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2014/11/11 18:21:44
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
Shame... For how squishy they are, and at their cost, I just want to see Genestealers as absolute assault, murder-machines, but their numbers end up getting depleted sooo easily that they lose that potential incredibly quickly, in my experience.
11527pts Total (7400pts painted)
4980pts Total (4980pts painted)
3730 Total (210pts painted)
2014/11/11 18:53:48
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
Hey Yall, thanks for all the love. With the removal of Vect I needed a break from dark eldar so I broke out my tyranid models and decided to give it a whirl. It was a great joy to play and win with my Bugs.
First I want to answer the questions on wave serpents and Adamantine Lance that seem to be heavy on here. I didnt play against either at the tournament. But practiced heavily against waveserpents and was not worried about them in the slightest... in fact was hoping to play them as I was most confident in that matchup versus some others. And also had some specific plans for the lance that I thought I was on a collision to face in the last round but it was knocked out, so sadly was not able to implement those strategies.
What I did face:
Round one: Chaos Space Marines: Abbadon, 8 khorne bezerkers in a landraider, 2x 10 chaos marines in rhinos, 7 plague marines in a rhino, 2 nurgle oblits, 3 nurgle oblits.
Round 2: Clan Rauuken: Chapter master on bike with shield, 5 bikes with grav and multimelta, 10 marines in pod melta, 10 marines in rhino plasma, 5 scouts in storm, 5 scouts in storm, thunderfire, predator 3 lascannons, stalker? 4 shots str 7 skyfire, Imperial knight ally
Round 4: Space wolve/IG: 2 rune priests, 2 Iron priests on wolves, 2 5 man grey hunters in pods with melta, 3 empty pods, company command with 4 melta plasma pistol, priest, 2 psykers, platoon command with flamers, 3 platoons with lascannons in 3 chimeras, special weapons team with 3 melta flamer plasma pistol, 50 consripts, squad of 2 wyvrens.
Round 5: White Scars/Space wolves detachment thingy: Khan, 5 bike squads some melta some grav, scout bikers, 2 storm talons, 2 wolf guard battle leaders on thunder wolves, 2 iron priests on wolves, 2 servitors
Round 6: Dark Eldar: Urien and 2 4 man grotesques in raiders from the coven book, Succubus, 2 units of trueborn with 4 blasters in venoms, 4 units of warriors with blaster and haywire sergeant in venoms, 2 Ravagers
2014/11/11 18:56:58
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
OrdoSean wrote: Hey Yall, thanks for all the love. With the removal of Vect I needed a break from dark eldar so I broke out my tyranid models and decided to give it a whirl. It was a great joy to play and win with my Bugs.
First I want to answer the questions on wave serpents and Adamantine Lance that seem to be heavy on here. I didnt play against either at the tournament. But practiced heavily against waveserpents and was not worried about them in the slightest... in fact was hoping to play them as I was most confident in that matchup versus some others. And also had some specific plans for the lance that I thought I was on a collision to face in the last round but it was knocked out, so sadly was not able to implement those strategies.
What I did face:
Round one: Chaos Space Marines: Abbadon, 8 khorne bezerkers in a landraider, 2x 10 chaos marines in rhinos, 7 plague marines in a rhino, 2 nurgle oblits, 3 nurgle oblits.
Round 2: Clan Rauuken: Chapter master on bike with shield, 5 bikes with grav and multimelta, 10 marines in pod melta, 10 marines in rhino plasma, 5 scouts in storm, 5 scouts in storm, thunderfire, predator 3 lascannons, stalker? 4 shots str 7 skyfire, Imperial knight ally
Round 4: Space wolve/IG: 2 rune priests, 2 Iron priests on wolves, 2 5 man grey hunters in pods with melta, 3 empty pods, company command with 4 melta plasma pistol, priest, 2 psykers, platoon command with flamers, 3 platoons with lascannons in 3 chimeras, special weapons team with 3 melta flamer plasma pistol, 50 consripts, squad of 2 wyvrens.
Round 5: White Scars/Space wolves detachment thingy: Khan, 5 bike squads some melta some grav, scout bikers, 2 storm talons, 2 wolf guard battle leaders on thunder wolves, 2 iron priests on wolves, 2 servitors
Round 6: Dark Eldar: Urien and 2 4 man grotesques in raiders from the coven book, Succubus, 2 units of trueborn with 4 blasters in venoms, 4 units of warriors with blaster and haywire sergeant in venoms, 2 Ravagers
and you went 5-1? nice man. I'm so impressed and have much respect. No idea how you managed to beat that tau army. care to share?
2014/11/11 19:27:35
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
Haha no. I think it was his scatter dice. I only got one of 3 mawlocs in turn 2 even with comms relay(he had the -1 reserve warlord trait) and it was a pretty target rich environment so even a large scatter nailed me 2 broadsides the ethereal and some drones. And after that I didnt need a scatter dice when the others came in.
2014/11/11 20:14:27
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
Hey guys, been out of the game for a little while (still attempting to paint my 100+ models of gants, MCs, and FMCs... ugh), and with the news of the new models, I got really excited and wanted to take a peek into this thread again. I'm seeing people are taking ripper swarms now with 7th edition? What's the logic behind this? What does a standard tournament list look like now (aside from the one that just won the GT, congrats Sean)?
Also, with the new Tyrannocites, do people think that a Tyrannofex or an Exocrine are worth their points now, with them being able to deep strike in and blow things up efficiently?
This message was edited 1 time. Last update was at 2014/11/11 20:16:13
2014/11/11 20:16:51
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
I tabled the tau player in like 5 or 6 turns. Mawlocs are pretty nasty.
Not trying to be mean or anything but im truly just curious.
Any tournamant around me the way people play and the lists they take, with all the ignore cover and high mobility I can tsee this working at all.
If a Eldar player (This is my area) sees a MSU and something like a Lictor drops/comes close (or 2 or 3 of them) they will get the Guardians out of the vehicle SJS and move the vehicles away 6-12". With Ignore cover shields and Pseudo Rending units (10 units total at this point) not counting the Night Spinners or other units.
I can Understand wins against Tau or IG with this list easily.
Its all made for second turn "in your face" dropping. Its a lot to handle for the enemy because those tyrannocites start to drift towards objectives and even when most of the army gets destroyed its still hard to beat it.
I might condense the Zoans into a single squad since you can now have 6 of them and that will allow you to cast Warp Lance more efficiently (although you'll be twice as sad if it gets denied)
The biggest weakness of this type of list is that it is technically unbound. Not that it's an illegal army for a tournament - GW has now allowed us to construct a list with no objective: secured units. Can you deal with drop pod marines owning every objective and having...I believe most tournament lists had like 18 OS units, either as drop pods or power armor marines. I'd also question why you need 5 Tyrannocytes. I see you'll be putting 2 groups of zoans in two of them, I suppose the gant squads in the other two, and the last one gets....a Venomthrope? I mean, yes it's all in your opponent's face but I don't see a whole lot of firepower in this list (shooting or close combat). What do you expect to happen when you get there? (Honest question that I'd like you to answe, to yourself if nothing else)
Your right about the fifth Tyrannocycte. When I was making the list I was considering to get more venomtropes or get the swarmlord for an extra +1 reserve bonus instead of the bastion.
Against a droppod list it all depends on who got the first turn and I can still use the 40 guants to keep those droppods 12 inch away from my bastion and flying hives. If my/this army gets the first turn then those "second wave" droppods are having a hard time finding a decent position to drop. But yes, it can really hurt but that also goes the other way around.
There is still a lot of decent firepower in this list but Tyranids always struggle with (heavy) armor. With two zoanthrope units it possible to get two neurothropes and I think that their psychic power bring sum nice anti-psyker/ Monsterous creature ability in combination with a few (possible "free") warp lance shots. Dont forget, the also got that extra psychic power. I was considering hive guard but I really like those skimmers to "jinx" to make sure the don't die because of warp lance shots.
4 single mucolite spores can really be annoying, because you have to have 4 units shooting them down and you waste a lot of shots against 15point models, but if the dont the can possibly explode with a S8 ap3 large blast that ignores cover.
To answer your question "what do you expect to happen if you get their" I would like to drop it in their face and even when the get an enormous beating I like to claim victory by letting those pods drift towards objectives and win the day. Will this work all the time? no.. But i do believe it got potential and stil a lot of damage output.
What you're basically advocating is what jy2 calls "positional dominance", meaning you'll win an objectives game if you control the movement phase. This is true. However, I would be careful before I put all my anti-tank eggs in the Zoanthrope's basket. They can be tied up in combat quite easily and even if you cast with 5 dice, you have an 81% chance of successfully manifesting the power. Your opponent then has a 25% chance to deny on 6 dice (rolling a 3 for the d6 and getting 3 natively). That's going to mean that you fail to hit with that power 4/10 times. Not my idea of a reliable alpha strike. I might grab a Dakkafex, who can pump a ton of shots into a tank's rear armor, then assault the next turn and reliably kill whatever tank he hits. You're also going to struggle against high toughness creatures (Eldar wraithknights, talos pain engines, etc) possibly worth bringing some poison troops? Basically your zoans have a huge amount of pressure to do a lot of work and if they don't, your army is going to have a tough time in certain matchups
The zoanthropes are not the only anti-tank on the field. There are already two hive tyrants with devourers and against armor 12 or more those devourers don't really go a lot of impact. Its also not that easy to have a clear shot at the back armor. If it is, then those spore-pods (rather use this name..8) can also use their deathspitters to take down hull-points from armor 10 or 11. Yes, a carnifex can be a treat but also be killed fairly easily. Against those monstrous creatures theirs still two neurothropes and 4/5 Spore pods with a lot of deathspitters. also possible for those zoanthropes and hive tyrants to get psychic scream.
But your right about the zoanthropes output. It can be devastating but most times disappointing. Maybe iam going to switch one zoanthrope unit for a carnifex. need to playtest this.
2014/11/11 20:28:52
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
Not trying to be mean or anything but im truly just curious.
Any tournamant around me the way people play and the lists they take, with all the ignore cover and high mobility I can tsee this working at all.
If a Eldar player (This is my area) sees a MSU and something like a Lictor drops/comes close (or 2 or 3 of them) they will get the Guardians out of the vehicle SJS and move the vehicles away 6-12". With Ignore cover shields and Pseudo Rending units (10 units total at this point) not counting the Night Spinners or other units.
I can Understand wins against Tau or IG with this list easily.
Just wondering about how you handle that.
Well the tau list had lots of ability to ignore cover too. With the buffmander and marker lights, as well as smart missiles. Its actually probably much worse then eldar honestly.
Once a wave serpent jinks its damage output isnt really that high, and if a nightspinner jinks it has no damage output. And 10 guardians I dont think kill a lictor on average without some psychic help.
2014/11/11 20:35:01
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
Not trying to be mean or anything but im truly just curious.
Any tournamant around me the way people play and the lists they take, with all the ignore cover and high mobility I can tsee this working at all.
If a Eldar player (This is my area) sees a MSU and something like a Lictor drops/comes close (or 2 or 3 of them) they will get the Guardians out of the vehicle SJS and move the vehicles away 6-12". With Ignore cover shields and Pseudo Rending units (10 units total at this point) not counting the Night Spinners or other units.
I can Understand wins against Tau or IG with this list easily.
Just wondering about how you handle that.
Well the tau list had lots of ability to ignore cover too. With the buffmander and marker lights, as well as smart missiles. Its actually probably much worse then eldar honestly.
Once a wave serpent jinks its damage output isnt really that high, and if a nightspinner jinks it has no damage output. And 10 guardians I dont think kill a lictor on average without some psychic help.
But with 3 Mawlocs just 2 good hits and you can remove all of Marker Lights and even some Broadsides. Then you have the Flyrants helping with that on turn 2 (when the Mawlocs come in).
I guess your Magical.
This message was edited 1 time. Last update was at 2014/11/11 20:36:26
Not trying to be mean or anything but im truly just curious.
Any tournamant around me the way people play and the lists they take, with all the ignore cover and high mobility I can tsee this working at all.
If a Eldar player (This is my area) sees a MSU and something like a Lictor drops/comes close (or 2 or 3 of them) they will get the Guardians out of the vehicle SJS and move the vehicles away 6-12". With Ignore cover shields and Pseudo Rending units (10 units total at this point) not counting the Night Spinners or other units.
I can Understand wins against Tau or IG with this list easily.
Just wondering about how you handle that.
I guess your Magical.
this is the only answer
This message was edited 2 times. Last update was at 2014/11/11 20:39:19
2014/11/11 20:39:34
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
I play against Eldar with confidence as a bug player...and against bugs with indifference as an Eldar player.
What eldar Lists you playing against? B.c its the Opposite for me, I can win against Tau just fine....
The Owner of the store has both Eldar and Nids, (So do I) he is an amazing players and would win tournaments if he want, me him and a few other players tried Tournament lists over an over again and it seems there was nothing nids could do to win against a Eldar player.
Im talking about 5+ Wave Serpents, 1-2 Night Spinners, WraithKnight and some other filler unit like Swooping Hawks.
I will be talking to my local and we will be testing somethings, but with 6-12" move, TL everyday, Ingore cover S7 (KILLS Flyants easily) and able to get dudes out and JSJ I cant understand.
This message was edited 1 time. Last update was at 2014/11/11 20:50:39
Not trying to be mean or anything but im truly just curious.
Any tournamant around me the way people play and the lists they take, with all the ignore cover and high mobility I can tsee this working at all.
If a Eldar player (This is my area) sees a MSU and something like a Lictor drops/comes close (or 2 or 3 of them) they will get the Guardians out of the vehicle SJS and move the vehicles away 6-12". With Ignore cover shields and Pseudo Rending units (10 units total at this point) not counting the Night Spinners or other units.
I can Understand wins against Tau or IG with this list easily.
Just wondering about how you handle that.
Well the tau list had lots of ability to ignore cover too. With the buffmander and marker lights, as well as smart missiles. Its actually probably much worse then eldar honestly.
Once a wave serpent jinks its damage output isnt really that high, and if a nightspinner jinks it has no damage output. And 10 guardians I dont think kill a lictor on average without some psychic help.
But with 3 Mawlocs just 2 good hits and you can remove all of Marker Lights and even some Broadsides. Then you have the Flyrants helping with that on turn 2 (when the Mawlocs come in).
Not trying to be mean or anything but im truly just curious.
Any tournamant around me the way people play and the lists they take, with all the ignore cover and high mobility I can tsee this working at all.
If a Eldar player (This is my area) sees a MSU and something like a Lictor drops/comes close (or 2 or 3 of them) they will get the Guardians out of the vehicle SJS and move the vehicles away 6-12". With Ignore cover shields and Pseudo Rending units (10 units total at this point) not counting the Night Spinners or other units.
I can Understand wins against Tau or IG with this list easily.
Just wondering about how you handle that.
Well the tau list had lots of ability to ignore cover too. With the buffmander and marker lights, as well as smart missiles. Its actually probably much worse then eldar honestly.
Once a wave serpent jinks its damage output isnt really that high, and if a nightspinner jinks it has no damage output. And 10 guardians I dont think kill a lictor on average without some psychic help.
But with 3 Mawlocs just 2 good hits and you can remove all of Marker Lights and even some Broadsides. Then you have the Flyrants helping with that on turn 2 (when the Mawlocs come in).
I guess your Magical.
Or experienced. No matchup is autowin or lose.
theres no doubt that that guy is experienced if he won with a list like that but there is such a thing as an auto lose/win match up. thats ridiculous saying that.
e.g
5 knights Vs. 460 Gaunts.
2014/11/11 21:11:05
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
Not trying to be mean or anything but im truly just curious.
Any tournamant around me the way people play and the lists they take, with all the ignore cover and high mobility I can tsee this working at all.
If a Eldar player (This is my area) sees a MSU and something like a Lictor drops/comes close (or 2 or 3 of them) they will get the Guardians out of the vehicle SJS and move the vehicles away 6-12". With Ignore cover shields and Pseudo Rending units (10 units total at this point) not counting the Night Spinners or other units.
I can Understand wins against Tau or IG with this list easily.
Just wondering about how you handle that.
Well the tau list had lots of ability to ignore cover too. With the buffmander and marker lights, as well as smart missiles. Its actually probably much worse then eldar honestly.
Once a wave serpent jinks its damage output isnt really that high, and if a nightspinner jinks it has no damage output. And 10 guardians I dont think kill a lictor on average without some psychic help.
But with 3 Mawlocs just 2 good hits and you can remove all of Marker Lights and even some Broadsides. Then you have the Flyrants helping with that on turn 2 (when the Mawlocs come in).
I guess your Magical.
Or experienced. No matchup is autowin or lose.
Im not saying that, Im saying against 2 equal players that know the tricks of each others army how do you compete against something with all the answers to yours?
Im talking about 5+ Wave Serpents, 1-2 Night Spinners, WraithKnight and some other filler unit like Swooping Hawks.
I will be talking to my local and we will be testing somethings, but with 6-12" move, TL everyday, Ingore cover S7 (KILLS Flyants easily) and able to get dudes out and JSJ I cant understand.
YMMV. But thats the kind of list Im talking about too. Its not as hard as you might think. But you need to look at the whole picture rather then focusing on small parts I think. Not that its an auto win or anything, not the kind of thing any of us are looking for in this game, but the eldar player will be hard pressed and have to out play me with that list.
Ignores cover from the serpents doesnt really matter to the flyrants... they have 3+ armor. A Serpent only does like 2-3 wounds to a flyrant. Thats before saves and if they roll a 5 on the shield. So would take 4+ serpents to kill a flyrant in one turn with confidence. And if you have feel no pain then need another serpent. Now dice can run hot or cold but thats still a pretty good odds for the tyrant.
theres no doubt that that guy is experienced if he won with a list like that but there is such a thing as an auto lose/win match up. thats ridiculous saying that.
e.g
5 knights Vs. 460 Gaunts.
As long as in your example you are saying the gaunts win... because if you split those into units of 10 im not sure how the knight player kills them all in 6 turns, and since they are objective secured you win on objectives.
This message was edited 1 time. Last update was at 2014/11/11 21:19:08
2014/11/11 21:19:39
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
@Wilson
The gaunts may never hurt the Knights, but those knights aren't moving anywhere either.
Sorry I didn't specify- when two competitive lists play a game, it's never autolose or win. I assumed that was a given.
@Amishprn86
Stay a step ahead. If you know what they'll do to counter your army, play around it. If you deepstrike a lictor or something next to a Waveserpent and you know they'll move away and JsJ the guardians, make them move in a direction beneficial to you and detrimental to them. Or place enough lictors around it that it can't move or disembark out the hatches.
This message was edited 1 time. Last update was at 2014/11/11 21:26:46
s7 hurts Flyrants not Ignore Cover, Ignore cover hurts Lictors... Im not stupid.
Show me a bat report of you doing well against Eldar then i will believe, from the 8-9 Nid players I know, all have WAY MORE trouble with Eldar than Tau.
@OrdoSean
Knight vs gants
Stomp can carry over to other units, get them in combat and stomp...
1 Shot from 5 Knights will kill 5 untis (if 10man)
1 Melee could kill 1.5 units
do that for 3 turns thats 30 units easily killed.
This message was edited 1 time. Last update was at 2014/11/11 21:41:36
Amishprn86 wrote: s7 hurts Flyrants not Ignore Cover, Ignore cover hurts Lictors... Im not stupid.
Show me a bat report of you doing well against Eldar then i will believe, from the 8-9 Nid players I know, all have WAY MORE trouble with Eldar than Tau.
Wounding on three's, and then having to get through a 3+ save is the downfall of Flyrants?
Amishprn86 wrote: s7 hurts Flyrants not Ignore Cover, Ignore cover hurts Lictors... Im not stupid.
Show me a bat report of you doing well against Eldar then i will believe, from the 8-9 Nid players I know, all have WAY MORE trouble with Eldar than Tau.
Wounding on three's, and then having to get through a 3+ save is the downfall of Flyrants?
If the eldar player focused 2-3 units on it turn 1 (your not flying at this points if you started on the table) then yes it can, Once it is Flying then thats different it will be very hard, but its that 1st turn you have to worry about, 60" D6+1 S7 is not something to joke about on 5-6 units.
EDIT: Not counting and Distort weapons from the Wraithknight or if any others in the army. Like Heavy Wraith Cannons
This message was edited 1 time. Last update was at 2014/11/11 21:54:18
tag8833 wrote: There are certainly those who feel like Tyrrannocytes have reinvigorated genestealers. I'm not seeing it. They need support, so putting them in a Tyrannocyte isn't the way to go. However, one way in which they have gotten better is if you plan to outflank them. You can do so on the same turn that you bring in other threats via a Tyrannocyte. This may keep them from being so much of a focus of enemy fire on the turn they arrive.
I doubt we will see them in many top tier lists (I say with a great sense of Irony, because they were in the list that just won a GT). But outflanking them doesn't have to be a complete waste of points any more.
As someone who thinks Stealers got better, I gotta say I don't think that GT win means anything.There is no way it makes them more competitive than other choices.
I do think however it says something about the cost-effectiveness of Mawlocs, they are the most effecient unit as far as points go in the dex and there isn't many situations where they aren't awesome.
P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it.
2014/11/11 21:52:10
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
xttz wrote: Tomorrow night I have a game arranged at my club against a guy wanting to try out his new Chaos Warhound. He has specifically asked for my "most overpowered list" to try it against, so I'm looking for ideas. He normally plays Nurgle/Khorne-heavy CSM+daemons, and we're playing 2k pts. I expect he'll run it as a Nurgle Warhound using the rules in IA13, leaving ~1200pts to fill.
The question is what I run against him. While the obvious choice is Skyblight, I don't own any Crones or Harpies and don't really like the idea of proxying them (I have enough models I rarely get to use). What I do have to pick from is:
...
...
I just got home from this game, and the result is a very resounding crushing Tyranid victory~
My opponent was happy for me to use the new rules from WD (including the upcoming one), so for my list I went with:
Harridan, Flyrant, Malanthrope, vanilla gaunts, devilguants in a pod, 3 shockcannon hive guard in a pod, and 6 zoans in a pod.
The opposing army consisted of:
Warhound with dual turbo-lasers, a large screen of cultists, 10 marines, Sicarian, Predator, Forgefiend and a Storm Eagle.
My supporting psychic power rolls were mediocre, but the Battle-Forged re-roll got me Strategic Genius, letting me re-roll reserves which was fantastic for this list.
I got first turn, and only moved the Flyrant and Harridan into the centre of the field while the Malanthrope and gaunts stopped back on an objective. The Flyrant was able to strip both shields off the Titan, allowing the Harridan to follow up by knocking off 2 hull points. On his turn he responded by... killing one termagant with the titan, as most were out of LoS and it couldn't shoot the flyers. His supporting army didn't fare much better, failing to land an unsaved wound on either creature sitting right in front of them.
Now comes turn two, and I roll for reserves. Devilgaunts on, Hive Guard on, Zoanthropes... roll a 1. But thanks to the warlord trait that is quickly fixed, and all 3 pods land around his army while my flyers advance nearby. I roll a decent amount of warp charge, and throw 6 dice into Warp Blast aimed squarely at the Titan. It succeeds, but four for the six shots miss. The fifth takes out a newly repaired void shield, while the final hit lands perfectly, scoring Explodes and knocking off 3 HP.
The Hive Guard quickly follow up with Haywire attacks, stripping a further 3HP with ease. With a single hullpoint remaining the Harridan fires wildly from point blank range. Despite somehow missing most of its shots, one glance does get through. BOOM - Titan down. The explosion rips through the Cultist screen, and damages all three Chaos vehicles nearby. The Flyrant finishes off the Forgefiend with a volley of glancing hits, and the devilguants further pour salt into the wound by wiping out the marines in a single volley, and taking their objective.
With a smoking crater where his army used to be, all my opponent can do is damage control. The Storm Eagle arrives and along with the surviving vehicles, pour all of their fire into the Zoanthropes in revenge. After a string of solid warp field saves only two of them drop to the ground. The remaining cultists desperately try to tie up the Hive Guard in combat, inflicting a wound but losing one of their number in return.
Turn 3 was simply a case of cleaning up. The Harridan really showed what you can do with S10 skyfire, sending the Storm Eagle tumbling off the table. The Flyrant finishes off the Predator from behind, and the Zoans repeat their previous performance to only land a single penetrating hit on the Sicarian. However one hit was enough to leave it a smoking wreck. This time the Hive Guard inflict enough damage to cause the cultists to flee, and they leave the board with nothing but a dead Princeps for the Malanthrope to consume...
This message was edited 1 time. Last update was at 2014/11/11 21:53:55
2014/11/11 21:57:06
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
Amishprn86 wrote: s7 hurts Flyrants not Ignore Cover, Ignore cover hurts Lictors... Im not stupid.
Show me a bat report of you doing well against Eldar then i will believe, from the 8-9 Nid players I know, all have WAY MORE trouble with Eldar than Tau.
@OrdoSean
Knight vs gants
Stomp can carry over to other units, get them in combat and stomp...
1 Shot from 5 Knights will kill 5 untis (if 10man)
1 Melee could kill 1.5 units
do that for 3 turns thats 30 units easily killed.
Amish your math is a little off. The point is that a knight will have a lot of trouble making its points back if it is forced to shoot at really tiny and cheap squads. The game went 5 turns and your knight killed 5 40 point squads? I'm cool with that. Lictors in particular are nasty against Knights for a couple of reasons:
1) Knights do not do well against cover saves, especially if it's a small unit. Wow that melta can on can instant kill me? I think I'll just go to ground for a sweet cover save
2) lictors come in wherever they want. This means that you can box the Knights in while making charge distances quite difficult, or you can get in its face and stop it from moving entirely. Odd, but true
I'm not saying that lictors are going to be favored against an adlance list - just that I can see how it's a much closer game than anyone would have thought not too long ago
xttz wrote: Tomorrow night I have a game arranged at my club against a guy wanting to try out his new Chaos Warhound. He has specifically asked for my "most overpowered list" to try it against, so I'm looking for ideas. He normally plays Nurgle/Khorne-heavy CSM+daemons, and we're playing 2k pts. I expect he'll run it as a Nurgle Warhound using the rules in IA13, leaving ~1200pts to fill.
The question is what I run against him. While the obvious choice is Skyblight, I don't own any Crones or Harpies and don't really like the idea of proxying them (I have enough models I rarely get to use). What I do have to pick from is:
...
...
I just got home from this game, and the result is a very resounding crushing Tyranid victory~
My opponent was happy for me to use the new rules from WD (including the upcoming one), so for my list I went with:
Harridan, Flyrant, Malanthrope, vanilla gaunts, devilguants in a pod, 3 shockcannon hive guard in a pod, and 6 zoans in a pod.
The opposing army consisted of:
Warhound with dual turbo-lasers, a large screen of cultists, 10 marines, Sicarian, Predator, Forgefiend and a Storm Eagle.
My supporting psychic power rolls were mediocre, but the Battle-Forged re-roll got me Strategic Genius, letting me re-roll reserves which was fantastic for this list.
I got first turn, and only moved the Flyrant and Harridan into the centre of the field while the Malanthrope and gaunts stopped back on an objective. The Flyrant was able to strip both shields off the Titan, allowing the Harridan to follow up by knocking off 2 hull points. On his turn he responded by... killing one termagant with the titan, as most were out of LoS and it couldn't shoot the flyers. His supporting army didn't fare much better, failing to land an unsaved wound on either creature sitting right in front of them.
Now comes turn two, and I roll for reserves. Devilgaunts on, Hive Guard on, Zoanthropes... roll a 1. But thanks to the warlord trait that is quickly fixed, and all 3 pods land around his army while my flyers advance nearby. I roll a decent amount of warp charge, and throw 6 dice into Warp Blast aimed squarely at the Titan. It succeeds, but four for the six shots miss. The fifth takes out a newly repaired void shield, while the final hit lands perfectly, scoring Explodes and knocking off 3 HP.
The Hive Guard quickly follow up with Haywire attacks, stripping a further 3HP with ease. With a single hullpoint remaining the Harridan fires wildly from point blank range. Despite somehow missing most of its shots, one glance does get through. BOOM - Titan down. The explosion rips through the Cultist screen, and damages all three Chaos vehicles nearby. The Flyrant finishes off the Forgefiend with a volley of glancing hits, and the devilguants further pour salt into the wound by wiping out the marines in a single volley, and taking their objective.
With a smoking crater where his army used to be, all my opponent can do is damage control. The Storm Eagle arrives and along with the surviving vehicles, pour all of their fire into the Zoanthropes in revenge. After a string of solid warp field saves only two of them drop to the ground. The remaining cultists desperately try to tie up the Hive Guard in combat, inflicting a wound but losing one of their number in return.
Turn 3 was simply a case of cleaning up. The Harridan really showed what you can do with S10 skyfire, sending the Storm Eagle tumbling off the table. The Flyrant finishes off the Predator from behind, and the Zoans repeat their previous performance to only land a single penetrating hit on the Sicarian. However one hit was enough to leave it a smoking wreck. This time the Hive Guard inflict enough damage to cause the cultists to flee, and they leave the board with nothing but a dead Princeps for the Malanthrope to consume...
Congrats on the win! Glad to hear that the Zoans did some work. And yeah, the best thing against big baddies like a warhound are to simply get the drop on it. Sounds like a great time to be a Nid player
I tabled the tau player in like 5 or 6 turns. Mawlocs are pretty nasty.
Did using the Lictors to guide the Mawlocs come into play a lot, or were they not typically close enough (this applies for any games you played)
Also, I know I'm not alone in saying that we would love to hear more details about your wins - I think I have a Lictor I can send you if you do bat reps for each match - clearly you need more
This message was edited 2 times. Last update was at 2014/11/11 22:05:32
2014/11/11 22:08:46
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
I have only played 'Nids since the new Codex came out, so I built my collection and started playing well later than the supposed "Golden Age". That means I haven't felt the particular weaknesses of the Codex, having never lived in an age of Drop-Pod (Mycetic Spores), etc...
That all said, I began my love affair with 'Nids by buying Space Hulk as a younger man, and the first I owned/painted were a set of Space Hulk 3rd Ed Stealers/Broodlord.
To date, they have been the only "turds" I own in terms of actually playing 40k as 'Nids.
Is the Tyrannocyst Spore-thing a way to rehabilitate these guys? I would LOVE for Genestealers to be awesome, but is loading a pod to the gills with these guys and a Broodlord a decent idea, or are they just gonna get shot to ribbons before they can finally assault?
Maybe so... But not exactly. I think we might be able to use Stealers if we pack a pod or two with Something Else. The secret seems (to me) to provide too many prioritys, so the foe can make mistakes. If that mistake is to ignore the Stealers, then they can charge home. It still is painful to take overwatch (The Horror helps, or anything else that can pin) but the reason they are unusable is they get whitled down during the advance, and they are too expensive to function as bullet magnets.
The only success I've had is screening them with Hormagaunts. (odd but functional) or getting a "pin". (mostly from Strangle Cannons form a Warrior Brood) But it's possible that combining Infiltrate, Outflank, and Deep Strike will generate enough pressure.
The will of the hive is always the same: HUNGER
2014/11/11 23:33:24
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
I tabled the tau player in like 5 or 6 turns. Mawlocs are pretty nasty.
Well done. 6-0 against that field is no joke. Love to hear what happens when a good player plays an unconventional tyranid list and keeps his eye on the prize.