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2017/09/19 22:00:20
Subject: Tyranids 8th ed Tactica - The Great Devourer is Nigh
xmbk wrote: 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.
Then that's a good unit. If they had an impact equivalent to their cost and didn't tip the game against you, and provided Synapse at the same time, then they've done their job. Nobody is saying they are the new Flyrant, just a good troop choice
P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it.
2017/09/20 02:20:09
Subject: Tyranids 8th ed Tactica - The Great Devourer is Nigh
xmbk wrote: 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.
I'm with you. Not impressed with them tbh. Providing synapse from the troop slot is nice and all, but eh. Make them characters in the codex and then we're cooking with salami.
2017/09/20 06:47:22
Subject: Tyranids 8th ed Tactica - The Great Devourer is Nigh
xmbk wrote: 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.
Then that's a good unit. If they had an impact equivalent to their cost and didn't tip the game against you, and provided Synapse at the same time, then they've done their job. Nobody is saying they are the new Flyrant, just a good troop choice
This.
People always forget that this is the ultimate end of rule design.
2017/09/20 07:36:49
Subject: Tyranids 8th ed Tactica - The Great Devourer is Nigh
xmbk wrote: 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.
I'm with you. Not impressed with them tbh. Providing synapse from the troop slot is nice and all, but eh. Make them characters in the codex and then we're cooking with salami.
Why do you need synapse from the troop section when you can just pick a broodlord and/or malanthrope that can't be targeted? You need to fill those HQ spots anyway.
2017/09/20 08:11:29
Subject: Re:Tyranids 8th ed Tactica - The Great Devourer is Nigh
Put average+ armies against a warrior army and see how fast the die. If you can do a little bit of math and got half a brain it's so obvious.
You talk about this a lot, but have you actually done the math yourself?
I'm going to use the example you provided so that you can't say I'm cherry picking some weapon profile, and tell you some of the units that take more damage from Basilisk shots than 30ppm kit Tyranid Warriors.
and more I can't even be bothered checking. Only the really point efficient wounds (Carnifex & Mawloc) seemed to tank shots better than them. To most everything else Warriors are tankier vs multiwound weaponry.
So your logic for why we shouldn't take them rules out so many units that we know are fine. Warriors aren't half as bad as you think they are, I think you just misunderstand the unit.
This message was edited 1 time. Last update was at 2017/09/20 10:11:26
P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it.
2017/09/20 11:49:41
Subject: Re:Tyranids 8th ed Tactica - The Great Devourer is Nigh
You talk about this a lot, but have you actually done the math yourself?
I'm going to use the example you provided so that you can't say I'm cherry picking some weapon profile, and tell you some of the units that take more damage from Basilisk shots than 30ppm kit Tyranid Warriors.
and more I can't even be bothered checking. Only the really point efficient wounds (Carnifex & Mawloc) seemed to tank shots better than them. To most everything else Warriors are tankier vs multiwound weaponry.
So your logic for why we shouldn't take them rules out so many units that we know are fine. Warriors aren't half as bad as you think they are, I think you just misunderstand the unit.
Like I said, It's normally not that simple because there is more to the game then units fighting one on one. But when you look at a full warrior list, it actually is a simple equation. Why? Because a full warrior list only walks forward and takes shooting in the face for 2/3 turns before the can do anything. Thats why I gave a few examples of regular shooty units that got no problem taking down warriors in a one on one (point-wise) shootout.
But you are only comparing basilisk shooting to other tyranid units and try to pass it of as the same kind of 'thing'. An exocrine is a shooty beast that returns 12 plasma shots at 36 inch. But because its more vulnerable to a basilisk shot then the same amount of points warriors, warriors are 'good'? A weird non-argument and actually made me cringe...
Now look at the rest:
Tyrannofex: useless expensive, bad at shooting. You really put this thing in the list of tyranid units that are 'fine'?
Trygon: different role because a trygon brings in a delivery system and can at least deep strike to make sure it can attack something next turn. Apples and oranges.
Swarmlord: Dies to soon to get the best out of its 'free move' gimmick. Even if you build a strategy around it, it is still easy to block it with bubble wrap.
Hive tyrant: Walking-it dies and flying hive tyrant's only work if the really commit to it. Think about 5+ flying hive tyrants with tyrant guard and malanthrope protection. Only as a gimmick list.
Tervigon: Too expensive. Being tough doens't win you games you need to kill stuff. For the same amount of points it's better to get a broodlord + extra gaunts.
If you want to make the claim that a full warrior army could work, then do as I said before; pick 5 different average+ armies from the armylist section and put them in front of each other and let them shoot at the warriors 2/3 turns. Play it out with the warriors going first and second and compare.
If you want to make the claim that warriors do have a place in a balanced/diverse tyranid army then you need to build a strategy around it, and I'am curious to find out what it is. That's because other tyranid units are much better at doing that job. If you use them to walk forward and let them do their thing, then the just die being relatively cheap and useless for 2 turns.
I guess all these pro-warrior players got some great results against the local 12 year old player with the fluffy armylist and actually think warriors are good.
2017/09/20 12:10:02
Subject: Tyranids 8th ed Tactica - The Great Devourer is Nigh
Shogun please do not make a strawman of Shuppet. You are taking his arguments and twisting them.
Shuppet took your argument (warriors die to easy therefore you should not take them I am paraphrasing, but yeah) and looked at what performs worse then warriors in that metrick.
Exocrine, Tyrannofex, Trygon & Trygon Prime, Swarmlord, Hive Tyrant (even completely naked), Tervigo was the list he came up with. Further Shuppet only once who do notiseble better then warriors is Carnifex and Mawlocks because of their low cost.
Now instead of focusing on Shuppets argument, warriors performs well, you are implying a whole lot that Shuppet did not say. Hence building a straw Shuppet that you are 'arguing against'.
Your argumentation is not very good. Some pages back when the question was raised you made a list that would 'beat any warrior list' because you would just have biovores drop spore mines in front of them. This argument can be aplied to any non flying unit. For your 'great insights' (I am using that sarcasticly) there is often little to take away.
I am not doubting you have some good insight into Tyranid tips. But currently you are not representing them in a fruitfull way. On the subject of warriors in particular, a unit that is good because it is very versatily for it's cost (it has guns, can fight mellee, is a troop choise, T4 4+ save and 3 wounds) you are often singeling out one aspect the warrior does not do very well and then you compare then to a specialist unit that performs the function better.
Examples are genestealers are better then warriors in mellee, shrikes are faster then warriors for running across the field, or as Shuppet estrapolates from your argumentation Mawlocks are harder to kill. While all of those statements are true, the warrior would come in second place with a good margine in all of those metrics.
Edit: On a second read through this came out harsher then intended. I am sorry, it is not meant personally, AKA something about your personthat is wrong. You are a great contributer to this thread. It is meant as a critique of your argumentation tecnique that often misses it's intended target. I think you can craft your words in a way that brings your points more in focus. I do not think how you are arguing is representing the intent in your reasoning.
This message was edited 2 times. Last update was at 2017/09/20 12:31:53
Niiai wrote: Shogun please do not make a strawman of Shuppet. You are taking his arguments and twisting them.
Shuppet took your argument (warriors die to easy therefore you should not take them I am paraphrasing, but yeah) and looked at what performs worse then warriors in that metrick.
Exocrine, Tyrannofex, Trygon & Trygon Prime, Swarmlord, Hive Tyrant (even completely naked), Tervigo was the list he came up with. Further Shuppet only once who do notiseble better then warriors is Carnifex and Mawlocks because of their low cost.
Now instead of focusing on Shuppets argument, warriors performs well, you are implying a whole lot that Shuppet did not say. Hence building a straw Shuppet that you are 'arguing against'.
Your argumentation is not very good. Some pages back when the question was raised you made a list that would 'beat any warrior list' because you would just have biovores drop spore mines in front of them. This argument can be aplied to any non flying unit. For your 'great insights' (I am using that sarcasticly) there is often little to take away.
I am not doubting you have some good insight into Tyranid tips. But currently you are not representing them in a fruitfull way. On the subject of warriors in particular, a unit that is good because it is very versatily for it's cost (it has guns, can fight mellee, is a troop choise, T4 4+ save and 3 wounds) you are often singeling out one aspect the warrior does not do very well and then you compare then to a specialist unit that performs the function better.
Examples are genestealers are better then warriors in mellee, shrikes are faster then warriors for running across the field, or as Shuppet estrapolates from your argumentation Mawlocks are harder to kill. While all of those statements are true, the warrior would come in second place with a good margine in all of those metrics.
Edit: On a second read through this came out harsher then intended. I am sorry, it is not meant personally, AKA something about your person who is wrong. You are a great contributer to this thread. It is meant as a critique of your argumentation tecnique that often misses it's intended target. I think you can craft your words in a way that brings your points more in focus. I do not think how you are arguing is representing the intent in your reasoning.
You and Shuppet fail to grasp the whole 'warriors walk 2 turns and do nothing' concept, and the difference between a full warrior army and warriors within an average tyranid army. My example about different shooty units against warriors is not about the toughness. Its about the fact that the get two turns of shooting in their face and meanwhile not really excel at anything, even after turn 2/3. Comparing warriors toughness with other tyranid units has nothing to do with that and is not an argument for anything. Being cheap for a 3 wounds model doesn't kill enemy units, it just takes a bit longer to kill. Take almost every decent enemy unit and compare them with walking warriors for the same amount of points and you will see that 80% of the time the bite the dust.
2017/09/20 13:09:56
Subject: Re:Tyranids 8th ed Tactica - The Great Devourer is Nigh
We can, at the very least, dial down the snark and make much more of an effort to be polite.
ta.
The poor man really has a stake in the country. The rich man hasn't; he can go away to New Guinea in a yacht. The poor have sometimes objected to being governed badly; the rich have always objected to being governed at all
We love our superheroes because they refuse to give up on us. We can analyze them out of existence, kill them, ban them, mock them, and still they return, patiently reminding us of who we are and what we wish we could be.
"the play's the thing wherein I'll catch the conscience of the king,
2017/09/20 13:23:18
Subject: Tyranids 8th ed Tactica - The Great Devourer is Nigh
Yeah I don't even know what shogun is talking about any more. I didn't say really any of that, just saying that the argument that they can't be used cause of multi wound math is quite flimsy. Point for point they are tanker than a TFex, except with much nicer shooting and a ridiculous assault, and the largest Synapse coverage in the dex . Not sure what the problem here is other than you prefer Stealers, which is nice, and Stealers are a great unit, but they take a much bigger points investment to be used properly unlike Warriors which you can kinda just throw in to compliment the right builds, and the Synapse bubble they provide supports this.
Also, the units you listed are the ones they are TANKIER than, not equal to, so those comparisons are squat. It's not an argument I was making to begin with but your logic is full of holes. Trygons tank the hits more or less the same, but you list their strengths as justifying it, but completely ignore everything the same amount of points in Warriors do that Trygons don't. Rinse and repeat all the way down that list.
Also, the fact that they 3 wound models I haven't even touched on, but it means 1/4 wounds from 2D guns get shrugged off again, making them significantly tanker on top of the maths, but it's whatever.
Your logic and tone seems more invested in defending yourself from being wrong, rather than actually rationally and open minded let discussing it so I'm going to bow out. But with statements like these:
shogun wrote:
But because its more vulnerable to a basilisk shot then the same amount of points warriors, warriors are 'good'? A weird non-argument and actually made me cringe...
--
I guess all these pro-warrior players got some great results against the local 12 year old player with the fluffy armylist and actually think warriors are good. --
If you can do a little bit of math and got half a brain it's so obvious
--
Etc.
As someone who can sometimes take gaming a little too seriously, trust me - you are getting WAAY to salty about this.
I play against legit competition. My time is valuable to me and I deliberately avoid and turn down games against non-competitive players. However I don't feel I nor anyone else should have to post out their meta to have an opinion as you previously requested, because I think if someone has an incorrect opinion the strength of your perspective should be enough to disprove it, rather than wild baseless claims towards the quality of their opponents. Just some thoughts. Let's keep it on track.
This message was edited 2 times. Last update was at 2017/09/20 14:17:21
P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it.
2017/09/20 14:12:10
Subject: Tyranids 8th ed Tactica - The Great Devourer is Nigh
I don't have a good perspective on how an all warrior list would fare, but saying that they suffer 2 turns of firing without doing anything is incorrect.
Warriors shoot from turn 1 with deathspitters and chew those mawlocks and scions while on the way. Also take real care in how you use mawlocks, they can be a self destruct button for a shooting army, remember that they cannot really retreat from a fight.
2017/09/20 14:54:24
Subject: Tyranids 8th ed Tactica - The Great Devourer is Nigh
ALso if you give them a Venom/Strangler weapon they can shoot turn 1 easily, albeit only 1 per 3 but its still something and they are strong (I like the Strangler, if the Venom cannon was D3 damage i would use that).
C4790M wrote: How do we deal with mortarion? Aside from throwing enough canon fodder to keep him away from the important stuff
Our easiest solution to just about anything is 20 genestealers and a broodlord. The only thing that changes really is getting them to him through the bubble wrap.
2017/09/20 20:14:14
Subject: Tyranids 8th ed Tactica - The Great Devourer is Nigh
C4790M wrote: How do we deal with mortarion? Aside from throwing enough canon fodder to keep him away from the important stuff
Our easiest solution to just about anything is 20 genestealers and a broodlord. The only thing that changes really is getting them to him through the bubble wrap.
This... I think "Big Bads" like Morty call for holdind back a DS . Then you can dump a bucket of claws on him. I am not sure how DR works...would a Mawloc be able to Mortal Wound him? Or does he just shug that stuf off
Automatically Appended Next Post: What I mean is let him come to you, Then DS on him. Sometimes I don't type so good.
This message was edited 1 time. Last update was at 2017/09/20 20:15:29
The will of the hive is always the same: HUNGER
2017/09/20 20:19:30
Subject: Tyranids 8th ed Tactica - The Great Devourer is Nigh
Yeah, I think "smite spam" is a viable way to go with Nids. It might even be a little "counter meta" in the form that everyone fighting Nids Expects a 'bucket of Claws!" (tm) The "problem" is smite spam won't work so good vs conscript spam. But maybe there is a list not yet found.
The will of the hive is always the same: HUNGER
2017/09/20 22:01:43
Subject: Re:Tyranids 8th ed Tactica - The Great Devourer is Nigh
pinecone77 wrote: Yeah, I think "smite spam" is a viable way to go with Nids. It might even be a little "counter meta" in the form that everyone fighting Nids Expects a 'bucket of Claws!" (tm) The "problem" is smite spam won't work so good vs conscript spam. But maybe there is a list not yet found.
Well those FW units and that IG list is getting nerfed, GW already said they are looking into it at Nova.
When FW and IG changes comes out, we will see a different meta again, if DG and Mortarion becomes the #1 meta, Nids Smite spam might be a thing. Nids codex is also on the horizon as well.
If Maleceptors and Zoanthropes get some good Stratagems to cast better or more powers, it could work well.
Also there are Spore Mines too, Biovores should work and maybe even Sporocyst, if that thing gets some lovin it could be really good.
pinecone77 wrote: Yeah, I think "smite spam" is a viable way to go with Nids. It might even be a little "counter meta" in the form that everyone fighting Nids Expects a 'bucket of Claws!" (tm) The "problem" is smite spam won't work so good vs conscript spam. But maybe there is a list not yet found.
Well those FW units and that IG list is getting nerfed, GW already said they are looking into it at Nova.
When FW and IG changes comes out, we will see a different meta again, if DG and Mortarion becomes the #1 meta, Nids Smite spam might be a thing. Nids codex is also on the horizon as well.
If Maleceptors and Zoanthropes get some good Stratagems to cast better or more powers, it could work well.
Also there are Spore Mines too, Biovores should work and maybe even Sporocyst, if that thing gets some lovin it could be really good.
Would be awesome to see some of our dedicated psykers becoming playable... at the moment I think our best psykers are Broodlords, which is kinda funny
This message was edited 1 time. Last update was at 2017/09/20 22:35:11
P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it.
2017/09/20 22:21:37
Subject: Tyranids 8th ed Tactica - The Great Devourer is Nigh
Trying to absorb everything that is being discussed here but Ill try to tip my hat to the arguments present:
Warriors: A hot topic and one not easily solved by any means, I think the reason warriors cause such controversy is that they are not a "point-and-click" unit, in that they are so middle of the road in potential function, they end up being difficult to deploy properly. What I mean by this is that hive guard are very clearly shooty, stealers are very clearly stabby, both are delete units in their respective roles, but warriors are a high learning curve unit, that is both shooty and stabby and because of this, will rarely just delete a unit as with the 2 examples. Technically speaking, the warriors are better than either in a respective fight because they have advantages on both (can blast stealers and keep them at arms length, before getting a charge, run at and catch hive guard in combat and render them innefective), but are respectively worse at both in their specific roles. Worse, at straight shooting, worse at straight combat.
But this gives them an interesting distinction and one that is not unique to them in this army. Having units that are both reasonably jack of all trades are hard to utilize because the decisions always boil down to commitment. When do you commit them into combat, or just keep them shooting? In the end this decision paralysis is part of the reason they will never perform as well as many hope, because to use them well is extremely difficult.
They are also hard to compare when looking at shrikes, because you would think warriors being slower are more apt to being a shooting platform, and shrikes to a melee platform, but shrikes have fly and bouncing out of combat makes shrikes also an effective shooting platform.
Where warriors sit with me is this: They are a mid level effective offensive unit, best utilized as objective holders with multiple wounds and native fearless. They are a counter unit. Where as stealers, guard, etc are obvious offensive units, warriors sit as a counter unit where instead of commiting them early, it is better to use them as a "wait and see" type of unit. They are odd, but in no way bad, but the curve to learn to use them is very high.
Now that that is off my chest, Ill give the lowdown on my experience with other things thus far:
Swarmy: Damnit I want to love him, but he is just 50 points too expensive for a unit with no aura buffs, can be targeted, and has mid level heavy combat (degrading strength and attacks, forced to tail attack, no rerolls, etc) Even a list built around him is a bad idea in my opinion, because the list loses him and then loses its effectiveness. Best way to use him I have found is to have 1-2 units to really capitalize the HC ability, then if he is still alive, use it on himself to give him massive movement, or ONLY use it on himself.
Malanthrope:Incredible, cheap, best warlord in a gunline, just all round great.
OOE: My favorite character in the game at present. Cheap at 140 points and an absolute wrecking machine. My favorite unit to slingshot with swarmy BY FAR, and just very fun to use. BEWARE PODDING HIM. Not recommended, as a failed charge is a dead OOE. One of the best AT melee units in the dex
Rippers: Best troop in the dex for objectives, annoying at times not being infantry, but mitigated with cheap cost and deep strike
Hive guard: Excellent unit, a bit expensive but very good nonetheless. Impalers are GENERALLY better than shock cannons, but multiple units of shock cannons, running around with a malanthrope is good fun, and cannot be ignored, especially against a list with a lot of armor.
Zoanthropes: JUST too expensive, hilariously difficult to dispatch, and a real focal point of frustration for your opponent. Inconsistent damage for, in my opinion, 200 points min (4 with neurothrope) I still use them, more to be a thorn than worrying about their total damage.
Mawlocks: Cheap, great utility MCs, mortal wounds are always valuable, the greatest learning curve for them is knowing when NOT to commit them turn 1. Another hard case unit for your opponent.
Biovores: Just so good, decent damage, but the utility and board control pays for itself. When coupled with things like deep strike units, mawlocks, slingshot OOE, starts to force your opponent between a rock and a hard place.
Raveners: With Red Terror, one of the best meat grinder units in the index. I run them fists and double scy tal and send them at screens and laugh. Fists I think are the only guns you should give them, because if they get charged, these are the only weapons they can utilize when they are in combat, and you always want them in combat.
Red terror: Hilarious, not great but can cause some very amusing moments (swallowed a starweaver transport full of dudes once,caused an interesting discussion hahaha)
Deathleaper: too expensive, not very effective in combat (for what it should be), sadly only good as a "threat" unit for small objective holders
Stealers(cult or fleet): Incredible, a little flimsy, but just absolute meat grinders
Patriarch/broodlord: Dont know why their stats are different, but one of the best characters in the book, and terrifying in combat
Pyrovores: MAN these units need to be available in units of 6, too expensive, but absorbs quite a bit of firepower
Always take at least a supreme command with 2 cult psykers, hypnosis is always valuable, and having the ability to take mind control when needed is very valuable.
More to come later...
This message was edited 2 times. Last update was at 2017/09/20 22:43:13
Armies I play:
-5000 pts
-2500 pts
Mechanicus -1850 pts
2017/09/20 22:39:25
Subject: Tyranids 8th ed Tactica - The Great Devourer is Nigh
gameandwatch wrote: Trying to absorb everything that is being discussed here but Ill try to tip my hat to the arguments present:
Warriors: A hot topic and one not easily solved by any means, I think the reason warriors cause such controversy is that they are not a "point-and-click" unit, in that they are so middle of the road in potential function, they end up being difficult to deploy properly. What I mean by this is that hive guard are very clearly shooty, stealers are very clearly stabby, both are delete units in their respective roles, but warriors are a high learning curve unit, that is both shooty and stabby and because of this, will rarely just delete a unit as with the 2 examples. Technically speaking, the warriors are better than either in a respective fight because they have advantages on both (can blast stealers and keep them at arms length, before getting a charge, run at and catch hive guard in combat and render them innefective), but are respectively worse at both in their specific roles. Worse, at straight shooting, worse at straight combat.
But this gives them an interesting distinction and one that is not unique to them in this army. Having units that are both reasonably jack of all trades are hard to utilize because the decisions always boil down to commitment. When do you commit them into combat, or just keep them shooting? In the end this decision paralysis is part of the reason they will never perform as well as many hope, because to use them well is extremely difficult.
They are also hard to compare when looking at shrikes, because you would think warriors being slower are more apt to being a shooting platform, and shrikes to a melee platform, but shrikes have fly and bouncing out of combat makes shrikes also an effective shooting platform.
Where warriors sit with me is this: They are a mid level effective offensive unit, best utilized as objective holders with multiple wounds and native fearless. They are a counter unit. Where as stealers, guard, etc are obvious offensive units, warriors sit as a defense counter unit where instead of commiting them early, it is better to use them as a "wait and see" type of unit. They are odd, but in no way bad, but the curve to learn to use them is very high.
Now that that is off my chest, Ill give the lowdown on my experience with other things thus far:
Swarmy: Damnit I want to love him, but he is just 50 points too expensive for a unit with no aura buffs, can be targeted, and has mid level heavy combat (degrading strength and attacks, forced to tail attack, no rerolls, etc) Even a list built around him is a bad idea in my opinion, because the list loses him and then loses its effectiveness. Best way to use him I have found is to have 1-2 units to really capitalize the HC ability, then if he is still alive, use it on himself to give him massive movement, or ONLY use it on himself.
Malanthrope:Incredible, cheap, best warlord in a gunline, just all round great.
OOE: My favorite character in the game at present. Cheap at 140 points and an absolute wrecking machine. My favorite unit to slingshot with swarmy BY FAR, and just very fun to use. BEWARE PODDING HIM. Not recommended, as a failed charge is a dead OOE. One of the best AT melee units in the dex
Rippers: Best troop in the dex for objectives, annoying at times not being infantry, but mitigated with cheap cost and deep strike
Hive guard: Excellent unit, a bit expensive but very good nonetheless. Impalers are GENERALLY better than shock cannons, but multiple units of shock cannons, running around with a malanthrope is good fun, and cannot be ignored, especially against a list with a lot of armor.
Zoanthropes: JUST too expensive, hilariously difficult to dispatch, and a real focal point of frustration for your opponent. Inconsistent damage for, in my opinion, 200 points min (4 with neurothrope) I still use them, more to be a thorn than worrying about their total damage.
Mawlocks: Cheap, great utility MCs, mortal wounds are always valuable, the greatest learning curve for them is knowing when NOT to commit them turn 1. Another hard case unit for your opponent.
Biovores: Just so good, decent damage, but the utility and board control pays for itself. When coupled with things like deep strike units, mawlocks, slingshot OOE, starts to force your opponent between a rock and a hard place.
Raveners: With Red Terror, one of the best meat grinder units in the index. I run them fists and double scy tal and send them at screens and laugh. Fists I think are the only guns you should give them, because if they get charged, these are the only weapons they can utilize when they are in combat, and you always want them in combat.
Red terror: Hilarious, not great but can cause some very amusing moments (swallowed a starweaver transport full of dudes once,caused an interesting discussion hahaha)
Deathleaper: too expensive, not very effective in combat (for what it should be), sadly only good as a "threat" unit for small objective holders
Stealers(cult or fleet): Incredible, a little flimsy, but just absolute meat grinders
Patriarch/broodlord: Dont know why their stats are different, but one of the best characters in the book, and terrifying in combat
Pyrovores: MAN these units need to be available in units of 6, too expensive, but absorbs quite a bit of firepower
Always take at least a supreme command with 2 cult psykers, hypnosis is always valuable, and having the ability to take mind control when needed is very valuable.
More to come later...
Very good summary. I agree with everything you said.
When do you not commit Mawlocs turn 1 tho? I thought the best thing about them was their cheap wounds, so if they are getting shot at that means it's a good thing for the rest of your army right. Not saying I disagree either because maybe I misunderstand you or maybe you're talking about some situation I haven't been in, your breakdowns are very concise and accurate so far and I haven't been running Mawlocs for a little while now so thats very possible
P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it.
2017/09/20 22:49:49
Subject: Tyranids 8th ed Tactica - The Great Devourer is Nigh
gameandwatch wrote: Trying to absorb everything that is being discussed here but Ill try to tip my hat to the arguments present:
Warriors: A hot topic and one not easily solved by any means, I think the reason warriors cause such controversy is that they are not a "point-and-click" unit, in that they are so middle of the road in potential function, they end up being difficult to deploy properly. What I mean by this is that hive guard are very clearly shooty, stealers are very clearly stabby, both are delete units in their respective roles, but warriors are a high learning curve unit, that is both shooty and stabby and because of this, will rarely just delete a unit as with the 2 examples. Technically speaking, the warriors are better than either in a respective fight because they have advantages on both (can blast stealers and keep them at arms length, before getting a charge, run at and catch hive guard in combat and render them innefective), but are respectively worse at both in their specific roles. Worse, at straight shooting, worse at straight combat.
But this gives them an interesting distinction and one that is not unique to them in this army. Having units that are both reasonably jack of all trades are hard to utilize because the decisions always boil down to commitment. When do you commit them into combat, or just keep them shooting? In the end this decision paralysis is part of the reason they will never perform as well as many hope, because to use them well is extremely difficult.
They are also hard to compare when looking at shrikes, because you would think warriors being slower are more apt to being a shooting platform, and shrikes to a melee platform, but shrikes have fly and bouncing out of combat makes shrikes also an effective shooting platform.
Where warriors sit with me is this: They are a mid level effective offensive unit, best utilized as objective holders with multiple wounds and native fearless. They are a counter unit. Where as stealers, guard, etc are obvious offensive units, warriors sit as a defense counter unit where instead of commiting them early, it is better to use them as a "wait and see" type of unit. They are odd, but in no way bad, but the curve to learn to use them is very high.
Now that that is off my chest, Ill give the lowdown on my experience with other things thus far:
Swarmy: Damnit I want to love him, but he is just 50 points too expensive for a unit with no aura buffs, can be targeted, and has mid level heavy combat (degrading strength and attacks, forced to tail attack, no rerolls, etc) Even a list built around him is a bad idea in my opinion, because the list loses him and then loses its effectiveness. Best way to use him I have found is to have 1-2 units to really capitalize the HC ability, then if he is still alive, use it on himself to give him massive movement, or ONLY use it on himself.
Malanthrope:Incredible, cheap, best warlord in a gunline, just all round great.
OOE: My favorite character in the game at present. Cheap at 140 points and an absolute wrecking machine. My favorite unit to slingshot with swarmy BY FAR, and just very fun to use. BEWARE PODDING HIM. Not recommended, as a failed charge is a dead OOE. One of the best AT melee units in the dex
Rippers: Best troop in the dex for objectives, annoying at times not being infantry, but mitigated with cheap cost and deep strike
Hive guard: Excellent unit, a bit expensive but very good nonetheless. Impalers are GENERALLY better than shock cannons, but multiple units of shock cannons, running around with a malanthrope is good fun, and cannot be ignored, especially against a list with a lot of armor.
Zoanthropes: JUST too expensive, hilariously difficult to dispatch, and a real focal point of frustration for your opponent. Inconsistent damage for, in my opinion, 200 points min (4 with neurothrope) I still use them, more to be a thorn than worrying about their total damage.
Mawlocks: Cheap, great utility MCs, mortal wounds are always valuable, the greatest learning curve for them is knowing when NOT to commit them turn 1. Another hard case unit for your opponent.
Biovores: Just so good, decent damage, but the utility and board control pays for itself. When coupled with things like deep strike units, mawlocks, slingshot OOE, starts to force your opponent between a rock and a hard place.
Raveners: With Red Terror, one of the best meat grinder units in the index. I run them fists and double scy tal and send them at screens and laugh. Fists I think are the only guns you should give them, because if they get charged, these are the only weapons they can utilize when they are in combat, and you always want them in combat.
Red terror: Hilarious, not great but can cause some very amusing moments (swallowed a starweaver transport full of dudes once,caused an interesting discussion hahaha)
Deathleaper: too expensive, not very effective in combat (for what it should be), sadly only good as a "threat" unit for small objective holders
Stealers(cult or fleet): Incredible, a little flimsy, but just absolute meat grinders
Patriarch/broodlord: Dont know why their stats are different, but one of the best characters in the book, and terrifying in combat
Pyrovores: MAN these units need to be available in units of 6, too expensive, but absorbs quite a bit of firepower
Always take at least a supreme command with 2 cult psykers, hypnosis is always valuable, and having the ability to take mind control when needed is very valuable.
More to come later...
Very good summary. I agree with everything you said.
When do you not commit Mawlocs turn 1 tho? I thought the best thing about them was their cheap wounds, so if they are getting shot at that means it's a good thing for the rest of your army right. Not saying I disagree either because maybe I misunderstand you or maybe you're talking about some situation I haven't been in, your breakdowns are very concise and accurate so far and I haven't been running Mawlocs for a little while now so thats very possible
When an opponent is hyper aware of the mawlock threat, they will deploy in a manner as to try and force where the mawlocks go, the best time to hold back with them is when this occurs, and instead wait until some of the screen is gone, or force/ bait your opponent to open holes JUST BIG ENOUGH for the mawlocks to cause real problems.
This message was edited 1 time. Last update was at 2017/09/20 22:50:07
Armies I play:
-5000 pts
-2500 pts
Mechanicus -1850 pts
2017/09/21 11:31:28
Subject: Tyranids 8th ed Tactica - The Great Devourer is Nigh
gameandwatch wrote: Trying to absorb everything that is being discussed here but Ill try to tip my hat to the arguments present:
Warriors: A hot topic and one not easily solved by any means, I think the reason warriors cause such controversy is that they are not a "point-and-click" unit, in that they are so middle of the road in potential function, they end up being difficult to deploy properly. What I mean by this is that hive guard are very clearly shooty, stealers are very clearly stabby, both are delete units in their respective roles,
In 8th edition 40k you got a few way's to handle things:
- Shooty army with a bit of bubble wrap or counter attack
- In your face army/deepstrike with close combat units
- Shooty with Swarm
- Gimmick lists (assassin/character list, stormraven overdose, etc.)
- Balanced/bit of everything armylist
And my favourite: Shooty with a bit of 'in your face' units
Things die quickly in 8th edition and after the first turn it could be already hard for the player that got the second turn, to make a comeback. That's why shooty armies got the advantage. The 'in your face' armies really have to commit to take down the shooty lists but even then it's hard because it's so easy to block these kind of lists with bubblewrap or simple 'fall back moves'. Tyranids can make great 'a bit of everything' armylist and are great fun to play against a balanced opponent armylist. But these list struggle against the imperium armylist's that got a bit more shooting. Tyranid units moving at a different pace just means they're lining up to get shot. Warriors are actually a 'point and click unit' and not difficult to deploy. You either let them walk towards the enemy or deepstrike them with the trygon or tyrannocyte. Deep striking a big unit could be a hassle for the enemy but I don't see any reason to do this in comparison to the other units that got a dedicated role. Once was forced to deep strike a trygon way back because the enemy moved an empty rhino mid field. Trygon came in and failed the charge move. Get's a few wounds and the rhino charged. Trygon hits back put only put 3 wounds on the rhino. Trygon keeps hitting next turn and does not kill the rhino. Rhino falls back with 3 wounds remaining and trygon gets shot and dies. I don't like the big close combat 'bullseye on their face' units that are so easily manipulated and taken down. I would take 20 genestealer with catalyst and nothing else besides more genestealers.
gameandwatch wrote: but warriors are a high learning curve unit, that is both shooty and stabby and because of this, will rarely just delete a unit as with the 2 examples. Technically speaking, the warriors are better than either in a respective fight because they have advantages on both (can blast stealers and keep them at arms length, before getting a charge, run at and catch hive guard in combat and render them innefective), but are respectively worse at both in their specific roles. Worse, at straight shooting, worse at straight combat.
But this gives them an interesting distinction and one that is not unique to them in this army. Having units that are both reasonably jack of all trades are hard to utilize because the decisions always boil down to commitment. When do you commit them into combat, or just keep them shooting? In the end this decision paralysis is part of the reason they will never perform as well as many hope, because to use them well is extremely difficult.
This is true, but the problem is that the only really do anything after turn 2 and the more points you invest in this unit, the les other tyranid units you got to tip the balance from turn 1 onward. Comparing them with 'dedicated units' one on one is a bit unrealistic because it's unlikely that a warrior squad get's to trap a hive guard unit in close combat, and the same amount of points genestealer unit could be shot but unlikely assaulted at the same time, because genestealers move much faster. Only if the genestealer unit screws up a deep strike assault and even then I don't think the warriors do well in that situation. The Hive guard got 36 inch weapon and for one single hive guard you get 2 warriors. So 3x impaler cannon shooting and the warriors bite the dust. Even if the warriors could shoot once it would not matter.
Where warriors sit with me is this: They are a mid level effective offensive unit, best utilized as objective holders with multiple wounds and native fearless. They are a counter unit. Where as stealers, guard, etc are obvious offensive units, warriors sit as a counter unit where instead of commiting them early, it is better to use them as a "wait and see" type of unit. They are odd, but in no way bad, but the curve to learn to use them is very high.
To slow for an offensive unit and Tyranid armies cannot afford to 'wait and see'. My biovore armylist can 'wait and shoot' but even them I would not use warriors, because I have rather cheap gaunts as a screen and a malanthrope for synapse support plus the -1 to hit. Last time I got Magnus flying towards my gunline. Good thing I got cheap 1 wound gaunts and not warriors for god sake.
A 'jack of all trades' that only does something after turn 2/3 is not a good thing in a game that relies heavy on the results of the first 3 turns. If you take for example a Nemesis Dreadknight. That guy could be considered a 'jack of all trades' kind of unit. Heavy psycannon + silencer and a sword, 2+/5++, possibility to deep strike and teleport (psychic power). Decent at both shooting and close combat, but more important; actually doing something from turn 1 onwards. Another unit that could take down the same amount of points warriors easily by the way. It's a big list.
2017/09/21 12:13:20
Subject: Tyranids 8th ed Tactica - The Great Devourer is Nigh
Hello, It's taken me a couple of weeks to read from the first page.
I am new to Tyranids and the 8th and am looking to put together a 1000pt force. I was wondering if there were any strong thoughts on Lictors? Also whether to Trygon Prime for the snapse and the extra shots and attacks or to just use a Trygon?.
I was planning to run one Lictor with a Trygon with Warriors in the tunnel (or Trygon Prime with 20 genestealers in the tunnel).
Then have The Swarm Lord with 20 gargoyles and the genestealer (or the Warriors) in the deployment zone
The Lictor would mainly be to give an extra chance of getting into combat in the first turn, or just more popping up in one place for the enemy to deal with.
I would need to get The Swarmlord near the Trygon to use a psychic power on the troops emerging from the tunnel, and use the other and his ability to buff the gargoyles and the troop choice deployed with him.
Any thoughts on Lictors and Trygon Primes?
2017/09/21 13:13:31
Subject: Tyranids 8th ed Tactica - The Great Devourer is Nigh
If your Warriors haven't done anything until turn 4, the fault is not on the unit. They do not take that many turns to get started. Turn 1 or 2 they are threat, 9 times out of ten, and they carry 3 long range guns per squad. They are actually putting the hurt on quicker than Exocrines are.
This talk as though they get outpaced by the entire army has me scratching my head. I run them in a list with Fexes and Termagants so it's just not the case. They get 1pt AG as well. The multiwound guns have to go somewhere and if 6 Dakkafexes + an Exocrine get a free pass while they try take out 2 units of Warriors, wasted wounds and all, then I'm cool with that. They provide nice CC presence, Synapse, shooting presence, and are point for point about as bulky as the average TMC, and as a elite model unit they are easy to wrap up. A large strength of Tyranids is and has always been close range volume of fire, there is plenty of ways to build a list with Warriors in it that compliments the army. Having this narrow mind state that everything has to fall into some sort of preset archetype paved by the different race is a recipe for failure, Tyranids has it own set of strengths. Yes we can do some of those things, or we can also use the other great units available too.
Running a bunch of units through no mans land for a turn vs corner gunline armies is a staple of Tyranid play since they were implemented and many strong units are built with this in mind. They simply cannot chew through everything, and the Warrior is a great example of a unit that punishes them heavily for not doing so if he gets in, while supporting your army at the same time, and sacrificing no points worth of aggression.
I think I'm going to do a BR or two and make it pretty with photos attached, should be fun but also might blow the lid right off a closed mind to see how Nids can play like this and still perform even against some of the best armies in the game right now.
This message was edited 2 times. Last update was at 2017/09/21 13:16:10
P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it.
2017/09/21 13:18:49
Subject: Tyranids 8th ed Tactica - The Great Devourer is Nigh
SHUPPET wrote: If your Warriors haven't done anything until turn 4, the fault is not on the unit. They do not take that many turns to get started. Turn 1 or 2 they are threat, 9 times out of ten, and they carry 3 long range guns per squad. They are actually putting the hurt on quicker than Exocrines are.
Can you please explain how warriors are "putting the hurt on quicker than Exocrines are"? By all accounts, the Exocrine is our premier shooting unit.
I would also like an explanation as to how the warriors are a threat on turn 1 with 6" move. They technically create a small area of denial that some opponents might not want to move into for fear of getting assaulted on turn 1, but surely you aren't suggesting that the warriors are going to make a turn 1 charge. Even with the swarm lord ability, that's literally mathematically impossible unless the opponent decides to move into their threat range. Even on turn 2, that's a very rare occurrence. Did you feel like your 6" move carnifexes often got a turn 2 charge in 7th edition without using that awesome infiltrate warlord trait? I know I didn't.
Genestealers outpace them handily, and genestealers are one of the more prevalent troop choices, pretty much always having a brood lord anyhow so they don't need Warriors. Even hormagants will move forward much faster, albeit they'll probably still be in synapse range if you footslog them.
The problem is that Tyranids really kind of need the Trygon drop pod strat, which negates a lot of the value of warriors. Especially if you have a prime.