Switch Theme:

The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Tough Tyrant Guard






Seattle

I believe the tyrannocyte says a unit with the tyranid faction. Much like the spore cloud rule for venomthropes.

~seapheonix
 
   
Made in us
Tunneling Trygon





NJ

Edit: Ninja'd but here is the link anyhow

Redleg,

Check out this link to the free Tyrannocyte rules available on the black library:

http://www.blacklibrary.com/Downloads/Product/PDF/rules/Tyrannocyte-EN.pdf

It specifies that you must be a unit with faction Tyranids. Gene cult are BB allies but a different faction. It's like saying "I can transport blood Angels" versus saying "I can transport space wolves". Different factions have different rules that can affect them only, and both the Venomthrope/Malanthrope and the Tyrannocyte fall into that category.

Besides, the whole army can infiltrate. Don't really need a drop pod unless your opponent has servo skulls

This message was edited 1 time. Last update was at 2016/03/05 19:19:41


 
   
Made in ru
Longtime Dakkanaut



Moscow, Russia

From a fluff POV, cultists getting on tyrannocytes is incredibly silly.
   
Made in gb
Longtime Dakkanaut





Alcibiades wrote:
From a fluff POV, cultists getting on tyrannocytes is incredibly silly.

From a fluff perspective it seems almost impossible.

What would human cultists be doing on board a Tyranid spaceship?
   
Made in gb
Tough Tyrant Guard



UK

 dan2026 wrote:
Alcibiades wrote:
From a fluff POV, cultists getting on tyrannocytes is incredibly silly.

From a fluff perspective it seems almost impossible.

What would human cultists be doing on board a Tyranid spaceship?


Walking into the digestion organs of course!

Lovely little piece of fluff from ye olden codex about a Genestealer Cult that took over a feudal planet completely. When the Hive Ships arrived, there was no resistance and the population walked gladly into the bubbling acid to "become one with their many-armed gods".
   
Made in lv
Towering Hierophant Bio-Titan




Mexico

Well, it still is a better fate than "becoming one" with the Warp and its creatures.

This message was edited 1 time. Last update was at 2016/03/06 16:55:07


 
   
Made in ca
Sneaky Lictor



oromocto

Deathwatch and it's genestealer cults have pulled me back to GW (the real great Devourer). I can't wait to get these babies painted up and play a game or two with them.

I'm planning to intro my cult with a 1250pts Tyranid army including

Primary CAD

Flyrant 2TL Dev, EG (1 Hive commander)

Malenthrope
Zoanthrope
Zoanthrope

Rippers DS (3)
Termigaunts 10
Termigaunts 10

Crone
Crone

Allied CAD

Flyrant 2TL Dev, EG

Zoanthrope
Zoanthrope

Mucilid
Mucilid

Allied Formation
Ghosar Quintus Broodkin

Total 1850 pts

Swarminess plus air superority and lots of allie shanigans with the Characters from the Cult.

This message was edited 3 times. Last update was at 2016/03/07 00:28:23


 
   
Made in ca
Regular Dakkanaut





Here's what I was thinking:

1. Ghosar Qunitus Formation

2. Deathleaper's Assassin Brood

3. 1x flyrant, 3x mawloc, 3x genestealers

The idea is that you have up to 16 infiltrating units, most of which can charge on the 1st turn. The flyrant can hide behind something or come in from reserve. The mawlocs should be able to avoid scattering with 6 lictors running around.
   
Made in us
Tunneling Trygon






teddet wrote:
Here's what I was thinking:

1. Ghosar Qunitus Formation

2. Deathleaper's Assassin Brood

3. 1x flyrant, 3x mawloc, 3x genestealers

The idea is that you have up to 16 infiltrating units, most of which can charge on the 1st turn. The flyrant can hide behind something or come in from reserve. The mawlocs should be able to avoid scattering with 6 lictors running around.


This looks fun, but I'd personally rather have a second flyrant in there. One is just way too easy to kill


 
   
Made in ca
Regular Dakkanaut





It wouldn't be too difficult to do

2x flyrant, 2x mucolid spore, 2x mawloc. (I just thought the genestealers would be a fun addition)
   
Made in ru
Longtime Dakkanaut



Moscow, Russia

anyway if my opponent was sticking cultists on tyrannocytes I would groan on the outside and cry a little on the inside
   
Made in us
Ultramarine Land Raider Pilot on Cruise Control




Southampton, New Jersey

I don't see the big deal in it. I'm more competitive than fluffy when it comes to army composition though. I wouldn't mind someone throwing some 5+ armor saves bodies my way.

I would like to see Battle Brothers for the Nids. Something is definitely lacking in our Codex as is. It would be nice to compete with some of the imperial combinations.
   
Made in lv
Towering Hierophant Bio-Titan




Mexico

Even most weird alliances can be fluffy explained (Imperial Knight? well it is infested). But cultist inside a Tyrannocite makes no sense.
   
Made in us
Fixture of Dakka





TN/AL/MS state line.

I would assume a Patriarch/Pure Strains in a Tyrannocyte could be fluffed up, especially with a goal of initial seeding to return later for feeding.

Black Bases and Grey Plastic Forever:My quaint little hobby blog.

40k- The Kumunga Swarm (more)
Count Mortimer’s Private Security Force/Excavation Team (building)
Kabal of the Grieving Widow (less)

Plus other games- miniature and cardboard both. 
   
Made in ca
Sneaky Lictor



oromocto

 Tyran wrote:
Even most weird alliances can be fluffy explained (Imperial Knight? well it is infested). But cultist inside a Tyrannocite makes no sense.



You could always have some kind of infested Droppod and use it as a counts as Tyrannocyte. It would make much more sense than an actual Tyrannocyte.


Automatically Appended Next Post:
I have another fun list I'm looking forward to playing:

CAD

Tyranid Prime
Reeper,Mawclaws,Flesh hooks, AG

Zoanthrope
Zoanthrope
Zoanthrope

Genestealers(9)+Lord(4x Syth, Lord w Syth,AG,Acid Blood) all AG
Genestealers(as above)
Warriors(6) 5x RC/ST, 1xBarbed Strangler/ST, all AG/Flesh hooks

Biovore
Biovore
Biovore

Genestealer Cult Formation

Total 1847pts of all infultrating 3 blobs of Shrouded 1st turn+stealth, 12 Warp charge, and some shootie and biovore fun.

This message was edited 1 time. Last update was at 2016/03/07 22:05:20


 
   
Made in us
Tunneling Trygon





NJ

 jifel wrote:
teddet wrote:
Here's what I was thinking:

1. Ghosar Qunitus Formation

2. Deathleaper's Assassin Brood

3. 1x flyrant, 3x mawloc, 3x genestealers

The idea is that you have up to 16 infiltrating units, most of which can charge on the 1st turn. The flyrant can hide behind something or come in from reserve. The mawlocs should be able to avoid scattering with 6 lictors running around.


This looks fun, but I'd personally rather have a second flyrant in there. One is just way too easy to kill


Yeah I'm thinking I might try 2 flyrants, a dimachaeron and some support with the 600 point formation (maybe a mawloc and some lictors because they're fun)
   
Made in ca
Guard Heavy Weapon Crewman





3 ICs and 4 squads...well everyone where will you be putting your characters?

I love it all for the most part, heck I got three more things I would have wanted from a new Nids Dex. Still am I the only one that finds the Brothers Aberrant underwhelming?

I like the ideas on here about running it with more steelers, or with some warp charge batteries. I was thinking it makes for enough of a harrowing force to just run a bunch of slow as mud but points effective MCs up behind them and then mop up with larger than reasonable squads of rippers.
   
Made in gb
Regular Dakkanaut





teddet wrote:
Here's what I was thinking:

1. Ghosar Qunitus Formation

2. Deathleaper's Assassin Brood

3. 1x flyrant, 3x mawloc, 3x genestealers

The idea is that you have up to 16 infiltrating units, most of which can charge on the 1st turn. The flyrant can hide behind something or come in from reserve. The mawlocs should be able to avoid scattering with 6 lictors running around.


This is all well and good until you come up against an ObSec heavy army like the SM full battle demi with the free transports. I ran something similar and found I lacked both the killing power and ObSec to make a meaningful impact on the score.
   
Made in ca
Regular Dakkanaut





That's a good point. What do you run to deal with it? I figured mawlocs eat marines (and tanks to a certain degree), while I have 3 obsec units that can hide in cover on objectives?
   
Made in ca
Guard Heavy Weapon Crewman





teddet wrote:
That's a good point. What do you run to deal with it? I figured mawlocs eat marines (and tanks to a certain degree), while I have 3 obsec units that can hide in cover on objectives?


If they sit on an objective they are not getting used, and if the squad is large enough to survive a round of combat the likelihood is that they will have eaten any contesting unit by the time OBsec would kick in.

I have not found mawlocs to be effective against tanks, and incapable of handling walkers.

How about more Zoes and some Tyranocytes to get them into an aggressive stance. They can weather a turn of abuse, and by then your infiltrators will be done with their initial targets and can come rescue them from assaults. They work just as well with the Lictors as the Mawlocs, and are better at killing armour.
   
Made in gb
Regular Dakkanaut





Also, a good number of deepstriking rippers to drop in on objectives that the mawloc has (hopefully) cleared.
   
Made in ca
Sneaky Lictor



oromocto

Don't forget we have a "decent" firepower/ objective holding squad with the 16 cultists all with stealth and infiltrate. That's a nice little squad to deal with obj sec rhinos and marines and if the get focused down that's a decent amount of firepower not going to your more dangerous melee units. I really like all the units from this formation. Yah a few could use some more bodies but they are all viable threats.
   
Made in gb
Jovial Plaguebearer of Nurgle




London, UK

Can you drop the Swarmlord and a unit of Tyrant Guard down in individual Tyrannocytes then join them together as a unit the turn they arrive?
   
Made in us
Shas'ui with Bonding Knife






XT-1984 wrote:
Can you drop the Swarmlord and a unit of Tyrant Guard down in individual Tyrannocytes then join them together as a unit the turn they arrive?


So technically speaking.. the pods come in and the deployment out of the pod is the movement of the troops disembarking their transport.

As such.. I believe if you want an IC to not be in a unit he has to be outside of unit coherency at the end of the movement phase.. so if you dropped two pods.. and the Lord and Guard ended the movement phase within unit coherency, then I think.. they join..

But I would definitely need to confirm this with the brb..

Take a look at my painting blog! Always looking to improve, please feel free to comment with thoughts and advice!

Play TE or FSE, check out my useful guide for New players! 
   
Made in us
Fixture of Dakka






XT-1984 wrote:
Can you drop the Swarmlord and a unit of Tyrant Guard down in individual Tyrannocytes then join them together as a unit the turn they arrive?


Yes.

   
Made in au
Towering Hierophant Bio-Titan





I just wanted to say, Deathleaper is trash. I've tried for a year to use him successfully, and he is never worth it. Some match ups hes complete junk and just an instant waste of point, best case scenario I'm playing against an army where there is no ignore cover or speedy templates, they are playing an army where the LD modifier is relevant, AND my opponent lets me get him into combat quick fast, and he ties something up with his WS for a couple of turns, and puts out a couple of wounds in the process. He's like an expensive tarpit that insta dies to a fist, doesn't put out many dice, gets chipped out by any sort of attacks volume even trash WS3 its all the same, and only has a few wounds and the WS table just isn't built in a way to save him

I guess he's most efficiently used tarpitting something with WS6 or something, since he can force 5+ rolls on them and really hurt their investment. But anything with WS6 is probably using a weapon to ID him anyway. This model will never fit in a TAC list, maybe he works as some niche match-up tech against a specific army because of his abilities, anyone know of any match ups where he actually becomes a worthwhile investment for the points? I speculate that there could be some, just don't know what they are.

This message was edited 1 time. Last update was at 2016/04/11 05:37:21


P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it. 
   
Made in us
Fixture of Dakka





San Jose, CA

 SHUPPET wrote:
I just wanted to say, Deathleaper is trash. I've tried for a year to use him successfully, and he is never worth it. Some match ups hes complete junk and just an instant waste of point, best case scenario I'm playing against an army where there is no ignore cover or speedy templates, they are playing an army where the LD modifier is relevant, AND my opponent lets me get him into combat quick fast, and he ties something up with his WS for a couple of turns, and puts out a couple of wounds in the process. He's like an expensive tarpit that insta dies to a fist, doesn't put out many dice, gets chipped out by any sort of attacks volume even trash WS3 its all the same, and only has a few wounds and the WS table just isn't built in a way to save him

I guess he's most efficiently used tarpitting something with WS6 or something, since he can force 5+ rolls on them and really hurt their investment. But anything with WS6 is probably using a weapon to ID him anyway. This model will never fit in a TAC list, maybe he works as some niche match-up tech against a specific army because of his abilities, anyone know of any match ups where he actually becomes a worthwhile investment for the points? I speculate that there could be some, just don't know what they are.

It's almost admirable that you've been playing a "trash" unit for an entire year! Lol.

He was much more useful back when Psychic tests were based on LD and not Warp Charges and when he could go back into Reserves only to re-deploy elsewhere.

But as he is currently, he is a tax unit to run certain formations (and an expensive one at that!). He can be used to hurt light vehicles and weak MSU units, but other than that, he's not much more useful than a regular lictor, which, for the price, I'd rather take 3 lictors instead.



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 au
Towering Hierophant Bio-Titan





 jy2 wrote:
 SHUPPET wrote:
I just wanted to say, Deathleaper is trash. I've tried for a year to use him successfully, and he is never worth it. Some match ups hes complete junk and just an instant waste of point, best case scenario I'm playing against an army where there is no ignore cover or speedy templates, they are playing an army where the LD modifier is relevant, AND my opponent lets me get him into combat quick fast, and he ties something up with his WS for a couple of turns, and puts out a couple of wounds in the process. He's like an expensive tarpit that insta dies to a fist, doesn't put out many dice, gets chipped out by any sort of attacks volume even trash WS3 its all the same, and only has a few wounds and the WS table just isn't built in a way to save him

I guess he's most efficiently used tarpitting something with WS6 or something, since he can force 5+ rolls on them and really hurt their investment. But anything with WS6 is probably using a weapon to ID him anyway. This model will never fit in a TAC list, maybe he works as some niche match-up tech against a specific army because of his abilities, anyone know of any match ups where he actually becomes a worthwhile investment for the points? I speculate that there could be some, just don't know what they are.

It's almost admirable that you've been playing a "trash" unit for an entire year! Lol.

He was much more useful back when Psychic tests were based on LD and not Warp Charges and when he could go back into Reserves only to re-deploy elsewhere.

But as he is currently, he is a tax unit to run certain formations (and an expensive one at that!). He can be used to hurt light vehicles and weak MSU units, but other than that, he's not much more useful than a regular lictor, which, for the price, I'd rather take 3 lictors instead.


I deliberately tone down lists at times but yeah he would never find his way into anything competitive I built

He's cool - but he just doesn't WORK

P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it. 
   
Made in gb
Fresh-Faced New User




Hi Guys

I'm a competitive player of other systems, just not 40k. I've played 40k since I was a kid like most people, nowadays I mostly avoid it because of the general power issues it has (not looking to start an argument on this - just not my cup of tea!)

That said, I have a hankering to play against some friends because I fancy putting my Tyranids on the table. They're all serious players (many of them UK ETC competitors) so playing a 100% fluff list is going to be a bad time for all involved. What I'm looking to do is come up with something that is fluffier than the current competitive Tyranid lists (ie, I dont want to run Tyrant spam, Mucalids, and Mawlocs) but still won't be rolled. "Competitive-casual" as I like to call it. I'm so out of touch with 40k though, that I have no idea what that would look like.

Last time I played (pre-most of the formations), my effort at doing this looked something like this (forget the points value, was something like 1250 or 1500, single CAD game)




It wasn't horrible, it obviously wasn't mega competitive with the Carnifexes in there but the Gaunts didn't seem awful and I had Tyrants doing Tyrants things.

I'm hoping you guys can suggest either some lists, or point me at some units/formations/etc that might not be Tier 1 but still Tier 1.5-2. I'm OK with losing, but I'd like to be in with a chance of winning and not have my army taken off the board on T1/2 My collection includes pretty much everything barring FW (though I'd be happy to buy a Dima, probably not a Titan) in enough numbers to do whatever.

Look forward to any suggestions!

Cheers



This message was edited 2 times. Last update was at 2016/04/12 13:23:12


 
   
Made in us
Fixture of Dakka





TN/AL/MS state line.

Dakkafexes in Tyrannocytes are the poor man's Flyrant, sacrificing turn to turn mobility for two units and more shots. They're not top-tier competitive as far as I'm aware, but they can do work.

Black Bases and Grey Plastic Forever:My quaint little hobby blog.

40k- The Kumunga Swarm (more)
Count Mortimer’s Private Security Force/Excavation Team (building)
Kabal of the Grieving Widow (less)

Plus other games- miniature and cardboard both. 
   
 
Forum Index » 40K General Discussion
Go to: