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2015/01/07 08:29:20
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
gigasnail wrote: where did they post this? can't find it on FLG's site or on the LVO thread here. i only care b/c i'm west coast myself and our guys tend to want to follow bao/lvo's rules. can't make the event myself.
As I said upthread, I think they did a generally good job of it. There are still quite a few outstanding issues, but there will always be some.
There is some interesting stuff about Harradins and Hierophants, even though both are banned (rightfully) at LVO.
I played Dark Eldar tonight. Brought in 3 Pyrovores in a Tyrannocyte. 3D6 wounding on 2's with no saves is a pretty effective way to empty out a raider.
I've got an incredibly specific rules question in regards to the new LVOfaq. Dreadnoughts can stay embarked in Lucious Pattern Drop pods on the turn they arrive. Because it is open topped, we would prefer that as E.Grubs will toast a dread, but if it isn't E.Grubs, what armor facing is hit by a flame template placed over a Lucious Pattern Drop Pod with an embarked Dreadnought?
as per the no escape rule you do not get the weapons full profile
it causes the unit to suffer d6 hits at the weapons strength and ap.
It doesn't have permission to use the special rules of the weapon- because no escape is essentially a special rule itself telling us that the embarked unit takes d6hits with str of weapon and ap of weapon. If it said d6 hits with the profile of the weapon haywire would be included but it does not, so the haywire part would not effect the embarked unit. :(
This message was edited 1 time. Last update was at 2015/01/07 15:49:06
2015/01/07 17:37:40
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
I posted a 1000pt list over in the List subforum, if anyone would be kind enough to give me some advice.
I've got a few points left over, and I'd like a little feedback on my unit choices.
1850 Jy2's Farsight-bomb Tau vs Commander_Farsight's Hive Fleet Pandora
Jamie, aka Commander_Farsight, is the youngest and also the newest member of our club, Team 0 Comp. He's also been in a major slump ever since making the team, and I am talking about a big losing streak. He normally runs the Farsight-bomb but has yet to beat Tyranids run by one of the better players (including me) with it (I believe he is 0-6 against bugs with Tau!!!). He also has not been able to beat any of the other team members with his Tau. At this point, he is getting very frustrated, to the point that he wanted to dump his Tau and just start all over again.
So he was reaching out for some help (on Facebook) and I told him that all he needs is some coaching from a veteran player. His army is actually good but because the people he normally plays against aren't really very competitive players, it's just hard for him to get better. So when he goes to play against a more savvy and experienced general (or an army he's not familiar with), he's not experienced enough to know how to play against it. He may be a shark in his little pond, but he's just a little fish in a big ocean. In order for him to get better, he needs to learn how to hunt in the ocean. But his army has all the tools to hang with the "big boys". All he really needs is a little coaching and then some seasoning. I told him that I'll prove it to him. We'll do an army swap. He can play my Tyranids which he has never beaten and I will play his Tau. Then hopefully, I can show him that his army isn't bad (it's actually quite damn good if you know how to run it properly).
I just hope my bark isn't louder than my bite. It'll be quite demoralizing for him (and embarrassing for me!) if I actually lost with his Tau against my Tyranids.
I actually designed the list for my opponent using the Leviathan detachment along with the SkyTyrant formation. Not quite as OP as my Pentyrant list, but still a very strong army IMO.
Flyrant - Reaper of Obliterax, Electroshock Grubs, Old Adversary
15x Gargoyles
14x Gargoyles
1850 Tau + Tau Allies
For Jamie's Farsight-bomb, I actually modified his list slightly. I dropped the 3rd riptide and instead, added the unit of Tetras (because they're my newly painted models) as well as 1 skyray (proxied using the hammerhead) to show him what a great value the skyray is. Also, an important change in the list is that I ran a Buffmander (Tau Commander with gadgets) instead of the Buffsuit (bodyguard suit with gadgets) that Jamie normally runs.
BTW, after re-calculating my list, I found that it was slightly over. That can easily be changed by dropping 1 marker drone or an upgrade (such as disruption pods on the skyray or 1 upgrade on the Buffmander).
Riptide - Heavy Burst Cannon, TL-SMS, Skyfire
Riptide - Ion Accelerator, TL-SMS, Skyfire, Interceptor
10x Kroots
10x Kroots
2x Tetras - Disruption Pods
Skyray - Disruption Pod
Tau Allies: (Note - self-allies legal with the BAO/ITC format)
Shadowsun
10x Kroots
By the ways, I just got a couple of Tau models painted by Frontline Gaming and just wanted to show them off. It's the riptide and the 2 tetras. They did a great job on them.
If you're interested in their paint services, you can contact them here:
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
For those not familiar, the Farsight-bomb....actually, the Farsun-bomb....is probably one of the 2 most dangerous shooting deathstars in the game currently (with the other one being the Centstar). Back in the previous edition - 6th Edition - this deathstar was the quintessential shooting deathstar. It's got so many fundamentally-breaking mechanisms in it that it became one of the most feared deathstars in the game at the time. So why is it so dangerous?
1. With my build, I've got potentially 8 S8 AP1 melta shots and 14 S6 AP2 shots.
2. All the shots are twin-linked and can either re-roll wounds against MC's (Monster Hunter) or armor pen against vehicles (Tank Hunter).
3. All of the shots ignore cover.
4. My deathstar also packs BS5 twin-linked marker drones that can be used to support the rest of the army.
5. Unlike other shooty deathstars, this unit can split-fire to shoot at potentially 7-8 different targets. Thus, it can easily kill multiple units a turn.
6. The unit has got Shroud for some 2+ cover shenanigans in ruins.
7. The unit is potentially Stubborn so is not so easily destroyed in combat.
8. With Hit-&-Run and Initiative 5 (Farsight), it isn't easy to lock it in combat.
9. The unit has super mobility. It moves 6" in the Movement Phase, shoots in the Shooting Phase and then can potentially move 3D6" again in the Assault Phase.
10. You can split the unit off on Turn 5 to potentially grab/contest 4 different objectives if you wanted to.
It is a really good deathstar and extremely dangerous.
As for the rest of the army, I've got 3 sources of skyfire to deal with the flyrants - both riptides and the skyray. Now that isn't actually a lot, but if the deathstar contributes to the shooting, I believe it should be able to reliably take down 1 or 2 flyrants a turn.
The main weakness of my list is probably the troops. Kroots are quite fragile and Jamie should know not to put the objectives on the outer flanks for them to come in and grab (assuming they outflank). Flyrants can very easily deal with them.
Tyranids:
3 flyrants and the Skytyrant is going to be a lot for Tau to handle. If there is a weakness about the Tau deathstar, it is that it isn't great against massed flyers. Also, the Skytyrant formation is just too dangerous for the Tau to ignore. They will have to focus on it initially, which could give the flyrants potentially 2 turns to shoot at the Tau units before they can concentrate on taking down the FMC's.
As the Tau player, I actually won the roll to go 1st. However, I decided to give Tyranids the 1st turn. Now that is a risky gambit on my part, but I really wanted the final say in an objectives mission. That means the Tyrands will get 36 TL-S6 shots off before I can even do anything. This could either end up being a very good move on my part or a disaster in the making. We will find out soon enough.
Besides the FMC's, Tyranids also have 2 very dangerous weapons - the mawlocs. In my last 2 games of against Jamie's Tau, I really wrecked his army and that was with just 1 mawloc. In this battle, he is running 2. If they hit, that could really mess up my deathstar. The mawlocs may potentially be the x-factor here that could very well turn the tide of the game if they both land on target (and if both comes in at the same time). We will see just how much of an impact they will have on this game.
I think that in a straight-up matchup between 2 equally experienced generals, the Tyranids will have a slight advantage in this game. HOWEVER, the experience level between the generals in this game is NOT equal. I have a huge experience edge over my opponent. We are both playing armies that we are both not very familiar with. However, I am a much more tactical player than my opponent at this point and have played against a lot more competitive players/games than he has. Thus, I expect to be able to out-play him in this game. And for his sake, I hope I do too, because if I, the much more experienced player, were to lose to him with his army, that would strike a big blow to his already fragile rapport with his army. I really don't want to be the last straw that will make my opponent quit the army. As a result, I don't just want to win. I want to destroy my opponent using his army. Then maybe he'll see that his army is actually pretty darn good.
Tarnag wrote: So I had a handful of games last night testing different things, one of which I used the Pentyrant list against a matchup I thought would be a nightmare for it: Venom Spam Dark Eldar.
Spoiler:
His list (not gonna be exact):
Urien Rakarth
3 Raiders with Splinter Racks full of Warriors with Splinter Cannons
3 squads of 6 Scourges with Splinter Cannons
6 Venoms
2 Void Ravens
(probably missing something)
My list:
CAD:
2 Flyrants w/ Devourers and Egrubs (1 with Fighter Ace)
3 Lictors
3 squads of 3 Rippers with Deep Strike
Bastion w/ Comms Relay
Mawloc
Leviathan:
3 Flyrants w/ Devourers and Egrubs
Venomthrope
3 Mucolids
So we played the ETC missions, rolled Big Guns Never Tire, a Maelstrom secondary (honestly don't remember which one), and Hammer and Anvil deployment (which I think was my death sentence). I got the first turn and deployed first at the edge of my deployment zone inside a ruin with the Bastion out front, he measured my out and deployed out of my range (or so he thought), but with three of the Flyrants I rolled Onslaught so I could reach out and get to him (or so I thought). I failed to run far enough with two of the three Flyrants, and in his return fire I lost two of them to massed poisoned fire. The rest of the game he proceeded to pick the Flyrants off at a clip of about one a turn, and he won pretty handily.
Despite my bad luck in deployment and run rolls, I feel like this is an exceedingly bad matchup for the Pentyrant list. Just the weight of twin linked poisoned fire is incredibly hard for Tyranids anyway, but they've got the weight of fire to take down the lower wound count of the Pentyrants quite well.
Is this as bad a matchup as I think it is? Or am I more the victim of a bad deployment and my own over-aggression?
I don't think that it is a matter of a bad matchup. I think he just out-played you. Sometimes, you have to set yourself up for your alpha-strike, even if it means waiting for a turn.
Some observations on my part.
1. Did you remember that FMC's run 2D6"? In H&A deployment, you are 72"-24" = 48" away from his board edge. Flyrants have a 24"+18" = 42" threat range. That means you can get to within 6" of his board edge with your shooting. Even if you run the minimum of 2", that means there is only about 4" of deployment space where he could have safely deployed away from your guns, and that is only if you run the minimum of 2" on 2D6". It's just not very easy for him to deploy all of those tanks away from your threat range on T1.
2. However, in the case that he did manage to deploy completely out of range (there's only 2 places where he could have done this - in the 2 corners of this deployment edge), then it's easily something that you could anticipate if you've got the experience. In H&A deployment where I knew my opponent could potentially deploy outside of my threat range, this is what I would have done:
I would have deployed my flyrants back just slightly (while deploying my bastion as far forwards as possible). Then on my T1, I would swoop all of my flyrants forwards but still keep them in bastion/malanthrope bubble range. Only the back of their bases needs to be within range, so that the model is actuall 6"+2.5" = 8.5" out. So now you've got flying flyrants with 2+ jink cover. You know how many shots it would have taken just to take off 1W against a swooping flyrant with 2+ jink? 72 shots. That's right, 72 shots just to cause 1W!?!
Then next turn, hit his army with everything you've got. You should be able to take out 3-4 skimmers/venoms a turn on average.
3. Don't forget, on T2 when you go hyper-aggressive with your flyrants, you should also have your mawloc and lictors hitting his line as well. If his skimmers are out of your threat range on T1, then most likely they are bunched up and just ripe for a mawloc attack. Lictors with their S6 shooting is also a threat to their glass boats. So on his Turn 2, there's just no way that he could focus his army completely on your flyrants. He has to deal with the "local" threat as well or they will wreck his skimmers with assault. Use your support units to support your offense. They're not just for grabbing objectives. Lictors and the mawloc are actually real threats to his army.
I think that with a little more experience with a Pentyrant list, you're going to find that it isn't really as bad a matchup for Tyranids as you'd think when going up against DE. Now I am not saying it would be an easy battle, especially against a list that was slightly tailored, but even still, I believe that Pentyrant should still give a tailored DE army problems. Now going back to the "real" 40K world, that type of DE list should never exist as a TAC list. It'll just get demolished in competitive play by the likes of mechdar or AV13 Necrons, which is much more prevalent than Pentyrant Tyranids. Thus, going into competitive play, a Pentyrant list shouldn't see armies tailored to such a degree. The chances of that happening is extremely low (unless your opponent knows that there are no mechdar/mech-spam players in their meta).
Yeah he deployed second, so while I was deploying in ruins that were slightly behind my deployment zone, he deployed all the way backed up in the opposite corner. I probably should've just basically passed my first turn (or shuffle the Flyrants 12" still within the Venomthrope's bubble) and made him come to me on his first turn rather than put myself into the open. Either that or deployed aggressively in order to play aggressively. Really he won the deployment and I didn't do anything to counteract that.
As to the tailoring of the list, I expected it. My opponent is a guy I regularly play and he's very competitive, and absolutely hates losing. I forced him to concede on turn 3 against this list a few weeks ago with his Vostroyans, and so I think this time he was going to take the biggest punch he could now that he knew the list. I still gave him a hell of a shot but I would've needed to outplay him, and quite frankly I didn't.
They all look good, I think it looks a little better on the riptide because of the curves and rounded bits, though, makes it look sharper somehow than the digital camo on the tetras(?) don't play tau so not sure if that's what they are, but they all look great.
2015/01/08 16:08:37
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
I played my first 750 league game last night - went slightly easier on my list (2 Flyrants, Dakkafex, Mucolids, Rippers, no Mope) and got matched up against a Demon player who didn't have all of his models, so he had a tooled up Demon Prince (warlord) and a tooled up Herald (with some pink horrors for troops)
I went first, had the Infiltrate warlord trait. I basically tabled him on my first turn - Prince died to ID from a Warp Lance, then 36 devourer shots killed almost all of the horrors. He conceded before even getting to move. I felt kind of bad so we played a fun game against his Necrons.
He managed to kill a Flyrant but I killed his bargelord (didn't get back up) and both Flyers he brought (a little lucky, but thems the breaks) along with a unit of immortals.
I knew Flyrants were going to be good at low points, but jeebus.
My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
2015/01/08 17:00:41
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
They all look good, I think it looks a little better on the riptide because of the curves and rounded bits, though, makes it look sharper somehow than the digital camo on the tetras(?) don't play tau so not sure if that's what they are, but they all look great.
Thanks. The tetras and riptide were painted by the guys at Frontline and I really liked how they turned out. I have a small Tau force, not enough to run an army but rather, to run as allies.
rigeld2 wrote: I played my first 750 league game last night - went slightly easier on my list (2 Flyrants, Dakkafex, Mucolids, Rippers, no Mope) and got matched up against a Demon player who didn't have all of his models, so he had a tooled up Demon Prince (warlord) and a tooled up Herald (with some pink horrors for troops)
I went first, had the Infiltrate warlord trait. I basically tabled him on my first turn - Prince died to ID from a Warp Lance, then 36 devourer shots killed almost all of the horrors. He conceded before even getting to move. I felt kind of bad so we played a fun game against his Necrons.
He managed to kill a Flyrant but I killed his bargelord (didn't get back up) and both Flyers he brought (a little lucky, but thems the breaks) along with a unit of immortals.
I knew Flyrants were going to be good at low points, but jeebus.
Yeah, 2 flyrants at anything less than 1K is not being nice.
Something I wanted to open up for discussion, how viable could you guys see the "Sporefield" formation being? It's 3 Mucolids and 3 Spore Mine Clusters that gain infiltrate and may respawn on a 4+ like Skyblight Gargoyles. I for one see it actually being quite good at swamping a gunline with Targets. With 6 different units deepstriking in, enemies will have to either move away from them or target them, either way it will cause a lot of disruption in a gunline, and if nothing else they are certainly good at filling points if you're not sure what to take. Quite frankly I think that the Sporefield is worth it's points in Biovores. I'm also thinking it may even be worth it to upgrade the size of a unit. For 10 points, a 3 man spore squad becomes 5 man and is now more likely to survive overwatch at a higher strength, and if it does make it in unharmed is now strength 8 large blast, enough to worry vehicles and ID many units.
Right now I'm deciding between a pair of lists for an RTT, and the Sporefield is a tempting option.
Thoughts on the Sporefield?
2015/01/08 20:44:11
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
jifel wrote: Something I wanted to open up for discussion, how viable could you guys see the "Sporefield" formation being? It's 3 Mucolids and 3 Spore Mine Clusters that gain infiltrate and may respawn on a 4+ like Skyblight Gargoyles. I for one see it actually being quite good at swamping a gunline with Targets. With 6 different units deepstriking in, enemies will have to either move away from them or target them, either way it will cause a lot of disruption in a gunline, and if nothing else they are certainly good at filling points if you're not sure what to take. Quite frankly I think that the Sporefield is worth it's points in Biovores. I'm also thinking it may even be worth it to upgrade the size of a unit. For 10 points, a 3 man spore squad becomes 5 man and is now more likely to survive overwatch at a higher strength, and if it does make it in unharmed is now strength 8 large blast, enough to worry vehicles and ID many units.
Right now I'm deciding between a pair of lists for an RTT, and the Sporefield is a tempting option.
Thoughts on the Sporefield?
I LOVE IT, for 90pts.. yeah its amazing.
I ordered 2 boxes of Spore from FW just wating for them to come in, play tested it a few times.
I start them on the table for cover saves, sense they have shrouded and are 3 wounds I but them for cover away from venoms/malanthrope (with the bugs that can make the 6" bubble)
Once they die, I DS them right behind something, like a tank/heavy unit etc..., which will force them to turn and shoot or move out of position.. just amazing 90pt unit. Even if only 2 (one of each type) comes back, its still worth it.
The biggest thing that's making this a tough choice is that I don't have the official models for the Tyrannocytes yet, and the models I've used as proxies (my two old Spores converted to be off the ground) look pretty ugly.
2015/01/08 21:53:57
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
Hi everyone!
I'm going to participate to a local tourney (1800 pts, 1 CAD, no allies, no FW, no bastion, 2 flying MC or aircrafts max) in France with my nids.
Can you give me some advise (target priority, units to avoid or whatever) against:
- necrons (even if I read Jy2's reports with and against)
- chaos daemons (SITW is my best friend but what else?)
- dark eldars (have you played against the new ones?)
My list will be like that:
2 flyrants w/ egrubs
1 tervigon
30 gants
2 zoanthropes (2 units)
1 venomthrope
2 dakkafex (together)
3 biovores (2 units)
7 raveners (rending claws)
20 gargoyles
14 hormagaunts
Initially I would take my mawloc whether my hormagaunts and some raveners but I have no success with it so I gave up the idea.
Two scenarios are 3 objectives to take and hold, last one is KP based.
Thx
This message was edited 1 time. Last update was at 2015/01/08 21:55:23
2015/01/09 00:07:13
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
The biggest thing that's making this a tough choice is that I don't have the official models for the Tyrannocytes yet, and the models I've used as proxies (my two old Spores converted to be off the ground) look pretty ugly.
How are you using the Escape hatch?
2015/01/09 00:42:46
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
The biggest thing that's making this a tough choice is that I don't have the official models for the Tyrannocytes yet, and the models I've used as proxies (my two old Spores converted to be off the ground) look pretty ugly.
How are you using the Escape hatch?
I haven't yet, but theoretically it will (after turn 2) allow me to throw the Malanthrope upfield into a ruin to support my Fliers. I usually keep them close to home base turn 1, for the Shrouded bubble and then head them upfield when my reserves come in. With a Hatch, I would just end up with the shrouded bubble for an extra turn. unless my opponent tries to target the Mal. And if they do, I'm ok with that as it's less shots than would be at my Fliers, and the Malanthrope no longer has a purpose. Once I get the turn 2 Comms relay reroll it has done what it needs to, as I don't need the backfield synapse much.
2015/01/09 04:56:48
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
jifel wrote: I haven't yet, but theoretically it will (after turn 2) allow me to throw the Malanthrope upfield into a ruin to support my Fliers. I usually keep them close to home base turn 1, for the Shrouded bubble and then head them upfield when my reserves come in. With a Hatch, I would just end up with the shrouded bubble for an extra turn. unless my opponent tries to target the Mal. And if they do, I'm ok with that as it's less shots than would be at my Fliers, and the Malanthrope no longer has a purpose. Once I get the turn 2 Comms relay reroll it has done what it needs to, as I don't need the backfield synapse much.
I like that idea a lot especially with Tyrannocytes. That Tyrannocyte list is similar to what I was testing out for LVO (I had a 2nd Dakkafex instead of TFex). I ended up going with a Barbed Heirodule, but if I had considered the Escape hatch method for getting the Malanthrope upfield, I might have reconsidered.
I wonder how much table time you've got with your TFex in a Tyrannocyte. I always felt like they didn't quite live up to their theory hammer potential except against Dark Eldar.
ETA: I would probably include non-deep striking rippers with that list. They have a low enough profile that they could hang out on top of the bastion out of LOS and man the Comms relay so that the Malanthrope can advance turn 1 if required to aid the Flyrant's ability to alpha strike / Get first blood. Then they could move into the bastion and use the escape hatch of door to get them to an objective.
This message was edited 1 time. Last update was at 2015/01/09 05:07:18
2015/01/09 06:00:10
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
jifel wrote: I haven't yet, but theoretically it will (after turn 2) allow me to throw the Malanthrope upfield into a ruin to support my Fliers. I usually keep them close to home base turn 1, for the Shrouded bubble and then head them upfield when my reserves come in. With a Hatch, I would just end up with the shrouded bubble for an extra turn. unless my opponent tries to target the Mal. And if they do, I'm ok with that as it's less shots than would be at my Fliers, and the Malanthrope no longer has a purpose. Once I get the turn 2 Comms relay reroll it has done what it needs to, as I don't need the backfield synapse much.
I like that idea a lot especially with Tyrannocytes. That Tyrannocyte list is similar to what I was testing out for LVO (I had a 2nd Dakkafex instead of TFex). I ended up going with a Barbed Heirodule, but if I had considered the Escape hatch method for getting the Malanthrope upfield, I might have reconsidered.
I wonder how much table time you've got with your TFex in a Tyrannocyte. I always felt like they didn't quite live up to their theory hammer potential except against Dark Eldar.
ETA: I would probably include non-deep striking rippers with that list. They have a low enough profile that they could hang out on top of the bastion out of LOS and man the Comms relay so that the Malanthrope can advance turn 1 if required to aid the Flyrant's ability to alpha strike / Get first blood. Then they could move into the bastion and use the escape hatch of door to get them to an objective.
I know the Barbie is good, but I don't own one and think he's a bit expensive honestly, so I try to avoid him. And the TFex in Pod has impressed
me more than my Dakkafex actually... I've used both in 4 games so far, and the TFex has done more in every single one so far. He's just so much tougher that he requires a lot more firepower to take down, where as a Carny dies with relative ease by his own. The extra EGrubs flamed is amazing, and his acid spray still wrecks a lot of infantry. I do think they're both worth it though, because in 4 games I've lost a total of 1 Flyrant and 2 Crones... When those big bugs land, nobody has the firepower to spare to shoot at the FMCs! The TFex is a keeper for sure though, he is just straight nasty against most lists. I like him because he will make Wave Serpents scramble to get away, and it takes a ton if serpent shield shots to take him down. Same goes for Broadsides, as those are two of the worst units for us. If I'm taking Pods, a TFex is the first guy in line to put inside.
On the Comms relay, if I ever had to move the malanthrope upfield early I would just put a Mucolid inside once he leaves, as Comms can be manned from inside the building thanks to Stronghold assault. But I have yet to test the Escape Hatch, even though I expect that it will be gold. My only thought is if it would be better to run 2 Malanthropes to ensure their survival, by hoenstly I think one Malanthrope in ruins is survivable enough, and if its one model people will be more likely to target him, leaving my Flyers free to go!
2015/01/09 15:09:33
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
On the topic of Sporefield, I find it to be really good. It gives you so much board control. You can use it to block movements, to funel units into certain direction, and when the spores start coming back midgame you can get some real work out of them.
Tfex in a pod is also a favorite. Compared to his rival the Dakkafex in most matchups he is slightly worse off but vs eldar, deldar, tau, necrons (not flying ones) he really shines
Edit: Oh and Orks. He really hates on orks in Trukks
This message was edited 1 time. Last update was at 2015/01/09 15:10:14
FaarisShazad wrote:The guy with the spiky dildo for a picture had a good point.
Ork Management Program
I take care of problems that need to be solved with violence
2015/01/09 15:52:32
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
I just noticed that in the first page of this thread, both the Zoanthrope and Exocrine have yet to be reviewed! I personally haven't used either of those units in months, but could write on them if needed to. However, would anyone else like to review those two units?
2015/01/09 15:59:32
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
jifel wrote: I just noticed that in the first page of this thread, both the Zoanthrope and Exocrine have yet to be reviewed! I personally haven't used either of those units in months, but could write on them if needed to. However, would anyone else like to review those two units?
Feel free to do so if you wish. I've been busy preparing the for TSHFT GT this weekend. Afterwards, I can continue writing reviews for the units that still need them.
This message was edited 1 time. Last update was at 2015/01/09 16:00:00