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Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Longtime Dakkanaut






Chillicothe, OH

Quick game tonight. Thinking about bringing this list for fun. Can you think of any obscure rules I might miss or forget about because I havent played in about 6 months? What strategems should I keep in mind? Any synergies or specific gear/setup youd suggest?

Tyranid Prime
Brood Lord
30 horns
22 terms, 8 devourer terms
1 deathleaper
1 twin scytal carni
10 genestealers
2 shrikes, 1 vc shrike
1 sporocyst

1,000 points exact

This message was edited 1 time. Last update was at 2019/08/23 17:45:50


My Painting Blog, UPDATED!

Armies in 8th:
Minotaurs: 1-0-0
Thousand Sons: 15-3

 
   
Made in gb
Huge Hierodule






Nottingham (yay!)

 Strat_N8 wrote:
 Dynas wrote:

Lack of T8 monsters. I mean come on.


Technically we have four T8 monsters (Tervigon, Tyrannofex, Exocrine, Haruspex), just most of them are shackled with a 4+ to hit which limits how much damage they can do compared to a Carnifex (3+ to hit in melee on the charge/with Old One Eye or 3+ to hit at range with advanced senses).

In regards to Biovores acting like mortar teams, I actually really like how the spore mine-based weapons play. They are incredibly unique, if perhaps not the most dangerous.


Stationary Exocrine gets 12 x 36” S7 AP-3 D2 shots at BS 3+

With an influx of Primaris units and improvements, and Obliterators going up to 4W, that’s pretty solid to me

If there’s anything we really need, gun-wise, it’s a D3 attack that can efficiently deal with Gravis. Carnifexes can efficiently pop them in melee, but you want to be careful when charging Aggressors and make sure they all die and don’t get to punch back with their bucket of power fist attacks

   
Made in us
Lone Wolf Sentinel Pilot






Texas

 Nitro Zeus wrote:
 Dynas wrote:
Nids are not top tier, arguable mid tier.

Literally not a single person said that they were top tier.


 Dynas wrote:
Look at Almost Pro Gamings YouTube videos. he does monthly recaps of the top 10 armies. Nids haven't been in it in a while.

.... but why? this doesn't prove anything as it isn't a counter a single thing that has been said. The entire point being made was that placings aren't representative of power here. And even if they were, again, nobody said Nids were top tier.

Take a re-read through this page.


IMO placings are representative of power. That and the number of list being taken to major GTs. In competitive Meta people shift to whats strong and what rises to the top. Nids aren't even mid tier at this point IMO. I wish I was wrong, as I love playing them.

10000+
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*I'm on Bartertown as Dynas 
   
Made in us
Regular Dakkanaut




At the Gates of Azyr

Would I be correct that 2x Twin Devourers on Carnifex units only push our 12 shots per model?

I think I've been seeing people play them as 24 shots per model...
   
Made in us
Utilizing Careful Highlighting





Augusta GA

Nah because it’s not a Twin Devourer. Each weapon slot is specifically taken by two Devourers, so it becomes four in total with six shots each.

This message was edited 1 time. Last update was at 2019/08/23 19:36:32


 
   
Made in us
Regular Dakkanaut




At the Gates of Azyr

 Badablack wrote:
Nah because it’s not a Twin Devourer. Each weapon slot is specifically taken by two Devourers, so it becomes four in total with six shots each.


Right.....so that's 12 shots total, correct?
   
Made in us
Utilizing Careful Highlighting





Augusta GA

Six times four is 24.
   
Made in us
Regular Dakkanaut




At the Gates of Azyr

But 1 Devourer has 3 shots. Each weapons choice takes 2 devourers each and you only have two weapon slots....So 4x3 is 12
   
Made in it
Longtime Dakkanaut





The devourer with brainleech worms has 6 attacks.
   
Made in us
Regular Dakkanaut




At the Gates of Azyr

But brainleech worms just gives if STR 6 correct? Not 6 shots AND S6?
   
Made in us
Brainy Biophagus Brewing Potent Chemicals






 lindsay40k wrote:

If there’s anything we really need, gun-wise, it’s a D3 attack that can efficiently deal with Gravis. Carnifexes can efficiently pop them in melee, but you want to be careful when charging Aggressors and make sure they all die and don’t get to punch back with their bucket of power fist attacks


Maybe Heavy Venom Cannons? Each is wounding on a 3+ with -1 AP and 3 damage and are fairly accessible (Hive Tyrant, Carnifex, and 2x on the Harpy). I guess the Exocrine would be fine as well with Pathogenic Slime in effect.

 Third_Age_of_Baggz wrote:
But brainleech worms just gives if STR 6 correct? Not 6 shots AND S6?


Check the armory on page 112 of the codex. Devourers with Brainleech Worms are their own weapon entry.
   
Made in it
Longtime Dakkanaut





It is my opinion that marines are better eaten than shooted. Since they will have to decide between goodness and soup, they are not going to have screens, and our monsters melee profiles really like those targets. From Cfex, to trygons to Toxicrens. Even the haruspex can do decent stuff, at least it is T8, which new marines have problem with.
   
Made in no
Rogue Grot Kannon Gunna






Smurf overwatch nowadays will ruin you.
   
Made in nz
Longtime Dakkanaut





Auckland, NZ

Personally I've starting looking at Exocrines again. The Castellans that negated them previously have pretty much dropped out of the meta, and there is a big upswing in the sort of multi-wound infantry they excel at killing with the marine codex.

Brought one in a mirror match the other day, where I used Pathogenic Slime on it to kill 6 hive guard in a single volley. Reminded me why I used to like them so much
   
Made in au
Dakka Veteran





How the hell does one of the most immobile units in the army get an angle to shoot full volley at one of the most hidey unit on the table that doesn't need LoS? Was there just no terrain, or did he mess up badly? Or was it shock cannons or something

Anyway, did one feel like enough? Or would you prefer to have more?
   
Made in nz
Longtime Dakkanaut





Auckland, NZ

There was LoS blocking terrain, but not if he wanted a first turn volley into something other than termagants. So he opted not to take it, and paid for it.
I'd also put it down to a bit of inexperience. Good player, but he was fairly new to the faction, and I don't think had played with them much beyond the standard swarmlord + genestealers + hive guard list.

I didn't end up winning the game though. Made a critical mistake with genestealer cult deployment, where I dropped my magus in deny range of a flyrant hiding in plain sight on top of a building, who stopped a crucial cast of Might From Beyond.


I would certainly like to try playing with one or two more exocrines. They are indeed quite immobile, but I find it rare that they can find nothing worth shooting.
I like their consistency much more than the rather more swingy tyrannofex.

This message was edited 2 times. Last update was at 2019/08/25 03:19:18


 
   
Made in us
Regular Dakkanaut




At the Gates of Azyr

 Strat_N8 wrote:
 lindsay40k wrote:


 Third_Age_of_Baggz wrote:
But brainleech worms just gives if STR 6 correct? Not 6 shots AND S6?


Check the armory on page 112 of the codex. Devourers with Brainleech Worms are their own weapon entry.


I’m the dumbest Tyranid Player ever....I’ve honestly been reading that wrong.
   
Made in au
Dakka Veteran





Arson Fire wrote:

I would certainly like to try playing with one or two more exocrines. They are indeed quite immobile, but I find it rare that they can find nothing worth shooting.
I like their consistency much more than the rather more swingy tyrannofex.


I don't know what you mean really. Isn't the advantage of the Tyrannofex that is more consistent, with 48" range instead of 36" (having to move either of these units is a massive detriment), and that with S10 + high AP it can punch damage through anything, even if Exocrine handles TEQ better? The Exocrine kinda falls flat against Knights, and with the release of a brand new Knight dex that is possibly even stronger than the Imperial one... I'm not convinced its the right time for Exocrine. But can you explain what you mean by the Tyrannofex being swingy where the Exocrine is not?
   
Made in ca
Enigmatic Chaos Sorcerer





British Columbia

Probably the higher number shots at set damage.

 BlaxicanX wrote:
A young business man named Tom Kirby, who was a pupil of mine until he turned greedy, helped the capitalists hunt down and destroy the wargamers. He betrayed and murdered Games Workshop.


 
   
Made in nz
Longtime Dakkanaut





Auckland, NZ

 Nitro Zeus wrote:
Arson Fire wrote:

I would certainly like to try playing with one or two more exocrines. They are indeed quite immobile, but I find it rare that they can find nothing worth shooting.
I like their consistency much more than the rather more swingy tyrannofex.


I don't know what you mean really. Isn't the advantage of the Tyrannofex that is more consistent, with 48" range instead of 36" (having to move either of these units is a massive detriment), and that with S10 + high AP it can punch damage through anything, even if Exocrine handles TEQ better? The Exocrine kinda falls flat against Knights, and with the release of a brand new Knight dex that is possibly even stronger than the Imperial one... I'm not convinced its the right time for Exocrine. But can you explain what you mean by the Tyrannofex being swingy where the Exocrine is not?

More shots, hits more accurately, flat damage 2 (or 3 with pathogenic slime).

They're for firing at different targets; I wouldn't point an exocrine at a knight if there was anything better to aim it at. Sorry if I was unclear on that.

What I was trying to say is that within its role of killing multiwound infantry and light vehicles, an exocrine is very reliable.
Within its role of killing tough vehicles (or other things with acid spray), I find a tyrannofex is much more variable in its effectiveness. I'm not a fan of random damage and hitting on a 4+.

This is more a response to the new marine codex. I believe that's catching on much more than the new knights in my local area at least.
I'm just going to try it for a while, maybe take them to a few small events, and just see how it goes.
   
Made in au
Dakka Veteran





No, my bad, I just didn't understand what you meant, it makes perfect sense now.

I sort of see what you are saying. But while SM will probably be more popular than Chaos Knights, I think we need help more vs the Knights than the Marines.

Though Aggressors are bloody scary I'll say that much. Perfect counter to an army that is forced to come to them, so maybe we should be preparing for that. I'm not against the idea of Exocrines, just trying to cover all bases here. Chaos Knights are even better vd us than Imperial ones, js there a way to cover both threats here without putting a ridiculous amount of points in AT? I can't help but think I'd prefer Rupture Cannon since it puts a hurting on Knights, especially since they can probably smack down an Aggressor or two in a pinch as well, and from a safer range as well, I think 48 over 36 helps a lot vs SM shooting.

This message was edited 1 time. Last update was at 2019/08/26 03:49:17


 
   
Made in nz
Longtime Dakkanaut





Auckland, NZ

The anti-knight in my lists comes from about 600 points of GSC allies.

I've given up trying to get anti-knight firepower out of the tyranid codex. Outside of running an Old One Eye shaped guided missile into one, it's a job better suited to allies.
   
Made in au
Dakka Veteran





Arson Fire wrote:
The anti-knight in my lists comes from about 600 points of GSC allies.

I've given up trying to get anti-knight firepower out of the tyranid codex. Outside of running an Old One Eye shaped guided missile into one, it's a job better suited to allies.

You know, I might follow your lead and do the same. I'll need to get a second Exocrine because I don't expect much from one, but maybe 2 Exocrines with some GSC Bikes might really cover a lot of bases, without chewing up half the list worth of points.
   
Made in us
Regular Dakkanaut




At the Gates of Azyr

 Nitro Zeus wrote:


Though Aggressors are bloody scary I'll say that much. Perfect counter to an army that is forced to come to them, so maybe we should be preparing for that. I'm not against the idea of Exocrines, just trying to cover all bases here. Chaos Knights are even better vd us than Imperial ones, js there a way to cover both threats here without putting a ridiculous amount of points in AT? I can't help but think I'd prefer Rupture Cannon since it puts a hurting on Knights, especially since they can probably smack down an Aggressor or two in a pinch as well, and from a safer range as well, I think 48 over 36 helps a lot vs SM shooting.


Personally I think I'm going to load up on Haurspex now with Aggressors. Drop em in, then assault. It's gonna be pricey, but I think they'll be the perfect counter to those Billion S4 shots and the Overwatch Stratagem.
   
Made in us
Longtime Dakkanaut




Annandale, VA

Apologies if this has been discussed to death, but what's the current thinking on Tyrannofex w/ Fleshborer Hives? It seems on paper like it could do some real damage to Primaris with Pathogenic Slime, but I suspect Dakkafexes might do it better.

Any other ideas on how to counter Aggressors? One of my regular opponents is pure Ultramarines, and I'm dreading going up against them.

   
Made in gb
Huge Hierodule






Nottingham (yay!)

catbarf wrote:
Apologies if this has been discussed to death, but what's the current thinking on Tyrannofex w/ Fleshborer Hives? It seems on paper like it could do some real damage to Primaris with Pathogenic Slime, but I suspect Dakkafexes might do it better.

Any other ideas on how to counter Aggressors? One of my regular opponents is pure Ultramarines, and I'm dreading going up against them.

I'm not sold on the Fleshborer hive. Main effect I see it having against Primaris is driving them into cover. Assuming stationary, and Gorgon, and Scorch Bugs, and Primaris with no modifiers to hit, that's forty shots, 58.3% accuracy, 23 hits, 83.3% wound rate, 19.4 wounds, 6.48 failed saves.

Six and a half dead Marines isn't a great bodycount, and that's in lab conditions. This thing is an Ork destroyer, not a Primaris hunter; in the field, MEQ/PEQ infantry are going to hug cover and halve that kill rate to three and a bit - and that's after throwing CP at the thing. And if it's facing Aggressors, they're just going to laugh at it off then slap it to death.

As for Aggressors - I'm pretty sold on the Gorgon Exocrine with Pathogenic Slime. A dozen shots with 75% accuracy, eight hits wounding on threes, 5.3 wounds, 4.4 dead Aggressors. Not ideal, but they're a brutal matchup and I'm reluctant to rely on the Haruspex solution - my Tyranid fight phases usually have a lot of units in brawls, and I'd rather not present too many who-goes-first-wins situations for my opponent to counter-offensive.

That sad, acid spray t-fex looks good. Definitely the go-to for my Behemoth main fleet when Gravis starts to show up in my meta. Not as fierce a firepower but auto hitting overwatch is a definite plus when the drop pod assault and charge roll bonuses shenanigans begin.


Automatically Appended Next Post:
 lindsay40k wrote:
Check the armory on page 112 of the codex. Devourers with Brainleech Worms are their own weapon entry.

no i didn't :p

This message was edited 1 time. Last update was at 2019/08/27 02:15:20


   
Made in nl
Dakka Veteran





Netherlands

What are the thoughts on Mawlocs? I'm gearing up for a 1000 pts tourney in a couple of weeks and am not sure yet if I will swap out one of my Carnifexes for a Mawloc (monster list with OOE).

Now I tried a Mawloc in one game against an Eldar construct list and it did quite nice. First the deepstrike in turn 2 did some mortal wounds on three units, all of them quite expensive. With the big base it is quite easy to 'hit' two or more models from below. My opponent then had a 12W T6 monster in his rear whilst at the same time half a dozen carnifexes were charing into his front. In the subsequent turn he killed and tied up a couple of Eldar psykers and Reapers. All very nice.

And another question: I am toubting which hivefleet is more suitable for a monster list (no swarmy): either Kraken or Jorm. I like the +1 on the save, but it makes me slower as I won't advance. Kraken is very fast indeed which has its cons. I tend to go for Kraken as it means I'll be shoving my carnifexes into my opponents face quicker (sometimes with Onslaught and the strategem).

This message was edited 1 time. Last update was at 2019/09/02 11:59:02


   
Made in us
Longtime Dakkanaut



Cheyenne WY

 Singleton Mosby wrote:
What are the thoughts on Mawlocs? I'm gearing up for a 1000 pts tourney in a couple of weeks and am not sure yet if I will swap out one of my Carnifexes for a Mawloc (monster list with OOE).

Now I tried a Mawloc in one game against an Eldar construct list and it did quite nice. First the deepstrike in turn 2 did some mortal wounds on three units, all of them quite expensive. With the big base it is quite easy to 'hit' two or more models from below. My opponent then had a 12W T6 monster in his rear whilst at the same time half a dozen carnifexes were charing into his front. In the subsequent turn he killed and tied up a couple of Eldar psykers and Reapers. All very nice.

And another question: I am toubting which hivefleet is more suitable for a monster list (no swarmy): either Kraken or Jorm. I like the +1 on the save, but it makes me slower as I won't advance. Kraken is very fast indeed which has its cons. I tend to go for Kraken as it means I'll be shoving my carnifexes into my opponents face quicker (sometimes with Onslaught and the strategem).

Also look into Behemoth as they get some cool Hammer of wrath tricks....

The will of the hive is always the same: HUNGER 
   
Made in nz
Longtime Dakkanaut





Auckland, NZ

 Singleton Mosby wrote:

And another question: I am toubting which hivefleet is more suitable for a monster list (no swarmy): either Kraken or Jorm. I like the +1 on the save, but it makes me slower as I won't advance. Kraken is very fast indeed which has its cons. I tend to go for Kraken as it means I'll be shoving my carnifexes into my opponents face quicker (sometimes with Onslaught and the strategem).



Kraken for a monster assault army, full of close combat carnifexes and old one eye. Here getting your forces across the table asap takes priority. Kraken also lets you take advantage of being able to retreat carnifexes from combat then charge them back in for +1 to hit and a chance at a mortal wound (plus also an extra attack if they have tusks).

Jorm for a monster gunline army, full of things like tyrannofexes and exocrines. Long ranged monsters don't need to move much, so can take better advantage of the cover provided by the hive fleet ability. It also lets you use raveners to taxi in a devilgaunt bomb if you feel like it.
Kronos is also a solid choice for this sort of shooting army, trading defense for offense.

This message was edited 1 time. Last update was at 2019/09/02 22:39:01


 
   
Made in ca
Enigmatic Chaos Sorcerer





British Columbia

Kraken also gains the advantage of hopping out of one fight into another potentially eating valuable support pieces as the enemy falters.

 BlaxicanX wrote:
A young business man named Tom Kirby, who was a pupil of mine until he turned greedy, helped the capitalists hunt down and destroy the wargamers. He betrayed and murdered Games Workshop.


 
   
 
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