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Made in it
Dakka Veteran




At this point I would answer myself why I am spending so many points and an entire detachment just to play over costed tarpits
   
Made in us
Humming Great Unclean One of Nurgle






 Nitro Zeus wrote:
 NinthMusketeer wrote:
With 4 ranks attacking and a 6" pile-in I do not see how getting them in range to attack is a problem, once they have made the charge.

I mean even giving you the benefit of the doubt on this first squad, I'm talking about spamming them. You're just not gonna be able to apply significant damage across the board.
Ohh, I gotcha. The idea is more as a silly/for-fun option than any serious strategy.


Automatically Appended Next Post:
KurtAngle2 wrote:
At this point I would answer myself why I am spending so many points and an entire detachment just to play over costed tarpits
Because making weeny little hormagaunts ap -2 (or better) is funny

This message was edited 1 time. Last update was at 2020/04/06 02:45:33


Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in us
Longtime Dakkanaut



Cheyenne WY

 NinthMusketeer wrote:
So, given that I cannot try it out myself given coronavirus...

Has anyone tried the 2+ save (vs shooting) genestealer combo? Though clearly not an optimized loadout it seems like it would viable enough for fun games.

On a similar note, how about AP -2 hormagaunt custom fleet?
I watched a fun you tube video recently that used the wolverine-homies and it seemed viable. Don't have a link, but it should be easy to google.

The will of the hive is always the same: HUNGER 
   
Made in us
Regular Dakkanaut





pinecone77 wrote:
 NinthMusketeer wrote:
So, given that I cannot try it out myself given coronavirus...

Has anyone tried the 2+ save (vs shooting) genestealer combo? Though clearly not an optimized loadout it seems like it would viable enough for fun games.

On a similar note, how about AP -2 hormagaunt custom fleet?
I watched a fun you tube video recently that used the wolverine-homies and it seemed viable. Don't have a link, but it should be easy to google.


I will add 100 hormagaunts to my quarantine painting pile because this sounds fun.


Automatically Appended Next Post:
Speaking of, as I have been working my way through my painting pile, I came up with the following build and would like to know where people think I should put my Adaptive Physiology's:

Jormungandr Battalion

Malanthrope
Neurothrope (Lurking Maws)
Prime (Boneswords, Deathspitter)

Termagant x20 (Devourers)
Warrior x9 (Boneswords, Deathspitters, 3x Barbed Stranglers)
Warrior x9 (Boneswords, Deathspitters, 3x Barbed Stranglers)

Ravener x3 (scything talons)

Kronos Vanguard
Neurothrope (Symbiostorm)

Hive Guard x6 (Impaler Cannon)
Hive Guard x6 (Impaler Cannon)
Hive Guard x6 (Impaler Cannon)

Exocrine

I think I want to just put a durability buff on the Warriors for the Adaptive, either +1 cover or ignores -1/-2 AP.

I could shuffle things around, trim some points, and get a double battalion, but I really want Lurking Maws for the devilgaunts. I could try putting the Warriors in the Kronos detachment, but the Prime and the Malenthrope want to be in the same detachment as the Warriors, which leaves me with three HQ in a detachment. Maybe Venomthropes instead of the Malenthrope?

This message was edited 1 time. Last update was at 2020/04/07 18:49:09


 
   
Made in us
Humming Great Unclean One of Nurgle






If they are in a Jormungandr detachment having +1 to cover saves is all the time, unless they ran or charged.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in us
Humming Great Unclean One of Nurgle






babelfish wrote:
pinecone77 wrote:
 NinthMusketeer wrote:
So, given that I cannot try it out myself given coronavirus...

Has anyone tried the 2+ save (vs shooting) genestealer combo? Though clearly not an optimized loadout it seems like it would viable enough for fun games.

On a similar note, how about AP -2 hormagaunt custom fleet?
I watched a fun you tube video recently that used the wolverine-homies and it seemed viable. Don't have a link, but it should be easy to google.


I will add 100 hormagaunts to my quarantine painting pile because this sounds fun.
Let us know if you manage the legendary AP -4 Hormagaunt!

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in no
Liche Priest Hierophant





Bergen

I had a game last night where some 10 ork flashgits shot off 6 hiveguards in cover with - 1 to hit turn one.

I was not left with much anti tank. On topp of that itvturned out his sparkly custom job mde his big walker have bs4. It went bad quickly!

As far as I know we only have four sources of good anti tank if you wnat to include old one eye. Him, hive guars, tyranofex with rupture cannon and exoagrine. Now I do not own the last two.

I have carnifexes with heavy venom cannons but they are so bad! Very exapensive for what they do and there is a question of no good weapons to mach it with. Likevice warrior venom cannons are not reliable.

With blood of ball are there any other option for good anti tank? :-/

   
Made in us
Longtime Dakkanaut




I played a game awhile ago with the ap-1 and 6++ custom hive fleet setup vs ynarri (mostly dark Eldar with a few craftworld from the eldar vs eldar box) and they did exceptionally well. I ran 2 large 30 hormagaunt blobs and a 10 man squad of tyranid warriors with deathspitters and the camouflage adaptation. Stuck the warriors on cover turn 1, ran the bugs forward and had a blast.

The ability to get those little guys to ap-3 potentially is just so nasty. Ap-1 from hive fleet, ap-1 from hormagaunt strat, and permanent ap-1 from other strat when they kill something.... not that I needed ap-3 vs eldar but it seems threatening enough to me for the cost of the unit that your opponent has to target them fast or things get out of hand real quickly.

Also the 6++ is amazingly good if your spamming little bugs.
   
Made in us
Humming Great Unclean One of Nurgle






Nice Azuza!


Automatically Appended Next Post:
 Niiai wrote:
I had a game last night where some 10 ork flashgits shot off 6 hiveguards in cover with - 1 to hit turn one.

I was not left with much anti tank. On topp of that itvturned out his sparkly custom job mde his big walker have bs4. It went bad quickly!

As far as I know we only have four sources of good anti tank if you wnat to include old one eye. Him, hive guars, tyranofex with rupture cannon and exoagrine. Now I do not own the last two.

I have carnifexes with heavy venom cannons but they are so bad! Very exapensive for what they do and there is a question of no good weapons to mach it with. Likevice warrior venom cannons are not reliable.

With blood of ball are there any other option for good anti tank? :-/
Biovores?

This message was edited 1 time. Last update was at 2020/04/11 15:47:12


Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in no
Liche Priest Hierophant





Bergen

What are the chanses a Behemot Trygon Prime makes his charge with the adrenalin glands relic from blood of ball (changing from 2d6+1 to 3d6 pick the hieghest 2.) Remember behemot re-rolls charges. Also, you can CP re-roll if you roll a 6.

This message was edited 1 time. Last update was at 2020/04/12 14:21:42


   
Made in us
Longtime Dakkanaut




Ranged anti tank? As NinthMusketeer said biovores are really all I can think of beyond what you already mentioned. Niiai, you said you lost 6 hive guard in cover to those orks. Were you using impaler cannons or shock cannons? I ask only because impalers don't need los and are typically a great option for dealing with anything in the game as long as you can hide them behind los terrain.

I played another game last night vs my neighbor, he was playing Eldar/dark eldar again vs the swarm. Again I went with custom hive fleet for 6++ and sything talons getting-1 ap. My list.

Spoiler:

++ Battalion Detachment +5CP (Tyranids) [48 PL, 874pts] ++

+ Configuration +

Hive Fleet
. Other: Adaptive Exoskeleton, Bio-metalic Cysts

+ HQ +

Hive Tyrant [11 PL, 214pts]: 2x Monstrous Scything Talons, Toxin Sacs, Wings

Hive Tyrant [11 PL, 214pts]: 2x Monstrous Scything Talons, Toxin Sacs, Wings

Tervigon [13 PL, 180pts]: Massive Scything Talons, Stinger Salvo
. Adaptive Physiology: Dermic Symbiosis

+ Troops +

Ripper Swarms [2 PL, 33pts]
. 3x Ripper Swarm: 3x Claws and Teeth

Ripper Swarms [2 PL, 33pts]
. 3x Ripper Swarm: 3x Claws and Teeth

Termagants [9 PL, 200pts]
. 20x Termagant (Devourer): 20x Devourer
. 10x Termagant (Fleshborer): 10x Fleshborer

++ Battalion Detachment +5CP (Tyranids) [67 PL, -2CP, 1,126pts] ++

+ Configuration +

Hive Fleet
. Other: Adaptive Exoskeleton, Bio-metalic Cysts

+ Stratagems +

Bounty of the Hive Fleet [-1CP]: 1 Extra Bio-artefact

Progeny of the Hive [-1CP]

+ HQ +

Hive Tyrant [11 PL, 212pts]: Heavy Venom Cannon, Monstrous Rending Claws, The Venomthorn Parasite, Toxin Sacs, Wings

Tyranid Prime [6 PL, 74pts]: Devourer, Scything Talons, The Norn Crown, Warlord

+ Troops +

Hormagaunts [9 PL, 150pts]
. 30x Hormagaunt: 30x Scything Talons

Ripper Swarms [2 PL, 33pts]
. 3x Ripper Swarm: 3x Claws and Teeth

Tyranid Warriors [13 PL, 207pts]
. Adaptive Physiology: Dynamic Camouflage
. Tyranid Warrior: Deathspitter, Scything Talons
. Tyranid Warrior: Deathspitter, Scything Talons
. Tyranid Warrior: Deathspitter, Scything Talons
. Tyranid Warrior: Deathspitter, Scything Talons
. Tyranid Warrior: Deathspitter, Scything Talons
. Tyranid Warrior: Deathspitter, Scything Talons
. Tyranid Warrior: Deathspitter, Scything Talons
. Tyranid Warrior: Deathspitter, Scything Talons
. Tyranid Warrior: Deathspitter, Scything Talons

+ Elites +

Lictor [2 PL, 34pts]: Flesh Hooks, Rending Claws

Lictor [2 PL, 34pts]: Flesh Hooks, Rending Claws

Lictor [2 PL, 34pts]: Flesh Hooks, Rending Claws

+ Fast Attack +

Raveners [8 PL, 108pts]
. Ravener: 2x Scything Talons
. Ravener: 2x Scything Talons
. Ravener: 2x Scything Talons
. Ravener: 2x Scything Talons
. Ravener: 2x Scything Talons
. Ravener: 2x Scything Talons

+ Heavy Support +

Biovores [6 PL, 120pts]
. 3x Biovore: 3x Spore Mine Launcher

Biovores [6 PL, 120pts]
. 3x Biovore: 3x Spore Mine Launcher

++ Total: [115 PL, -2CP, 2,000pts] ++



The game if anyone wants to read what happened..

Spoiler:

We played Frontline Warfare. He was running a very heavy de list, a ton of poison weapons and everything in transports, and I thought i was in trouble. I mean that ment all my bug bugs were going to get wounded on a 4+ vs his basic weapons! Plus he was going first, so I just started with everything except the lictors and 2 squads of rippers in deep strike. I figured give him as many targets as I could and hope things survive.

Turn 1 he unloaded on my big bugs. Thankfully I had put the tervigon behind some big los blocking terrain, she was still able to be shot at by half his army but his ravagers needed to move and 1 still couldn't see. After all his shooting I escaped without losing a single unit! He did drop my venom cannon hive tyrant to 1 wound but the tough sob managed to live through it all! Best of all he had deployed defensive so when he moved forwards he wasn't on the center objectives yet. So I had tervigon on 12 wounds, 1 tyrant at 9, 1 at 1, and the 3rd at full health. I did lose a few hormagaunts but nothing serious. Also I had spent 2cp to be in cover t1, and using that strategy for warriors to take less wounds he shot at them and ended up only putting 2 wounds on 1.

My t1 i rushed forward, grabbed the center objectives. I advanced the warriors and tyranid prime into cover. I then cast catalyst on the hormagaunts but did it on double 6's. This scared me enough that i wasn't going to take any chances and just moved to shooting. the termagaunts utterly destroyed some splinter cannon scourges, and my biovores/warriors/hive tyrant with cannon dropped a raider to 1 wound (my shooting was absolutely horrid there) but this did leave a few spore mines floating around his back lines. I then charged his incubi and drazeer with my 9 wound hive tyrant and the ravages (those guys are so awesome and cheap!) Killing the incubi and dropping drazeer to 3 wounds. On the other flank my fully healed hive tyrant charged a venom and killed it, the de warriors lost 2 guys to the vehicle dying and piled out. I then consolidated into them to get me a few inches closer to his line.

Score was 6 to 1 at this point.

His turn 2 he tried to focus on my big bugs again. The table was covered in bugs so he couldn't drop his wrathguard squad anywhere other than his back field, and even then thanks to the spore mines they would have not had good targets. He tried to reposition to get los on the tervigon, he wanted her dead so he could focus on the termigaunts. He fell back out of combat with his warriors and then moved jain zar with her banshees up towards the combat with the drazeer. Drazeer fell back (coward!) And then he went into his shooting phase. He fired with what he had at what was around, killing 7 hormagaunts, dropping big momma bug to 3, killing a ravaner, and dropping the wounded hive tyrant to 6 and the fully healed one to 10. The banshees charged with jain zar into the 6 wound tyrant and dropping him to 3 wounds. However he had not moved his warriors far enough from my tyrant, so he heroically intervened, killed them, and I spent a cp to boost his melee ap by 1 (yeah ap-4 on talons is silly but I had a plan and was trying to take no chances).

My turn the hormagaunts and termagauhts moved up, the ravaners got near drazeer to recharge him, the ap-4 tyrant flew up towards his objective that had a falcon sitting on it, and I popped a Lictor up on his back line near the falcon. Shooting was bad, I did manage to kill 2 vypers and a single scourge, but yeah my rolls turned bad here. Still I then charged forward, ravagers hitting drazeer and the banshees, hormagaunts hitting 2 venoms, lictor surviving overwatch from the falcon with 1 wound and making his 9" charge thanks to his reroll ability, and the hive tyrant getting in with the falcon as well. My hive tyrant swung at the falcon but I forgot about the 1cp strat to reroll failed wounds and only managed to do 6 dmg to it. Everyone else swung horrifically and all I managed to do was put 2 wounds on a venom, 1 additional wound to drazeer, kill 4 banshees, and then the hive tyrant vs jain zar got smoked and killed.

Turns out we called here though because I had more models on his objective than he did thanks to the Lictor, score was 15 to 1 and he didn't think he could come back. Granted it looked really bad for him but I think I was in bad shape as well. Next turn he was going to kill my ravagers, the tervigon, the 1 wound remaining hive tyrant, and probably my other tyrant since the only place to drop his wraithguard in would have been back near him. But I still would have had 21 hormagaunts, 30 Termagants, 9 rippers, 9 warriors with my tyranid prime (warlord with the crown too), 6 biovores, and 2 more lictors to pop up. Plus I still would have had the center and my back field so yeah, while he could have took a huge chunk out of my force I don't think he could have come back and won.



I am really enjoying the custom hive fleet. The 6++ is so nice for my little guys and so many things can get normal talons so giving them all ap-1 is just so good. Especially with the strat to go an additional ap-1 if you kill something on the fight phase...

Unyielding chitlin strat on warriors whith them getting a 2+ save while in cover is really good as well. It almost makes me want to run Jormungandr with them, but not quite. Same with the tervigon, she was amazing with the termigaunts. Giving her the 5++ save was huge but that meant I couldn't give one of my hive tyrants monstrous size for that bonus. But with her in kraken she could take the relic to give her -1 to hit. That would really help her survival and help make the Termagants even better, but is that worth giving up 6++ on so many little bugs (I am currently working on adding 30 gargoyles to my list because no one runs them and I think they have harassment value) and -1 ap on Scything talon?
   
Made in no
Liche Priest Hierophant





Bergen

It was impaler cannons with -1 from aura to hit and in cover. They died to first turn flashgits 36" range stratagem.

   
Made in us
Longtime Dakkanaut




Ah. That is really unfortunate. Sometimes there isn't anything you can do, but it sounds like you had the right tool to complete the job, you just lost it before you could use it. :(
   
Made in no
Liche Priest Hierophant





Bergen

The bellcurve says that flashgits will shoot amazing once in a while. My mistake was not having redundancy.

   
Made in au
Dakka Veteran





Tyranids need to come at multiple angles imo. One unit of Hive Guard is enough. Some games they are amazing, some games they flop real hard as the enemy list will just have an easy answer. You don't want to have 1/4 of your army being Hive Guard in those games. Back them up with other quality answers, like Exocrine, or Biovores. Having multiple angles to achieve a similar goal, rather than investing too much into a single type of unit, is important when some stuff is just flat out 'countered' but things like "ignores LoS" or "decent range plus deepstrike/tablelength movespeed".
   
Made in us
Longtime Dakkanaut




Annandale, VA

Speaking of Biovores, how are you folks finding them nowadays? I've got four sitting unassembled and was tempted to pick up another two for a more round number, but I'm a little skeptical that 240pts of Biovores can pull their weight.

My gut feeling is that Zoanthropes seem the better choice for spamming mortal wounds, and the movement-blocking shenanigans spore mines provide might not be worth the investment. Maybe just three? Or am I totally off in my assessment altogether?

   
Made in us
Dakka Veteran




 Dynas wrote:
Nids went 5-0

https://www.youtube.com/watch?v=u0EfJCaa61w&feature=youtu.be&app=desktop

TL;DR
Missions were based on adepticon and only went 5 rounds. Somehow this guy managed to dodge all the Marine list, but played against a Lot of chaos.

Unique thing is taking the Behemoth for +1 to wound power on GS to get rend on 5s. Also, put Murderous Size adapation and Syches of Tyran Relic on Flyrant.

Unstoppable hunger +1 to wound
Murderous size Adaptaion +1 st +1 dmg, +1 ap
WLT Monsteround Hunger, 6s to wound do +1 damagae
Toxin sacs explode 6s damage
Relic: Sythes of Tyran +1s +1 A, AP-3 Dmg 3

A: 6 attacks reroll 1, S8 -4 AP DMG 4, 6's to wound do 6 dmg (5s with unstoppable hunger)

Thoughts?


Wouldn't legendary fighter be better than the monstrous hunger WLT? It's another base attack at 4D (5D if toxin procs) vs a 1/3 chance of making the other four attacks 6D instead of 5D.
   
Made in us
Infiltrating Broodlord






Niiai wrote:
With blood of ball are there any other option for good anti tank? :-/


I vaguely remember Carnifexes with Slimer Maggot Deathspitters being popular for a little while.

For non-Exocrine/Tyrannofex/Hive Guard anti-armor, repeated Smites are fairly consistent as long as the vehicle doesn't have a wound-mitigation rule like Disgusting Resilience or Rugged Construction. We have a lot of incidental psykers so it usually isn't hard to pile mortal wounds on.

If the problem vehicle is a gun platform like a Leman Russ, you could also always just send a blob of Hormagaunts or Gargoyles in to tie it down for the rest of the game.

catbarf wrote:Speaking of Biovores, how are you folks finding them nowadays? I've got four sitting unassembled and was tempted to pick up another two for a more round number, but I'm a little skeptical that 240pts of Biovores can pull their weight.


I only have 3 but I've found them valuable in every game I have brought them. Their maximum damage potential isn't especially high, but they are extremely user-friendly due to all the rules they can bypass and their range being almost table-wide. Mine tend to wait until everything else has shot and then aim for whatever is the most crippled target remaining.

In regards to the comparison to Zoanthropes, apart from both being able to dish out mortal wounds from extended ranges the two don't really overlap much. Zoanthropes are somewhat limited in what they can target offensively due to the rules of Smite, while Biovores have almost no limitations on what they can target between their range and indirect fire rules. Zoanthropes make up for their limitations by being relatively tough and providing synapse, but as offensive pieces Biovores are more reliable (if perhaps less spectacular in terms of raw damage).
   
Made in au
Dakka Veteran





Hive Guard, Biovores, Exocrine, Old One Eye, and Smites / Scream are our best options for dealing with tank imo

GSC allies let you include Rock Saw Acolytes and more powers, but I'm not sold on the Acolytes these days.
   
Made in it
Dakka Veteran




 Nitro Zeus wrote:
Hive Guard, Biovores, Exocrine, Old One Eye, and Smites / Scream are our best options for dealing with tank imo

GSC allies let you include Rock Saw Acolytes and more powers, but I'm not sold on the Acolytes these days.


Acolytes are one of best damage dealers in the game ppm, also they benefit much more from a Lictor with ignore overwatch stratagem than Tyranids themselves
   
Made in au
Dakka Veteran





Yeah but this game is more than just mathhammer. You have to apply that damage, and there is more DS-countering gak out here than ever before, people are screening better than ever before, and in general the tactic is just not as effective as it once was. OOE can hide behind your wall of bodies or T8. Hive Guard/Biovores can hide out of sight and range, and Exocrine's are good value targets for Dermic Symbiosis, for difficult to shift but high damage targets that can also be stacked next to similar size creatures. And Neurothropes/Broodlords are some of the best units in the dex in terms of value. Acolytes are a big investment into a glass cannon, that often isn't able to do its job, and some games, just whiffs entirely. So I'm less sold these days on Acolytes and it's a conclusion that is shared by top Tyranid players too.

This message was edited 1 time. Last update was at 2020/04/14 10:14:17


 
   
Made in it
Dakka Veteran




 Nitro Zeus wrote:
Yeah but this game is more than just mathhammer. You have to apply that damage, and there is more DS-countering gak out here than ever before, people are screening better than ever before, and in general the tactic is just not as effective as it once was. OOE can hide behind your wall of bodies or T8. Hive Guard/Biovores can hide out of sight and range, and Exocrine's are good value targets for Dermic Symbiosis, for difficult to shift but high damage targets that can also be stacked next to similar size creatures. And Neurothropes/Broodlords are some of the best units in the dex in terms of value. Acolytes are a big investment into a glass cannon, that often isn't able to do its job, and some games, just whiffs entirely. So I'm less sold these days on Acolytes and it's a conclusion that is shared by top Tyranid players too.


You still need to somehow deal with chaff and screen and no, Hive Guard/Biovores/Exocrines are not efficient at all in this department.
Stock acolytes are still better for chaff clearing purposes than any other choice in both codices
   
Made in au
Dakka Veteran





KurtAngle2 wrote:
 Nitro Zeus wrote:
Yeah but this game is more than just mathhammer. You have to apply that damage, and there is more DS-countering gak out here than ever before, people are screening better than ever before, and in general the tactic is just not as effective as it once was. OOE can hide behind your wall of bodies or T8. Hive Guard/Biovores can hide out of sight and range, and Exocrine's are good value targets for Dermic Symbiosis, for difficult to shift but high damage targets that can also be stacked next to similar size creatures. And Neurothropes/Broodlords are some of the best units in the dex in terms of value. Acolytes are a big investment into a glass cannon, that often isn't able to do its job, and some games, just whiffs entirely. So I'm less sold these days on Acolytes and it's a conclusion that is shared by top Tyranid players too.


You still need to somehow deal with chaff and screen and no, Hive Guard/Biovores/Exocrines are not efficient at all in this department.
Stock acolytes are still better for chaff clearing purposes than any other choice in both codices


You somehow have seemed to completely missed the point of this discussion, which was the current best options for ANTI-TANK. Not for dealing with infantry.
   
Made in no
Liche Priest Hierophant





Bergen

Well once I have finished gluing up the leman russ I got on sale I will be owning a russ, 1 goloath rockgrinder and 3 mortar models. I guess that means I can start running GSC as allies

I have had a bit of hiatus from the game.

Once thing I liked a lot since my hiatus is GSC has droped in points on some things. And the greater book is out. Cutom made 'Workers Arissen' + 'Seasoned Enforces' means a small group of acolytes with mining lasers can be good. 2 ranged 24 lascannon shots on BS4+ with re-roll to hit is good at 74 points. Add inn 2 webbers for 76 points total and I have some flamers to shoot 14" away, and flame things that try to charge me. Sounds like good allies in my mind. Run 3 or 4 groups of this could help out on my anti tank along the leman russ.

   
Made in us
Infiltrating Broodlord






Nitro Zeus wrote:
GSC allies let you include Rock Saw Acolytes and more powers, but I'm not sold on the Acolytes these days.


I suppose if we are also looking at GSC for anti-armor I'd suggest looking at a squadron of Achilles Ridgerunners with Heavy Mining Laser and an Alphus to paint targets for them. They are fairly consistent with the different force multipliers available to them and are fairly easy to hide (the models themselves are fairly squat and they have two different deployment tricks - plus as squadrons 3 vehicles can fit as 1 ambush token).

Also in regards to the concerns raised regarding the effectiveness of Acolytes, I'd submit that the issue is more related to deepstrike rules in the current environment generally than Acolytes specifically. It is mostly antidotal on my part, but I have had success delivering them via mech in an environment dominated by deepstrike denial and some of my hybrid lists have been doing well with smaller (10-strong) squads working in tandem with Jackals.

KurtAngle2 wrote:
Stock acolytes are still better for chaff clearing purposes than any other choice in both codices


If you are looking purely at damage Metamorphs are better vs most chaff types. Assuming both are stock 5 strong squads and have no outside assistance, Acolytes will on average kill about 5-6 guardsmen while Metamorphs squad will kill 8 on average. Metamorphs are also comparatively expendable elites while Acolytes are comparatively more valuable troops, so when it comes down to which unit to trade for a screen the Metas are an easier pick (plus they are perfectly lethal in small squads, so they generally are a smaller total investment that can break even or pull ahead in the trade). Now admittedly Acolytes can do the job "good enough", but it does waste some of their generalist capabilities while doing so.

I do think my favorite chaff clearer remains the venerable Dakkafex. Volume of fire tears up most things and it has enough versatility to be a generalist choice.
   
Made in it
Dakka Veteran




 Strat_N8 wrote:
Nitro Zeus wrote:
GSC allies let you include Rock Saw Acolytes and more powers, but I'm not sold on the Acolytes these days.


I suppose if we are also looking at GSC for anti-armor I'd suggest looking at a squadron of Achilles Ridgerunners with Heavy Mining Laser and an Alphus to paint targets for them. They are fairly consistent with the different force multipliers available to them and are fairly easy to hide (the models themselves are fairly squat and they have two different deployment tricks - plus as squadrons 3 vehicles can fit as 1 ambush token).

Also in regards to the concerns raised regarding the effectiveness of Acolytes, I'd submit that the issue is more related to deepstrike rules in the current environment generally than Acolytes specifically. It is mostly antidotal on my part, but I have had success delivering them via mech in an environment dominated by deepstrike denial and some of my hybrid lists have been doing well with smaller (10-strong) squads working in tandem with Jackals.

KurtAngle2 wrote:
Stock acolytes are still better for chaff clearing purposes than any other choice in both codices


If you are looking purely at damage Metamorphs are better vs most chaff types. Assuming both are stock 5 strong squads and have no outside assistance, Acolytes will on average kill about 5-6 guardsmen while Metamorphs squad will kill 8 on average. Metamorphs are also comparatively expendable elites while Acolytes are comparatively more valuable troops, so when it comes down to which unit to trade for a screen the Metas are an easier pick (plus they are perfectly lethal in small squads, so they generally are a smaller total investment that can break even or pull ahead in the trade). Now admittedly Acolytes can do the job "good enough", but it does waste some of their generalist capabilities while doing so.

I do think my favorite chaff clearer remains the venerable Dakkafex. Volume of fire tears up most things and it has enough versatility to be a generalist choice.


Yeah Metamorphs are indeed an appealing choice now thanks to a reduction in points and 1 CP for +1 attacks, although you gotta specifically take them in an Elite slot (So no Troop slots filling capabilities) and can't do anything else
   
Made in no
Liche Priest Hierophant





Bergen

@Strat_N8 thanks for the ideas. I am afraid I am a bit of a budget. Buying ridge runners and transports is outside of my pocket at the moment.

   
Made in us
Infiltrating Broodlord






I suppose for the sake of discussion, the following list has been performing remarkably well for me.

Spoiler:

Kronos Battalion:

HQ: 1x Tervigon with Massive Scything Talons, Stinger Salvo
HQ: 1x Tervigon with Massive Scything Talons, Stinger Salvo

ELITES: 1x Malceptor

TROOPS: 30x Termagants with Fleshborers
TROOPS: 30x Termagants with Fleshborers
TROOPS: 30x Termagants with Fleshborers

Kronos Spearhead:

HQ: 1x Tervigon with Massive Scything Talons, Stinger Salvo

HEAVY: 1x Tyrannofex with Rupture Cannon, Stinger Salvo
HEAVY: 1x Tyrannofex with Rupture Cannon, Stinger Salvo
HEAVY: 1x Exocrine
HEAVY: 1x Exocrine


There is a little over 200 points left over to get to 2000 points, so there are some variations but the general core of T8 monsters and a swarm of replenishing T3 bugs remains the same. The Malceptor is the lynchpin that makes this mess work, since the -1 strength aura gives Termagants remarkable resiliency against common S4/S3 anti-infantry guns and the monsters become resistant to anything less than a Lascannon. When things reopen I am considering picking up a second one for redundancy purposes.

This message was edited 2 times. Last update was at 2020/04/19 15:13:13


 
   
Made in us
Longtime Dakkanaut




Had another game last night, got stomped by adeptus custodies / grey knights. I made quite a few mistakes looking back on it so its not like my opponent didn't deserve it. Mission was 4 pillers and when the game was called turn 4 the score was 2 to 0, so we both gave it our all.

I did try some new things out last night, only ran 2 hive tyrants and I tried 2 mawlocks. Tyrants did very good, but I really felt I needed a 3rd one there. Mawlocks were not so good but I rolled miserable for their saves (1 died to bolter / spear shooting because I couldn't roll higher than a 3.... it happens :p). Because I think their failure had more to do with my rolls and less to do with how good they can be i want to try them again. The strat for +2 to the dice rolls when 1 pops up is nice, the one did 7 mortal wounds when he popped out of the ground so that was cool.

What are the thoughts on running a bare bones cheap hive tyrant? I am thinking double rending claws, no wings. Make it monsterous size and give it the relic The Maw-claws of Thyrax. This would make him 143 pts, with 4 attacks being str 7 ap-4 d3+1 dmg, could be cool. And 6's to wound would be ap-7 (just why?????) And 4dmg flat.
   
Made in it
Dakka Veteran




 Strat_N8 wrote:
I suppose for the sake of discussion, the following list has been performing remarkably well for me.

Spoiler:

Kronos Battalion:

HQ: 1x Tervigon with Massive Scything Talons, Stinger Salvo
HQ: 1x Tervigon with Massive Scything Talons, Stinger Salvo

ELITES: 1x Malceptor

TROOPS: 30x Termagants with Fleshborers
TROOPS: 30x Termagants with Fleshborers
TROOPS: 30x Termagants with Fleshborers

Kronos Spearhead:

HQ: 1x Tervigon with Massive Scything Talons, Stinger Salvo

HEAVY: 1x Tyrannofex with Rupture Cannon, Stinger Salvo
HEAVY: 1x Tyrannofex with Rupture Cannon, Stinger Salvo
HEAVY: 1x Exocrine
HEAVY: 1x Exocrine


There is a little over 200 points left over to get to 2000 points, so there are some variations but the general core of T8 monsters and a swarm of replenishing T3 bugs remains the same. The Malceptor is the lynchpin that makes this mess work, since the -1 strength aura gives Termagants remarkable resiliency against common S4/S3 anti-infantry guns and the monsters become resistant to anything less than a Lascannon. Just about everything has a high priority for destruction as well, save the Termagants and to a lesser extent the Tyrannofexes.



It's not a good list imo. If you replace Tyrannofex with shooty Foot Tyrants, take something else instead of Tervigons (Neurothropes and Malanthropes) and go for Jormungandr/Leviathan instead of Kronos you actually have quite a sturdy and tanky list to face. The advantage of being wounded by S9 weaponries (which is 90% Lascannons) is completely offset by the lack of invulnerable saves on the board (and you are going to give both Exocrines a 5++) which in tandem with -1 to hit and still -1 Strenght (and T7 Monsters keep benefitting from it when the weapons are S4/S7/S8) makes the list much better than "lol spam T8 but they're actually not really resilient and overpriced as feth".

This message was edited 1 time. Last update was at 2020/04/19 15:20:43


 
   
 
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