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2014/05/31 12:09:48
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
Thank you Jy2! Big exalts for you pal, plenty of us have no experience with Lords of War
What would also rock is a smaller guide telling us which enemy LoW to look out for when playing Tyranids in general (IE whether we have a LoW ourselves or not)
P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it.
2014/05/31 13:27:21
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
I just played my second game of 7th, I used a Harridan.
My opponent was Necrons. I will say that Necron mech has become stronger thanks to the changes to jink. And CCB are a pain in the ass. On the other hand Its great to be able to shoot Warp blast alongside the other weapons.
I lost the game thanks to Ever Living rolls, the damned Cryptek refused to die.
2014/05/31 13:45:11
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
Terrific post Jy2! I'm glad to see other players like what they see with Ripper Swarms!
The only place I would disagree with you is the Harridan relative to the Hierophant. I would switch their ratings and give the Harridan the A and the Hierophant an A-. No doubt both are wicked good, but I like the survivability of the Harridan more. Plus, can you buy both the Acid Blood and the transport capacity on the Heirophant? I thought it was only one for some reason.
2014/05/31 14:40:48
Subject: Re:Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Battle Report p.49)
This upgrade lets the HBT transport 20 models. Now the great thing about Apocalypse transports is that you can actually transport more than 1 unit! That means the bio-titan can transport a venomthrope, a zoanthrope and some troops as well!
The wording for the Hierophant upgrade is as follows:
The Hierophant Bio-titan gains a Transport capacity of 20 models, and friendly units chosen from Codex: Tyranids may embark and disembark from it as though it was a Vehicle with the Transport type and Assault Vehicle special rule
Interpreted as RAW, it has to be treated like a regular vehicle rather than a super-heavy, so it can only carry a single unit. It would probably be fine in casual games, but for a tournament setting I'd be prepared for this to be challenged. Probably best not to write a list around the rule just in case - join a Prime to the Venomthrope instead if you want to do an aura thing.
2014/05/31 14:56:18
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
SHUPPET wrote: Thank you Jy2! Big exalts for you pal, plenty of us have no experience with Lords of War
What would also rock is a smaller guide telling us which enemy LoW to look out for when playing Tyranids in general (IE whether we have a LoW ourselves or not)
Ok, I will add an amendment later on how to play against other LoW's and the vulnerabilities of our Tyranid LoW's themselves.
jifel wrote: Terrific post Jy2! I'm glad to see other players like what they see with Ripper Swarms!
The only place I would disagree with you is the Harridan relative to the Hierophant. I would switch their ratings and give the Harridan the A and the Hierophant an A-. No doubt both are wicked good, but I like the survivability of the Harridan more. Plus, can you buy both the Acid Blood and the transport capacity on the Heirophant? I thought it was only one for some reason.
I'm liking the ripper swarms not for their survivability, but rather, for their mobility. The key to 7th Edition is mobile scoring and that is what the rippers give you. You are not just limited to hiding them in your deployment zone. Now, you can hide them almost anywhere on the table.
There are several reasons why I chose the Hierophant over the Harridan.
1. Flexibility. The HBT is a much more flexible unit than the Harridan. Depending on your needs, the HBT can fulfill several roles with the various upgrades that you can give it. It can go anti-air, anti-infantry, anti-horde, souped-up assault unit or force-multiplier. The Harridan is more limited in its role as a flying gunboat which can transport just 1 type of unit.
2. Better area denial. Due to its much better assault, the HBT is much better at controlling territory. As a GC and with its mobility, the Harridan isn't bad either. However, it is much easier to kill as soon as it lands on the ground. The Harridan just cannot hold ground as well as the HBT. Like other Tyranid FMC's, you should only ground him near the end when you want to grab an objective.
3. Brute-Force unit (BFU) vs Force Multiplication unit (FMU). A BFU is a unit that is just mainly offense. A FMU is one that helps to make the army better. The Harridan is basically a BFU. He is a gunboat who is hard to shoot down. The HBT is both a BFU and a FMU. He is pure offense. At the same time, he helps to make the army better. You've heard of the venom-in-a-box? Well, now you've got a venom-in-a-monster. Put venomthrope in a HBT and now you've got a huge (and very mobile) hub of Shrouding. Any friendly Tyranid flyers near him will be getting 2+ cover if they jink. Put a Zoanthrope with Dominion in there and now you've got a massive hub of Synapse. Or if he gets Psychic Scream, then you can affect many more units due to the large footprint of the HBT. You can even cast it while the HBT is locked in Assault for even more carnage to the enemy! Put troops in there and they are now protected until they disembark to go grab the objectives. From my experience, a good FMU is usually more important to the army than any single BFU. Well, the HBT is better than just any FMU. It is both a BFU and a FMU!
Now what are the Harridan's advantages over the HBT?
1. He is a flyer. That makes him harder to kill for most armies. It also means he has better mobility.
2. He is cheaper. You can build a better supporting cast around the Harridan than you can around the HBT.
Unfortunately, the HBT can only take 1 upgrade, so you need to pay attention to your meta when building your lists. If your meta is infantry-heavy, then consider the barrage or the hellstorm builds. If your meta includes a lot of flyers, take the skyfire option. If your meta has a lot of Imperial Knights/deathstars or if it is assault-heavy, then give your HBT the incendiary option. But for a general all-purpose HBT, the transport option is probably the best one to have around as it allows you so many tactical options.
This upgrade lets the HBT transport 20 models. Now the great thing about Apocalypse transports is that you can actually transport more than 1 unit! That means the bio-titan can transport a venomthrope, a zoanthrope and some troops as well!
The wording for the Hierophant upgrade is as follows:
The Hierophant Bio-titan gains a Transport capacity of 20 models, and friendly units chosen from Codex: Tyranids may embark and disembark from it as though it was a Vehicle with the Transport type and Assault Vehicle special rule
Interpreted as RAW, it has to be treated like a regular vehicle rather than a super-heavy, so it can only carry a single unit. It would probably be fine in casual games, but for a tournament setting I'd be prepared for this to be challenged. Probably best not to write a list around the rule just in case - join a Prime to the Venomthrope instead if you want to do an aura thing.
That is a good point. Normally, super-heavy transports can carry multiple units. However, it doesn't appear to say that the GC acts as a super-heavy transport.
To be on the safe side, I will edit my tactica to reflect this.
This message was edited 3 times. Last update was at 2014/05/31 15:20:43
That is a good point. Normally, super-heavy transports can carry multiple units. However, it doesn't appear to say that the GC acts as a super-heavy transport.
To be on the safe side, I will edit my tactica to reflect this.
I'm just thinking... as a corollary to this, if the Hierophant dies the passengers inside will only take an S4 hit rather than the S10 hit that super-heavy passengers take. This makes it very easy to protect the unit inside. What you could do is designate a Prime as your warlord and simply keep it inside the Hierophant all game (along with a Venomthrope). It then becomes incredibly hard for your opponent to earn Slay the Warlord or any tactical objectives relating to him, while in the meantime you get the Shrouded and Synapse auras.
2014/05/31 17:35:22
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
That is a good point. Normally, super-heavy transports can carry multiple units. However, it doesn't appear to say that the GC acts as a super-heavy transport.
To be on the safe side, I will edit my tactica to reflect this.
I'm just thinking... as a corollary to this, if the Hierophant dies the passengers inside will only take an S4 hit rather than the S10 hit that super-heavy passengers take. This makes it very easy to protect the unit inside. What you could do is designate a Prime as your warlord and simply keep it inside the Hierophant all game (along with a Venomthrope). It then becomes incredibly hard for your opponent to earn Slay the Warlord or any tactical objectives relating to him, while in the meantime you get the Shrouded and Synapse auras.
Why would passengers inside take damage if the HBT dies? It is not a super-heavy vehicle and you cannot "explode" a HBT. I would play it as the passengers are just forced to disembark and take a pinning check if they aren't Fearless.
But the Prime + Venom inside sounds like a good idea, though I would have to weigh it very carefully because that would be 1 less flyrant I could take.
This message was edited 1 time. Last update was at 2014/05/31 17:37:33
They are nice and what Nids need, I just don't see people rushing out to acquire them (legitly, that is) or the general allowance of them in a game.
The little guys, hierodules, are ugly as sin. I wish they'd bring back the FW Trygon as it was much cooler. Make the prime a GC variant and it might be worth its points.
I'd love to have a reason to work on my Revenant Titan, I just don't see LoW taking off.
Shine on, Kaldor Dayglow!
Not Ken Lobb
2014/05/31 21:53:50
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
Just played my 1850 Hierophant list against a tournament bike list and it was over by turn 3, he just couldnt bring it down even with his infiltrate alpha.
Anyone else though much on the implications of the ANY character can now be Warlord, not just HQ Characters. And if there are no characters in your list, then any model can be warlord.
2014/06/01 03:31:37
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
TheKbob wrote: They are nice and what Nids need, I just don't see people rushing out to acquire them (legitly, that is) or the general allowance of them in a game.
The little guys, hierodules, are ugly as sin. I wish they'd bring back the FW Trygon as it was much cooler. Make the prime a GC variant and it might be worth its points.
I'd love to have a reason to work on my Revenant Titan, I just don't see LoW taking off.
LoW will always be a minority representation in tournament play. You probably won't see them go mainstream for a while (as in years). You will perhaps see them in specialized LoW events/smaller tourneys. Don't get them because you are expecting to use them in tournament play. Rather, get them because you like the models and your friends don't mind running LoW's in narrative settings/games.
The Barbed Hierodule is kinda ugly IMO but wthe Scythed Hierodule actually looks pretty cool. Then again, beauty is in the eye of the beholder.
Iechine wrote: Just played my 1850 Hierophant list against a tournament bike list and it was over by turn 3, he just couldnt bring it down even with his infiltrate alpha.
I was using the Venomthrope cargo variant.
Was he running grav-bikers? I believe currently, grav-guns are a weakness of the Tyranid GC's. Against the HBT, they should be wounding it on 2+'s unless you guys house-rule it otherwise.
omerakk wrote: I have been list building since January and have yet to settle on one I actually enjoy; so frustrating ><
Post your list here if you want feedback from the Tyranid players.
Razerous wrote: I've come to settle as 3 Mawlocs as my mobile scoring, any tips on their use?
I wouldn't recommend running 3. That is kinda over-kill, just like running 3 heldrakes or 3 wraithknights. 2 is the most that I will go with. Then add other units to give the list more versatility.
I prefer to reserve my mawlocs for a chance for them to come in on T2. Then again, I usually run a bastion with Comms. Whatever you do, usually you would want to burrow them again on T4 so that they can pop back up onto an objective on T5 (unless they are already on an objective).
barnowl wrote: Anyone else though much on the implications of the ANY character can now be Warlord, not just HQ Characters. And if there are no characters in your list, then any model can be warlord.
For me, the dakka flyrants are just too good. I don't see anyone else worthy enough to replace them as my HQ's. But whatever you do, make sure your WL is durable. Making a Broodlord in a unit of 5 genestealers is not my idea of durable.
wyomingfox wrote: I don't see where characters or IC have the precision shot / strike USR. Looks like dakka flyrants won't be sniping models anymore.
Yeah, it looks like they took those rules away from characters. Bummer.
Iechine wrote: Just played my 1850 Hierophant list against a tournament bike list and it was over by turn 3, he just couldnt bring it down even with his infiltrate alpha.
I was using the Venomthrope cargo variant.
I'm guessing he was not running Grav spam? If he was how did you counter? Otherwise, its nice to know that Nids can compete, at least some of the time.
The will of the hive is always the same: HUNGER
2014/06/01 06:38:14
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
barnowl wrote: Anyone else though much on the implications of the ANY character can now be Warlord, not just HQ Characters. And if there are no characters in your list, then any model can be warlord.
For me, the dakka flyrants are just too good. I don't see anyone else worthy enough to replace them as my HQ's. But whatever you do, make sure your WL is durable. Making a Broodlord in a unit of 5 genestealers is not my idea of durable.
Kinda thinking running a Character free list and making the Tyrannofex a Warlord. I could also see running Character free and making one of our GC's the Warlord for a true Lord of War
2014/06/01 06:49:03
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
barnowl wrote: Anyone else though much on the implications of the ANY character can now be Warlord, not just HQ Characters. And if there are no characters in your list, then any model can be warlord.
Make a Spore Mine your Warlord
trollface.jpeg
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!"
2014/06/01 10:38:02
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
jy2 wrote:
Was he running grav-bikers? I believe currently, grav-guns are a weakness of the Tyranid GC's. Against the HBT, they should be wounding it on 2+'s unless you guys house-rule it otherwise.
It was an all Ravenwing bike list plus the vehicle granting shroud (I forget the name). Turn 1 he was infiltrated right up on the Hierophant, and at turn 3 he was down to 1 wound after his round of shooting/assault after I regenerated 2. However, minus a Zoanthrope
and a 11 termagant brood, I was still full force. Had I brought the Hellstorm template variant, the game would have been over much sooner.
pinecone77 wrote:
Iechine wrote: Just played my 1850 Hierophant list against a tournament bike list and it was over by turn 3, he just couldnt bring it down even with his infiltrate alpha.
I was using the Venomthrope cargo variant.
I'm guessing he was not running Grav spam? If he was how did you counter? Otherwise, its nice to know that Nids can compete, at least some of the time.
Grav spam would have sucked, but it would also have been tailored most likely. Now the trick is getting Hierophants in tournament play.
On Friday I got to play a heavy armor blood angles list with 2 super scoring Land Raiders. Here is a little batrep. Most of you probably don't care about the play by play, but you might want to check out the final analysis at the end.
My List
Spoiler:
Flyrant (Wings, 2 TL Devourers, E. Grubs) Flyrant (Wings, 2 TL Devourers, E. Grubs)
Venom Zoey Zoey
Tervigon (E. Grubs) 30 Tgaunts 20 HGaunts (Toxin Sacs)
9 Tac Marines (Multi-melta, melta-gun) + Seargent in a Land Raider variant with Turret Mounted Multi-melta and Assault Cannon, and Pintle Mounted Heavy Bolters. I think it is a Redeemer. 9 Tac Marines (Multi-melta, melta-gun) + Seargent in a Land Raider variant with Turret Mounted Multi-melta and Assault Cannon, and Pintle Mounted Heavy Bolters. I think it is a Redeemer.
Storm Raven Storm Raven
Mission Specs.
Spoiler:
We rolled on Maelstrom of war Missions. We got the one where we could score each other's Secure Objective X cards. Draw up to 3 Tac cards, Discard one that isn't a secure objective card each turn. We placed the Objectives evenly by dividing the table into 6 24" squares, and putting 1 objective in the middle of each.
Deployment:
Spoiler:
We had a buddy setup terrain for us. He put a large multi level ruin in the middle of the table on each side, and then 2 pieces of what used to be area terrain in each of our deployment zones, and 1 small 1 level ruin. It wasn't a lot of terrain, and wasn't very useable for deployment.
He deployed 1st. He put 1 Land Raider on my left flank, and added the librarian and Chaplin to the squad inside. His 2nd Land Raider Was right in the middle of his deployment zone with the techmaines behind it out of sight.
I deployed second, and made a deployment mistake. I feared that his Land Raider could kill a Crone on turn 1, but I wanted the Crones on the table, so they had a chance to use their Haywire missiles. So I deployed the crones on my right flank out of range of the land raiders assault cannons (even if it moved 6"). I put my flyrants in Front, and my gargoyles in front of them. Then I placed my Venom to give shrouded to all of the units placed. I put my carnifexes as far toward the middle of the board as possible (which wasn't near far enough). I Deployed my tervigon behind them, and then conga lined my HGaunts so that they got cover from the venom, and stretched all the way to midfield. I then bubble wrapped everything that wasn't covered by the Gargoyles with my Termagaunts, and then conga line them back to the venom, and then conga line the rest of them toward my left flank.
Psychic powers:
Spoiler:
Mephiston: Warp Speed, Iron Arm, Some other power that never got cast, and Hemorrhage. Librarian: Perfect timing? (the one that gives twin linking). Some other powers that never got cast. Warlord Traits: +1 VP for killing chars in challenges.
Warlord Flyrant: Onslaught, The Horror, Dominion Flyrant: Onslaught, Paroxism, Dominion. Zoey 1: Paroxism, Warp Blast, Dominion Zoey 2: Psychic Scream, Warp Blast, Dominion Tervigon: Paroxism, Dominion Warlord Trait: failed twice to roll "Master of Ambush", instead got -1 to his reserve rolls
Turn 1:
Spoiler:
2 Of His Tac Objective cards were at the edge of his deployment (I also had 2 at the edge of my deployment). He advanced his Land Raider that was on my Left flank very aggressively, and moved the middle Land Raider forward an inch or two to score an objective. There was no shooting.
Psychic phase: everything failed, or was denied.
On My turn, I exacerbated my deployment mistakes with some movement mistakes. I flew all of my FMC's to the large multi level ruin on my right flank. Unfortunately, a 2" run for my Venom only put 1 Flyrant into shrouded. I advanced everything else as much forward and left as I could. moving my TGaunts so that they wouldn't block anything else on the runs.
Psychic phase: Paroxism on one land Raider. Everything else failed or was denied.
He had cover from 1 of my crones, so I shot 2 tentaclids from the other into the closest land raider. 1 Hit, 1 glance. Also ran all my ground units. Score: 2 to 2
Turn 2:
Spoiler:
One of his storm ravens came in on my right flank. He exists his Librarian back toward the object near his deployment zone on my left flank. He advanced his left flank land raider forward, and dumped out the tac squad with the chaplin next to my Tgaunts. His other Land Raider backed up.
Psychic phase: everything failed, or was denied.
He shot his storm raven at my warlord flyrant who was in ruins but not covered by the venom. His multi-metla hit, and one of his missiles. I failed both of my 4+ cover. Only one of his assault cannon shots hit. I failed my 3+ armor. Then his Land raider tried to finish it off. If missed or failed to wound on everything but a single Assault Cannon shot. I failed my 3+ save. WARLORD, FIRST BLOOD, Tac Card: KILL A CHARACTER. His other land raider shot into one of my zoeys. 4 Assault Cannon Wounds. I failed 3 of 4 3++ invuls. Saves were not rolling well for me on this turn. His tac squad shoots at my TGaunts killing a few, and then assaults them losing 1 in overwatch. My Tgaunts get counter-attack from the Tervigon, but is really spread out so only 1/2 of the squad can attack. I kill 2 marines, he kills 7 TGaunts.
I send one my crones to vector strike the Storm Raven. My other Crone, and flyrant advance toward his Land Raider. My Carnifexes, gargoyles, and HGaunts move toward Mephiston. My Tervigon moves toward the Assault in progress and spawns Gaunts (3+3+1).
Psychic phase: Onslaught on the Carnifexes. Paroxism on the Tax Squad in Assault.
I template the land raider, but roll a 1 on the haywire chart. My crone that vector struck finished off the storm raven with a missile. 6 of my Gargoyles shoot at mehpiston and do nothing. The Tervigon shoots at mephiston, and he makes saves. The Carnifexes shoot at mephiston, and take him down to 2 wounds. My other crone fires 2 missiles (his last) at a land raider, and fail to hit. I assaulted both my Gargoyles and HGaunts into mephiston. He kills 4 HGaunts, and My gargoyles do nothing, but my HGaunts pile a ton of wounds on him, and he dies. WARLORD, Tac Card: D3 for Warlord. My Tgaunts lose 4 and kill 1.
Score: 7 to 6 Blood Angels.
Turn 3:
Spoiler:
His other storm raven comes in, but only because my warlord died turn 2, and I lost the -1 to reserves. He dumped the tac squad out of his land raider in hopes of killing my gargoyles in assault. His land raider on my left flank advanced to score 2 points on Objective 1. He decided psychic powers weren't worth it. His Storm Raven Shoots the house at the Crone with no missiles, I Jink, and end up taking 3 wounds. His land raider on my flank shoots and kills my last Zoey. His other land raider kills a few HGaunts. His tac squad kills 4-5 Gargoyles, and then assaults them and finishes them off to score a Tac Card. My Tgaunts lose 4 and kill 1.
I move my carnifexes onto an objective next to his Tac squad. I also advance my spawned gaunts, and my venom towards them. My HGaunts go to kill the librarian. My flyrant flies behind the storm raven for back armor (which I realized was a mistake during shooting AV:12 all around). My Crone couldn't vector strike the storm raven, and so I vector struck the librarian, but he made his invul. My other crone lands to score an objective, and throws 2 missiles at the Land Raider that is down 1 HP, taking it down another.
Psychic phase: I paroxisms the Tac squad again.
I shoot the spawned gaunts at the tac squad and do nothing. I shoot the Tervigon at the same squad and Kill 1. I shoot my carnifexes at them, and kill all but 3. I shoot my Flyrant at the Storm Raven, but only do 1 HP because of back armor 12. I want to try the 10" charge to finish off the Tax squad, but I need those carnifexes to score an objective, so I don't try it. My HGaunts assault the librarian. He Kills 1 and makes all of his saves. The Tac squad kills another few TGaunts (who are looking thin now).
Score: 9 to 8 Blood Angels.
Turn 4:
Spoiler:
His storm raven moves to blow away my Crone that is on the ground. His small tac squad load back up in the land raider. His land Raider by my carnifexes advance onto the objective they are holding. It doesn't score it, but it prevents me from scoring it. His other land raider stays put to score the same objective again. No Psychic phase. He shoots at my Crone with a Storm Raven, and a Land Raider, and kills it. His Tac squad finishes off my TGaunts. About 5 left including the chaplin. He kills 1 Hgaunt, and makes all of his saves with his librarian.
I land my flyrant to move back the same direction he came from. I move my Carnifexes right up to the Land Raider. I move my spawned gaunts toward a random objective. I move my Tervigon toward the Tac Squad. During my psychic phase I put dominion on everything. I shoot my Flyrant at the Techmarine and servitors and kill them. I shoot my Tervigon at the Tac Squad and don't do any wounds. I assault the Land Raider (full health) with my Fexes. They do 2 wounds via HOW, and 0 with their 8 attacks in assault. I assault my Tervigon into the tac Squad. Kill 2, and make my first 3+ save of the game.
Special Note: My biovore has been hanging out the whole game between 2 of my backfield objectives hoping to draw one of those tac cards. Both he and I draw Score Objective 6 this turn, and I move toward that, but mistakenly shoot into the tac squad, when I should have run to score 2 points.
Score 11 to 9 Blood Angels.
Turn 5:
Spoiler:
He realizes that I'm the verge of 2 points with my Biovore, and so moves a land raider and a Storm Raven to kill the bejesus out of it. He dumps his 3 man tac squad back out of the Land raider to kill my spawned gaunts. No psychics. One Land raider shoots at my carnifexes and does 3 wounds. The Storm raven kills the biovore, and so the other Land raider shoots at my fexes doing 3 wounds. So now both of my fexes have 1 wound. His tac squad kills 1/2 of my Spawned gaunts, and then assaults them, and finishes them off. His librarian kills 1 HGaunt, and makes all of his saves (getting silly now). My Tervigon kills one Tac marine, and takes 1 wound.
I fly my flyrant back toward the objective that no-one can score right away, and cast dominion on him. I shoot the flyrant at the TAC squad that killed my guants, and kill 2, leaving a single marine. My carnifexes assault the land raider again, and do 1 HP on HOW, and nothing with their 8 attacks. ARGH!!!. My Tervigon kills another marine. My Hgaunts finally do their job and finish off the Librarian. My Venom assaults and kills the last marine.
The score is 13 to 10 in his favor, and the game ends.
Final Analysis: I lost 10 - 13. The game was a slugfest. At the end the forces looked like this: My Opponent has: 3 marines in assault with a Tervigon. 1 Land Raider with 1 HP. 1 Land Raider with 2 HP. 1 Storm Raven with 2 HP. I have. A Tervigon with 5 wounds. 2 Carnifexes each with 1 wound. A full wound flyrant, a crone with 2 wounds and no missiles, 4 Toxic HGaunts, and a venomthrope.
The super scoring Land Raiders allowed him to rack up Tac Card Points in a way that was hard to match. He did savy maneuvering to keep my anti-tank from being able to do anything. I was able to cause damage, but not enough, and not fast enough. It takes 4 turns to get carnifexes into assault, and 2 full assaults with 2 carnifexes didn't kill a single land raider.
Still I made many mistakes, and did some crap rolling when it mattered (7 Rolls, and I didn't get Catalyst or Warp Lance once!, I only made 1 3+ save the entire game!, A dakka flyrant only took 1 HP off a storm raven).
The game is winnable. We aren't going to be killing land Raiders very often, but we can kill everything else. Land Raiders are such a huge points sink that we can use MSU tactics to beat them on the Tac cards. I think Drop pods are much more of a problem. Despite only killing 2 things, I was impressed with my Poison HGaunts.
This message was edited 2 times. Last update was at 2014/06/01 22:29:08
2014/06/01 16:53:55
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
So the wife and I are about to start a 'campaign', and while this isnt exactly tyranid tactics this has kind of become a be all thread. I'd like feedback on the current ruleset I've got going. Right now to make it interesting we are going to use NON battleforged lists.
Spoiler:
10,000pt Starter List
Each section shows the limits allowed to spend on units of each particular type, with upgrades included. Armies will subsequently be built from units available from the master list.
Tyranids
HQ -2000
Elites -1000
Troops - 2000
Fast Attack -1000
Heavy Support - 4000 (Including Lords of War)
Eldar
HQ- 1000
Elites - 1000
Troops -3000
Fast Attack - 1000
Heavy Support - 4000
Attacks have 1/2 regular deployment zone
Defenders have 1/2 more deployment zone
D3
1-2 Tyranids Attack
3-4 Eldar Attack
5-6 Even Ground
Total Victory - Winner purchases 500pts of reinforcements/Loser 250
Minor Victory - Winner purchases 250pts of reinforcements/Loser 0
Missions feature two Primaries. Securing more primaries awards Total Victory, if tied then it goes to secondaries (StW, FB, and Linebreaker) for a minor victory.
D6
1 - Biomass - The tyranids require biomass immediately, and failure to replenish their stores could prove disastrous. The Eldar continue to try to destroy the biomass taxing monstrous Tyranids.
Primary - Kill Points (Wraith/Vehicle units do not award a KP. Tyranid non-MC's do not award a KP.)
Primary - Emperor's Will (Both objectives on Eldar half)
2 - Assassinate - The Eldar seek to cripple the invasion by eliminating Tyranid Synapse creatures.
Primary - Kill Points (Units containing Synapse creatures are worth an additional kill point when destroyed. Eldar psychers are worth an additional kill point.)
Primary - Objectives (3 Tyranid Spires)
3. Webway Assault - The Tyranids move to disable Eldar reinforcements by destroying all Eldar constructs.
Primary - Eldar Constructs (Treat each as an immobilized vehicle AV 13/13/13 3HP 5+ Invulnerable. Tyranids win this primary by destroying at least two constructs.
Primary - Objectives (Each Construct is an objective, but once destroyed it can no longer be counted for scoring. Destroying all Constructs awards this Primary.)
4. Spire Destruction - The Eldar take steps to disable the synaptic link to the Hive Mind and the transfer of biomass.
Primary - Tyranid Spires (Treat each as an immobilized vehicle AV 13/13/13 3HP w/Feel No Pain. The Eldar win this primary by destroying at least two spires.
Primary - Objectives (Each Spire is an objective, but once destroyed it can no longer be counted for scoring. Destroying all Spires awards this Primary)
5. Shifting Tactics - The battlefield is particularly chaotic. Both sides vie for dominance over constantly shifting priorities, while struggling to maintain their foothold.
Primary - Tactical Objectives (Maelstrom of War)
Primary - Emperors Will Objectives (One on each side)
6. Moving Webway - A webway gate has malfunctioned, and has become uprooted. This battle is always limited to 500pts on a 4x4 battlefield. Place an objective marker in the center of the board (The relic). Every player turn the objective scatters 2D6 when not under the control of a model. If the Relic would land on impassible terrain or off the board, reduce the scatter by the minimum required to avoid misshaping.
Primary - Kill Points
Primary - The Relic
Discard each mission once it has been rolled for and played. Victory awards 1 Campaign point. The final battle will use armies built from the remaining forces of both armies. It will be Purge the Alien, with victory awarding 3 Campaign points.
tag8833 wrote: Still I made many mistakes, and did some crap rolling when it mattered (7 Rolls, and I didn't get Catalyst or Warp Lance once!
With that list you should expect to not have Catalyst every 1 out of 4 games by my calculations.
Good battle report, it really shows how you can use a modified version of the Tactical Objectives to lessen the impact of really durable Objective Secured units that aren't quite that mobile.
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!"
2014/06/02 01:08:33
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
tag8833 wrote: Still I made many mistakes, and did some crap rolling when it mattered (7 Rolls, and I didn't get Catalyst or Warp Lance once!
With that list you should expect to not have Catalyst every 1 out of 4 games by my calculations.
I figure I get Catalyst 75% of the time, Warp lance on a flyrant 55% of the time, and "Master of Ambush" 30% of the time. So I will get 1 of the 3 about 92% of the time. If I had any one of the 3 in this game, I think I would have won it.
PrinceRaven wrote: Good battle report, it really shows how you can use a modified version of the Tactical Objectives to lessen the impact of really durable Objective Secured units that aren't quite that mobile.
Thanks, We used the mission Straight from the book. #4 I think. No intentional modifications.
2014/06/02 01:17:15
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
Ah, my mistake, I thought you were discarding any non-Secure Objective X cards you drew, rather than 1 per turn.
It seems to me that the Tactical Objectives work well if you only include "Secure Objective X" cards, but as you add more the game becomes increasingly random and is decided more on who drew the easiest to score cards than list building or player skill.
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!"
2014/06/02 04:30:09
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
PrinceRaven wrote: Ah, my mistake, I thought you were discarding any non-Secure Objective X cards you drew, rather than 1 per turn.
It seems to me that the Tactical Objectives work well if you only include "Secure Objective X" cards, but as you add more the game becomes increasingly random and is decided more on who drew the easiest to score cards than list building or player skill.
The Cards have been rather devisive in my gaming group. I absolutely love them, because it makes me feel less worried about overwhelming my opponents with flyers or Mawlocs. After playing with them once, I proposed a house rule that you could immediately discard any card that were impossible to achieve. For instance "Manifest a psycic" power if you have no psychers. This helps to deal with your concern of random imbalance. Everyone in my group was quick to agree. But after a few games, some players started to blame the cards for their defeats. Warranted or not. One of the more fluffy players is refusing to play them because they interfere with competitive play. Nobody likes my proposed house rule any more because "You have an army that excels at mobility and scoring (HA!), and thus you don't need any more advantages by house ruling the cards" I find this largely amusing, and hope that everyone gives the cards a serious look. before banning them. Because immobile gunline was the preferred way to play 40k in my meta, I worry that there will be pressure to do away with the cards. Personally I don't find gunline fun to play or fun to play against, so any change that makes everybody participate in the movement phase and not just the shooting phase of the game will make me happy.
The double Landraider list I played against was essentially a meta-busting list built to deal with gunlines.
Recius of Frontline gaming had a great suggestion to improve the case of objective being placed too close to one player or the other. His suggestion is 3 Objects (1-2, 3-4, 5-6) places 1/2 between deployment zones, and then giving each player a chance to "Mulligan" their first draw, in which case they would be stuck with their second.
Some of the randomness is actually "fun" in a way that isn't necessarily competitive. For instance, I had a game that came down to rolling 5+ on a run move for a Biovore. That is a pretty damn fun game right there, even though I lost.
Anways, back on the topic of tyranids. I finished green highlights on 10 Hormagaunts, 28 Devourer Termagaunts, 45 Fleshborer Termagaunts, 40 Spinefist Termagaunts, 8 Magnetized Warriors, and 11 Raveners tonight. Grey, and then Red highlights, and they can be gloss coated, and I will have all of my gants finally painted.
2014/06/02 06:15:34
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
In 7th I've decided taking AG on Mawlocs every time. Not only are Mawlocs the most likely MC in the dex to get a shot at charging a tank in combat, but it helps the chances of getting there and let's them put avg 3 plasma shots into a vehicles rear armour, useful.
Sidenote, does anyone else find it funny how full of Narrative the Trygon is right now? He was such a boss in the last codex he could throw down with anything like a spammable mini-Swarmlord, but now he's pure janitor mode. Just like the Swarmnoob too I guess. Trygon is probably worse though, he's a 100pt model, at 200pts.
This message was edited 1 time. Last update was at 2014/06/02 06:18:53
P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it.
2014/06/02 08:22:06
Subject: Re:Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Battle Report p.49)
Now with 8 S10 attacks (9 on the charge), he'll most likely do some damage.
Just as one minor nitpick, the Hierophant actually has 9 attacks base and 10 on the charge, as it gets +1 attack for having 2 close combat weapons (Lash Whips and Scything Talons).
2014/06/02 13:33:36
Subject: Re:Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Battle Report p.49)
Now with 8 S10 attacks (9 on the charge), he'll most likely do some damage.
Just as one minor nitpick, the Hierophant actually has 9 attacks base and 10 on the charge, as it gets +1 attack for having 2 close combat weapons (Lash Whips and Scything Talons).