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Made in us
Longtime Dakkanaut





Central Oregon

Eh lets not turn this thread into one of those, you two take that up in PM's if you need to measure each others thorax templates.

   
Made in de
Focused Fire Warrior




San Antonio, TX

jpevansiii wrote:
 foto69man wrote:
Thank you all for convincing me to buy this model...amazing detail and I can't wait to field it tomorrow!



Good for you. I ordered mine a few days ago. Still is in the mail on its way! I just hope it gets here in time for an 1850 tournament this weekend.


Eldercaveman wrote:
 foto69man wrote:
Thank you all for convincing me to buy this model...amazing detail and I can't wait to field it tomorrow!



Would you be an awesome human being and take some dimensions for me?


I will take dimensions and post pics of the battle tomorrw as it's 1:30a here. But she did AMAZING...didn't lose a wound...and popped out 20 gargoyles at the end to take an objective

And a slight teaser...


   
Made in us
Pyromaniac Hellhound Pilot






 Iechine wrote:
Eh lets not turn this thread into one of those, you two take that up in PM's if you need to measure each others thorax templates.


Thanks for the good advice, the two Hive Fleets temporarily got out of synaspe range but the Hive Mind quickly fixed that! Shuppet is cool although my fleet and his have their difference we can learn from each other. I do not pay as much attention to point cost as others when it comes to making a list, if the unit can do what I want it to do I will pay a little tax to include it in my list. If I am not mistaken my friend Shuppet evaluates units with point cost being one of the most important factors in deciding if it makes his list. I would like for him to give us an example as deciding what to use can be tricky!

I know I made it seem as if I know so much about nids because I reasearched the internet but at the same time I said I dont have any battlefield experience playing nids. Which makes it hard to believe that I can contribute to the thread right? Not exactly I am still a veteran at the game and I have played against nids, after all that research I am happy to reveal my 1850 list which should hopefully give me a little bit more credit with you guys.

Hive Fleet Newt

Hq
Hive Tyrant - 2xTL-Devourer/Brain-leeched, Electroshock Grubs, Wings, Hive Commander

Hive Tyrant - 2xTL-Devourer/Brain-leeched, Electroshock Grubs, Wings

2xTyrant Guard - Crushing Claws/Rending Claws, Adrenal Glands

2xTyrant Guard - Crushing Claws/Rending Claws, Adrenal Glands

Troops
30xTermaguants

Tervigon - Crushing Claws, Electroshcok Grubs

Elite
Venomthrope

Heavy Support
Carnifex - 2xTL Devourer/Brainleeched

Tyrannofex - Acid Spray

Incubator Node Formation
Tervigon - Crushing Claws, Electroshock Grubs

10xTermagaunts

10xTermagaunts

10xTermaguants

Man did it take a long time to make this list, I studied the codex, dakka, warseer, frontline gaming, hive mind, and youtube combine that with my experience I made a mean list.

This list is made to overload the board with tyranids big and small. It has 38 toughness 6 wounds on 8 different units. I compared that number to Jy2 Sky Fleet Pandora list (Skyblight Formation) which has 33 wounds on 7 targets, some of them are not toughness 6 but they have flying, Reecius recent list (Living Artillery Formation) has 35 wounds on 7 targets although 6 are Hive Guard. All these list are completely different but target saturation is an important tactic especially with Tyranids and I needed something to compare my list to. Not only does the list have alot of high toughness wounds but it starts the game with 60 gaunts on the table. Four squads in total, one large squad and three small squads and with the tervigons there will be a minimum of 6 gaunt squads and I have a chance to win the game simply because I keep pumping out gaunts.

I will explain the units and upgrades that are not as popular. The tyrant guard unit is probably the first thing I use that isnt seen alot or at all because of the death of the walking Hive Tyrant. I think these guys are really good and is one of the gems in the codex. The majority of our monstrous creatures besides the Hive Tyrant and the expensive Trygon all have ws 3 making their 3-4 attacks damn near useless as you only get 2 hits. Well Tyrant Guard have WS 5, this squad has rending and crushing claws giving them 3 ws 5 atks at str 6 or 7 each. On the charge you are getting 8 Ws 5 str 7 ap 2 av bane atks all for 150 points that is in my opinion the best monstrous creature like option we have and it is very point efficient. You will be hitting marines on 3's and killing on 2's and vehicles will be wrecked with ease because of av bane and, with 2 guys you can multi-charge to try to kill multiple vehicles. This unit does what our monstrous creatures are suppose to do in cc, and if one of them dies the other one is technically just as good as our other monstrous creatures with 3 atks.

All of the tervigons have the electroshock grub upgrade aswell as crushing claws making them tank hunters. The template should do 1 glance and when you charge with your 4 av bane atks you should be able to do 2 hull points worth of damage. I have so much av bane and haywire in this list that vehicles should not be a problem.

The secret to the success of this list however is the incubator node formation. Instead of having 2 large blob squad of gaunts I have 3 small squads and 1 large squad thats 60 gaunts on the table to start the game. These guys race downfield with move-through cover to try to tie up stuff. Riptides are so busy with the Monstrous creatures and tyrant guard that they forget about the gaunts that will tie them up if they are not careful. Its almost comical when your opponent decides to focus his entire army firepower on killing 240 points worth of gaunts. Especially when you have 2 tervigons who are going to try to keep them coming, the incubator tervigon's re-rolls can hurt you sometimes but it usually means she makes large squads. I outflank the other one to put pressure on one board edge, with it creating gaunt squads it can become a problem quickly as they will have gaunts coming from a different direction. If I decide to send a flyrant that way the pressure on that edge multiplys. Dont forget that the tervigon is a tank hunter with electroshock grubs and crushing claws.

The tyrannofex main job is to provide a cover save while slowly moving towards an objective and flaming non-meqs off of objectives. The carnifex adds more dakka and is a good tank hunter. There is alot more small details such as psychic powers but this is the meat of it, so what do you guys think?

This message was edited 1 time. Last update was at 2014/07/20 00:53:37


   
Made in us
The Hive Mind





I'd drop the Tyrannofex and Venomthrope for another Dakkafex, 5 Devourers in all the 10 man Gant squads, and Toxin Sacs on the Incubator Tervigon.

With as many gants as you're planning to flood the field with, giving them poison seems useful. And I've never loved the Tyrannofex if you're using it as a cover save. A Dakkafex will kill just as much usually.

My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
 
   
Made in us
Tunneling Trygon






rigeld2 wrote:
I'd drop the Tyrannofex and Venomthrope for another Dakkafex, 5 Devourers in all the 10 man Gant squads, and Toxin Sacs on the Incubator Tervigon.

With as many gants as you're planning to flood the field with, giving them poison seems useful. And I've never loved the Tyrannofex if you're using it as a cover save. A Dakkafex will kill just as much usually.


Giving a Tervigon toxin no longer gives poison to the gants... I wish it did! But, I would recommend leaving the Venomthrope in there. It's just too useful not to have!


 
   
Made in au
Towering Hierophant Bio-Titan





At first look, It seems like a heavily CC oriented lost, that needs more focused CC like the Tyrant guard and less crashing heavy WS3 monsters like the Tervigon, or volume of WS3 attacks like Termagants. If I had to recommend something, it would be dropping the 3X10 large squads of Terms, incubator might add slightly to your percentage of Gants spawned it multiplyd equally to your chances to tie. Over an extended period of time it's no actual net gain. At the cost of 30 Gants, which you will already have an abundance of, it could be more focused CC like maybe Lictors or Shrikes, or even more Tyrant Guard. In fact I think the entire list could benefit largely from more of anything if you can find points elsewhere, at the moment it's a big strong war of attrition of S3 and S6 in volume of WS3 attacks, with no faster, directed, point to the broadsword. Other than Flyrants who will have a hard time making it into combat alive as obvious "shoot me" buttons. Especially since you currently need to use then to Synapse your 60 Terms + spawns, who should NEVER be in range of the Tervigon feedback. They might be suicide units, that doesn't mean we can afford to throw their points in the trash for nothing.

This message was edited 2 times. Last update was at 2014/07/20 04:57:04


P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it. 
   
Made in us
Longtime Dakkanaut




kryczek wrote:
Has anyone put any real thought into devourer gaunt's? I'm only asking as I've not seen them mentioned yet and by god can they put out some amount of firepower. I'm running either 3x20 or 4x15 and i swear there a holy terror round these part's.

I find the 4x15 are the best when backed up by 2 warrior teams with strangler's. That's 180 S4 shot's and 2 large blast's with pinning per turn. Not bad for under 700 points surely?.


Oh yes, a lot of work went in to them around the drop of the codex because it became possible to mix and match weapons in a unit. The general accepted best use was in mixed squads with either spiny or termi actings a front line damage sponge for back row devourers. I forget what the best mix worked out to be but it was not actually a 50/50 split though that does work well.
   
Made in au
Towering Hierophant Bio-Titan





Ductvader did a calculation of their compared efficiency to other common standard infantry, and found that 12/30 was the optimal number of Gants for max efficiency. Now, I don't know exactly what the maths was and what variables such as range or cover saves (both very relevant to Nids), and it was only built to encompass their efficiency with the relevance of other infantry level equivalent point dumps I believe. Although he promised me a month or two ago to P.M. Me the math and still hasn't come through (*shakes tendril angrily towards Ductvader*) it's as good to go off as anything, as he's likely put more thought into it than anything else.

I'd say your other options are full 30man 90 devourer shot unload coming off a hive commander outflank, or 15/30 with a meatshield per Gant (or forcing them to deal with half the squad before getting any extra returns), 20/30 for extra aggression cheaply still with a 10 W shield. At the very least I wouldn't run a less than 10 out of every 30 with Devourers. Adds 20 shots for very little or risk. 15 devil gants in a 30 man squad is giving you the firepower of 60 standard Gants total, doubling their firepower for 60 pts (half the cost if a new 30 man squad).

Now bear with me, as about to post sharing some statistics of my own regarding the cost effeciency of Devilgants in firepower, relative to other units not just Termagants.


Automatically Appended Next Post:
To start with, to mark the progress and evolution of the Hive we will look at Devilgants in their last iteration

240 pts got you 20 deepstriking Devilgants in a pod. With the PE bubble that you should always endeavour to place around the Gants landing zone, puts 20 wounds on T4, 27 on T3. All saves allowed.

For 265 pts (marginal difference) 30 outflanking Devilgants put 22 wounds on T4, 30 on t3. Even narrowing that down to 240 pts gives you still more wounds, thanks to the new point reduction of both gants and devourers.
at the cost of the reliability of a drop pod of course.

I think its safe to say devil gants remain largely the same, with a knock to consistency in their role with the less of pods, and Flyrants being easier to kill thus less reliable Synapse for their side of the field. They do have 10 more wounds however, and as such lose less firepower per wound, and can tarpit/assault better in a pinch, while being a harder unit to counter-assault by your opponent at the same time.

All these differences are quite marginal however, I'd say they are at a very similar level of power.


This doesn't really help us at all but I think comparing the currently less popular option to last editions competitive version is worth the time to digest. I think its also worth noting that unlocking Tervigons troops is no longer anywhere near as important as it once was take that facts relevance to Devilgants in both editions however you choose.

Now we know Devilgants are a risk/reward aggressive unit, and it would be nice to know how they match up firepower wise at points effeciency against some other common infantry like firewarriors dire avengers, DE warriors, etc. Dakkafex too. Should always compare to dakkafex. Tag#s is a great contributor, coming through with such math in a few similar situations now. Perhaps if he sees us asking nicely he'll come through again? =}

This message was edited 1 time. Last update was at 2014/07/20 06:44:27


P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it. 
   
Made in jp
Tough Tyrant Guard






A few pages late to the party on the GS blob question, sorry.

I played stealershock in 5th, as it was our only real 'competitive' list at the time. I spent a significant period of time in 6th trying to make it work.

With the new book and 7th edition, I. Don't honestly see a way to make blobs work. I think manufactorum stealers x2 is a very legit tactic if you play in an area with decent ruins coverage.

Stealers really relied on poison to give them reliable damage output, the loss of reroll is killer. Losing +2 from gtg killed the blob in a box trick on most boards. Being forced to take turn 2 means you will endure 2 turns of shooting, and even in 5th with 4+ cover and 4+ fnp that generally was brutal. Having turn 1 isn't as bad, but requires very careful movement if you want to be able to gtg and do the fearless blob in a box.

With manufactorum, you gain all the advantages of msu without overflowing slots. You get free HNR which is very strong, allowing units of 1-3 stealers that would normally be ground down to pop out, then join other units in assault. The powerful deploymet rules allow boxing in and heavily influence movement. Very easy to gtg and get a 3+ cover then pop up when the flyrants come in.

Tl;dr - if you wanna use lots of stealers, manufactorum is likely your best bet.
   
Made in au
Towering Hierophant Bio-Titan





Love the hit and run - but while it's a nice bonus I think lack of frags means using the formation for pinning is more important. DLAB combined with 6 broodlords gives you a good pin chance, and the ever opposing Living artillery is a good option.

I don't miss toxin sacs that much. Due to the glass cannon nature of stealers I'd much rather have 120% bodies and attacks on the field, than sacrificing even more durability for more cannon. It's not a good change, but it affects me none for stealers.

I'm also not even sure Flyrant is the right HQ for Stealershock (I know, inconceivable right!?). They have trouble using their mobility as the biggest and least durable MC threat on the field, their Synapse is hardly relevant, and the cost difference between him or a Prime is like 15+ Stealers, very relevant.

I'm currently using a 6 Hive Guard as a screen, they are the cheapest source of T6 wounds next to Mawlocs and Tyrant Guard, provide a much larger screen, and help deal with both vehicles and units in cover, Genestealers natural counters if you will ~_~ +Venomthrope its a 3+ cover save, GtG for 2+. Tyrant Guards are a good option too, slightly cheaper T6 wounds than Hive Guard except with a 3+ save.

I think it's important to have something points efficient to throw into say a "Fist" heavy squad, or at least S8+ attacks. Looking for suggestions. The Tnid Prime is good for this, I think with Boneswords for challenging Marines. Something to throw at a TEQ assault squad would be nice. Melee acid blood Flyrant jinking his way into combat, would be nice if he could rely on his iniative. With a pinning Exocrine it's a strong consideration still. Also considering a Gargoyle blob. Any other suggestions/opinions?

This message was edited 1 time. Last update was at 2014/07/20 11:26:23


P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it. 
   
Made in de
Focused Fire Warrior




San Antonio, TX

 foto69man wrote:
jpevansiii wrote:
 foto69man wrote:
Thank you all for convincing me to buy this model...amazing detail and I can't wait to field it tomorrow!



Good for you. I ordered mine a few days ago. Still is in the mail on its way! I just hope it gets here in time for an 1850 tournament this weekend.


Eldercaveman wrote:
 foto69man wrote:
Thank you all for convincing me to buy this model...amazing detail and I can't wait to field it tomorrow!



Would you be an awesome human being and take some dimensions for me?


I will take dimensions and post pics of the battle tomorrw as it's 1:30a here. But she did AMAZING...didn't lose a wound...and popped out 20 gargoyles at the end to take an objective

And a slight teaser...



Here's the pic with measurements, and the wings are 14" from cannon to wing tip and 8" from joint to fullest point. Included a Banshee, Crisis Suit, Winged Tyrant, and Tyrannofex for size comparison




   
Made in au
Towering Hierophant Bio-Titan





I hope those Fleshborer Hives are magnetised :(

P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it. 
   
Made in de
Focused Fire Warrior




San Antonio, TX

 SHUPPET wrote:
I hope those Fleshborer Hives are magnetised :(


I magnetize everything for tyranids lol...just to be safe. Also, my T-fex got grounded for failing miserably(mostly my rolls) against some Orks a few games back...lol

   
Made in au
Towering Hierophant Bio-Titan





I want to put TFex in my list just because of how popular Orks or and it's the most fun thing in the world to onslaught a TFex in the centre into range of a bunch of stuff on the DZ edge against an army with no deny dice and just templating havoc while keeping him wrapped in Gargs

my god those templates wreak havoc once you get eGrubs into range as well.

I magnetised my Tfex but my magnets suck. I think I have to glue him up. At least I can rest assured that Rupture Cannon won't be useful for at least 2 years, if ever.

This message was edited 1 time. Last update was at 2014/07/20 13:43:25


P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it. 
   
Made in gb
Ancient Chaos Terminator






Surfing the Tervigon Wave...on a baby.

Well. That scuppered plans.

Friend had serious family issues come up - so, being a friend I backburned the plans to paint. I can field an army consisting of things already painted - might not be ideal but would rather be there if he needed me to talk to than be too preoccupied and stressed out.

So, presented...

What will be attending - 1800 points, Lords of War allowed, charity tournament with the emphasis being on lighter lists rather than super competitive must win or Else.



Flyrant - 2 x Twin Devourers
Flyrant - 2 x Twin Devourers

14 Termagants - Fleshborers
14 Termagants - Spinefists
5 Tyranid Warriors - 3 Deathspitters, 2 Rending Claws

Zoanthrope
Zoanthrope
2 Venomthropes

3 Raveners - Rending Claws

Trygon

Barbed Hierodule

- All painted, all within a single force organisation chart and generally enough for this week so I can be a friend.


Now only a CSM player. 
   
Made in gb
Infiltrating Broodlord




UK

So I've been wondering, as a new Tyranid player - Why are so many rippers appearing in lists? I thought they where beasts so they had a 12 inch move but after looking at their entry their just plain swarms! so why do people take them? are they just later game objective grabbers?
   
Made in us
Longtime Dakkanaut





Central Oregon

The cost is roughly 10 termagants, which are notoriously likely to flee from an objective and they have to walk to it in the first place. Rippers you can at least count on to stay put and deep strike, plus they have a low profile on the board so they are easy to hide.

   
Made in de
Focused Fire Warrior




San Antonio, TX

I am mostly a Tau player, so hence where I have this posted...but play Tyranids alot lately. Put up all the pictures from the 22,800 total point game I was in. Was a good fun time. I took:

2 Dakka Flyrants
Zoan
2 Ripper Swarms
Crone
20 Gargoyles

Endless Swarm
Wrecker Node

Harridan

Highlights for me, were my Harridan killing the Tau Tigershark in one round of shooting (It was my tigershark model as well...so almost a pyhrric victory lol). The wrecker node didn't make it to any tanks as the Deathwing dropped in our backfield and they needed to die or be held up. Needless to say the deathwing stayed in that spot the entire game The zoan did what I wanted it to and sat on the objective with the rippers and babysat them, the objective, and added warp charges for the tyrants. Last piece was the Harridan making a dash for their objective, 18" being righ at the table edge, and dropping 20 gargoyles out on their objective...lol...sweet sweet victory. Take a look at the link and pictures and let me know if you have any questions at all!


Escalation Picture Log/Report

   
Made in gb
Towering Hierophant Bio-Titan






 Wilson wrote:
So I've been wondering, as a new Tyranid player - Why are so many rippers appearing in lists? I thought they where beasts so they had a 12 inch move but after looking at their entry their just plain swarms! so why do people take them? are they just later game objective grabbers?


Pretty much that. 7E removed the restriction on Swarms scoring, so Rippers inherited Objective Secured. They're very similar to Termagants in terms of points, although it's much easier to keep Rippers out of sight / in cover in order to grab a sneaky objective. They're not great by any means, just cheap.


In other news, here are the purported stats for the new Dimachaeron:



Fast Attack - 200 Points
WS 8
BS 3
S 6
T 6
W 6
I 6
A 5
LD 10
Sv 3+

Its a MC (Leaper)

Weapons & Biomorphs are
Sickle Claws
Grasping Talons
Thorax Spine Maw
Adrenal Glands

Special Rules
IB: Feed
Rampage

Leaper is kind of like a Jump Pack for it except it only 6" all the time, but it can jump over things which is handy.
If you DON'T use it in the Movement phase, you get +1s to your HOW and the HOW gains Strikedown.

Grasping Talons: +1S AP2 Melee with Spine Maw Strike

Spinemaw Strike: If you roll at least one 6 to hit, you get to make a Spine Maw Attack at Intiative step 1

Spine Maw Attack: Makes ONE attack that Auto Hits. May Target any Enemy Model that isn't Extremely Bulky. Only one of these Attacks may be made by this model in each phase.

The One attack it does is at +4S AP1 Instant Death and "Digestion Spine"

Digestion Spine: When a Spine Maw removes a model, the Dimachaeron gains a number of "Plasm Tokens" Equal to the number of wounds on the profile of the model removed. At the end of each of its following Turns, The Controlling player removes one token. Whilst it has a Token remaining, it gets FNP (4+)


Sickle Claws: Strength- User AP2 Melee Sickle Strike

Sickle Strike: On a roll of a 4+ to wound, an attack inflicted by a Sickle Claw has the Instant Death Rule !

   
Made in us
The Hive Mind





Is that a 60mm base, the oval one, or something else?
Edit: judging by the rhino that's an oval base.

This message was edited 1 time. Last update was at 2014/07/20 16:16:46


My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
 
   
Made in us
Fixture of Dakka





San Jose, CA

I like!

Even if the rules are a little convoluted...



This message was edited 1 time. Last update was at 2014/07/20 16:12:28



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 gb
Towering Hierophant Bio-Titan






This is a massive target on the same scale as a Knight, yet can only move 6" a turn? Plus it needs to reach combat and eat a suitable morsel to earn the FNP ability. Yeah, it's not gonna live long.
And FW forgot to give it Fearless like every other Tyranid MC.

   
Made in us
Longtime Dakkanaut





Central Oregon

It looks really, really goofy. : / The model that is.

   
Made in us
Fixture of Dakka





San Jose, CA

Actually, so do the rules. Just too many of them. FW just should have made it a little simple, like Instant Death on a 4+ and if he rolls a 6 to hit in CC, he gets another +1A at 2x Strength. Kill at least 1 model and he gets 4+ FNP for the rest of the game.

FW also should have given him Fearless and Fleet.




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 us
Longtime Dakkanaut



Cheyenne WY

 CKO wrote:
 Iechine wrote:
Eh lets not turn this thread into one of those, you two take that up in PM's if you need to measure each others thorax templates.


Thanks for the good advice, the two Hive Fleets temporarily got out of synaspe range but the Hive Mind quickly fixed that! Shuppet is cool although my fleet and his have their difference we can learn from each other. I do not pay as much attention to point cost as others when it comes to making a list, if the unit can do what I want it to do I will pay a little tax to include it in my list. If I am not mistaken my friend Shuppet evaluates units with point cost being one of the most important factors in deciding if it makes his list. I would like for him to give us an example as deciding what to use can be tricky!

I know I made it seem as if I know so much about nids because I reasearched the internet but at the same time I said I dont have any battlefield experience playing nids. Which makes it hard to believe that I can contribute to the thread right? Not exactly I am still a veteran at the game and I have played against nids, after all that research I am happy to reveal my 1850 list which should hopefully give me a little bit more credit with you guys.

Hive Fleet Newt

Hq
Hive Tyrant - 2xTL-Devourer/Brain-leeched, Electroshock Grubs, Wings, Hive Commander

Hive Tyrant - 2xTL-Devourer/Brain-leeched, Electroshock Grubs, Wings

2xTyrant Guard - Crushing Claws/Rending Claws, Adrenal Glands

2xTyrant Guard - Crushing Claws/Rending Claws, Adrenal Glands

Troops
30xTermaguants

Tervigon - Crushing Claws, Electroshcok Grubs

Elite
Venomthrope

Heavy Support
Carnifex - 2xTL Devourer/Brainleeched

Tyrannofex - Acid Spray

Incubator Node Formation
Tervigon - Crushing Claws, Electroshock Grubs

10xTermagaunts

10xTermagaunts

10xTermaguants

Man did it take a long time to make this list, I studied the codex, dakka, warseer, frontline gaming, hive mind, and youtube combine that with my experience I made a mean list.

This list is made to overload the board with tyranids big and small. It has 38 toughness 6 wounds on 8 different units. I compared that number to Jy2 Sky Fleet Pandora list (Skyblight Formation) which has 33 wounds on 7 targets, some of them are not toughness 6 but they have flying, Reecius recent list (Living Artillery Formation) has 35 wounds on 7 targets although 6 are Hive Guard. All these list are completely different but target saturation is an important tactic especially with Tyranids and I needed something to compare my list to. Not only does the list have alot of high toughness wounds but it starts the game with 60 gaunts on the table. Four squads in total, one large squad and three small squads and with the tervigons there will be a minimum of 6 gaunt squads and I have a chance to win the game simply because I keep pumping out gaunts.

I will explain the units and upgrades that are not as popular. The tyrant guard unit is probably the first thing I use that isnt seen alot or at all because of the death of the walking Hive Tyrant. I think these guys are really good and is one of the gems in the codex. The majority of our monstrous creatures besides the Hive Tyrant and the expensive Trygon all have ws 3 making their 3-4 attacks damn near useless as you only get 2 hits. Well Tyrant Guard have WS 5, this squad has rending and crushing claws giving them 3 ws 5 atks at str 6 or 7 each. On the charge you are getting 8 Ws 5 str 7 ap 2 av bane atks all for 150 points that is in my opinion the best monstrous creature like option we have and it is very point efficient. You will be hitting marines on 3's and killing on 2's and vehicles will be wrecked with ease because of av bane and, with 2 guys you can multi-charge to try to kill multiple vehicles. This unit does what our monstrous creatures are suppose to do in cc, and if one of them dies the other one is technically just as good as our other monstrous creatures with 3 atks.

All of the tervigons have the electroshock grub upgrade aswell as crushing claws making them tank hunters. The template should do 1 glance and when you charge with your 4 av bane atks you should be able to do 2 hull points worth of damage. I have so much av bane and haywire in this list that vehicles should not be a problem.

The secret to the success of this list however is the incubator node formation. Instead of having 2 large blob squad of gaunts I have 3 small squads and 1 large squad thats 60 gaunts on the table to start the game. These guys race downfield with move-through cover to try to tie up stuff. Riptides are so busy with the Monstrous creatures and tyrant guard that they forget about the gaunts that will tie them up if they are not careful. Its almost comical when your opponent decides to focus his entire army firepower on killing 240 points worth of gaunts. Especially when you have 2 tervigons who are going to try to keep them coming, the incubator tervigon's re-rolls can hurt you sometimes but it usually means she makes large squads. I outflank the other one to put pressure on one board edge, with it creating gaunt squads it can become a problem quickly as they will have gaunts coming from a different direction. If I decide to send a flyrant that way the pressure on that edge multiplys. Dont forget that the tervigon is a tank hunter with electroshock grubs and crushing claws.

The tyrannofex main job is to provide a cover save while slowly moving towards an objective and flaming non-meqs off of objectives. The carnifex adds more dakka and is a good tank hunter. There is alot more small details such as psychic powers but this is the meat of it, so what do you guys think?


Looks nice. Though I'd find 10 points to put a Thorax Hive on the Tyranofex, that second template is always (IMHO ) worth it. Personally I would not bother with Crushing Claws FTW! and would spend the points elsewhere...but that is a "style" thing. I also habitually add Adrenal to Tyranofex, because adding Fleet makes it so threatening that it attracts all the fire, and that is her main job.

The will of the hive is always the same: HUNGER 
   
Made in gb
Towering Hierophant Bio-Titan






 jy2 wrote:
Actually, so do the rules. Just too many of them. FW just should have made it a little simple, like Instant Death on a 4+ and if he rolls a 6 to hit in CC, he gets another +1A at 2x Strength. Kill at least 1 model and he gets 4+ FNP for the rest of the game.

FW also should have given him Fearless and Fleet.



It has Fleet from the adrenals. No option for flesh hooks / assault grenades though. It'll be attacking at I1 most of the time.
   
Made in us
Longtime Dakkanaut



Cheyenne WY

barnowl wrote:
kryczek wrote:
Has anyone put any real thought into devourer gaunt's? I'm only asking as I've not seen them mentioned yet and by god can they put out some amount of firepower. I'm running either 3x20 or 4x15 and i swear there a holy terror round these part's.

I find the 4x15 are the best when backed up by 2 warrior teams with strangler's. That's 180 S4 shot's and 2 large blast's with pinning per turn. Not bad for under 700 points surely?.


Oh yes, a lot of work went in to them around the drop of the codex because it became possible to mix and match weapons in a unit. The general accepted best use was in mixed squads with either spiny or termi actings a front line damage sponge for back row devourers. I forget what the best mix worked out to be but it was not actually a 50/50 split though that does work well.


Yeah, 50/50 is a fine "rule of thumb". Personally I run them 2/1 so my basic Brood is Spinegaunts, x20. And I add +10 Devilgaunts if I want x30 for 160 points. In "Endless" I run Spinegaunts, x10,+5 Devils these days...


Automatically Appended Next Post:
 Wilson wrote:
So I've been wondering, as a new Tyranid player - Why are so many rippers appearing in lists? I thought they where beasts so they had a 12 inch move but after looking at their entry their just plain swarms! so why do people take them? are they just later game objective grabbers?


They're dirt cheap, and you can add Deep Strike for almost nothing. And its the pure challenge of getting a use out of them. (IMHO)

This message was edited 1 time. Last update was at 2014/07/20 17:20:59


The will of the hive is always the same: HUNGER 
   
Made in us
Focused Fire Warrior





Dunn, NC

The new tyranid looks amazing and his rules, although possibly confusing, look great. Seems really killy and even digests its prey. I cannot wait to buy 2 of them. lol.

Tau
Votann
World Eaters
Khorne Daemons
Custodes 
   
Made in gb
Towering Hierophant Bio-Titan






Malanthrope: Elite instead of HQ. Units of 1-3 at 85pts each.

Infantry, T5 W4 3+

Tox miasma, Regen, Fleet, MTC, Shrouded, poisoned 2+, synapse, shadow,
spore cloud (same rule as Venomthropes)
prey adaption & grasping tail. Tail gives a 50/50 chance to halve opponent's attacks and drop Init to 1 in a challenge.


The Stonecrusher: 30pts more than a standard 'Fex, +1S, -1A, no other stat changes.

1-3, MC. Carapace Chitin-rams & pair of Wrecker claws as standard. Can swap claws for Claw & Flail & can take spine banks, bio-plasma & scythe/mace tail 'morphs.

Reinforced Carapace: all ranged hits are -1S when rolling to wound.
Other three standard 'Fex special rules.

Wrecker Claws: AP 1, Wrecker, Sunder.
Wrecker: re-roll all failed pen rolls vs fortifications & immobile structures & +1 on building damage chart. If destroying walls/bulkheads as terrain remove that terrain piece.
Sunder: re-rolls all failed pen rolls (all targets).

Wrecker Claw & Flail: AP1 Sweep Attack, Instant Death
Sweep Attack: instead of use the model's A stat in melee, make number of attacks equal to models in base contact

Carapace Chitin-rams: All HOW attacks are AP2. Also when targeted against a building, fortification & any ground vehicle all HOW attacks gain Armourbane and when targeted vs MCs & GCs that are not swooping gains the Monster Hunter USR.


Stonecrusher fexes look decent, and they'll be fantastic if you can include them in Wrecker Nodes.

I still haven't collected my jaw from the floor over Malanthropes. They're durable Venomthropes with synapse and reasonable melee ability. Major buff here.
   
Made in us
Focused Fire Warrior





Dunn, NC

Venomthropes might be taking a back seat to Malanthropes. More durable, synapse, better armor and still grant shrouded. Pretty amazing if you ask me.

Ive been looking forward to seeing the new wrecker fex's rules and they look amazing worth the 30 points increase as I am seeing more and more bastions in my battle group. This book is looking pretty amazing and we have only had 3 rule leaks so far.


Question for xxtz, was the Hierophant or Harridan improved or changed at all?? What about the hieroduels??

Tau
Votann
World Eaters
Khorne Daemons
Custodes 
   
 
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