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Made in us
Tunneling Trygon





NJ

You don't need to. Both rules say that you perform the action "at the start of your turn"

RAW in the BRB, anything that happens simultaneously (like a challenge and Mindshackle Scarabs) is decided by the player whose turn it is. Since it will always be your turn when your units arrive by deep strike, you can test for instinctive behavior before or after your deep striking units arrive on the table. This means that if you have a unit coming in from deep strike, it won't need to test until the start of the next turn (if you choose to test before your reserves come in). If you decide to test after your reserves come in, then you can deep strike a synapse creature in and have other units benefit from its synapse. Sadly you can't have it both ways - you do have to decide when you test

I would love for someone to correct me if I'm wrong, but that's how I'm reading the rules
   
Made in us
Longtime Dakkanaut




 cyberjonesy wrote:
 Sinful Hero wrote:
Thought spore mines(and this the mucolid) use the large blast?

And the Sporocyst does not have synapse, just any synapse creature within 6" gets it synapse range boosted by 6".

Instinctive behavior doesn't apply on the turn a unit arrives from reserves.


You re right about the large blast but even then, a spread out unit will only ever get hit 2 or 3 times, and that is assuming your mines dont die to overwatch (which is very likely with the toughness they have). Lets be honest here, spore mines are absolutely useless.

IB is not a major factor but its something to keep in mind and it does kick in at the begining of the turn after you deep strike.


Why? None of the three units have Instinctive Behavior. 2 have Instinctive Fire, a very different rule.


Automatically Appended Next Post:
 cyberjonesy wrote:
The big spore mine is practically useless, moving and charging at half speed means it will never get anywhere and even if it does, centering the large blast marker on top of your own model means that you only hit 2 model from the "explosion" , 3 at best, because people spread their uints. Assuming overwatch does nt wipe your spore before they get there, the dmg dealt will never be crippling to your oponent. Also, the ability to charge flyers is a really cruel one, because you will never catch something that moves 18"+ with a 3"move and 2d6/2 charge.

I think the sporocyst is a bad unit, spawning spore mines is useless (as discussed earlier) and midfield synapse can be accomplished with more efficient unit choices, flyrants anyone? Using that unit as an objectives holder is also, not reliable, because it will get shot down very easily, or grenaded from melee. The gun options on it are very situational 18" s5 gets outranged, 36" s4 large blast is not too shabby in certain situations but it is too expensive and will not make its points back. s6 ap4 small blast is just terrible, so going with venom upgrade would be inefficient pointswise.

You are only left with the drop pod version , which is the exact same thing from what I just mentionned but you get to deep strike a unit of your choosing. Basically, You get mobility for your fat potatoes but at a 75 pts tax. Which is by far the best option but when you compare to SM drop pods, it is extremely overcosted for what you get. (No Obj sec, no alpha strike, more than double the points, units coming out of there will be out of synapse which limits the use of the drop to within 12" of your flyrants and and the biggest problem is that the unit will come late during the game, meaning you either have to pay an extra tax for reserve control upgrades or waste precious turns of shooting in reserves.)
Space marines dont have fat potatoes but they can pop vehicles by dropping really cheap multimelta shots, something tyranids will never be able to do for that amount of points.

TLDR: tyranocyte is usefull but tyranids armies will still get outclassed by other armies due to inneficient unit points.
the other 2 options are situational , borderline bad, definately not any must haves with this release so far.


The other two units are just fine. Just like Spore Mines you won't likely take the Muscilod. You take the Sporocyst as deployable weapons battery. For the 75-100 points it is very good at what it does, provide a platform for 5 pie plates, add free units to be dealt with, act as a synapse amp which can very useful for Tsunami style list. And once per game it can pop a Muscilod, and this is when it targets flyers, it makes anywhere in 14-18 a threat to flyers.

This message was edited 1 time. Last update was at 2014/11/05 03:47:53


 
   
Made in us
Shadowy Grot Kommittee Memba




The Great State of New Jersey

I think you're underselling the Muscolids. They are cheap enough that you can just take a bunch of them and spread them out over a table, if your opponent wastes time shooting at them, then oh well. Flyers are fast, but you can make it so that they are never more than 7-8" away from a mine regardless of where they try to go, which gives you a good chance of hitting one.

Also, if you play against the type of opponent that meticulously places all his models exactly 2" apart at all times in order to prevent getting hit by templates, then I'd say you have bigger problems than poor rules.

CoALabaer wrote:
Wargamers hate two things: the state of the game and change.
 
   
Made in us
Longtime Dakkanaut




Wichita, KS

 dan2026 wrote:
Is there any reason that a Hive Tyrant (or Swarmlord) and a unit of Tyrant Guard can't Deep Strike in separate pods and join together on the other end?
No reason except it is pricey. You might scatter too far apart, but it would be unlikely.
   
Made in au
Towering Hierophant Bio-Titan





 cyberjonesy wrote:
The big spore mine is practically useless, moving and charging at half speed means it will never get anywhere and even if it does, centering the large blast marker on top of your own model means that you only hit 2 model from the "explosion" , 3 at best, because people spread their uints. Assuming overwatch does nt wipe your spore before they get there, the dmg dealt will never be crippling to your oponent. Also, the ability to charge flyers is a really cruel one, because you will never catch something that moves 18"+ with a 3"move and 2d6/2 charge.

I think the sporocyst is a bad unit, spawning spore mines is useless (as discussed earlier) and midfield synapse can be accomplished with more efficient unit choices, flyrants anyone? Using that unit as an objectives holder is also, not reliable, because it will get shot down very easily, or grenaded from melee. The gun options on it are very situational 18" s5 gets outranged, 36" s4 large blast is not too shabby in certain situations but it is too expensive and will not make its points back. s6 ap4 small blast is just terrible, so going with venom upgrade would be inefficient pointswise.

You are only left with the drop pod version , which is the exact same thing from what I just mentionned but you get to deep strike a unit of your choosing. Basically, You get mobility for your fat potatoes but at a 75 pts tax. Which is by far the best option but when you compare to SM drop pods, it is extremely overcosted for what you get. (No Obj sec, no alpha strike, more than double the points, units coming out of there will be out of synapse which limits the use of the drop to within 12" of your flyrants and and the biggest problem is that the unit will come late during the game, meaning you either have to pay an extra tax for reserve control upgrades or waste precious turns of shooting in reserves.)
Space marines dont have fat potatoes but they can pop vehicles by dropping really cheap multimelta shots, something tyranids will never be able to do for that amount of points.

TLDR: tyranocyte is usefull but tyranids armies will still get outclassed by other armies due to inneficient unit points.
the other 2 options are situational , borderline bad, definately not any must haves with this release so far.


Sure the Mucolids isn't going to catch anything that doesn't decide to avoid it, but on the flipside, that gives you board control over that area. If they want that area back there is no real cost effective way to deal with 3x 10 pt T5 wounds with shrouded and 9 times out of 10 you'll get a decent trade for that S8 blast points wise. Sure it's not phenomenal, but it's about on the same level as any other of our crappy mandatory troops, with advantages (cheaper) and disadvantages (scoring) it's a lot better than you give it credit for and will definitely see play.

The sporocyst I agree is absolutely terrible. A lot of people just look at like "omg free spawning excellent way to get a points advantage". No. You know what spore mines are worth? Well, not the 15 points they cost in the codex or else they'd be taken more often than never. Do you know what spore mines that don't DS are worth? Absolutely nothing. This unit is beyond trash and for the same price you get a unit that does all the same stuff and can DS a unit, a critical feature for plenty of Nids slow close range beasts.


Which brings me to the last point - the Tyrannocyte. You are dead wrong on this. It wouldn't matter if SM got the exact same model for a 1/4 of the price - A. It doesn't make our one any worse and B. It's about more than the model itself. We have units that benefit from Drop Pods FAR greater than SM do. Sure, they have a couple that love, but we are THE close range shooting army. Dakkafexes, TyrNnofexes, Pyrovores, we have the tools to put this to greater use and thus the added cost is actually justified IMO. This model is excellent, and because of it, Tyranids are now in the best shape they've been in for 3 editions now as far as internal balance goes. Look past the SM comparisons because that isn't even relevant unless they have an equivalent for each unit we have.

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 ca
Longtime Dakkanaut





The sporocyst I agree is absolutely terrible. A lot of people just look at like "omg free spawning excellent way to get a points advantage".


It is not about the spawning. It is about placing a unit on an objective and denying it. You spawn only to buffer that unit and it is a weapons platform ...albeit only 5 deathspitters and a large blast once a game but still. You do not always have to make your points back on a unit for it to be useful.

 
   
Made in au
Infiltrating Broodlord





Brisbane

 SHUPPET wrote:
Which brings me to the last point - the Tyrannocyte. You are dead wrong on this. It wouldn't matter if SM got the exact same model for a 1/4 of the price - A. It doesn't make our one any worse and B. It's about more than the model itself. We have units that benefit from Drop Pods FAR greater than SM do. Sure, they have a couple that love, but we are THE close range shooting army. Dakkafexes, TyrNnofexes, Pyrovores, we have the tools to put this to greater use and thus the added cost is actually justified IMO. This model is excellent, and because of it, Tyranids are now in the best shape they've been in for 3 editions now as far as internal balance goes. Look past the SM comparisons because that isn't even relevant unless they have an equivalent for each unit we have.


Perfectly said, especially the last sentence.

 
   
Made in au
Towering Hierophant Bio-Titan





 felixcat wrote:
The sporocyst I agree is absolutely terrible. A lot of people just look at like "omg free spawning excellent way to get a points advantage".


It is not about the spawning. It is about placing a unit on an objective and denying it. You spawn only to buffer that unit and it is a weapons platform ...albeit only 5 deathspitters and a large blast once a game but still. You do not always have to make your points back on a unit for it to be useful.

So basically, everything a Tyrannocyte can do, except without the amazing option of deepstriking a unit in with it?

Also that isn't a large blast once a game, it's a non-deepstriking Mucolid once a game.

This message was edited 2 times. Last update was at 2014/11/05 07:57:01


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





Central Oregon

I like to think of the Tyrannocite as an expensive biomorph that gives you deepstrike and 5 deathspitters...would I pay 75 pts for that upgrade? Yep.

Turn 2 typically has my 3 Tyrants in the air being dicks to everything on the ground mid field. So nows when I want to keep allowing that to happen, deepstriking MC(s) are a great distraction.

Still havent decided on what MC to send in though.

Assuming FW is not allowed and in a competitive setting:

Dakkafex Classic devourers mulch and can be useful against certain targets, and no one likes a charge from one. They are squishy. One fex alone without cover just cant take the front and center firepower many armies can throw out.
Tyrannofex Tough as nails and his acid spray would reach whatever you needed to after deep striking. He sucks at combat and has low damage output against a lot of common builds.
Exocrine One of the main reasons I never use this guy is his 24" range. Now that he can arrive and spit out AP2, he can be really helpful in removing a variety of targets your Flyrants have already softened up See Carnifex, plus he sucks at combat
Toxicrene The potential for instant death on a variety of targets is promising. He's also a wide model that can use the Tyrannocite for cover when he comes in, ensuring the 3+ cover save at least. He assault potential is promising, wounding anything on a 2+ with AP2 and potential for ID cant be overlooked. He's even squishier than most of our MC's. Some units he just has no business assaulting, and without his cover save his survival looks grim.
Haruspex It's a Haruspex.



A tourney list for consideration:

1850
Flyrant w/Devs and electro
Flyrant w/Devs and electro
Flyrant w/Devs and electro

Bastion w/coms
Venomthrope
Ripper w/DS
Ripper w/DS
Ripper w/DS

Exocrine w/Tyrannocite and Venom Cannons
Exocrine w/Tyrannocite and Venom Cannons
Mawloc
Mawloc

With points to spare...Its an obvious beta strike army. Perhaps lose a Mawloc for a large gargoyle brood for flexibility?

This message was edited 1 time. Last update was at 2014/11/05 10:54:24


   
Made in us
Decrepit Dakkanaut





Hyperspace

Please tell me why this list will fail horribly at killing GKs.

HQ-
Flyrant with TL BL Devs + eGrubs (240)
Flyrant with TL BL Devs + eGrubs (240)

Troops-
Rippers w/ DS (45)
Rippers w/ DS (45)

Elites-
Venomthrope (45)
Zoanthrope (50)

Heavy Support-
Exocrine (170)
Mawloc (140)
Exocrine (170)



Peregrine - If you like the army buy it, and don't worry about what one random person on the internet thinks.
 
   
Made in au
Infiltrating Broodlord





Brisbane

 Iechine wrote:
I like to think of the Tyrannocite as an expensive biomorph that gives you deepstrike and 5 deathspitters...would I pay 75 pts for that upgrade? Yep.

Turn 2 typically has my 3 Tyrants in the air being dicks to everything on the ground mid field. So nows when I want to keep allowing that to happen, deepstriking MC(s) are a great distraction.

Still havent decided on what MC to send in though.

Assuming FW is not allowed and in a competitive setting:

Dakkafex Classic devourers mulch and can be useful against certain targets, and no one likes a charge from one. They are squishy. One fex alone without cover just cant take the front and center firepower many armies can throw out.
Tyrannofex Tough as nails and his acid spray would reach whatever you needed to after deep striking. He sucks at combat and has low damage output against a lot of common builds.
Exocrine One of the main reasons I never use this guy is his 24" range. Now that he can arrive and spit out AP2, he can be really helpful in removing a variety of targets your Flyrants have already softened up See Carnifex, plus he sucks at combat
Toxicrene The potential for instant death on a variety of targets is promising. He's also a wide model that can use the Tyrannocite for cover when he comes in, ensuring the 3+ cover save at least. He assault potential is promising, wounding anything on a 2+ with AP2 and potential for ID cant be overlooked. He's even squishier than most of our MC's. Some units he just has no business assaulting, and without his cover save his survival looks grim.
Haruspex It's a Haruspex.



A tourney list for consideration:

1850
Flyrant w/Devs and electro
Flyrant w/Devs and electro
Flyrant w/Devs and electro

Bastion w/coms
Venomthrope
Ripper w/DS
Ripper w/DS
Ripper w/DS

Exocrine w/Tyrannocite and Venom Cannons
Exocrine w/Tyrannocite and Venom Cannons
Mawloc
Mawloc

With points to spare...Its an obvious beta strike army. Perhaps lose a Mawloc for a large gargoyle brood for flexibility?


You could swap the Mawloc + Venomthope for 18 Gargoyles, Void Shield for the Bastion and a Malanthrope with 2 points to spair.

 
   
Made in gb
Battleship Captain




Verviedi wrote:
Please tell me why this list will fail horribly at killing GKs.

HQ-
Flyrant with TL BL Devs + eGrubs (240)
Flyrant with TL BL Devs + eGrubs (240)

Troops-
Rippers w/ DS (45)
Rippers w/ DS (45)

Elites-
Venomthrope (45)
Zoanthrope (50)

Heavy Support-
Exocrine (170)
Mawloc (140)
Exocrine (170)


Because Grey Knights.

On a more useful note - it looks good. Two Exocrines will do horrible, horrible things to an elite heavy-infantry army.

Castle them up to provide a wall the Tyrants, venomthrope and zoanthrope can hide behind until they launch, then strafe the psychic buggers from above. Shadow in the warp actually makes psychic scream useful if you can cast it.

My main concern - you have a big, tough firebase in your two plasma bugs, and two tyrants.....and that's about it. I get that the rippers are a 'minimum troops' thing, but with Interceptors and shunt-jumping dreadknights, he can pounce on weakly held objectives very effectively.





As far as the tyrannocite is concerned....Hmm

Agreed that dakkafexes are a bit fragile. I know that it seems stupid to call something with 4 T6 3+ armour wounds 'fragile' but they feel like it. Trygons and Mawlocs don't need the spore's assistance. Toxicrenes are very killy but need a skirmish screen of little bugs for their survivability; I'd expect one to take a severe mangling in even a single turn exposed to enemy fire.

My suggestions:

20 x Devourer-armed Termagants and strangler upgrades. Because nothing says "ninja attack" like five barbed stranglers and sixty bolter shots that you weren't expecting! Swap a couple out for a Prime if you want a bit more tactical control.

Haruspex with Regeneration and Adrenal Glands. Theoretically an incredibly killy beast, the Haruspex fails on the table because it never, every makes it to the enemy.

Pyrovores. Because they must have some use, and this (hopefully) is it. Half a dozen heavy flamers can make a right mess of....well...most things.




Mucolid Spores are interesting. As stated, they're very much area denial, but that's not inherently a bad thing. To provide much of a flak envelope, you'll need a lot of the buggers!





The Tyrannocite's Transport Spore rules are very interesting. The fact that you can tailor its contents on the fly is superb. Shame it doesn't have 'assault' capability like a drop pod or dreadclaw, so no all-reserve armies, but even so, it's good to see deep striking monsters back in force.
It's the single most intrguing part of the new bug forces.

I've got my default tyranid list, which hasn't really changed since 5th edition (because I like fielding a tidal wave of bugs).

Currently:
Tervigon, Crushing Claws, Adrenal Glands, Electroshock Grubs
Tervigon, Crushing Claws, Adrenal Glands, Electroshock Grubs
Tervigon, Scything Talons, Toxin Sacs, Electroshock Grubs
Tervigon, Scything Talons, Toxin Sacs, Electroshock Grubs
Tervigon, Scything Talons, Toxin Sacs, Electroshock Grubs
30 Termagants
30 Termagants
30 Termagants

Plus twenty-odd points of upgrades I can never agree with myself what to buy with.

Throwing in Tyrannocites lets me heft the force a long way up the board for not many points at all. Dropping a tervigon could let me fling the two HQ bugs at a flank - electroshock grubs and cluster spines would be a lot of close-ranged fire, and the ability to start spawning termagants on an enemy's flank has to mess with plans...

This message was edited 1 time. Last update was at 2014/11/05 12:28:14


Termagants expended for the Hive Mind: ~2835
 
   
Made in us
Infiltrating Broodlord





Indiana

You know, with the option of these drop pods, has anyone taken a look back at Genestealers? Depending on what else drops in on the same turn, you could have enough target priority issues to allow these guys to make it into combat.

"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+ 
   
Made in gb
Towering Hierophant Bio-Titan






 Unyielding Hunger wrote:
You know, with the option of these drop pods, has anyone taken a look back at Genestealers? Depending on what else drops in on the same turn, you could have enough target priority issues to allow these guys to make it into combat.

Dropping them alongside Venom/Malanthropes could be a solid approach. Pair them with some Venomthropes, and if there's no synapse nearby you can go to ground for a 2+ cover save, then move synapse up or activate Dominion from something ready for the following turn to assault. Or using Malanthropes in support gives a shot at getting Preferred Enemy and lets you try to negate any Characters that could be a threat to the Broodlord.

This message was edited 1 time. Last update was at 2014/11/05 13:01:01


 
   
Made in ca
Longtime Dakkanaut





So basically, everything a Tyrannocyte can do, except without the amazing option of deepstriking a unit in with it?

Also that isn't a large blast once a game, it's a non-deepstriking Mucolid once a game.


Really not the same at all. First it spawns as well and second it has resonance which could be quite useful. And why would you need yo DS that Mucolid ... you place it 6" away from the cyst? My point was that yes, it spawns, but it has other abilities and uses as well.

 
   
Made in au
Towering Hierophant Bio-Titan





 felixcat wrote:
So basically, everything a Tyrannocyte can do, except without the amazing option of deepstriking a unit in with it?

Also that isn't a large blast once a game, it's a non-deepstriking Mucolid once a game.


Really not the same at all. First it spawns as well and second it has resonance which could be quite useful. And why would you need yo DS that Mucolid ... you place it 6" away from the cyst? My point was that yes, it spawns, but it has other abilities and uses as well.


To put it somewhere actually useful? Either way it's nowhere near the large blast it was described as. The only thing it does that the Tcyte doesn't is synapse amp, which is ridiculously unreliable and likely to have zero impact on about 99% of games. I mean if you have Synapse you have Synapse. This guy is unplayable. Bottom of the barrel unit, in any codex. Wow it can feebly defend itself with spores. Except shooting ofc, but not like anybody uses guns in 40k. Good thing too, because the benefits this thing add are just so worth defending!

This thing is spending points just to spend points.

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
Tunneling Trygon






 SHUPPET wrote:
 felixcat wrote:
So basically, everything a Tyrannocyte can do, except without the amazing option of deepstriking a unit in with it?

Also that isn't a large blast once a game, it's a non-deepstriking Mucolid once a game.


Really not the same at all. First it spawns as well and second it has resonance which could be quite useful. And why would you need yo DS that Mucolid ... you place it 6" away from the cyst? My point was that yes, it spawns, but it has other abilities and uses as well.


To put it somewhere actually useful? Either way it's nowhere near the large blast it was described as. The only thing it does that the Tcyte doesn't is synapse amp, which is ridiculously unreliable and likely to have zero impact on about 99% of games. I mean if you have Synapse you have Synapse. This guy is unplayable. Bottom of the barrel unit, in any codex. Wow it can feebly defend itself with spores. Except shooting ofc, but not like anybody uses guns in 40k. Good thing too, because the benefits this thing add are just so worth defending!

This thing is spending points just to spend points.


It is (not) shrouded, to be fair, which means it will very likely have a 2++ cover save, 3+ at worst, making it much more durable than normal SPods and thus better as a placeholder/Objective contester.

Personally I still won't be taking one, but I don't think it's a bad choice it all. RAW the Mucolid can assault after being spawned, so it is a great area denier even to flyers. My only concern is that once you infiltrate it the enemy will throw a super tough unit near it (like an AV 13 vehicle) so that it's shooting is useless.

EDIT: Sprocysts don't have shrouded, I confused them with Mucolids.

This message was edited 1 time. Last update was at 2014/11/05 14:14:46



 
   
Made in us
Longtime Dakkanaut




Wichita, KS

 Unyielding Hunger wrote:
You know, with the option of these drop pods, has anyone taken a look back at Genestealers? Depending on what else drops in on the same turn, you could have enough target priority issues to allow these guys to make it into combat.
They can outflank for free. If that doesn't work, why would adding a 75 point drop pod?
   
Made in us
Tunneling Trygon






tag8833 wrote:
 Unyielding Hunger wrote:
You know, with the option of these drop pods, has anyone taken a look back at Genestealers? Depending on what else drops in on the same turn, you could have enough target priority issues to allow these guys to make it into combat.
They can outflank for free. If that doesn't work, why would adding a 75 point drop pod?


Before, an opponent could stay away from board edges and know they were safe for multiple turns. Now, genestealers can literally appear anywhere. But, the make-or-break in my mind is that you can now use Pods to deepstrike some Mal/Venom support and give them shrouded, which completely changes their toughness if they Pod into terrain.

Again, it's not something I'll be using anytime soon, but I would love to watch someone else try and run it to see if the threat overload works.


 
   
Made in us
Longtime Dakkanaut




Wichita, KS

locarno24 wrote:
20 x Devourer-armed Termagants and strangler upgrades. Because nothing says "ninja attack" like five barbed stranglers and sixty bolter shots that you weren't expecting! Swap a couple out for a Prime if you want a bit more tactical control.
For 20 points you can outflank them (in fact you can outflank 30). Why pay an extra 55 points to drop pod them?

locarno24 wrote:
Haruspex with Regeneration and Adrenal Glands. Theoretically an incredibly killy beast, the Haruspex fails on the table because it never, every makes it to the enemy.
Won't survive the turn he comes in. Why give upgrades to something that is just a distraction / bullet magnet?

locarno24 wrote:
Pyrovores. Because they must have some use, and this (hopefully) is it. Half a dozen heavy flamers can make a right mess of....well...most things.
Its possible. I'm doubtful because we have access to more mobile templates in the form of the Crone, and to a lesser extent the TFex.


Automatically Appended Next Post:
 jifel wrote:
tag8833 wrote:
 Unyielding Hunger wrote:
You know, with the option of these drop pods, has anyone taken a look back at Genestealers? Depending on what else drops in on the same turn, you could have enough target priority issues to allow these guys to make it into combat.
They can outflank for free. If that doesn't work, why would adding a 75 point drop pod?


Before, an opponent could stay away from board edges and know they were safe for multiple turns. Now, genestealers can literally appear anywhere. But, the make-or-break in my mind is that you can now use Pods to deepstrike some Mal/Venom support and give them shrouded, which completely changes their toughness if they Pod into terrain.

Again, it's not something I'll be using anytime soon, but I would love to watch someone else try and run it to see if the threat overload works.
I don't see it, because Genestealers never had the problem that they weren't expensive enough or they were too reliable. 2 drop pods plus a malan / venom is a huge tax for some genestealers. Add in the challenge of getting both drop pods to come in at the same time, and its seems like it would make genestealers worse, not better.

This message was edited 1 time. Last update was at 2014/11/05 14:04:47


 
   
Made in us
Fixture of Dakka





TN/AL/MS state line.

 jifel wrote:
 SHUPPET wrote:
 felixcat wrote:
So basically, everything a Tyrannocyte can do, except without the amazing option of deepstriking a unit in with it?

Also that isn't a large blast once a game, it's a non-deepstriking Mucolid once a game.


Really not the same at all. First it spawns as well and second it has resonance which could be quite useful. And why would you need yo DS that Mucolid ... you place it 6" away from the cyst? My point was that yes, it spawns, but it has other abilities and uses as well.


To put it somewhere actually useful? Either way it's nowhere near the large blast it was described as. The only thing it does that the Tcyte doesn't is synapse amp, which is ridiculously unreliable and likely to have zero impact on about 99% of games. I mean if you have Synapse you have Synapse. This guy is unplayable. Bottom of the barrel unit, in any codex. Wow it can feebly defend itself with spores. Except shooting ofc, but not like anybody uses guns in 40k. Good thing too, because the benefits this thing add are just so worth defending!

This thing is spending points just to spend points.


It is shrouded, to be fair, which means it will very likely have a 2++ cover save, 3+ at worst, making it much more durable than normal SPods and thus better as a placeholder/Objective contester.

Personally I still won't be taking one, but I don't think it's a bad choice it all. RAW the Mucolid can assault after being spawned, so it is a great area denier even to flyers. My only concern is that once you infiltrate it the enemy will throw a super tough unit near it (like an AV 13 vehicle) so that it's shooting is useless.

The Mucolids have shrouded, Sporocysts do not unfortunately.

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

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

Plus other games- miniature and cardboard both. 
   
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Tunneling Trygon






@sinful hero

Good catch, you're correct. Damn, that's really disappointing. Might have to agree then, the Sporocyst won't be worth the points if it's only as durable as a normal SPod.


 
   
Made in us
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TN/AL/MS state line.

 jifel wrote:
@sinful hero

Good catch, you're correct. Damn, that's really disappointing. Might have to agree then, the Sporocyst won't be worth the points if it's only as durable as a normal SPod.

Basically a Sporocyst is a Tyrannocyte that replaces movement and deep striking another unit with a situational synapse range buff, and reliable spore spawning(3 regular mines or a Mucolid once per game). On the plus side it doesn't crap out like the Tervigon- it makes a set number every turn.

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

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

Plus other games- miniature and cardboard both. 
   
Made in us
Huge Hierodule





Louisiana

On the debate regarding Tyrannocytes, Mucolids, and Sporocysts --

Going by pictures at this point, it appears as if the Mucolid forms the center of a Tyrranocyte. This would mean that the ONLY way to get mucolids is to build the sporocysts instead of the tyrannocytes, which are by far the better MC in the kit.


As far as the "why deep strike X when it can outflank" argument - it's about placement. Outflanking is still somewhat random, and then it's only a 6" movement from a board edge. These are areas that are very easy to avoid if the enemy knows you're coming. Deep striking in a spore, then a 6" disembark grants infinitely more control over where your close combat or dakka unit ends up, as well as the enemy not being able to easily predict where you'll be before you get there.

This message was edited 1 time. Last update was at 2014/11/05 14:29:43


Been out of the game for awhile, trying to find time to get back into it. 
   
Made in us
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TN/AL/MS state line.

 tetrisphreak wrote:
On the debate regarding Tyrannocytes, Mucolids, and Sporocysts --

Going by pictures at this point, it appears as if the Mucolid forms the center of a Tyrranocyte. This would mean that the ONLY way to get mucolids is to build the sporocysts instead of the tyrannocytes, which are by far the better MC in the kit.

Several ways to mitigate this-
You can always magnetize them(this doesn't solve the problem if you want to run Tyrannocytes AND Mucolids though).
Greenstuff a bottom on the Tyrannocyte. Heck you could model it like a Sporocyst(flat on the ground) with tentacles coming out the sides, or use spare Scything talons for "legs".
Mold tentacles for the Mucolid top.
Do nothing and just build the Sporocyst. Tell your opponents it's a Tyrannocyte.

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

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

Plus other games- miniature and cardboard both. 
   
Made in us
Longtime Dakkanaut




Wichita, KS

 Sinful Hero wrote:
 tetrisphreak wrote:
On the debate regarding Tyrannocytes, Mucolids, and Sporocysts --

Going by pictures at this point, it appears as if the Mucolid forms the center of a Tyrranocyte. This would mean that the ONLY way to get mucolids is to build the sporocysts instead of the tyrannocytes, which are by far the better MC in the kit.

Several ways to mitigate this-
You can always magnetize them(this doesn't solve the problem if you want to run Tyrannocytes AND Mucolids though).
Greenstuff a bottom on the Tyrannocyte. Heck you could model it like a Sporocyst(flat on the ground) with tentacles coming out the sides, or use spare Scything talons for "legs".
Mold tentacles for the Mucolid top.
Do nothing and just build the Sporocyst. Tell your opponents it's a Tyrannocyte.
I plan to buy Mucolids from recasters who will sell it to me at a reasonable price without having to buy a $70 kit for a 15 point model.
   
Made in gb
Battleship Captain




Hmmm....

Playing around with my list; if I slice it up a bit, I can fit in two Tyrannocytes.

From:

Combined Arms Detachment #1
HQ
Tervigon, Crushing Claws, Adrenal Glands, Electroshock Grubs
Tervigon, Crushing Claws, Adrenal Glands, Electroshock Grubs
Troops
Tervigon, Scything Talons, Toxin Sacs, Electroshock Grubs, Scuttling Swarm
Tervigon, Scything Talons, Toxin Sacs, Electroshock Grubs, Scuttling Swarm
Tervigon, Scything Talons, Toxin Sacs, Electroshock Grubs, Scuttling Swarm
30 Termagants
30 Termagants
30 Termagants

To:

Combined Arms Detachment #1
HQ
Tervigon, Crushing Claws, Adrenal Glands, Electroshock Grubs
Tervigon, Crushing Claws, Adrenal Glands, Electroshock Grubs
Troops
Tervigon, Scything Talons, Toxin Sacs, Electroshock Grubs, Scuttling Swarm
30 Termagants

Combined Arms Detachment #2
HQ
Tervigon, Scything Talons, Toxin Sacs, Electroshock Grubs
Tervigon, Scything Talons, Toxin Sacs, Electroshock Grubs,
Troops
14 Termagants
14 Termagants
Heavy Support
Tyrannocyte
Tyrannocyte

Now, obviously that's sliced my termagant wall by over a third, but in return, I can fit in two tyrannocytes. Whilst Tervigons aren't exactly the most devastating of creatures, with crushing claws they can play can-opener fairly efficiently, and with electroshock grubs they can crowd control fairly well. Landing two in an area and spawning two gaunt units can leave a section of an enemy's deployment zone under fairly meaningful threat.

Yes, it takes them out of the battle line, but it's not like tervigons will really put any pressure on an enemy until turn 3 unless they come to me.

For that matter, stripping off all non-essntial biomorphs lets me cram in a third tyrannocite. That leaves only one controlling the 'ground swarm', which feels kind of vulnerable, but it means the deep strike is more likely to have some punch behind it.



I think the Tyrannofex should do pretty well as 'cyte fodder, too. with two templates - one of them torrent - it can make a right mess. Granted it struggles in assaults, but it has an unholy effective wall of death overwatch and it is T6 with 6 wounds and a 2+ save, which means it takes a bloody lot of killing!

Here's hoping for some new formations including the big beasties! If this blood angels/tyranid box proves to be a thing, then maybe there'll be some sanctus reach fashion books. Anything giving Tyrannocites an equivalent of Drop Pod Assault would be terrifying...


Termagants expended for the Hive Mind: ~2835
 
   
Made in us
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Louisiana

locarno24 wrote:
... Anything giving Tyrannocites an equivalent of Drop Pod Assault would be terrifying.



And thus would the Tyranids go from being the "joke" army at tournaments to "OMGWTFBBQ" busted in many player opinions.

As a 5 year veteran to the hive fleets, I am okay with this if it happens.


Edit -- Oh my, I have loved lictors regardless of their mediocre status but can you imagine the rage when you see them used to infiltrate, then no-scatter pods come in within 6" of them on turn 1????

This message was edited 1 time. Last update was at 2014/11/05 15:06:20


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





TN/AL/MS state line.

tag8833 wrote:
 Sinful Hero wrote:
 tetrisphreak wrote:
On the debate regarding Tyrannocytes, Mucolids, and Sporocysts --

Going by pictures at this point, it appears as if the Mucolid forms the center of a Tyrranocyte. This would mean that the ONLY way to get mucolids is to build the sporocysts instead of the tyrannocytes, which are by far the better MC in the kit.

Several ways to mitigate this-
You can always magnetize them(this doesn't solve the problem if you want to run Tyrannocytes AND Mucolids though).
Greenstuff a bottom on the Tyrannocyte. Heck you could model it like a Sporocyst(flat on the ground) with tentacles coming out the sides, or use spare Scything talons for "legs".
Mold tentacles for the Mucolid top.
Do nothing and just build the Sporocyst. Tell your opponents it's a Tyrannocyte.
I plan to buy Mucolids from recasters who will sell it to me at a reasonable price without having to buy a $70 kit for a 15 point model.

You could also buy the Forgeworld Meiotic Spores.

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

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

Plus other games- miniature and cardboard both. 
   
Made in au
Towering Hierophant Bio-Titan





 Sinful Hero wrote:
 jifel wrote:
@sinful hero

Good catch, you're correct. Damn, that's really disappointing. Might have to agree then, the Sporocyst won't be worth the points if it's only as durable as a normal SPod.

Basically a Sporocyst is a Tyrannocyte that replaces movement and deep striking another unit with a situational synapse range buff, and reliable spore spawning(3 regular mines or a Mucolid once per game). On the plus side it doesn't crap out like the Tervigon- it makes a set number every turn.

On the negative side, those spores do absolutely nothing unlike scoring shooting sensibly moving assaulting Termagants. And even the Tervigon is a terrible, terrible unit and should never be played. This thing is 4x worse.

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