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2016/05/05 18:26:40
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
jy2 wrote: I might actually have to give them a try now. GSC might work well with the Lictor formation where the opponent is at -1 LD.
Indeed, even the Neural Node formation is now interesting...forces you to take a maleceptor, but even its attack auto hits. Been contemplating a list with 6 units of zoees, 3 in neural node, 3 in a CAD, and the lictor formation or GSC
Armies I play:
-5000 pts
-2500 pts
Mechanicus -1850 pts
2016/05/05 19:22:58
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
wyomingfox wrote: Mucaloids and spores can now give up Tactical Objective points.
Wonder how that ruling will translate into the ITC, which is what we play here primarily. If they do count as a Destroy-a-unit in the ITC modified Maelstroms, then that's going to hurt us.
This would apply Tau drone units as well, specifically thinking about the Piranha Firestream and the Drone net formations.
jy2 wrote: I might actually have to give them a try now. GSC might work well with the Lictor formation where the opponent is at -1 LD.
Indeed, even the Neural Node formation is now interesting...forces you to take a maleceptor, but even its attack auto hits. Been contemplating a list with 6 units of zoees, 3 in neural node, 3 in a CAD, and the lictor formation or GSC
The Maleceptor is an interesting case. It has been so much worse than any unit available to any army, and yet now that it doesn't have to roll to hit, and it isn't so easy to Krak grenade it to death, maybe it is just a sub-par unit.
With the new rules it still has a stupidly bad psychic power, but it will be twice as effective as it used to be. It will now do about 4-6 wounds for every wound it does to itself via perils, and even better in the formation. The formation has some value now. If the range were better it might have alot of value.
2016/05/05 20:58:02
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
jy2 wrote: I might actually have to give them a try now. GSC might work well with the Lictor formation where the opponent is at -1 LD.
Indeed, even the Neural Node formation is now interesting...forces you to take a maleceptor, but even its attack auto hits. Been contemplating a list with 6 units of zoees, 3 in neural node, 3 in a CAD, and the lictor formation or GSC
The Maleceptor is an interesting case. It has been so much worse than any unit available to any army, and yet now that it doesn't have to roll to hit, and it isn't so easy to Krak grenade it to death, maybe it is just a sub-par unit.
With the new rules it still has a stupidly bad psychic power, but it will be twice as effective as it used to be. It will now do about 4-6 wounds for every wound it does to itself via perils, and even better in the formation. The formation has some value now. If the range were better it might have alot of value.
The power is actually pretty good when considered in a vacuum - the problem will still be the huge warp dice sink it is. To cast it even semi-reliably 3 times you'll need 12 dice. That's a 10 dice deficit - basically you need to take 3 flyrants and 2 solo zoans to fuel it, and you sorta render the zoans useless by doing so.
In the neural node, sure you'll get it off slightly easier, but you still only have 8 warp dice there - and you want to be casting 3 WC1 powers from the neurothropes too. That's another 6 dice needed to get them off semi-reliably - you still have a 10-dice deficit. I think anyone running this formation will end up having to run 2-3 solo zoans in elite slots just to power the thing, along with flyrants.
Personally I think the Neurothrope is now worth trying, but the Maleceptor is still going to be too dice-hungry to make use of multiple casts. I don't know if he's worth taking just for 1-2 shots with the power.
2016/05/05 22:29:45
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
As I like to call him, the Maleceptor is a psychic-whore. Lol. He sucks cuz he literally sucks up all of your psychic dice. As I've said in my review, he is the opposite of a force-multiplier. He is a force-divider - he takes away from the army as opposed to making the army better. Being able to auto-hit with his psychic powers upgrades him from a F to a D, but he is still a bad unit. Use him only if you want to self-handicap yourself.
Now if you reduce Psychic Overload to a 1-WC power as well, now we're talking....
This message was edited 2 times. Last update was at 2016/05/05 22:38:25
wyomingfox wrote: Mucaloids and spores can now give up Tactical Objective points.
Wonder how that ruling will translate into the ITC, which is what we play here primarily. If they do count as a Destroy-a-unit in the ITC modified Maelstroms, then that's going to hurt us.
This would apply Tau drone units as well, specifically thinking about the Piranha Firestream and the Drone net formations.
So atleast in my gaming group, we always played it this way to begin with. I don't recall the exact wording on spores, however for the drones, they specifically are not scoring units for all purposes of victory points. My group interpreted that as they can't contest objectives (or hold them themselves), and they do not give up points in regards to kill point objectives. However, for maelstrom like missions where the card says "kill 3 enemy units" we counted the drones as units that would count towards these objective cards.
For the past year and a half or so Ive been running intentionally gimped lists in tournaments, or at least taking known subpar units to Killadelphia and NOVA for the fun of it. I think Im going to NOVA again, and will be following suite.
No butterfly genestealers, but Ive got three lists that share the same idea pretty much. They took away my precious Superbeast melee flyrant, so he's absent as well. Which do you think is "Strongest"?
All using Leviathan formation, all melee tyrants are LW/BS/ScyTal/Electro/Adrenal Gland/Old Adversary:
For the past year and a half or so Ive been running intentionally gimped lists in tournaments, or at least taking known subpar units to Killadelphia and NOVA for the fun of it. I think Im going to NOVA again, and will be following suite.
No butterfly genestealers, but Ive got three lists that share the same idea pretty much. They took away my precious Superbeast melee flyrant, so he's absent as well. Which do you think is "Strongest"?
All using Leviathan formation, all melee tyrants are LW/BS/ScyTal/Electro/Adrenal Gland/Old Adversary:
For the past year and a half or so Ive been running intentionally gimped lists in tournaments, or at least taking known subpar units to Killadelphia and NOVA for the fun of it. I think Im going to NOVA again, and will be following suite.
No butterfly genestealers, but Ive got three lists that share the same idea pretty much. They took away my precious Superbeast melee flyrant, so he's absent as well. Which do you think is "Strongest"?
All using Leviathan formation, all melee tyrants are LW/BS/ScyTal/Electro/Adrenal Gland/Old Adversary:
Obviously not meant for top tables, but for entertainment.
Automatically Appended Next Post: * and I'm sure Jim is shaking his head. BTW are you going to NOVA again this year?
Currently, I am not planning on going to NOVA this year. Every year, I try to go to a major tournament that I have not gone to yet (with the LVO and BAO as my only must-go's). I still have other major tournaments I want to go to first.
There's nothing wrong with taking sub-optimal lists to a tournament. I usually give advice from the perspective of a list that can potentially win a tournament or at least hang with the other top tournament lists, but that isn't the only way to play the game. Go with what you like, not necessarily with what everyone else says you should run.
jy2 wrote: As I've said in my review, he is the opposite of a force-multiplier. He is a force-divider - he takes away from the army as opposed to making the army better.
Hence the Neural Node. Outside of the formation it doesn't do much, but being able to reroll ones whilst casting is helpful. I remember having a bit of fun with the formation when it first came out, though the Maleceptor was mostly just used to intercept things trying to tie up the Zoeys in assault.
Also speaking of reviews, might want to knock the grade on the Hive Crone down to a C in light of the new FAQ regarding Vector Strikes and Jinking. Poor thing just keeps getting hit with one nerf after another.
For the past year and a half or so Ive been running intentionally gimped lists in tournaments, or at least taking known subpar units to Killadelphia and NOVA for the fun of it. I think Im going to NOVA again, and will be following suite.
No butterfly genestealers, but Ive got three lists that share the same idea pretty much. They took away my precious Superbeast melee flyrant, so he's absent as well. Which do you think is "Strongest"?
All using Leviathan formation, all melee tyrants are LW/BS/ScyTal/Electro/Adrenal Gland/Old Adversary:
Obviously not meant for top tables, but for entertainment.
Add one more vote for list 3). It looks like the most complimentary of all three lists, everything has more or less the same goal of getting up close quickly. My only real complaint is that I don't think it really takes advantage of the Levithan detachment benefits, apart from the third HQ slot for the Tervigon. As questionable as it may be, I think I would swap to a standard combined arms detachment and replace the Tervigon with a 10-ish strong Genestealer brood + Brood Lord or a 3 strong Zoey brood + Neurothrope for Warlord preservation purposes. Remember, in 7th any character model can be the warlord, not just HQ models.
This message was edited 3 times. Last update was at 2016/05/07 17:40:15
2016/05/07 21:06:18
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
Thanks for the feedback all, I do agree that the 3rd is probably the best, but I also agree that the Crones took a huge hit with the jink nerf.
One list that Im looking at for a local tournament at the end of the month is
Flyrant w/devs and electro
Flyrant w/devs and electro
Mucolid
Mucolid
Malanthrope
Flyrant w/devs and electro
Flyrant w/devs and electro
Mucolid
Mucolid
Neural Node Formation
A much more simple list with 16 warp charge base. Maleceptor's 18" SiTW makes my meta's daemon lists duck and cover. It lacks scoring ability, but honestly we dont exactly excel at that.
Hi guys, newer player here been collecting for about a year. I'm working on a list for our 2nd week in my local escalation tournament and having trouble winning my games.
The restrictions last week were
Min 1 HQ 2 Troop; and max 3 HQ 6 Troop 1 Elites (1000 points)
(No flyers, no formations Tyranids are allowed 2 Monstrous Creatures)
And this week it goes up to
Min 1 HQ 2 Troop; and max 3 HQ 6 Troop 2 Elites (1000 points)
(No flyers, no formations, Tyranids are allowed 4 Monstrous Creatures)
I've been theory crafting a little bit on a way to win more games cause I'm competitive. I know this isn't the post your list place but I have a few questions very specific to nids.
1000 Pts - Codex: Tyranids Roster
: Combined Arms Detachment (44#, 996 pts)
2 Venomthrope Brood, ((C:T, pp. 47 & 98); Infantry; Lash Whips; Toxic Miasma; Instinctive Behaviour (Hunt); Poisoned (2+); Shrouded; Spore Cloud; Very Bulky)
20 Termagant Brood, ((C:T, pp. 42 & 96); Infantry; Fleshborer x20; Instinctive Behaviour (Lurk); Move Through Cover)
1 Tyrannocyte ((Shield of Baal - Leviathan); Monstrous Creature; Barbed Strangler x5; Deep Strike; Fearless; Drifting Death; Instinctive Fire; Transport Spore; Fear; Hammer of Wrath; Move Through Cover; Relentless; Smash; 20 model capacity)
3 Ripper Swarm Brood, ((C:T, pp. 53 & 97); Infantry; Fearless; Instinctive Behaviour (Feed); Swarms)
1 Hive Tyrant, ((C:T, pp. 40 & 94); Monstrous Creature (Character); Psyker (Mastery Level 2); Shadow in the Warp; Synapse Creature; Fear; Hammer of Wrath; Move Through Cover; Relentless; Smash; TL Devourer w/Brainleech Worms x1; Stranglethorn Cannon)
10 Termagant Brood, ((C:T, pp. 42 & 96); Infantry; Fleshborer x10; Instinctive Behaviour (Lurk); Move Through Cover)
1 Tyranid Prime, ((C:T, pp. 41 & 95); Infantry (Character); Scything Talons x1; Alpha Warrior; Independent Character; Shadow in the Warp; Synapse Creature; Very Bulky; Fleet; Furious Charge; The Miasma Cannon; Warlord; Adrenal Glands)
2 Tyranid Warrior Brood, ((C:T, pp. 41 & 96); Infantry; Scything Talons x2; Shadow in the Warp; Synapse Creature; Very Bulky; Deathspitter x2; Flesh Hooks)
1 Tyranid Warrior (Barbed Strangler; Scything Talons; Flesh Hooks)
3 Hive Guard Brood, ((C:T, pp. 46 & 98); Infantry; Impaler Cannon x3; Instinctive Behaviour (Hunt); Very Bulky)
1 Combined Arms Detachment,
So a few questions, I worked out statistically I've got the best chance of killing vehicles if I take the impaler cannons because of the ignores cover and no LOS required. My question is if I put the Tyranid Prime in the tyrannocyte with them can he confer his Assault Grenades to the unit incase I need to charge something after firing; (The challenge this week is to issue a challenge with your warlord for 3 bonus league points (Used at end for prizing); the prime is my named warlord since the first game).
Also, do you think the rippers are worth it at this points level for objective holding? They seem to work pretty well in my last few games (I'm 1W 2L for first week).
My main issue is I played against an Astra Militarum player who rolled a WL trait that let him give Ignores Cover to THREE of his units, which totally destroyed my army in one of those games, the other loss was a rules mistake, we let one of his outflanking models charge the turn it came in, and i accidentally let my Tervigon go at initiative 1 with crushing claws, didnt know mostrous ignored unwieldy.)
The restriction on tyranid fliers and MC's really handicap you, unfortunately. We (humorously enough) lack mobility and your list lacks punch, so right now you have an uphill battle.
Your Warlord will not confer his assault grenades. Rippers are cool for objective holding, but it does depend what kind of missions your league is running.
Are these pretty much the models you own? I'd take a 2x devourer Carnifex over a unit of Hive Guard any day for the points. Hive Guard are really subpar (a unit of three means 3 shots hit and against AV12 you're lucky if you get 2HP)
I own quite a few models, but only one carnifex. And there are no heavy supports allowed till week 4... (I know.. I wanted dakka fexes)
We're running random missions, on a 1-3 its Eternal War randomly rolled, and on a 4-6 is Maelstrom randomly rolled.
The hive guard are really bad for their points, but the biggest thing I can run into right now is an Ironclad dreadnought. MOST of the vehicles im shooting are AV11.
Come to think of it, would lictors be better than Hive-guard.. hmm
Alaxandir wrote: Hi guys, newer player here been collecting for about a year. I'm working on a list for our 2nd week in my local escalation tournament and having trouble winning my games.
The restrictions last week were
Min 1 HQ 2 Troop; and max 3 HQ 6 Troop 1 Elites (1000 points)
(No flyers, no formations Tyranids are allowed 2 Monstrous Creatures)
And this week it goes up to
Min 1 HQ 2 Troop; and max 3 HQ 6 Troop 2 Elites (1000 points)
(No flyers, no formations, Tyranids are allowed 4 Monstrous Creatures)
I've been theory crafting a little bit on a way to win more games cause I'm competitive. I know this isn't the post your list place but I have a few questions very specific to nids.
1000 Pts - Codex: Tyranids Roster
: Combined Arms Detachment (44#, 996 pts)
2 Venomthrope Brood, ((C:T, pp. 47 & 98); Infantry; Lash Whips; Toxic Miasma; Instinctive Behaviour (Hunt); Poisoned (2+); Shrouded; Spore Cloud; Very Bulky)
20 Termagant Brood, ((C:T, pp. 42 & 96); Infantry; Fleshborer x20; Instinctive Behaviour (Lurk); Move Through Cover)
1 Tyrannocyte ((Shield of Baal - Leviathan); Monstrous Creature; Barbed Strangler x5; Deep Strike; Fearless; Drifting Death; Instinctive Fire; Transport Spore; Fear; Hammer of Wrath; Move Through Cover; Relentless; Smash; 20 model capacity)
3 Ripper Swarm Brood, ((C:T, pp. 53 & 97); Infantry; Fearless; Instinctive Behaviour (Feed); Swarms)
1 Hive Tyrant, ((C:T, pp. 40 & 94); Monstrous Creature (Character); Psyker (Mastery Level 2); Shadow in the Warp; Synapse Creature; Fear; Hammer of Wrath; Move Through Cover; Relentless; Smash; TL Devourer w/Brainleech Worms x1; Stranglethorn Cannon)
10 Termagant Brood, ((C:T, pp. 42 & 96); Infantry; Fleshborer x10; Instinctive Behaviour (Lurk); Move Through Cover)
1 Tyranid Prime, ((C:T, pp. 41 & 95); Infantry (Character); Scything Talons x1; Alpha Warrior; Independent Character; Shadow in the Warp; Synapse Creature; Very Bulky; Fleet; Furious Charge; The Miasma Cannon; Warlord; Adrenal Glands)
2 Tyranid Warrior Brood, ((C:T, pp. 41 & 96); Infantry; Scything Talons x2; Shadow in the Warp; Synapse Creature; Very Bulky; Deathspitter x2; Flesh Hooks)
1 Tyranid Warrior (Barbed Strangler; Scything Talons; Flesh Hooks)
3 Hive Guard Brood, ((C:T, pp. 46 & 98); Infantry; Impaler Cannon x3; Instinctive Behaviour (Hunt); Very Bulky)
1 Combined Arms Detachment,
So a few questions, I worked out statistically I've got the best chance of killing vehicles if I take the impaler cannons because of the ignores cover and no LOS required. My question is if I put the Tyranid Prime in the tyrannocyte with them can he confer his Assault Grenades to the unit incase I need to charge something after firing; (The challenge this week is to issue a challenge with your warlord for 3 bonus league points (Used at end for prizing); the prime is my named warlord since the first game).
Also, do you think the rippers are worth it at this points level for objective holding? They seem to work pretty well in my last few games (I'm 1W 2L for first week).
My main issue is I played against an Astra Militarum player who rolled a WL trait that let him give Ignores Cover to THREE of his units, which totally destroyed my army in one of those games, the other loss was a rules mistake, we let one of his outflanking models charge the turn it came in, and i accidentally let my Tervigon go at initiative 1 with crushing claws, didnt know mostrous ignored unwieldy.)
What do you guys suggest?
Yeah a lack of flyers is a huge blow to Tyranids as an army. Can you use FW? A malanthrope would help instead of 2 Venoms. Other than that, I would try and minimize synapse dependency since none of our non-flying synapse creatures are survivable. Try Lictors, Mawlocs, Tyranofex in Pods, rippers, etc. I'd also avoid warriors and the prime, they die very easily for their points. Also assault grenades don't confer to the unit, but how does your Prime have assault grenades in the first place? Hive Guard arent great but are usable, however I would really avoid Termagants. If your synapse units get taken out, then gants become essentially useless. Get mobile units that can act independently (again, lictors/mawlocs/podding MCs) and possibly malanthropes if you can.
EDIT: No heavy support in a 1000 point game? Holy hive mind that's bad. Heavy Support is probably our most diverse slot. But, then you cant even take tyrannocytes. Ouch. At this point you could just try and rush your opponent with the fastest units possible. Gargoyles, shrikes, a venomthrope, maybe use a winged jump MC like a flyrant, who just doesnt swoop? lictors, rippers and other DS units are good. Even raveners in this format might be decent.
This message was edited 1 time. Last update was at 2016/05/08 18:52:01
2016/05/08 18:50:59
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
* Week 1- 1000 point Combined Arms Detachment (CAD). Minimum 1 HQ and 2 Troops. Maximum 3 HQ, 6 Troops, and 1 Elite.
* Week 2- 1000 point CAD. Minimum 1 HQ and 2 Troops. Maximum 3 HQ, 6 Troops, and 2 Elites.
* Week 3- 1250 point CAD. Same minimum requirements but maximum 3 HQ, 6 Troops, and 3 Elites. Flyers and monstrous creatures are allowed.
* Week 4- 1250 point CAD. Same minimum requirements but maximum 3 HQ, 6 Troops, 3 Elites, and 1 Fast Attack. Can also include an allied detachment.
* Week 5- 1500 point CAD. Same minimum requirements but maximum 3 HQ, 6 Troops, 3 Elites,2 Fast Attack, and one Heavy support. Can also include an allied detachment. Additionally, Forgeworld models are allowed at the start of week 5 and until the end of the league.
* Week 6- 1500 point CAD. Same minimum requirements but maximum 3 HQ, 6 Troops, 3 Elites, 3 Fast Attack, and 3 heavy support. Can also include an allied detachment, and you can have up to 1 strength D weapon in your army now. This includes models, weapons, psychic powers, or abilities that can gain strength D.
* Week 7- 1850 point CAD, Formation Detachment (Forgeworld included), or “Decurion” style detachment. You can have up to 2 formations total unless you use a Decurion. If you use a Decurion you can have any number formations from your base codex to reach the requirements for the Decurion, but no additional formations outside of it. Lords of war are allowed. Also you can have up to 2 strength D weapons in your army now. This includes models, weapons, psychic powers, or abilities that can gain strength D.
* Week 8- 1850 point CAD, Formation Detachment, or “Decurion” style detachment. You can have any number of formations in your list now. Lords of war are allowed. Pretty much anything goes army construction wise except for Unbound. No strength D limit. Let the cheese flow…
so to my understanding the only MC's i have access too are HQ's or Troops, which basically means Tervigon and named characters/HT.
* Week 1- 1000 point Combined Arms Detachment (CAD). Minimum 1 HQ and 2 Troops. Maximum 3 HQ, 6 Troops, and 1 Elite.
* Week 2- 1000 point CAD. Minimum 1 HQ and 2 Troops. Maximum 3 HQ, 6 Troops, and 2 Elites.
* Week 3- 1250 point CAD. Same minimum requirements but maximum 3 HQ, 6 Troops, and 3 Elites. Flyers and monstrous creatures are allowed.
* Week 4- 1250 point CAD. Same minimum requirements but maximum 3 HQ, 6 Troops, 3 Elites, and 1 Fast Attack. Can also include an allied detachment.
* Week 5- 1500 point CAD. Same minimum requirements but maximum 3 HQ, 6 Troops, 3 Elites,2 Fast Attack, and one Heavy support. Can also include an allied detachment. Additionally, Forgeworld models are allowed at the start of week 5 and until the end of the league.
* Week 6- 1500 point CAD. Same minimum requirements but maximum 3 HQ, 6 Troops, 3 Elites, 3 Fast Attack, and 3 heavy support. Can also include an allied detachment, and you can have up to 1 strength D weapon in your army now. This includes models, weapons, psychic powers, or abilities that can gain strength D.
* Week 7- 1850 point CAD, Formation Detachment (Forgeworld included), or “Decurion” style detachment. You can have up to 2 formations total unless you use a Decurion. If you use a Decurion you can have any number formations from your base codex to reach the requirements for the Decurion, but no additional formations outside of it. Lords of war are allowed. Also you can have up to 2 strength D weapons in your army now. This includes models, weapons, psychic powers, or abilities that can gain strength D.
* Week 8- 1850 point CAD, Formation Detachment, or “Decurion” style detachment. You can have any number of formations in your list now. Lords of war are allowed. Pretty much anything goes army construction wise except for Unbound. No strength D limit. Let the cheese flow…
so to my understanding the only MC's i have access too are HQ's or Troops, which basically means Tervigon and named characters/HT.
How many tervigons do you own? Until you get flyrants, taking 3 tervigons may be your best bet honestly. Probably our best non-Flyrant HQ too lol
2016/05/08 18:56:22
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
You're up to 4 MCs right? Troop Tervigon with E. grubs/Crushing Claws and a Hive Tyrant with Hive Commander for Outflank can help a bit with vehicles. Give the Tyrant E.Grubs, and Tyrant Guard with Crushing Claws in case anything gets too close. With those restrictions Hive Guard are your best ranged choice in most situations, and since they don't require LoS you can keep them out of the line of fire.
I'm not sure if you can take all that in 1000pts...
This message was edited 2 times. Last update was at 2016/05/08 19:12:37
Alaxandir wrote: Hi guys, newer player here been collecting for about a year. I'm working on a list for our 2nd week in my local escalation tournament and having trouble winning my games.
The restrictions last week were
Min 1 HQ 2 Troop; and max 3 HQ 6 Troop 1 Elites (1000 points)
(No flyers, no formations Tyranids are allowed 2 Monstrous Creatures)
And this week it goes up to
Min 1 HQ 2 Troop; and max 3 HQ 6 Troop 2 Elites (1000 points)
(No flyers, no formations, Tyranids are allowed 4 Monstrous Creatures)
I've been theory crafting a little bit on a way to win more games cause I'm competitive. I know this isn't the post your list place but I have a few questions very specific to nids.
1000 Pts - Codex: Tyranids Roster
: Combined Arms Detachment (44#, 996 pts)
2 Venomthrope Brood, ((C:T, pp. 47 & 98); Infantry; Lash Whips; Toxic Miasma; Instinctive Behaviour (Hunt); Poisoned (2+); Shrouded; Spore Cloud; Very Bulky)
20 Termagant Brood, ((C:T, pp. 42 & 96); Infantry; Fleshborer x20; Instinctive Behaviour (Lurk); Move Through Cover)
1 Tyrannocyte ((Shield of Baal - Leviathan); Monstrous Creature; Barbed Strangler x5; Deep Strike; Fearless; Drifting Death; Instinctive Fire; Transport Spore; Fear; Hammer of Wrath; Move Through Cover; Relentless; Smash; 20 model capacity)
3 Ripper Swarm Brood, ((C:T, pp. 53 & 97); Infantry; Fearless; Instinctive Behaviour (Feed); Swarms)
1 Hive Tyrant, ((C:T, pp. 40 & 94); Monstrous Creature (Character); Psyker (Mastery Level 2); Shadow in the Warp; Synapse Creature; Fear; Hammer of Wrath; Move Through Cover; Relentless; Smash; TL Devourer w/Brainleech Worms x1; Stranglethorn Cannon)
10 Termagant Brood, ((C:T, pp. 42 & 96); Infantry; Fleshborer x10; Instinctive Behaviour (Lurk); Move Through Cover)
1 Tyranid Prime, ((C:T, pp. 41 & 95); Infantry (Character); Scything Talons x1; Alpha Warrior; Independent Character; Shadow in the Warp; Synapse Creature; Very Bulky; Fleet; Furious Charge; The Miasma Cannon; Warlord; Adrenal Glands)
2 Tyranid Warrior Brood, ((C:T, pp. 41 & 96); Infantry; Scything Talons x2; Shadow in the Warp; Synapse Creature; Very Bulky; Deathspitter x2; Flesh Hooks)
1 Tyranid Warrior (Barbed Strangler; Scything Talons; Flesh Hooks)
3 Hive Guard Brood, ((C:T, pp. 46 & 98); Infantry; Impaler Cannon x3; Instinctive Behaviour (Hunt); Very Bulky)
1 Combined Arms Detachment,
So a few questions, I worked out statistically I've got the best chance of killing vehicles if I take the impaler cannons because of the ignores cover and no LOS required. My question is if I put the Tyranid Prime in the tyrannocyte with them can he confer his Assault Grenades to the unit incase I need to charge something after firing; (The challenge this week is to issue a challenge with your warlord for 3 bonus league points (Used at end for prizing); the prime is my named warlord since the first game).
Also, do you think the rippers are worth it at this points level for objective holding? They seem to work pretty well in my last few games (I'm 1W 2L for first week).
My main issue is I played against an Astra Militarum player who rolled a WL trait that let him give Ignores Cover to THREE of his units, which totally destroyed my army in one of those games, the other loss was a rules mistake, we let one of his outflanking models charge the turn it came in, and i accidentally let my Tervigon go at initiative 1 with crushing claws, didnt know mostrous ignored unwieldy.)
What do you guys suggest?
Kinda lame that you aren't allowed to use Flyers, in a codex where the key unit that keeps it all together is a Flyer, and that you are restricted to taking only a few MC's in an army that's only playable non-MC creatures are only there to support the MC's.
Is that the end of the restrictions? Is there other stuff in place, like restricting Jetbikes or soemthing? Otherwise it sounds like your TO is extremely biased and salty about Tyranids
2016/05/08 22:43:16
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
Reformatted for ease of reading. You might want to double check your army builder, as there were a few oddities in the list (venomthropes with IB: Hunt instead of Lurk) and Tyrannocytes are technically a heavy support choice, thus illegal under the league rules you cited.
In any event, given the low point value I'd aim to overload on a particular target type, either go with a massive swarm with no monstrous creatures (using embedded Primes, Warriors, and Zoanthropes for synapse coverage) or go for an overload of T6 models (Tyrants, Tervigons, Tyrant Guard, Hive Guard, Haruspexes). Either way you'll have someone who will hard counter you, but you should be able to overwhelm more balanced lists who won't have enough guns of either extreme to deal with you.
So a few questions, I worked out statistically I've got the best chance of killing vehicles if I take the impaler cannons because of the ignores cover and no LOS required. My question is if I put the Tyranid Prime in the tyrannocyte with them can he confer his Assault Grenades to the unit incase I need to charge something after firing; (The challenge this week is to issue a challenge with your warlord for 3 bonus league points (Used at end for prizing); the prime is my named warlord since the first game).
Assault Grenades are sadly on a per model basis. Personally, I generally forgo Flesh Hooks and rely on Gargoyles for preserving initative. Once a target is locked in assault you don't suffer an initiative penalty when charging in with other units.
Alaxandir wrote: Also, do you think the rippers are worth it at this points level for objective holding? They seem to work pretty well in my last few games (I'm 1W 2L for first week).
Depends heavily on the mission (better in Eternal War missions, slightly worse in Maelstrom), but overall they should be fine.
2016/05/09 12:56:10
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
Zach wrote: I didnt see any discussion on the Hive Vanguard formation, any feelings on the matter?
A turn 1 deep strike of 30 gargoyles (or 2 if you doubled the formation) and the ability to freely detach from assault sounds interesting.
I think the reason the Hive Vanguard has been overlooked is that it's not many rules for high points. All it really does is make your gargoyles have a fancy redeploy, the problem is that they must be near your tyrant, and you're paying for warriors. It's a fun way to add a Flyrant to a list without an extra CAD (or Hive Fleet Detachment) but I don't think it brings that much to the table. Deep striking gargoyles can't charge and become template fodder, plus your gargoyles can be shot to pieces before they make assault unless you add a lot of points to their defense/numbers. Just in general not worth it to me.