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Made in it
Longtime Dakkanaut





Timeshadow wrote:
I know it seems almost sacrilegious but what of they took synapse away from warriors but gave them the hive node ability of the sporocyte instead. This would hopefully bring down their points making them more viable also it would make the prime actually usefully to take with them it would also make them still a "node" of the hive mind esp if they did not have instinctive behavior.


If the cost of warriors goes even more down they become criminal

Don't be confused by our other exceptional troop choices, warriors in any other faction would be the MVP of the codex (troops wise).

This message was edited 1 time. Last update was at 2017/09/18 14:26:31


 
   
Made in us
Infiltrating Broodlord






Timeshadow wrote:
I know it seems almost sacrilegious but what of they took synapse away from warriors but gave them the hive node ability of the sporocyte instead. This would hopefully bring down their points making them more viable also it would make the prime actually usefully to take with them it would also make them still a "node" of the hive mind esp if they did not have instinctive behavior.


I don't think they can make them much cheaper than they currently are. As is, most 2-wound infantry in the game hover around ~20 points before equipment and aren't deemed competitively viable. The problem is the proliferation of plasma more than anything, the overcharged profile is just too good at eliminating such targets while threatening everything else.
   
Made in it
Longtime Dakkanaut





And this is why warriors are good. 3 wounds means that a lot of wounds get wasted with typical ranged profiles. Almost nothing in the game inflicts 3 fixed damage at range. With melee it is somewhat more common, but if they get in melee then that's already a good thing (now if you also manage to avoid those thunder hammers, that's even better).
   
Made in mx
Towering Hierophant Bio-Titan




Mexico

 Strat_N8 wrote:
Timeshadow wrote:
I know it seems almost sacrilegious but what of they took synapse away from warriors but gave them the hive node ability of the sporocyte instead. This would hopefully bring down their points making them more viable also it would make the prime actually usefully to take with them it would also make them still a "node" of the hive mind esp if they did not have instinctive behavior.


I don't think they can make them much cheaper than they currently are. As is, most 2-wound infantry in the game hover around ~20 points before equipment and aren't deemed competitively viable. The problem is the proliferation of plasma more than anything, the overcharged profile is just too good at eliminating such targets while threatening everything else.


Use warriors with a Malanthrope then, plasma hates negative modifiers.
   
Made in it
Longtime Dakkanaut





Warriors don't have a problem with plasma, they are more efficently fought with bolters and assault cannons rather than multi-damage weapons.
   
Made in kr
Fresh-Faced New User




I want to experiment bringing down warriors from trygon. Boneswords, some with laswhips, spinefists and adrenal glands. What you think?
   
Made in us
Ultramarine Chaplain with Hate to Spare






shogun wrote:

N.I.B. understands that we are talking about a 6 inch walking infantry model that are much more vulnerable to multi-damage weapons compared to genestealers. The question was; would a 6x9 warrior setup be any good. Players are always looking at individual units but don't talk about the whole strategy of the army. Fielding 6x9 warriors gives you a force that is slowly walking forward and try to get within 18 inch devourer range. Thats the whole strategy? Then you are better of fielding a whole army of genestealers if you want to go down that road. Warriors are very average for a decent price but spamming them gives you a 'decent' army but nothing more. Not enough punch in shooting, close combat and speed.


Hehe. I should specify that there are no Devourers here, just Deathspitters and Boneswords. They are all the ooooolld Tyranid Warriors. As their weapons are all Assault, I think they will be advancing most of the time. Hopefully that can help me avoid some extra casualties on the way in.

I do have Genestealers, I think 27 of them. They will make it into my list eventually, but I'm starting out with the Warriors.


Razerous wrote:
Won't warrior squads benefit greatly from a Malanthrope? Thinking their slower speed and larger footprint/cost.


My understanding was that Malanthropes only affected models within 3", and not whole units. Is this not the case? Love the model though, I'll probably get one at some point. The "models" not "units" thing made it seem they'd be better sitting between Exocrines or Tervigons or something, so it seemed like I could wait on it until I got more big stuff.



 Amishprn86 wrote:
Tournament play =/= all play

Local meta depends on what you can and can not play, the more friendlier the meta the more viable units/lists you can take.

Not everyone plays Hyper comp.


Right now my local varies widely. Some newcomers, some experienced, some tourney types. Every club night is a surprise. In 7th I just brought a casual list and a hyper competitive one, and asked my opponent which they wanted. In 8th I've been adjusting as I get more experience, but with Tyranids, for a while it will be "what is painted?" until I expand beyond 2000.

And They Shall Not Fit Through Doors!!!

Tyranid Army Progress -- With Classic Warriors!:
https://www.dakkadakka.com/dakkaforum/posts/list/0/743240.page#9671598 
   
Made in no
Liche Priest Hierophant





Bergen

Glad to hear you are giving warriors a chance Insectum7. I think you will be supriced.

Regarding the Malanthrope: The rules as written has been changed. The fact that it talks about models and not units was a good clue that some terminolagy was wrong in the rules. (It would strickly only do it to singel model units.) It now gives to all units within 3. So you would just need to touch the bouble to get the bonus.

I highly doubt baby siting warriors is the best place for a malanthrope. They don't really need the synapse.

   
Made in it
Longtime Dakkanaut





And it is too slow to cover them for long with a 3" bubble. I would suggest venoms there, the additonal 3" means an additional turn of cover.

This message was edited 1 time. Last update was at 2017/09/18 18:08:59


 
   
Made in us
Infiltrating Broodlord






On a slightly different subject, any plans for dealing with Mortarion? Defensively he doesn't look too bad (basically 2 bloat drones bolted together with a 4++), but his offensive capabilities make me cringe. At full health without any other buffs applied to he can either throw out 18 S8 attacks with -2 AP, 1 damage or 6 S16 attacks with -4 AP, D6 damage. In either case his attacks hit on a 2+ and will most likely wound on a 2+, rerolling 1's in both cases. I don't see our melee units being able to hold up terribly well against him and if they are truly worried about getting alpha struck they can simply keep a Blightspawn around to insure Morty gets to swing first.

This message was edited 1 time. Last update was at 2017/09/18 19:59:51


 
   
Made in gb
Towering Hierophant Bio-Titan



UK

Spoletta wrote:
And it is too slow to cover them for long with a 3" bubble. I would suggest venoms there, the additonal 3" means an additional turn of cover.
Can't the Malanthrope run every turn?

 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
Made in no
Liche Priest Hierophant





Bergen

Razerous wrote:
Spoletta wrote:
And it is too slow to cover them for long with a 3" bubble. I would suggest venoms there, the additonal 3" means an additional turn of cover.
Can't the Malanthrope run every turn?


Yeah, but then you can't shoot with it! :-(

   
Made in it
Longtime Dakkanaut





Razerous wrote:
Spoletta wrote:
And it is too slow to cover them for long with a 3" bubble. I would suggest venoms there, the additonal 3" means an additional turn of cover.
Can't the Malanthrope run every turn?


Warriors will be running too, with +1 speed and glands. Every inch of that bubble counts.
   
Made in us
Norn Queen






The issue with the "yeah but it can just advance every turn" is reliability. A 3" bubble is already pretty tight. 6-11" Move can cause a lot of problems in keeping the aura up or holding back the units they should be buffing.


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in us
Fixture of Dakka






Yeah, i love warriors and i think they are priced correctly, i just dont agree with how slow they are.

   
Made in us
Longtime Dakkanaut



Cheyenne WY

Timeshadow wrote:
I know it seems almost sacrilegious but what of they took synapse away from warriors but gave them the hive node ability of the sporocyte instead. This would hopefully bring down their points making them more viable also it would make the prime actually usefully to take with them it would also make them still a "node" of the hive mind esp if they did not have instinctive behavior.
Sounds interesting, though I'm leaning in the opposite direction, I'd like Shadow to be fearsome, like in the "olden dayz" I'd be Super happy if Warriors got a weak sauce Smite, like Grey Knights get. That might make them a more attractive choice...


Automatically Appended Next Post:
Also if we get access to a Raven Guard like "Infiltrate" Strat, Warriors jump way up on the "Awesome!" meter.

This message was edited 1 time. Last update was at 2017/09/18 20:48:11


The will of the hive is always the same: HUNGER 
   
Made in us
Ultramarine Chaplain with Hate to Spare






 Niiai wrote:
Glad to hear you are giving warriors a chance Insectum7. I think you will be supriced.

Regarding the Malanthrope: The rules as written has been changed. The fact that it talks about models and not units was a good clue that some terminolagy was wrong in the rules. (It would strickly only do it to singel model units.) It now gives to all units within 3. So you would just need to touch the bouble to get the bonus.

I highly doubt baby siting warriors is the best place for a malanthrope. They don't really need the synapse.


Thanks! I'm excited to get them painted and on the table.

Also thanks for the clarification on the Malanthrope, that helps it's utility a ton. I was thinking of taking it more for the -1 to hit, but . . .

Spoletta wrote:
And it is too slow to cover them for long with a 3" bubble. I would suggest venoms there, the additonal 3" means an additional turn of cover.


This seems totally valid, I don't want to worry about stringing out my Warriors to be in a slow bubble. I think I'll want as much freedom of movement as possible. A Malanthrope will have to wait until I have something better for it to do.


Automatically Appended Next Post:
Beginning list: "What am I thinking?"

Spoiler:
Battalion Detatchment
Tyranid Prime
Boneswords, Deathspitter

Tyranid Prime
Boneswords, Scything Talons

Tyranid Warriors (9)
Boneswords (3), Deathspitters (6), Scything Talons (all)

Tyranid Warriors (9)
Boneswords (3), Deathspitters (6), Scything Talons (all)

Tyranid Warriors (9)
Boneswords (3), Deathspitters (6), Scything Talons (all)

Tyranid Warriors (9)
Boneswords (3), Deathspitters (6), Scything Talons (all)

Tyranid Warriors (9)
Boneswords (3), Deathspitters (6), Scything Talons (all)

Tyranid Warriors (9)
Boneswords (3), Deathspitters (6), Scything Talons (all)


Patrol Detatchment
Tyranid Prime
Boneswords, Scything Talons

Tyranid Warriors (9)
Boneswords (3), Deathspitters (6), Scything Talons (all)

2000



Originally I had it all in a single Battalion with the last block of Warriors replaced with Zoanthropes because I have six of the beautiful metal ones, and ran out of Troops slots. Then I realized that with my last ebay purchase I ought to have enough Warriors to make a 7th squad, and with the 3rd Prime I could make the separate Patrol detachment. Soo, in keeping with the theme. . . it's just straight Warriors and Primes.

I wasn't taking it too seriously at first, and then I realized that it shoots 128 S5 AP -1 shots in a round, hitting on 3+ from the Primes. That's a little scarier than I was giving it credit for. I think I'll start assembly with this target in mind, play some rounds and adjust it a bit.

Any thoughts on Deathspitter/Bonesword ratios? Or Mods to the list once I have it going? I'm thinking I could drop two Primes and the last Warrior squad, shuffle some points around and get two Exocrines and a Malanthrope if I drop some Warrior squads from 9 to 8. Another way I'm leaning is to swap some Warriors/Primes for some Genestealers and the Swarmlord into Tyrannocytes for a shock assault.

This message was edited 1 time. Last update was at 2017/09/18 23:12:40


And They Shall Not Fit Through Doors!!!

Tyranid Army Progress -- With Classic Warriors!:
https://www.dakkadakka.com/dakkaforum/posts/list/0/743240.page#9671598 
   
Made in it
Longtime Dakkanaut





I would drop the patrol detachment and invest in adrenal glands for everyone. Also, add some lashwips, with so many things in melee you will lose warriors each turn before they can strike. Those whips come at 2 points and really help. With the remaining points you should make a vanguard detachment with prime, lictor, lictor and venoms.

The lictors will be pure gold in reducing the amount of fire your warriors will suffer, and the venoms too will help with this. Put them in cover turn 1 and let them absorb as much fire as possible.
   
Made in no
Liche Priest Hierophant





Bergen

I think you will be better served if 3 models have 2 scything tallons for the extra attack. And you put the bonesword on the once with the deathspitters. Just remove them last.

   
Made in nl
Longtime Dakkanaut





 Insectum7 wrote:

Automatically Appended Next Post:
Beginning list: "What am I thinking?"

Spoiler:
Battalion Detatchment
Tyranid Prime
Boneswords, Deathspitter

Tyranid Prime
Boneswords, Scything Talons

Tyranid Warriors (9)
Boneswords (3), Deathspitters (6), Scything Talons (all)

Tyranid Warriors (9)
Boneswords (3), Deathspitters (6), Scything Talons (all)

Tyranid Warriors (9)
Boneswords (3), Deathspitters (6), Scything Talons (all)

Tyranid Warriors (9)
Boneswords (3), Deathspitters (6), Scything Talons (all)

Tyranid Warriors (9)
Boneswords (3), Deathspitters (6), Scything Talons (all)

Tyranid Warriors (9)
Boneswords (3), Deathspitters (6), Scything Talons (all)


Patrol Detatchment
Tyranid Prime
Boneswords, Scything Talons

Tyranid Warriors (9)
Boneswords (3), Deathspitters (6), Scything Talons (all)

2000


Lets pick a few enemy units and compare the points with the same amount of warriors:

Venerable dreadnought with 2x twin linked autocannon Versus 6 warriors
8 shots, 6,7 hits, 4,5 wounds, 3x2 damage = 1 dead warrior and another one 2 wounds. Easy for a venerable dreadnought to keep in the back and shoot for 3 turns before the warriors get within assault range. Those two warriors that do get within assault range will die because of 'overwatch' and dreadnought stomping.

Stormraven Versus 11 warriors: I'am not even going to do the math here. Stormraven can keep flying for 2 turns and even 'hover' at turn 3 and still manage te take down 11 warriors before the can assault. Stormraven can also fall back out of close combat and keep shooting. Not a match.

Manticore Versus 5 warriors: 3,5 hits, 3 wounds, around 2 dead warriors. Also got a heavy bolter so it's game over for the warriors after turn 2.

Conscripts x30 + commissar + company commander versus 5/6 warrior: 60 lasguns (with order), 20 hits, 7 wound, 3,5 damage wounds/one dead warrior. 15 deathspitter shots back, 10 hits, 6,6 wounds, 5 dead conscripts. After that you get 25 conscripts with 4 shots each (rapid fire+order) so thats 100 shots, 33 hits, 11 wounds, 5,5 damage wounds. 2/3 warriors left. 9 deathspitter shots, 6 hits, 4 wounds, 3/4 dead conscripts.
assault= 9 attacks, 6 hits, 4 wounds, 3 dead conscripts. 17 conscripts attacking back = 6 hits, 2 wounds, 1 damage wound. Next turn the commissar and company commander also assault and another warrior bites the dust. At this point you got one maybe two warriors left and still 17 conscripts to fight in combination with commissar and company commander.

Devastator squad with 4x heavy bolter Versus 4 warriors: 12 shots, 8 hits,5 wounds, one dead warrior. Hopefully you got two warriors left to assault at turn 3 but I would not count on that with 36 inch range heavy bolters.

Normally I don't like this kind of one on one math because it's you have to look at the complete picture and total synergy of the armies. But with a full warriors army moving forward it's nothing more then shooting them down from a distance and counterassault the leftovers when the get close. Warriors could do nicely against average units like tactical marines with bolters and such. Marines have to pay for the 3+ save and against bolters the warriors get a 4+ armor save. But all other decent shooty units take down warriors easily.

 Insectum7 wrote:
I wasn't taking it too seriously at first, and then I realized that it shoots 128 S5 AP -1 shots in a round, hitting on 3+ from the Primes. That's a little scarier than I was giving it credit for. I think I'll start assembly with this target in mind, play some rounds and adjust it a bit.


You really think your whole army get to shoot each and every turn with 18 inch deathspitters? Your lucky if some can shoot at turn 2 and only if you get first turn to begin with. The warrior unit that get's the best 'advance' result will be taking down first, also.

It's your funeral but if you like it, then go for it man...

A malanthrope is a great addition to your army and also consider an aegis defence line.


   
Made in us
Ultramarine Chaplain with Hate to Spare






Spoletta wrote:
I would drop the patrol detachment and invest in adrenal glands for everyone. Also, add some lashwips, with so many things in melee you will lose warriors each turn before they can strike. Those whips come at 2 points and really help. With the remaining points you should make a vanguard detachment with prime, lictor, lictor and venoms.

The lictors will be pure gold in reducing the amount of fire your warriors will suffer, and the venoms too will help with this. Put them in cover turn 1 and let them absorb as much fire as possible.


Adrenal glands, interesting. On all of them though? I'm definitely inclined to start on them once I get to deploying via Trygon or Tyrannocyte. Lictors, I'll look into them. Admittedly I passed them over at first.

Lahswhips. . . can't do it, I can't bring myself to modify the classic warriors too much.

 Niiai wrote:
I think you will be better served if 3 models have 2 scything tallons for the extra attack. And you put the bonesword on the once with the deathspitters. Just remove them last.


I see what you're saying. . . but like above, I can't bring myself to mod the classic models.

shogun wrote:

Lets pick a few enemy units and compare the points with the same amount of warriors:
. . . But all other decent shooty units take down warriors easily.


Yeaaahhh, mathhammer never really tells the whole story. I'm going to wait until after a few games.

shogun wrote:
 Insectum7 wrote:
I wasn't taking it too seriously at first, and then I realized that it shoots 128 S5 AP -1 shots in a round, hitting on 3+ from the Primes. That's a little scarier than I was giving it credit for. I think I'll start assembly with this target in mind, play some rounds and adjust it a bit.


You really think your whole army get to shoot each and every turn with 18 inch deathspitters? Your lucky if some can shoot at turn 2 and only if you get first turn to begin with. The warrior unit that get's the best 'advance' result will be taking down first, also.

It's your funeral but if you like it, then go for it man...

A malanthrope is a great addition to your army and also consider an aegis defence line.


I've been playing this game for 20 years. Of course I don't expect my whole army to get to shoot each and every turn. But I also wasn't expecting their firepower to potentially match 10 TLAC Razorbacks.

It's likely I'll eventually get a Malanthrope, but I don't think the Malanthrope will serve any purpose in the Warrior army. It seems great if I were to sit and shoot, but I'm starting out with a swarm. Likewise, an Ageis line doesn't really feel like the spirit of things.

This message was edited 1 time. Last update was at 2017/09/19 09:27:47


And They Shall Not Fit Through Doors!!!

Tyranid Army Progress -- With Classic Warriors!:
https://www.dakkadakka.com/dakkaforum/posts/list/0/743240.page#9671598 
   
Made in nl
Longtime Dakkanaut





 Insectum7 wrote:
Yeaaahhh, mathhammer never really tells the whole story. I'm going to wait until after a few games.


Not a lot of tactics when you just move 7x9 warriors forward. Take 5+ average enemy armies from the armylists section and put them in front of your army. Then play it out with starting first and starting second.

 Insectum7 wrote:
It's likely I'll eventually get a Malanthrope, but I don't think the Malanthrope will serve any purpose in the Warrior army. It seems great if I were to sit and shoot, but I'm starting out with a swarm.


Let's get this straight... You don't want to switch a tyranid prime for a malanthrope that moves almost just as fast and gives every Tyranid warrior unit -1 to hit? For me that would be mandatory, believe me..

You could use your command points to reroll the malanthrope advance dice to keep up BTW.
   
Made in gb
Brainy Zoanthrope





So last night I had a game VS a friend's Tau list for a tourney. It's 1500 and a combined Maelstrom + Eternal War mission, so we were doing Scouring+Cloak and Shadows.


My list:
Swarmlord
Malanthrope (warlord)
20 Genes
16 Hormas
16 Hormas

3 Hive Guard (Impalers)

Trygon
Mawloc
3 Biovores

Tyrannocyte (Barbed Stranglers)


His list:
4 Commanders (3 Missle, 1 Fusion Deep Striking. One had the 6" hit reroll thing)
Longstrike
2 Hammerheads (the other weird looking gun)
A bunch of Shield and Marker drones


First off, we were on a bit of a sub-optimal table, as we had barely and LoS blocking terrain, so i was already on the back foot. Secondly, we were doing corner deployment, which made it very easy for him to castle up. Thirdly, as he was deploying the last objective, we had 3/4 of the Scouring ones in corners, but then he loaded the last one in the centre - and as he got to pick corners, he chose the corner with another objective next to it, giving me the one with only a Maelstrom obj and an adjacent objective. Fourthly, it then transpired that his corner was the Primary objective. Fifthly, despite my +1 I failed to go first, so he deleted a unit of Hormas for first blood and a Hive guard T1 (despite -2 to his shooting from the Mal and mission).


So, there's all the stuff I've noted as to why the odds were stacked against me from the get go :p. In any case, I elected to come in first turn as otherwise my few models on the table were just going to continue to get pummeled. (In hindsight, I probably should've hid right at the back of my deployment zone since only the Hammerheads could've hit me, and forced him to move forward a bit if he wanted to shoot me with more than just them.) Almost all my shooting whiffed quite badly, only killing about 2-3 Shield drones between Biovores, Hive Guard, Trygon and pod. The genes got Catalyst and Hive Commandered forwards, and melted a unit of drones, then consolidated forwards into another unit - his Commanders were sadly too far back to tag this turn.


He dropped down with his commander and took 6 wounds off Swarmy, then popped the reroll aura and deleted both him and the Mawloc (who had also failed to do more than kill a drone or two), as well as bringing the Genes down to 10 with all his SMS.


In my turn 2 the remaining genes charged another drone unit and managed to drag another commander in (annoyingly 1 died on overwatch so I lost 13 attacks) - but the Shield drones took the wounds he got allocated and he survived unharmed. Similarly, my Trygon turned round to deal with the backfield commander, but again with his shield drones he survived with 3 wounds left. My shooting whiffed even more horribly, with Hive Guard and Biovores failing to hit anything, and Tcyte hitting 2/20 shots!


He then proceeded to fall back with everything and delete anything that was still a threat, and that was that, pretty much. I had been ahead on Maelstrom the first two turns but had virtually nothing left after that point (I did technically survive til turn 5 thanks to a lone spore mine though). My conclusions from this game:


- Swarmy is too expensive in a 1500pts game. I would've been better off with a second unit of genes, I think.
- Without Devilgants, the gene slingslot is nowhere near as effective. You need to be able to clear some wrap in order to break them through. In future I would definitely take a Trygon Prime with 30 if I took Swarmy.
- Screening units with Fly are a HUGE problem. I know I had bigger issues this game, but it really felt like this was the clincher. Had it been Kroot I was fighting, I could have easily surrounded models and kept them locked up, meaning my genes would've been safe from shooting. Drones just merrily bobbed away. Possibly unique to this army though as virtually the whole lot had fly.
- I am really not seeing the awesomeness people keep saying Hive Guard and Biovores are. I am aware that mine whiffed horribly the whole game, but with so few shots that was not actually that improbable. I feel like I would want to run either in 6s, not 3s in future - but even with that the points quickly add up and I feel like i might get more mileage somewhere else.
- The "person who places last objective chooses board sides" rule is really dumb.


In any case, what I am now leaning towards is to take Cult stealers with their built-in delivery mechanism so that I don't have to rely on Swarmy to get a unit close enough for a charge. Also debating whether I could instead use him to slingshot a unit of 30 Gargoyles 24" up and then lock stuff up better...

On the bright side, unlike last edition it didn't feel like we had no hope at all of beating tau. Had I made slightly better decisions., not rolled as badly and had a slightly different list, things might have been different!
   
Made in nl
Longtime Dakkanaut





Benlisted wrote:
So, there's all the stuff I've noted...


Same problem as every other 'a bit of everything' tyranid armylist. Alle your units move at a different pace, got a different role and you don't commit to a single strategy. If you wan't to overrun the enemy then you need as much 'In their face' units as possible.

Benlisted wrote:
- I am really not seeing the awesomeness people keep saying Hive Guard and Biovores are. I am aware that mine whiffed horribly the whole game, but with so few shots that was not actually that improbable. I feel like I would want to run either in 6s, not 3s in future - but even with that the points quickly add up and I feel like i might get more mileage somewhere else.
Biovores only work if the rest of your armylist works in synergy with them and the need to kill stuff. At 1500 points it's hard to bring enough tyranid shooting to actually kill stuff fast to tip the balance. A Magus (with hypnosis power) + 3 full purestrain genestealer units (or 6x10) are better at taking things down.
   
Made in gb
Brainy Zoanthrope





shogun wrote:
Benlisted wrote:
So, there's all the stuff I've noted...


Same problem as every other 'a bit of everything' tyranid armylist. Alle your units move at a different pace, got a different role and you don't commit to a single strategy. If you wan't to overrun the enemy then you need as much 'In their face' units as possible.

Benlisted wrote:
- I am really not seeing the awesomeness people keep saying Hive Guard and Biovores are. I am aware that mine whiffed horribly the whole game, but with so few shots that was not actually that improbable. I feel like I would want to run either in 6s, not 3s in future - but even with that the points quickly add up and I feel like i might get more mileage somewhere else.
Biovores only work if the rest of your armylist works in synergy with them and the need to kill stuff. At 1500 points it's hard to bring enough tyranid shooting to actually kill stuff fast to tip the balance. A Magus (with hypnosis power) + 3 full purestrain genestealer units (or 6x10) are better at taking things down.


Well the issue with doing this with pure nids is that, at 1500 at least, you simply can't commit enough to reserves - you can fit about 3 units, so a prime and devilgants, then either 2 gene taxis or one and swarmy, which costs 1300-1350. You then are basically pigeonholed into taking the cheapest stuff possible to fill out the list to enable your reserve slots. Other option is to run up the table - and to be going honest outside of going for about 60 genes I think I would've gotten shot off the table before getting there (and even that would not have had fun with 2 turns out tau shooting).

So yeah, what I am feeling is the t prime with gants, with ambushing cult stealers en masse (as I did say at the bottom of my post ). It's a bit annoying that we probably need to add in cult units at lower points though, here's hoping the codex changes that.
   
Made in ca
Sneaky Lictor



oromocto

I think you need to commit to melee or range at this point lol. Ether get an exocrine or 2 and 2 broods of biovores and hive guard bubble wrapped with gaunts or go all in melee with chaff on the table and ds everything into his face. When we get to 2000pts you can take a more balanced list but vs this floating gunline you need more punch.
   
Made in gb
Towering Hierophant Bio-Titan



UK

So I thought about taking a Malanthrope, supporting 1-2 exocrines & generally providing that 1st turn buffer on the Alpha Strike.

But then I thought, I could just take a Mawloc instead. I honestly don't see why you wouldn't. If you can hit 2 units, I think you are fine.

 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
Made in us
Ultramarine Chaplain with Hate to Spare






shogun wrote:
 Insectum7 wrote:
Yeaaahhh, mathhammer never really tells the whole story. I'm going to wait until after a few games.


Not a lot of tactics when you just move 7x9 warriors forward. Take 5+ average enemy armies from the armylists section and put them in front of your army. Then play it out with starting first and starting second.

 Insectum7 wrote:
It's likely I'll eventually get a Malanthrope, but I don't think the Malanthrope will serve any purpose in the Warrior army. It seems great if I were to sit and shoot, but I'm starting out with a swarm.


Let's get this straight... You don't want to switch a tyranid prime for a malanthrope that moves almost just as fast and gives every Tyranid warrior unit -1 to hit? For me that would be mandatory, believe me..

You could use your command points to reroll the malanthrope advance dice to keep up BTW.


A: "simulation" doesnt accurately represent terrain, movement, dice swings, player mistakes, missions, or even wounds against units of multi-wound models very well. I'm fine with losing a few games while I actually play it out.

B: Well, maybe since I can still have two Primes, its a possibility. At the moment I think being able to split my force up into "wings", rather than clustering it all, will serve me well. So I'm drawn to the redundancy of Primes. Like I said though, I'll probably get one (or two) eventually.

. . .

I'd rather get some ideas about evolving the list in other ways, like Tyrannocyte/Trygon deep striking, Exocrine/Tyrannofex fire support, waves of Gaunts, etc. One thing I'm really curious about, has anyone had any good experiences with the Haruspex?

And They Shall Not Fit Through Doors!!!

Tyranid Army Progress -- With Classic Warriors!:
https://www.dakkadakka.com/dakkaforum/posts/list/0/743240.page#9671598 
   
Made in us
Infiltrating Broodlord






 Insectum7 wrote:

One thing I'm really curious about, has anyone had any good experiences with the Haruspex?


I've gotten two games in with mine so far but in both instances it was faced with an inordinate amount of plasma (first game was a 2v2 with one player bringing 20x Chosen with max plasma, second was 1v1 vs a Guilliman gunline with 4x Hellblaster squads) and as a result they didn't get to do much besides soak a lot of firepower before dying (T8 is nice). I think it has potential but it really wants a Tyrannocyte to limit the amount of turns it can be shot at since everyone that looks at its stats will immediately put it as target priority #1.

This message was edited 1 time. Last update was at 2017/09/19 16:58:43


 
   
Made in us
Regular Dakkanaut




I've played several games with 4 units of 3 Warriors. Just don't see what has anyone excited. They haven't done anything to tip the game one way or the other.
   
 
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