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![[Post New]](/s/i/i.gif) 2014/08/29 19:26:27
Subject: Tyranid Fast Attack help?
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Longtime Dakkanaut
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Was wondering how to incorporate Shrikes into an army.
I did have double Living Artillery but have since replaced one Artillery with this load
Tyranid Shrikes x3
Boneswords/Lashwhips x3
Toxin Sacs x3
= 159
Tyranid Shrikes x3
Boneswords/Lashwhips x3
Toxin Sacs x3
= 159
Gargoyles x12
=72
I took Gargoyles to screen the Shrikes and give them a cover save (also running Bastion and Malanthrope to give Shrouded) but how could this be made better? Would it be worthwhile taking Hive Crones in place of one or more of the units?
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YMDC = nightmare |
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![[Post New]](/s/i/i.gif) 2014/08/30 01:03:04
Subject: Re:Tyranid Fast Attack help?
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Longtime Dakkanaut
Cheyenne WY
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Some of this is "just me", but I don't think the Toxin will help since the nerf.  I'd suggest Scything Talons, and Flesh Hooks to go with the Bone sabres.  That extra attack just might come in handy.
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The will of the hive is always the same: HUNGER |
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![[Post New]](/s/i/i.gif) 2014/08/30 01:09:09
Subject: Tyranid Fast Attack help?
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Raging Ravener
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I'd personally drop one of the shrikes for a crone, but i also have a lot of vehicle heavy lists i play against. They seem functional enough though as you have them set up.
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![[Post New]](/s/i/i.gif) 2014/08/30 01:19:10
Subject: Re:Tyranid Fast Attack help?
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Been Around the Block
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I just wouldnt run them. Have to be one of the worst options in the book.
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![[Post New]](/s/i/i.gif) 2014/08/30 03:20:04
Subject: Tyranid Fast Attack help?
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Longtime Dakkanaut
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That isn't how I would build a Shrikes unit. I run 2 RC shrikes for every BS+ LW. Toxin Sacs give you the chance to ID a Wraith Knight, but it isn't worth it most of the time. You should drop them. You could add Flesh Hooks if you want. If you swap 2 BS + LW for a RC, you have nearly enough points to run another shrike, and you will still have a unit that can demolish any marines it runs into.
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![[Post New]](/s/i/i.gif) 2014/08/30 08:37:10
Subject: Tyranid Fast Attack help?
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Longtime Dakkanaut
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I would take 4-5 Shrikes, and probably 2 LW/BS and 3 RC.
TS/AG/FH as you deem worthwhile. No guns.
I don't think the gargs are necessary, OTOH gargs are the bomb. I would try and get to 15-20 gargs so they can be useful on their own too.
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![[Post New]](/s/i/i.gif) 2014/08/30 23:20:26
Subject: Tyranid Fast Attack help?
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Longtime Dakkanaut
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So the general opinion is, if you run them, save points and only have Lw/BS on some models, RC on the rest?
/
Which would be the most useful biomorph, or are they better off with their bare weapons?
Was also thinking Scything Talons in place of Devourers for a second attack, or will those 3 S4 shots come in handy more than that extra attack in CC?
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This message was edited 1 time. Last update was at 2014/08/30 23:21:26
YMDC = nightmare |
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![[Post New]](/s/i/i.gif) 2014/08/31 00:12:36
Subject: Tyranid Fast Attack help?
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Longtime Dakkanaut
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I would lose the devourers, they are fragile and deadly enough to be a good target, so you want to hide them as much as possible. Once they get across the board, you want them in CC.
And that same 5+ save is why you want to kill the bad guys before too many can swing back.
As for AG/TS/FH.... those are pretty straightforward trade-offs. Each one adds value, and increases which units you can successfully target. But each one just piles on the points and doesn't help the resiliency at all.....
IOW, personal preference.... but try and stick with as few as you feel comfortable.
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![[Post New]](/s/i/i.gif) 2014/08/31 10:08:50
Subject: Tyranid Fast Attack help?
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Dakka Veteran
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I run mine with rending, talons and flesh hooks thats it basic i get 5 for 195 they hit like a half brick but not so hard as to completly kill the unit so there not standing around waiting to die oh flesh hooks i feel are essencial on shrikes as the back fielders there generally against are normally in cover.
I also run a unit of 15 gargs as a screen for them and gargs are useful support or big thing hunting with there posion. If things go right they can be in combat turn 2 and hanging about in combat for a turn or two.
Good luck with them anx hapoy hunting.
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![[Post New]](/s/i/i.gif) 2014/08/31 15:03:35
Subject: Tyranid Fast Attack help?
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Longtime Dakkanaut
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So, taking into account everything that everyone has said, would this work:
Shrikes x5
LW/BS x2
RC x3
Flesh Hooks x5
which comes to about 230 - and leave Wraithknight killing to Toxin Sac Hormagaunts?
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YMDC = nightmare |
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![[Post New]](/s/i/i.gif) 2014/08/31 15:20:13
Subject: Tyranid Fast Attack help?
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Fresh-Faced New User
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Shrikes can deal with WK with their RC and LW, can't they?
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This message was edited 1 time. Last update was at 2014/08/31 15:20:28
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![[Post New]](/s/i/i.gif) 2014/08/31 16:26:42
Subject: Tyranid Fast Attack help?
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Longtime Dakkanaut
Cheyenne WY
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Frozocrone wrote:So, taking into account everything that everyone has said, would this work:
Shrikes x5
LW/ BS x2
RC x3
Flesh Hooks x5
which comes to about 230 - and leave Wraithknight killing to Toxin Sac Hormagaunts?
Looks better, and RC+Bonesword can kill WKs just fine.
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The will of the hive is always the same: HUNGER |
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![[Post New]](/s/i/i.gif) 2014/08/31 17:12:26
Subject: Tyranid Fast Attack help?
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Sinewy Scourge
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I run 9 shrikes, expensive but when they get there!
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![[Post New]](/s/i/i.gif) 2014/08/31 18:35:42
Subject: Tyranid Fast Attack help?
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Longtime Dakkanaut
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pinecone77 wrote:Frozocrone wrote:So, taking into account everything that everyone has said, would this work:
Shrikes x5
LW/ BS x2
RC x3
Flesh Hooks x5
which comes to about 230 - and leave Wraithknight killing to Toxin Sac Hormagaunts?
Looks better, and RC+Bonesword can kill WKs just fine.
I actually asked that in YouMakeDaCall and they need Toxin Sacs to inflict ID on a Wraithknight :(
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YMDC = nightmare |
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![[Post New]](/s/i/i.gif) 2014/09/01 01:10:16
Subject: Tyranid Fast Attack help?
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Longtime Dakkanaut
Cheyenne WY
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Frozocrone wrote:pinecone77 wrote:Frozocrone wrote:So, taking into account everything that everyone has said, would this work:
Shrikes x5
LW/ BS x2
RC x3
Flesh Hooks x5
which comes to about 230 - and leave Wraithknight killing to Toxin Sac Hormagaunts?
Looks better, and RC+Bonesword can kill WKs just fine.
I actually asked that in YouMakeDaCall and they need Toxin Sacs to inflict ID on a Wraithknight :(
Doh! I auto include Toxin sacks, so I just assume they are there.  Yeah vs T8 the toxin sacs still grant re-rolls so if that is a "thing" they should have them.  That'l let you re-roll with the Rending Claws as well.
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The will of the hive is always the same: HUNGER |
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