the Tervigon Wave...on a baby.

pinecone77 wrote:
I posted this elsewhere, but I want everybody to see it...

I hear that the Strategic Warlord Traits has a "Master of Ambush" trait.

It allows a Warlord to Outflank, and bring along up to Three Units.

So I could Outflank a walking Warlord, a unit of Guard, A Veno Brood, and a big Brood of Gaunts.... (or a Tyranofex or two )

Or possably a whole (small) Formation? Like say a Wrecker Node. That could totally wreck a cunning plan!

If you run Battle forged, you get a re-roll on Warlord Traits, so that is 1/3 of the time. This could be a very nice thing.


That sounds delicious. That sounds like a potential chance to outflank with a Flyrant and some Dakkafex buddies and watching my opponent's face as suddenly the rear armour of everything becomes easy pickings.


Now only a CSM player. 
   
Made in us
Longtime Dakkanaut




Wichita, KS

Why would you outflank when you can infiltrate? Take along the venom and infiltrate into ruins. Carnifexes have just solved their mobility problems.

I play 2 games today, and fished for that warlord trait both times. Unfortunately I didn't roll it even with rerolls.
   
Made in gb
Tough Tyrant Guard



UK

tag8833 wrote:
Why would you outflank when you can infiltrate? Take along the venom and infiltrate into ruins. Carnifexes have just solved their mobility problems.

I play 2 games today, and fished for that warlord trait both times. Unfortunately I didn't roll it even with rerolls.


How did it go overall though?
   
Made in gb
Ancient Chaos Terminator






Surfing the Tervigon Wave...on a baby.

tag8833 wrote:
Why would you outflank when you can infiltrate? Take along the venom and infiltrate into ruins. Carnifexes have just solved their mobility problems.

I play 2 games today, and fished for that warlord trait both times. Unfortunately I didn't roll it even with rerolls.


Largely because it shields a few of the monsters from firepower for a good few turns and gets them that much closer. I suppose a lot depends on objectives as well. Welp, we shall see come Wednesday when I get some money in and can buy a good few things.


Now only a CSM player. 
   
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Been Around the Block






I foolishly bought two Tyranid flyer kits before the new edition was out and now I am not sure what to build out of them. Are two Hive Crones still worth taking in a meta with few flyers? Vector Strike seems to be terribly nerfed.
   
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Tough Tyrant Guard



UK

 TychoTerziev wrote:

I foolishly bought two Tyranid flyer kits before the new edition was out and now I am not sure what to build out of them. Are two Hive Crones still worth taking in a meta with few flyers? Vector Strike seems to be terribly nerfed.


Crones still look great to me.

They have taken a bit of a nerf to their VS against ground targets. In other ways, the Crone has improved though.

- Much harder to ground
- Able to hit passengers in open-topped transports with the Drool Cannon (and everything that uses open-topped transports is S6/AP4 fodder by profile, so this is pretty good actually).
- Able to score on the last turn if you remember to Glide
- Jink is a 4+, and you can Jink regardless of Glide/Swoop

I actually think the Harpy is a bit worse off. Jinking stops it using almost all of its weapons (Snap Shots only), and bizarrely a Harpy was actually a very good unit to throw into an assault alongside something more dangerous (Sonic Scream is better than you think). A Harpy isn't awful though, and as far as being a gunboat goes it has its strengths. Since Exploding vehicles is something we are once again going to struggle with, a tl Venom Cannon is not a bad way of stripping a Hull Point off (and hey, maybe even getting Weapon Destroyed etc, always helpful).

I would build one of each. You need two Harpies if you ever intend to run Skyblight anyway, so I'd learn to use it.
   
 
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