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2015/04/08 18:00:22
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
Okay, I can see how that math works now - thanks for explaining.
I've literally never seen it actually work that way on the tabletop, however. LoS blocking cover is a real thing in many areas and while that won't stop SMSs, it does stop the real threat (markerlights). And yes, it works just as well against Broadsides - except Broadsides can hide in Bunkers that are immune to Flyrants (aside from Warp Lance) and Skyrays can't.
My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
2015/04/08 23:34:05
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
jifel wrote: Jy2, did you ever put up those BatReps from when you took 5 Flyrants to the LVO? I haven't had a chance to use it myself, I'm looking for some insight to share with my ATC teammates.
No, not yet. I haven't been very motivated recently to write my LVO batreps. I didn't do very good there, at least not to my standards. Perhaps I will go back one of these days to write them, but currently, I've been kind of lazy writing-wise.
But for the people here, I will give a brief summary of my performance there.
Jy2's LVO 2015 Summary.
Game #1
Played against Mike Fox and his beautiful Orks. He was running the Bully Boyz formation (I think) and his orks were gorgeous. He didn't, however, have much in the ways of anti-air other than one unit of tracktor cannons (the ones that ground FMC's at will). Now normally, meganobs can take on Tyranids by just staying on objectives and trying to weather our shooting, but I happened to steal the initiative from him. From there, I took out all of his trukks on T1 and he really had no chance. He did manage to ground and assault/kill 1 flyrant but it really wasn't much of a game. 10-0 to Pentyrants.
Game #2
This round I played against John Parsons (krootman here on dakka) and his Eldar. He ran a triple wraithknights, 3-4 wave serpents and some jetbike troops in a Victory Point mission. John did a great job of keeping his skimmers out of range of my flyrants and with Shrouding on one of his farseers, I really couldn't do much against wave serpents with 2+ jinks. So instead of focusing on his serpents, I opted to go after his jetbike troops instead. However, my dice really wasn't that hot this game as twice, it took 2 flyrants just to finish off 1 unit of 3 jetbikes. John ended up crushing me on the Maelstrom secondary and managed to win the Primary by 1-VP. I believe the final score was 9-1 to Eldar, with Linebreaker being my only point (and my Warlord survived to deny him a complete victory).
Game #3
Here I played against Space Wolves/Space Marines with a Sicarian, thunderwolves, the Shield Eternal Chapter Master and centurions in a drop pod. Honestly, I don't remember much about this game, other than I got 10-pts from it. I might have lost 1 flyrant.
Game #4
Played against mechdar this round. 5 wave serpents with 2x5 dire avengers, 2x5 fire dragons and 1x5 dark reapers as well as 2 wraithknights. A very fun opponent who brought a whole cooler of jello-rum shots. In the end, he only had 1 wraithknight and 1 unit of dire dire avengers remaining. I lost 2 flyrants and my mawloc. Another 10-pts for me. At the end of the game, I took a picture of all the jello shots that we consumed:
Spoiler:
It started off as - for every flyrant you kill, I'll eat a shot.
It then became - for every wound you do to one of my flyrants, I'll eat a shot.
It ended up as - f*ck it, I'm just gonna eat the jello shots.
Game #5
So after 4-games, I am at 31-pts. I still have a slim shot to make it to Day #3, but I'll probably need to ace my next 2 games with perfect 10's in order to do so. Well, it turned out that the cut-off was 49-pts. Game #5, I played against Sean Nayden and his GT-winning #Lictorshame list. This game, I played like a noob and fell for the bait he set. The reason was because I've never played against another bug list with my bugs throughout all of 6th and 7th and so I totally forgot about Shadows. In any case, you can read about that report here:
Gosh, I played like such a noob in that game. I can't believe I fell for the Psychic Scream-Shadows in the Warp trick. Believe it or not, this was the first time ever (since 5th Ed.) that I played against another bug player with my bugs. I completely forgot about Shadows in the Warp affecting my own flyrants. As such, I fell for Sean's bait beautifully.
And while this is no excuse, but I had gak for powers. Between 5 flyrants, I didn't get a single Catalyst or Psychic Scream! (Actually for the course of the entire 6-game tournament with 30 psychic powers, I only got Catalyst maybe 3 times.) In any case, well played by Sean. He purposely gave up First Blood (lictor in the bastion) but in return, he got 2 flyrants. From then on, I was just playing from behind.
One thing to note is how deadly his mawlocs were. 2 of them came up and landed directly, killing both my malanthrope and one of my lictors on Turn 2. I sure envy his mawlocs. My mawloc only landed directly on target just once throughout the entire tournament (6-games). However, 3 times throughout, my mawloc misshaped and killed itself. I swear, just not one of my better tournaments.
Game #6
So my last game of the day, I played against another GT-winner. Not only did he win a GT with his Tau, but he actually won the ITC Overall and Best Tau as well. I'm talking about Paul McKelvey. He brought his ninja-Tau. Basically it was a bunch of suits, 2x2 tetras, 1 riptide, bunker and the Tau Firebase Cadre (that's another riptide and 2x3 broadsides). His list has got a lot of shenanigans but it actually didn't have a lot of Skyfire. So I thought to myself, ok, I should get this one. Man, was I wrong. Paul got lucky and managed to get 2 Skyfire Nexus for the objectives and his reserves came in on them to down 2 flyrants. From there, I just couldn't kill off his units as fast as he could kill mine. The score was closer than the actual game because I was able to get more Maelstrom objectives than my opponent, but my flyrants got slapped down hard in this game. In the end, I only had 1 lictor left claiming Linebreaker. Paul got Primary, First Blood, Warlord and Linebreaker for a 7-4 Tau victory.
This message was edited 1 time. Last update was at 2015/04/08 23:34:32
Well done - unlucky on the skyfire nexus; every so often the dice decide "not this time" and there's not a lot you can do about it...
And yeah, stacked leadership penalties can really make things like psychic scream and psychic shriek hurt.
I think the worst occasion I've seen recently was a greater daemon get ninja-ed by Deathleaper's Assassin Brood and a Psychic Scream Tyrant simultaneously. Between The Shadow in the Warp, Paranoia and Ill Discipline, and It's After Me!, it was being hit at an effective leadership 3.
This message was edited 1 time. Last update was at 2015/04/09 06:56:31
Termagants expended for the Hive Mind: ~2835
2015/04/09 08:14:13
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
It's not bad, but the big weakness is that when you lose a unit, if you get a replacement in ongoing reserves, it comes on from your board edge and has to trek back to where it was when it died before it's in a position to do much; which could take 2-3 turns.
Consider having a couple of trygon - that way you can express-transit reinforcements to the front line via subway...
In fact, endless swarm plus subterranean swarm might work quite nicely. I'll have to have a think about that...
Termagants expended for the Hive Mind: ~2835
2015/04/09 14:03:50
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
locarno24 wrote: Well done - unlucky on the skyfire nexus; every so often the dice decide "not this time" and there's not a lot you can do about it...
And yeah, stacked leadership penalties can really make things like psychic scream and psychic shriek hurt.
I think the worst occasion I've seen recently was a greater daemon get ninja-ed by Deathleaper's Assassin Brood and a Psychic Scream Tyrant simultaneously. Between The Shadow in the Warp, Paranoia and Ill Discipline, and It's After Me!, it was being hit at an effective leadership 3.
Thanks.
You think Tyranid LD shenanigans is bad? Wait til you face against the new Harlequins. They have a combo where they can reduce your LD by -5 (and potentially more!) and then they have a psychic power where you keep on testing against the caster until you die. At -5 and with the harlequin winning the in case of a tie, you can't win! Basically, it is an ultra-effective way to kill characters. It will even kill a hierophant bio-titan!!!
True - but I guess it depends how long range it is; mutual psychic screams are bad as it's an absolute roll. A 'roll-off' is less bad as the psyker may well be under the shadow themselves, and/or having deathleaper issues.
Termagants expended for the Hive Mind: ~2835
2015/04/09 14:53:23
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
So I played my buddy tj in a killadelphia test game with my Nid list yesterday. I realized strategic warlord traits really only give me conqueror of cities and infiltrate which is not a huge deal for me. Tactical traits are solid, as we all know nids don't do the best malestrom (I actually won malestrom last night though)
So I looked at command and it has this really nifty warlord trait that says units have to roll on their lowest ld value for ld tests. I had a psy scream so i rolled cmd and gave it a try.
It ended up being pretty solid actually. CMD traits are not the worst for bugs all things considered.
2015/04/09 15:46:37
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
jy2 wrote: It did have a buffmander-lite, only he runs Iridium, CCN and drone controller and he joins a unit of marker drones. I don't think you are quite aware of how incredibly effective this unit actually is. If you were to play against it, I'd bet you'd be surprised. And yes, I have played against the buffmander joined to suits and broadsides before so I can compare the 3 configurations. But anyways, different strokes for different folks.
Buffmander as a tank for markerlights that raises their BS and Twin links them is OK. One of the fluffier players that I face regularly runs that (though he prefers Sniper Drones, and runs that way more often). It is far less effective than Buffmander joined with markerlights AND Crisis Suites. The suites get ignore cover, and monster hunter / tank hunter, and can fire at different targets than the markerlights. Also, note that much of what Buffmander gives to Marker lights to buff them (tanking, Higher BS) is also granted by a Skyray.
Its like saying that taking 1 TL Devourer on a Hive Tyrant is good, and it is, but playing against flyrants that each have 1 TL-Devourer isn't the same as facing a Tyranid list where Hive Tyrants have 2 TL devourers.
I agree that buffmander + suits + marker drones is incredibly effective. I myself have tried playing it in test games. However, there is a downside to this build as well. With marker drones + buffmander-lite, oftentimes, target priority is not clear to the opponent. Should they go after the support unit or should they actually try to kill the offensive ones (like the riptides and broadsides)? In such a case, oftentimes, the marker unit is ignored as most opponents often go after the broadsides first. Thus, the marker unit ends up buffing the army for a few turns, before your opponent realizes his "mistake" and changes target priorities. The mini-crisis-star, however, is so dangerous that target priority is very clear in their case. They are both an offensive threat as well as a force-multiplier support unit. Then for us bug players, it is just a matter of focusing our flyrants and mawlocs against them, and with flyrants, there is no place for them to hide. In the grand scheme of things, yes, the crisis-star is a more effective and dangerous unit than the marker drone unit (at least initially). However, they are also much less likely to survive as long as the marker drone unit as well. The crisis-star provides a stronger initial hit. The marker drone unit provides better long-term army support. (And btw, for the price of the crisis-star, you can almost afford to get the marker drone unit AND a skyray!) Both are great and both are viable depending on army build. I just wouldn't call one unit better than the other, because that would be looking at the units in a vacuum.
Automatically Appended Next Post:
badula wrote: Give me your thoughts on this fun/fluffy list mainly made to play with friends:
1750
Main foc unbound
malanthrope
zoanthrope
zoanthrope
endless swarm formation
3xsquads of 10 each horma with toxin sacs
3x squads of terma 10 flesh 10 devourer
warrior naked except for a barbed strangler
Skyblight swarm
crone with stingers salvo
dakkaflyrant (twinlinked devo + grubs+wings) warlord
3xgargoyles
2x harpy with heavy venom
It's not bad, but the big weakness is that when you lose a unit, if you get a replacement in ongoing reserves, it comes on from your board edge and has to trek back to where it was when it died before it's in a position to do much; which could take 2-3 turns.
Consider having a couple of trygon - that way you can express-transit reinforcements to the front line via subway...
In fact, endless swarm plus subterranean swarm might work quite nicely. I'll have to have a think about that...
Agreed with locarno. If you're going to take the Endless Swarm, you almost always have to consider taking at least 1 trygon with it.
Honestly, I don't think Skyblight goes well with the Endless swarm. You can try it for fun, but it's got some exploitable weaknesses. Oftentimes, the swarm is going to get in the way of your FMC's. More importantly, you're going to have plan your Synapse nodes much more carefully in such a list, and Skyblight will limit your Synapse options. Currently, with only 1 flyrant, 2 single zoans, 3 warriors and 1 malanthrope, it actually isn't very hard for your opponents to take out your synapse with shooty armies and your flyrant - due to him flying around - actually won't be able to support your backfield units very well with his Synapse. Of course if your friend doesn't run a really shooty army (the likes of Tau or Eldar), then you're probably ok.
Automatically Appended Next Post:
locarno24 wrote: True - but I guess it depends how long range it is; mutual psychic screams are bad as it's an absolute roll. A 'roll-off' is less bad as the psyker may well be under the shadow themselves, and/or having deathleaper issues.
Shadows will help, that's true. However, instead of a -5+, it is now a -2+ (and I add the + because -5 is the minimum, they also can get additional negative-LD modifiers on top of that!). The Harlequin psychic power is stupid because it isn't just 1 roll-off, it's a roll-off-until-you-die power. Even with only a -2, this will suck for our bugs because 1) the Harlequin wins in the case of a tie and 2) we lack Invuln's while they have Invuln's (actually, that's all they have). But to be fair, it is still a witchfire power and thus will be hitting our swooping FMC's on 6's. I just feel bad for the other races.
krootman. wrote: So I played my buddy tj in a killadelphia test game with my Nid list yesterday. I realized strategic warlord traits really only give me conqueror of cities and infiltrate which is not a huge deal for me. Tactical traits are solid, as we all know nids don't do the best malestrom (I actually won malestrom last night though)
So I looked at command and it has this really nifty warlord trait that says units have to roll on their lowest ld value for ld tests. I had a psy scream so i rolled cmd and gave it a try.
It ended up being pretty solid actually. CMD traits are not the worst for bugs all things considered.
For me, the re-roll reserves Strategic Trait is really important due to my strategy of null-deployment, so I guess that makes it 3 out of the 6 are useful.
Unfortunately, in our meta (the ITC format which many of the West Coast tournaments follow), Tactical traits are not allowed.
For Command Traits, the one you got is probably one of the best ones there. Everything else, however, is pretty much crap unless you are running an Assault-heavy Tyranid list.
This message was edited 3 times. Last update was at 2015/04/09 16:18:16
jy2 wrote: It did have a buffmander-lite, only he runs Iridium, CCN and drone controller and he joins a unit of marker drones. I don't think you are quite aware of how incredibly effective this unit actually is. If you were to play against it, I'd bet you'd be surprised. And yes, I have played against the buffmander joined to suits and broadsides before so I can compare the 3 configurations. But anyways, different strokes for different folks.
Buffmander as a tank for markerlights that raises their BS and Twin links them is OK. One of the fluffier players that I face regularly runs that (though he prefers Sniper Drones, and runs that way more often). It is far less effective than Buffmander joined with markerlights AND Crisis Suites. The suites get ignore cover, and monster hunter / tank hunter, and can fire at different targets than the markerlights. Also, note that much of what Buffmander gives to Marker lights to buff them (tanking, Higher BS) is also granted by a Skyray.
Its like saying that taking 1 TL Devourer on a Hive Tyrant is good, and it is, but playing against flyrants that each have 1 TL-Devourer isn't the same as facing a Tyranid list where Hive Tyrants have 2 TL devourers.
I agree that buffmander + suits + marker drones is incredibly effective. I myself have tried playing it in test games. However, there is a downside to this build as well. With marker drones + buffmander-lite, oftentimes, target priority is not clear to the opponent. Should they go after the support unit or should they actually try to kill the offensive ones (like the riptides and broadsides)? In such a case, oftentimes, the marker unit is ignored as most opponents often go after the broadsides first. Thus, the marker unit ends up buffing the army for a few turns, before your opponent realizes his "mistake" and changes target priorities. The mini-crisis-star, however, is so dangerous that target priority is very clear in their case. They are both an offensive threat as well as a force-multiplier support unit. Then for us bug players, it is just a matter of focusing our flyrants and mawlocs against them, and with flyrants, there is no place for them to hide. In the grand scheme of things, yes, the crisis-star is a more effective and dangerous unit than the marker drone unit (at least initially). However, they are also much less likely to survive as long as the marker drone unit as well. The crisis-star provides a stronger initial hit. The marker drone unit provides better long-term army support. (And btw, for the price of the crisis-star, you can almost afford to get the marker drone unit AND a skyray!) Both are great and both are viable depending on army build. I just wouldn't call one unit better than the other, because that would be looking at the units in a vacuum.
I view target priority the other way, Usually a buffmander star exploits terrain and shadowsun for a 2+ cover save rendering it mainly immune from flyrants, and if there is mutiple level terrain it will jump on and off upper levels to prevent Mawloc damage. If I'm playing buffmander-lite with Marker drones i focus 100% of my firepower there. Because I can kill them effectively (e grubs can kill drones effectively even if shadowsun is in the unit, and shadowsun is T3, so Devourers take care of her). If I'm playing buffmanderstar, I don't shoot at it too much, because I can't really hurt it. Sometimes if they fail to get a few models in terrain, I'll pick them off but that doesn't happen much.
2015/04/09 20:52:14
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
jy2 wrote:
For me, the re-roll reserves Strategic Trait is really important due to my strategy of null-deployment, so I guess that makes it 3 out of the 6 are useful.
Unfortunately, in our meta (the ITC format which many of the West Coast tournaments follow), Tactical traits are not allowed.
For Command Traits, the one you got is probably one of the best ones there. Everything else, however, is pretty much crap unless you are running an Assault-heavy Tyranid list.
Master of vanguard is ok, but if you have a bastion and coms, cmd traits might be as useful as strategic.
2015/04/10 19:32:56
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
What's the best way to deal with a Firebase Support Cadre? I recently introduced my friend to it as he wanted to beat a certain Raptors player that keeps beating him badly (of which I played against and won to show him how to beat Raptors) and now I can't seem to win against him when he brings it, especially when he adds a Buffmander to it.
Doesn't help that the club we go to does not have a lot of terrain but that's a whole different issue.
This message was edited 2 times. Last update was at 2015/04/10 19:34:05
YMDC = nightmare
2015/04/11 03:13:51
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
Frozocrone wrote: What's the best way to deal with a Firebase Support Cadre? I recently introduced my friend to it as he wanted to beat a certain Raptors player that keeps beating him badly (of which I played against and won to show him how to beat Raptors) and now I can't seem to win against him when he brings it, especially when he adds a Buffmander to it.
Doesn't help that the club we go to does not have a lot of terrain but that's a whole different issue.
Mawlocs from down under.
Flyrants from up above.
And in between, some psychic powers to boot - Paroxysm, Horror and even Warp Blast to insta-kill those broadsides.
Most importantly, play to the objectives and let him shoot at your flyrants.
Frozocrone wrote: What's the best way to deal with a Firebase Support Cadre? I recently introduced my friend to it as he wanted to beat a certain Raptors player that keeps beating him badly (of which I played against and won to show him how to beat Raptors) and now I can't seem to win against him when he brings it, especially when he adds a Buffmander to it.
Doesn't help that the club we go to does not have a lot of terrain but that's a whole different issue.
If buffmander is joined to HYMP broadsides, you should stay clear of them. Statistically, they will kill a flyrant (or Mawloc) a turn. They only have 36" range, and are not very mobile so you can try to stay clear of them. Pick off the other broadsides if you can. Play EW or ITC missions, and dance around until turn 5 when you can jump on objectives.
I'm dubious about the Mawlocs. They are fine if you aren't playing with multi-level terrain, but if you are there is no reason the Broadsides won't just hang out on upper levels immune from Mawlocs. In my club we've got lots and lots of multi-level terrain. Also, unless you mishap, chances are you only get one drop, so you've got to get lucky for it to be worth it. I think of Broadsides as a unit that Mawlocs are generally useless against because I never see them at ground level.
A Barbed Heirodule is a pretty good answer. Buffmander + Missilesides can kill him eventually, but he can threaten them right back. All you need is Buffmander to fail one save and he is ID'd, and Barbie can charge right upfield to try to assault stuff.
If you are looking to tailor, you can drop a couple of Tfexes in Tyrannocytes. As easily as Tau kill TMC's, Tfexes are tough enough to survive quite a bit. If you drop 2 Tfexes, one will survive to make it into assault, and will likely sweep a unit of broadsides, though watch out for the riptide which can kill most TMC's in assault eventually. Might as well put Shredder Beatles on them.
Leadership tests are in your favor. If you do manage to pick off one broadside, it is common that the survivors will fail moral and run. If for some reason you get close enough with your flyrants, try out psychic scream. It is one of the few cases where a neurothrope in a pod might be useful.
If you want to swarm him with gants, you can outflank two units of mixed termagants (15 Fleshborers, 15 Devourers). Outflank them via Hive commander. Just remember that on the turn they come in, you have to either congaline them across the field, or fly a flyrant up to give them synapse. Combine this with 60 Gargoyles or Hormagants, and you have a pretty good counter depending what else he has in his army.
Buffmander is your problem. the Broadsides are good, but if you find some way to neutralize buffmander (say a Gargoyle tarpit, or assault with a Tfex) then you've got your problem mostly solved.
2015/04/11 14:20:18
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
So I guess Im switching over to taking Tyranid lists that are fun to play and that I like as opposed to efficient and streamlined...theres only so much fun four Devourer/Electroshock flyrants can provide before it becomes a stagnant build. I'd much rather do well with a list I enjoy than a list thats cookie cutter.
Locally there is about 1 1500pt tournament a month, todays another. Im taking this list with a full stop melee tyrant in the mix, even taking the ymgarl factor (LOL).
(Using a CAD and Leviathan)
3x Flyrant with Devs and Electro
1x Flyrant w/Reaper, Adrenal Glands, Old Adversary, Ymgarl Factor, ScyTal (The Daemon Prince of Tyrants)
Tervigon
Venomthrope
5x Mucolids
Mawloc
With no OS Im not likely to do well in a lot of scenarios, and Im not careful I will give up first blood easily. Didnt take SkyTyrant due to a lack of points and Im not sure I like giving up the freedom to go swooping.
Still, it sounds fun and Im looking forward to playing it.
Iechine wrote: So I guess Im switching over to taking Tyranid lists that are fun to play and that I like as opposed to efficient and streamlined...theres only so much fun four Devourer/Electroshock flyrants can provide before it becomes a stagnant build. I'd much rather do well with a list I enjoy than a list thats cookie cutter.
Locally there is about 1 1500pt tournament a month, todays another. Im taking this list with a full stop melee tyrant in the mix, even taking the ymgarl factor (LOL).
(Using a CAD and Leviathan)
3x Flyrant with Devs and Electro
1x Flyrant w/Reaper, Adrenal Glands, Old Adversary, Ymgarl Factor, ScyTal (The Daemon Prince of Tyrants)
Tervigon
Venomthrope
5x Mucolids
Mawloc
With no OS Im not likely to do well in a lot of scenarios, and Im not careful I will give up first blood easily. Didnt take SkyTyrant due to a lack of points and Im not sure I like giving up the freedom to go swooping.
Still, it sounds fun and Im looking forward to playing it.
I came in second (I'm destined to always come in second), losing to Josh who placed 11th at Adepticon. I played him the second round and we tied primary but he won secondary which was controlling table quarters. He used a similar list to what he played at Adepticon, with 3 drop pods, lots of psychers and centurions.
My Death Tyrant actually did really well the whole day, if anything he focuses fire on himself because he's the one Tyrant who doesnt take off and stays near the Venomthrope. I noticed I was able to direct my opponents attention in all 3 rounds with him and thus their movement patterns, which helped. First was a white scars bike list, then josh, then a Necron list that as the Destroyer Cult and the...reclamation one I think?
He had ALL the Destroyers and Heavy destroyers in addition to tomblades and warrior blobs. I rolled hot on Tervigon spawning and was able to own the Relic the entire game, screening with some 30+ gaunts spawned and retreating back while my Tyrants focused down on a Warrior blob for the secondary (Kill a nominated unit) in addition to the attached warlord. It SUCKS how resilient they are to our firepower: A 4+ armor, 4+ reanimation re rolling 1's...The destroyers rerolling wounds also hurt. But all Tyrants but Melee tyrant lived, who himself took down quite a lot of tomblades.
Overall, I fell back in love with a Tervigon and will probably be running a similar list at Killadelphia, 3 traditional flyrants, a lord death flyant, an HQ tervigon and then a troop tervigon with gaunt accompaniment. Necrons will continue to be an issue and Im considering making biovores mandatory for taking out these consistent warrior blobs I've been seeing.
Tervigon + 30-gant tax is still a very viable base for a Tyranid army. If I wasn't running a null-deployment build, I'd go with the Tervigon in my army. Necrons are going to bring biovores back in vogue. Lastly, instead of a melee-rant, I'd probably go with a dimachaeron. Definitely a different build than the one I normally run but one that I think could be a lot of fun as well.
The Dima is just too slow for me. He's awesome, but in the handful of games I gave him, not once did he make it into assault. He didnt always die, its just by the time he got where he needed to be Tyrants had already taken care of the issue.
To reiterate, the full stop melee Tyrant is for fun. While I cant confirm or deny that the Ymgarl factor will be used again (It equals a Biovore) I definitely DID enjoy having the choices available yesterday. He's a typical Daemon prince costed, strength 9 tyrant with fleet, 6 attacks on the charge (Rerolling 1's to hit and all failed wounds) at initiative 8 with a permanent 4+ cover save (or 2+ with malanthrope nearby on turns 1&2) in addition to his psychic powers. No viable targets? He can at least still swoop and use his electroshock grubs and vector. To be honest, he's a lot of fun and that adds a lot to my list in itself.
Quick question, what's the best way to deal with CentStar? I had the luxury of playing against it with my Necrons whom I was trying out and I was lucky he didn't get Perfect Timing, things could have been over so quickly (that said, I failed a vast majority of my cover saves and only RP kept me alive).
My plan was to ignore it and maybe drown it in bodies. Something like two Flyrants, two Tervigons, two units of 30 gants and Harpy w/ HVC. or something to that effect. Would that be a good take all comers list? Will be going to a tournament soon with Relic Whirlwind Scorpius's being common as anything (Battle of Keylek included for S8 AP3 Ignore Cover Barage :O) so I don't think Venom/Malan will be a good pick.
YMDC = nightmare
2015/04/13 02:39:35
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
Not much to add, except have enough Warp Charges to deny like crazy. Even it you fail, you force the foe to roll a lot of dice, and that improves the chance of perils.
The will of the hive is always the same: HUNGER
2015/04/13 18:29:06
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
jy2 wrote: Oh, I forgot, here's my 4th tip against the centurionstar:
4. Pray he doesn't get Perfect Timing.
I faced it against my Necrons at the weekend so WC were scarce. I was so thankful that the number three didn't show up, probably helped bring a win to the metallic legion!
I was thinking of going two Flyrants and two Tervigons with a lot of Termagant Troops, maybe a Mawloc to fill points. 6 WC should help deny one or two and bodies should mitigate the damage
YMDC = nightmare
2015/04/13 20:40:25
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
Hey guys, ill be taking my lictor shame variant I have been playing around with in my spare time to the internet tonight.
Ill be playing my buddy trevor's tau daemons in an 1850 killadelphia mission (the gt packet can be found at http://www.killadelphiaopen.com)
The stream can be found here http://www.twitch.tv/sgvideo and it starts at 7est! (the game cast will be uploaded to youtube for those who are unable to make it, and are still interested in watching!)
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This message was edited 2 times. Last update was at 2015/04/13 20:44:10
2015/04/13 21:59:37
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Tyranid Update List p.240)
So as someone who cant math or know the Necron weapon values particularly well, can anyone crunch whats safer for a Flyrant against most Necron weapons: Swooping and not jinking or Gliding w/a 2+ cover.
krootman. wrote: Hey guys, ill be taking my lictor shame variant I have been playing around with in my spare time to the internet tonight.
Ill be playing my buddy trevor's tau daemons in an 1850 killadelphia mission (the gt packet can be found at http://www.killadelphiaopen.com)
The stream can be found here http://www.twitch.tv/sgvideo and it starts at 7est! (the game cast will be uploaded to youtube for those who are unable to make it, and are still interested in watching!)
Looking forwards to the battle!
My money is on the bugs. Riptides without Markerlight support just isn't the same.
jy2 wrote: Oh, I forgot, here's my 4th tip against the centurionstar:
4. Pray he doesn't get Perfect Timing.
I faced it against my Necrons at the weekend so WC were scarce. I was so thankful that the number three didn't show up, probably helped bring a win to the metallic legion!
I was thinking of going two Flyrants and two Tervigons with a lot of Termagant Troops, maybe a Mawloc to fill points. 6 WC should help deny one or two and bodies should mitigate the damage
Watch out. He can take out those tervigons with relative ease. Then your termagant troops are going to go crazy (sorta). Of course, this is assuming he gets P.T. and he gets it off successfully.
Highly recommended for you to throw in 1 or maybe even 2 mawlocs in there. IMO you don't need 2 tervigons. I'd rather spend the points for the 2nd tervigon on a mawloc and/or lictors instead.
Good luck!
Iechine wrote: So as someone who cant math or know the Necron weapon values particularly well, can anyone crunch whats safer for a Flyrant against most Necron weapons: Swooping and not jinking or Gliding w/a 2+ cover.
Assuming 10 warriors firing S4 gauss shooting within rapid-fire range. For this example, I will ignore extraneous factors such as Prefered Enemy, BS buff by Triarch Stalker or FNP on flyrants.
Vs Swooping flyrant: 20x shots x 1/6 hit x 1/6 wound x 1/3 failed saves = .185W
Vs Gliding flyrant with 2+ cover: 20x shots x 2/3 hit x 1/6 wound x 1/6 failed saves = .37W
Thus, swooping flyrant with regular save is 2x more survivable than a gliding flyrant with 2+ cover.