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Made in gb
Infiltrating Broodlord




UK

Triple Flyrant
Mucolid
Mucolid
Mucolid
Adlance formation


1845...


Video batrep coming this week!
   
Made in gb
Towering Hierophant Bio-Titan



UK

What are people's opinions on the sporefield formation?

 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
Made in us
Raging Ravener



San Francisco

No he doesn't walk up the board and no he doesn't have nothing to support him.. he has a malanthrope giving him a 2+ save as long as I am not on a barren board.

He CAN walk up the board but with range 48' on the barb I don't particularly need to when I have DS rippers/flyrants for mobility. He is a backfield unit where I place 1-2 of my own objectives and towards the end of the game they can go mid board to threaten board control etc.

He is 1 wound shy of the defensiveness of my Dima and is not the target priority typically speaking.. 3 flyrants in your face and a linchpin malanthrope grab all the attention.

20k+
10k+
 
   
Made in au
Towering Hierophant Bio-Titan





But Dima is 2/3's the price, deploying a Swarmlord backfield seems unlikely you'll ever have much control over the combat he sees, which is pretty important for 200 pts. Wouldn't it be a 3+ save if hes sticking to cover as well, assuming the Malanthrope is dead? But regardless, if he has a cover save so does anything else you could bring, making him still the standout weak point to push on for your army. I don't think that's ever a good idea with a 300 pt model.

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 gb
Infiltrating Broodlord




UK

 SHUPPET wrote:
But Dima is 2/3's the price, deploying a Swarmlord backfield seems unlikely you'll ever have much control over the combat he sees, which is pretty important for 200 pts. Wouldn't it be a 3+ save if hes sticking to cover as well, assuming the Malanthrope is dead? But regardless, if he has a cover save so does anything else you could bring, making him still the standout weak point to push on for your army. I don't think that's ever a good idea with a 300 pt model.


honestly a cheaper way of going about the PE is to put 2 Malanthrope on a pod and sending them off to fluke a win in CC... lol
   
Made in gb
Longtime Dakkanaut





United Kingdom

 Wilson wrote:
 SHUPPET wrote:
But Dima is 2/3's the price, deploying a Swarmlord backfield seems unlikely you'll ever have much control over the combat he sees, which is pretty important for 200 pts. Wouldn't it be a 3+ save if hes sticking to cover as well, assuming the Malanthrope is dead? But regardless, if he has a cover save so does anything else you could bring, making him still the standout weak point to push on for your army. I don't think that's ever a good idea with a 300 pt model.


honestly a cheaper way of going about the PE is to put 2 Malanthrope on a pod and sending them off to fluke a win in CC... lol


But then they won't be anywhere near the Barby to give him the Preferred Enemy.

   
Made in us
Longtime Dakkanaut



Cheyenne WY

Eldercaveman wrote:
 Wilson wrote:
 SHUPPET wrote:
But Dima is 2/3's the price, deploying a Swarmlord backfield seems unlikely you'll ever have much control over the combat he sees, which is pretty important for 200 pts. Wouldn't it be a 3+ save if hes sticking to cover as well, assuming the Malanthrope is dead? But regardless, if he has a cover save so does anything else you could bring, making him still the standout weak point to push on for your army. I don't think that's ever a good idea with a 300 pt model.


honestly a cheaper way of going about the PE is to put 2 Malanthrope on a pod and sending them off to fluke a win in CC... lol


But then they won't be anywhere near the Barby to give him the Preferred Enemy.


Malanthrope with Norn Crown? Plus isn't there a goofy Infiltrate, Spore fortress that adds 6" to Synapse...

This message was edited 1 time. Last update was at 2014/11/23 12:10:12


The will of the hive is always the same: HUNGER 
   
Made in us
Raging Ravener



San Francisco

what? Malanthrope needs to be a part of a successful combat and then it.. and it alone gives the preferred enemy bubble so once it dies that bubble is gone. Also I would need to pod a barb over there as well or run him alone (no malanthrope) etc.. it's a really bad idea o_O

Shuppet: It's interesting in each of your points you describe bad play as reason why not to use him. All of a sudden I am running up the field, not with a malanthrope and he is 300 points instead of 285. You also down play WC 3 and his better survive-ability in CC which is something they both want to do. 3+ / 4++ is way better than the +1 wound 3+ save where they both have the same initiative, swarmlord has 1 more WS and 1 less base attack (no rampage though) BUT all his wounds do instant death. I ran the dima in over 100 games I love him.. my favorite model but with 4 HQ's (3 of which are flyrants) the body guard role is better suited for the swarm lord. If the dima had 12' move, flesh hooks or any kind of built in FNP or ++ save I'd agree with you but atm the force multiplier of the SL for +85 points over the dima is sick. I actually play tested it btw.. a bunch. I kinda gather you are just speculating >_<

20k+
10k+
 
   
Made in us
Longtime Dakkanaut





Central Oregon

Essentially, now that we have turn 2 deep strike focus, you can either fish for the Warlord trait, get a bastion w/comms, or go with Swarmlord.

So looking at it that way, Swarmlord is no long an overcosted pig, but a 195pt death dealer with heavier psychic and buffs, he just has the comms relay ability sort of built in. Drop in in a Tyrannocyte and you have sort of the same effect as a Dima, he's still billy badass to an extent but with frightening close combat potential.

I think a list like this would cater to use of the Swarmlord, and I'd definitely practice a few games with it.

1850
Swarmlord w/Tyrannocite
Flyrant w/Devourers and electro
Malanthrope
Tervigon w/Tyrannocyte
30 Gants

Leviathan:
Flyrant w/Devourers and electro
Flyrant w/Devourers and electro
Flyrant w/Devourers and electro
Mucolid
Mucolid
Mucolid

You can still use Mawlocs instead of the expensive Tervigon if you like, but a drop podded Swarmlord and Tervigon are quite the threat factor for a lot of lists and they synergize well.

Theres no great reason to have a walking Swarmlord though. I get that he can get great cover saves but we can all raise our hands Im sure if I ask who has lost a Tyrant with 2+ cover saves turn 1 before.

   
Made in gb
Longtime Dakkanaut





UK

iNcontroL wrote:
what? Malanthrope needs to be a part of a successful combat and then it.. and it alone gives the preferred enemy bubble so once it dies that bubble is gone. Also I would need to pod a barb over there as well or run him alone (no malanthrope) etc.. it's a really bad idea o_O

Shuppet: It's interesting in each of your points you describe bad play as reason why not to use him. All of a sudden I am running up the field, not with a malanthrope and he is 300 points instead of 285. You also down play WC 3 and his better survive-ability in CC which is something they both want to do. 3+ / 4++ is way better than the +1 wound 3+ save where they both have the same initiative, swarmlord has 1 more WS and 1 less base attack (no rampage though) BUT all his wounds do instant death. I ran the dima in over 100 games I love him.. my favorite model but with 4 HQ's (3 of which are flyrants) the body guard role is better suited for the swarm lord. If the dima had 12' move, flesh hooks or any kind of built in FNP or ++ save I'd agree with you but atm the force multiplier of the SL for +85 points over the dima is sick. I actually play tested it btw.. a bunch. I kinda gather you are just speculating >_<


Are there any batreps of your army including the Swarmlord? The only ones I've seen on Frontline Gaming include the Dimachaeron (sweet paint scheme btw )

YMDC = nightmare 
   
Made in us
Raging Ravener



San Francisco

 Frozocrone wrote:
iNcontroL wrote:
what? Malanthrope needs to be a part of a successful combat and then it.. and it alone gives the preferred enemy bubble so once it dies that bubble is gone. Also I would need to pod a barb over there as well or run him alone (no malanthrope) etc.. it's a really bad idea o_O

Shuppet: It's interesting in each of your points you describe bad play as reason why not to use him. All of a sudden I am running up the field, not with a malanthrope and he is 300 points instead of 285. You also down play WC 3 and his better survive-ability in CC which is something they both want to do. 3+ / 4++ is way better than the +1 wound 3+ save where they both have the same initiative, swarmlord has 1 more WS and 1 less base attack (no rampage though) BUT all his wounds do instant death. I ran the dima in over 100 games I love him.. my favorite model but with 4 HQ's (3 of which are flyrants) the body guard role is better suited for the swarm lord. If the dima had 12' move, flesh hooks or any kind of built in FNP or ++ save I'd agree with you but atm the force multiplier of the SL for +85 points over the dima is sick. I actually play tested it btw.. a bunch. I kinda gather you are just speculating >_<


Are there any batreps of your army including the Swarmlord? The only ones I've seen on Frontline Gaming include the Dimachaeron (sweet paint scheme btw )


Not yet! I use him against JY2 in a bat rep due out as soon as Reece gets around to it. I played 3 games since that and he did really well so I plan on playing more with him atm.

20k+
10k+
 
   
Made in us
Trigger-Happy Baal Predator Pilot






iNcontroL wrote:
what? Malanthrope needs to be a part of a successful combat and then it.. and it alone gives the preferred enemy bubble so once it dies that bubble is gone. Also I would need to pod a barb over there as well or run him alone (no malanthrope) etc.. it's a really bad idea o_O

Shuppet: It's interesting in each of your points you describe bad play as reason why not to use him. All of a sudden I am running up the field, not with a malanthrope and he is 300 points instead of 285. You also down play WC 3 and his better survive-ability in CC which is something they both want to do. 3+ / 4++ is way better than the +1 wound 3+ save where they both have the same initiative, swarmlord has 1 more WS and 1 less base attack (no rampage though) BUT all his wounds do instant death. I ran the dima in over 100 games I love him.. my favorite model but with 4 HQ's (3 of which are flyrants) the body guard role is better suited for the swarm lord. If the dima had 12' move, flesh hooks or any kind of built in FNP or ++ save I'd agree with you but atm the force multiplier of the SL for +85 points over the dima is sick. I actually play tested it btw.. a bunch. I kinda gather you are just speculating >_<


You've gotta give Shuppet a break about the Swarmlord. You can find quotes of his where he says the Swarmlord may not only be the worst model in our codex, but the worst model in the entire game. He's just having a hard time hearing a great tournament player is finding a role for the Swarmlord in his list. You're shattering his world-view.
   
Made in gb
Audacious Atalan Jackal



UK

Just wonder if this list are unbeatable? Combin arms detachment.

Without Number

Swarmlord ( ensure every deep strike unit arrive in turn two.)

3x termagant (any weapon)
3x tervigons (troop choice)(if large/medium table size - in tyrannocyte)

3x sporocyst
3x toxicrene in tyrannocyte
Hypertoxic Node



 
   
Made in us
Infiltrating Broodlord





Indiana

Solidcrash wrote:
Just wonder if this list are unbeatable? Combin arms detachment.

Without Number

Swarmlord ( ensure every deep strike unit arrive in turn two.)

3x termagant (any weapon)
3x tervigons (troop choice)(if large/medium table size - in tyrannocyte)

3x sporocyst
3x toxicrene in tyrannocyte
Hypertoxic Node


Nothing is unbeatable. Looks fun though. Try it and get back to us.

"There is a cancer eating at the Imperium. With each decade it advances deeper, leaving drained, dead worlds in its wake. This horror, this abomination, has thought and purpose that functions on an unimaginable, galactic scale and all we can do is try to stop the swarms of bioengineered monsters it unleashes upon us by instinct. We have given the horror a name to salve our fears; we call it the Tyranid race, but if is aware of us at all it must know us only as Prey."
Hive Fleet Grootslang 15000+
Servants of the Void 2000+ 
   
Made in au
Towering Hierophant Bio-Titan





iNcontroL wrote:

Shuppet: It's interesting in each of your points you describe bad play as reason why not to use him. All of a sudden I am running up the field, not with a malanthrope and he is 300 points instead of 285. You also down play WC 3 and his better survive-ability in CC which is something they both want to do. 3+ / 4++ is way better than the +1 wound 3+ save where they both have the same initiative, swarmlord has 1 more WS and 1 less base attack (no rampage though) BUT all his wounds do instant death. I ran the dima in over 100 games I love him.. my favorite model but with 4 HQ's (3 of which are flyrants) the body guard role is better suited for the swarm lord. If the dima had 12' move, flesh hooks or any kind of built in FNP or ++ save I'd agree with you but atm the force multiplier of the SL for +85 points over the dima is sick. I actually play tested it btw.. a bunch. I kinda gather you are just speculating >_<


Once again I feel like you skimmed my post a little too fast and responded to arguments that I didn't even make. When did I say he wouldn't have a Malanthrope?

Why is 285 so different to calling it 300? It's a pretty minimal difference and definitely not the core argument of anything I'm saying, and Swarm just sits at that price range

I didn't play down anything to do with it's survivability in CC, I'm quite clearly talking about its squishiness before it makes it into CC.

How am I describing bad play? Unless I'm mistaken you have one of two options, walking it across the board or sitting it in your deployment zone. Assuming you aren't going to leave it in your DZ all, as he doesn't have GoI or Wings I'm pretty sure that means he's walking across the board.

I don't really have a response to this because everything you just argued against is not my point of view or what I'm actually saying, I think you may have misinterpreted my post a little..

And no I'm not speculating. I've played with all the models in your list. Unless you are talking about the exact composition of your list, then yes, I'm speculating, as is everyone else.


At the end of the day, all that aside, I'm just thinking that Swarmy is the thinnest way you could possibly spend those 285 points. I'm saying in a list with EXTREME durability otherwise (3 Flyrants, a T8 GC and practically nothing else), a 5 wound walking MC with zero ablative wounds attached is going to be the easiest thing to kill by a wide margin, and it really hurts when that kill takes down just under 300 points with it.

I'm just making a remark about the Swarmlord in this list tho I do like the list otherwise and love the style and do agree that Barby needs some support. Just my opinion on your list since it was posted is all.







Automatically Appended Next Post:
 Voidwraith wrote:

You've gotta give Shuppet a break about the Swarmlord. You can find quotes of his where he says the Swarmlord may not only be the worst model in our codex, but the worst model in the entire game. He's just having a hard time hearing a great tournament player is finding a role for the Swarmlord in his list. You're shattering his world-view.


Oh ur still trolling me? Thought you might be over this grudge by now. Without using any supporting logic, you take the side of "tournament players say its right so how dare you contest it!", without being capable of applying a scrap of supporting logic or self-composed opinion to your statements. You can keep arguing things just because you don't like me - or maybe you can start actually sharing the logic behind your opinions as to why I'm actually so incorrect all the time. Like, you know - a strategy discussion. Like, without the snide personal comments. You know. I'm backing every post and statement I make about a model or a play with supporting logic - people ARE allowed to give their own opinion even if it is different to that of a tournament player - is there any need for this sort of rude attitude in a strategy discussion thread?

This message was edited 11 times. Last update was at 2014/11/23 15:43:24


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 it
Longtime Dakkanaut





Chill out man, we will soon have SL batreps for a basis of discussion. He could still be a crappy model, but remember that we were already shamed once, so i'm putting theory crafting in second line now.
   
Made in au
Towering Hierophant Bio-Titan





Yeah, bat reps oughta be good! Love seeing Barbys in action regardless they have the potential to decimate with good rolls.

If the Swarmy survives and makes it to combat with a Heirodules in action I imagine he game is just won. Not much can stop that. I just think it's easy to stop that happening however.

This message was edited 1 time. Last update was at 2014/11/23 15:40:05


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
Trigger-Happy Baal Predator Pilot






 SHUPPET wrote:

 Voidwraith wrote:

You've gotta give Shuppet a break about the Swarmlord. You can find quotes of his where he says the Swarmlord may not only be the worst model in our codex, but the worst model in the entire game. He's just having a hard time hearing a great tournament player is finding a role for the Swarmlord in his list. You're shattering his world-view.


Oh ur still trolling me? Thought you might be over this grudge by now. Once again, without using any supporting logic, you take the side of "tournament players say its right so how dare you contest it!", without being capable of applying a scrap of logic or even self-composed thought to any of your statements. You can keep arguing things just because you don't like me - or maybe you can start actually sharing the logic behind your opinions as to why I'm actually so incorrect all the time. Like, you know - a strategy discussion. Like, without the snide personal comments. You know. I'm backing every post and statement I make about a model or a play with supporting logic - people ARE allowed to give their own opinion even if it is different to that of a tournament player - is there any need for this sort of rude attitude in a strategy discussion thread?


By and large, I rarely post. I don't get enough games in to say anything with 100% authority. When I do, it's usually to say something snarky to someone who's responses are becoming annoying to read. I would agree that it's a personality flaw. It does, however, say something about you, Shuppet, that I often become annoyed by your responses to people on these forums. I know this isn't going to make you take a long look in the mirror, so I'll just move on...

In an effort to add something to this discussion, I played a game last night where I really wish I had the Swarmlord on the table. I, like most others, fill my HQ slots with Dakka Flyrants, and while they were off across the board doing there thing (basically killing an Imperial Knight Titan) my shooting base (2 dakkafexen, and an exocrine, hanging out with a Malanthrope and a few zoanthropes) got overrun by Chapter Master Smashf*cker on a bike with his command squad, flanked by another large squad of bikes. I was able to bring some Hormagants and 1 shrike that had been engaged in another combat back to help out, which made a huge scrum where there was no obvious outcome, but the dice did not smile favorably upon me and I eventually lost the day.

Had I an actual beatstick MC, be it Swarmlord, Trygon, Dimachaeron, etc, things may have gone differently, and I may try out a double CAD list in the future where I run 2 Dakka Flyrants AND the Swarmlord (I feel the Swarmlords added utility and invul save in CC makes up for the cost difference over the other "beatsticks" of our codex) to protect / advance with my firebase. I've already got him painted up...may as well break him back out.
   
Made in us
Fixture of Dakka





San Jose, CA

Ok, here's an update (and reformatting of my Lord of War Tactica).


Barbed Hierodule:



After playing against the barbed hierodule (BH) a few times, I'm finding he's actually better than I thought, especially when you accompany a malanthrope/venomthrope with him. At first glance, for its points, the Barbed Hierodule isn't very survivable. It is just as easy to kill as a wraithknight, but costs more than 2x the wraithknight's price. However, he has turned out to be much more resilient than expected in my games because he can very easily get 2+ cover with the malan/venomthrope if there are any ruins at all nearby. Unless you can ignore cover with a lot of high-strength or rending shots, he may surprise many with how hard he is to shoot down.

Another issue with the barbed hierodule is that he can be taken down in assault quite easily by a more dedicated assault unit. While barbie is a dangerous threat in Assault, he is not an actual dedicated Tyranid assault unit and can be overwhelmed by certain matchups in Assault. Strength D attacks, multiple thunderhammers, Insta-death attacks like force weapons and units like dimachaerons, Swarmlord and balesword Nurgle monstrous characters, rending attacks, assault deathstars.....all are units that the should stay away from. Oftentimes, it is worth consider a "bodyguard" of sorts when running the BH. Large units of gribblies (termagants, hormagants or gargoyles), the dimachaeron or even the Swarmlord can actually complement the BH well.

Finally, as good as its shooting is, it lacks skyfire, thus making the BH not optimal to shoot at air targets. Also, its shooting is only at AP3, thus making him not optimal at shooting at 2+ save units as well. It also makes him unable to one-shot/explode any vehicle that is not open-topped.

Now how can the barbed hierodule contribute to the army?

1. The best feature of the BH is its shooting. 12 S10 shots makes it a reliable ranged anti-tank unit. He is also great against very tough units like Necron Overlords on barges, wraithknights, multi-wound Tyranid/Daemon units and Tau suits as well as Imperial Knights (or units that Tyranids usually have problems dealing with). He is especially good against Imperial Knights as he can force them to position their ion shields in a certain direction, thus allowing the flyrants to flank them and to fire at them in their unprotected arcs. As a gargantuan creature, he can also split-fire, thus giving him the potential to take down 2 vehicles a turn (as well as to be able to assault 2 units as well). In a meta where MSU-mech has come back strong, the ability to split-fire then becomes a very important attribute.

2. He is deadly in assault. While not a dedicated Assault unit per se, his stomps makes him deadly in close combat. It is his stomps that makes him fearsome in combat, especially against deathstar or elite Assault units.

3. Mobility. The BH is actually quite fast, due to its 12" move and Move Through Cover. It's also got the Agile rule, meaning that it can run double-time or it can run and still fire 1 gun.

4. Board control/area denial. Because of his mobility and lethality in combat, very few enemy units, with the exception of dedicated enemy Assault units, will want to go near him. This makes him a great tool for the Tyranid player to use to direct the enemy to where he wants. In most cases, Barby is great as a board control unit and to deny the opposing army lots of real estate on the battlefield. Against opponents with the lack of assault units, you want to place objectives as close to each other as possible. Then centralize the BH among these objectives and dare the enemy to come close. If they don't, then Barby still has the range to hurt the enemy. If they do, then it is shooting and assault for the BH.

5. Bullet magnet. Although he can be taken down with enough shooting, the BH can also absorb a lot of firepower, thus making it easier for the rest of the army. If you keep a venom/malanthrope by his side (and if there are ruins nearby), it is not too hard to give him 2+ cover. Combined with his high Toughness and his natural FNP, he becomes highly resistant to most shooting. As long as you play him aggressively (and not just leave him sitting behind cover in your deployment zone), he WILL draw a lot of fire if the opponent has the guns to do so. When he does, that is a very good thing for the rest of the army.

It is important to note that, as the games get larger, he becomes more easier to kill. His value is directly proportional to the size of the game. The smaller the game, the better he becomes. Fortunately for Tyranid players, in a standard tournament game of around 1750-2000 points, he is very good.

Grade: A (normal 40K games), B (Apoc-sized games)




6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
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
Infiltrating Broodlord






Sorry for the delay everyone, been busy with work the past couple days... Here's the review for the Haruspex, I'll hopefully have the Harpy's done shortly as well.


Haruspex:

The Haruspex at its most basic is effectively a Carnifex that exchanges firepower and raw strength for improved durability (+1 wound, +1 initative, Feeder Beast) and placement in a marginally less competitive slot, to the point that a Carnifex with similar biomorphs costs the same amount of points.

Unique Special Rules:

- Rapacious Hunger: On the turn in which the Haruspex charges, it gains an extra attack for each unsaved wound caused by its regular attacks (no extra attacks from wounds caused by Hammer of Wrath, Tail Biomorphs, Acid Blood, or the bonus attacks themselves - ID wounds count as 1 wound). This is more or less a nice bonus, but not really a make-or-break ability since it only works on the charge and the creature‘s low quantity of attacks prevents it from getting too frenzied.

- Feeder Beast: If the Haruspex causes one or more unsaved wounds in the Assault phase, it automatically regains 1 wound lost earlier at the end of the phase. This rule renders the Haruspex quite resilient to the odd hidden power fists that would give other monsters trouble and gives it an attritional edge when fighting against other monstrous creatures (provided they lack ID weapons of course). Unlike Rapacious Hunger, Feeder Beast is not restricted in what must cause a wound in order to activate it, allowing Acid Blood, Hammer of Wrath, and even the Grasping Tongue (via Overwatch) to trigger it.


Biomorphs:

- Crushing Claws (stock): In 6th edition these had relatively little benefit since most Tyranid monstrous creatures (including the Haruspex) could get at least 3 S10 attacks on the turn they charged with rerolls for armor penetration. With the nerfs to smash in 7th, these make the Haruspex one of the few monsters left that can reliably wreck vehicles in assault (with the Haruspex’s S7 and Armorbane from the claws leading to average armor penetration roll of 14). The provided strength boost also comes into play when fighting other monstrous creatures, as in most cases it will wound on 3's and can harm Wraith-construct monsters on 5's compared to 6's for everything else.

- Acid Blood (stock): While not something one would normally pay for due to the unreliable nature of the Biomorph, Acid Blood does pair nicely with the Feeder Beast rule as wounds from Acid Blood can both trigger the special rule and Acid Blood benefits from the extra wounds granted. For maximum effect, can be combined with Feel No Pain from Catalyst for "free" activations and the Harpy's Sonic Screech for added reliability.

- Grasping Tongue (stock): The Grasping Tongue is a 12’’ range S6 AP2 weapon with the precision shots special rule (formerly known as “Gulp!”), allowing it to occasionally snipe special weapons and the like from units. The weapon can basically be thought of in the same vein as Bioplasma from the Carnifex, though slightly more useful since it has zero risk of hurting the Haruspex itself and can be used defensively in Overwatch. Due to its AP2, the Grasping Tongue is also hilariously one of the precious few weapons in the Tyranid armory that can explode a vehicle at range, though its middling strength limits what it can score a penetrating hit against.

- Toxin Sacs: Since the Haruspex is S7 due to its Crushing Claws, it can actually benefit from poison’s reroll when fighting against most other monstrous creatures in addition to the reroll granted against infantry models. Not bad if you have the points to spare, but not necessary.

- Adrenal Glands: An excellent upgrade and more or less an auto-take for the Haruspex if the points can be spared. Besides the obvious benefits of Fleet to a melee-centric creature, the strength bonus from Furious Charge allows the Haruspex to double out multi-wound T4 models on the turn it charges and helps with the primary role of cracking higher AV vehicles.

- Regeneration: Gets a bit of a nod on the Haruspex since it already has an in-built form of regeneration that stacks with the biomorph, allowing it to potentially regain two wounds a turn. Still, the upgrade is expensive (brings the total cost to that of a stock Trygon) and the points can generally be put to better use elsewhere.

- Thresher Scythe: Doesn’t benefit the Haruspex’s Rapacious Hunger and is a fairly weak extra attack, not really worth the cost to upgrade sadly.

--------------

Due to its unique ability to hurt more heavily armored vehicles, the most obvious function for the Haruspex in a competitive army is that of an extra Carnifex specifically tooled for cracking open heavy armor, freeing up the actual Carnifexes to lay down firepower from their devourers every turn against softer targets. Outside of this function, the Haruspex performs best when pitted against targets that rely on higher-than-average toughness (5-6 being ideal) and/or good armor saves over invul saves and numbers for defense while having relatively little ability to pile on wounds to allow Feeder Beast maximum efficiency. Most T6 monstrous creatures fall into this category as do most elite infantry (Wraith Guard, Bikers, Centurions, etc) making for no shortage of targets should large vehicles be unavailable. Due to the Feeder Beast rule, the Haruspex also has a slight advantage over other monstrous creatures when dealing with hidden power weapons in infantry squads, as it can simply weather the blows and chew its way through the protective chaff.

In terms of drawbacks, the Haruspex shares most of the weaknesses of other ground-based Tyranid monsters and can be treated accordingly. Specifically, it is highly vulnerable to dedicated counter-assault units (especially those that carry ID weaponry) and focused high-strength firepower. Despite its fluff, it is also not especially good at escaping from masses of cheap troops once otherwise engaged, though such fights can be used as an opportunity to regrow wounds in relative safety.


Grades: B- (with Adrenal Glands), C (vanilla)


Also while working on this I found a bit of a rules query by coincidence. On page 74 in the BRB it says to treat glancing hits as a single wound and penetrating hits as two wounds in combat resolution. Would that wording perhaps allow the Haruspex's rules to work on vehicles too? By the wording, if it did a glancing hit it did the equivalent of one wound for combat resolution and both rules simply require inflicting an unsaved wound in the assault phase.

On a last note, since I am working on the Harpy I'd be happy to grab the Hive Crone review if it hasn't been claimed already.

This message was edited 1 time. Last update was at 2014/11/23 16:09:05


 
   
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@ Strat_N8 Good review on the Haruspex. I don't think anyone has claimed Crone yet. Might be worthwhile checking in YMDC about that Glancing Hit/Wound thing..

@jy2 Take it the Scythed Version is still not a competitive choice? Haha, do prefer it's model to the Barbed Version. Regardless it's still a nice update.

I can review the Mawloc, should get it done hopefully by tonight.

This message was edited 1 time. Last update was at 2014/11/23 16:13:21


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 Unyielding Hunger wrote:
Solidcrash wrote:
Just wonder if this list are unbeatable? Combin arms detachment.

Without Number

Swarmlord ( ensure every deep strike unit arrive in turn two.)

3x termagant (any weapon)
3x tervigons (troop choice)(if large/medium table size - in tyrannocyte)

3x sporocyst
3x toxicrene in tyrannocyte
Hypertoxic Node


Nothing is unbeatable. Looks fun though. Try it and get back to us.


I dont have enough termagant, tervigon, tyrannocyte and toxicrene! haha
just wonder if anyone can do it?
this list tactic = sent all sporocyst at front, closer to enemy deploy area and keeping breeding.... and swarmlord stand beween two sporocyst then 12+6=18" sync with armies. or more from warlord trait?

scatter tervigon around the battle and aim objective close as possible keep out of the enemy line of sight as possible. breed those armies there..

once all deep strike brood has been arrive, use hypertoxic, toxicrene spilt a mini pizza disc poison cloud

then finally, attack! but keep small termagant stay at objective.

Only a theroy!



 
   
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San Jose, CA

iNcontroL wrote:
helluva game Jy2 <3 always a pleasure to battle yeah. We got to rematch before I head home for the new year btw!

Sure thing, buddy! Though I will tell you in advance, I am very confident with my necrons, almost to the point of cockiness. In my mind, the only army that can beat them is themselves. But we will see what happens after they get updated.


-----------------------------------------------------------------------------


A few notes about our game and the Swarmlord.


1. Swarmy survived, even without any Tyrant Guards. That is due to several facts.

  • With 2+ cover always from the malanthrope and FNP from Catalyst from the Swarmlord himself, he is damn tough to kill.

  • I didn't shoot at him at all until I downed all 3 flyrants. To me, he was a low-priority unit. Sure, Prefered Enemy on the barbed hierodule is good. However, that is nothing compared to the havoc a flying tyrant can cause.

  • He is a decent force-multiplier, but in terms of raw offense, he was underwhelming in our game. I believe he only killed 1 annihilation barge. Then again, I can't really fault him for that due to Mindshackle scarabs. If he assaults my bargelords, he has just as good of a chance to insta-kill himself as he does my Overlords.

  • 2. Geoff actually misplayed the game. With the Swarmlord, board control is one of his strengths. Geoff should have placed an objective near the center where Swarmy would usually go. However, Geoff was too used to spreading out the objectives for his rippers to deepstrike onto. He also forgot that Necrons is perhaps the best objective-grabbing army in the game and loves to spread out the objectives more than tyranids do. Thus, he was playing more of my game than I was playing his. Swarmlord ended the game in the middle of nowhere (well, he did get Linebreaker) and far away from any objectives. Had there been an objective within range for him, that might have been the difference-maker there.

    3. F*cking Barbie was the bomb! He has been incredibly efficient in both games that I played against. The 1st game, Barbie killed 2 bargelords and 2-3 annihilation barges. In this game, he killed all 3 bargelords and 1 AB. That guy f*cking rocked!

    4. Mucolids actually did something, penning one of my bargelords and reducing his quantum shielding down to AV11! They also forced me to fire some of my AB's at them.

    5. I actually got a little lucky with my Warlord trait, getting Conqueror of Cities and thus, giving my vehicles 3+ cover behind ruins. However, despite that, Geoff still killed 6 out of 7 of my AV13 vehicles (and 2 out of my 3 flyers)! (Not one of my better games in terms of dice....failed so many saves when it counted.)

    6. I made probably one of the most boneheaded mistakes that I will ever make against another competitive player in a competitive game. Usually, I am more focused than that, but with the game potentially ending on that turn, I forget to move one of my units onto an objective.


    This message was edited 4 times. Last update was at 2014/11/23 17:35:08



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     Wilson wrote:
    Where do barbed Heirodules fit into the new, new Nids then? do they have a place?


    YES! See my review above.


     gigasnail wrote:
     jy2 wrote:
    Just had an amazing battle against Geoff "InControl" and his tournament Tyranids. This was a rematch. The last game, he won when his barbed hierodule stepped on both of my Necron bargelords and he rolled a 6, thus removing both of them. I then failed both of the 4+ return-to-play saves as well.

    This time, Geoff ran the new Hive Fleet Leviathan detachment + Primary detachment. His list:

    Primary:

    Swarmlord

    Malanthrope

    3x3 Deepstriking rippers

    Barbed Hierodule

    HFL:

    Dakka Flyrant - Egrubs
    Dakka Flyrant - Egrubs
    Dakka Flyrant - Egrubs

    Mucolid
    Mucolid
    Mucolid



    assuming 3 flyrants, SL + malanthrope to buff heirduyle? first legit useful deployment of swarmy i've seen since the new codex dropped.

    it's a strange new world we're living in.

    Personally, I'd rather take a 4th flyrant over the Swarmlord....but that's just me.


     jifel wrote:
    Alright guys, I signed up for the Venomthrope and Malanthrope a few days back, and it's the weekend now, so it's time for me to deliver! I really think these two reviews had to be written together, because they are very similar in role.

    Venomthrope:

    Spoiler:
    When the Tyranid codex first came out back in January, the Venomthrope jumped back into competitive lists thanks to the massive boosts it provides to the army. When the book came out, the Venomthrope stood out as perhaps the best choice in the codex, second only to the always-popular Flyrant. Venomthropes are rather cheap, costing as much as a Rhino and a Meltagun. The Venomthrope's value comes from the 6" bubble of shrouded it supplies to all Tyranid units with a model in range. Tyranids as an army have historically struggled with being shot off the board before they had a chance to advance, but the Venomthrope guarantees that any model in terrain will have at least a 3++ cover save and very often a 2++. Also, any FMC that happens to jink near a Venomthrope will benefit from a 2++ cover save. Compared to the alpha-strikes that we used to suffer from, Tyranids are now much more durable than they were before, and with Venomthrope support, Tyranids can comfortably elect to second without being afraid of losing half of their army turn 1.

    Of course, the Venomthrope does have it's weaknesses. Most noticeably, the fact that it's not very tough. At Toughness 4 with 2 wounds and only a 5+ save, a Venomthrope is very easy to focus down if your opponent has ignores cover or decent firepower. After all, even in ideal cover a Venomthrope is only as hard to kill as two Terminators. Fortunately for Tyranid players, there are several ways to help this. The first is to deploy him out of Line of sight, like the inside of a ruin, or to buy a Fortification. Due to the rules of "Area of Effect" powers, the 6" shrouded bubble of a Venomthrope is measured from the hull of a Bastion that it is embarked in. This not only increases the area of effect tremendously, it also helps the Venomthrope become much more durable. Few opponents are able to kill a Bastion at long range turn 1, especially when there are several MCs running towards them. As a bonus, all models on top of or behind a Bastion will get at least a 4++ cover save, which then increases to a 2++, making the Bastion a great firing position for the likes of Biovores. The one downside to this approach is that the Venomthrope is completely immobile, and so you will have to disembark eventually to continue to provide cover.

    Secondary roles: Although the Venomthrope is best used as a support beast to help the rest of your swarm survive, it is also handy in assault when times are desperate. Venomthropes have 2 attacks each base and strike at Initiative 7, with a 2++ poison and so can threaten many targets. But, they are very fragile in CC so I would personally never send them into combat alone, and never with anything tougher than a Tactical squad.

    Grade: B+ (on foot), A- (in a Bastion)


    Mlanthropes:

    Spoiler:
    The first thing to understand about the Malanthrope is that he is a Forge World unit, and therefore it is polite to gain permission before bringing him in a game. The second thing to understand is that he is an absolute monster of a unit, better than a Venomthrope in every way and arguably the best unit available to us. Malanthropes, like Venomthropes, provide a 6" bubble of shrouded that will help protect your units. But, for a nickel less than 2 Venomthropes, a Malanthrope has 4 wounds, Toughness 5, and a 3+ armor save, and best of all is a Synapse creature. On the one hand, he is the ultimate backfield support unit because he is a single cheap package to provide both Synapse and shrouded, and is cheaper and tougher than a Venomthrope and Zoanthrope combined. Thanks to this increased toughness, a Malanthrope can fill the roles a Venomthrope can't, by advancing upfield alone and still being tough, thanks to his improved stats and Regeneration. It's also a common tactic to buy two single Malanthropes and run them upfield to share the love of special rules they provide.

    Malanthropes are durable enough that a Bastion isn't required, but it still is not a bad idea to spread out his Shrouded and Synapse Area of Effects. However, I would plan on getting outside the box late game and moving upfield to help support the army. And excellent option here is to buy an escape hatch for the Bastion so that the Malanthrope can shoot 18" upfield when he chooses to get out. Like his little brother the Venomthrope, a Malanthrope is quite handy in Close Combat,. Thanks to fleet, he is a little easier to get there, and his improved stats means he will hold up better in combat, while he has three 2+ poison attacks at initiative 5. The Malanthrope also has a host of special rules, he may issue challenges, but is not a character and so may not be challenged. In a challenge though, on a roll of 4+ he limits his enemy to half of his attacks, and initiative one thanks to his grasping tail. Better yet, if the Malanthrope is part of a combat that destroys an enemy unit, the Mal may not sweeping advance but instead gives Preferred enemy to any Tyranid in his synapse range. While a Malanthrope alone is not a great close combat unit, he certainly has nothing to fear and is wonderful in a multi-assault with other units to help him out. I think it's important not to lose sight of his role, as a support bug, but the Malanthrope is still useful in a ton of situations, making him the best unit for his points in the whole Tyranid arsenal.

    Grades: A+ (on foot), A+ (in a Bastion)


    Thanks, jifel. Added!


     Unyielding Hunger wrote:
    Well, I'm going to be honest. I promised 2 reviews but I have quite a bit of work to do. I completely rewrote them to be more insightful and I am going to have to release the Tyrant Guard later on this Sunday after I can finish it up to be better.

    Spore Mine Cluster

    Spore mines are one of the most strategic assets available in the Tyranid codex, though in the most bizarre ways.

    1. The spore mine received a massive points decrease.

    2. They lost random control dice.

    3. They lost Orbital Deployment but gained Floating Death.

    You're a real trooper, Hunger.

    Added!


     Strat_N8 wrote:
    Sorry for the delay everyone, been busy with work the past couple days... Here's the review for the Haruspex, I'll hopefully have the Harpy's done shortly as well.

    Haruspex:

    The Haruspex at its most basic is effectively a Carnifex that exchanges firepower and raw strength for improved durability (+1 wound, +1 initative, Feeder Beast) and placement in a marginally less competitive slot, to the point that a Carnifex with similar biomorphs costs the same amount of points.

    Happy to see so many people contributing. Thanks, Strat.


    With regards to the Haruspex, IMO he does not get the wounds for killing vehicles. Vehicles count as +1/+2 Wounds only when determining combat resolution. However, they are not actually wounds. Thus, no +Wounds for the haruspex.


       
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    Sounds like SL was a 285 pt upgrade for PE that game, and that's the main problem with him

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

     Frozocrone wrote:
    @ Strat_N8 Good review on the Haruspex. I don't think anyone has claimed Crone yet. Might be worthwhile checking in YMDC about that Glancing Hit/Wound thing..

    @jy2 Take it the Scythed Version is still not a competitive choice? Haha, do prefer it's model to the Barbed Version. Regardless it's still a nice update.

    I can review the Mawloc, should get it done hopefully by tonight.

    In larger games, no, he (the scythed hierodule) isn't.

    However, in smaller games - as in regular, tournament 40K games - I would say he is semi-competitive. He is not as good as the Barbed Hierodule, though he can be a nightmare for MEQ players (especially drop pod MEQ players) due to his hellstorm gun.

    I will review him later.


    And take your time with your reviews, Frozo. No rush.


     SHUPPET wrote:
    Sounds like SL was a 285 pt upgrade for PE that game, and that's the main problem with him

    He is much better than that. Keep in mind that Geoff is just starting to use him again and so, is somewhat rusty on Swarmlord tactics.

    However, he will improve and when he does, he will use the Swarmlord more efficiently.

    But with that said, I'd still prefer the flexibility of a 4th flyrant instead....and I wouldn't run the barbed hierodule either. Just a difference in playstyle preference.


    This message was edited 4 times. Last update was at 2014/11/23 16:49:26



    6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
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     jy2 wrote:
    Where do barbed Heirodules fit into the new, new Nids then? do they have a place?


    YES! See my review above.

    I agree. They are pretty much what Rupture Cannon TFexes should be, durable S10 shooting, and can tear it up in assault.

    Just wondering, can they take a drop pod? Battle scribe lists it as an option, but that can't be right can it... I don't know that it would make them much better,but I do know it doesn't make much sense thematically lol

     jy2 wrote:

    Personally, I'd rather take a 4th flyrant over the Swarmlord....but that's just me


    I agree, although I understand inControls logic for wanting a bodyguard.p, so I think his way is a viable way to go about it as well. A bodyguard that can actually stay alive more reliably would be better tho IMO.


    Automatically Appended Next Post:
    Well, he was also against the army that sees the Swarmlord as tankier than Flyrants most the time because of snapshooting jink right. And even then it sounds like you could have wiped that Swarmlord up if he presented enough of a threat. I just can't see him as worth that MASSIVE points investment, for an easily kiteable, purely CC threat, that dies easier than putting the same amount of points into absolutely anything in the dex. One or two of these things are ok,but being a pure glass cannon, slowest tier of model in the game, and ridiculously expensive, is just not the right choice without Tyrant Guard wounds or a pod in any list,NEVERMIND running him completely naked in a list where (against most armies) he's going to be the easiest thing to kill on the board. Yes yes, the cover save from the Malanthrope and that, but that applies to everything you want to use for the role.

    This message was edited 3 times. Last update was at 2014/11/23 17:02:52


     
       
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     jy2 wrote:
    Ok, here's an update (and reformatting of my Lord of War Tactica).


    Barbed Hierodule:



    After playing against the barbed hierodule (BH) a few times, I'm finding he's actually better than I thought, especially when you accompany a malanthrope/venomthrope with him. At first glance, for its points, the Barbed Hierodule isn't very survivable. It is just as easy to kill as a wraithknight, but costs more than 2x the wraithknight's price. However, he has turned out to be much more resilient than expected in my games because he can very easily get 2+ cover with the malan/venomthrope if there are any ruins at all nearby. Unless you can ignore cover with a lot of high-strength or rending shots, he may surprise many with how hard he is to shoot down.

    Another issue with the barbed hierodule is that he can be taken down in assault quite easily by a more dedicated assault unit. While barbie is a dangerous threat in Assault, he is not an actual dedicated Tyranid assault unit and can be overwhelmed by certain matchups in Assault. Strength D attacks, multiple thunderhammers, Insta-death attacks like force weapons and units like dimachaerons, Swarmlord and balesword Nurgle monstrous characters, rending attacks, assault deathstars.....all are units that the should stay away from. Oftentimes, it is worth consider a "bodyguard" of sorts when running the BH. Large units of gribblies (termagants, hormagants or gargoyles), the dimachaeron or even the Swarmlord can actually complement the BH well.

    Finally, as good as its shooting is, it lacks skyfire, thus making the BH not optimal to shoot at air targets. Also, its shooting is only at AP3, thus making him not optimal at shooting at 2+ save units as well. It also makes him unable to one-shot/explode any vehicle that is not open-topped.

    Now how can the barbed hierodule contribute to the army?

    1. The best feature of the BH is its shooting. 12 S10 shots makes it a reliable ranged anti-tank unit. He is also great against very tough units like Necron Overlords on barges, wraithknights, multi-wound Tyranid/Daemon units and Tau suits as well as Imperial Knights (or units that Tyranids usually have problems dealing with). He is especially good against Imperial Knights as he can force them to position their ion shields in a certain direction, thus allowing the flyrants to flank them and to fire at them in their unprotected arcs. As a gargantuan creature, he can also split-fire, thus giving him the potential to take down 2 vehicles a turn (as well as to be able to assault 2 units as well). In a meta where MSU-mech has come back strong, the ability to split-fire then becomes a very important attribute.

    2. He is deadly in assault. While not a dedicated Assault unit per se, his stomps makes him deadly in close combat. It is his stomps that makes him fearsome in combat, especially against deathstar or elite Assault units.

    3. Mobility. The BH is actually quite fast, due to its 12" move and Move Through Cover. It's also got the Agile rule, meaning that it can run double-time or it can run and still fire 1 gun.

    4. Board control/area denial. Because of his mobility and lethality in combat, very few enemy units, with the exception of dedicated enemy Assault units, will want to go near him. This makes him a great tool for the Tyranid player to use to direct the enemy to where he wants. In most cases, Barby is great as a board control unit and to deny the opposing army lots of real estate on the battlefield. Against opponents with the lack of assault units, you want to place objectives as close to each other as possible. Then centralize the BH among these objectives and dare the enemy to come close. If they don't, then Barby still has the range to hurt the enemy. If they do, then it is shooting and assault for the BH.

    5. Bullet magnet. Although he can be taken down with enough shooting, the BH can also absorb a lot of firepower, thus making it easier for the rest of the army. If you keep a venom/malanthrope by his side (and if there are ruins nearby), it is not too hard to give him 2+ cover. Combined with his high Toughness and his natural FNP, he becomes highly resistant to most shooting. As long as you play him aggressively (and not just leave him sitting behind cover in your deployment zone), he WILL draw a lot of fire if the opponent has the guns to do so. When he does, that is a very good thing for the rest of the army.

    It is important to note that, as the games get larger, he becomes more easier to kill. His value is directly proportional to the size of the game. The smaller the game, the better he becomes. Fortunately for Tyranid players, in a standard tournament game of around 1750-2000 points, he is very good.

    Grade: A (normal 40K games), B (Apoc-sized games)




    Yeah, in some ways I feel Nids have tactica that does not concern the units used... As you know I am a big fan of screening units, and a bubble wrap can (in my experience) often function as a force multiplier.

    A second factor, that is often overlooked is the tactical effect of a stratagem, for example Maximum Threat. It lowers the number of optimal choices your foe makes, by concealing those choices. (Positional Dominance limits your foes movement, etc...)

    I think it might qualify as a basic "meta" rule for Tyranids..."The smaller the game, the Bigger the Bug" ie, Big Bugs become much less powerfull as the total points available become larger. In a very large (1850+) Tyranofex is just a Big Bug But in a smaller sized game it is a Troop deleting monster. It looks like that applies to Gargantuan as well.

    The will of the hive is always the same: HUNGER 
       
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    TN/AL/MS state line.

    I can understand using a Swarmlord over a 4th Flyrant in that list.
    •Catalyst on the Hierodule when needed
    •+1 Warpcharge over another Flyrant
    •Preferred Enemy buff
    •Assault deterrent
    •Cover Save for the Barbie in a pinch
    •+1 Reserves(Would be especially useful if going second and reserved your Flyrants)
    •18" Synapse to help keep things under control/Fearless at farther distance from the Hierodule

    A 4th Flyrant isn't that good at babysitting, needing to move a minimum distance to keep swooping- The Hierodule may not want to move a certain distance to keep in/out of line of sight or cover. The Swarmlord can baby-sit and buff both, while keeping better pace with the Hierodule. A Flyrant can do some of the same things, but not all of them which is why you go for the Swarmlord.

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    I might be missing something about the Swarmlord that might make it a lot better than I think it is - I've seen this mention of him getting a 2+ save from the Malanthrope twice now - how is this? If this is the case I think I might have to change my opinion, that makes a big difference from 3+.

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