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2014/11/19 17:43:26
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
Hornagant proved me a victory many time and outrun my genestealer against space marine. My vanilla gant is 10 point more than termagant yeah.. But that mean hornagant gain +1 attack dice. Don't forgot charge bonus and with a Dice God are on your side - Rage!
That mean for 10 hornagant- 50 pts.
At least 30 dice per assult. If hornagant charge first then at least 40 dice! Against ten men in power armour.. Good bye marine!
Compare that to termagant- range weapon with ten dice for assult ( don't want to charge with this minion!). That all!
Automatically Appended Next Post: At least no no no... Up to! Oops.
I'm assembling and painting 80 Hgaunts, that's how much i like that model, you don't have to convince me of how great they are. That is also why i volunteered for that review.
That said, i know that my considerations about Hgaunts are in the minority, so i wrote that guide by mixing what i like of them and what is the common consensus.
That said, i think i'm in love with the spores formation.
2014/11/19 17:51:00
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
Frozocrone wrote: I have done one for Carnifexes. I followed a Green, Amber, Red system for weapons and biomorphs to say which ones would be most viable in a competitive setting. Proof reading/critique by others would be appreciated. I am happy to edit this post if people have suggestions or builds (or to completely re-write it )
I've not included Formations with Carnifexes in, I think they could have their own section within the OP.
Spoiler:
Carnifexes Background When one thinks of a Tyranid army, one of the first models to come to mind is the Carnifex. One of the most iconic Tyranid models to be in existance, especially in 4th edition where Carnifexes could also be taken in Elites. As fifth edition came out, they became redundant with the arrival of the new Trygon and lack of option to be taken as an Elite and slowly started to gather dust. Following the arrival of 6th edition, Carnifexes were hailed as one of the shining stars of the Codex, getting a notable points decrease as well as being able to take multiples in a brood, opening up Heavy Support options. As 7th edition rolled out they came to be the only Monstrous Creature in the Tyranid Codex that wasn't nerfed by the changes to Smash, making use of it's standard base 9 Strength to deal with anything that comes across its path.
Competitive Setting A Carnifex Brood uses one of the Heavy Support slots in a Tyranid army. It follows a standard TMC statline, with WS3, BS3, T6 with a 3+ Armour Save. As it does not have the Synapse Creature special rule, it will revert to Instinctive Behaviour outside of Synapse, of which the Carnifex rolls on the Feed table. Where the Carnifex starts to differ is that it only has 4 Wounds, making it not as durable as other TMC's and is Initiative 2, meaning that it strikes at the same speed as the lowly Ork and is out sped by anything that isn't a Power Fist or equivalent. However, where it lacks in speed, it makes up for in sheer brutality, sporting 3 attacks at base S9. Combined with it's Living Battering Ram special rule that grants it D3 Hammer of Wrath attacks instead of one, this makes it one of the premier options that Tyranids have for opening AV13/14.
Melee Weapons Scything Talons - Carnifexes come equipped with two pairs of Scything Talons. Although being nerfed, they do allow for customization of a Carnifex by exchanging a pair for Wargear upgrades.
For those that want to keep Carnifexes cheap, this is a good option.
Crushing Claws - Crushing Claws grants a Carnifex S10 in Close Combat (note, not for Hammer of Wrath), allowing it to Instant Kill T5 as well as giving it the Armourbane USR, making it more likely to Penetrate AV13-14.
For Carnifexes designed for vehicle hunting, this is a good option.
Monstrous Bio-Cannons Twin-Linked Deathspitter - A Carnifex may replace one pair of Scything Talons with a TL Deathspitter, granting it three 18" TL shots at S5 AP5. This is not very good, especially when taken in context, it is outclassed by another Monstrous Biocannon.
This is a bad option.
Twin-Linked Devourer with Brainleech worms - A Carnifex may replace one pair of Scything Talons with a TL Devourer with Brainleech Worms, granting it six 18" TL shots at S6 AP-. This allows a Carnifex to be multi-purpose, wounding Infantry through number of shots, as well as Light Armour and in emergencies, ground based AA.
This is a good option.
Stranglethorn Cannon - A Carnifex may replace one pair of Scything Talons with a Stranglethorn Cannon, granting it one 36" shot at S6 AP5 Large Blast, Pinning Shot. The Stranglethorn Cannon may only be taken once per model and may not be taken with the Heavy Venom Cannon. This allows a Carnifex to act as a Infantry killer and support smaller Tyranids by potentially making it harder to shoot at them. However, with a Carnifexes bad Ballistic Skill, it might scatter off the target and is in general, outclassed by Biovores, who give three Large Blast Templates at a large ranger for the price of a standard Carnifex.
This is a bad option.
Heavy Venom Cannon - A Carnifex may replace one pair of Scything Talons with a Heavy Venom Cannon, granting it one 36" shot at S9 AP4 Blast. Only one Heavy Venom Cannon may be taken per model and may not be taken with the Stranglethorn Cannon. This allows a Carnifex to fire a single S9 shot before it charges a vehicle, making it easier to wreck vehicles, as well as Instant Killing T4. For Carnifexes designed for Vehicles-hunting, this could be the last glancing hit you need to wreck that vehicle.
This is a decent option.
Biomorphs Toxin Sacs A Carnifex with Toxin Sacs has the Poisoned USR. This, combined with the natural S9 of the Carnifex, will normally allow it to re-roll failed to Wound rolls. However, the Carnifex only has 3 attacks base and WS3, meaning you might not get to make use of the re-roll to wounds.
This is a decent option.
Acid Blood A Carnifex with Acid Blood the ability to inflict a S5 AP2 hit per unsaved wound in Close Combat. This looks quite good, until you realise the Carnifex only has four Wounds, as well as the opponent having to take an Initiative before the hit can apply.
This is a bad option.
Adrenal Glands. A Carnifex with Adrenal Glands has the Fleet and Furious Charge USR. This allows a Carnifex to have S10 on the charge (note, not for Hammer of Wrath), as well as re-roll Run and Charge distances. This makes getting into combat much easier and combined with the Onslaught Psychic Power, allows Carnifexes to get into position quickly to start firing any Ranged Weapons they have.
This is a good option.
Regeneration. A Carnifex with Regeneration has the ability to regain lost wounds at the end of the game turn on a 4+. This looks promising, until one realizes it is the least durable Monstrous Creature that Tyranids have, on virtue of it having the fewest amount of Wounds (aside the Hive Tyrant, which can mitigate this with the Catalyst Psychic Power and Wings for a FMC profile) and only has a 3+ armour save coupled with it's Toughness characteristic of 6, meaning it can be focused fired down before it can make use of Regeneration.
This is a bad option.
Tail Biomorphs Thresher Scythe - A Carnifex with a Thresher Scythe may make an additional S4 AP4 attack with the Rending special rule in close combat. Considering that the Carnifex that is in combat is usually geared for vehicle killing, this is not likely to help.
This is a bad option.
Bone Mace - A Carnifex with a Bone Mace may make an additional S8 AP - attack in close combat. They cost the same as Crushing Claws which will more reliably open vehicles, but if you feel that you are not destroying vehicles enough, it grants additional attack that may cause that final glancing hit.
This is a decent option.
Options Additional Carnifexes - a Carnifex Brood may take up to two more Carnifexes. This allows a Tyranid player to shift Carnifexes around for Wound allocation purposes making the brood more durable, as well as have more Carnifexes without using up the Heavy Support slots. Any Carnifex brood consisting of two or three Carnifexes can not make use of the Tyrannocyte, making this option a speed vs durability argument.It is important to note however, that any Carnifex Brood with two or three models, are vulnerable to the harshest Instinctive Behaviour: Feed table.
For lists that do not use Tyrannocytes, or do not want Carnifexes using a Tyrannocyte, this is a good option.
For lists that do make use of Tyrannocytes, this is decent option.
Spine Banks - A Carnifex with Spine Banks may fire one 8" shot at S3 AP- Blast and is treated as having Assault Grenades. This is generally not worth it as the damage output is so low and Carnifexes have a low Initiative to begin with.
This is a bad option.
Bio-Plasma - A Carnifex with Bio=Plasma may fire one 12" shot at S7 AP2 Blast. This is better than Spine Banks as you can wound a lot more stuff. It is still a bit pricey however and for thirty points more, one can purchase an Exocrine, which has a larger blast or six shots at double the range and when stationary, a better BS.
This is a decent option.
Transport Tyrannocyte As soon as the Tyrannocyte was announced, there was much rejoicing amongst Tyranid players. Tyrannocytes give much needed speed to Tyranids, which allows Carnifexes to move up even faster than before. Note that only one MC model can embark the Tyrannocyte upon deployment. Tyrannocytes work best when a model can immedietly do something upon deployment, such as shoot or provide Synapse so is not the best option for all Carnifexes.
For single Carnifexes with Ranged Weapons, this is a good option.
For single Carnifexes with Melee only weapons, this is a decent option.
For Carnifexes with long range weapons (HVC or SC) or broods of two or more models, this is a bad option.
Standard Competitive Builds Carnifex w/ 2x TL Devourers with Brainleech Worms - can be taken alone to fit in a Tyrannocyte or in multiples for more firepower, this type of Carnifex, known as the 'Dakkafex' spits out a large number of shots which shave wounds off units. Adrenal Glands are an optional extra to allow it to more reliable deal with vehicles or move into position.
Carnifex w/ Scything Talons, Crushing Claws - This type of Carnifex commonly has two more standard Carnifexes for ablative wounds, as they move up the battlefield looking for the highest AV vehicles and destroying them with ease. Adrenal Glands are not a necessity as the Crushing Claws variant can reliably deal with high AV vehicles and you normally have ablative wounds for your Crushing Claws Carnifex.
Carnifex w/ 2x Scything Talons, Adrenal Glands - The 'Screamer-Killer' is a basic Carnifex. It can either be taken in multiples for more Wounds to chew through, or as a single unit
Stone Crusher Carnifexes From Forge World, Stone Crusher Carnifexes are even stronger than regular Carnifexes, boasting S10 on their base statline. This becomes even better when you consider the fact they also have Living Battery Ram, as well as their own special rules, Wrecker, Sunder and Carapace Chitin-rams. This gives all Hammer of Wrath attacks Armourbane and Monster Hunter, meaning they can put wounds on MC and vehicles alike. Wrecker and Sunder is what really sets them apart from Carnifexes, they are allowed to re-roll all failed Armour Penetration rolls, as well as add one to the result if against immobile structures and fortifications (on top of the +2 granted by the Wrecker Claws AP1 value) when using their Wrecker Claws. Although the Stone Wrecker Carnifex has less attacks than the Carnifex (two compared to three) any attack that goes through is more than likely going to cause an Explodes! result. As a trade off for their close combat power, they have no access to Monstrous Biocannons.
While having an identical profile to the Carnifex (Trading an attack for Strength 10 aside), they are more durable then Carnifexes, due to their Reinforced Caraspace special rule, which makes any shooting attacks resolved against a Stone Crusher Carnifex reduce their Strength by one. Essentially, this means the Stone Crusher Carnifex is T7 against shooting attacks (note this does not apply to close combat attacks).
Stone Crusher Carnifexes upgrades Additional Stone Crusher Carnifexes - like regular Carnifexes, additional Carnifexes may be taken for Wound allocation purposes. Considering that they are Toughness 7 against shooting attacks, this will prolong the life of Stone Crusher Carnifexes considerably. As mentioned in the Tyrannocyte entry for Carnifexes, models that can do something upon Deep Strike arrival are good. Stone Crusher Carnifexes have the durability to run up the field and bear the brunt of most weapons, especially with Shrouded support. Note that broads of two or more Stone Crusher Carnifexes are vulnerable to the worst result on the Instinctive Behaviour: Feed table.
For lists that do make use of Tyrannocytes, this is decent option.
For lists that do not use Tyrannocytes, or do not want Stone Wrecker Carnifexes using a Tyrannocyte, this is a good option.
Spine Banks - Like regular Carnifexes, this does not help them destroy vehicles.
This is a bad option.
Bio-Plasma -Generally not worth it since a Stone Wrecker Carnifex does not want to be targetting Infantry.
This is a bad option.
Thresher Scythe - Like regular Carnifexes, this does not help them destroy vehicles.
This is a bad option.
Bone Mace - Unlike regular Carnifexes, Stone Wrecker Carnifexes do not require help destroying vehicles.
This is a bad option.
Wrecker Claw and Bio-Flail - A Stone Wrecker Carnifex with a Wrecker Claw and Bio-Flail replaces their ability to re-roll amour penetration on their regular attacks with the ability to cause Instant Death and gain a new rule, Sweep Attack. Sweep Attack allows a model to replace all their attacks with a number of attacks equal to the number of enemy models in base contact with them. This allows a Stone Crusher Carnifex with a Wrecker Claw and Bio-Flail to generate more attacks and stops it being tarpitted as easily, while the trade off is that they may find it harder to destroy vehicles.
For Stone Crusher Carnifex broods consisting of two or three models, this is a good option.
For Stone Crusher Carnifex broods consisting of one model, this is a decent option.
Transport Much like a regular Carnifex, a single Stone Crusher Carnifex can embark on a Tyrannocyte. However, a Stone Wrecker Carnifex has more durability than a regular Carnifex and can forgo a Transport in favour of running up. Note however, that a Stone Wrecker Carnifex can not usse Adrenal Glands at all, so it is still quite slow in that regard, meaning the Tyrannocyte can provide the speed that a Stone Wrecker Carnifex needs in order to do damage.
For single Stone Wrecker Carnifexes, this is a good option.
For Stone Wrecker Carnifex broods of two or more models, this is a bad option.
Standard Competitive Builds Stone Wrecker Carnifex w/ Wrecker Claws - A standard Stone Wrecker Carnifex does a fine job of destroying vehicles without any upgrades.
Stone Wrecker Carnifex w/ Wrecker Claw and Bio-flail - A Stone Wrecker Carnifex with Wrecker Claw and Bio-flail should only be taken in groups of two or more, as it prevents a heavily points invested unit being tarpitted easily.
Conclusion and Overall Rating
Carnifex Overall rating = A-
The Carnifex can provide a lot for a Tyranid army that is not covered well within the rest of the army, such as high volumes of fire or dealing with AV13-14 and as such, are recommended in most builds of Tyranids. The Carnifex can be kitted out for different roles, making it a multi-purpose unit, which is useful in the case that you may not always be playing against vehicles. The Carnifex just falls short of being an all-star by a reliance on Synapse to function well, as well as requiring support from other Tyranids to provide it with a cover save, or to simply draw fire away from it as it is fragile in comparison to other TMCs.
Stone Crusher Carnifex Overall Rating = B
While the Stone Crusher Carnifex is the best answer Tyranids have to heavy vehicle duties, it's role is very linear and does not allow much adaptability. It also suffers from requiring Synapse to be effective and even with pseudo Toughness 7, is still quite vulnerable to volume of fire with only four wounds.
Awesome review- my only gripe is to change "broods of two or more cannot take a Tyrannocyte". Just nip that in the bud now.
Thanks! Yeah, I probably made a few errors while writing it, it is an essay of a review
Got formation pictures for everyone
Spoiler:
The Skytyrant one was a bit of a letdown, but, considering how good Flyrants are, makes a lot more sense. We might see a few more Melee Tyrants with this formation.
Anyway, enjoy! I'm off to write my essay on development across the lifespan
Thanx! Some of these look very interesting. Heck I might get to use my Winged Assassin again! Especially because I might get stuck with Mind Eater. Thogh I might use Winged Assassin in a Toxic node...
The will of the hive is always the same: HUNGER
2014/11/19 17:51:39
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Knight Tactica p.177)
Thanks for the write-up. I've already added it to p. 1.
jifel wrote: Sign me up! I'll tackle Venomthropes and Malanthropes.
Most excellent!
Frozocrone wrote: I have done one for Carnifexes. I followed a Green, Amber, Red system for weapons and biomorphs to say which ones would be most viable in a competitive setting. Proof reading/critique by others would be appreciated. I am happy to edit this post if people have suggestions or builds (or to completely re-write it )
Wow, what a write-up! Posted on p. 1. Thanks!
Unyielding Hunger wrote: One thing you may want to mention in that Carnifex review is the fact that spine banks are the only way to get assault grenades on them. Also, when run in groups of 3, you fire them on a per model basis rather than per unit, so it can do some decent damage. Also, you forgot Old One Eye.
I think I will handle...Pyrovores, Tyranid Warriors, Shrikes, and Tyranid Primes.
You're on!
Sinful Hero wrote: Also- what about a rundown on Relics/Wargear? Maw Claws, Regeneration, and such? Perhaps include what units can make the most of a specific entry. I might can take a swing at it if anyone wants me to, and maybe a unit or two if I get home in time tonight.
Ok, I will add those on as well when I get the chance.
I'd be happy to do a write up for the Haruspex and Harpy. I use both fairly frequently so I think I could do a fair assessment of their capabilities and uses.
Spoletta wrote: If no one is going to get them then i guess i could give a shot at Raveners too.
Since you are going to write-up the Raveners, do you mind doing the Red Terror as well? You can either combine them into just 1 entry (like what Frozocone did with the carnifex and stonecrusher carnifex) or write them up separately.
This message was edited 1 time. Last update was at 2014/11/19 17:58:25
Ha! Called it for the most part. Anyhow, here is the Tyranid Prime review.
Tyranid Prime:
The Tyranid Prime is the cheap mans HQ. It is not a Tyrant. It will not wade into a horde of soldiers and kill anything with impunity. It will not easily kill any major special characters and most generics that have been kitted out. The Tyranid Prime is not there to lead the horde from the front, but to support it.
1. It is the only Independent Character left in the codex.
2. It is one of the few to have the option to buy assault grenades.
3. It is moderately versatile.
4. Its cheap.
Lets be frank.You took this because its cheap. You didn't take it for durability because it has very little in that regard. A single lucky S10 hit is going to take him out. So, keep that in mind as you kit it because your looking at the only Tyranid HQ with a permanent kick me sign on it's much-more-expensive-this-edition back. If you are taking this, you had better be going for overkill in your other slots because you will need to pick up the slack.
To go into the basic options, you are looking at a Tyranid Warrior with boosted stat line but with some catches. The Tyranid Prime can only bring its stat line to real benefit inside a unit of Warriors who also benefit from several boosted stats. So, to put it bluntly, your paying the price of a Flyrant and then some for 12 wounds at majority toughness 4 with Look out Sir to keep your HQ alive. This will only make it a much larger target and fair easier to kill. So, why bother? Simple, Bio-artefacts. The Tyranid Prime can pick up the Miasma Cannon which with its stateline, is a fairly good option to get some shots in, and it can function in tandem with a small unit of warriors armed with a barbed strangler to ensure some good output. Beyond that, if you are feeling bold, the Norn Crown is an expensive but useful option to put on this thing. Just make sure to not go overboard on options, because this thing will have quite a bit gunning for it. For close combat, a light approach of Maw Claws of Thyrax, Flesh Hooks, and a Lashwhip and Bonesword will carry it through most conflicts fairly comfortably at 160 points with some good benefits if it goes hunting characters.
For transportation purposes, it can use a Trygon tunnel or a pod at a cost. The best option is to take a pod with a small retinue of 3-4 warriors and use them like a tactical squad of terminators. Upon landing, use the boosted ballistic skill to fire into whatever your target it, and prepare for assault in the next turn. The pod can also make up for the lack of bodies because it also has multiple devourers to help weaken the enemy unit. If you upgraded your retinue's melee weapons to rending claws, you can get a bit more mileage out of them and hopefully wipe out a unit in the following turn.
Grades: B (Miasma Prime), C(Pod Prime), D (Vanilla)
"There is a cancer eating at the Imperium. With each decade it advances deeper, leaving drained, dead worlds in its wake. This horror, this abomination, has thought and purpose that functions on an unimaginable, galactic scale and all we can do is try to stop the swarms of bioengineered monsters it unleashes upon us by instinct. We have given the horror a name to salve our fears; we call it the Tyranid race, but if is aware of us at all it must know us only as Prey."
Hive Fleet Grootslang 15000+
Servants of the Void 2000+
2014/11/19 18:02:08
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
Spoletta wrote: If no one is going to get them then i guess i could give a shot at Raveners too.
Since you are going to write-up the Raveners, do you mind doing the Red Terror as well? You can either combine them into just 1 entry (like what Frozocone did with the carnifex and stonecrusher carnifex) or write them up separately.
Sure thing, sign me up.
2014/11/19 18:03:33
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
The Skytyrant one was a bit of a letdown, but, considering how good Flyrants are, makes a lot more sense. We might see a few more Melee Tyrants with this formation.
Anyway, enjoy! I'm off to write my essay on development across the lifespan
That is a letdown. Skytryrant Looks interesting. Hypertoxic node is bad, Neural Node is trash, Sporefield is wierd, Skytide looks ho-hum.
I was hoping for 2-3 good formations. Unfortunately there appears to be only one that is worthwhile.
2014/11/19 18:04:00
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
Unyielding Hunger wrote: Ha! Called it for the most part. Anyhow, here is the Tyranid Prime review.
Tyranid Prime:
The Tyranid Prime is the cheap mans HQ. It is not a Tyrant. It will not wade into a horde of soldiers and kill anything with impunity. It will not easily kill any major special characters and most generics that have been kitted out. The Tyranid Prime is not there to lead the horde from the front, but to support it.
1. It is the only Independent Character left in the codex.
2. It is one of the few to have the option to buy assault grenades.
3. It is moderately versatile.
4. Its cheap.
Lets be frank.You took this because its cheap. You didn't take it for durability because it has very little in that regard. A single lucky S10 hit is going to take him out. So, keep that in mind as you kit it because your looking at the only Tyranid HQ with a permanent kick me sign on it's much-more-expensive-this-edition back. If you are taking this, you had better be going for overkill in your other slots because you will need to pick up the slack.
To go into the basic options, you are looking at a Tyranid Warrior with boosted stat line but with some catches. The Tyranid Prime can only bring its stat line to real benefit inside a unit of Warriors who also benefit from several boosted stats. So, to put it bluntly, your paying the price of a Flyrant and then some for 12 wounds at majority toughness 4 with Look out Sir to keep your HQ alive. This will only make it a much larger target and fair easier to kill. So, why bother? Simple, Bio-artefacts. The Tyranid Prime can pick up the Miasma Cannon which with its stateline, is a fairly good option to get some shots in, and it can function in tandem with a small unit of warriors armed with a barbed strangler to ensure some good output. Beyond that, if you are feeling bold, the Norn Crown is an expensive but useful option to put on this thing. Just make sure to not go overboard on options, because this thing will have quite a bit gunning for it. For close combat, a light approach of Maw Claws of Thyrax, Flesh Hooks, and a Lashwhip and Bonesword will carry it through most conflicts fairly comfortably at 160 points with some good benefits if it goes hunting characters.
For transportation purposes, it can use a Trygon tunnel or a pod at a cost. The best option is to take a pod with a small retinue of 3-4 warriors and use them like a tactical squad of terminators. Upon landing, use the boosted ballistic skill to fire into whatever your target it, and prepare for assault in the next turn. The pod can also make up for the lack of bodies because it also has multiple devourers to help weaken the enemy unit. If you upgraded your retinue's melee weapons to rending claws, you can get a bit more mileage out of them and hopefully wipe out a unit in the following turn.
Grades: B (Miasma Prime), C(Pod Prime), D (Vanilla)
I'd argue that LS/BS and scy talon prime hidden in a unit of 17 HGaunts with adrenal or poison in a pod is a baby freight train for high toughness multi wound models.
Eldercaveman wrote: I'd argue that LW/BS and scy talon prime hidden in a unit of 17 HGaunts with adrenal or poison in a pod is a baby freight train for high toughness multi wound models.
Upgrade the pod to Barbed Stranglers and pray for pinning so whatever your going after is snapshooting and... oh god...that will hurt.
This message was edited 2 times. Last update was at 2014/11/19 18:08:58
"There is a cancer eating at the Imperium. With each decade it advances deeper, leaving drained, dead worlds in its wake. This horror, this abomination, has thought and purpose that functions on an unimaginable, galactic scale and all we can do is try to stop the swarms of bioengineered monsters it unleashes upon us by instinct. We have given the horror a name to salve our fears; we call it the Tyranid race, but if is aware of us at all it must know us only as Prey."
Hive Fleet Grootslang 15000+
Servants of the Void 2000+
2014/11/19 18:08:41
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
So guys, if you want to make changes to your unit write-ups, just post the complete re-write here or PM me and I will make the corrections/edits (more like copy and paste them ) onto p. 1 of the main tactica.
This message was edited 2 times. Last update was at 2014/11/19 18:11:00
Unyielding Hunger wrote: Ha! Called it for the most part. Anyhow, here is the Tyranid Prime review.
Tyranid Prime:
The Tyranid Prime is the cheap mans HQ. It is not a Tyrant. It will not wade into a horde of soldiers and kill anything with impunity. It will not easily kill any major special characters and most generics that have been kitted out. The Tyranid Prime is not there to lead the horde from the front, but to support it.
1. It is the only Independent Character left in the codex.
2. It is one of the few to have the option to buy assault grenades.
3. It is moderately versatile.
4. Its cheap.
Lets be frank.You took this because its cheap. You didn't take it for durability because it has very little in that regard. A single lucky S10 hit is going to take him out. So, keep that in mind as you kit it because your looking at the only Tyranid HQ with a permanent kick me sign on it's much-more-expensive-this-edition back. If you are taking this, you had better be going for overkill in your other slots because you will need to pick up the slack.
To go into the basic options, you are looking at a Tyranid Warrior with boosted stat line but with some catches. The Tyranid Prime can only bring its stat line to real benefit inside a unit of Warriors who also benefit from several boosted stats. So, to put it bluntly, your paying the price of a Flyrant and then some for 12 wounds at majority toughness 4 with Look out Sir to keep your HQ alive. This will only make it a much larger target and fair easier to kill. So, why bother? Simple, Bio-artefacts. The Tyranid Prime can pick up the Miasma Cannon which with its stateline, is a fairly good option to get some shots in, and it can function in tandem with a small unit of warriors armed with a barbed strangler to ensure some good output. Beyond that, if you are feeling bold, the Norn Crown is an expensive but useful option to put on this thing. Just make sure to not go overboard on options, because this thing will have quite a bit gunning for it. For close combat, a light approach of Maw Claws of Thyrax, Flesh Hooks, and a Lashwhip and Bonesword will carry it through most conflicts fairly comfortably at 160 points with some good benefits if it goes hunting characters.
For transportation purposes, it can use a Trygon tunnel or a pod at a cost. The best option is to take a pod with a small retinue of 3-4 warriors and use them like a tactical squad of terminators. Upon landing, use the boosted ballistic skill to fire into whatever your target it, and prepare for assault in the next turn. The pod can also make up for the lack of bodies because it also has multiple devourers to help weaken the enemy unit. If you upgraded your retinue's melee weapons to rending claws, you can get a bit more mileage out of them and hopefully wipe out a unit in the following turn.
Grades: B (Miasma Prime), C(Pod Prime), D (Vanilla)
I'd argue that LS/BS and scy talon prime hidden in a unit of 17 HGaunts with adrenal or poison in a pod is a baby freight train for high toughness multi wound models.
If he's equipped with Maw Claws and LS/BS won't he be choosing which to use, and not combining the weapons?
zerosignal wrote: Tyranid detachment looks interesting. Note you lose obsec though. IB re-rolls means you now have a 1:3 chance of getting the 'good' result... \o/
so to summarise this book: it grants us Legal access to 3 Flyrants for tournaments. that's the only good thing I can really see. the Hypertoxic thing does sound kinda cool...but who wants 3 venoms?!
This message was edited 1 time. Last update was at 2014/11/19 18:18:52
2014/11/19 18:23:11
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
Sinful Hero wrote: If he's equipped with Maw Claws and LS/BS won't he be choosing which to use, and not combining the weapons?
Maw Claws are funny like that. You don't need the rending off them really as you already have ID options on 6s. Your going for the cheap access to Preferred Enemy. All they have to be is equipped, and your good to go.
Clarification: You only need the Maw Claws for that first real kill. Yes, they don't combine.
This message was edited 1 time. Last update was at 2014/11/19 18:32:48
"There is a cancer eating at the Imperium. With each decade it advances deeper, leaving drained, dead worlds in its wake. This horror, this abomination, has thought and purpose that functions on an unimaginable, galactic scale and all we can do is try to stop the swarms of bioengineered monsters it unleashes upon us by instinct. We have given the horror a name to salve our fears; we call it the Tyranid race, but if is aware of us at all it must know us only as Prey."
Hive Fleet Grootslang 15000+
Servants of the Void 2000+
2014/11/19 18:24:50
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
zerosignal wrote: Tyranid detachment looks interesting. Note you lose obsec though. IB re-rolls means you now have a 1:3 chance of getting the 'good' result... \o/
so to summarise this book: 3 Flyrants + Formation/ lose OS.
Yeah, but honestly, I don't mind. I can still get ObSec units through Skyblight.
Tyran wrote: Double Cad, 6 Flyrants and 6 Mucolids for 1530 pts.
Unfortunately for us here in the US, most tournaments don't allow for double-CAD. But thanks to the new formation, we can now run quad-flyrants using self-ally or by running a formation such as Skyblight.
This message was edited 1 time. Last update was at 2014/11/19 18:29:02
zerosignal wrote: Tyranid detachment looks interesting. Note you lose obsec though. IB re-rolls means you now have a 1:3 chance of getting the 'good' result... \o/
Where does it say you loose Objec Secured?
I'm a big fan of the Hypertoxic Node. Not exactly sure what's not to like there Tag!
Eldercaveman wrote: I'd argue that LW/BS and scy talon prime hidden in a unit of 17 HGaunts with adrenal or poison in a pod is a baby freight train for high toughness multi wound models.
Upgrade the pod to Barbed Stranglers and pray for pinning so whatever your going after is snapshooting and... oh god...that will hurt.
That is a bad idea. Too Much friendly fire, especially when you can just give the Prime Flesh Hooks for 5 points.
2014/11/19 18:44:19
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
zerosignal wrote: Tyranid detachment looks interesting. Note you lose obsec though. IB re-rolls means you now have a 1:3 chance of getting the 'good' result... \o/
so to summarise this book: 3 Flyrants + Formation/ lose OS.
Yeah, but honestly, I don't mind. I can still get ObSec units through Skyblight.
Tyran wrote: Double Cad, 6 Flyrants and 6 Mucolids for 1530 pts.
Unfortunately for us here in the US, most tournaments don't allow for double-CAD. But thanks to the new formation, we can now run quad-flyrants using self-ally or by running a formation such as Skyblight.
You won't be able to use the bastion under the Leviathan Detachment
zerosignal wrote: Tyranid detachment looks interesting. Note you lose obsec though. IB re-rolls means you now have a 1:3 chance of getting the 'good' result... \o/
so to summarise this book: 3 Flyrants + Formation/ lose OS.
Yeah, but honestly, I don't mind. I can still get ObSec units through Skyblight.
Tyran wrote: Double Cad, 6 Flyrants and 6 Mucolids for 1530 pts.
Unfortunately for us here in the US, most tournaments don't allow for double-CAD. But thanks to the new formation, we can now run quad-flyrants using self-ally or by running a formation such as Skyblight.
You won't be able to use the bastion under the Leviathan Detachment
oh my.... :O
you're right!
NOOOOO... Bastion :(
This message was edited 3 times. Last update was at 2014/11/19 18:49:24
2014/11/19 18:49:17
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
zerosignal wrote: Tyranid detachment looks interesting. Note you lose obsec though. IB re-rolls means you now have a 1:3 chance of getting the 'good' result... \o/
Where does it say you loose Objec Secured?
I'm a big fan of the Hypertoxic Node. Not exactly sure what's not to like there Tag!
The Hive Fleet detachment does not have Objective Secured as one of its Command Benefits. Instead, it has Adaptive Instincts, where you can re-roll your Instinctive Behavior tests.
zerosignal wrote: Tyranid detachment looks interesting. Note you lose obsec though. IB re-rolls means you now have a 1:3 chance of getting the 'good' result... \o/
Where does it say you loose Objec Secured?
I'm a big fan of the Hypertoxic Node. Not exactly sure what's not to like there Tag!
The Hive Fleet detachment does not have Objective Secured as one of its Command Benefits. Instead, it has Adaptive Instincts, where you can re-roll your Instinctive Behavior tests.
Honestly, how often does ObSec make a difference in your games?
zerosignal wrote: Tyranid detachment looks interesting. Note you lose obsec though. IB re-rolls means you now have a 1:3 chance of getting the 'good' result... \o/
Where does it say you loose Objec Secured?
I'm a big fan of the Hypertoxic Node. Not exactly sure what's not to like there Tag!
The Hive Fleet detachment does not have Objective Secured as one of its Command Benefits. Instead, it has Adaptive Instincts, where you can re-roll your Instinctive Behavior tests.
Well, that sucks. I guess I've just not come across an army (Besides unbound) that lost objective secured, so I never realized it was a command benefit.
Honestly, how often does ObSec make a difference in your games?
ObSec isn't as big a deal anymore for bugs. That is because their competitive builds do not rely on ObSec units taking objectives, but rather, on overloading the opponent with more threats than they can handle. Our lists work much better with the emphasis on units that contribute to the Tyranid offensive machine than to units just holding objectives. That is why fundamentally, we are going down and down with our troop count.
It used to be tervigon + 30 termagants. It then became units of 10 horm/termagants, which then changed to 3 rippers. The newest evolution of our troops - the mucolids - can't even score at all!
zerosignal wrote: Tyranid detachment looks interesting. Note you lose obsec though. IB re-rolls means you now have a 1:3 chance of getting the 'good' result... \o/
Where does it say you loose Objec Secured?
I'm a big fan of the Hypertoxic Node. Not exactly sure what's not to like there Tag!
The Hive Fleet detachment does not have Objective Secured as one of its Command Benefits. Instead, it has Adaptive Instincts, where you can re-roll your Instinctive Behavior tests.
Well, that sucks. I guess I've just not come across an army (Besides unbound) that lost objective secured, so I never realized it was a command benefit.
It's the new trend now. All the new codices - Orks, Space Wovles, Dark Eldar, Grey Knights and now Tyranids - have lost ObSec with their formations. You can see that trend going forwards when codices get updated. So ironically, in a year or 2, Skyblight gargoyles will be very good again as less and less people are running ObSec builds anymore.
This message was edited 1 time. Last update was at 2014/11/19 19:02:21