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Made in gb
Infiltrating Broodlord




UK

Discuss!
[Thumb - image.jpg]

   
Made in us
Longtime Dakkanaut





Central Oregon

So the new Neurothrope sounds great, but only against some targets. Against low leadership a brood can decimate targets and has quite the potential to F some things up, although I dont see much of a reason to deep strike them in. As always, a reliance on psychic powers to deal damage seems sketchy, but thats quite a lot of potential S10 AP2 for Tyranids.

   
Made in gb
Longtime Dakkanaut





United Kingdom

Dropping in Zoans to take out high armour targets like Knights seems like it could be a legitimate tactic!

Also does anyone have a link to where these free rules are going up I can't seem to find them...?

   
Made in us
Tunneling Trygon






 Iechine wrote:
So the new Neurothrope sounds great, but only against some targets. Against low leadership a brood can decimate targets and has quite the potential to F some things up, although I dont see much of a reason to deep strike them in. As always, a reliance on psychic powers to deal damage seems sketchy, but thats quite a lot of potential S10 AP2 for Tyranids.


The real question that for me could make Zoeys viable: Do non-shooting profile (so no Assault 1) witch fires roll to hit? I've always assumed they still do, and my local group ruled it tht way so I never tried to argue it as it never affected me. Quite frankly I'm not even sure what the Argument either way are, but Id heard earlier that theres a debate on whether Psychic scream needs a too hit rol, so I imagine the rules would apply here. Was it ever settled whether PS rolls to hit?


 
   
Made in us
Longtime Dakkanaut





Central Oregon

Eldercaveman wrote:
Dropping in Zoans to take out high armour targets like Knights seems like it could be a legitimate tactic!

Also does anyone have a link to where these free rules are going up I can't seem to find them...?


http://www.blacklibrary.com/Home/free-to-download.html

   
Made in us
Fixture of Dakka





TN/AL/MS state line.

Interesting you can take a brood up to six now. That's a lot of Warp Blasts.

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

40k- The Kumunga Swarm (more)
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Plus other games- miniature and cardboard both. 
   
Made in gb
Towering Hierophant Bio-Titan






Having 6 Zoans in a brood makes using both Tyrannocytes and Warp Blast far more efficient. I'll now feel far more confident about throwing 4-6 dice at that power to make it harder to Deny, knowing it'll produce 6 lance shots.

It also makes my choice easier for tomorrow's game. 6 Zoans and 3 Hive Guard it is
   
Made in gb
Longtime Dakkanaut





UK

 jifel wrote:
 Iechine wrote:
So the new Neurothrope sounds great, but only against some targets. Against low leadership a brood can decimate targets and has quite the potential to F some things up, although I dont see much of a reason to deep strike them in. As always, a reliance on psychic powers to deal damage seems sketchy, but thats quite a lot of potential S10 AP2 for Tyranids.


The real question that for me could make Zoeys viable: Do non-shooting profile (so no Assault 1) witch fires roll to hit? I've always assumed they still do, and my local group ruled it tht way so I never tried to argue it as it never affected me. Quite frankly I'm not even sure what the Argument either way are, but Id heard earlier that theres a debate on whether Psychic scream needs a too hit rol, so I imagine the rules would apply here. Was it ever settled whether PS rolls to hit?


Haha, no. That still a raging debate and several threads (mine included when I asked about the Maleceptor) were locked.

On the Neurothrope - a unit of three Zoanthropes, one with Neurothrope could be a viable AT unit. 175 points mind, but they can generate their own Warp Charges (and the Neurothrope can LOS to keep generating WC).

YMDC = nightmare 
   
Made in us
Loyal Necron Lychguard




tag8833 wrote:
On Saturday I played an enlightening game against a very talented Grey Knight player.

My List:
Spoiler:
CAD
Tyrant (2 TL-devourers, Wings, E.Grubs)
Tyrant (2 TL-devourers, Wings, E.Grubs)

Malanthrope
Zoenthrope

11 Termagants <- I left most of my rippers on my painting table at home, so I subbed in some gants.
13 Hormagants.

20 Gargoyles
Crone

Barbed Heirodule

Ally
Tyrant (2 TL-devourers, Wings, E.Grubs)

3 Rippers (DS)


His list:
Spoiler:
Librarian (Domina Liber Daemonica)

9 Purifiers(4 Incinerators, 5 Halberds) + Knight of the Flame (Demon Hammer) -> Combat Squadded

9 Strike Squad (2 Incinerators, 7 force swords) + Justicar (Demon Hammer) -> Combat Squadded
9 Strike Squad (2 Incinerators, 7 force swords) + Justicar (Demon Hammer) -> Combat Squadded
9 Terminators (2 Incinerators, 5 force Halberd, 2 Demon hammer) + Terminator justicar

Stormraven Gunship (Assault Cannon, Multi-melta)

Nemesis Dreadknight (2 Power fists, Heavy Incinerator, Heavy Psycannon , Personal Teleporter)
4 Purgation Squad (Psycannons) + Purgator Justicar


He actually won thanks to a few rolls going his way at critical times (For instance the game ending on 5). We were playing BAO #2, Kill points primary, and Maelstrom secondary.

The most notable thing was how he systematically deconstructed my army.
Turn 1, he lit up my gargoyles and gants. Mainly this was Cleansing Flame on his Librarian which deep struck on turn 1, but his bolters helped a bit.
Turn 2, he finished my gribblies (My rippers scattered 11", mishapped, and died), and started on my mid weight stuff like my Zoey, Malanthrope, and Crone (Cleansing Flame)
Turn 3, he finished my mid weight stuff, and started on my Barbed Heirodule
Turn 4, he finished my Barbed heirodule (in Assault).
Turn 5, he took pot shots at my Flyrants.

I was doing quite a bit of damage back to him. At the end of turn 5, he had 2 Terminators and the Dread Knight left, while all 3 of my flyrants were all doing just fine. Starting turn 2, he was outscoring me on Maelstrom, because I had little board control left, and he kept rolling the same 2 objectives, but despite all of his combat squads, we tied on kill points. I had 1st blood, warlord, and could have gotten line breaker. He had linebreaker, and I needed to kill the dreadknight to deny it to him.

Apologies, but your list is actually not legal. You cannot use an Allied Detachment with the same faction as your Primary Detachment, so you would need another Troops choice in the second detachment.

 jifel wrote:
 Iechine wrote:
So the new Neurothrope sounds great, but only against some targets. Against low leadership a brood can decimate targets and has quite the potential to F some things up, although I dont see much of a reason to deep strike them in. As always, a reliance on psychic powers to deal damage seems sketchy, but thats quite a lot of potential S10 AP2 for Tyranids.


The real question that for me could make Zoeys viable: Do non-shooting profile (so no Assault 1) witch fires roll to hit? I've always assumed they still do, and my local group ruled it tht way so I never tried to argue it as it never affected me. Quite frankly I'm not even sure what the Argument either way are, but Id heard earlier that theres a debate on whether Psychic scream needs a too hit rol, so I imagine the rules would apply here. Was it ever settled whether PS rolls to hit?

You do need to roll to hit any Witchfire other than Beams or Novas (or I guess Templates, but that's pretty self explanatory). The rules simply say that a Witchfire power must roll to hit.
   
Made in gb
Longtime Dakkanaut





United Kingdom

 Iechine wrote:
Eldercaveman wrote:
Dropping in Zoans to take out high armour targets like Knights seems like it could be a legitimate tactic!

Also does anyone have a link to where these free rules are going up I can't seem to find them...?


http://www.blacklibrary.com/Home/free-to-download.html


Thanks

   
Made in gb
Longtime Dakkanaut





UK

Requizen wrote:
tag8833 wrote:
On Saturday I played an enlightening game against a very talented Grey Knight player.

My List:
Spoiler:
CAD
Tyrant (2 TL-devourers, Wings, E.Grubs)
Tyrant (2 TL-devourers, Wings, E.Grubs)

Malanthrope
Zoenthrope

11 Termagants <- I left most of my rippers on my painting table at home, so I subbed in some gants.
13 Hormagants.

20 Gargoyles
Crone

Barbed Heirodule

Ally
Tyrant (2 TL-devourers, Wings, E.Grubs)

3 Rippers (DS)


His list:
Spoiler:
Librarian (Domina Liber Daemonica)

9 Purifiers(4 Incinerators, 5 Halberds) + Knight of the Flame (Demon Hammer) -> Combat Squadded

9 Strike Squad (2 Incinerators, 7 force swords) + Justicar (Demon Hammer) -> Combat Squadded
9 Strike Squad (2 Incinerators, 7 force swords) + Justicar (Demon Hammer) -> Combat Squadded
9 Terminators (2 Incinerators, 5 force Halberd, 2 Demon hammer) + Terminator justicar

Stormraven Gunship (Assault Cannon, Multi-melta)

Nemesis Dreadknight (2 Power fists, Heavy Incinerator, Heavy Psycannon , Personal Teleporter)
4 Purgation Squad (Psycannons) + Purgator Justicar


He actually won thanks to a few rolls going his way at critical times (For instance the game ending on 5). We were playing BAO #2, Kill points primary, and Maelstrom secondary.

The most notable thing was how he systematically deconstructed my army.
Turn 1, he lit up my gargoyles and gants. Mainly this was Cleansing Flame on his Librarian which deep struck on turn 1, but his bolters helped a bit.
Turn 2, he finished my gribblies (My rippers scattered 11", mishapped, and died), and started on my mid weight stuff like my Zoey, Malanthrope, and Crone (Cleansing Flame)
Turn 3, he finished my mid weight stuff, and started on my Barbed Heirodule
Turn 4, he finished my Barbed heirodule (in Assault).
Turn 5, he took pot shots at my Flyrants.

I was doing quite a bit of damage back to him. At the end of turn 5, he had 2 Terminators and the Dread Knight left, while all 3 of my flyrants were all doing just fine. Starting turn 2, he was outscoring me on Maelstrom, because I had little board control left, and he kept rolling the same 2 objectives, but despite all of his combat squads, we tied on kill points. I had 1st blood, warlord, and could have gotten line breaker. He had linebreaker, and I needed to kill the dreadknight to deny it to him.

Apologies, but your list is actually not legal. You cannot use an Allied Detachment with the same faction as your Primary Detachment, so you would need another Troops choice in the second detachment.


Normally you would be correct, however BAO ruled against Double CAD and instead allowed allying with your Primary.

YMDC = nightmare 
   
Made in us
Fixture of Dakka





San Jose, CA

Requizen wrote:
tag8833 wrote:
On Saturday I played an enlightening game against a very talented Grey Knight player.

My List:
Spoiler:
CAD
Tyrant (2 TL-devourers, Wings, E.Grubs)
Tyrant (2 TL-devourers, Wings, E.Grubs)

Malanthrope
Zoenthrope

11 Termagants <- I left most of my rippers on my painting table at home, so I subbed in some gants.
13 Hormagants.

20 Gargoyles
Crone

Barbed Heirodule

Ally
Tyrant (2 TL-devourers, Wings, E.Grubs)

3 Rippers (DS)


His list:
Spoiler:
Librarian (Domina Liber Daemonica)

9 Purifiers(4 Incinerators, 5 Halberds) + Knight of the Flame (Demon Hammer) -> Combat Squadded

9 Strike Squad (2 Incinerators, 7 force swords) + Justicar (Demon Hammer) -> Combat Squadded
9 Strike Squad (2 Incinerators, 7 force swords) + Justicar (Demon Hammer) -> Combat Squadded
9 Terminators (2 Incinerators, 5 force Halberd, 2 Demon hammer) + Terminator justicar

Stormraven Gunship (Assault Cannon, Multi-melta)

Nemesis Dreadknight (2 Power fists, Heavy Incinerator, Heavy Psycannon , Personal Teleporter)
4 Purgation Squad (Psycannons) + Purgator Justicar


He actually won thanks to a few rolls going his way at critical times (For instance the game ending on 5). We were playing BAO #2, Kill points primary, and Maelstrom secondary.

The most notable thing was how he systematically deconstructed my army.
Turn 1, he lit up my gargoyles and gants. Mainly this was Cleansing Flame on his Librarian which deep struck on turn 1, but his bolters helped a bit.
Turn 2, he finished my gribblies (My rippers scattered 11", mishapped, and died), and started on my mid weight stuff like my Zoey, Malanthrope, and Crone (Cleansing Flame)
Turn 3, he finished my mid weight stuff, and started on my Barbed Heirodule
Turn 4, he finished my Barbed heirodule (in Assault).
Turn 5, he took pot shots at my Flyrants.

I was doing quite a bit of damage back to him. At the end of turn 5, he had 2 Terminators and the Dread Knight left, while all 3 of my flyrants were all doing just fine. Starting turn 2, he was outscoring me on Maelstrom, because I had little board control left, and he kept rolling the same 2 objectives, but despite all of his combat squads, we tied on kill points. I had 1st blood, warlord, and could have gotten line breaker. He had linebreaker, and I needed to kill the dreadknight to deny it to him.

Apologies, but your list is actually not legal. You cannot use an Allied Detachment with the same faction as your Primary Detachment, so you would need another Troops choice in the second detachment.

You can if you are using the BAO tournament rules....which was what he was doing.



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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
Loyal Necron Lychguard




Ah, my mistake. I am not familiar with BAO rules.

I have heard a lot of people talking about them, where can I get them at? I know some people at my store would be interested in trying a more balanced game type.
   
Made in us
Missionary On A Mission





I'm not that familiar with 7th ed psycher rules: does spirit leech have to be against the same target as warp blast?
   
Made in us
Longtime Dakkanaut





Central Oregon

Nope, at whoever.

   
Made in us
Longtime Dakkanaut




Wichita, KS

Requizen wrote:
Ah, my mistake. I am not familiar with BAO rules.

I have heard a lot of people talking about them, where can I get them at? I know some people at my store would be interested in trying a more balanced game type.

Here are the Army Comp rules: http://www.frontlinegaming.org/las-vegas-open-hotel-booking/las-vegas-open-2015-warhammer-40k-championships/
Here are the missions: http://www.frontlinegaming.org/community/bao-missions/
Here is the FAQ: http://www.frontlinegaming.org/community/40k-faq/


Automatically Appended Next Post:
So here is a little math hammer on spirit leech.

With 2 Dice:


With 3 Dice:


It is effective, but not that effective. Most of the time you are going to have to spend 2 dice, but you get 1 back. Warp Blast being WC 2 is still the problem.

This message was edited 1 time. Last update was at 2014/11/10 21:28:48


 
   
Made in gb
Infiltrating Broodlord




UK

I think with the new addition of a codex supplment and the new zoans I am under the impression that we will soon be legally allowed to run self allies.

with that in mind and with the new Zoans i've quickly jotted down the following list;

Flyrant
Devourers
Electro shock 240

Flyrant
Devourers
Electro shock 240

Rippers
DS 45

Rippers
DS 45

Malanthrope 85

3 Zoanthropes
Neurothrope 175

Dimachaeron 200

Exocrine 170

Biovores 120

Flyrant
Devourers 230

Rippers
DS 45

Tyrannocyte 75

Tyrannocyte 75

Total 1745.

The Neurothrope as warlord to allow the flyrants to fight aggressively.
Zoans in a Tyranocyte for second/third turn drop.
Dima in a Tyranocyte for second turn drop.

Biovores, Exo and Malan in a ruin for the entire game most likely to castle on a home ground objective.
Is this the right step forward? I really want to stick double toxicrenes in tyranocytes in here but the vulnerability to heavy bolters and Krak grenades scares me.

This message was edited 1 time. Last update was at 2014/11/10 21:43:37


 
   
Made in us
Longtime Dakkanaut




tag8833 wrote:
Requizen wrote:
Ah, my mistake. I am not familiar with BAO rules.

I have heard a lot of people talking about them, where can I get them at? I know some people at my store would be interested in trying a more balanced game type.

Here are the Army Comp rules: http://www.frontlinegaming.org/las-vegas-open-hotel-booking/las-vegas-open-2015-warhammer-40k-championships/
Here are the missions: http://www.frontlinegaming.org/community/bao-missions/
Here is the FAQ: http://www.frontlinegaming.org/community/40k-faq/


Automatically Appended Next Post:
So here is a little math hammer on spirit leech.

With 2 Dice:


With 3 Dice:


It is effective, but not that effective. Most of the time you are going to have to spend 2 dice, but you get 1 back. Warp Blast being WC 2 is still the problem.


Were is the change coming from? You always rolling 3d6 for leadership check, so I assume this of warp charge dice. Personally I can see just tossing 1 dice for the warp charge. Impossible to peril and make the oppent spend deny dice. I always seem to have more dice than I need for most of the powers I use in my nid lists.
   
Made in us
Shas'la with Pulse Carbine



Los Angeles, CA

What do people usually keep shrouded most when using a malanthrope in a bastion? Since it can't really move, do they keep artillery back there? If I don't run biovores or exo's should I opt for a malanthrope without bastion?

6400 Pts
4300 Pts
3200 Pts
2600 Pts

3080 Pts 30k
2460 Pts AoS Chaos Grand Alliance
2680 Pts AoS Sylvaneth 
   
Made in us
Implacable Black Templar Initiate




Central Illinois

tag8833 wrote:
 Tyran wrote:
 Iechine wrote:
Volume of fire, focusing down your FMC's with my three Tyrants and keeping the rest of my guys castled up for the most part with their cover saves against your weak shooting.

The problem would be the cover save, a 2+ rerolleable is incredibly tough.
Shoot at whatever doesn't have the 2+ reroll. They can't get that on everything. Once you've got 1 or 2 DP's down, you throw all the dice you have at denying one of the defensive buffs, and focus down whatever isn't buffed.

Basically, you are greatly overestimating the ability of 7th edition armies to cast many, many buffs in the psychic phase. You are getting 3-4 major buff off + the Grimoir. Just ignore wherever those buffs go. As Warp dice go away, so do the number of successful buffs. Also, the damage output of that army isn't all that high except in assault.


Grim, Fatey and FMC being a pain to shoot down , and gtg in ruins behind an aegis will give Tzeentch demons a 3++ re-roll ones. If he gets shrouding on an FMC or invisibility on the screamer start off plus the grim he can have a lot of 2++ rerollables for little to no warp charge and several models that need 6's to hit.

This message was edited 1 time. Last update was at 2014/11/10 21:49:56


Words of wisdom by Prophet40k

That game put my faith in Khorne to the test. My table-neighbor looked at the match up and said "Here you're going to need these more than I will" and handed me a bag of Jello shots. They must have pleased Khorne because I walked out 11-2.


Now looking at another list with MORE tyrants and MORE mawlocks, I said to myself. "Oh well looks like it's time for another beer. It'll take the sting out of this. LOL"  
   
Made in gb
Towering Hierophant Bio-Titan






Noctem wrote:
What do people usually keep shrouded most when using a malanthrope in a bastion? Since it can't really move, do they keep artillery back there? If I don't run biovores or exo's should I opt for a malanthrope without bastion?

If you don't have any Living Artillery Node stuff then Hive Guard are a good bet. Stick them on the battlements for 2+ cover and the ability to hit anything within 24".
   
Made in us
Longtime Dakkanaut




Wichita, KS

barnowl wrote:
tag8833 wrote:

So here is a little math hammer on spirit leech.
...


Were is the change coming from? You always rolling 3d6 for leadership check, so I assume this of warp charge dice. Personally I can see just tossing 1 dice for the warp charge. Impossible to peril and make the oppent spend deny dice. I always seem to have more dice than I need for most of the powers I use in my nid lists.

I was calculating the chance to manifest the psychic power, the chance to hit with it, and the average damage in the case you hit. Because you are 12.5% more likely to manifest the power on 3 dice, the overall average goes up. The average damage inflicted if you don't account for rolling to hit, or the psychic test, looks like this:
LD 7: 3.66
LD 8: 2.82
LD 9: 2.08
LD 10: 1.46
   
Made in us
Longtime Dakkanaut




Verviedi wrote:
I just got the Exocrine kit. How would I go about magnetizing it?
Where do I get WH40k magnets?
And most of all, should I bother? I like the Haruspex, but will it be viable with Tyrannocites?

In addition, how do I deal with a PaladinStar? The frigging things never die thanks to 2 wounds, 2+ Sv, 5+ Invul, 5+ FNP, and IWND.
Unit comp is 1 Daemonhammer, 1 Halbred, Nemesis Banner, Psycannon, Apothecary, and Terminator Libby for invis/VoD


Pretty easy to do and a good "starter" model for it. I need to do a little write up on how I did mine. Sent you a link to the images I have.


Automatically Appended Next Post:
tag8833 wrote:
barnowl wrote:
tag8833 wrote:

So here is a little math hammer on spirit leech.
...


Were is the change coming from? You always rolling 3d6 for leadership check, so I assume this of warp charge dice. Personally I can see just tossing 1 dice for the warp charge. Impossible to peril and make the oppent spend deny dice. I always seem to have more dice than I need for most of the powers I use in my nid lists.

I was calculating the chance to manifest the psychic power, the chance to hit with it, and the average damage in the case you hit. Because you are 12.5% more likely to manifest the power on 3 dice, the overall average goes up. The average damage inflicted if you don't account for rolling to hit, or the psychic test, looks like this:
LD 7: 3.66
LD 8: 2.82
LD 9: 2.08
LD 10: 1.46


Okay makes sense now. Your always helpful the numbers.

This message was edited 1 time. Last update was at 2014/11/10 21:57:11


 
   
Made in us
Longtime Dakkanaut




Wichita, KS

With the possibility of 6 zoeys in a pod, I immediately thought about their viability against Imperial Knights. They do their damage in the psychic phase, so the Knights shield won't protect it.

Unfortunately, if you roll 5 dice at it, 6 zoeys will only do an average of 2.89 wounds to an Imperial Knight. That includes the chance to manifest, hit, and the bonus damage for "Explodes" results. Our 375 points gets a pretty thorough beatdown from an imperial Knight's 375.

So then I went looking for other targets. Riptides are always a problem for me. A Neuro + 5 Zoeys in a pod (400 points) will do on average 2.77 wounds to a riptide assuming you are rolling 7 dice (plus a bonus 1). If the riptide has FNP, that damage drops to 1.85.

They do do fairly well against a group of Broadsides (2.77 dead from the zoeys), 1.65 wounds from the Neuro. So, on average they will wipe a squad of broad sides (about 210 points).

Against back armor of a Wave Serpent, they will do 3.25 pens. Against a Land Raider they will do 2.7 Hull points with a 36% of exploding it.

I'm just not seeing enough bang for the buck taking zoeys in a pod, or large squads of zoeys walking for that matter. Brotherhood of psychers is so crippling to larger broods of zoeys, and still the main reason that single zoeys as a backfield support unit (Warp Battery) is still the optimal way to take them.
   
Made in us
Longtime Dakkanaut




Requizen wrote:
Ah, my mistake. I am not familiar with BAO rules.

I have heard a lot of people talking about them, where can I get them at? I know some people at my store would be interested in trying a more balanced game type.


Not sure I would call them more balanced, but the BAO FAQ do help tighten the game play up a lot.
   
Made in au
Towering Hierophant Bio-Titan





tag8833 wrote:
With the possibility of 6 zoeys in a pod, I immediately thought about their viability against Imperial Knights. They do their damage in the psychic phase, so the Knights shield won't protect it.

Unfortunately, if you roll 5 dice at it, 6 zoeys will only do an average of 2.89 wounds to an Imperial Knight. That includes the chance to manifest, hit, and the bonus damage for "Explodes" results. Our 375 points gets a pretty thorough beatdown from an imperial Knight's 375.

So then I went looking for other targets. Riptides are always a problem for me. A Neuro + 5 Zoeys in a pod (400 points) will do on average 2.77 wounds to a riptide assuming you are rolling 7 dice (plus a bonus 1). If the riptide has FNP, that damage drops to 1.85.

They do do fairly well against a group of Broadsides (2.77 dead from the zoeys), 1.65 wounds from the Neuro. So, on average they will wipe a squad of broad sides (about 210 points).

Against back armor of a Wave Serpent, they will do 3.25 pens. Against a Land Raider they will do 2.7 Hull points with a 36% of exploding it.

I'm just not seeing enough bang for the buck taking zoeys in a pod, or large squads of zoeys walking for that matter. Brotherhood of psychers is so crippling to larger broods of zoeys, and still the main reason that single zoeys as a backfield support unit (Warp Battery) is still the optimal way to take them.


Hmmm can you try those numbers again with say 8-10 dice? I'm talking really securing the cast.


Automatically Appended Next Post:
As it stands however the Nuenthrope looks pretty unplayable, just like multi-model Zope units

This message was edited 1 time. Last update was at 2014/11/11 00:59:12


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



Cheyenne WY

Noctem wrote:
What do people usually keep shrouded most when using a malanthrope in a bastion? Since it can't really move, do they keep artillery back there? If I don't run biovores or exo's should I opt for a malanthrope without bastion?


The "standard" plan is too hide the Winged Tyrants behind the Bastion (blocks LOS) and make sure every thing else has one piece inside the bubble. The Bubble is extra big, because it projects from the outside of the bastion. This keeps your force mostly intact vs Alpha strike forces. After the first turn, it is not uncommon for the bastion to be abandoned...it still can "claim" an objective just by sitting.

The will of the hive is always the same: HUNGER 
   
Made in us
Fresh-Faced New User





Madison

Just by looking at the new Zoan unit, this could be devastating to a lot of pyskers. Drop pod the zoeys and neuro dude next to a pysker, -3 ld because of shadows and then make your 3d6. Thats pretty nasty considering that at best, they would need to roll less than a 7.
   
Made in us
Tunneling Trygon





NJ

tag8833 wrote:
With the possibility of 6 zoeys in a pod, I immediately thought about their viability against Imperial Knights. They do their damage in the psychic phase, so the Knights shield won't protect it.

Unfortunately, if you roll 5 dice at it, 6 zoeys will only do an average of 2.89 wounds to an Imperial Knight. That includes the chance to manifest, hit, and the bonus damage for "Explodes" results. Our 375 points gets a pretty thorough beatdown from an imperial Knight's 375.

So then I went looking for other targets. Riptides are always a problem for me. A Neuro + 5 Zoeys in a pod (400 points) will do on average 2.77 wounds to a riptide assuming you are rolling 7 dice (plus a bonus 1). If the riptide has FNP, that damage drops to 1.85.

They do do fairly well against a group of Broadsides (2.77 dead from the zoeys), 1.65 wounds from the Neuro. So, on average they will wipe a squad of broad sides (about 210 points).

Against back armor of a Wave Serpent, they will do 3.25 pens. Against a Land Raider they will do 2.7 Hull points with a 36% of exploding it.

I'm just not seeing enough bang for the buck taking zoeys in a pod, or large squads of zoeys walking for that matter. Brotherhood of psychers is so crippling to larger broods of zoeys, and still the main reason that single zoeys as a backfield support unit (Warp Battery) is still the optimal way to take them.


I was surprised by your math so I did it myself and got a slightly worse number (not sure if you factored in the deny dice or not). That being said, it's very boom or bust. You'll cast it more than 80 percent of the time with 5 dice and more than 90 percent of the time with 6 dice. If they don't deny it (which is tough to do with WC 2, especially since you probably threw a bucket of dice at it and got more than 2 successes, your damage output increases substantially. That's not a fair thing to say, but it's kind of like the Mawloc. When it hits, you'll remember.

Let's do some quick math and bypass the casting probability and the denial probability. You hit with 4, fail to glance/pen with .666, glance with .66666, and pen with 2.6666. Those 2.6666 will on average do an extra .888 hull points from an explodes result, netting you a total of 4.22 hull points stripped on average. Even if the knight turns and shields for the next turn, it is still dead in all likelihood. You, on the other hand, are still kicking.

Important to note is that 4.2 hull points (increased to 5.1 against open topped) is still plenty for pretty much everything that isn't a super heavy. I don't know if I'll put it in a spore in every list (MOA would be awesome for these dudes) but it can definitely work and do some work. It definitely is vulnerable to small arms fire, just as much as Necron wraiths are. But they're not as much of a glass cannon as people might think. My wraiths motto is pretty much the same as that of the honey badger, so I can see these Zoanthropes being pretty similar.


Automatically Appended Next Post:
specia_k_squared wrote:
Just by looking at the new Zoan unit, this could be devastating to a lot of pyskers. Drop pod the zoeys and neuro dude next to a pysker, -3 ld because of shadows and then make your 3d6. Thats pretty nasty considering that at best, they would need to roll less than a 7.


Someone correct me if I'm wrong, but shadows will only work like that if the whole unit is a psyker (brotherhood of psykers, etc). Otherwise they can just test on their highest leadership, correct?

This message was edited 1 time. Last update was at 2014/11/11 01:50:29


 
   
Made in us
Longtime Dakkanaut




Wichita, KS

 SHUPPET wrote:
As it stands however the Nuenthrope looks pretty unplayable, just like multi-model Zope units

I wouldn't say "unplayable". Just "sub-optimal"
   
 
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