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. |
|
 |
![[Post New]](/s/i/i.gif) 2014/02/06 02:03:59
Subject: 1850 Triple-T (Tournament Taudar-killing Tyranids)
|
 |
Regular Dakkanaut
|
Ok...let me try to explain again.
regarding the jump infantry carring the airburster. granted turn one they wont shooot. but turn 2 they have a 24" range including the first movement i do not have my codex handy but a large blast aimed at a tyranid army will kill off his gaunts.
I know that its not powerful but instakilling troops.is important. basically killing the hordes and allowing focus on the MC rrunning around. airburster is good for the role it fills.
Either way it is a single weapon on a single model. it isnt changing how the army plays just adding options to remove cover.
I still use railguns. everyone has their own tactics. I have personally had great sucess with my railguns and always take some in my games. Opinions are what he asked for. that is what i know to both work and be effective.
dropped 10 points. dont reroll. but still has the ability to destroy most enemy unitd in the game...solo plus got +1 attack and +1 if he has a tail. his job is melee powerhouse. And he does that job. again. your opinions. mawlocs are in my opinions and experience are just useless... good abilities. but mishap means you lose a ubit. or dont get to use it until at minimum 1 more turn. i have had games where my mawloc didnt hit the board once. after 3 games i destroyed that model and reglued as a trygon prime. never went back.
no matter what you say about melee units like genestealers its all about using them knowing you have a weakness. orks can do it and their sluggas dont change much in comparison. If lame get in melee against anything since being in melee is after overwatch. that unit will take a lot of hits and could even all die in one turn without hitting. all about positioning. if he takes hormies then genestealers are still useful and can even cause damsge better then hormies..
REMEMBER THAT ITS ALL ABOUT OPINION THERE IS NO ONE PERFECT BUILD FOR EVERYTHING.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/06 09:32:14
Subject: 1850 Triple-T (Tournament Taudar-killing Tyranids)
|
 |
Ultramarine Chaplain with Hate to Spare
|
This is not football its not all about opinions. It is more about maths than anything. The ABFP is not a great weapon and certainly not very good at sniping Venomthropes as you initially reported. Your now saying you use it to kill troops. It is decent at that but you don't need to do that to beat Nids. You just need to kill the Synapse.
Railguns are a poor option for Tau. They are a flat out terrible choice on Broadsides and Hammerheads just aren't great. Try filling your HS with Missilesides and Skyrays and you'll notice how much more damage it does. Skyrays in particular are horrid against Nids. Not only do you generally take an MC/FMC down to its last wound (if you don't kill it) you then have an SMS for taking out Venomthropes and skyfiring marker lights to support the rest of the army against FMCs. Whilst Missilesides kill basically anything you point them at.
The Trygon didn't gain an attack it lost an attack off its profile and got it back through equipment. It is the worst HS choice now. It is the only HS choice that is worse in this 'dex compared to the last, that is fact. It used to be the best HS choice it no longer is. The fact you've never managed to hit anything with terror from the deep on your Mawloc is just bad luck or bad use.The fact that you can pin stuff in place now and have Lictors start on the table to help it means the Mawloc can have more success and as noted it went down a load of points TftD got better and he got the additional benefit from mishapping.
Stealers are not a melee unit. Orks never carry sluggas, shootas are miles better and Orks struggle to make melee in this edition against good lists and Orks are 6 points. If Stealers were 6 points then they would be a powerhouse Melee unit but at 14 points they are not. That's the same points as a marine. Let's say you have 10 stealers against 10 boltgun marines. So you're up against one of the weakest units in the game. You Outflank on top of him. He rapid fires at you once and then you charge. So this is an unlikely scenario with pretty much a best case for the stealers against one of the weakest units in the game.
Rapid fire 20 shots 13.33 hits 6.67 dead stealers
Overwatch 20 shots 3.33 hits 1.67 dead stealers total 8.33 dead stealers.
They go first due to no grenades 10 attacks 5 hits 2.5 wounds 1.67 dead stealers the whole squad gone without so much as laying a claw on a marine. Get it now?
Stealers are too many points for what they do as a Melee unit due to how easy they are to kill. They have the same issue as a fully tooled Hormagaunt. Against good players they don't work.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/06 17:04:32
Subject: 1850 Triple-T (Tournament Taudar-killing Tyranids)
|
 |
Regular Dakkanaut
|
Warhammer 40k...not about opinions? Please be joking, please.
does that mean everyone is taudar, shooty orks, tzeentch daemons, and flyer spam? Deviating from this pattern is illegal for tournament play? Guess what, its about opinions and which you want to take, otherwise you would just print out the tyranid official allowed units guide and make it punishable by death to have fun. some players crunch numbers to find which weapon is better for anti tank or infantry. but you can run anything you wish to run, thats why they print codex's and not Games-Workshop army lists.
Lictors are getting better that is a given...but +2w +2s and grenades for one model..which is basically a bigger genestealer then just using it for removing scatter basically an wxpensive upgrade for a mawloc as a marker to hit...just make sure the lictor is out of the way. now its even in price to a trygon. no attack capabilities other then burrowing and its blast. Also....after deep striking and unless you keep a synapse creature closeby that next turn you have to roll Ld and if you fail have to roll instinctive behavior. if you roll 1-3 your mawloc cannnot burrow that turn so if you struck first your enemy has 2 free shooting phases plus the burrow on your third turn if you pass instinctive behavior. dont tell me that is wrong because the rules state the unit cannot do anything if he rolls a 1-3
Opinions are a huge part of 40k. look around this forum more. because I have seen many threads where it is the opinions of the players that matter. not the calculations that were done to find the one statistically proven to be best...
the day this hobby becomes nothing more then players using calculators instead of dice is the day I hope to never see....
|
This message was edited 1 time. Last update was at 2014/02/06 17:22:34
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/06 17:57:57
Subject: 1850 Triple-T (Tournament Taudar-killing Tyranids)
|
 |
Ultramarine Chaplain with Hate to Spare
|
What works against tournament Tau is not a matter of opinion.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/06 18:37:24
Subject: 1850 Triple-T (Tournament Taudar-killing Tyranids)
|
 |
Regular Dakkanaut
|
Deciding what works, or does not work is in itself an opinion. Playing it many times and spreading the word how a certain list works against an army is an opinion. When many different people decide that Tournament Tau is weak against a certain list, build or otherwise specific thing....is actually an opinion that many people share, but is still an opinion.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/06 21:05:46
Subject: Re:1850 Triple-T (Tournament Taudar-killing Tyranids)
|
 |
Land Raider Pilot on Cruise Control
|
Where did this post go?
|
Grey Templar wrote:
The Riptide can't be a giant death robot, its completely lacking a sword or massive chainsaw. All giant death robots have swords or massive chainsaws. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/06 21:48:40
Subject: Re:1850 Triple-T (Tournament Taudar-killing Tyranids)
|
 |
Regular Dakkanaut
|
one person bashing the others advice claiming its wrong.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/10/17 02:07:33
Subject: Re:1850 Triple-T (Tournament Taudar-killing Tyranids)
|
 |
Fresh-Faced New User
|
Hi all,
I've updated my suggested list for a TAC Nids army with the ability to stomp Tau. As always just shave off some units/upgrades to make it work for your points cap.
The major changes are:
- Dropped: 1x Harpy, 1x Venomthrope, 2x Exocrines
- Added: 10x Horms, 2x Zoans, 2x Tyrannofexs
Reason for changes are as follows:
1. More Durability, Tau's greatest strength is fire power, I've swapped in some units that should last longer
2. More Syanpse, nuff said, now with 7 Synapse units and more psycic power rolls
3. Venomthrope probably wouldn't live passed turn 1 -3.
4. Why Tyrannofex? One of the most durable units we have, cheap and effective.
5. Why the upgrades? Adrenal Glands are a must have for this build to get them into range, Regen is helpful but not mandatory and Toxin Sacs are more to use left over points.
2000 Cap - 2000 pts used
HQ - 460
Hive Tyrant (165 pts) + 2x twinlinked devourer (30 pts) + Wings (35pts) = 230 pts
Hive Tyrant (165 pts) + 2x twinlinked devourer (30 pts) + Wings (35pts) = 230 pts
Troops - 400
- 20 x Hormagunts (5pts) = 100pts
- 20 x Hormagunts (5pts) = 100pts
- 20 x Hormagunts (5pts) = 100pts
- 20 x Hormagunts (5pts) = 100pts
Elites - 250
- 2 x Zoanthropes (50pts) = 100pts
- 2 x Zoanthropes (50pts) = 100pts
- 1 x Zoanthrope (50pts) = 50pts
Fast Attack - 310
- 1 x Crone (155)
- 1 x Crone (155)
Heavy Support - 580
- 3 x Biovore (40pts) = 120pts
- 2 x Tyrannofex (175) + Regeneration (30pts) + Adrenal Glands (15pts) + Toxin Sacs (10 pts) = 460
|
This message was edited 2 times. Last update was at 2014/02/07 02:14:05
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/07 10:02:03
Subject: 1850 Triple-T (Tournament Taudar-killing Tyranids)
|
 |
Ultramarine Chaplain with Hate to Spare
|
I would consider putting toxin on the Flyrants over the Tfexes that way you can plow your Flyrant into Riptides easier. Automatically Appended Next Post:
Or more accurately someone with no clue how tournament Tau worked handed out advice on a list that is looking to take on tournament Tau by stating loads of stuff that is simply not true for Tournament Tau and got upset when this was pointed out and was told that giving advice on something you don't understand is not going to be helpful for anyone.
|
This message was edited 1 time. Last update was at 2014/02/07 10:29:54
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/07 14:43:03
Subject: Re:1850 Triple-T (Tournament Taudar-killing Tyranids)
|
 |
Sneaky Lictor
|
Listen up everyone, relax. There's no need to be snarky or disgruntled. I asked for advice, and people gave it.
It is up to me who's opinions are more applicable and while I value Dylanj94's opinion, to be honest, because I know FlingitNow has more Tournament experience I am going to take your advice more to heart.
I've finalized my list with help from everyone here and jy2. It is as follows:
HQ
Flyrant-Dual devourers, Hive commander
Flyrant (Warlord)-Dual devourers
Elite
Venomthrope
Zoanthrope
Troops
27 Hormagaunts
Tervigon-Cluster Spines
30 Termagants
Fast attack
25 Gargoyles
Heavy Support
3 Biovores
2 Carnifexen-Dual devourers each
Tyrannofex
Fortifications
Bastion
Total: 1850
Battle reports will be posted from the tournament (in about a month; I've got painting to do), pictures and all!
Any comments or criticism is still openly accepted, however, I won't be able to change my list going forward. So tactical, deployment, and strategy advice will be most helpful.
One question I have: Does anyone think it'd be smart to place the bastion with the embark point placed towards the enemy? If, in case, I were to need to disembark the Venomthrope to engage or follow the core of the army with it's shrouded bubble.
|
|
 |
 |
|