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![[Post New]](/s/i/i.gif) 2017/06/02 18:11:47
Subject: Tyranids 8th ed Tactica - All Dataslates/Wargear - The Great Devourer is Nigh
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Rampaging Carnifex
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Ratius wrote:Anyone consider running a Synapse-less army?
I dont really see much of a downside to IB now, barring your opponent parking something really really tough infront of your gants and forcing them to chip chip chip away at it for 6 turns.
But with some smart movement and positioning you could avoid this.
Am I missing something? 
Synapse biggest benefit this edition is immunity to morale. Without that, it'll be really easy to kill gaunts in droves.
Edit: sorry someone already answered. Automatically Appended Next Post: 4 Zoanthropes (1 being Neuro cause it's free?) for 160. Their smite deal d3+d3 or d6+d3 mortal wounds. They still provide synapse and are now much harder to kill without instant death. And they can always cast a different power if needed. I think this is still decent. Especially since mortal wounds are automatic. With command points, you can ensure the power works each time. These aren't as bad as some are thinking imo.
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This message was edited 2 times. Last update was at 2017/06/02 18:22:05
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![[Post New]](/s/i/i.gif) 2017/06/02 18:50:30
Subject: Tyranids 8th ed Tactica - All Dataslates/Wargear - The Great Devourer is Nigh
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Hungry Little Ripper
New Orleans, LA
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Zimko wrote:4 Zoanthropes (1 being Neuro cause it's free?) for 160. Their smite deal d3+d3 or d6+d3 mortal wounds. They still provide synapse and are now much harder to kill without instant death. And they can always cast a different power if needed. I think this is still decent. Especially since mortal wounds are automatic. With command points, you can ensure the power works each time. These aren't as bad as some are thinking imo.
I think the 'Once per turn' clause on Psychic powers not called smite ruins Zoanthropes. A Hive Tyrant/Swarmlord/Tervigon can grant Catalyst and Onslaught, so once you have 2 Psychers, the 3rd doesn't add much benefit outside of a bit of redundancy. This means in most cases Zoanthropes will just be a mediocre shooting unit with an 8" synapse bubble.
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![[Post New]](/s/i/i.gif) 2017/06/02 19:01:57
Subject: Tyranids 8th ed Tactica - All Dataslates/Wargear - The Great Devourer is Nigh
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Lurking Gaunt
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So Gargoyles can charge enemy aircraft... that's interesting! You would need a lot to inflict a kill, but often you only need to chip off a few wounds before effectiveness starts to drop. Big Gargoyle swarms might create additional no go read for enemy aircraft, who already seem a little vulnerable because they cannot fly off the table.
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![[Post New]](/s/i/i.gif) 2017/06/02 19:11:22
Subject: Tyranids 8th ed Tactica - All Dataslates/Wargear - The Great Devourer is Nigh
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Lurking Gaunt
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Telly wrote: Zimko wrote:4 Zoanthropes (1 being Neuro cause it's free?) for 160. Their smite deal d3+d3 or d6+d3 mortal wounds. They still provide synapse and are now much harder to kill without instant death. And they can always cast a different power if needed. I think this is still decent. Especially since mortal wounds are automatic. With command points, you can ensure the power works each time. These aren't as bad as some are thinking imo.
I think the 'Once per turn' clause on Psychic powers not called smite ruins Zoanthropes. A Hive Tyrant/Swarmlord/Tervigon can grant Catalyst and Onslaught, so once you have 2 Psychers, the 3rd doesn't add much benefit outside of a bit of redundancy. This means in most cases Zoanthropes will just be a mediocre shooting unit with an 8" synapse bubble.
I haven't had a chance to read up on how many armies get to ignore morale but it seems a lot of people are underestimating The Horror. -1 to hit in shooting and melee (but not negating overwatch?) and a -1 to leadership could be huge. Three zoans plus a neuro with the horror could reliably throw out effectively 5 wounds and heal 2 wounds a turn. Early game that 5 could be a pretty scary swing on some morale checks and late game that 4 mortals could be deadly to characters who've lost blocks of their bubblewrap.
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![[Post New]](/s/i/i.gif) 2017/06/02 21:48:42
Subject: Tyranids 8th ed Tactica - All Dataslates/Wargear - The Great Devourer is Nigh
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Hungry Little Ripper
New Orleans, LA
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wizerdree wrote:
I haven't had a chance to read up on how many armies get to ignore morale but it seems a lot of people are underestimating The Horror. -1 to hit in shooting and melee (but not negating overwatch?) and a -1 to leadership could be huge. Three zoans plus a neuro with the horror could reliably throw out effectively 5 wounds and heal 2 wounds a turn. Early game that 5 could be a pretty scary swing on some morale checks and late game that 4 mortals could be deadly to characters who've lost blocks of their bubblewrap.
That sounds fine and dandy on paper, but:
-Smite can't be aimed, it targets the closest model in LOS.
-The way LD works now, -1LD is, at best, going to be equal to killing one model
-A unit of 4 Zoanthropes loses 50% of its damage output after one Zoan dies
-A unit of 4 Zoanthropes is 160pts. For just over 100 you can take a full squad of Biovores, who can dish out mortal wounds more consistently (and accurately) from 4ft away. If you need synapse or a Psyker, a basic shooty Hive Tyrant is only 184pts.
To me, it seems that Zoanthropes are simply outclassed this edition.
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This message was edited 1 time. Last update was at 2017/06/02 21:49:20
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![[Post New]](/s/i/i.gif) 2017/06/02 23:38:34
Subject: Tyranids 8th ed Tactica - All Dataslates/Wargear - The Great Devourer is Nigh
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Infiltrating Broodlord
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Telly wrote:wizerdree wrote:
I haven't had a chance to read up on how many armies get to ignore morale but it seems a lot of people are underestimating The Horror. -1 to hit in shooting and melee (but not negating overwatch?) and a -1 to leadership could be huge. Three zoans plus a neuro with the horror could reliably throw out effectively 5 wounds and heal 2 wounds a turn. Early game that 5 could be a pretty scary swing on some morale checks and late game that 4 mortals could be deadly to characters who've lost blocks of their bubblewrap.
That sounds fine and dandy on paper, but:
-Smite can't be aimed, it targets the closest model in LOS.
-The way LD works now, -1LD is, at best, going to be equal to killing one model
-A unit of 4 Zoanthropes loses 50% of its damage output after one Zoan dies
-A unit of 4 Zoanthropes is 160pts. For just over 100 you can take a full squad of Biovores, who can dish out mortal wounds more consistently (and accurately) from 4ft away. If you need synapse or a Psyker, a basic shooty Hive Tyrant is only 184pts.
To me, it seems that Zoanthropes are simply outclassed this edition.
Nailed it.
This is a by product of generic psychic powers I think. Once the codex proper appears in a year or two, they will get a real warp blast back I imagine.
Although....the rule of one will continue to exist......so it would have to be a new smite-esque power, in that it can be cast as many times per turn as you'd like.
I'm just disappointed they didn't do something smarter as a hold over. Just give them a "weapon" called warp blast. S8, AP-3, D3 damage 24" range....whatever. They'd be a side-graded hive guard at least.
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This message was edited 2 times. Last update was at 2017/06/02 23:45:45
Looking for Durham Region gamers in Ontario Canada, send me a PM!
See my gallery for Chapterhouse's Tervigon, fully painted.
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![[Post New]](/s/i/i.gif) 2017/06/02 23:54:38
Subject: Tyranids 8th ed Tactica - All Dataslates/Wargear - The Great Devourer is Nigh
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Scuttling Genestealer
Minnesota
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What about venomthrope?
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![[Post New]](/s/i/i.gif) 2017/06/03 01:37:27
Subject: Tyranids 8th ed Tactica - All Dataslates/Wargear - The Great Devourer is Nigh
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Norn Queen
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Reduced range on venomthropes is a little bit of a bummer but -1 to hit is real nice especially if its coupled with the horror.
With most good shooters then hitting on a 5+ and even the best in class 2+ guys hitting on a 50/50 chance. The abundance of elite slots makes me think its a good idea to grab a bunch of 1 or 2 model units and just spread them out all over the place.
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These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
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![[Post New]](/s/i/i.gif) 2017/06/03 01:46:21
Subject: Tyranids 8th ed Tactica - All Dataslates/Wargear - The Great Devourer is Nigh
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Sneaky Lictor
oromocto
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So one thing I have noticed is we have a gak load of mortal wound sources due to lots of psykers and our spore mines.
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![[Post New]](/s/i/i.gif) 2017/06/03 01:58:38
Subject: Tyranids 8th ed Tactica - All Dataslates/Wargear - The Great Devourer is Nigh
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Norn Queen
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Hows this for a tactic. Take the mid sized detachment x2. 4 hqs tervigons stock. 6 termagant units with 10 devourer 20 fleshborer each. Spend any remaining points on venomthropes and carnifexes.
You get 30+ 20 shots from guns + 30 from having 30 models rerolling 1s to wound per unit of gaunts. Add venom sacs for 2 dmg devourers if you like.
Place the tervigons behind and between your blobs to spread around and over lap their aura and keep the units regenerating. Btw 40 gants a turn. Just the hq and troops cost less than 2000 points.
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These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
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![[Post New]](/s/i/i.gif) 2017/06/03 02:23:52
Subject: Tyranids 8th ed Tactica - All Dataslates/Wargear - The Great Devourer is Nigh
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Towering Hierophant Bio-Titan
Mexico
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Another possible gem is the Hive Guard, who are back to BS 3+ and have improvements in both range and AP.
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![[Post New]](/s/i/i.gif) 2017/06/03 04:33:49
Subject: Re:Tyranids 8th ed Tactica - All Dataslates/Wargear - The Great Devourer is Nigh
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Infiltrating Broodlord
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Anyone have any good thoughts on smashing vehicles at range? If we have to put down a Knight or a couple predators, there aren't a ton of options.
Hive Guard have solid range and decent damage, averaging around 1 wound per turn on a T7 or T8 vehicle.
The Exocrine, With 12 shots, doing 2 damage each at 3+ to hit seems good, but might have a rough time with T8 stuff.
Melee. Well, CATCHING them is the first problem, the second is getting your face stomped in.
Any other thoughts?
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Looking for Durham Region gamers in Ontario Canada, send me a PM!
See my gallery for Chapterhouse's Tervigon, fully painted.
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![[Post New]](/s/i/i.gif) 2017/06/03 07:04:50
Subject: Tyranids 8th ed Tactica - All Dataslates/Wargear - The Great Devourer is Nigh
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Norn Queen
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It will be like any Nid thing, weight of dice. We will get them through volume of shot. The Biovores handing out the Mortal Wounds will help a bit too.
I just realized that Zoanthropes and Venomthropes have the fly keyword. Can you imagine charging a dakkajet with a venomthrope?
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These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
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![[Post New]](/s/i/i.gif) 2017/06/03 07:33:38
Subject: Re:Tyranids 8th ed Tactica - All Dataslates/Wargear - The Great Devourer is Nigh
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Lurking Gaunt
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Carnage43 wrote:Anyone have any good thoughts on smashing vehicles at range? If we have to put down a Knight or a couple predators, there aren't a ton of options.
Hive Guard have solid range and decent damage, averaging around 1 wound per turn on a T7 or T8 vehicle.
The Exocrine, With 12 shots, doing 2 damage each at 3+ to hit seems good, but might have a rough time with T8 stuff.
Melee. Well, CATCHING them is the first problem, the second is getting your face stomped in.
Any other thoughts?
Huge targets like that are probably one of the times the Rupture Cannon will outclass the Bioplasmic Cannon. The Tfex could put 24 wounds on the Knight on a good day, at great range. It won't, but it looks like it will be a bit more successful than the Exocrine none the less, especially if you throw in a couple of re-rolls (which have way bigger impact on high damage low volume of fire weapons than high volume weapons).
I'm going to dust off my Tfex and see how it does alongside an Exocrine for a bit at least. Those, plus three Hive Guard and a brood of Warriors with a Barbed Strangler fill out my ranged component nicely (any maybe HVCs on Tyrants and Harpies, but those are advance units rather than fortress units and shooting is an extra rather than their purpose).
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![[Post New]](/s/i/i.gif) 2017/06/03 07:35:41
Subject: Tyranids 8th ed Tactica - All Dataslates/Wargear - The Great Devourer is Nigh
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Longtime Dakkanaut
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I'm seeing a lot of misinformation in this thread, so after a good reading of the index I would like to help correcting some stuff.
Lance845 wrote:Reduced range on venomthropes is a little bit of a bummer but -1 to hit is real nice especially if its coupled with the horror.
With most good shooters then hitting on a 5+ and even the best in class 2+ guys hitting on a 50/50 chance. The abundance of elite slots makes me think its a good idea to grab a bunch of 1 or 2 model units and just spread them out all over the place.
Venoms miminum unit size is 3 models.
Lance845 wrote:Hows this for a tactic. Take the mid sized detachment x2. 4 hqs tervigons stock. 6 termagant units with 10 devourer 20 fleshborer each. Spend any remaining points on venomthropes and carnifexes.
You get 30+ 20 shots from guns + 30 from having 30 models rerolling 1s to wound per unit of gaunts. Add venom sacs for 2 dmg devourers if you like.
Place the tervigons behind and between your blobs to spread around and over lap their aura and keep the units regenerating. Btw 40 gants a turn. Just the hq and troops cost less than 2000 points.
Venom sacs only work in the fight phase.
Zimko wrote: Ratius wrote:Anyone consider running a Synapse-less army?
I dont really see much of a downside to IB now, barring your opponent parking something really really tough infront of your gants and forcing them to chip chip chip away at it for 6 turns.
But with some smart movement and positioning you could avoid this.
Am I missing something? 
Synapse biggest benefit this edition is immunity to morale. Without that, it'll be really easy to kill gaunts in droves.
Edit: sorry someone already answered.
Automatically Appended Next Post:
4 Zoanthropes (1 being Neuro cause it's free?) for 160. Their smite deal d3+d3 or d6+d3 mortal wounds. They still provide synapse and are now much harder to kill without instant death. And they can always cast a different power if needed. I think this is still decent. Especially since mortal wounds are automatic. With command points, you can ensure the power works each time. These aren't as bad as some are thinking imo.
Neurothrope is probably not free, it's just a missing entry, we have a lot of those actually. Try to understand how much a spinefist costs on a warrior.
astro_nomicon wrote:What are your thoughts on melee Hive Tyrant load outs at this point? The option to swap out both sets of Monstrous Scything Talons for two sets of Monstrous Rending Claws seems really tempting to me right now because the rending claws cost a whopping *zero* points.
Assuming wings (because why not) you're looking at:
2x Talons (212 pts):
5 attacks, S6 AP-3 3 damage, reroll 1s to hit
2x Claws (171 pts):
4 attacks, S6 AP-3 D3 damage, reroll to wound, 6s to wound resolved at AP-6(!) and 3 damage.
Haven't math hammered it out yet but I'm leaning towards the cheapo option just because it's so damn cheap for a decent beat stick/psyker/synapse model. I imagine they're about the same against 1-2W targets and that the Talons pull ahead against bigger targets. Might even consider splitting the difference and rolling with a 2x Deathspitter and Rending claw version since the claws don't stack like the Talons do.
Monstrous rending claws being listed in the monstrous bio weapons is probably a missprint that will get corrected, i wouldn't count on it lasting. Monstrous rending claws exist only on the broodlord afterall.
Automatically Appended Next Post: SeraphimXIX wrote:Its too bad tyrant guard units are a minimum of three units. At 35 points each and 3 wounds taking just one would have been really economical for protecting Swarmy. Im not sure if 105 points on top of the 300 youre already paying is worth it. Straying into death star mode at that point.
Regarding the carnifex with four guns, it states in the wargear list that a model cannot be armed with more then one bio-cannon. So you could swap one set of talons for a bio-cannon pair but the other set could only be swapped with a melee bio weapon.
Tyrant guard minimum unit size in matched play is 1. Automatically Appended Next Post: GreaterGood? wrote:So, does anyone see a use for tyranid warriors? It seems to me without the character keyword to hide, their just going to get shot off the table. There's tons of awesome stuff to be excited about here, but I'm bummed that our synapse unit is about as resilient as Ork nobs...
Am I missing something? or why would I want warriors, when I can take a single prime for the hiding behind units?
Why would you need to hide them? They are a troop choice that comes at the cheaper at 60 points for 9W T4 4+ immune to morale that holds out well in CQC and nerfs enemy psykers while providing synapse!! Those guys are a steal as they are!
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This message was edited 2 times. Last update was at 2017/06/03 07:41:43
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![[Post New]](/s/i/i.gif) 2017/06/03 07:48:00
Subject: Re:Tyranids 8th ed Tactica - All Dataslates/Wargear - The Great Devourer is Nigh
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Longtime Dakkanaut
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Carnage43 wrote:Anyone have any good thoughts on smashing vehicles at range? If we have to put down a Knight or a couple predators, there aren't a ton of options.
Hive Guard have solid range and decent damage, averaging around 1 wound per turn on a T7 or T8 vehicle.
The Exocrine, With 12 shots, doing 2 damage each at 3+ to hit seems good, but might have a rough time with T8 stuff.
Melee. Well, CATCHING them is the first problem, the second is getting your face stomped in.
Any other thoughts?
Thinking about this list (2000P):
FORMATION 1:
HQ- Swarmlord (no profile for sabres???? don't know the cost)
-Tyrannocyte transport
TROOPS -20 hormagaunts + adrenal glands
TROOPS -20 genestealers
ELITE -Lictor
ELITE -Lictor
ELITE -Lictor
HEAVY SUPPORT-Trygon (adrenal glands)
HEAVY SUPPORT-Trygon (adrenal glands)
HEAVY SUPPORT-1x biovore
FAST ATTACK- spore bomb
FAST ATTACK- spore bomb
FAST ATTACK- spore bomb
FORMATION 2 (heavy support focus):
HQ: -Hive tyrant (talons)
-Tyrannocyte transport
HEAVY SUPPORT-1x biovore
HEAVY SUPPORT-1x biovore
HEAVY SUPPORT-1x biovore
HEAVY SUPPORT-1x biovore
HEAVY SUPPORT-1x biovore
HEAVY SUPPORT-1x biovore
FAST ATTACK- spore bomb
I expect that I need to deploy half the army (matched play) in the deployment phase and that would be the biovores and spore bombs (probably going to switch the bombs for ripper swarms if I need to hold objectives).
Start of the movement phase I deploy the rest 9 inch away (tyrannocyte transport + trygon tunnel) and use the swarmlord's free move to get the genestealers closer. All units try to assault. Strategem reroll's can also be used to reroll charge dice. Worst case scenario I only got 20 genestealers in close combat (before overwatch). Very likely the can also get a 5+ feel no pain from the hive tyrant/swarmlord.
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![[Post New]](/s/i/i.gif) 2017/06/03 08:05:00
Subject: Tyranids 8th ed Tactica - All Dataslates/Wargear - The Great Devourer is Nigh
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Mindless Spore Mine
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Spoletta wrote:
Neurothrope is probably not free, it's just a missing entry, we have a lot of those actually. Try to understand how much a spinefist costs on a warrior.
Monstrous rending claws being listed in the monstrous bio weapons is probably a missprint that will get corrected, i wouldn't count on it lasting. Monstrous rending claws exist only on the broodlord afterall.
For the Neurothrope it may be a case of it's just missing, but apparently a lot of units now don't pay for upgrading a model to a leader, don't have any examples on hand this is just what I've heard, I'll have a look.
The Warrior Spinefist is definitely a good enough example to not assume anything though.
I wouldn't be surprised if the Monstrous Rending Claws stay, the Hive Tyrant has always been able to get rending claws as an option, there not being any for the irl model likely is why it's always glanced over. May end up with a price cost for them instead though, to balance them with the MonScyTals
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![[Post New]](/s/i/i.gif) 2017/06/03 08:05:18
Subject: Tyranids 8th ed Tactica - All Dataslates/Wargear - The Great Devourer is Nigh
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Longtime Dakkanaut
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Swarlord cost is listed in it's own table. Named chars have no options, so you only pay for the models, without counting additional weapons.
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![[Post New]](/s/i/i.gif) 2017/06/03 08:40:52
Subject: Tyranids 8th ed Tactica - All Dataslates/Wargear - The Great Devourer is Nigh
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Dakka Veteran
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Guys remember that Tyranids powers can now be cast on Genestealer Cult units, and that is awesome
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This message was edited 1 time. Last update was at 2017/06/03 08:45:23
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![[Post New]](/s/i/i.gif) 2017/06/03 08:42:31
Subject: Re:Tyranids 8th ed Tactica - All Dataslates/Wargear - The Great Devourer is Nigh
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Longtime Dakkanaut
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Carnage43 wrote:Anyone have any good thoughts on smashing vehicles at range? If we have to put down a Knight or a couple predators, there aren't a ton of options.
Hive Guard have solid range and decent damage, averaging around 1 wound per turn on a T7 or T8 vehicle.
The Exocrine, With 12 shots, doing 2 damage each at 3+ to hit seems good, but might have a rough time with T8 stuff.
Melee. Well, CATCHING them is the first problem, the second is getting your face stomped in.
Any other thoughts?
With Fex at speed 7, adrenal glands being dirty cheap, command points to reroll charges and vehicles being stuck in melee, catching them will no longer be that hard.
If you expect problems with Imperial knights, take a look at OOE.
Carnage43 wrote: Telly wrote:wizerdree wrote:
I haven't had a chance to read up on how many armies get to ignore morale but it seems a lot of people are underestimating The Horror. -1 to hit in shooting and melee (but not negating overwatch?) and a -1 to leadership could be huge. Three zoans plus a neuro with the horror could reliably throw out effectively 5 wounds and heal 2 wounds a turn. Early game that 5 could be a pretty scary swing on some morale checks and late game that 4 mortals could be deadly to characters who've lost blocks of their bubblewrap.
That sounds fine and dandy on paper, but:
-Smite can't be aimed, it targets the closest model in LOS.
-The way LD works now, -1LD is, at best, going to be equal to killing one model
-A unit of 4 Zoanthropes loses 50% of its damage output after one Zoan dies
-A unit of 4 Zoanthropes is 160pts. For just over 100 you can take a full squad of Biovores, who can dish out mortal wounds more consistently (and accurately) from 4ft away. If you need synapse or a Psyker, a basic shooty Hive Tyrant is only 184pts.
To me, it seems that Zoanthropes are simply outclassed this edition.
Nailed it.
This is a by product of generic psychic powers I think. Once the codex proper appears in a year or two, they will get a real warp blast back I imagine.
Although....the rule of one will continue to exist......so it would have to be a new smite-esque power, in that it can be cast as many times per turn as you'd like.
I'm just disappointed they didn't do something smarter as a hold over. Just give them a "weapon" called warp blast. S8, AP-3, D3 damage 24" range....whatever. They'd be a side-graded hive guard at least.
I wouldn't be so quick in condemning our zoans. Consider the following:
1) 3 biovores average 25% less mortal wounds of a succesful smite (classic version, not empowered version)
2) Zoans have a lot less range and have limited target selection. On the other hand though they are self sufficient, while also providing a synapse and in some cases hampering enemy casting. They also are really good as advanced psykers to disperse enemy casts, coming from AoS i can tell you that this is huge. On the other hand biovores while having a lot of range, absolutely need a synapse babysitting, or they will always shoot at the wrong targets.
3) Biovores have 4 wounds, against the 3 of zoans, and 48" is a protection in itself, but we now have a lot of reliable deepstrike, so beware. Zoans sport a 3++ save, which is extremely good on a 3W platform! You want to target them with high damage weapons, but all of these also have high AP which gets wasted on these guys. They are not good targets for any weapon, while having the same cost per wound ratio of a vanilla marine. 4 wounds are surely better than 3, but not by a lot, since many weapons in the game are damage 2 and d3, perfect to take on 4 wounds targets and not so efficient on 3 wound targets. There are some Damage 4 weapons, but are mostly melee and again with no less than AP -3.
4) Tyranids powers are awesome.
All in all i see both of them as viable choices, with the biovores being the less obvious ones and taken only if you also have a tervigon.
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This message was edited 5 times. Last update was at 2017/06/03 08:46:38
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![[Post New]](/s/i/i.gif) 2017/06/03 08:47:54
Subject: Re:Tyranids 8th ed Tactica - All Dataslates/Wargear - The Great Devourer is Nigh
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Dakka Veteran
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Carnage43 wrote:Anyone have any good thoughts on smashing vehicles at range? If we have to put down a Knight or a couple predators, there aren't a ton of options.
Hive Guard have solid range and decent damage, averaging around 1 wound per turn on a T7 or T8 vehicle.
The Exocrine, With 12 shots, doing 2 damage each at 3+ to hit seems good, but might have a rough time with T8 stuff.
Melee. Well, CATCHING them is the first problem, the second is getting your face stomped in.
Any other thoughts?
Harpies are cheap, have 4 ranged weapons + 3 AP-2 D3 attacks in melee and they WILL charge due to 30" speed!
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This message was edited 1 time. Last update was at 2017/06/03 08:48:19
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![[Post New]](/s/i/i.gif) 2017/06/03 10:01:05
Subject: Tyranids 8th ed Tactica - All Dataslates/Wargear - The Great Devourer is Nigh
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Longtime Dakkanaut
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Compared to other factions our flyers are really good, but don't forget that they have istinctive behaviour, and good like keeping them in synapse range.
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![[Post New]](/s/i/i.gif) 2017/06/03 10:19:21
Subject: Tyranids 8th ed Tactica - All Dataslates/Wargear - The Great Devourer is Nigh
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Repentia Mistress
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For the Hive Tyrant, I can't see the equivilent option for twin-linked devourers. Has that option been removed?
Would it be two standard devourers for 6 shots total?
Might be time to remove an arm if that's the case (yes, I know, magnets...)
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![[Post New]](/s/i/i.gif) 2017/06/03 10:31:45
Subject: Tyranids 8th ed Tactica - All Dataslates/Wargear - The Great Devourer is Nigh
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Mindless Spore Mine
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ShaneTB wrote:For the Hive Tyrant, I can't see the equivilent option for twin-linked devourers. Has that option been removed?
Would it be two standard devourers for 6 shots total?
Might be time to remove an arm if that's the case (yes, I know, magnets...)
Devourers w/ brainleech have been plain nerfed, with Twin-linked not being a thing like it was.
When you can swap out a pair of Scything Talons you can get 'Two devourers with brainleech worms' - as in they're now separate guns on each arm.
So if you swap out all your arms for devourers you'll get 4 guns.
You have to pay for each one though and they're 7pts each, so 14 for one pair, 28 for all.
Not super pricey but they're only Assault 3 each, meaning each pair will deal the 6 shots like before but now with no re-rolls. S6, no AP and 1 Dmg.
For 3pts extra on each gun (10) you can get Deathspitters w/ Slimer Maggots instead which are Assault 3, S7, AP-1, Dmg1.
So for that small point increase you're getting an extra strength and an AP value.
Devourers aren't really worth taking over Deathspitters if you're after the dakka build.
A tonne of people are gonna be in riot over how they've constructed their models.
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i play nids |
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![[Post New]](/s/i/i.gif) 2017/06/03 10:42:09
Subject: Tyranids 8th ed Tactica - All Dataslates/Wargear - The Great Devourer is Nigh
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Repentia Mistress
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Thanks. Didn't click it was swapping pairs. But yes, I thought why not pay a few points more for +s/-ap.
Normal wounds not spilling over is also hard to wrap my head around for fun builds. Need to play some low scale games before I remodel anything.
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This message was edited 2 times. Last update was at 2017/06/03 10:45:16
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![[Post New]](/s/i/i.gif) 2017/06/03 15:47:01
Subject: Tyranids 8th ed Tactica - All Dataslates/Wargear - The Great Devourer is Nigh
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Been Around the Block
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Spoletta wrote:
GreaterGood? wrote:So, does anyone see a use for tyranid warriors? It seems to me without the character keyword to hide, their just going to get shot off the table. There's tons of awesome stuff to be excited about here, but I'm bummed that our synapse unit is about as resilient as Ork nobs...
Am I missing something? or why would I want warriors, when I can take a single prime for the hiding behind units?
Why would you need to hide them? They are a troop choice that comes at the cheaper at 60 points for 9W T4 4+ immune to morale that holds out well in CQC and nerfs enemy psykers while providing synapse!! Those guys are a steal as they are!
So, I missed that they were troops, and that's in thier favor for sure. But they are still overcosted for thier wounds. One warrior is 24 points with his devourer, and a termagaunt is 4 points. so gaunts get 6 wounds to every three for warriors. Genestealers are 12 points now, so you could get 2 genestealers for every warrior, and get an invulnerable save.. etc..
Additionally, with basicly all of the weapons people will be taking having multiple damage, it seems to me that multiple wounds isn't an advantage, it's a liability. Basicly shooting has gotten better, and Warriors are still T4 and 4+ save... I just see no place for them. Everything they can do I can think of another unit that seems to do it better in Tyranids. I'll bring a single Prime to babysit my gaunt hordes because he'll be safe.
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![[Post New]](/s/i/i.gif) 2017/06/03 16:17:52
Subject: Tyranids 8th ed Tactica - All Dataslates/Wargear - The Great Devourer is Nigh
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Fresh-Faced New User
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As it's one of my favourite models, does anyone see a use behind the maleceptor? It's rules seem underwhelming but I would love to get it to work and may be missing some obvious use for it.
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![[Post New]](/s/i/i.gif) 2017/06/03 16:50:18
Subject: Tyranids 8th ed Tactica - All Dataslates/Wargear - The Great Devourer is Nigh
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Longtime Dakkanaut
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GreaterGood? wrote:Spoletta wrote:
GreaterGood? wrote:So, does anyone see a use for tyranid warriors? It seems to me without the character keyword to hide, their just going to get shot off the table. There's tons of awesome stuff to be excited about here, but I'm bummed that our synapse unit is about as resilient as Ork nobs...
Am I missing something? or why would I want warriors, when I can take a single prime for the hiding behind units?
Why would you need to hide them? They are a troop choice that comes at the cheaper at 60 points for 9W T4 4+ immune to morale that holds out well in CQC and nerfs enemy psykers while providing synapse!! Those guys are a steal as they are!
So, I missed that they were troops, and that's in thier favor for sure. But they are still overcosted for thier wounds. One warrior is 24 points with his devourer, and a termagaunt is 4 points. so gaunts get 6 wounds to every three for warriors. Genestealers are 12 points now, so you could get 2 genestealers for every warrior, and get an invulnerable save.. etc..
Additionally, with basicly all of the weapons people will be taking having multiple damage, it seems to me that multiple wounds isn't an advantage, it's a liability. Basicly shooting has gotten better, and Warriors are still T4 and 4+ save... I just see no place for them. Everything they can do I can think of another unit that seems to do it better in Tyranids. I'll bring a single Prime to babysit my gaunt hordes because he'll be safe.
I don't remember genestealers and termagants giving synapse though, so why are you comparing apples to oranges? And a double scythe warrior is 20 points. They cost 6.6 points per wound, at T4 and 4+ armor. Marine scouts pay almost double for the same stats.
The synapse range of a prime is 8", compared to the range of 3 warriors which is close to 17".
Also, why do you think that people will prefer multi damage weapons? They cost really a lot usually, for limited efficency against many targets. Don't expect to see a lot of those around (except in melee).
Qwerty2jam wrote:As it's one of my favourite models, does anyone see a use behind the maleceptor? It's rules seem underwhelming but I would love to get it to work and may be missing some obvious use for it.
He does have a role now, compared to 7th were his only role was to cause a good laugh to your opponent. His cost is a bit high for a T7 12 W monster, but he has the added bonus of bringing one psy level that can be converted in up to 6 mortal wounds. Thanks to his +1 he is a reliable source of a buff for the first turn and then if he is not surrounded enough, he can opt to smite with almost guaranted success. That said, his melee stats are not good, and is really easily tarpitted. The 5++ is nice on multiwound models though.
What he has going for him, is that his preferred role (punishing MSU) is not hampered by wounds, so you need to remove all 12 of those wounds to remove the threath. His role IMHO is to be the centerpiece of an assault, right in the middle of the board where he can get the greatest number of units (remember that now chars count for separated units), provide Synapse, DtW and SitW, while being a credible threat to high wound targets. If he scores 7-8 mortal wounds, denys one power and provide synapse to gribblis during the initial impact before going down around the bottom of turn 3 or top of turn 4, then he paid for his price.
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This message was edited 1 time. Last update was at 2017/06/03 16:51:02
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![[Post New]](/s/i/i.gif) 2017/06/03 17:41:48
Subject: Tyranids 8th ed Tactica - All Dataslates/Wargear - The Great Devourer is Nigh
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Unrelenting Rubric Terminator of Tzeentch
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opu wrote: ShaneTB wrote:For the Hive Tyrant, I can't see the equivilent option for twin-linked devourers. Has that option been removed?
Would it be two standard devourers for 6 shots total?
Might be time to remove an arm if that's the case (yes, I know, magnets...)
Devourers w/ brainleech have been plain nerfed, with Twin-linked not being a thing like it was.
When you can swap out a pair of Scything Talons you can get 'Two devourers with brainleech worms' - as in they're now separate guns on each arm.
So if you swap out all your arms for devourers you'll get 4 guns.
You have to pay for each one though and they're 7pts each, so 14 for one pair, 28 for all.
Not super pricey but they're only Assault 3 each, meaning each pair will deal the 6 shots like before but now with no re-rolls. S6, no AP and 1 Dmg.
For 3pts extra on each gun (10) you can get Deathspitters w/ Slimer Maggots instead which are Assault 3, S7, AP-1, Dmg1.
So for that small point increase you're getting an extra strength and an AP value.
Devourers aren't really worth taking over Deathspitters if you're after the dakka build.
A tonne of people are gonna be in riot over how they've constructed their models.
Yep. Reeeaally wishing I had taken the time to magnetize mine after I painstakingly converted custom devourer arms
Guess that's what I get for being an excited powergamer adding Dakka Flyrants to my Daemons at the beginning of 7th
To be fair that was kind of the only way to Run them at the time
All things considered I'm looking at running Melee Tyrants now. With no benefit to being airborne, but having more wounds and faster base movement they look pretty good on paper. The most interesting builds to me right now are 2x Rending Claw (super cheap) or Rending Claws and 2 Death Spitters (seems like a pretty good budget, Jack of all trades)
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This message was edited 1 time. Last update was at 2017/06/03 17:57:57
"Backfield? I have no backfield." |
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![[Post New]](/s/i/i.gif) 2017/06/03 18:22:39
Subject: Tyranids 8th ed Tactica - All Dataslates/Wargear - The Great Devourer is Nigh
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Mindless Spore Mine
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astro_nomicon wrote:
All things considered I'm looking at running Melee Tyrants now. With no benefit to being airborne, but having more wounds and faster base movement they look pretty good on paper. The most interesting builds to me right now are 2x Rending Claw (super cheap) or Rending Claws and 2 Death Spitters (seems like a pretty good budget, Jack of all trades)
Mon. Rending Claws are certainly pretty nice.
It'll hopefully be FAQ'd or solved in some way to clarify but I know there's some belief that Mon. Scything Talons provide +1 attacks per pair, so combined with the fact you can split attacks; on the Hive Tyrant you have your 5 attacks, 1 gets used by the tail, but if you've got all MonScyTals and divvy up 2 attacks with 1 pair and 2 attacks with the other pair, the effect goes off twice, so you're generating an extra 2 attacks (1 from each), making that 6 attacks with the ScyTals.
I think this has stemmed from people going 'well why bother telling us the trygon or mawloc have 3 pairs of ScyTals then if you can't do stuff like this'.
So if this is the case then MonScyTals may just be worth the extra points over Mon. Rending Claws.
Would be nice to see the Tyrant getting a Rending Claw arm set for the model, don't think the warrior's would cut it justice.
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i play nids |
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