Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
No adverts like this in the forums anymore.
Times and dates in your local timezone.
Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
Email notifications for threads you want to watch closely.
Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.
2014/10/10 15:43:54
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
NightWrench wrote: What frustrates me is that Tyranids are suppose to be the big bad bugs with large amounts of MC that just terrify the prey. How is that almost every other army has a 12 move monstrous type creature available to them.
Tau - Riptide
Eldar/Dark Eldar - Wraithknight
Pick your imperial army - Knights
Orks - Gargant
Necrons and Chaos/Demons are the only other that come to mind that do not have a good center board control. Outside of using ForgeWorld that is. Those armies listed above do not need to use Escalation or Forgeworld to accomplish that.
We do...but they should be in the air
I will say that I think we need a Monstrous Creature on the ground that the opponent just thinks...well screw you and your spammed # Nid player. IMO Flyrants are good, but not on a level of a Wraithknight or Riptide
YMDC = nightmare
2014/10/11 02:07:30
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
No. We do not need a Wk/ Riptide power level unit. That is just terrible balancing. And wouldn't even necessarily make us stronger than a good AT unit would at this point.
P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it.
2014/10/11 03:59:54
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
Here's a crazy idea. The mycetic spore was a Tyranid Drop pod. What if instead we were given a Tyranid Rhino or Trukk? Something that could add to the survivability and speed of some of our critters without being more of the same.
Would you take Genestealers if you could store them in a 3 Wound T8 Beast MC with a 5+ save? How about Close combat Warriors? Poison Gants? Devourer Gants? It doesn't matter if it is statted out to be bad in close combat. WS3 S8 with 1 attack for instance. It would create a brand new way to play tyranids, and add some variability to our increasingly similar mono-builds. It wouldn't fix our codex full of broken toys, but it would do quite a lot to revolutionize our troops.
2014/10/11 04:47:50
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
tag8833 wrote: Here's a crazy idea. The mycetic spore was a Tyranid Drop pod. What if instead we were given a Tyranid Rhino or Trukk? Something that could add to the survivability and speed of some of our critters without being more of the same.
Would you take Genestealers if you could store them in a 3 Wound T8 Beast MC with a 5+ save? How about Close combat Warriors? Poison Gants? Devourer Gants? It doesn't matter if it is statted out to be bad in close combat. WS3 S8 with 1 attack for instance. It would create a brand new way to play tyranids, and add some variability to our increasingly similar mono-builds. It wouldn't fix our codex full of broken toys, but it would do quite a lot to revolutionize our troops.
Yes, it's called the Malefactor. It existed in Epic along with the Haruspex, Exocrine and Dactylis. It's a monstrous creature that functions like an Tyranid Armoured personal carrier (APC).
BTW, here is my custom rules for the Malefactor. Use it if you like and feel free to make changes to it. Also, feel free to let me know what you think of this.
Malefactor
The Malefactor is a large Tyranid assault organism that is able to transport a brood of other Tyranid creatures into battle under its thick carapace. They are covered from head to tail in thick chitinous armour plating that protects them from incoming enemy fire. The Malefactor drags itself along the ground propelling itself with it’s large, powerful forearms and tail. Its forearms are studded with explosive bio-frag spines that it sprays as it rushes forward. It can also squirt forth a jet of highly toxic acid that eats through both flesh and metal alike as though they were paper. Finally, it is surprisingly fast and may propel itself through relatively long distances for brief periods of time.
Bio-Frag Spines:The forearms of the Malefactor are studded with explosive bio-frag spines that it sprays as it rushes forward.
The Malefactor and any unit that has just disembarked from it counts as having frag grenades when they charge into combat. The passengers need to charge on the same turn as when they disembark to benefit from the Malefactor's Frag Spines.
Battering Forearms:The over-sized and very powerful forearms of the Malefactor are used also as seige weapons, bulldozing fortifications and smashing anything that gets in its way.
The Hammer of Wrath attack of the Malefactor is treated as S:10 AP:2 and may re-roll any failed Armour Penetration rolls.
Burst Speed:Despite its massive size and heavy armor, the Malefactor is surprisingly fast. It can move very quickly for short amounts of time.
Every other turn, the Malefactor may move 12".
Transport:Underneath the thick carapace of the Malefactor are cavities which can house an entire brood of Tyranid organisms.
The Malefactor can hold 1 brood of up to 15 models. The models may not be of the type Monstrous Creature, Beast or Jump Infantry. The Malefactor is otherwise treated as an Open-topped Transport.
This message was edited 7 times. Last update was at 2014/10/11 16:42:39
Im looking forward to my first GT, but with Double CAD and Forgeworld allowed, I shudder to think of the potential lists.
They may not be winning lists, but can you imagine the number of Riptides or Wraithknights you could cram into 1850pts that way? It's gonna be rough. What kind of diabolical shenanigans that will be dead stops for a Tyranid army can you guys think of?
Iechine wrote: Im looking forward to my first GT, but with Double CAD and Forgeworld allowed, I shudder to think of the potential lists.
They may not be winning lists, but can you imagine the number of Riptides or Wraithknights you could cram into 1850pts that way? It's gonna be rough. What kind of diabolical shenanigans that will be dead stops for a Tyranid army can you guys think of?
You cram too many riptides/wraithknights into a list and it actually becomes worse. That is because those units need the proper support units for them to work efficiently.
Now with that said, at 1850 double-CAD, I'd probably run something like this:
We're close with our lists, thats for sure. I cant run yours as Ive only 40 gargoyles and no bastion, but Id also rather die than paint another Tyranid for a good long while.
(Thats not true, Im ordering a chinese Dimachaeron soon but Im painting it a different scheme to sell, so it doesnt count)
jy2 wrote: Now with that said, at 1850 double-CAD, I'd probably run something like this:
28x Gargoyles
27x Gargoyles
55 Gargoyles? That is intense. Probably pretty good too. Personally I think it would work better in 3 broods (20, 20, 15), that way they have to divide their fire to keep the tarpit away, and generally 20 is about the biggest squad of gargs that you can easily make use of.
It also begs the question, why so many rippers? If you are flooding the board with gribbles, wouldn't swapping 2 of the squads of rippers for hormagants be better synergy with the rest of your list?
2014/10/11 16:03:40
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
jy2 wrote: Now with that said, at 1850 double-CAD, I'd probably run something like this:
28x Gargoyles
27x Gargoyles
55 Gargoyles? That is intense. Probably pretty good too. Personally I think it would work better in 3 broods (20, 20, 15), that way they have to divide their fire to keep the tarpit away, and generally 20 is about the biggest squad of gargs that you can easily make use of.
It also begs the question, why so many rippers? If you are flooding the board with gribbles, wouldn't swapping 2 of the squads of rippers for hormagants be better synergy with the rest of your list?
The main reason I went 2 squads instead of 3 is because 3 units then becomes a liability in 2 missions - Victory Points and the Scouring. Moreover, a larger unit becomes more survivable and easier to buff with psychic powers such as Catalyst and by being able to form a longer conga-line into the Malanthrope's bubble. Generally, I usually either run MSU min-squad units (a la Skyblight) or I try to run the largest unit that I can.
As for hormagants, you are perfectly fine to substitute some of the rippers for hormagants if you'd like. Personally, I prefer to play a more fluid army with the flexibility and mobility to start on the table almost anywhere. That is why almost all of my units can deepstrike if necessary (other than the biovores and malan-in-a-box). What I love doing is to deploy my core (malan-in-a-box, biovores) and then spread out my objectives away from my core. Thus, if the opponent goes after them, I deepstrike my troops into the 4 corners (or where I place the objectives) and now my opponent has just wasted valuable movement towards my core and needs to redirect his movement. For me, mobility and flexibility is the key to my success and thus most of my units in my army will reflect this.
This message was edited 2 times. Last update was at 2014/10/11 16:06:17
I haven't played in a while, but a couple of my buddies have been talking about a 1500 pt tourney that might be run down at the shop soon. We don't tend to restrict much, but I am tempted to run the following list;
I don't plan to put much in reserves, except maybe those rippers for grabbing mid or enemy backfield objectives while they are busy with the rest of the army. I would put the Gargoyles inside the Harridan and run it plus the Flyrants up the middle, and leave the Genestealers on back objectives. Think it has merit?
"There is a cancer eating at the Imperium. With each decade it advances deeper, leaving drained, dead worlds in its wake. This horror, this abomination, has thought and purpose that functions on an unimaginable, galactic scale and all we can do is try to stop the swarms of bioengineered monsters it unleashes upon us by instinct. We have given the horror a name to salve our fears; we call it the Tyranid race, but if is aware of us at all it must know us only as Prey."
Hive Fleet Grootslang 15000+
Servants of the Void 2000+
2014/10/11 17:51:27
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
Unyielding Hunger wrote: I haven't played in a while, but a couple of my buddies have been talking about a 1500 pt tourney that might be run down at the shop soon. We don't tend to restrict much, but I am tempted to run the following list;
I don't plan to put much in reserves, except maybe those rippers for grabbing mid or enemy backfield objectives while they are busy with the rest of the army. I would put the Gargoyles inside the Harridan and run it plus the Flyrants up the middle, and leave the Genestealers on back objectives. Think it has merit?
drop the stealers man. replace with zoan, venom and another ripper swarm.
2014/10/11 19:46:42
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
Unyielding Hunger wrote: I haven't played in a while, but a couple of my buddies have been talking about a 1500 pt tourney that might be run down at the shop soon. We don't tend to restrict much, but I am tempted to run the following list;
I don't plan to put much in reserves, except maybe those rippers for grabbing mid or enemy backfield objectives while they are busy with the rest of the army. I would put the Gargoyles inside the Harridan and run it plus the Flyrants up the middle, and leave the Genestealers on back objectives. Think it has merit?
drop the stealers man. replace with zoan, venom and another ripper swarm.
I'm trying to understand the logic in the Zoanthrope. Dropping the stealers, I understand, since I brought them in to take up the 140pts of filler that I had to use on a troop choice. The Venomthrope is an option, though I do not know how valuable it is going to be past the first turn. All the important units will be far outside of the bubble, and what job would it have then beyond just sitting on an objective or just sitting on a trio of rippers that should be out of LOS fairly easily. I wonder if I should just nab all the remaining points in DSing Rippers. What was your thought process behind the Zoanthrope and Venomthrope Wilson?
"There is a cancer eating at the Imperium. With each decade it advances deeper, leaving drained, dead worlds in its wake. This horror, this abomination, has thought and purpose that functions on an unimaginable, galactic scale and all we can do is try to stop the swarms of bioengineered monsters it unleashes upon us by instinct. We have given the horror a name to salve our fears; we call it the Tyranid race, but if is aware of us at all it must know us only as Prey."
Hive Fleet Grootslang 15000+
Servants of the Void 2000+
2014/10/11 19:50:10
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
Unyielding Hunger wrote: I haven't played in a while, but a couple of my buddies have been talking about a 1500 pt tourney that might be run down at the shop soon. We don't tend to restrict much, but I am tempted to run the following list;
I don't plan to put much in reserves, except maybe those rippers for grabbing mid or enemy backfield objectives while they are busy with the rest of the army. I would put the Gargoyles inside the Harridan and run it plus the Flyrants up the middle, and leave the Genestealers on back objectives. Think it has merit?
drop the stealers man. replace with zoan, venom and another ripper swarm.
I'm trying to understand the logic in the Zoanthrope. Dropping the stealers, I understand, since I brought them in to take up the 140pts of filler that I had to use on a troop choice. The Venomthrope is an option, though I do not know how valuable it is going to be past the first turn. All the important units will be far outside of the bubble, and what job would it have then beyond just sitting on an objective or just sitting on a trio of rippers that should be out of LOS fairly easily. I wonder if I should just nab all the remaining points in DSing Rippers. What was your thought process behind the Zoanthrope and Venomthrope Wilson?
Zoanthrope for the 2 WC + an invulnerable backfield unit to support others and the venom to provide cover on first turn.
but on second thought that might not work as good with the rest of the list. I can understand why you went for the stealers but I'd say you're better off with rippers.
This message was edited 1 time. Last update was at 2014/10/11 19:51:47
2014/10/11 20:01:34
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
Wilson wrote: Zoanthrope for the 2 WC + an invulnerable backfield unit to support others and the venom to provide cover on first turn.
but on second thought that might not work as good with the rest of the list. I can understand why you went for the stealers but I'd say you're better off with rippers.
And I can agree with that. The question is just what to do with 95 points past the obligatory 2 Ripper units. Realistically, the opponent is going to have his hands full with 3 very insane target priority issues so I should have some excellent board control.
"There is a cancer eating at the Imperium. With each decade it advances deeper, leaving drained, dead worlds in its wake. This horror, this abomination, has thought and purpose that functions on an unimaginable, galactic scale and all we can do is try to stop the swarms of bioengineered monsters it unleashes upon us by instinct. We have given the horror a name to salve our fears; we call it the Tyranid race, but if is aware of us at all it must know us only as Prey."
Hive Fleet Grootslang 15000+
Servants of the Void 2000+
2014/10/11 20:19:18
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
Just keep buying rippers till youre outta points... can never have too many obsec grabbers if you are just looking for filler.
6000 4000 3500 3000 4000
"Our crops will wither, our children will die piteous deaths and the sun will be swept from the sky." - Tom Kirby
Successful Trades: HokieHWT, Physh, rothrich, ProjectOneGaming, revackey, chaos0xomega, Redfinger, Kavik_Whitescar
2014/10/11 20:20:35
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
Wilson wrote: Zoanthrope for the 2 WC + an invulnerable backfield unit to support others and the venom to provide cover on first turn.
but on second thought that might not work as good with the rest of the list. I can understand why you went for the stealers but I'd say you're better off with rippers.
And I can agree with that. The question is just what to do with 95 points past the obligatory 2 Ripper units. Realistically, the opponent is going to have his hands full with 3 very insane target priority issues so I should have some excellent board control.
Do you have a harridan?
I want one so bad but it's just so fricking big!
2014/10/11 20:54:25
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
Wilson wrote: Zoanthrope for the 2 WC + an invulnerable backfield unit to support others and the venom to provide cover on first turn.
but on second thought that might not work as good with the rest of the list. I can understand why you went for the stealers but I'd say you're better off with rippers.
And I can agree with that. The question is just what to do with 95 points past the obligatory 2 Ripper units. Realistically, the opponent is going to have his hands full with 3 very insane target priority issues so I should have some excellent board control.
Do you have a harridan?
I want one so bad but it's just so fricking big!
Of course, I could never run it if I never had it, now could I? That being said, it's in...6 pieces on the bench here next to me. Working on finishing painting it this weekend. Probably going to finish the wing I am working on tonight after the wedding dies down here. Then I can wake up in the morning and have most of the day to finish the other wing and 2 side talons to finish the model. Also, when you say it is too big, are you talking about it being too big to transport? If so...there are plenty of options to actually transport it in a rather small area. I've got mine pinned and it's actually fairly compact once it is deconstructed. Want me to post some pictures?
"There is a cancer eating at the Imperium. With each decade it advances deeper, leaving drained, dead worlds in its wake. This horror, this abomination, has thought and purpose that functions on an unimaginable, galactic scale and all we can do is try to stop the swarms of bioengineered monsters it unleashes upon us by instinct. We have given the horror a name to salve our fears; we call it the Tyranid race, but if is aware of us at all it must know us only as Prey."
Hive Fleet Grootslang 15000+
Servants of the Void 2000+
2014/10/11 21:03:19
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
Wilson wrote: Zoanthrope for the 2 WC + an invulnerable backfield unit to support others and the venom to provide cover on first turn.
but on second thought that might not work as good with the rest of the list. I can understand why you went for the stealers but I'd say you're better off with rippers.
And I can agree with that. The question is just what to do with 95 points past the obligatory 2 Ripper units. Realistically, the opponent is going to have his hands full with 3 very insane target priority issues so I should have some excellent board control.
Do you have a harridan?
I want one so bad but it's just so fricking big!
Of course, I could never run it if I never had it, now could I? That being said, it's in...6 pieces on the bench here next to me. Working on finishing painting it this weekend. Probably going to finish the wing I am working on tonight after the wedding dies down here. Then I can wake up in the morning and have most of the day to finish the other wing and 2 side talons to finish the model. Also, when you say it is too big, are you talking about it being too big to transport? If so...there are plenty of options to actually transport it in a rather small area. I've got mine pinned and it's actually fairly compact once it is deconstructed. Want me to post some pictures?
please do! If I can get it into a battle foam case then i'll pick one up from Forgery world.
2014/10/11 21:23:12
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
Wilson wrote: Zoanthrope for the 2 WC + an invulnerable backfield unit to support others and the venom to provide cover on first turn.
but on second thought that might not work as good with the rest of the list. I can understand why you went for the stealers but I'd say you're better off with rippers.
And I can agree with that. The question is just what to do with 95 points past the obligatory 2 Ripper units. Realistically, the opponent is going to have his hands full with 3 very insane target priority issues so I should have some excellent board control.
Since it is really filler points maybe spore mines for an annoyance unit, or perhaps sky-slahers as they are fast as rippers put get hammer of wrath.
2014/10/11 21:42:06
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
Wilson wrote: Zoanthrope for the 2 WC + an invulnerable backfield unit to support others and the venom to provide cover on first turn.
but on second thought that might not work as good with the rest of the list. I can understand why you went for the stealers but I'd say you're better off with rippers.
And I can agree with that. The question is just what to do with 95 points past the obligatory 2 Ripper units. Realistically, the opponent is going to have his hands full with 3 very insane target priority issues so I should have some excellent board control.
Since it is really filler points maybe spore mines for an annoyance unit, or perhaps sky-slahers as they are fast as rippers put get hammer of wrath.
lol spore mines.
2014/10/11 21:47:37
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
actually zoan for the +WC and another unit of rippers wouldnt be a bad investment, might help make sure you get those powers off at least
6000 4000 3500 3000 4000
"Our crops will wither, our children will die piteous deaths and the sun will be swept from the sky." - Tom Kirby
Successful Trades: HokieHWT, Physh, rothrich, ProjectOneGaming, revackey, chaos0xomega, Redfinger, Kavik_Whitescar
2014/10/11 23:42:30
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
Had a game against a high school kid whos been making the rounds wiping the floor with everyone at the store today with my tournament list. He brought an unbound 1850 Tau list, with 3 riptides/longstrike tank/3x large missile side unit/pathfinders/fire warriors/deep striking crisis suits.
I went first and all 4 tyrants took out a missileside unit, so 3 sides and 6 drones took 960pts worth of shooting. However after that it was all a breeze. He had good target priority but he definitely thought Id go after his Riptides, which I never took a shot at the entire game. They were basically all that was left besides a few broadsides that were tarpitted by my 30 gargoyle squad. I simply outplayed him, but I think he learned a lot and that MSU can be tricky to deal with. I ended the game at turn 4 losing only 1 Flyrant/carnifex and many Gargoyles. I commend the dude for having a good attitude the entire time though, I think he learned a lot.
It didnt help me practice too much though for the tourney, hopefully the wife and I can play her Serpent spam list tomorrow.
This message was edited 1 time. Last update was at 2014/10/11 23:48:53
Wilson wrote: Zoanthrope for the 2 WC + an invulnerable backfield unit to support others and the venom to provide cover on first turn.
but on second thought that might not work as good with the rest of the list. I can understand why you went for the stealers but I'd say you're better off with rippers.
And I can agree with that. The question is just what to do with 95 points past the obligatory 2 Ripper units. Realistically, the opponent is going to have his hands full with 3 very insane target priority issues so I should have some excellent board control.
Since it is really filler points maybe spore mines for an annoyance unit, or perhaps sky-slahers as they are fast as rippers put get hammer of wrath.
lol spore mines.
Well yeah, if it had been anything besides filler points would not have even suggested them. use to able to do a little deployment forcing with them in the old codex, but they have lost even that usefullness.
2014/10/12 01:37:06
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
As you can see, the thing slims down dramatically. Now, I won't say that it will fit in a single tray, but you can definitely fit it all within 2.
"There is a cancer eating at the Imperium. With each decade it advances deeper, leaving drained, dead worlds in its wake. This horror, this abomination, has thought and purpose that functions on an unimaginable, galactic scale and all we can do is try to stop the swarms of bioengineered monsters it unleashes upon us by instinct. We have given the horror a name to salve our fears; we call it the Tyranid race, but if is aware of us at all it must know us only as Prey."
Hive Fleet Grootslang 15000+
Servants of the Void 2000+
2014/10/12 03:09:13
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
Iechine wrote: Had a game against a high school kid whos been making the rounds wiping the floor with everyone at the store today with my tournament list. He brought an unbound 1850 Tau list, with 3 riptides/longstrike tank/3x large missile side unit/pathfinders/fire warriors/deep striking crisis suits.
I went first and all 4 tyrants took out a missileside unit, so 3 sides and 6 drones took 960pts worth of shooting. However after that it was all a breeze. He had good target priority but he definitely thought Id go after his Riptides, which I never took a shot at the entire game. They were basically all that was left besides a few broadsides that were tarpitted by my 30 gargoyle squad. I simply outplayed him, but I think he learned a lot and that MSU can be tricky to deal with. I ended the game at turn 4 losing only 1 Flyrant/carnifex and many Gargoyles. I commend the dude for having a good attitude the entire time though, I think he learned a lot.
It didnt help me practice too much though for the tourney, hopefully the wife and I can play her Serpent spam list tomorrow.
For anyone else reading, this is exactly how you play against Tau (regardless of your own list). Riptides are going to be amazingly cost effective no matter what, allowing them to make their points back even FURTHER in shots absorbed with their crazy about of tank and range dictation for a <200 pt model is just making them an even better investment for the Tau player. You are best off just ignoring them and focusing on taking out Pathfinders > Broadsides > Crisis suits, often in that order (but prioritize as needed), as shooting at these models takes a lot more firepower off the board per shot than shooting at a Riptide does (by a big margin). You won't win every game against a good Tau list doing this because they are just that good, but I don't think you'll win any if you focus Riptides first, giving the other 1300 pts of their army unwatered down shooting for at least the first 2 turns of the game. Hit hard and fast and aim to damage some of the lighter units, Riptides can't win a game by themselves and it's a matter of time before they get bogged down in CC with something (pretty much any unit in our dex will do just fine, even trooptax Terms!).
This message was edited 1 time. Last update was at 2014/10/12 03:13:42
P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it.
2014/10/12 03:16:24
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
For everyone that is running a Venom in a box, Is there a particular you guys are using a Bastion instead of a Bunker in the lists? I mean some thing like this:
Fortificaions:
Bunker 75pt
3 sections of barricade
or
Bunker 75pt
coms relay
1 section of barricade
All both options are the same as a bunker and make better use of both the points and the VT's shrouding.
For a bit more you could do a Bunker and a voidsheild at 80pts. I am just curious or has the Bastion just been habit?
2014/10/12 04:24:15
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
Iechine wrote: Had a game against a high school kid whos been making the rounds wiping the floor with everyone at the store today with my tournament list. He brought an unbound 1850 Tau list, with 3 riptides/longstrike tank/3x large missile side unit/pathfinders/fire warriors/deep striking crisis suits.
I went first and all 4 tyrants took out a missileside unit, so 3 sides and 6 drones took 960pts worth of shooting. However after that it was all a breeze. He had good target priority but he definitely thought Id go after his Riptides, which I never took a shot at the entire game. They were basically all that was left besides a few broadsides that were tarpitted by my 30 gargoyle squad. I simply outplayed him, but I think he learned a lot and that MSU can be tricky to deal with. I ended the game at turn 4 losing only 1 Flyrant/carnifex and many Gargoyles. I commend the dude for having a good attitude the entire time though, I think he learned a lot.
It didnt help me practice too much though for the tourney, hopefully the wife and I can play her Serpent spam list tomorrow.
No skyfire bursttides I assume. Skyfire bursttides, and skyrays are what demolishes tyranids, a tau list without them is pretty manageable, though I understand how it would be annihilating other players. No buffmander either I take it.