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Made in us
Longtime Dakkanaut



Cheyenne WY

Solidcrash wrote:
Harpy have 4 one use Haywire weapon... Is that able to hunt Titan class include land raider? Hive tyrants have egrub.

Why it is not in most of list?

I think you mean Crone?

The will of the hive is always the same: HUNGER 
   
Made in gb
Audacious Atalan Jackal



UK

Solidcrash wrote:
jy2 wrote:
Solidcrash wrote:
Harpy have 4 one use Haywire weapon... Is that able to hunt Titan class include land raider? Hive tyrants have egrub.

Why it is not in most of list?

Haywire affects all armor unless the unit has a special rule that says it is immune (like the new Warlord Titan coming out from FW, which is the unit I think that you may be referring to?).

And it is the Hive Crone, not Harpy, with the haywire shots.



confused with those two!

Iechine wrote:Wait what?


In last list have 3 flying monster creature in fast slot. Only one crone and double harpy sound good to me


pinecone77 wrote:
Solidcrash wrote:
Harpy have 4 one use Haywire weapon... Is that able to hunt Titan class include land raider? Hive tyrants have egrub.

Why it is not in most of list?

I think you mean Crone?


I know.. Read whole page next time





 
   
Made in us
Rough Rider with Boomstick




USA

Quick question does mucloids count as troops, as for Nova secondary obj like mark for death and strike rank and files

This message was edited 1 time. Last update was at 2015/05/27 06:42:56


 
   
Made in gb
Audacious Atalan Jackal



UK

Yes they do. 15 pts each...

You can take one prime as cheap HQ and 2 mucloids spore as Cheap troop and have everything in multiple formations. It is bound.



 
   
Made in gb
Battleship Captain




IK's cannot stomp on Barbie. Stomps cannot be used on another super-heavy/gargantuan.

I think that's probably Revenge of the Autocorrect - given the context it might have meant "stompas".

Had my first try with an Overlord Swarm the other day, as it happens; a 1600 point game (actually, 1635 - my opponent took a relic of some kind to boost his points. One of the downsides of superheavy based forces other than Knights and Superheavy Tanks is that they're hard to fit into exact points values).

I'm.....hesitant. They performed superbly and I'm a bit cautious about using them again because they felt a bit overpowered against a 'normal' army. On the other hand, my opponent had atrocious luck, which probably contributed far more to his loss than any tactical genius of mine.

Lists:
Spoiler:

My List - Unbound Overlord Swarm
Scythed Hierodule
Scythed Hierodule
Barbed Hierodule

Opponent's List - Space Wolf Detachment
Rune Priest with Rune Sword
Rune Priest with Rune Axe
Grey Hunters Squad with 2 Plasma Guns, Wolf Guard with Frost Blade
Grey Hunters Squad with 2 Plasma Guns, Wolf Guard with Power Fist
Dreadnought
Long Fangs Pack with 2 Plasma Cannons, Missile Launcher and Lascannon
Stormwolf with Twin Skyhammer Launchers, Lascannon and Twin-Linked Helfrost
Wolf Guard Terminators with 3 Thunder Hammers & Storm Shields, 2 Chainfists and 1 Assault Cannon
Predator Annihalator with Lascannon Sponsons



The game was a Maelstrom of War game - one of my first.

Spoiler:

Turn 1

It is night fighting this turn.

My Barbed Hierodule moved up and settled itself into cover on an objective, which turned out to be a targeting relay. Ouch.

It's first volley of fire lands three damaging hits on the predator, blowing it to pieces despite its 3+ cover save. Ouch

The Scythed Hierodule on my right flank thunders forwards and unloads pyro-acid onto the long fangs, who are at the forward edge of the enemy deployment zone. This kills one plasma cannon and the lascannon, as well as the pack leader. Ouch.

The left flank hierodule darts behind and around a building - agile makes these things scary quick - towards the wolf dreadnought. It ends on an objective, which turns out to be sabotaged. The resulting detonation does nothing to the hulking biotitan.

The Space Wolves....don't really achieve much. The long fangs miss with a krak missile and the plasma cannon just gives the left flank hierodule a healthy tan. The grey hunters with plasma guns knock off a wound on the left flank, but the dreadnought's multimelta misses. A freakin' bio-titan. From 2" away. ... Ouch.

Living Lightning is denied. Ouch.

The dreadnought charges in, causing another wound with its power fist, before it gets severly king-konged. It somehow survives on one hull point, but is immobilized.

Turn 2

The left flank Hierodule finishes off the dreadnought, taking no further damage.

The right flank Hierodule hurries past the building holding the remains of the long fangs, torching them out with pyro-acid as it passes. The unit is wiped out.

The Barbed Hierodule moves up to a central objective, firing at one of the long fang units, but only kills a couple due to cover saves from the ruins.

The space wolves reserves - the terminators and the stormfang - both don't show up. Ouch.

One Grey Hunters Squad moves up and doesn't rapid fire - hitting the left flank Hierodule with Living Lightning (causing a wound this time) and trying mobbing the biotitan with Krak Grenades and frost blade instead. This goes badly wrong - despite causing a few wounds, they are all saved and between stomps and scything talons, only four grey hunters and the rune priest survive to fall back. Ouch

The other grey hunters - at this point the only other unit left - fall back from the objective they were holding (a skyfire nexus) from the oncoming right flank biotitan under a Shrouded blessing and fire plasma guns, which don't achieve anything.

Turn 3

The Scythed Hierodules close on their closest Grey Hunter Packs and unleash a wash of pyro-acid, whilst the Barbed Hierodule skulks forward, providing supporting fire after the right flank Hierodule skitters out of the line of fire after shooting (did I mention that agile is awesome).

On the left flank, everyone but the Runic Armoured Rune Priest is killed (2+ saves really help against Bio-Titan weapons). On the right, only a handful of grey hunters are killed before, again, the Rune Priest's 2+ save soaks the remainder of the fire. The casualties do include both plasma guns, though. Ouch.

The lone rune priest gets emphatically stepped on in the assault phase by the left flank Scythed Hierodule.

In the Wolves' turn, both reserves finally show up. The terminators drop on an objective in my backfield, but scatter badly so it takes them a good run roll to get back to it. The Stormfang lines up on the wounded Hierodule and lets rip, causing two wounds with the Helfrost and Lascannons but leaving it with one wound left after it passed its strength test and the skyhammer missiles detonated harmlessly on the carapace. Ouch.

Turn 4

The Scythed Hierodule on the left flank hunkers down - the Stormfang is so close that it will have to drop to hover mode to get a shot on it. On the right flank, the Scythed Hierodule moves up and burns three more Grey Hunters.

The Barbed Hierodule moves up, grabbing the skyfire nexus previously held by the Grey Hunters, and turning as it runs and firing both Bio-Cannons at the stomfang as it dives sideways. Two albino gargoyles flutter up behind it as it lands two penetrating hits despite the gunship jinking. Both are Immobilized results and one results in a Crash & Burn, which lands on the wounded Scythed Hierodule but doesn't kill it. Ouch.

The grey hunters charge the right flank Scythed Hierodule and manage to take a wound off it, but are then flattened wholesale by scything talons and a '6' stomp.

Turn 5

All three Hierodules move back down the field, the Barbed Hierodule firing at the Wolf Guard Terminators, killing one with biocannon fire, whilst the Scythed Hierodules used agile to dart forwards and douse the terminators in pyro-acid, killing all but one thunder hammer terminator

The Terminator advances to meet them.

Turn 6.
In a ridiculous display of overkill, three bio-titans shoot a single space wolf to death.

Results:

I realise I was lucky - killing the predator and half the long fangs on turn one, and shooting down the stormfang in one volley - but at the same time I never really felt that threatened. Toughness 8 with Feel No Pain is a scary thing when it means you largely ignore plasma fire.

The Scythed Hierodules were very scary. Hellstorm templates are huge - you don't realise quite how big until you get a shot with one on turn one, or wipe out most of a ten-man squad in a single shot. The ability to use agile to dart forwards, burn a unit 10-12" away and then use agile to fall back out of range of things like thunder hammer terminators or lychguard is very impressive.

I'm sure four knights would have been even scarier, but frankly the three bio-titans felt good enough.




One thing to note with Maelstrom of war games is that with 6 objectives, you can be fairly confident (about 2/3 of the time) that there's going to be a skyfire nexus somewhere, so if you can sieze that with the Barbed Hierodule, two bio-cannons with skyfire provide some serious flak.

Termagants expended for the Hive Mind: ~2835
 
   
Made in us
Dakka Veteran





jy2 wrote:


 krootman. wrote:
Soo my road to the nova open officially started Yesterday morning, which means its list building time!

So after reading basic primer, my first idea is msu bugs, my thoughts on lictors lately is they have been fantastic, but I always wish I had more of them, and when you read nova missions malwocs seem underwhelming most of the time.

So here is my first draft of bugs for the nova open

Cad
Spoiler:
flyrant 240
Malenthrope 85
lictor 50
3 ripper swarm with deep strike 45
3 ripper swarm with deep strike 45
3 spore mines 15
Bunker with coms 75

Levi detchment
flyrant 240
flyrant 240
flyrant 240
Lictor 50
Lictor 50
Lictor 50
mucloid 15
mucloid 15
mucloid 15

Deathleaper brood
deathleapper 130
lictor50
lictor50
lictor50
lictor50
lictor50

Total 1850


This list has the ability to be whereever it wants, the -1 ld bonus deathleaper and his lictors provide will come in handy vs msu and I have some deep striking obsec that could come in handy from time to time.

I feel that you have way too many lictors. Lictors are effective, but only to a degree. I think your list is over-saturated with them and that isn't necessarily a good thing, especially if you opponent puts his objectives out in the open.




So in nova, all the objectives are preset (as of now anyways) and are either all in, or very close (within 3 inches) of cover. I agree I have a ton of lictors, but it sounds like kps will only be a 2ndary and it using lictors to bum rush weaker units in cc seems like a viable option, especially with the minus 1 ld buff deathleapers brood gives me. Vs say durcurion I would use the flyrants to shoot the spyders and wraiths and assault everything else with the lictors.

Of course this is all subject to testing, this is just a starting point for a potential nova list.

The current list is I am testing is Durcurion with corpsetheif claw.

 
   
Made in us
Tunneling Trygon






 jy2 wrote:


Ok folks. I am still debating on what to take to the ATC 2015. The ATC is basically a team tournament consisting of 5 teammates and which there could be no repeat of any army, whether as primary, allies or a formation.

I'm down to 2 armies - either my Pentyrant Tyranids or my Centurionstar Grey Knight/Space Marines. So I've decided to let them duke it out to see who will be going with me.



1. Go Nids!
2. To be fair, wouldn't this test be more accurate after the new SM codex is out?
3. I'm looking forward to the ATC this year! Will fluffy bunnies be coming back, or are you with FLG?


 
   
Made in gb
Infiltrating Broodlord




UK

Ive stepped back from nids while i get used to ad mech/ eldar hitting the scene. The next meta feels like it should push to msu to better handle the strength D and mass shooting from cult mechanicus so now, lictors and heirodules feel even more essential to a nid list. What else is there - other than FMC that we can do to counter this?
   
Made in gb
Longtime Dakkanaut





UK

 Wilson wrote:
Ive stepped back from nids while i get used to ad mech/ eldar hitting the scene. The next meta feels like it should push to msu to better handle the strength D and mass shooting from cult mechanicus so now, lictors and heirodules feel even more essential to a nid list. What else is there - other than FMC that we can do to counter this?


Place a hammer on the table and call it 'Plan B'.

YMDC = nightmare 
   
Made in ca
Longtime Dakkanaut





Yep - the skyblight swarm for lots of scoring returning gargs and tervigons spawning might be the path now ... strange.

 
   
Made in us
Executing Exarch





McKenzie, TN

I was also thinking about the new direction things have headed.

Does anyone else feel like anti infantry and light armour became vastly better over the last codex releases? Thus making the living artillery formation significantly more powerful.
   
Made in gb
Battleship Captain




Well - for Warhammer World Throne of Skulls, or similar, you know you're playing Maelstrom of War games only.

With a few exceptions, you need mobility and you're not bleeding kill points (too badly) for losing units, so a Skyblight force seems sensible.

Being in the sky remains the best way to avoid reaper chainswords and D-scythes alike, and pairs up with the fact that the Winged Hive Tyrant remains about the best thing going.

Tervigon-led swarms are always fun, but I think I'd want a couple of spores if I used them, to help get round their annoyingly low speed.


Termagants expended for the Hive Mind: ~2835
 
   
Made in us
Dakka Veteran





 SonsofVulkan wrote:
Quick question does mucloids count as troops, as for Nova secondary obj like mark for death and strike rank and files

They count for those 2ndaries, but its pretty easy to ds a mucloid in some random ass corner of the board to deny them rank and file. I actually cut down on the number of muclids I have taken because of how many maelstrom and 2ndary points I have scored off opposing players mucloids.

This message was edited 1 time. Last update was at 2015/05/28 12:40:01


 
   
Made in gb
Longtime Dakkanaut




Hoping to get a game in this weekend against Grey Knights.

Opponent's rough list will be:
Inquisitor
ML3 Librarian
8 Terminators
8 Terminators
Purifiers in a Storm Raven
2 Dreadknights
some acolytes (warp charge battery)

I hope to run:
2 flyrants (devourers, egrubs)
2 zoanthropes
1 zoanthrope
1 venomthrope
3 rippers w/ds
30 gants (10 devourer, 20 fleshborer)
tervigon (shreddershard? I think?)
exocrine
2 mawloc

..along those lines anyway! I thought I'd try and get as many warp charge dice in there as I could hence the zoeys (plus... SitW seems like a good plan, hoping for psychic scream... did we lose access to BRB powers?).

Can anyone give me tactical advice or feedback on the list? I also have models for gaunt and genestealer blobs, a tyrannofex, and the LAN (but thought it might not shine in this matchup).

This message was edited 1 time. Last update was at 2015/05/28 15:10:43


 
   
Made in us
Huge Hierodule





Louisiana

 krootman. wrote:
 SonsofVulkan wrote:
Quick question does mucloids count as troops, as for Nova secondary obj like mark for death and strike rank and files

They count for those 2ndaries, but its pretty easy to ds a mucloid in some random ass corner of the board to deny them rank and file. I actually cut down on the number of muclids I have taken because of how many maelstrom and 2ndary points I have scored off opposing players mucloids.


Doesn't the "Living Bomb" rule prevent mucolids from counting as a VP for any reason, as it does for spore mines?

Been out of the game for awhile, trying to find time to get back into it. 
   
Made in gb
Audacious Atalan Jackal



UK

Yes your right, spore don't count toward to VP.. Unless there are modified house rule..



 
   
Made in us
Tunneling Trygon






So here's a question: in a mission where you get points for eliminating an entire slot off of the FOC, do you have to kill all Mucolids? For example in the ATC:

Players earn 1 (one) Kill Point per unit destroyed. 1 Kill Point per 3 hull points for super heavy vehicles and 1 KP per 3 wounds to gargantuan creatures. Players earn 1 Kill Point for each category of Battlefield Role (e.g., "HQ", "Troops", "Lord of War", ‘Host Detachment type,” etc.) completely eliminated. See notes for armies with alternate force organizations. The player with the most kill points at the end of the game wins this objective. If both players are tied this this is a draw.


Now if my troops are 2 Rippers and 3 Mucolids, does he get an extra point for just killing both Rippers, or must he kill Mucolids as well even though they don't count as KPs?


 
   
Made in us
Longtime Dakkanaut




Wichita, KS

 jifel wrote:
So here's a question: in a mission where you get points for eliminating an entire slot off of the FOC, do you have to kill all Mucolids? For example in the ATC:

Players earn 1 (one) Kill Point per unit destroyed. 1 Kill Point per 3 hull points for super heavy vehicles and 1 KP per 3 wounds to gargantuan creatures. Players earn 1 Kill Point for each category of Battlefield Role (e.g., "HQ", "Troops", "Lord of War", ‘Host Detachment type,” etc.) completely eliminated. See notes for armies with alternate force organizations. The player with the most kill points at the end of the game wins this objective. If both players are tied this this is a draw.


Now if my troops are 2 Rippers and 3 Mucolids, does he get an extra point for just killing both Rippers, or must he kill Mucolids as well even though they don't count as KPs?
It came up when we tried to use those missions at our event. Well specifically, if you ran an army with nothing but mucolids as troops if the points for eliminating that FOC slot counted. I emailed the TO and this is his response:
"Models with the living bomb rule never surrender KP or Victory points of any kind and would not in this case either. They can also not be marked for death."

So I think, yes, he only has to kill the rippers.

My advice would be to drop the rippers from your army and run nothing but mucolids as troops. Use Lictors as scoring.
   
Made in gb
Audacious Atalan Jackal



UK

Yes that was correct, Tag read it right.

One of event, where you have to spilt up your armies list into 3 part.. I did put all mucolids in my 2nd part and give my opponent score no VP but opponents score for win the battle because I blew up all of my mucolids.. It was maelstrom mission and opponent fail to score any of maelstrom score!

Too bad for my opponents - i put all leftover unit for overkill and I got higher VP. And got 2nd place overall in the total. Heee hee.

Space wolf got 1st place... Drop pod spam. Tuh. Heh



 
   
Made in us
Dakka Veteran





tetrisphreak wrote:
 krootman. wrote:
 SonsofVulkan wrote:
Quick question does mucloids count as troops, as for Nova secondary obj like mark for death and strike rank and files

They count for those 2ndaries, but its pretty easy to ds a mucloid in some random ass corner of the board to deny them rank and file. I actually cut down on the number of muclids I have taken because of how many maelstrom and 2ndary points I have scored off opposing players mucloids.


Doesn't the "Living Bomb" rule prevent mucolids from counting as a VP for any reason, as it does for spore mines?


Depends what the event faq says, most events still rule they count for moment of bloodshed (Nova and killadephia, and when you have to kill a unit like in the lov missions)

Solidcrash wrote:Yes your right, spore don't count toward to VP.. Unless there are modified house rule..


You are right they dont count as vps, but can count towards achieving 2ndaries like marked for death, and slay the rank and file, which are player made 2ndaries that are not kps and not in the rulebook.

jifel wrote:So here's a question: in a mission where you get points for eliminating an entire slot off of the FOC, do you have to kill all Mucolids? For example in the ATC:

Players earn 1 (one) Kill Point per unit destroyed. 1 Kill Point per 3 hull points for super heavy vehicles and 1 KP per 3 wounds to gargantuan creatures. Players earn 1 Kill Point for each category of Battlefield Role (e.g., "HQ", "Troops", "Lord of War", ‘Host Detachment type,” etc.) completely eliminated. See notes for armies with alternate force organizations. The player with the most kill points at the end of the game wins this objective. If both players are tied this this is a draw.


Now if my troops are 2 Rippers and 3 Mucolids, does he get an extra point for just killing both Rippers, or must he kill Mucolids as well even though they don't count as KPs?

I have not read the atc faq as I do not plan on attending this event, but I would say they dont count as kps as it specifically says in the rulebook they dont.

 
   
Made in us
Fixture of Dakka





San Jose, CA


Battle report completed:


1850 Pentyrant Tyranids vs Centstar Grey Knights


This message was edited 1 time. Last update was at 2015/05/28 21:16:43



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Tunneling Trygon








Spoiler:
Bah! A good victory for the Marines but I would've though Nids had it.


 
   
Made in us
Fixture of Dakka





San Jose, CA

 jifel wrote:


Spoiler:
Bah! A good victory for the Marines but I would've though Nids had it.

Spoiler:
Well, Tyranids had it at the end of 5 and 6 if only the game would end, but Marines got lucky that the game went on to 7 and Tyranids just ran out of targets to kill.



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Longtime Dakkanaut




Wichita, KS


Looks like both lists could use some tweaking for ATC. If you drop the 2 rippers for another Lictor and more mucolids you go down effectively 2 kill points, and wouldn't have given up so many in that mission. Of course the marines could have deathstarred up even more, and dropped their kill points by a ton if they wanted to.
   
Made in us
Implacable Black Templar Initiate




Central Illinois

@J2Y


You thought about using Coteaz to use his special rule "I See You Now"? and taking a couple of henchmen squads on the cheap?

Bugs and Cents are my two lists I am working on but I am having troubles deciding a chapter trait for my marines. I like to use Raptors and Issilon but I have not been using gate with the GK and that is a must. Part of my wonders about using smurfs and calling it a day. I wish Dark Angels (favorite chapter) had decent rules.

I did think how much fun it would be to gate around all of those plasma talons. To bad not enough multi wound characters in that black knight squad but you could at least get a standard 4++ with the field.

Words of wisdom by Prophet40k

That game put my faith in Khorne to the test. My table-neighbor looked at the match up and said "Here you're going to need these more than I will" and handed me a bag of Jello shots. They must have pleased Khorne because I walked out 11-2.


Now looking at another list with MORE tyrants and MORE mawlocks, I said to myself. "Oh well looks like it's time for another beer. It'll take the sting out of this. LOL"  
   
Made in us
Fixture of Dakka





San Jose, CA

 NightWrench wrote:
@J2Y


You thought about using Coteaz to use his special rule "I See You Now"? and taking a couple of henchmen squads on the cheap?

Bugs and Cents are my two lists I am working on but I am having troubles deciding a chapter trait for my marines. I like to use Raptors and Issilon but I have not been using gate with the GK and that is a must. Part of my wonders about using smurfs and calling it a day. I wish Dark Angels (favorite chapter) had decent rules.

I did think how much fun it would be to gate around all of those plasma talons. To bad not enough multi wound characters in that black knight squad but you could at least get a standard 4++ with the field.

Yes, I will be running Coteaz in my Centstar list now that the ITC allows for 3 detachments. However, in the ATC format, they only allow for 2 detachments so no Coteaz for them.




Automatically Appended Next Post:
tag8833 wrote:

Looks like both lists could use some tweaking for ATC. If you drop the 2 rippers for another Lictor and more mucolids you go down effectively 2 kill points, and wouldn't have given up so many in that mission. Of course the marines could have deathstarred up even more, and dropped their kill points by a ton if they wanted to.

Yeah, it is just the start of my play-testing. I am sure I will make changes to my lists before the tournament.

BTW, dropping 2 rippers for 1 lector only reduces your KP by 1.

Yeah, the Centstar unit could even get bigger with another Lvl 3 GK Librarian and up to 2 more centurions! But I won't do that as it leaves my troops too weak. I will need to find that "sweet spot" of balance considering there are 4 Progressive missions and 2 VP ones.

This message was edited 1 time. Last update was at 2015/05/29 04:14:51



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Rough Rider with Boomstick




USA

Yeah I'd drop cypher for another librarian for the extra WC.
   
Made in us
Longtime Dakkanaut




Wichita, KS

 jy2 wrote:

BTW, dropping 2 rippers for 1 lector only reduces your KP by 1.

They have a rule that you get a bonus kill point if you eliminate a FOC role. If you change 2 units of Rippers to Mucolids you won't have any scoring "Troop" roles, and so there is no way for an opponent to get that bonus from you.

It is one of their mechanisms to discourage you from running a balanced list. As a Tyranid player, you are going to have HQ, and you are going to have Elites. But you can get away without Troops, LOW, and either Fast or Heavy.


Automatically Appended Next Post:
 SonsofVulkan wrote:
Yeah I'd drop cypher for another librarian for the extra WC.
I think the reason Cypher is in there is that the FAQ for ATC says you can't use GOI to get out of CC. But they report that FAQ is not current and will be replaced by the time of the event. But yeah, adding another Librarian would help that list out in many ways. We had a centstar on our team, and he was running 2 librarians.

This message was edited 2 times. Last update was at 2015/05/29 11:11:02


 
   
Made in us
Dakka Veteran





So my buddies and I did some nova testing today, First game was my Necron (durcurion) dark eldar list (corpse theif claw) vs bugs

Cad//levi
5 flyrants, 3 lictors, malenthrope, 2 deep striking riper swarms, 3 mucloids, 2 mawlocs

Was a fast game, durcurion is a difficult enough match, but the corpsetheif takes away any hope of board control, we called it on turn 3.

So we began to discus different ways for nids to fix some bad match ups for nova, durcurion being one of the worst currently. First off the more I have used//played against mawlocs lately the more I feel they just don't do enough. The idea came that if we added obsec guants to the list then you can play the cumulative missions and take advantage of obsec.

We changed the list to the following

Cad//levi
5 flyrants, 3 20 man guant units, 2 deep striking rippers, 4 lictors, malenthrope, 3 mucloids

This time i ran normal durcurion to help my buddy test vs a more likely matchup, we called it on 5, but it was much closer then the previous match up, the obsec really gives bugs alot of play in nova missions. We also realized you can take an ally detachment as your 3rd source in nova format, which means we can ditch the levi cad and drop the mines. In formats like Killadelphia and nova they just bleed points and honestly are not worth it. The guants also help give the flyrants some board presence

So we ended up with the following
Cad/ Cad/ Ally

Cad
2 flyrants, malenthrope, lictor, 3 rippers (ds), 20 guants

Cad
2 flyrants, 2lictors, 3 rippers (ds), 20 guants

Ally
Flyrant, lictor, 20 guants

You break it down this way because killing a detachment or source is a 2ndary in nova now.

So with the death of the wraithknight from competitive play, I really really like 5 flyrants, I think between 5 flyrants, and crons murdering tau, you are ok with the tau matchup.
We kept the lictors for things like thunderfires, d cannons, etc that can eat your guants. Lictors disrupt scoring on nova missions pretty well. Finally they are great for making sure your rippers dont scatter.


It needs more testing but I think it has alot of promise, it seems like a good starting point for the nova format. I do however want to try deathleaper brood somewhere down the line for nova format as well.

This message was edited 4 times. Last update was at 2015/05/31 15:18:11


 
   
Made in us
Longtime Dakkanaut




Wichita, KS

Took my Flying circus out against a pretty strong Newdar list yesterday.

The Newdar list looked like this:
Spoiler:
CAD:
Autarch w/ Bike + Shard of Anaris

6 x 5 Scat Bikes.

Crimson Hunter

Wraith Knight w/ Double D's

Seer Council:
Farseer w/ Bike
Farseer w/ Bike
5 Warlocks

We were playtesting the ITC missions. I thought that due to the ITC nerf to D I could get away with Null Deploy using a Bastion + Void Shield + Comms Relay to help me with reserves. I went 2nd. The Wraith Knight Killed my Bastion in 2 rounds of shooting. My opponent also had -1 to reserves as their warlord trait.
Reserves screwed me epically. Lots of stuff didn't come in until 4. It sucked.

I ended up killing all but 1 of the scat bikes, but The seer council only lost 1 warlock and the Wraith Knight was untouched. Meanwhile I ended with 1 Flyrant, 1 Crone, and 2 Lictors. I tied the EW, and won Maelstrom by 1. He got all 3 Tertiaries, so I won 4 to 3. I hate scat bikes so much, but I wasn't expecting the Seer council to be so dominant. They were casting 5-6 powers a turn, and denying every spell I tried to cast with their rerolls.
   
 
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