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Made in us
Fixture of Dakka






 Xenomancers wrote:
Is it just me or does a kronos tyrannofex with a rupture cannon seem like a best in slot for anti tank?

Or is an exocrine actually better?


Or Jormungandr if you think you'll be moving around a lot, both are great for different reasons, Exocrines are different roll that Tfex, Tfex is made to deal with high Toughness, exocrines more elite units and light vehicles.


Tyel wrote:
What is the problem with warriors these days?

There are probably good reasons - but has anyone tried just bonesword warriors? Maybe chuck in spinefists if they are only a point now.

It seems to me on paper they do reasonable damage. Its not the level of Genestealers - and they are a bit slower - but on the other hand you are dramatically more survivable versus small arms. Something like 5 times as survivable by my count for half the damage.

Genestealers are better if you are reliably first turn charging I guess - but if your opponent gets first turn those genestealers should be target number 1 (or would be if people were still not getting distracted by big stuff).



I have not, but i would do 1 roll, either melee or shooting. do Deathspitters for range and if you go all out melee make sure ot get AG's


 Lance845 wrote:
I am kind of surprised that with all of 7th nobody ever made 3rd party spore mines/mucolid spore models.


You can make them really easily, Carnifex Bone Mace tails with some Whips.

This message was edited 1 time. Last update was at 2017/11/06 18:58:27


   
Made in us
Lone Wolf Sentinel Pilot






Texas

1cp Hypertoxicity (Gorgon)- fight phase. choose gorgon wiht toxin sac, the biomorph do 1 additional dmg on wounds roll of 5+ instead of 6

If you put this on Genestealers with Rending claws does this change the Rending to 5+ to get the -4 AP bonus on 5+ instead of just 6+? I am thinking no, but unsure.



10000+
10000+
8500+
3000+
8000+
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DakkaSwap Successful Transactions: cormadepanda, pretre x3, LibertineIX, Lbcwanabe, privateer4hire, Cruentus (swap), Scatwick2 (swap), boneheadracer (swap), quickfuze (swap), Captain Brown (swap) x2, luftsb, Forgottonson, WillvonDoom, bocatt (swap)

*I'm on Bartertown as Dynas 
   
Made in us
Pyro Pilot of a Triach Stalker





The Eternity Gate

 Dynas wrote:
Not sure if this has been consolidated anywhere, but I got tired of flipping back and forth and scanning multiple threads. This is a combine HIVE FLEET Warlord Traits, Adaptation, and Strategems. This doesn't include the Generics, but hopefully is easier to see/read and give you a better idea of the flavor of each of the fleets.

WL Warlord Traits (Warlord Only)
HFA Hive Fleet adapations (apply to everything)
STRAT Stratagems (cost CP)
RELIC Relics

KRAKEN
HFA Kraken: When a unit with this adaptation Advances, roll three dice instead of one and pick the highest to add to the Move characteristic of all models in the unit for that Movement phase. In addition, such units can Fall Back and charge in the same turn.
WL Kraken: 1 friendly kraken unit within 6 of wlt, can fight first in fight phase even without charging
STRAT 1cp Opportunistic Advance- Use in the Movement Phase. Choose a Kraken unit that does not have the Fly keyword. When Advancing you can double number you roll when determining how much to add to the unit's Movement characteristic.
RELIC Chameleonic Mutations (Kraken): -1 to hit from shooting attacks

GORGON
HFA Gorgon: You can re-roll wound rolls of 1 in the Fight phase for units with this adaptation
WL Gorgon: end of fight phase. roll d6 for every enemy within 1" of warlord. on 4+, that unit suffer a MW.
STRAT 1cp Hypertoxicity (Gorgon)- fight phase. choose gorgon wiht toxin sac, the biomorph do 1 additional dmg on wounds roll of 5+ instead of 6
RELIC Hyperadaptive Biology (Gorgon): From the end of the first phase in which this model suffers any wounds, add 1 to its Toughness for the remainder of the battle

JORMUNGANDR
HFA Jormungandr: A unit with this adaptation (other than units that can fly) always has the benefit of cover for the purpose of shooting attacks. If the unit advances or charges, however, it loses the benefits of this adaptation until the start of your movement phase.
WL Jormungandr: Enemy unit dont gain bonus to saving throw for being in cover by attacks from wl, or friendly Jormungandr units within 3 of wl.
STRAT 1cp the enemy below (Jormungandr) -use strat when jor inf set up, put it undergorund. whenever you set up raveners mawloc trygon or trygon prime. any no of its unit can be set up within the tunnels, 3 inch from burrowing unit ,9 inch away enemy.
RELIC Infrasonic Roar (Jorgmungandr) : Monster only. Enemy unit within 6 inch of this model must subtract 1 from LD.

HYDRA
HFA Hydra: You can re-roll hit rolls in the Fight phase for units with this adaptation that target units containing fewer models than their own
WL Hydra: Beginning of each of your turn, roll a dice for each wound WL suffered, on a 6, heal.
STRAT 2cp Endless Swarm -(Hydra) Select a destroyed unit of gants, horms, garg or any hydra inf unit that has been completely destroyted. Add an identical unit to your army and set it up as reinforcement wholly 6inch of any board edge , more than 9 inch from enemy
RELIC Slimer Maggot Infestatation (Hydra): Replaces pair of slimer deathspitters. Re-rolls failed wounds

KRONUS
HFA Kronos: You can re-roll hit rolls of 1 for units with this adaptation in your Shooting phase if they did not move in the preceding Movement phase
WL Kronos: Enemy psyker fail a psychic test within 18 of your wl, they suffer D3 MW
STRAT 1cp Against Shadow (Kronos)- enemy psyker attempts to cast a spell within 24 inch of kronos unit. that psyker can only use 1 dice for his psyk test.
RELIC Balethorn Cannon (Kronos): Replaces Stranglethorn. Ignores invuln saves

LEVIATHAN
HFA Leviathan: Roll a D6 each time a unit with the adaptation loses a wound whilst it is within 6" of a friendly Synapse unit from the same hive fleet. On a 6, the damage is ignored and the unit does not lose a wound. Ignore this adaptation on a unit that is currently affected by the Catalyst psychic power.
WL Leviathan : 1 per battle round. you can reroll a single hit/wound/dmg /advance charge or saving throw for the wl.
STRAT 1cp war on all fronts (leviathan)-fight phase. select enemy within 1inch of 1 flying and 1 nonflying leviathan unit. can reroll hits & wound rolls of 1 for levi attacks against the enemy unit
RELIC Slayer Sabres (Leviathan): Replaces monstrous boneswords. If against infantry or biker model suffers dmg from this weapon but not slain at end of fight phase, roll d3. if result is greater than wounds remaining on the model, the model is slain. 

BEHEMOTH
HFA Behemoth: You can re-roll failed charge rolls for units with this adaptation
WL Behemoth: WOund roll of 6 in fight phase. that attack +1 dmg
STRAT 1cp brute force (behemoth)-use when benemoth unit complete charge . roll d6 for each behemoth charging model within 1inch of enemy. each roll of 6, 1 MW on enemy unit. 2+ for a behemoth monster charging; (30 man gant charge in, roll d6 for all, on a 6 chuck a mw)
RELIC Scythes of Tyran (Behemoth): Replaces massive scything talons. Adds +1S and generates extra attack on to hit of 6+



Thanks Dynas. You're doing the Lord's (Hive Mind's?) Work.

This message was edited 1 time. Last update was at 2017/11/06 19:30:21


01001000 01100001 01101001 01101100 00100000 01101111 01110101 01110010 00100000 01001110 01100101 01100011 01110010 01101111 01101110 00100000 01101111 01110110 01100101 01110010 01101100 01101111 01110010 01100100 01110011 00100001  
   
Made in us
Norn Queen






 Dynas wrote:
1cp Hypertoxicity (Gorgon)- fight phase. choose gorgon wiht toxin sac, the biomorph do 1 additional dmg on wounds roll of 5+ instead of 6

If you put this on Genestealers with Rending claws does this change the Rending to 5+ to get the -4 AP bonus on 5+ instead of just 6+? I am thinking no, but unsure.




No.


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in us
Lone Wolf Sentinel Pilot






Texas

 buddha wrote:
 Dynas wrote:


Thanks Dynas. You're doing the Lord's (Hive Mind's?) Work.


Must FEEEEEEED
lol

10000+
10000+
8500+
3000+
8000+
3500+ IK Plus 1x Warhound, Reaver, Warlord Titans

DakkaSwap Successful Transactions: cormadepanda, pretre x3, LibertineIX, Lbcwanabe, privateer4hire, Cruentus (swap), Scatwick2 (swap), boneheadracer (swap), quickfuze (swap), Captain Brown (swap) x2, luftsb, Forgottonson, WillvonDoom, bocatt (swap)

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




I wonder how Gorgon Hormagaunts units that have the hungering swarm ability will be treated? Most likely they won't stack and allow you more than simply rerolls of 1s to wound.

However it would be cool if they got the Cadian regimental doctrine that stacks with Taking Aim Order that allows rerolls of all misses.
   
Made in us
Lone Wolf Sentinel Pilot






Texas

Resipsa131 wrote:
I wonder how Gorgon Hormagaunts units that have the hungering swarm ability will be treated? Most likely they won't stack and allow you more than simply rerolls of 1s to wound.

However it would be cool if they got the Cadian regimental doctrine that stacks with Taking Aim Order that allows rerolls of all misses.


I doubt it would stack. And you can never reroll a reroll. The benefit is, when the unit drops below 20 models, you can still get the rerolls of 1's.

10000+
10000+
8500+
3000+
8000+
3500+ IK Plus 1x Warhound, Reaver, Warlord Titans

DakkaSwap Successful Transactions: cormadepanda, pretre x3, LibertineIX, Lbcwanabe, privateer4hire, Cruentus (swap), Scatwick2 (swap), boneheadracer (swap), quickfuze (swap), Captain Brown (swap) x2, luftsb, Forgottonson, WillvonDoom, bocatt (swap)

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




 Dynas wrote:
Resipsa131 wrote:
I wonder how Gorgon Hormagaunts units that have the hungering swarm ability will be treated? Most likely they won't stack and allow you more than simply rerolls of 1s to wound.

However it would be cool if they got the Cadian regimental doctrine that stacks with Taking Aim Order that allows rerolls of all misses.


I doubt it would stack. And you can never reroll a reroll. The benefit is, when the unit drops below 20 models, you can still get the rerolls of 1's.
Yeah you woudnt reroll a reroll but rerolling 1s and 2s to wound in the fight phase would be really cool for units over 20 models and its not entirely unheard of that an ability that gives a certain buff to give an additional buff such as Cadian Regimental Doctrine and Taking Aim! Order
   
Made in se
Rogue Grot Kannon Gunna






Ok, first question first: is it legal to do what OP showed in tactics ? Because in my meta you get a bag full of dice in your face if you do that.
You have to DECLARE a charge against ALL the possible target in order to be allowed to move within 1” and therefore lock in combat all those units. This means eat overwatch from ALL the unit you MIGHT reach or not.
Are we about 50 insane people or did OP miss it intentionally?
   
Made in us
Norn Queen






 Emicrania wrote:
Ok, first question first: is it legal to do what OP showed in tactics ? Because in my meta you get a bag full of dice in your face if you do that.
You have to DECLARE a charge against ALL the possible target in order to be allowed to move within 1” and therefore lock in combat all those units. This means eat overwatch from ALL the unit you MIGHT reach or not.
Are we about 50 insane people or did OP miss it intentionally?


You cannot choose a target you did not declare a charge against when doing your attacks, but you can, in fact, consolidate how it is shown. In fact, you have to because you have to move towards the closest enemy.

Its what makes the hormagaunts 6" pile in/consolidate so great. You take whole piles of enemy units and trap them in combat.


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





East Bay, Ca, US

 Emicrania wrote:

You have to DECLARE a charge against ALL the possible target in order to be allowed to move within 1” and therefore lock in combat all those units. This means eat overwatch from ALL the unit you MIGHT reach or not.


Only if that move is a charge move. A consolidation move happens after the charge, and does indeed allow you to move within 1" of an enemy you did not charge.

 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

 Marmatag wrote:
 Emicrania wrote:

You have to DECLARE a charge against ALL the possible target in order to be allowed to move within 1” and therefore lock in combat all those units. This means eat overwatch from ALL the unit you MIGHT reach or not.


Only if that move is a charge move. A consolidation move happens after the charge, and does indeed allow you to move within 1" of an enemy you did not charge.


The limit is I can't Fight unless I declared, so if I declare, and consolidate, I could use say a strategem to fight again, otherwise I just tie them up.

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





East Bay, Ca, US

pinecone77 wrote:
 Marmatag wrote:
 Emicrania wrote:

You have to DECLARE a charge against ALL the possible target in order to be allowed to move within 1” and therefore lock in combat all those units. This means eat overwatch from ALL the unit you MIGHT reach or not.


Only if that move is a charge move. A consolidation move happens after the charge, and does indeed allow you to move within 1" of an enemy you did not charge.


The limit is I can't Fight unless I declared, so if I declare, and consolidate, I could use say a strategem to fight again, otherwise I just tie them up.


True enough. Always good to deny as many shooting attacks as possible.

But with caustic blood it's a solid move, too, because units have to fight against you if you pile into them.

This message was edited 1 time. Last update was at 2017/11/06 22:30:12


 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






Hormagaunts aren't killing much anyways. Their job is to lock up as much as possible, reduce shooting and limit the opponent's ability to counter-charge.
   
Made in us
Tunneling Trygon





NJ

 Traceoftoxin wrote:
Hormagaunts aren't killing much anyways. Their job is to lock up as much as possible, reduce shooting and limit the opponent's ability to counter-charge.


This is part of what makes them so valuable actually. Units like Genestealers can and will murderize SO MANY MODELS....which is good until you want to actually wrap around a model such that it is actually locked in combat (a lost art IMO). Hormagants don't kill enough to pull the models out of range, so they actually reliably CAN tie up units for a turn, which means that they won't get shot at when the unit falls back (because it can't) and they get to fight a second time in the ensuing fight phase on your opponent's turn.

TLDR: I definitely need more Hormagants. And devourer gants.
   
Made in nl
Longtime Dakkanaut




 Emicrania wrote:
Ok, first question first: is it legal to do what OP showed in tactics ? Because in my meta you get a bag full of dice in your face if you do that.
You have to DECLARE a charge against ALL the possible target in order to be allowed to move within 1” and therefore lock in combat all those units. This means eat overwatch from ALL the unit you MIGHT reach or not.
Are we about 50 insane people or did OP miss it intentionally?


All the units that you declare a charge against get to fire overwatch, if the charging unit us within line of sight at the beginning of its charge. IT is perfectly possible to charge from behind los-blocking terrain and thus deny incoming overwatch. Any unit that you declared a charge against, you can hit in the right phase.

But what is more valuable, is that you can use your pile-in and consolidate moves to move within 1" of an enemy unit WITHOUT declaring a charge thus not receiving any overwatch. You will not be able to fight these units, but they will be engaged and thus forced to either fight or fall back.

Not only can this deny enemy shooting, but it can hilariously boost the movement of your melee units.

Imagine a scenario where the enemy has deployed some scouts at midfield some 15 inches away from your lines. You advance 12" towards them with your gaunts, then you declare a charge against the scouts rolling a nine, eating overwatch. You proceed to move one model closer than 1" to the far side of the scout model that is furthest away. Then you move every model past the scouts, fanning out and maintaining coherency, while using up all of the available nine inch movement. Now most of your gaunts will have moved a total of 21". In the fight phase every gaunt model gets to pile-in 6" closer to the closest enemy model, and many of your gaunts will probably pile-in to enemy units up to 27" away from the gaunts starting position.
   
Made in no
Liche Priest Hierophant





Bergen

pismakron wrote:
 Emicrania wrote:
Ok, first question first: is it legal to do what OP showed in tactics ? Because in my meta you get a bag full of dice in your face if you do that.
You have to DECLARE a charge against ALL the possible target in order to be allowed to move within 1” and therefore lock in combat all those units. This means eat overwatch from ALL the unit you MIGHT reach or not.
Are we about 50 insane people or did OP miss it intentionally?


All the units that you declare a charge against get to fire overwatch, if the charging unit us within line of sight at the beginning of its charge. IT is perfectly possible to charge from behind los-blocking terrain and thus deny incoming overwatch. Any unit that you declared a charge against, you can hit in the right phase.

But what is more valuable, is that you can use your pile-in and consolidate moves to move within 1" of an enemy unit WITHOUT declaring a charge thus not receiving any overwatch. You will not be able to fight these units, but they will be engaged and thus forced to either fight or fall back.

Not only can this deny enemy shooting, but it can hilariously boost the movement of your melee units.

Imagine a scenario where the enemy has deployed some scouts at midfield some 15 inches away from your lines. You advance 12" towards them with your gaunts, then you declare a charge against the scouts rolling a nine, eating overwatch. You proceed to move one model closer than 1" to the far side of the scout model that is furthest away. Then you move every model past the scouts, fanning out and maintaining coherency, while using up all of the available nine inch movement. Now most of your gaunts will have moved a total of 21". In the fight phase every gaunt model gets to pile-in 6" closer to the closest enemy model, and many of your gaunts will probably pile-in to enemy units up to 27" away from the gaunts starting position.


Remember to maintain unit coherency. At least until you remove casualaties.

   
Made in us
Regular Dakkanaut




Related to fighting the charged unit. Which models get to fight all of them or only the models that are within an inch of the models that are in base contact?
   
Made in us
Tough Tyrant Guard






Resipsa131 wrote:
Related to fighting the charged unit. Which models get to fight all of them or only the models that are within an inch of the models that are in base contact?


Read your rulebook. It's 8 pages.


Automatically Appended Next Post:
Spoiler:


So, I made a simple chart for anti-vehicle (T7/3+) that gives average damage and cost. This ONLY measures damage efficiency. If I didn't include it, it's probably because it's not cost-competitive. That is to say, a Hive Tyrant will never be a cost efficient source of anti-vehicle, because it pays a lot of points for mobility, durability, psyker powers, etc. I was hesitant to include statlines for buffed units (E.G. WS2 Genestealers via broodlord, WS2 Carnifex from charging+OOE, etc.) because it's impossible to measure their cost on a per-model basis, but I put them in just to show the kind of efficiency gains you get from them.

I'm not really surprised to see buffed Genestealers are, by a massive margin, the best anti-tank in the book. More interesting though, is that unbuffed (WS3 A3) Genestealers are barely less effective than our most effective ranged anti-tank. They are also better than any Carnifex that isn't buffed by OOE, and only marginally worse than a Trygon. In a group of 10 or more, they're just better than the Trygon. Seeing the nice little buff Acid Maw gives wasn't a surprise, but if you notice a lack of Toxin Sac Acid Maw... it's because Acid Maw is actually WORSE than RC with TS. This is because Acid Maw allows a save on the D2 wounds, whereas the RC are -4, so it's guaranteed D2. Basically, if you are running TS genestealers, you may not want Acid Maw, or you may want to remove them first if you're trying to maximize your AT abilities. The Broodlord does an impressive amount of damage for a character who also provides synapse, SITW, buffs and is a psyker.

In shooting, the shock guard are #1 because of MW generation. Despite buffs to the Rupture cannon, the Exocrine does more damage for less. I accidentally put the exocrine BS4 value in without cutting it's shots in half, I suppose that entry can be useful for considering firing at a -1 target or something... /shrug. With Impaler cannons being more efficient and more flexible than the rupture cannon, unless you expect to run into T8 vehicles, there doesn't appear to be much reason to bring a tyrannofex. BS3 VC warriors are actually pretty efficient anti-tank, but once you include the rest of their squad, it's far less impressive. If you could keep splitting the fire and targeting infantry with the DS, then it may be worth investing in a big squad with 3 VC. To add further insult to the Tyrannofex, a HVC+2xDS Fex with BS3 is basically as cost efficient for anti-tank. Harpies and both types of dakkafex are just not good for anti-tank (Though they are a tiny bit out of order in the chart, sorry). Devourer gaunts are actually respectable for AT duties, with a full squad of 30 averaging 5.1 damage.

TL;DR - Genestealers are the most cost efficient damage in our codex. Trygons, Melee fex and Broodlords are all pretty good. Shock guard and Exocrines are our best ranged AT. Hive Guard are basically the same average as a Tyranno, though the Tyranno has a much higher damage potential.

This message was edited 1 time. Last update was at 2017/11/07 06:37:45


 
   
Made in us
Fixture of Dakka






Stone Crusher Fex is the dedicated AT fex, if you dont have that, add that.

From fast math to a Rhino he does 7.8 wounds for 105ts

Doing your math to calculate damage per point he is 13.47pts

But he has to get there....


PS, its not Rule book Pg8, thats "Battle Primer" page 8 the 12 page free rule booklet. The BRB its page 182.

This message was edited 2 times. Last update was at 2017/11/07 07:23:54


   
Made in se
Fresh-Faced New User



Nacka Sweden

First of: Thank you everybody for the effort and devotion you guys have for 40k, amazing! Keep up the good work!

So the Codex is just around the corner and there's a few thing I wonder about.
1. The Tyrannofex is a bit of a downer, I really thought it would be the big winner in the codex because it were so overpriced in the index. What do you guys think about Tfex with AcidPray? For just over 200 you get a tough mini-castle that is a pain to charge. If it doesn't move it gets 4D6 autohits...! To me, that is a pretty good.

2. CP is more important then ever. Feels like you need at least 2 Battalion, preferably Kraken or Behemoth. A Vangard with 2 Hive Guard, Zoanthrope and Exocrine is really good as well for shooting. How do you think you can maximize this? I'm planning on not going first, I like the CP:s to much and it will be a lot of drops.

3. Carnifexes seems to be back in competitive fashion. To maximize this you need to mix and match for them for different roles. Whar do you think is the best configuration on carnifexes?

4. Swarmlord and Flyrant is back and is more resilient than ever. The thing is that for 300 points, the Swarmlord is not worth the points. I always took him for the Hive commander but now with the adaptations I feel that Genestealers and other units is so fast that this doesn't have the impact it did. The Hive Tyrant is 105 points cheaper and with a lot more options. And because carnifexes is both cheap and very good, OOE is a really good HQ-option.

5. Spamming Smite seems to be a big thing in tournaments. With Smite and Psychic scream Tyranid has double the "smite-power"! Correct me if I'm wrong, but I think Neurothrope can cast 2 powers. And they reroll 1s. And the cost 70 points... Supreme command with 5 Neurothrope is 350 points, 10 "smites", re-roll 1s... That is a lot of mortal wounds! If you have 2-3 units of Zoanthropes and castle it up with some shooting...? Is this even a viable option? Haven't calculated the points yet.

That's all for now, thank you for your thoughts!

Swarm all!  
   
Made in us
Norn Queen






NackaNid wrote:
First of: Thank you everybody for the effort and devotion you guys have for 40k, amazing! Keep up the good work!

So the Codex is just around the corner and there's a few thing I wonder about.
1. The Tyrannofex is a bit of a downer, I really thought it would be the big winner in the codex because it were so overpriced in the index. What do you guys think about Tfex with AcidPray? For just over 200 you get a tough mini-castle that is a pain to charge. If it doesn't move it gets 4D6 autohits...! To me, that is a pretty good.


The issue with the Tfex continues to be range on it's weapons. Sure 4d6 sounds nice. But it will never happen. The Tfex will be shot with lascannons and other ranged vehicle killers. Nobody would ever give it the chance to stand still and shoot.


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






 Lance845 wrote:
NackaNid wrote:
First of: Thank you everybody for the effort and devotion you guys have for 40k, amazing! Keep up the good work!

So the Codex is just around the corner and there's a few thing I wonder about.
1. The Tyrannofex is a bit of a downer, I really thought it would be the big winner in the codex because it were so overpriced in the index. What do you guys think about Tfex with AcidPray? For just over 200 you get a tough mini-castle that is a pain to charge. If it doesn't move it gets 4D6 autohits...! To me, that is a pretty good.


The issue with the Tfex continues to be range on it's weapons. Sure 4d6 sounds nice. But it will never happen. The Tfex will be shot with lascannons and other ranged vehicle killers. Nobody would ever give it the chance to stand still and shoot.


I use Acid Spray Tfex and ever game i played with it its been dbl shooting. It helps stops the -1 to hit crap, is anti-charge and anti-ds unit, you wont get to dbl shoot every turn tho, where the Cannon Tfex can.

   
Made in nl
Longtime Dakkanaut




 Niiai wrote:

Remember to maintain unit coherency. At least until you remove casualaties.


Yes, that is a requirement. But with large blobs of gaunts (or Ork boyz, my favourite) it is pretty simple to conga-line back to what ever units that you have charged and your aura.buffs of choice.

The thing to remember is that only ONE model needs to be brought within 1" of any ONE unit on which you declared a charge. The rest of the models can use their charge move to move around as they please, as long as they maintain unit coherency, and not moves within 1" of any enemy unit that was not declared as target for the charge. This surplus charge movement is excellent for surrounding transports and for getting into position for a long pile-in + consolidate move combo.

Many players are not familiar with the intricacies of the charge move and how they interact with the pile-in + consolidate. Even good players will sometimes be surprised, when a couple of slow boy blobs suddenly consolidates into enemy units 20-24" away, because they could slingshot around some unit that had been unwisely placed in the middle of the board.

This message was edited 1 time. Last update was at 2017/11/07 09:23:09


 
   
Made in us
Longtime Dakkanaut



Cheyenne WY

NackaNid wrote:
First of: Thank you everybody for the effort and devotion you guys have for 40k, amazing! Keep up the good work!

So the Codex is just around the corner and there's a few thing I wonder about.
1. The Tyrannofex is a bit of a downer, I really thought it would be the big winner in the codex because it were so overpriced in the index. What do you guys think about Tfex with AcidPray? For just over 200 you get a tough mini-castle that is a pain to charge. If it doesn't move it gets 4D6 autohits...! To me, that is a pretty good.

2. CP is more important then ever. Feels like you need at least 2 Battalion, preferably Kraken or Behemoth. A Vangard with 2 Hive Guard, Zoanthrope and Exocrine is really good as well for shooting. How do you think you can maximize this? I'm planning on not going first, I like the CP:s to much and it will be a lot of drops.

3. Carnifexes seems to be back in competitive fashion. To maximize this you need to mix and match for them for different roles. Whar do you think is the best configuration on carnifexes?

4. Swarmlord and Flyrant is back and is more resilient than ever. The thing is that for 300 points, the Swarmlord is not worth the points. I always took him for the Hive commander but now with the adaptations I feel that Genestealers and other units is so fast that this doesn't have the impact it did. The Hive Tyrant is 105 points cheaper and with a lot more options. And because carnifexes is both cheap and very good, OOE is a really good HQ-option.

5. Spamming Smite seems to be a big thing in tournaments. With Smite and Psychic scream Tyranid has double the "smite-power"! Correct me if I'm wrong, but I think Neurothrope can cast 2 powers. And they reroll 1s. And the cost 70 points... Supreme command with 5 Neurothrope is 350 points, 10 "smites", re-roll 1s... That is a lot of mortal wounds! If you have 2-3 units of Zoanthropes and castle it up with some shooting...? Is this even a viable option? Haven't calculated the points yet.

That's all for now, thank you for your thoughts!


5, Each unit can only Smite once though so 5 Nueros only Smite 5x, they'd need to cast something else for the second cast.

Tyranids are one of the best Smite spammers because many of our casters are quite durable. (Invulnrable saves)

This message was edited 1 time. Last update was at 2017/11/07 10:22:32


The will of the hive is always the same: HUNGER 
   
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Nacka Sweden

pinecone77 wrote:
NackaNid wrote:
First of: Thank you everybody for the effort and devotion you guys have for 40k, amazing! Keep up the good work!

So the Codex is just around the corner and there's a few thing I wonder about.
1. The Tyrannofex is a bit of a downer, I really thought it would be the big winner in the codex because it were so overpriced in the index. What do you guys think about Tfex with AcidPray? For just over 200 you get a tough mini-castle that is a pain to charge. If it doesn't move it gets 4D6 autohits...! To me, that is a pretty good.

2. CP is more important then ever. Feels like you need at least 2 Battalion, preferably Kraken or Behemoth. A Vangard with 2 Hive Guard, Zoanthrope and Exocrine is really good as well for shooting. How do you think you can maximize this? I'm planning on not going first, I like the CP:s to much and it will be a lot of drops.

3. Carnifexes seems to be back in competitive fashion. To maximize this you need to mix and match for them for different roles. Whar do you think is the best configuration on carnifexes?

4. Swarmlord and Flyrant is back and is more resilient than ever. The thing is that for 300 points, the Swarmlord is not worth the points. I always took him for the Hive commander but now with the adaptations I feel that Genestealers and other units is so fast that this doesn't have the impact it did. The Hive Tyrant is 105 points cheaper and with a lot more options. And because carnifexes is both cheap and very good, OOE is a really good HQ-option.

5. Spamming Smite seems to be a big thing in tournaments. With Smite and Psychic scream Tyranid has double the "smite-power"! Correct me if I'm wrong, but I think Neurothrope can cast 2 powers. And they reroll 1s. And the cost 70 points... Supreme command with 5 Neurothrope is 350 points, 10 "smites", re-roll 1s... That is a lot of mortal wounds! If you have 2-3 units of Zoanthropes and castle it up with some shooting...? Is this even a viable option? Haven't calculated the points yet.

That's all for now, thank you for your thoughts!


5, Each unit can only Smite once though so 5 Nueros only Smite 5x, they'd need to cast something else for the second cast.

Tyranids are one of the best Smite spammers because many of our casters are quite durable. (Invulnrable saves)


Oh, yeah! Forgot that Psychic scream only can be cast one time a turn!

Swarm all!  
   
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Rogue Grot Kannon Gunna






Where are the rumors about the lictors/ravener taxi?
Can’t find em and they are not on the 1st page
   
Made in us
Fixture of Dakka






 Emicrania wrote:
Where are the rumors about the lictors/ravener taxi?
Can’t find em and they are not on the 1st page


All rumors on this 1st page > http://thetyranidhive.proboards.com/thread/53797/codex-rules-preview-updated-summary?page=1

The front page i think will be for Official rules.

This message was edited 1 time. Last update was at 2017/11/07 13:13:21


   
Made in no
Liche Priest Hierophant





Bergen

 Emicrania wrote:
Where are the rumors about the lictors/ravener taxi?
Can’t find em and they are not on the 1st page


Read the lictor stratagem a coupel of times. It does not work the way you think on the first read.

   
Made in us
Fixture of Dakka






I like Mawlocs, and i like Lictors, so I take a Jormungandr Mawloc and a Lictor, i also have 20-30 Devilgants, so if i "need" to use the 1 Cp to have the Gants come up next to the lictor over the Mawloc i can.

   
 
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