Switch Theme:

Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Clousseau





East Bay, Ca, US

 McGibs wrote:
What do people think of jorm carapace stealers for a 3+ save? Just accept you wont get the 1st turn charge with them, and send them in with ravanor tunnles or a trygon.


Think about how easy it is to kill marines. You're investing quite a bit into your genstealers at this point, basically marine prices, for a unit that has to sit on the table and survive whatever shooting your opponent has in his gunline.

If someone deep strikes 10 marines in front of me, and I have a turn to kill them, that's laughably easy.

Not saying it wouldn't work if you play it well.

In this scenario i'd try to deploy them out of line of sight, although that won't work against Guard.

This message was edited 1 time. Last update was at 2017/11/03 20:09:50


 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in ca
Longtime Dakkanaut





Toronto

 Marmatag wrote:
 McGibs wrote:
What do people think of jorm carapace stealers for a 3+ save? Just accept you wont get the 1st turn charge with them, and send them in with ravanor tunnles or a trygon.


Think about how easy it is to kill marines. You're investing quite a bit into your genstealers at this point, basically marine prices, for a unit that has to sit on the table and survive whatever shooting your opponent has in his gunline.

If someone deep strikes 10 marines in front of me, and I have a turn to kill them, that's laughably easy.

Not saying it wouldn't work if you play it well.

In this scenario i'd try to deploy them out of line of sight, although that won't work against Guard.


Have their been pointcost leaks for the carapace, or is it just a trade for their advance/charge ability?

   
Made in us
Rampaging Carnifex





Fredericksburg, Virginia

It's bad enough as just a trade. If it costs points too then it's completely out.

6000+
2500
2000
2000
 
   
Made in us
Clousseau





East Bay, Ca, US

 McGibs wrote:
 Marmatag wrote:
 McGibs wrote:
What do people think of jorm carapace stealers for a 3+ save? Just accept you wont get the 1st turn charge with them, and send them in with ravanor tunnles or a trygon.


Think about how easy it is to kill marines. You're investing quite a bit into your genstealers at this point, basically marine prices, for a unit that has to sit on the table and survive whatever shooting your opponent has in his gunline.

If someone deep strikes 10 marines in front of me, and I have a turn to kill them, that's laughably easy.

Not saying it wouldn't work if you play it well.

In this scenario i'd try to deploy them out of line of sight, although that won't work against Guard.


Have their been pointcost leaks for the carapace, or is it just a trade for their advance/charge ability?


That i do not know. I am certain it wouldn't be a price decrease, though.

 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in us
Tough Tyrant Guard






 Marmatag wrote:
 McGibs wrote:
What do people think of jorm carapace stealers for a 3+ save? Just accept you wont get the 1st turn charge with them, and send them in with ravanor tunnles or a trygon.


Think about how easy it is to kill marines. You're investing quite a bit into your genstealers at this point, basically marine prices, for a unit that has to sit on the table and survive whatever shooting your opponent has in his gunline.

If someone deep strikes 10 marines in front of me, and I have a turn to kill them, that's laughably easy.

Not saying it wouldn't work if you play it well.

In this scenario i'd try to deploy them out of line of sight, although that won't work against Guard.


I agree with this partially. The caveat is that dropping 20 3+ stealers will also be besides 2 flyrants, 2 trygons, and 30 devourer gaunts. In addition to the hormagaunt/gargoyles that should be right behind/beside them. At that point the enemy is forced to make very hard choices with every drop of firepower they have.

Eldar will have no chance to stop this, they don't have nearly enough dice.

Straight marines won't have enough screens or dice.

IG has the screens and the dice, it will really come down to specifics in lists, mission and dice for us to overcome most competitive IG lists, I think. What works vs most armies for us might not work against them.

However, Eldar may completely change the IG meta, which in turn will likely empower us.

Its hard to say fot sure where the meta will go, but it feels like Tyranids will counter smite spam hordes, Eldar will counter gunline and IGs only weakness (no ability to deal with mass consolidates locking up huge parts of their army) is too difficult to exploit with how good conscript walls are. But, if an army has the tools to do it, I think we will. Even 15 hgaunts could easily cut a quarter or more of IG shooting out.

Problem is being able to erase the screen and get inside without eating two full turns of shooting. Swarmlord may be the answer, with the shooting phase movement. Who knows, for now.
   
Made in us
Longtime Dakkanaut



Cheyenne WY

 Traceoftoxin wrote:
 Marmatag wrote:
 McGibs wrote:
What do people think of jorm carapace stealers for a 3+ save? Just accept you wont get the 1st turn charge with them, and send them in with ravanor tunnles or a trygon.


Think about how easy it is to kill marines. You're investing quite a bit into your genstealers at this point, basically marine prices, for a unit that has to sit on the table and survive whatever shooting your opponent has in his gunline.

If someone deep strikes 10 marines in front of me, and I have a turn to kill them, that's laughably easy.

Not saying it wouldn't work if you play it well.

In this scenario i'd try to deploy them out of line of sight, although that won't work against Guard.


I agree with this partially. The caveat is that dropping 20 3+ stealers will also be besides 2 flyrants, 2 trygons, and 30 devourer gaunts. In addition to the hormagaunt/gargoyles that should be right behind/beside them. At that point the enemy is forced to make very hard choices with every drop of firepower they have.

Eldar will have no chance to stop this, they don't have nearly enough dice.

Straight marines won't have enough screens or dice.

IG has the screens and the dice, it will really come down to specifics in lists, mission and dice for us to overcome most competitive IG lists, I think. What works vs most armies for us might not work against them.

However, Eldar may completely change the IG meta, which in turn will likely empower us.

Its hard to say fot sure where the meta will go, but it feels like Tyranids will counter smite spam hordes, Eldar will counter gunline and IGs only weakness (no ability to deal with mass consolidates locking up huge parts of their army) is too difficult to exploit with how good conscript walls are. But, if an army has the tools to do it, I think we will. Even 15 hgaunts could easily cut a quarter or more of IG shooting out.

Problem is being able to erase the screen and get inside without eating two full turns of shooting. Swarmlord may be the answer, with the shooting phase movement. Who knows, for now.
I agree MTO is still the Nid "way" I think Kronos is a "meta" changer Fleet....not an auto take, but having it around changes so many other factions chances of victory, that they will have to build in different units "just in case". I'd say that Chaos, and Aeldari are the most "boned" then any "smite spam" army.

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





East Bay, Ca, US

Honestly against IG, depending on their screens, i might deep strike a flying hive tyrant and use Swarmlord to have him hop over the screens and lock up the Tauroxes.

But at the end of the day, i'm not saying Genstealers are a bad unit. In fact, the opposite, they're a great unit, but only if you get them where you need them to go.

I just refuse to discount hormagants because genestealers exist. They're two parts of very different strategies at least to me.

With Genestealers I would beta strike. it's a sizable investment, but i would prefer to do this when the big stuff is exposed, and other things are locked in combat. And I would not pay points for extra saves on them. And I would not take jormungandr just to keep them alive, when i can take something that will be an army-wide boost, even for things that have charged.

 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in us
Longtime Dakkanaut



Cheyenne WY

Right now I am entranced by Hypertoxic...a big Brood of Toxic Hormies, wounding for 2 on a 5+...Yowza! And I still haven't seen what the Toxecrene will be! They seem to have done a Very good job of ballence so far...nothing seems "auto take" nothing looks "bad" (Pyrvores still not released )

This message was edited 1 time. Last update was at 2017/11/03 20:38:20


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





East Bay, Ca, US

The new start collecting box is:

Trygon
8 Genestealers
1 Broorlord

in case this wasn't posted

 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in fr
Been Around the Block




Why could You not get the charge if You pop 9" away?
   
Made in us
Omnipotent Necron Overlord






 Marmatag wrote:
Honestly against IG, depending on their screens, i might deep strike a flying hive tyrant and use Swarmlord to have him hop over the screens and lock up the Tauroxes.

But at the end of the day, i'm not saying Genstealers are a bad unit. In fact, the opposite, they're a great unit, but only if you get them where you need them to go.

I just refuse to discount hormagants because genestealers exist. They're two parts of very different strategies at least to me.

With Genestealers I would beta strike. it's a sizable investment, but i would prefer to do this when the big stuff is exposed, and other things are locked in combat. And I would not pay points for extra saves on them. And I would not take jormungandr just to keep them alive, when i can take something that will be an army-wide boost, even for things that have charged.

I was thinking this exact thing - just take a single melle kraken flying hive. Hit him with swarm lord turn 1 out of a tyranocyte. He can move 21 inches pre charge - pretty good chance at making combat with anything he wants.

This message was edited 1 time. Last update was at 2017/11/03 20:57:03


If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in us
Clousseau





East Bay, Ca, US

taetrius67 wrote:
Why could You not get the charge if You pop 9" away?


You could but you'd be charging screening units. In effect, suicide. There is a reason, pre-codex, why Tyranids are struggling.

 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in us
Tunneling Trygon





The House that Peterbilt

 McGibs wrote:
What do people think of jorm carapace stealers for a 3+ save? Just accept you wont get the 1st turn charge with them, and send them in with ravanor tunnles or a trygon.

First, I think carapace stealers are only good if you are deepstriking them - so gotta have tyrannocyte, trygon, jorm tunnels + tunnelrs or lictor phermone trail. If you aren't taking that then you need that advance and charge to threaten turn 1 and ensure turn 2 charges.
Second, if you are deepstriking them always and carapace ends up being free, then I think its auto include. That 4+ is handier than you think and you are already 9" away from the enemy lines. And if you need extra speed later on then onslaught is an option, or behemoth (which you likely took since you are deepstriking).
Third Jorm stealers for that 3+ is pretty situational. YMDC will probably get a query about how Jorm works when failing a charge, but assuming conservative you lose it on attempts, then frankly how often will you get the 3+? Late game on an objective maybe, but only on a turn you didn't charge with stealers? I dunno I like Jorm because I intend to take both reserved stealers and nidzilla that will get that cover bonus, but its not a lock and its not cause of 3+ save stealers.
Fourth if you want defense then maybe Leviathan is where you go. It works all the time not just against shooting when not advancing and charging, can still combo with 4+ save stealers for even more durability if you go that route and there's no meta issues like ignores cover armies which will likely become more and more of a thing as codexes come out.
Fifth, as alluded to above, if you are going deepstrike and taking carapace then behemoth might be your better choice.

snoogums: "Just because something is not relavant doesn't mean it goes away completely."

Iorek: "Snoogums, you're right. Your arguments are irrelevant, and they sure as heck aren't going away." 
   
Made in us
Tough Tyrant Guard






 Marmatag wrote:
We simply don't have the weight of dice to get by killing vehicles (T7/T8) in melee with monstrous creatures.

Either surround with melee like GS or HGants, or hit with Tyrannofex from range.


I used index costs in a lot of places, so some things will increase in efficiency once we have the codex, though I used the leaked rules wherever possible. This list does not take any other factors into account, is simply a measure of our possible anti-tank weaponry.

From best to worst

Versus T7 3+

FOR COMPARISON
4x LC BS3 predator averages 5.18 damage for 190 pts making 36 pts/w

MST WS3 Trygon averages 8 damage for 165 pts making 20 pts/w

3x Shockcannon BS3 HG vs vehicle averages 4.64 damage for 108 pts making 23 pts/w

2x MST WS3 fex averages 3.27 damage for 83 pts making 25 pts/w

MCC WS3 fex averages 3.33 damage for 97 pts making 29 pts/w

2x MST ws4 fex averages 2.42 damage for 83 pts making 34 pts/w

Double tap BS3 exocrine averages 6.66 damage for 228 pts making 34.2 pts/w

Rending claw WS3 genestealers A3 average .33 damage for 12 pts making 36 pts/w (WITHOUT ADDING RENDING ON 6)

2x DS/HVC BS3 Fex averages 2.7 damage for 112 pts making 40.32 pts/w

3x Impaler BS3 HG average 3.55 damage for 144 pts making 40.5 pts/w

Double tap rupture cannon BS4 averages 5.83 damage for 243 pts making 41.65 pts/w (Cost should be reducing in codex)

MCC ws4 fex averages 2.2 damage for 97 pts making 44 pts/w

Venom cannon BS4 warrior averages .88 damage for 40 pts making 45 pts/w

devourer BS4 gants average .16 damage for 8 pts making 48 pts/w

4x MC DS BS3 fex average 2 damage for 106 pts making 53 pts/w

4x MC Dev BS3 fex average 1.77 damage for 106 pts making 59.625 pts/w

2x HVC BS4 Harpy Averages 2.66 damage for 162 pts making 60.75 pts/w

Deathspitter BS4 warriors average .25 damage for 25 pts making 100 pts/w

I'm pretty sure the rending effect of GS increases their damage against T7 3+ by at least 25% (Because 50% of their wounds will allow no save vs .5 save, so on average they save half as many. My gut says it would be more than 25% damage increase, can someone help me with the math on this?) which would make them the one of the most efficient damage before figuring in either of their buffs (A4 or WS2). If acid maw is really 0 pts, that further buffs their average damage.

If warrior venom cannons are indeed 20 pts, they are actually halfway cost-efficient guns, but you're still paying twice the cost of the gun+model (minimum) for the rest of the unit, so that immediately doubles their cost/wound and makes them one of the most inefficient.

New dev fexes are bad vs tanks, even if you use the 2x damage stratagem. However, because of their weight of dice, variance means there average curve for them is pretty flat compared to other weapons. What this means is, you have better odds of scoring under/over the average damage than on other platforms, and currently the way pathogenic slime is written, you should be able to wait until your opponent fails 4 saves to make them inflict 8 damage. I expect this to be FAQed, but still, the dakkafex is not the worst platform for shooting at vehicles if there are no infantry around.

Exocrine and Tyrannofex are both consistent anti-tank shooters. The exocrine gets a decent little damage buff from the pathogenic slime.

Biggest surprise was melee fex. The double MST at 15 pts (Supposedly) makes them actually SUPER efficient in combat with vehicles. 5 WS3 (Charge) attacks rerolling 1s is 78.5% accuracy. You should usually get 1, but occasionally 2 (1.3 on average) wounds out of this, with only a 6+ to save. The flat 3 damage keeps it consistent, but the real kicker is that they (supposedly) only cost 83 pts. They're AMAZING vs multi wound <=T5 as well. If people want I can add some math for tusks and OOE to see how those stack up. My biggest issue is that carnifex are not fast, and you shouldn't be getting turn 2 charges with naked MST fexes unless your opponent has made a mistake. So these efficient anti-vehicle weapons will likely not be able to be leveraged realistically.

Trygon getting the extra attack and having D6 damage is not surprising they hit the hardest of anything we have. It's basically 6 melee lascannons. They're also relatively cheap for their damage, but, sadly, relatively fragile. A single carnifex with -1 to hit is comparable durability versus many weapon profiles, for 50-70% of the cost.

TL;DR - Trygons, shockguard and Carnifex are the best for killing tanks, HVC+2x MCDev carnifex, Exocrines, Hive Guard and Rupturefex are all legitimate cost efficient anti-tank weapons platforms. Dev gants are surprisingly efficient for their cost.

If people want I'll make some of my spreadsheets publicly available and make some more digestible charts as images.

This message was edited 2 times. Last update was at 2017/11/04 04:03:26


 
   
Made in us
Norn Queen






 Traceoftoxin wrote:
 Marmatag wrote:
We simply don't have the weight of dice to get by killing vehicles (T7/T8) in melee with monstrous creatures.

Either surround with melee like GS or HGants, or hit with Tyrannofex from range.


I used index costs in a lot of places, so some things will increase in efficiency once we have the codex, though I used the leaked rules wherever possible. This list does not take any other factors into account, is simply a measure of our possible anti-tank weaponry.

From best to worst

Versus T7 3+

FOR COMPARISON
4x LC BS3 predator averages 5.18 damage for 190 pts making 36 pts/w

MST WS3 Trygon averages 8 damage for 165 pts making 20 pts/w

3x Shockcannon BS3 HG vs vehicle averages 4.64 damage for 108 pts making 23 pts/w

2x MST WS3 fex averages 3.27 damage for 83 pts making 25 pts/w

MCC WS3 fex averages 3.33 damage for 97 pts making 29 pts/w

2x MST ws4 fex averages 2.42 damage for 83 pts making 34 pts/w

Double tap BS3 exocrine averages 6.66 damage for 228 pts making 34.2 pts/w

Rending claw WS3 genestealers A3 average .33 damage for 12 pts making 36 pts/w (WITHOUT ADDING RENDING ON 6)

2x DS/HVC BS3 Fex averages 2.7 damage for 112 pts making 40.32 pts/w

3x Impaler BS3 HG average 3.55 damage for 144 pts making 40.5 pts/w

Double tap rupture cannon BS4 averages 5.83 damage for 243 pts making 41.65 pts/w (Cost should be reducing in codex)

MCC ws4 fex averages 2.2 damage for 97 pts making 44 pts/w

Venom cannon BS4 warrior averages .88 damage for 40 pts making 45 pts/w

devourer BS4 gants average .16 damage for 8 pts making 48 pts/w

4x MC DS BS3 fex average 2 damage for 106 pts making 53 pts/w

4x MC Dev BS3 fex average 1.77 damage for 106 pts making 59.625 pts/w

2x HVC BS4 Harpy Averages 2.66 damage for 162 pts making 60.75 pts/w

Deathspitter BS4 warriors average .25 damage for 25 pts making 100 pts/w

I'm pretty sure the rending effect of GS increases their damage against T7 3+ by at least 25% (Because 50% of their wounds will allow no save vs .5 save, so on average they save half as many. My gut says it would be more than 25% damage increase, can someone help me with the math on this?) which would make them the one of the most efficient damage before figuring in either of their buffs (A4 or WS2). If acid maw is really 0 pts, that further buffs their average damage.

If warrior venom cannons are indeed 20 pts, they are actually halfway cost-efficient guns, but you're still paying twice the cost of the gun+model (minimum) for the rest of the unit, so that immediately doubles their cost/wound and makes them one of the most inefficient.

New dev fexes are bad vs tanks, even if you use the 2x damage stratagem. However, because of their weight of dice, variance means there average curve for them is pretty flat compared to other weapons. What this means is, you have better odds of scoring under/over the average damage than on other platforms, and currently the way pathogenic slime is written, you should be able to wait until your opponent fails 4 saves to make them inflict 8 damage. I expect this to be FAQed, but still, the dakkafex is not the worst platform for shooting at vehicles if there are no infantry around.

Exocrine and Tyrannofex are both consistent anti-tank shooters. The exocrine gets a decent little damage buff from the pathogenic slime.

Biggest surprise was melee fex. The double MST at 15 pts (Supposedly) makes them actually SUPER efficient in combat with vehicles. 5 WS3 (Charge) attacks rerolling 1s is 78.5% accuracy. You should usually get 1, but occasionally 2 (1.3 on average) wounds out of this, with only a 6+ to save. The flat 3 damage keeps it consistent, but the real kicker is that they (supposedly) only cost 83 pts. They're AMAZING vs multi wound <=T5 as well. If people want I can add some math for tusks and OOE to see how those stack up. My biggest issue is that carnifex are not fast, and you shouldn't be getting turn 2 charges with naked MST fexes unless your opponent has made a mistake. So these efficient anti-vehicle weapons will likely not be able to be leveraged realistically.

Trygon getting the extra attack and having D6 damage is not surprising they hit the hardest of anything we have. It's basically 6 melee lascannons. They're also relatively cheap for their damage, but, sadly, relatively fragile. A single carnifex with -1 to hit is comparable durability versus many weapon profiles, for 50-70% of the cost.

TL;DR - Trygons, shockguard and Carnifex are the best for killing tanks, HVC+2x MCDev carnifex, Exocrines, Hive Guard and Rupturefex are all legitimate cost efficient anti-tank weapons platforms. Dev gants are surprisingly efficient for their cost.

If people want I'll make some of my spreadsheets publicly available and make some more digestible charts as images.


Sorry for the super quote. Typing on my phone. Awful to try to edit it down.

Make those spread sheets. If you can write up a little thing to explain what its about and pm it to me as a little tutorial on it il add it to the first post. By monday i intend to have the first post reformatted to have a unit break down and data like this on it.


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in ie
Battleship Captain





 Marmatag wrote:
 McGibs wrote:
 Marmatag wrote:
 McGibs wrote:
What do people think of jorm carapace stealers for a 3+ save? Just accept you wont get the 1st turn charge with them, and send them in with ravanor tunnles or a trygon.


Think about how easy it is to kill marines. You're investing quite a bit into your genstealers at this point, basically marine prices, for a unit that has to sit on the table and survive whatever shooting your opponent has in his gunline.

If someone deep strikes 10 marines in front of me, and I have a turn to kill them, that's laughably easy.

Not saying it wouldn't work if you play it well.

In this scenario i'd try to deploy them out of line of sight, although that won't work against Guard.


Have their been pointcost leaks for the carapace, or is it just a trade for their advance/charge ability?


That i do not know. I am certain it wouldn't be a price decrease, though.


No cost.

https://youtu.be/yI_SZljKcGc

First codex review is up.


 
   
Made in us
Tough Tyrant Guard






Did a two part formula for genestealers.

They do ~50% more damage when you figure in rending, which pushes them down to 23.64 pts/w, one of the most efficient. At A4, they are THE most efficient, at 17.7 pts/w

I'll clean up the spreadsheets and write up a user guide, since they all use formulas.

This message was edited 1 time. Last update was at 2017/11/04 04:20:20


 
   
Made in us
Longtime Dakkanaut



Cheyenne WY

 Sim-Life wrote:
 Marmatag wrote:
 McGibs wrote:
 Marmatag wrote:
 McGibs wrote:
What do people think of jorm carapace stealers for a 3+ save? Just accept you wont get the 1st turn charge with them, and send them in with ravanor tunnles or a trygon.


Think about how easy it is to kill marines. You're investing quite a bit into your genstealers at this point, basically marine prices, for a unit that has to sit on the table and survive whatever shooting your opponent has in his gunline.

If someone deep strikes 10 marines in front of me, and I have a turn to kill them, that's laughably easy.

Not saying it wouldn't work if you play it well.

In this scenario i'd try to deploy them out of line of sight, although that won't work against Guard.


Have their been pointcost leaks for the carapace, or is it just a trade for their advance/charge ability?


That i do not know. I am certain it wouldn't be a price decrease, though.


No cost.

https://youtu.be/yI_SZljKcGc

First codex review is up.
If that is correct Genestealers lose Swift and Deadly if they take a Carapace...that means they still have 5++ save...Auto take if you plan to DS them in...might not take it if you use infestation nodes

The will of the hive is always the same: HUNGER 
   
Made in us
Norn Queen






That video is fething awful to watch.

There is a just awful ringing noise that fades in and out and listening to a person kind of monotone ramble off numbers is just.... dull.

This message was edited 2 times. Last update was at 2017/11/04 07:15:27



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



Cheyenne WY

Word, that is why I am not Sure about Stealers...

The will of the hive is always the same: HUNGER 
   
Made in ca
Sneaky Lictor



oromocto

So from the review 3 CP spore field gives 2 units of sporemines. It does not say minimum units so 2 units of 6 sporemines to float down before first turn for free.... nice little bonus if you wanna spend the CP could really box in a choke point on the map keeping an opponent boxed in. Also if you want to go crazy you could do this multple time and just cloke the field with spores if you wanted. 9cp = 36 spores on the field really restricting movement and all effectively free.

PS: Sporemine rules state if they are produced they are free so we shouldn't have to pay for them .... if we do have to pay for them it's 100% useless....


Automatically Appended Next Post:
Oh and free "power weapon/Acid maw" upgrade for one in 4 genestealers plus the option to take some flesh hooks as well that's sweet.

This message was edited 2 times. Last update was at 2017/11/04 07:20:11


 
   
Made in us
Tough Tyrant Guard






Wouldn't be the first useless stratagem.

3CP for 5 genestealers that still have to remain 9"+ away from enemies... what trash.
   
Made in it
Longtime Dakkanaut





Trygon with the reroll wound for 1 cp increase damage by 50%, i would take that into account.

Also, Trygon primes are characters now, so if you want to increase the durability give them the relic for -1 to hit.
   
Made in us
Fixture of Dakka






Book review (its a bit boring, do it while painting) https://www.youtube.com/watch?v=yI_SZljKcGc

Tabletop Tactics BatRep with new book https://www.youtube.com/watch?v=3xGVnCfTa5M&feature=youtu.be

   
Made in us
Norn Queen






Im going to start turning the first post into the tactics thing that it will be going forward. It's a work in progress. Please feel free to PM me suggestions or content.


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in us
Tough Tyrant Guard






Here's my current thoughts for my TAC list

Hive Fleet Kraken Battalion (Or maybe Leviathan, undecided)
Flyrant - 2x Dev, MRC (-1 to hit relic)
Malanthrope (Can be my warlord if I need to keep warlord alive)

30x Hormagaunts
30x Hormagaunts
3x Ripper Swarms

Hive Fleet Kronos Battalion (Warlord trait here if vs psyker army)
Flyrant - 2x Dev, MRC
Neurothrope

3x Ripper Swarms
3x Ripper Swarms
3x Ripper Swarms

Hive Fleet Jormungandr Spearhead or Battalion
Broodlord

20x Genestealers - Extended Carapce, 5x Acid Maw
30x Termagants - Devourers

Either:
Biovore
Trygon
Trygon
24 pts for other upgrades

OR

Neurothrope
14x Genestealers (Split both units into 17)
3x Raveners - Rending
3x Raveners - rending/Red Terror (I love Red terror and he costs the same as 3 ravs)
10 pts for other upgrades

Not 100% on the Trygons. I could save points and get a battalion by swapping them to Lictors or Raveners, but then I'd end up spending the 2 CP I get just to deep strike the stealers and dev gants. They also are very likely to survive turn 2, as the Flyrants will more than likely take the brunt of the firepower. If they kill the Trygons... then I have flyrants free to do whatever. Lictor damage output is abysmal. Raveners are about half as efficient as Genestealers, which means they're still actually pretty good.

Other option is to swap Trygons for 2x3 Raveners/red terror, I can change 20 Genestealers to 2x17. I remove the alternate target for the anti-tank weapons, which I dislike, but I almost double the # of Genestealers on the board.

With the Kraken advance stratagem, I should be able to get a unit of hormagaunts 18" turn 1, theoretically putting them ahead of the Genestealers. I can use metabolic overdrive on the other hormagaunt unit to get them probably 26" up (Losing about 5 models).

My turn 2 should be a free fire gallery for charging with whatever of mine doesn't die.

Malanthrope can slog, can make him warlord if no good targets for kronos trait, or some sort of mission where giving up the warlord will cost more VP. Only have him because I'd like to minimize losses on the Hormagaunts if I go second. Otherwise I'd save the 20 pts and take a neurothrope.

Ripper swarms help me shut off my whole backfield from deep strikers, grab objectives, and I can use a few to deep strike onto objectives if I need to.

Went with MRC instead of 4x guns on flyrants to save a few points and give them passable assault ability. Helps keep them from being basically helpless in assault, and for Kraken I can keep falling back and shoot+charge at full. May be worth just going full guns on Kronos though, if I can find the points.

This message was edited 5 times. Last update was at 2017/11/04 07:56:44


 
   
Made in us
Longtime Dakkanaut



Cheyenne WY

I think Hydra has a Regeneration Warlord Trait that might be good for a Fly'rant, or a Malenthrope. Also you might swap the Dakkagants into the Kronos because they have a Fleet feature that helps shooting (re-roll ones if you don't move)

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






Hello Tyranid Tactics!
I'm myself a future Genestealer Cult player, wanted to ask my hive brothers about Trygon vs Trygon Prime.

I intend to run a Spearhead Detachment of Magus and 3 Leman Russ Battle Tanks, everything have a Tyranid keyword but lack Hive-Fleet one, from what I understand from questioning my fellow Genestealer Cult players I can bring them in a pure Tyranid Detachment with Genestealer Cult units forsaking Cult Ambush and Hive-Fleet units forsaking Hive-Fleet bonuses (so nothing major).

My question is following: Which of the Trygons would you bring alone? Trygon Prime has Synapse special rule so he doesn't suffer from Instinct Behaviour, not to mention having twice the ranged firepower just in case. Normal Trygon would suffer from Instinct Behaviour and has half the firepower but is 35 points cheaper than basic Trygon Prime.

Any help would be appreciated.

This message was edited 1 time. Last update was at 2017/11/04 12:14:12


 
   
Made in us
Fixture of Dakka






So you want just 1 Trygon? Then a Prime b.c once you DS a Trygon your out of Synapse and you'll have a -2 to charge... and thats not good.

This message was edited 1 time. Last update was at 2017/11/04 12:22:51


   
Made in gb
Fresh-Faced New User




I'm in the process of getting a Tyranid force and as I want something different to my Adeptus Mechanicus I plan to go full swarm. What do people thing the best weapon distribution for big blobs of termagaunts is? As one with a devourer is twice the cost of a fleshborer I'm currently looking at around a third devorers, and are spinefists of any use as you are trading a point of strength and being able to advance and shoot for being able to shoot in combat which I doubt any termagaunt really wants to do.
   
 
Forum Index » 40K General Discussion
Go to: