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Made in us
Tough Tyrant Guard






 Marmatag wrote:
I know i'm late to the thread for this one, but TraceofToxin - I would go with the first list. This is pretty similar to what i'm doing.

I'm not a huge fan of the brigade, because it forces you to bring units that you really wouldn't *want* to include in a Tyranid list right now. So you end up doing it for the sake of 3CP.

What made you decide to go with mono-hivefleet? I was expecting a splash of Kronos. especially since primaris psykers and malefic lords are going to be bouncing around being dicks.


I'm in 100% agreement about brigade, but I feel like 9 CP is just not enough, and there's a local store that holds tourneys where they limit you to 1 of each type of detachment. That store also happens to have some of the most competitive players in not just NE, but also the country (Sean Nayden, Alex Fennel, etc.). So yeah, I'm giving up a neurothrope and a Trygon for some units that aren't what I REALLY want, but they're not completely useless, and they get me effectively 2 more CP (lose 1 for having to use lictor stratagem). It's a tough place to be, I think.

I just can't fit Kronos, TBH. I have 1 HQ that can be moved into a patrol, but everything else is basically locked where they are, so I can't afford to take a kronos detachment without sacrificing something else. I'd also rather play to my strength than try to play to counter an opponent's. If I could fit it more easily, I'd go with it, but I think the key with nids is going to be overwhelming the opponent as quickly as possible, so I'm going to try focusing on that aspect for now.
   
Made in us
Lone Wolf Sentinel Pilot






Texas

 Traceoftoxin wrote:
Got a good sized tournament this weekend (Probably 16-32 people, including some of the top players in New England)

Got two list ideas-
Spoiler:
Battalion - Kraken
Flyrant - 2x Devourers, MRC - Psychic Scream, Paroxysm (Warlord, -1 to hit relic, never suffers penalty to hit trait)
Flyrant - 2x Devourers, MRC - Catalyst, The Horror
Malanthrope

30x Hormagaunts
30x Hormagaunts
3x Rippers

Battalion - Kraken

Neurothrope - Catalyst
Neutothrope - Onslaught

20x Genestealers - 5x Acid Maw, 20x ST
20x Genestealers - 5x Acid Maw, 20x ST
30x Termagants - 30x Devourers

Trygon - Adrenal Glands
Trygon - Adrenal Glands





Trace, who goes in the Trygon tunnels, the Genestealers or the Devilgautns?

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
Tough Tyrant Guard






 Dynas wrote:
 Traceoftoxin wrote:
Got a good sized tournament this weekend (Probably 16-32 people, including some of the top players in New England)

Got two list ideas-
Spoiler:
Battalion - Kraken
Flyrant - 2x Devourers, MRC - Psychic Scream, Paroxysm (Warlord, -1 to hit relic, never suffers penalty to hit trait)
Flyrant - 2x Devourers, MRC - Catalyst, The Horror
Malanthrope

30x Hormagaunts
30x Hormagaunts
3x Rippers

Battalion - Kraken

Neurothrope - Catalyst
Neutothrope - Onslaught

20x Genestealers - 5x Acid Maw, 20x ST
20x Genestealers - 5x Acid Maw, 20x ST
30x Termagants - 30x Devourers

Trygon - Adrenal Glands
Trygon - Adrenal Glands





Trace, who goes in the Trygon tunnels, the Genestealers or the Devilgautns?


Typically the 30 dev gaunts and if I want to, 20 stealers. Some matchups I may do all 40 stealers, as I can move+advance the dev gaunts and still fire out to 18", some matchups I may put nothing with them. But typically the dev gaunts are priority, then 20 stealers.
   
Made in gb
Huge Hierodule






Nottingham (yay!)

Okay, perusing the thread some more and looking at what I’ve got, I’ve built this 150 PL list to aim for. It’s based around a fleet that’s consumed an Ork planet, so lots of spores, dakka, choppy stuff, and some Weirdbugz:

Spoiler:


BRIGADE: 9CP
HQ
Hive Tyrant: Whip and Sword, Venom Cannon, MIASMA CANNON, INSTINCTIVE KILLER, CATALYST, PSYCHIC SCREAM
Broodlord: THE HORROR
Tervigon: Talons, Adrenal Glands, Toxin Sacs, ONSLAUGHT
TROOPS
15 Genestealers: Scything Talons, Toxin Sacs, 3 Acid Maws
30 Hormagaunts: Toxin Sacs, Adrenal Glands
30 Termagants: 20 Devourers, 10 Fleshborers
6 Warriors: 5 Dual Boneswords, 1 Whip & Sword, 4 Devourers, 2 Barbed Stranglers
3 Rippers
3 Rippers
ELITE
3 Tyrant Guard: Crushing Claws
3 Zoanthropes: PSYCHIC SCREAM
3 Venomthropes
FAST ATTACK
6 Spore Mines
6 Spore Mines
6 Spore Mines
HEAVY SUPPORT
3 Biovores
Carnifex: Crushing Claws, Twin Devourers, Spore Cysts, Tusks, Bone Mace
Tyrannofex: Rupture Cannon

SPEARHEAD - 1CP
Old One Eye
Screamer-Killer: Toxin Sacs, Adrenal Glands, Spore Cysts
Screamer-Killer: Toxin Sacs, Adrenal Glands, Spore Cysts
Screamer-Killer: Toxin Sacs, Adrenal Glands, Spore Cysts



I’m considering dropping the Broodlord for a Neurothrope and two more Zoeys. That looks like a strong psy-firebase. But I’d like to have a solid Genestealer incursion on one flank that can try to nerf some gunner unit, whilst the other flank gets riddled with Termagants.

This message was edited 1 time. Last update was at 2017/11/14 22:10:50


   
Made in us
Ultramarine Chaplain with Hate to Spare






 Lance845 wrote:
I mean... Yeah its a lot of potential MW that you can drop into a critical area. But consider all you need.

First each zoanthrope unit has to be within 6" of one of the units. Then all 3 units have to be able to trace los to the point on the battlefield only 18" away. Since deepstriking thats only <9" into the enemies line. With proper bubblewrap, especially on a gun line, the actual targets you want to hit with this could be up to 18" behimd the bubble wrap. THEN everything has to be clumped together around this point in the battlefield the zoanthrops have to see without blocking los to it. THEN you roll 1d6 for each unit in this magical perfect clump and you need a 4+ for it to do anything. Btw its a 5+ vs characters and a 3+ vs units with 10+ models.

The only reason you would WANT to do this thing is to annihalate a aura creating character and blow a chunk off the unit/s they are buffing but chances are the character will be untouched if its even targettable and the unit might take losses but wont die and you will have spent 4 comand points and lost the ability for 3 psyker units to manifest powers this turn so that you could gamble a 50/50 chance to hurt some infantry or some gak.

Just bring neurothropes.


Just playing devils advocate here but.

A: If they're all coming in through a tunnel, the Zoans are within 6" of each other anyways.

B: Oftentimes the Deployment Zone is just not deep enough to put the juicy stuff that far away. Consider an IG gunline wrapped with Conscripts in a 12" deep deployment. I'm used to seeing alot of Artillery crammed next to each other for easy wrapping in a corner. There are infiltrators to extend that, absolutely. But infiltrating to extend your wrap is also putting models closer to the rest of your Tyranids, which doesn't seem like a loss to me. Units closer to my line just seem like stepping stones to get to the enemy faster.

I have 6 Zoanthropes and I like the model. I'd consider getting more just to be able to run two units at 4+ anyways, and my fleet choice right now is Jorm, sooo I may give it a go at some point. (actually I could just run Mucolids as extra Zoans for a few games.)

And They Shall Not Fit Through Doors!!!

Tyranid Army Progress -- With Classic Warriors!:
https://www.dakkadakka.com/dakkaforum/posts/list/0/743240.page#9671598 
   
Made in us
Regular Dakkanaut





I wrote a list based around trying to shoehorn in things I like and still be useful.

Hive Fleet Kraken Battalion
2 Hive Tyrants with wings, devourers, rending claws
2 squads of 20 genestealers
30 termagants with devouerers
Trygon

Hive Fleet Kronos Spearhead
Neurothrope
2 Exocrines
Tyranofex with Rupture Cannon

Tactics are simple: Kronos holds down the backfield and opens tanks with shooting, Trygon delivers the 'gants for the double tap, Tyrants and 'stealers look for first and second turn charges.
   
Made in us
Norn Queen






 Insectum7 wrote:
 Lance845 wrote:
I mean... Yeah its a lot of potential MW that you can drop into a critical area. But consider all you need.

First each zoanthrope unit has to be within 6" of one of the units. Then all 3 units have to be able to trace los to the point on the battlefield only 18" away. Since deepstriking thats only <9" into the enemies line. With proper bubblewrap, especially on a gun line, the actual targets you want to hit with this could be up to 18" behimd the bubble wrap. THEN everything has to be clumped together around this point in the battlefield the zoanthrops have to see without blocking los to it. THEN you roll 1d6 for each unit in this magical perfect clump and you need a 4+ for it to do anything. Btw its a 5+ vs characters and a 3+ vs units with 10+ models.

The only reason you would WANT to do this thing is to annihalate a aura creating character and blow a chunk off the unit/s they are buffing but chances are the character will be untouched if its even targettable and the unit might take losses but wont die and you will have spent 4 comand points and lost the ability for 3 psyker units to manifest powers this turn so that you could gamble a 50/50 chance to hurt some infantry or some gak.

Just bring neurothropes.


Just playing devils advocate here but.

A: If they're all coming in through a tunnel, the Zoans are within 6" of each other anyways.

B: Oftentimes the Deployment Zone is just not deep enough to put the juicy stuff that far away. Consider an IG gunline wrapped with Conscripts in a 12" deep deployment. I'm used to seeing alot of Artillery crammed next to each other for easy wrapping in a corner. There are infiltrators to extend that, absolutely. But infiltrating to extend your wrap is also putting models closer to the rest of your Tyranids, which doesn't seem like a loss to me. Units closer to my line just seem like stepping stones to get to the enemy faster.

I have 6 Zoanthropes and I like the model. I'd consider getting more just to be able to run two units at 4+ anyways, and my fleet choice right now is Jorm, sooo I may give it a go at some point. (actually I could just run Mucolids as extra Zoans for a few games.)


Yeah i intend to try it. Its just the roll a d6 50% chance you do nothing that turns me away from it looking any kind of viable. It requires so much to go right and then you just... Hope for the best?


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





NJ

 Traceoftoxin wrote:

I'm in 100% agreement about brigade, but I feel like 9 CP is just not enough, and there's a local store that holds tourneys where they limit you to 1 of each type of detachment. That store also happens to have some of the most competitive players in not just NE, but also the country (Sean Nayden, Alex Fennel, etc.). So yeah, I'm giving up a neurothrope and a Trygon for some units that aren't what I REALLY want, but they're not completely useless, and they get me effectively 2 more CP (lose 1 for having to use lictor stratagem). It's a tough place to be, I think.

I just can't fit Kronos, TBH. I have 1 HQ that can be moved into a patrol, but everything else is basically locked where they are, so I can't afford to take a kronos detachment without sacrificing something else. I'd also rather play to my strength than try to play to counter an opponent's. If I could fit it more easily, I'd go with it, but I think the key with nids is going to be overwhelming the opponent as quickly as possible, so I'm going to try focusing on that aspect for now.


I came to the same conclusion as you about not being able to fit Kronos, sadly.

Also I love that you name dropped Nayden first and Fennel second haha. I’ll be sure to rag on Fennel for that the next time I see him.

Finally, I think you’re right that CP is just too strong right now. The only reason I didn’t like your Brigade Detachment more is because as it stands, I don’t think it’s sufficiently optimized for the people you’ll be playing against. But I do believe that the most competitive Tyranid lists will with certainty include a Brigade. Lictor taxi >> Trygon taxi
   
Made in us
Tough Tyrant Guard






 luke1705 wrote:
 Traceoftoxin wrote:

I'm in 100% agreement about brigade, but I feel like 9 CP is just not enough, and there's a local store that holds tourneys where they limit you to 1 of each type of detachment. That store also happens to have some of the most competitive players in not just NE, but also the country (Sean Nayden, Alex Fennel, etc.). So yeah, I'm giving up a neurothrope and a Trygon for some units that aren't what I REALLY want, but they're not completely useless, and they get me effectively 2 more CP (lose 1 for having to use lictor stratagem). It's a tough place to be, I think.

I just can't fit Kronos, TBH. I have 1 HQ that can be moved into a patrol, but everything else is basically locked where they are, so I can't afford to take a kronos detachment without sacrificing something else. I'd also rather play to my strength than try to play to counter an opponent's. If I could fit it more easily, I'd go with it, but I think the key with nids is going to be overwhelming the opponent as quickly as possible, so I'm going to try focusing on that aspect for now.


I came to the same conclusion as you about not being able to fit Kronos, sadly.

Also I love that you name dropped Nayden first and Fennel second haha. I’ll be sure to rag on Fennel for that the next time I see him.

Finally, I think you’re right that CP is just too strong right now. The only reason I didn’t like your Brigade Detachment more is because as it stands, I don’t think it’s sufficiently optimized for the people you’ll be playing against. But I do believe that the most competitive Tyranid lists will with certainty include a Brigade. Lictor taxi >> Trygon taxi


Nayden is the first person that comes to mind when I think of ranked people in that ground, probably because of lictor shame, or the last time we played for first at an RTT when I was using bugs and he was doing Eldar/DE at the beginning of 6th edition. I've never actually played against Fennel, which is weird because I've played at a number of tournaments with him.

I think Trygons are actually pretty decent units, especially when dropped in alongside flyrants, whereas lictors are basically trash outside pheromone trail. Problem is that, while Trygons are better for killing big gak than standard stealers, I think I'd rather have stuff that enables the stealers.

I might end up adjusting my list to be 60 stealers and 60 hormagaunts, maybe go with hive guard to reach out and show heavy weapons teams some love. Not sure yet, will give this list a dozen more games or so.

   
Made in us
Infiltrating Broodlord






(I know this is from a different thread, but it makes more sense to post here)
 Lance845 wrote:
Why would you ever take Venomthropes? A degrading -1 to hit aura as models die that can be targetted or for 90 points a 9w character that provides a great -1 to hit aura and synapse.


They do have the advantage of being infantry so they can use Jormungandr's They Came from Below stratagem to deep strike alongside Raveners or a Trygon acting as a 'stealer taxi, thus providing shrouding without needing to pay for a Tyrannocyte and putting them in range to use their combat stats.


This message was edited 2 times. Last update was at 2017/11/15 04:39:01


 
   
Made in us
Tunneling Trygon





NJ

Trace,

I 100% agree that I think Sean is a better player (no offense to Alex). Sean is definitely a visionary.

Trygons not having an invuln kills them for me. In an age of lists where people expect to have to kill a Magnus or a Mortarion, giving them one that is only T6 with way less wounds and no invuln...too easy. So for me, all it is reasonably going to do is make their anti tank fire very efficient. And be a taxi. So I’d rather not do the former and take a cheaper taxi.

And yes, Lictors are 100% only for pheromone trail and then being a ripper squad that you hope no one ever pays attention to.
   
Made in us
Tough Tyrant Guard






 luke1705 wrote:
Trace,

I 100% agree that I think Sean is a better player (no offense to Alex). Sean is definitely a visionary.

Trygons not having an invuln kills them for me. In an age of lists where people expect to have to kill a Magnus or a Mortarion, giving them one that is only T6 with way less wounds and no invuln...too easy. So for me, all it is reasonably going to do is make their anti tank fire very efficient. And be a taxi. So I’d rather not do the former and take a cheaper taxi.

And yes, Lictors are 100% only for pheromone trail and then being a ripper squad that you hope no one ever pays attention to.


I agree about Trygons. Which is why you drop them with Tyrants. 2 Tyrants are as durable as Morty. Most armies will have just enough to kill morty in one go, on average. It's not ideal, but it's the only way to get a delivery service for both GS squads at the same time if I need it, and to get delivery without a CP and 45 totally wasted points. At least a Trygon will get shot a lot.

I'd love to run them as Jorm, then they'd be 2+ and that's actually fairly decent, but for now I think Kraken is far more important for the actual damage dealers in the army.

In general, it's not ideal, but we've got to make hard choices in our list building.

Personally, I'd prefer no monsters or multi-wound units at all, to completely gak on the meta, but that's even harder to make work, I think.


Automatically Appended Next Post:
Alright guys, I won't be trying this at the upcoming tourney, but here's a list idea;

Kraken Battalion
Malanthrope
Neurothrope

30 Horms
30 Horms
20 GS
20 GS

Jormungandr Battalion

Neurothrope
Neurothrope

20 GS with carapace
30 Dev gants
30 Dev Gants

3 Rav with rc
3 Rav with rc

Basically you use the 100 kraken bodies to rush the opponent, then drop off the 80 jormungandr bodies as needed. Enemies that have infiltrators/scouts are forced to choose between giving you first turn assaults that will move you forward and protect you (Just dont kill the damn things!), or blocking off your jorm drops. If you have first turn you can drop those EC GS right in front of the enemy and force them to blow twice as much non-ap shooting to remove them as normal stealers.

My biggest issue with the list is you are blowing 3 CP out the gate, leaving you with 6. You'll probably spend 2 to double tap dev gants and 1 to double advance a GS unit, so you go into turn 2 with 3 CP. That's not good.

This message was edited 1 time. Last update was at 2017/11/15 05:40:44


 
   
Made in us
Infiltrating Broodlord






I really like that list, though to relieve some of the command point burden maybe swapping the Jormungandr detachment for a GSC detachment may be wise? You could get 2 Magi, 20 Purestrain Genestealers, and a couple 5 to 10 man Acolyte squads with Demolition Charges or Neophyte squads to fill out the Battalion with the points and move one of the Devourer squads to the Kraken detachment. Demolition Charges are very nice anti-tank (albeit short range) which is otherwise something fairly hard to get in our infantry squads and could help make up for the lack of monsters for can opening. Also by taking a GSC detachment you could unlock a small Auxiliary detachment with an AM Commander with the Kurov's Aquila relic for CP recovery (could even go so far as to make him the Warlord with the 5+ recovery warlord trait if really needed).

This message was edited 2 times. Last update was at 2017/11/15 07:48:08


 
   
Made in gb
Huge Hierodule






Nottingham (yay!)

 lindsay40k wrote:
Okay, perusing the thread some more and looking at what I’ve got, I’ve built this 150 PL list to aim for. It’s based around a fleet that’s consumed an Ork planet, so lots of spores, dakka, choppy stuff, and some Weirdbugz:

Spoiler:


BRIGADE: 9CP
HQ
Hive Tyrant: Whip and Sword, Venom Cannon, MIASMA CANNON, INSTINCTIVE KILLER, CATALYST, PSYCHIC SCREAM
Broodlord: THE HORROR
Tervigon: Talons, Adrenal Glands, Toxin Sacs, ONSLAUGHT
TROOPS
15 Genestealers: Scything Talons, Toxin Sacs, 3 Acid Maws
30 Hormagaunts: Toxin Sacs, Adrenal Glands
30 Termagants: 20 Devourers, 10 Fleshborers
6 Warriors: 5 Dual Boneswords, 1 Whip & Sword, 4 Devourers, 2 Barbed Stranglers
3 Rippers
3 Rippers
ELITE
3 Tyrant Guard: Crushing Claws
3 Zoanthropes: PSYCHIC SCREAM
3 Venomthropes
FAST ATTACK
6 Spore Mines
6 Spore Mines
6 Spore Mines
HEAVY SUPPORT
3 Biovores
Carnifex: Crushing Claws, Twin Devourers, Spore Cysts, Tusks, Bone Mace
Tyrannofex: Rupture Cannon

SPEARHEAD - 1CP
Old One Eye
Screamer-Killer: Toxin Sacs, Adrenal Glands, Spore Cysts
Screamer-Killer: Toxin Sacs, Adrenal Glands, Spore Cysts
Screamer-Killer: Toxin Sacs, Adrenal Glands, Spore Cysts



I’m considering dropping the Broodlord for a Neurothrope and two more Zoeys. That looks like a strong psy-firebase. But I’d like to have a solid Genestealer incursion on one flank that can try to nerf some gunner unit, whilst the other flank gets riddled with Termagants.


I’m thinking about dropping my Broodlord and Venomthropes for a Malanthrope, Lictor, and Meiotic Spore (to use the remaining budget). Mal would keep the Tyrant and T-fex going for longer. But with the other monsters packing Spore Cysts, is it all that necessary? Genestealers would lose their Synapse babysitter that provides re-rolls, but they and the Warriors and the dakkagaunts would gain the option to follow a Pheremone Trail, depending on the opponent and setup. Even the Zoanthropes could come along. That could be invaluable if I’m playing up the length of the table...

Edit: might drop the Meiotic and some Spore Mines for a unit of Raveners. This is Behemoth, by the way.

Also: if there’s a line of ten Termagants leading from a dakkagaunst cluster (same unit) back to the Tervigon, and nine of them die, leaving a cluster of dakkagaunts with a termagant buddy a foot away, they do still count as in synapse range and get to recycle the nine dead ones to rebuild the conga line, right?

This message was edited 1 time. Last update was at 2017/11/15 09:06:15


   
Made in de
Fresh-Faced New User




Is there any List generator online with the new Codex already in it?
   
Made in us
Norn Queen






cookie wrote:
Is there any List generator online with the new Codex already in it?


Battlescribe appears to have been updated. Unsure of it's total accuracy atm.


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






 Lance845 wrote:
cookie wrote:
Is there any List generator online with the new Codex already in it?


Battlescribe appears to have been updated. Unsure of it's total accuracy atm.


Not yet, as far as i know. I am missing the new HQ choices and points are still not correct either.


24.000 Tyranids painted, still rising in numbers
4.000 Genestealer Cult

7.000
 
   
Made in gb
Regular Dakkanaut




Battlescribe is updated 9for the mobile app at least) Tyranids are on V17 and are accurate as far as I have seen.
Not checked the entire range but all the commonly used stuff has been fine.

My current list which has been doing very nicely:

Kraken Battalion:
Hive Tyrant-wings, scything talons, heavy venom cannon, chamelion skin, psychic scream, the horror, adrenal and toxin
Broodlord-Catalyst

20 genestealers
10 hormagaunts
10 hormagaunts

lictor

Carnifex-All devourers, spore cysts, acid maw, adrenal
Carnifex-All devourers, spore cysts, acid maw, adrenal

Kraken Battalion:
Malanthrope
Neurothrope-Onslaught

30 Termagants-20 devourers
3 rippers
3 rippers


Kronos Spearhead:
Malanthrope
3 hive guard-impalers

Biovore
Biovore
Biovore
Exocrine

   
Made in us
Never Forget Isstvan!






I would actually change your second battalion to khronos as well since kraken doesn't benefit it much but rippers are quite nifty with khronos trait.

Either that or leviathan/jormugundyr for enhanced survivability.

JOIN MY CRUSADE and gain 4000 RT points!
http://www.eternalcrusade.com/account/sign-up/?ref_code=EC-PLCIKYCABW8PG 
   
Made in us
Neophyte undergoing Ritual of Detestation





RDU, NC

Razerous wrote:
How do I bring both genestealers and a Broodlord in?


Trygon could taxi the Genestealers. Pay 1 CP and use a Lictor (or a Trygon if you're Jormungandr) to bring in the Broodlord.

Other options include a Tyrannocyte for the Broodlord.

: 3350
: 200
Bonereapers: 1700 
   
Made in us
Irked Necron Immortal



Colorado

 luke1705 wrote:
Trace,

I 100% agree that I think Sean is a better player (no offense to Alex). Sean is definitely a visionary.

Trygons not having an invuln kills them for me. In an age of lists where people expect to have to kill a Magnus or a Mortarion, giving them one that is only T6 with way less wounds and no invuln...too easy. So for me, all it is reasonably going to do is make their anti tank fire very efficient. And be a taxi. So I’d rather not do the former and take a cheaper taxi.

And yes, Lictors are 100% only for pheromone trail and then being a ripper squad that you hope no one ever pays attention to.
What about weakening their anti-tank fire power before they get to strike at the Trygon? I can think of some good quality ranged weapons that can erase threats, miasma cannon on a flyrant with Jorm trait, for example.
   
Made in se
Dakka Veteran





 Traceoftoxin wrote:

My list;
Battalion - Kraken
Flyrant - 2x Devourers, MRC - Psychic Scream, Paroxysm (Warlord, -1 to hit relic, never suffers penalty to hit trait)
Flyrant - 2x Devourers, MRC - Catalyst, The Horror
Malanthrope

30x Hormagaunts
30x Hormagaunts
3x Rippers

Battalion - Kraken

Neurothrope - Catalyst
Neutothrope - Onslaught

20x Genestealers - 5x Acid Maw, 20x ST
20x Genestealers - 5x Acid Maw, 20x ST
30x Termagants - 30x Devourers

Trygon - Adrenal Glands
Trygon - Adrenal Glands


10 Devilgants could by you Adrenal Glands on Hormagaunts plus Adrenal Glands and Toxin Sacs on your Flyrants, good trade?


 Strat_N8 wrote:

 N.I.B. wrote:

We don't tailor lists around here, he had no idea what I would bring and I'm usually light on psykers. He just brought an all-comers Space Wolf list that he likes (cc Dreadnought spam with some psyker backup and a Knight).


Fair enough and no offense intended. Just found it a bit suspect to see two of such a highly specialized model.

None taken, I don't know how common it is to field Culexus in Space Wolf armies for some nice psyker defense. Also as you only hit them on 6's and they can deepstrike, they are decent multi-purpose tools.

   
Made in gb
Regular Dakkanaut




 Eihnlazer wrote:
I would actually change your second battalion to khronos as well since kraken doesn't benefit it much but rippers are quite nifty with khronos trait.

Either that or leviathan/jormugundyr for enhanced survivability.


What does the Kronos re-roll 1's in the shooting phase trait do for the rippers?
I get that they extend the bubble for the strategem but with 3 biovores spraying spores around I dont worry too much about that bubble.

I just found my termagants were never standing still, too short range and needing to move to maximise firepower was better than the re-roll 1's.

Also for the short term I have a GT coming up and will be differentiating with different coloured bases so don't want to make it too complicated for my opponents.

I am tempted to drop the malanthrope from the Kronos detachment and replace it with another Neurothrope. He only really gives -1 to hit on the exocrine so not a huge benefit anyway. The hive guard and Biovores are hidden away.

This message was edited 1 time. Last update was at 2017/11/15 14:06:13


   
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 lindsay40k wrote:
 lindsay40k wrote:
Okay, perusing the thread some more and looking at what I’ve got, I’ve built this 150 PL list to aim for. It’s based around a fleet that’s consumed an Ork planet, so lots of spores, dakka, choppy stuff, and some Weirdbugz:

Spoiler:


BRIGADE: 9CP
HQ
Hive Tyrant: Whip and Sword, Venom Cannon, MIASMA CANNON, INSTINCTIVE KILLER, CATALYST, PSYCHIC SCREAM
Broodlord: THE HORROR
Tervigon: Talons, Adrenal Glands, Toxin Sacs, ONSLAUGHT
TROOPS
15 Genestealers: Scything Talons, Toxin Sacs, 3 Acid Maws
30 Hormagaunts: Toxin Sacs, Adrenal Glands
30 Termagants: 20 Devourers, 10 Fleshborers
6 Warriors: 5 Dual Boneswords, 1 Whip & Sword, 4 Devourers, 2 Barbed Stranglers
3 Rippers
3 Rippers
ELITE
3 Tyrant Guard: Crushing Claws
3 Zoanthropes: PSYCHIC SCREAM
3 Venomthropes
FAST ATTACK
6 Spore Mines
6 Spore Mines
6 Spore Mines
HEAVY SUPPORT
3 Biovores
Carnifex: Crushing Claws, Twin Devourers, Spore Cysts, Tusks, Bone Mace
Tyrannofex: Rupture Cannon

SPEARHEAD - 1CP
Old One Eye
Screamer-Killer: Toxin Sacs, Adrenal Glands, Spore Cysts
Screamer-Killer: Toxin Sacs, Adrenal Glands, Spore Cysts
Screamer-Killer: Toxin Sacs, Adrenal Glands, Spore Cysts



I’m considering dropping the Broodlord for a Neurothrope and two more Zoeys. That looks like a strong psy-firebase. But I’d like to have a solid Genestealer incursion on one flank that can try to nerf some gunner unit, whilst the other flank gets riddled with Termagants.


I’m thinking about dropping my Broodlord and Venomthropes for a Malanthrope, Lictor, and Meiotic Spore (to use the remaining budget). Mal would keep the Tyrant and T-fex going for longer. But with the other monsters packing Spore Cysts, is it all that necessary? Genestealers would lose their Synapse babysitter that provides re-rolls, but they and the Warriors and the dakkagaunts would gain the option to follow a Pheremone Trail, depending on the opponent and setup. Even the Zoanthropes could come along. That could be invaluable if I’m playing up the length of the table...

Edit: might drop the Meiotic and some Spore Mines for a unit of Raveners. This is Behemoth, by the way.

Also: if there’s a line of ten Termagants leading from a dakkagaunst cluster (same unit) back to the Tervigon, and nine of them die, leaving a cluster of dakkagaunts with a termagant buddy a foot away, they do still count as in synapse range and get to recycle the nine dead ones to rebuild the conga line, right?


Mal isn't really useful unless your advancing with a lot of infantry or you have a fire base. I don't see what hes doing for your list besides helping the T-Fex. Tyrants are better for flying with dakka IMO. Your list kinda seems all over and not really focused. Id also never use a crushing claws canri. Convert the stronecrusher from forgeworld if you want anti vehicle from them. Hitting on 5s is garbage.

As for the list, lots of command points is easy and good, but don't feel the need to pidgeonhole yourself into it if its not focused.

As for your question, they are in range for synapse yes.. And no, you cant make the conga line per the rules in the codex. It states when you spawn 10 to replace ones that died in an existing unit they need to all be within 6 of the tervigon

This message was edited 1 time. Last update was at 2017/11/15 14:32:14


 
   
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Holy cow - I played a not so optimal 2000 list against AD mech last night and just my geenstealers with kraken hive fleet won the game pretty much by themselves.

I started them on the board behind a big rock right at the front of my deployment zone because i didn't know if I was going first or not. I end up going first and these speed daemons moved 27 inches with the swarm lords ability - could have added 6 more inches with the kraken stratagem too. They got a 10 inch charge and they locked up almost his entire army - their damage was nothing special (they only killed 10 vangard and put 2 wounds on a destroyer) but even so the game was over - he couldn't even kill the 20 man gene with catalyst on it because most of his army was ineligible to shoot and 3 hive tyrants are charging him next turn too.

I am totally sold on kraken stealers. They don't even need a swarm lord. Just take 2 20 man groups and save yourself 60 points.

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Regular Dakkanaut




str00dles1 wrote:

As for your question, they are in range for synapse yes.. And no, you cant make the conga line per the rules in the codex. It states when you spawn 10 to replace ones that died in an existing unit they need to all be within 6 of the tervigon


Max distance to maintain a conga line is 8". since 6" deployment+2" coherency.

   
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Lurking Gaunt






Sneggy wrote:
Battlescribe is updated 9for the mobile app at least) Tyranids are on V17 and are accurate as far as I have seen.
Not checked the entire range but all the commonly used stuff has been fine.

Its v19 now. Looks good, and seems to have all options as far as i can tell.


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Longtime Dakkanaut




Sneggy wrote:
str00dles1 wrote:

As for your question, they are in range for synapse yes.. And no, you cant make the conga line per the rules in the codex. It states when you spawn 10 to replace ones that died in an existing unit they need to all be within 6 of the tervigon


Max distance to maintain a conga line is 8". since 6" deployment+2" coherency.


No its 6. I didn't clarify, but the book states all models have to be wholy within 6 inches of the tervigon. any that are not are destroyed.
   
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Texas

 Xenomancers wrote:
Holy cow - I played a not so optimal 2000 list against AD mech last night and just my geenstealers with kraken hive fleet won the game pretty much by themselves.

I started them on the board behind a big rock right at the front of my deployment zone because i didn't know if I was going first or not. I end up going first and these speed daemons moved 27 inches with the swarm lords ability - could have added 6 more inches with the kraken stratagem too. They got a 10 inch charge and they locked up almost his entire army - their damage was nothing special (they only killed 10 vangard and put 2 wounds on a destroyer) but even so the game was over - he couldn't even kill the 20 man gene with catalyst on it because most of his army was ineligible to shoot and 3 hive tyrants are charging him next turn too.

I am totally sold on kraken stealers. They don't even need a swarm lord. Just take 2 20 man groups and save yourself 60 points.


I plan to take swarmy and 2 20x units.

Without swarmy though you are dropping your movement/advance extra (thats a potential 14")
I plan to DS in with Trygon then use swarmy. To move and advance within 1".

But yeah, kraken i think is the best fleet for an assault/melee army without a doubt. People underestimate the speed and movement. Everyone thinks shooting is what wins the game and its not, b/c as you pointed out, just lockup the shooting and they can't do anything.


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Reedsburg, WI

 DaBraken wrote:
Sneggy wrote:
Battlescribe is updated 9for the mobile app at least) Tyranids are on V17 and are accurate as far as I have seen.
Not checked the entire range but all the commonly used stuff has been fine.

Its v19 now. Looks good, and seems to have all options as far as i can tell.


Termigaunts could still but Spike Rifles as of yesterday, but otherwise looks about right.

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