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![[Post New]](/s/i/i.gif) 2014/12/04 02:49:44
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
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Huge Hierodule
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As to fighter aces - I re read the entire section and the consensus of 1 per army is right. The only change from a mission with "fighter aces" and a standard game is the 35 pt tax. The Limit of 1 model stands in both variants.
I retract my initial response of taking the upgrade on "every flyrant ever" but will be using it on at least my warlord every time.
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Been out of the game for awhile, trying to find time to get back into it. |
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![[Post New]](/s/i/i.gif) 2014/12/04 05:12:52
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
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Fixture of Dakka
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In what is becoming a friendly rivalry and a very educational experience (especially for my friend), this is the 3rd game between my Tyranids and Chris' Daemon Summoning army. And with each passing game, my opponent is getting better and better and his lists are getting nastier and nastier. Chris has just been getting back into the game recently and is still re-learning the game. At the same time, he is practicing for what will be his first GT ever, the Las Vegas Open GT coming next February. I was happy to help him get "up-to-speed" with his army in 7th Edition. Besides, I needed the practice against a good Summoning army as well.
In our first game, I was trying out the dimachaeron and raveners. It was Chris' first time facing the dimachaeron and he really didn't know how to play against it (even though I explained about the dima before our game). The dima went on to single-handedly take apart Chris' daemons, killing over 1000-pts of warpspawn all by himself.
In our 2nd game, Chris was ready for my dimachaeron. I also wanted to test out the Deathleaper Assassin Brood. This game was a much tougher fight for my bugs, as Chris was able to summon 850-pts of daemons....with only 2 summoning psykers! The difference in that game turned out to be my experience, but man, did I have to fight for it:
1850 Hive Fleet Pandora with Deathleaper Assassin Brood + Tyrannocyte vs Chaos Daemons
This will be our 3rd game between my bugs and Chris' daemons. This time, he's got the experience and he's got a super-nasty Daemon Summoning army. Whereas last game, he only used 2 of his daemons for summoning (and still summoned 850-pts of units!), this time, he is running 4 dedicated summoners. He is also running Baleswords and rocking Biomancy powers for all of his Nurgle MC's. As for me, I am testing out the new Skytyrant formation from the Shield of Baal supplement. I am also trying out for the very first time the Fighter Ace upgrade as well. It's not going to be an easy fight. Then again, I wouldn't want it any other way.
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1850 Hive Fleet Pandora with Skytyrant vs Chaos Daemons
1850 Hive Fleet Pandora with Skytyrant
Flyrant - 2x TL-Brainleech Devourers, Egrubs, Fighter Ace - +1 Wound, Horror, Psychic Scream
Flyrant - 2x TL-Brainleech Devourers, Egrubs - Horror, Warp Blast
Malanthrope
3x Rippers - Deepstrike
3x Rippers - Deepstrike
3x Rippers - Deepstrike
Dimachaeron
Mawloc
Mawloc
Bastion - Comms Relay
Skytyrant Formation:
Flyrant - Reaper of Obliterax, 1x TL-Devourers, Adrenal Glands, Toxin Sacs - Horror, Onslaught
20x Gargoyles
20x Gargoyles
1850 Nurgle Daemons w/Slaanesh Allies
This is an approximation of his list.
Greater Unclean One - Level 3 Psyker, 2x Greater Gifts - Balesword, 4+ FNP, Enfeeble, Iron Arm, Warp Speed
Greater Unclean One - Level 3 Psyker, 2x Greater Gifts - Balesword, +1 Wound, It Will Not Die, Smite, Iron Arm, Warp Speed
3x Nurglings
3x Nurglings
Daemon Prince - Level 3 Psyker, Wings, Nurgle, 2x Greater Gifts - Balesword, 4+ FNP, Haemorrhage, Warp Speed, Sacrifice
Daemon Prince - Level 3 Psyker, Wings, Nurgle, 2x Greater Gifts - Balesword, 4+ FNP, Endurance, Warp Speed, Sacrifice
Daemon Allies:
Keeper of Secrets - Level 3 Psyker, 2x Greater Gifts - Re-roll Invuln's, Greater Etherblade, Cursed Earth, Dark Flame, Incursion, Summoning
3x Nurglings
Daemon Prince - Level 3 Psyker, Wings, Slaanesh, 1x Greater Gift - Lash of Despair, Dark Flame, Incursion, Summoning
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Missions:
Primary Objectives: Crusade, 4-pts
Secondary Objectives: Modified Maelstrom, 3-pts
1. Hold Either Objective 1.
2. Hold Either Objective 2.
3. Destroy an enemy unit.
4. Destroy an enemy unit.
5. Have a scoring unit at least partially within the enemy deployment zone.
6. Have at least 3 of your scoring units and no enemy scoring units at least partially within your own deployment zone.
Tertiary Objectives: First Blood, Linebreaker, Slay the Warlord, 1-pt each
Deployment: Dawn of War
1st Turn: Daemons
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PRE-GAME ANALYSIS:
So what is the Skytyrant formation? The formation consists of 1 flyrant and 2 units of gargoyles. Basically, these 3 units combine to form 1 unit. While the flyrant is in the unit, he cannot swoop nor can he leave the unit. However, he can Look-Out-Sirs any wounds allocated to him onto one of his gargoyle "meat-shields" instead. The flyrant also gains +6" Synapse and reverts back to a normal, swooping flyrant only when all the gargoyles in the unit are killed. In the case of my army, I basically have a flyrant with 40 gargoyle bodyguards which I can pass my wounds onto.
For my Pre-game Analysis, I am going to do my Top 10 analysis instead.
Top 10 Reasons Why Daemons Will Win.
1. Lots of summoning powers = lots of free units. The more units he can summon, the harder it will be for my army to deal with.
2. Insta-death everywhere. All of his Nurgle MC's cause Insta-death. That means my dimachaeron will do 2 things this game - jack and squat!
3. I get sh*tty psychic powers. Oh what fun the Horror is going to do in this game. And where is FNP when you need it!
4. My jaws dropped at my opponent's psychic powers. Warp Speed for all?!? WTF?!? That means all of his Nurgle guys will be striking before my dimachaeron on open ground! Iron Arms on both GUO's! 2 Sacrifices, 2 Incursions and Cursed Earth. Really? I don't think his powers can get any better than this.
5. Look at those Daemonic gifts! Really?!? Everyone of them are good. No crappy gifts, at least not on the guys that matter. 4+ FNP's everywhere, +1 Wound, It Will Not Die and re-rollable Invuln's...these powers are a daemon player's wet dream come true!
6. Super-high mobility. 3 flying MC's and the ability to summon very fast daemons with Incursion means my opponent has got a very fast army.
7. Lack of shooting. Normally, lack of shooting is bad, but in this case, that means my malanthrope and bastion are somewhat wasted points.
8. Objectives. With the ability to add so many units, my opponent should have the advantage in the Maelstrom objectives. Moreover, the units that he summons can be very fast units.
9. My opponent is more familiar with my army now that he's played against it a couple of times. Also, he should know better what to expect, though the Skytyrant formation will be new to him (as it is to me as well).
10. Nurgle daemons and their Shrouded 2+ jink/ruins cover saves can be a b*tch to play against. Combine that with 4+ FNP everywhere and now you are essentially looking at a re-rollable 2+ unit (which is actually a 2+/4+ unit in the BAO format). That definitely is a b*tch to play against.
Top 10 Reasons Why Tyranids Will Win.
1. He is playing against me, a very savvy and experienced general.
2. F U daemons. I am going to tarpit the crap out of you with 40 frickin' gargoyles.
3. My bugs are definitely a better shooting army. Even if I won't really take down his Nurgle guys, at least I can take down his Slaanesh MC's to reduce his Summoning capabilities.
4. I predict that my dimachaeron will get more kills this game than he did last game (which was 0). So any contribution on his part is an improvement.
5. I think I can control the board with my Skytyrant unit. Thus, I should have better access to the objectives than my opponent.
6. Being Initiative 8, my Skytyrant has a chance to kill his GUO in combat, even with Warp Speed (which would give it Initiative 7). However, my Skytyrant would be toast in combat against one of his Nurgle DP's with Warp Speed.
7. I am going 2nd, which means I have the final say on the objectives (that is, if the game doesn't continue).
8. I have a secret weapon.....Shadows in the Warp!
9. Uh...did I mention that I was the more experienced general? Well, that's worth 2 points on my Top 10 list.
10. While my opponent takes a break (restroom, smoke, whatever), I shall secretly remove one of his MC models from the table and hope he doesn't notice.
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For the rest of the battle, you can check it out here:
1850 Rematch - Hive Fleet Pandora with Skytyrant Formation vs Chaos Daemons
Do tyranids have a chance? Let me know what you guys think there.
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This message was edited 2 times. Last update was at 2014/12/04 05:21:29
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![[Post New]](/s/i/i.gif) 2014/12/04 07:32:50
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
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Dakka Veteran
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![[Post New]](/s/i/i.gif) 2014/12/04 11:21:14
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
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Longtime Dakkanaut
Indiana
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Your primary detachment is the one with your warlord in it. It has nothing to do with what a detachment can take. Any of the detachments could be your primary.
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![[Post New]](/s/i/i.gif) 2014/12/04 11:23:30
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
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Blood-Drenched Death Company Marine
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Except the Allied Detachment, of course.
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![[Post New]](/s/i/i.gif) 2014/12/04 13:38:47
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
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Infiltrating Broodlord
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Alright boys, I have an issue for the hive. Lets see what comes of this. I have a good friend that I brought into the game on Dark Angels, and he has promptly brought in quite a few guardsman. Now unfortunately, he somehow got it into his head that hordes are these wonderful things, and decided to turn the guard into his version of my Tyranids. Like I said, completely out of nowhere idea. And he decided to fill his lovely massive infantry platoons full of flamers and flamer special weapon squads with a few grenade launcher squads in the rear. He also is working on 2 max size units of conscripts.  I have also since learned that FRFSRF is very unpleasant en masse.
My hive fleet is being decimated and he likes to keep a tally of what he has burnt to a crisp. Here is a basic mapping of his army from when I helped him build it and keep it legal, if I remember it right.
Lord Commisar
CCS w/ MoO, OoF, Vox
3x Ministorum Priests w/ Plasma Guns
3x PCS
6x Infantry squads w/ Flamer, Vox
2x SWS w/ Flamers
2x SWS w/ Grenade Launchers
2x HWS w/ Autocannons
50x Conscripts
1x Vendetta (Why did I buy him this for Christmas?)
1x Armored Sentinel
1x Chimera
1x Basilisk
1x Leman Russ
Anyone got any recommendations for taking out chunks of that infantry? I've got a few Mawlocs and Biovores, but they certainly aren't taking out enough before our lines hit. Also, that Vendetta is an obnoxious little bugger who likes to pick on my Carnifexes. Should I put a rush on finishing up my Flyrants or do I have some other options that could work for taking it out quickly?
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"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+ |
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![[Post New]](/s/i/i.gif) 2014/12/04 14:09:33
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
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Longtime Dakkanaut
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List tailoring? 2x3 Biovores will end his desire to have walking guard. At the very minimum, I would have 1x3 Biovores.
Flyrants will make short work of the Vendettas
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![[Post New]](/s/i/i.gif) 2014/12/04 14:46:45
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
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Longtime Dakkanaut
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Are all MC's extremely bulky? I've also assumed so, but I've just looked in the Monstrous Creature rules, and it's not listed as one of there special rules, and none of ours have it listed in their profiles.
I only ask because I want to know what can't be used to for the Dimachaerons Thorax attack.
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![[Post New]](/s/i/i.gif) 2014/12/04 14:58:00
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
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Huge Hierodule
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Eldercaveman wrote:Are all MC's extremely bulky? I've also assumed so, but I've just looked in the Monstrous Creature rules, and it's not listed as one of there special rules, and none of ours have it listed in their profiles.
I only ask because I want to know what can't be used to for the Dimachaerons Thorax attack.
The thorax attack specifies it can only hit "Infantry models that do not have the very bulky or extremely bulky rule". No bikes, no MCs, no vehicles, no beasts, no cavalry, no artillery.
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Been out of the game for awhile, trying to find time to get back into it. |
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![[Post New]](/s/i/i.gif) 2014/12/04 15:02:09
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
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Longtime Dakkanaut
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tetrisphreak wrote:Eldercaveman wrote:Are all MC's extremely bulky? I've also assumed so, but I've just looked in the Monstrous Creature rules, and it's not listed as one of there special rules, and none of ours have it listed in their profiles.
I only ask because I want to know what can't be used to for the Dimachaerons Thorax attack.
The thorax attack specifies it can only hit "Infantry models that do not have the very bulky or extremely bulky rule". No bikes, no MCs, no vehicles, no beasts, no cavalry, no artillery.
It only says Extremely Bulky. But where does it say what has the Extremely bulky rule?
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![[Post New]](/s/i/i.gif) 2014/12/04 15:03:58
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
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Infiltrating Broodlord
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Eldercaveman wrote: tetrisphreak wrote:Eldercaveman wrote:Are all MC's extremely bulky? I've also assumed so, but I've just looked in the Monstrous Creature rules, and it's not listed as one of there special rules, and none of ours have it listed in their profiles.
I only ask because I want to know what can't be used to for the Dimachaerons Thorax attack.
The thorax attack specifies it can only hit "Infantry models that do not have the very bulky or extremely bulky rule". No bikes, no MCs, no vehicles, no beasts, no cavalry, no artillery.
It only says Extremely Bulky. But where does it say what has the Extremely bulky rule?
Unit types in the rulebook.
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![[Post New]](/s/i/i.gif) 2014/12/04 15:10:42
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
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Longtime Dakkanaut
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So no non-vehicle has the Extremely Bulky special rule.
Bikes/Jetbikes - EB
Jump Units - B
Jet Pack Units - B
Beasts- Doesn't state.
Cavalry - Doesn't State
Monstrous Creatures - Doesn't state.
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![[Post New]](/s/i/i.gif) 2014/12/04 15:14:09
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
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Huge Hierodule
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Eldercaveman wrote:So no non-vehicle has the Extremely Bulky special rule.
Bikes/Jetbikes - EB
Jump Units - B
Jet Pack Units - B
Beasts- Doesn't state.
Cavalry - Doesn't State
Monstrous Creatures - Doesn't state.
"...A spine maw attack may target any Infantry models that do not have the Extremely Bulky special rule..."
You're missing the key descriptor - it only affects infantry. Centurions are infantry with EB, so you may not eat a centurion with it. i'm sure there are other examples as well - i think Destroyers are Jump Infantry with EB.
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Been out of the game for awhile, trying to find time to get back into it. |
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![[Post New]](/s/i/i.gif) 2014/12/04 15:17:37
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
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Longtime Dakkanaut
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tetrisphreak wrote:Eldercaveman wrote:So no non-vehicle has the Extremely Bulky special rule.
Bikes/Jetbikes - EB
Jump Units - B
Jet Pack Units - B
Beasts- Doesn't state.
Cavalry - Doesn't State
Monstrous Creatures - Doesn't state.
"...A spine maw attack may target any Infantry models that do not have the Extremely Bulky special rule..."
You're missing the key descriptor - it only affects infantry. Centurions are infantry with EB, so you may not eat a centurion with it. i'm sure there are other examples as well - i think Destroyers are Jump Infantry with EB.
Blah! Brain fart, I was wondering why that wouldn't click! Cheers!
Running my Dimachaeron for the first time tonight.
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![[Post New]](/s/i/i.gif) 2014/12/04 17:18:17
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
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Longtime Dakkanaut
Cheyenne WY
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Unyielding Hunger wrote:Alright boys, I have an issue for the hive. Lets see what comes of this. I have a good friend that I brought into the game on Dark Angels, and he has promptly brought in quite a few guardsman. Now unfortunately, he somehow got it into his head that hordes are these wonderful things, and decided to turn the guard into his version of my Tyranids. Like I said, completely out of nowhere idea. And he decided to fill his lovely massive infantry platoons full of flamers and flamer special weapon squads with a few grenade launcher squads in the rear. He also is working on 2 max size units of conscripts.  I have also since learned that FRFSRF is very unpleasant en masse.
My hive fleet is being decimated and he likes to keep a tally of what he has burnt to a crisp. Here is a basic mapping of his army from when I helped him build it and keep it legal, if I remember it right.
Lord Commisar
CCS w/ MoO, OoF, Vox
3x Ministorum Priests w/ Plasma Guns
3x PCS
6x Infantry squads w/ Flamer, Vox
2x SWS w/ Flamers
2x SWS w/ Grenade Launchers
2x HWS w/ Autocannons
50x Conscripts
1x Vendetta (Why did I buy him this for Christmas?)
1x Armored Sentinel
1x Chimera
1x Basilisk
1x Leman Russ
Anyone got any recommendations for taking out chunks of that infantry? I've got a few Mawlocs and Biovores, but they certainly aren't taking out enough before our lines hit. Also, that Vendetta is an obnoxious little bugger who likes to pick on my Carnifexes. Should I put a rush on finishing up my Flyrants or do I have some other options that could work for taking it out quickly?
Well, Mawloc, and Biovores are good answers. But you could use a Tyranofex, Thorax Hive.  Give it a Hormagaunt screen, and you should be able to put a few dents in those hordes.
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The will of the hive is always the same: HUNGER |
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![[Post New]](/s/i/i.gif) 2014/12/04 18:53:57
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
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Been Around the Block
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This is for use in the LGS, so no 5 Flyrants for me, rather a general TAC list. Will play against Chaos Space Marines with this friday, so welcome your input!
-- Combined Arms
Hive Tyrant: twin-linked devourer with brainleech worms; twin-linked devourer with brainleech worms; wings; regeneration; electroshock grubs
Hive Tyrant: twin-linked devourer with brainleech worms; twin-linked devourer with brainleech worms; wings; electroshock grubs
30 Termagants
Scuttling Swarm Tervigon: crushing claws; electroshock grubs
5 Zoanthropes: Neurothrope
1 Malanthrope
Tyrannocyte
Tyrannocyte
-- Living Artillery Node
3 Tyranid Warriors: 2× scything talons; barbed strangler
3 Biovores
Exocrine
Drop in the Zoanthropes and the Tervigon with pods, while Malanthrope, Gaunts and the LAN take midfield. Flyrants do work as usual.
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This message was edited 1 time. Last update was at 2014/12/04 18:54:39
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![[Post New]](/s/i/i.gif) 2014/12/04 21:04:54
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
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Member of the Malleus
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Is this the longest thread on dakka?
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The Emperor Protects
Strike Force Voulge led by Lord Inquisitor Severus Vaul: 7000 points painted
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![[Post New]](/s/i/i.gif) 2014/12/04 21:07:31
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
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Fixture of Dakka
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Probably not, but I am happy to see the Tyranid community (at least here on dakka) bonding together to show people that Tyranids are not as bad as most had thought.
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![[Post New]](/s/i/i.gif) 2014/12/04 21:19:46
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
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Fixture of Dakka
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Not by a long shot. In certain subforums there are threads with 1000+ pages...
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Black Bases and Grey Plastic Forever:My quaint little hobby blog.
40k- The Kumunga Swarm (more)
Count Mortimer’s Private Security Force/Excavation Team  (building)
Kabal of the Grieving Widow (less)
Plus other games- miniature and cardboard both. |
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![[Post New]](/s/i/i.gif) 2014/12/04 22:03:28
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
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Tunneling Trygon
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This thread is less than 11 months old though. We're averaging near a new page per day. Doubt many threads can say that, even some of the ones that are 1,000 pages long. Automatically Appended Next Post: Unyielding Hunger wrote:Alright boys, I have an issue for the hive. Lets see what comes of this. I have a good friend that I brought into the game on Dark Angels, and he has promptly brought in quite a few guardsman. Now unfortunately, he somehow got it into his head that hordes are these wonderful things, and decided to turn the guard into his version of my Tyranids. Like I said, completely out of nowhere idea. And he decided to fill his lovely massive infantry platoons full of flamers and flamer special weapon squads with a few grenade launcher squads in the rear. He also is working on 2 max size units of conscripts.  I have also since learned that FRFSRF is very unpleasant en masse.
My hive fleet is being decimated and he likes to keep a tally of what he has burnt to a crisp. Here is a basic mapping of his army from when I helped him build it and keep it legal, if I remember it right.
Lord Commisar
CCS w/ MoO, OoF, Vox
3x Ministorum Priests w/ Plasma Guns
3x PCS
6x Infantry squads w/ Flamer, Vox
2x SWS w/ Flamers
2x SWS w/ Grenade Launchers
2x HWS w/ Autocannons
50x Conscripts
1x Vendetta (Why did I buy him this for Christmas?)
1x Armored Sentinel
1x Chimera
1x Basilisk
1x Leman Russ
Anyone got any recommendations for taking out chunks of that infantry? I've got a few Mawlocs and Biovores, but they certainly aren't taking out enough before our lines hit. Also, that Vendetta is an obnoxious little bugger who likes to pick on my Carnifexes. Should I put a rush on finishing up my Flyrants or do I have some other options that could work for taking it out quickly?
Biovores love hordes. Literally love. If you are already running an exocrine, then the Living Artillery Node is probably going to be your best friend. Biovores are especially great at anti-horde because they are barrage, so the wounds come from the center of the blast (allowing you to snipe out a character, etc) but this also means that cover is essentially ignored unless the models affected are standing in it AND it does not require you to be 25% obscured, like ruins and battlefield debris (or a crater oddly lol). It is possible to be covered by at least 25% in other terrain, but this is much less likely because it's checked from the center of the blast, which you get to place, so be smart about it and kill some stuff!
Basically, the only thing that Biovores aren't awesome at killing is 3+ armor or better. Against a guard blob, you can easily put 15 wounds on them, wound on 3's, so you're looking at 10 dead guardsmen a turn. Not too shabby. As has been pointed out, 2 units of three will make your friend seriously reconsider running hordes.
Flyrants rule the skies, and putting out an average of 9 wounds per turn on anything T4 or less is great, though you probably don't want to waste that strength 6 on guardsmen. Get to the rear armor of those tanks and light them up (or just pop as many transports as you'd like, giving the Biovores more things to shoot at  )
Carnifexes have the same guns as the Flyrants (or can) and they open tanks like a kid opens presents on Christmas day.
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This message was edited 1 time. Last update was at 2014/12/04 22:20:40
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![[Post New]](/s/i/i.gif) 2014/12/04 22:56:41
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
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Fixture of Dakka
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Unyielding Hunger wrote:Alright boys, I have an issue for the hive. Lets see what comes of this. I have a good friend that I brought into the game on Dark Angels, and he has promptly brought in quite a few guardsman. Now unfortunately, he somehow got it into his head that hordes are these wonderful things, and decided to turn the guard into his version of my Tyranids. Like I said, completely out of nowhere idea. And he decided to fill his lovely massive infantry platoons full of flamers and flamer special weapon squads with a few grenade launcher squads in the rear. He also is working on 2 max size units of conscripts.  I have also since learned that FRFSRF is very unpleasant en masse.
My hive fleet is being decimated and he likes to keep a tally of what he has burnt to a crisp. Here is a basic mapping of his army from when I helped him build it and keep it legal, if I remember it right.
Lord Commisar
CCS w/ MoO, OoF, Vox
3x Ministorum Priests w/ Plasma Guns
3x PCS
6x Infantry squads w/ Flamer, Vox
2x SWS w/ Flamers
2x SWS w/ Grenade Launchers
2x HWS w/ Autocannons
50x Conscripts
1x Vendetta (Why did I buy him this for Christmas?)
1x Armored Sentinel
1x Chimera
1x Basilisk
1x Leman Russ
Anyone got any recommendations for taking out chunks of that infantry? I've got a few Mawlocs and Biovores, but they certainly aren't taking out enough before our lines hit. Also, that Vendetta is an obnoxious little bugger who likes to pick on my Carnifexes. Should I put a rush on finishing up my Flyrants or do I have some other options that could work for taking it out quickly?
Even your flyrants can do work against his infantry. Now I don't know how many flyrants you are running (or if any at all), but electroshock + 6 devourers can put a dent into his unit and you can do so relatively safely with your flyrants still swooping. With 2 or 3 flyrants, the damage becomes substantial whereas the threat of retaliation gets weaker. Most of his flashlights will be hitting and wounding on 6's anyways.
Then you've got mawlocs, biovores and hive crones to thin out the herd, so to speak. When firing biovores, make sure to center the blasts on important models like commissars and primaris psykers. Get rid of their stubborness/fearlessness/ability to cast Prescience/Perfect Timing/etc. The only time you will really have problems is if one of his psykers get Invisibility.
Try to get your flyrants to within Shadows range of his psykers and then watch as he starts failing his Perils tests.
Finally, don't forget your psychic powers. Powers such as Paroxysm can be very useful against the blob. If he doesn't have a commissar or Fearless guy in there, then the Horror can be quite good as well. Finally, if he is running multiple units, then Psychic Scream can be devastating if you can get your flyrants into the right place.
Lastly, you can take a tyrannocyte with 5 barbed strangler and put a tyrannofex with dual templates in it. That unit is devastating to a horde army.
Good luck!
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![[Post New]](/s/i/i.gif) 2014/12/04 23:25:31
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
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Brainy Zoanthrope
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So I'm a (relatively) new Nid player who's been having fun with Endless Swarm. I'm considering running skytyrant, but am unsure what melee artefact to run: Maw-Claws sound amazing for giving 40+ gargoyles Pref enemy, but most people in this thread seem to be taking the Reaper? I guess that's because the gargoyles are essentially a huge meatshield and are meant to die, but do people think Maw-claws could work as opposed to a Reaper or..?
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![[Post New]](/s/i/i.gif) 2014/12/05 00:40:26
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
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Fresh-Faced New User
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i've noticed that FW doesn't sell shrikes' wings anymore.... anyone has some info about it?
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![[Post New]](/s/i/i.gif) 2014/12/05 00:58:16
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
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Fixture of Dakka
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badula wrote:i've noticed that FW doesn't sell shrikes' wings anymore.... anyone has some info about it?
It was mentioned in the FW releases thread I believe- they don't fit the new warrior kit. They pulled them until they can work out a solution.
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Black Bases and Grey Plastic Forever:My quaint little hobby blog.
40k- The Kumunga Swarm (more)
Count Mortimer’s Private Security Force/Excavation Team  (building)
Kabal of the Grieving Widow (less)
Plus other games- miniature and cardboard both. |
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![[Post New]](/s/i/i.gif) 2014/12/05 01:27:27
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
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Fresh-Faced New User
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Sinful Hero wrote:badula wrote:i've noticed that FW doesn't sell shrikes' wings anymore.... anyone has some info about it?
It was mentioned in the FW releases thread I believe- they don't fit the new warrior kit. They pulled them until they can work out a solution.
seems i've missed that!
good news btw!^^
i DO hope for a plastic upgrade kit!
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![[Post New]](/s/i/i.gif) 2014/12/05 01:33:34
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
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Longtime Dakkanaut
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Benlisted wrote:So I'm a (relatively) new Nid player who's been having fun with Endless Swarm. I'm considering running skytyrant, but am unsure what melee artefact to run: Maw-Claws sound amazing for giving 40+ gargoyles Pref enemy, but most people in this thread seem to be taking the Reaper? I guess that's because the gargoyles are essentially a huge meatshield and are meant to die, but do people think Maw-claws could work as opposed to a Reaper or..?
Preferred enemy isn't that important for the gargoyles. They are there as ablative wounds not to do damage. Preferred enemy for the Tyrant, on the other hand could be good. The problem is, a Tyrant without a BS + LW doesn't have instant death or +3 Initiative and will get his butt kicked by most other close combat bad-asses.
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![[Post New]](/s/i/i.gif) 2014/12/05 02:28:42
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
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Longtime Dakkanaut
Cheyenne WY
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I think it is fair to say the Reaper is "better", but it is a Lot more expensive (so it should be  ) IK is a very useful "thing" but I believe you can run LW/ BS, and Maw claws, you'd just give up Brain Leeches...
I used to run a "Winged Assassin" with Wings, Lash/Bone, Toxic with Thorax Hive with great success.  I'm kinda thinking with SkyTyrant those days may be back!  Even without Insta Killy Awesomness you'd still have Rending. And you'd save a bunch of points.
Low cost Assassin/SkyTyrant: Wings, Mawclaws,Toxic, Thorax Hive.....220? That looks dang cheap!  Shoot you can toss points at all sorts of goofy upgrades with moderate to low guilt.
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The will of the hive is always the same: HUNGER |
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![[Post New]](/s/i/i.gif) 2014/12/05 03:03:11
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
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Shas'la with Pulse Carbine
Los Angeles, CA
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badula wrote: Sinful Hero wrote:badula wrote:i've noticed that FW doesn't sell shrikes' wings anymore.... anyone has some info about it?
It was mentioned in the FW releases thread I believe- they don't fit the new warrior kit. They pulled them until they can work out a solution.
seems i've missed that!
good news btw!^^
i DO hope for a plastic upgrade kit!
Oh weird! I ordered the shrike wings from Forgeworld after the new Warrior kit came out and they fit perfectly fine. Not sure why they'd remove them. Maybe re-doing?
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6400 Pts
4300 Pts
3200 Pts
2600 Pts
3080 Pts 30k
2460 Pts AoS Chaos Grand Alliance
2680 Pts AoS Sylvaneth |
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![[Post New]](/s/i/i.gif) 2014/12/05 05:57:33
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
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Regular Dakkanaut
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First off I like to say I have loved this thread. I have Followed it from day one.
I am posting now as I am needing some help for a upcoming 2day tourney I am going to soon in Seattle. It is my first 2dy tourney and I want to have a great time.
I have posted some lists I am thinking about in the army list area and I thought I post a link here to see if I can get some advise from you all as well.
Here is the link. http://www.dakkadakka.com/dakkaforum/posts/list/0/625761.page#7405287
Thanks for all the good info and your time if you look at this
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![[Post New]](/s/i/i.gif) 2014/12/05 06:22:38
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
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Infiltrating Broodlord
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jy2 wrote: Unyielding Hunger wrote:Alright boys, I have an issue for the hive. Lets see what comes of this. I have a good friend that I brought into the game on Dark Angels, and he has promptly brought in quite a few guardsman. Now unfortunately, he somehow got it into his head that hordes are these wonderful things, and decided to turn the guard into his version of my Tyranids. Like I said, completely out of nowhere idea. And he decided to fill his lovely massive infantry platoons full of flamers and flamer special weapon squads with a few grenade launcher squads in the rear. He also is working on 2 max size units of conscripts.  I have also since learned that FRFSRF is very unpleasant en masse.
My hive fleet is being decimated and he likes to keep a tally of what he has burnt to a crisp. Here is a basic mapping of his army from when I helped him build it and keep it legal, if I remember it right.
Lord Commisar
CCS w/ MoO, OoF, Vox
3x Ministorum Priests w/ Plasma Guns
3x PCS
6x Infantry squads w/ Flamer, Vox
2x SWS w/ Flamers
2x SWS w/ Grenade Launchers
2x HWS w/ Autocannons
50x Conscripts
1x Vendetta (Why did I buy him this for Christmas?)
1x Armored Sentinel
1x Chimera
1x Basilisk
1x Leman Russ
Anyone got any recommendations for taking out chunks of that infantry? I've got a few Mawlocs and Biovores, but they certainly aren't taking out enough before our lines hit. Also, that Vendetta is an obnoxious little bugger who likes to pick on my Carnifexes. Should I put a rush on finishing up my Flyrants or do I have some other options that could work for taking it out quickly?
Even your flyrants can do work against his infantry. Now I don't know how many flyrants you are running (or if any at all), but electroshock + 6 devourers can put a dent into his unit and you can do so relatively safely with your flyrants still swooping. With 2 or 3 flyrants, the damage becomes substantial whereas the threat of retaliation gets weaker. Most of his flashlights will be hitting and wounding on 6's anyways.
Then you've got mawlocs, biovores and hive crones to thin out the herd, so to speak. When firing biovores, make sure to center the blasts on important models like commissars and primaris psykers. Get rid of their stubborness/fearlessness/ability to cast Prescience/Perfect Timing/etc. The only time you will really have problems is if one of his psykers get Invisibility.
Try to get your flyrants to within Shadows range of his psykers and then watch as he starts failing his Perils tests.
Finally, don't forget your psychic powers. Powers such as Paroxysm can be very useful against the blob. If he doesn't have a commissar or Fearless guy in there, then the Horror can be quite good as well. Finally, if he is running multiple units, then Psychic Scream can be devastating if you can get your flyrants into the right place.
Lastly, you can take a tyrannocyte with 5 barbed strangler and put a tyrannofex with dual templates in it. That unit is devastating to a horde army.
Good luck!
Thanks for the tips. I am slow on the painting side of things. but I do have the 2 flyrants I got in an army lot. Never used them yet, since I haven't had a match in a long while that I can truly count as one that was at a decent point value. Then again, the more I look at my army, the more I am ashamed of it, in a sense.
I have something close to this if I remember right.
1 Harridan
1 Swarmlord
1 Walkrant?
2 Flyrants
2 Tyrant Guard
3-5 Tervigons
1 Deathleaper
1 Old One Eye
1 Zoanthrope
200 or so Termagants
200 or so Hormagaunts
120 or so Genestealers w/ Broodlords
40-50 Ripper Bases
30+ Warrior/Shrikes
30-40 Gargoyles
30+ Warrior/Shrikes
20 or so Spore Mines
2 Biovores
12 Carnifexes
2 Mawlocs
3 Tyrannofexes
So many gribblies, but I see the TMCs lacking luster and too little synaptic support.
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"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+ |
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