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Made in us
Never Forget Isstvan!






its good if you really need to crack some toughness 5-10 shooty thing in the backfield.

Opponent using shooty knight, land raiders, or nid heavy artillery (exocrines/andor barbed heirodules)?

Smash em with infiltrating abberants.

16 attacks, hitting on 3 = 12ish hits
Str 10 on toughness 8 = 9ish wounds

Should smack a land raider for 18 wounds or a barbed hierodule for 21 (dead if you smited it).

JOIN MY CRUSADE and gain 4000 RT points!
http://www.eternalcrusade.com/account/sign-up/?ref_code=EC-PLCIKYCABW8PG 
   
Made in gb
Regular Dakkanaut




Remember you need to have the cult in a separate detachment to get access to CA, so factor in the extra units you’d have to take to make a full detachment. I recommend 2 magi, one to cast might from beyond and one to cast mass hypnosis (remember most superheavies can shoot in combat so you cant send something in first to soak up the overwatch)
   
Made in no
Liche Priest Hierophant





Bergen

C4790M wrote:
Remember you need to have the cult in a separate detachment to get access to CA, so factor in the extra units you’d have to take to make a full detachment. I recommend 2 magi, one to cast might from beyond and one to cast mass hypnosis (remember most superheavies can shoot in combat so you cant send something in first to soak up the overwatch)


Yes the easiest way seems to be a 2 Maguses, 1 Primus, 8 aberants. Until smite gets nerfed this can also be quite powerfull. People already seem to warm up to Neuronthropes. Maguses gives us more psykick diversety. Note that might from beyond is a one trick pony as it only targets genstealer cult units. But it would give aberants one more attack, and one more S. The Primus could also take the new relic giving them one more S. I am unsure if this makes the hammers S12 or S14. (Anybody know?.)

Both mass hypnosis and mind controll seems good.

   
Made in us
Infiltrating Broodlord






Multipliers come before addition, so they would hit S12 with both buffs in effect. Note though, the GSC relic (Icon of the Cult Ascendant) is for Iconwards only.

Mind Control is extremely powerful if your opponent happens to have a Lord of War bristling with guns like a Baneblade or Stormsurge handy. I have had games where the opponent's own models ended up causing more damage to their forces via Mind Control than my own shooting and a couple games were won more or less due to the power. Mass Hypnosis is also good and more support minded. It helps all elements of the army so it is a good power to bring as an ally.

This message was edited 1 time. Last update was at 2017/12/03 21:39:52


 
   
Made in gb
Regular Dakkanaut




In terms of GSC psyker powers, mass hypnosis is by far the best and what you should be using if you’re just running magi for smite spam. If you’re running purestrains or haberrants with them, might from beyond is a good choice. Mind control is hilarious but generally not worth it unless you know there is a superheavy you can control, and even then it can be difficult to get with cast range (12”) due to screens. Personally I’d rank the powers as mass hypnosis>might from beyond>mind control. I usually run 3 magi though, so I get all 3 power
   
Made in us
Mutilatin' Mad Dok





Norway, Tønsberg

Can We save the GSC posts for the GSC Tactica unless Its directly related to ‘nids?
   
Made in us
Trigger-Happy Baal Predator Pilot






https://m.youtube.com/watch?v=Ixl8VPOIRM4

Some thoughts from a respected tourament nid player.
   
Made in us
Norn Queen






Tyranid Soup tactics are fine here as long as tyranids is a major component of your force. What they are talking about is bringing at most 5 small units, most of them needed to fill out the detachment, to supplement a majority nid force. That absolutely belongs in this discussion. If it was the other way around, 3-4 Nid units to add to a GSC/AM force then take it someplace else.


On a different subject, I found a way to create a PDF form so you guys would need to fill in the information on the quick reference sheet yourself (which also makes it legal for me to post to dakka). But, here is a preview of what I have going so far.



It will be at most 2 pages (front and back of a single laminated cardstock sheet or 2 sheets if thats what you prefer) and include all wargear when it's done.

This message was edited 3 times. Last update was at 2017/12/04 01:21:51



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





USA

NICE!


now do some for every army ))

 koooaei wrote:
We are rolling so many dice to have less time to realise that there is not much else to the game other than rolling so many dice.
 
   
Made in us
Norn Queen






 admironheart wrote:
NICE!


now do some for every army ))


No! You!

Seriously. Building this thing out of individual elements in photoshop is time consuming. Especially because I need to type in all the data to make sure it fits and then hide it so I can make it into a form that can be shared here with everyone. Maybe it will inspire someone from another army to make their armys version. But I am not going to try to fit other peoples crap onto 2 pages lol.


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in no
Liche Priest Hierophant





Bergen

Lance, that is very nice of you!

   
Made in us
Tough Tyrant Guard






Rd 4 was against the above with nids. He had Kraken battalion with malanthrope, swarmlord, 3x19 GS, ~27 horms. Kronos something with neuro, 2x6 hive guard, lictor, mawloc. I played so, so, so poorly. I made numerous terrible mistakes, and he punished me for them. Even the last turn, I forgot to fall back a genestealer, and that alone would have made it a 15-14 loss (or draw, I think draws were a 4 point margin for this), and if I had moved one biovore even 1" earlier in the game, I could have scored another pt and gotten 15-15. But yeah, basically I screened completely wrong and lost both horm squads turn 1 to a GS charge. I played hard to a flank and forced him to fight me with 1 stealer squad at a time. I managed to kill all 3 stealer squads around bottom of 4 (or maybe 5, need pics to refresh memory), and then set out with what I had left to try to score. I was pretty beat up by then, and the game ended with a 10 wound flyrant infront of like 11 hive guard, a 4 wound swarmlord and neurothrope. My backfield was a lictor, 2 neurothropes, 2 biovores. Really rough game, ended on bottom of 6, 17-12.

Rd 7 was against Mordians, Tempestus and Raven Guard. He had 3 plasma command squads, 30 conscripts, 4 astropaths, a chapter master, LT, 3 razorbacks, 3 dev squads, some infantry squads, valkyrie, 2 scout squads. I surprisingly had less drops and got first turn. I made a MASSIVE mistake and used smite on a scout squad I was going to use to springboard into his army. He ended up failing morale by the 2 he lost to smite, and it left me out in the open to get hosed. To his credit, he spent a CP to try to fail an armor save, and lost his sgt on purpose to force the morale failure. The mordian stratagem and FRSRF together are pretty punishing for such a cheap unit. I ended up baiting him to bring a lot of his reserves onto a basically null side of the field by spreading out a large horm unit and making it seem menacing. I overloaded one flank and managed to get stealers into his army. LOS blocking terrain let 2 lictors deploy out of LOS then eat an astropath, tie up a razorback, then get shot to bits. Biovores tossed mines all over. I ended up having to eat two whole turns at the end of the game because of the death clock system we used. The last 30 minutes are always split, 15 min for each player. As soon as your turn ends, the opponent's time starts. Problem is, for me I use all 4 phases, including the assault phase in which your opponent is also actively involved, so my turns HAVE to take longer. He didn't have much movement to do, and could just straight shoot. So, I ended up running out of my allocation of time way before him and he managed to tie up the primary on me. Without time we knew I would've really put the pain on him, he managed to avoid taking assault phase damage from stealers on an infantry squad, a trygon on a razorback, and a flyrants shooting into a key heavy support unit. Basically what should have been an 18-3 victory ended up as a 14-7 victory. Call it good time management on his part I suppose, but I think it's just a bad system that punishes armies that utilize all phases of the game. He recovered well with the time and managed to draw the primary, though was too far behind to draw the secondary.

Overall I ended the tourney 9th overall, tho tied 10th in straight battle points with Dallas Rapoport who beat me 17-12 rd 4. I think I outscored Dallas on either overall actual mission points (reported points for placements were tiered base on major win/loss) or it may have been my prodigious 11/40 painting score (My army is mostly 2 base coats and unbased, atm). I lucked out and won one of the 3 'losers' raffles (Every time you lost you got put into a raffle, more losses=more entries), so combined with the 9th overall prize I got a little bit more than I paid for entry and a sweet Kharn kit.

The Portal did a pretty good job running it, I enjoyed the missions a lot, though I thought the death clock was terrible. The prize support was bonkers, I overheard someone say GW supplied 1200 or something of kit value in prize support, and the portal gave out a lot in gift cards. I would HIGHLY recommend anyone come out for it next year. As someone who grew up in the region, there's not a ton of cool tourist gak in the area, but the airport is maybe 30-40 min away, and hotels aren't big city expensive in the area.

Will do a more in depth post at some point along this week, and get what pics I took up. I think overall I took more pics, but it's hard to stay consistent when you're playing fast, and games only speed up as they go on.
   
Made in gb
Huge Hierodule






Nottingham (yay!)

 Niiai wrote:
C4790M wrote:
Remember you need to have the cult in a separate detachment to get access to CA, so factor in the extra units you’d have to take to make a full detachment. I recommend 2 magi, one to cast might from beyond and one to cast mass hypnosis (remember most superheavies can shoot in combat so you cant send something in first to soak up the overwatch)


Yes the easiest way seems to be a 2 Maguses, 1 Primus, 8 aberants. Until smite gets nerfed this can also be quite powerfull. People already seem to warm up to Neuronthropes. Maguses gives us more psykick diversety. Note that might from beyond is a one trick pony as it only targets genstealer cult units. But it would give aberants one more attack, and one more S. The Primus could also take the new relic giving them one more S. I am unsure if this makes the hammers S12 or S14. (Anybody know?.)

Both mass hypnosis and mind controll seems good.


Not to draw out the GSC digression - I agree this isn’t the thread for it - but I’ll just clarify how bonuses and multipliers work per the designers’ commentary: UNIT strength multipliers, then UNIT strength addition/subtraction, then WEAPON strength multipliers, then WEAPON strength addition/subtraction.

This message was edited 3 times. Last update was at 2017/12/04 03:05:28


   
Made in us
Rampaging Carnifex





Fredericksburg, Virginia

Had my first tournament this weekend with the codex. We used ITC missions and did not use Chapter Approved since it had just came out.

My list: 1997 pts, 12 CP
Kraken Battelion
- Flyrant w/ Chameleonic Mutation, MRC, 2x Devourers, A. Glands. Toxin Sacs, Wings
Powers: Psychic Scream, Horror
- Malanthrope
- 10x Termagants w/ Fleshborers
- 10x Termagants w/ Fleshborers
- 10x Termagants w/ Fleshborers
Kraken Battelion
- Swarmlord
Powers: Psychic Scream, Paraxysm
- Old One Eye
- 20x Genestealers w/ 5 Acid Maws
- 3x Rippers
- 30x Termagants w/ 29 Devourers and 1 Fleshborer
Kronos Battelion
- Neurothrope: Warlod w/ Kronos Warlord Trait
Power: Onslaught
- Neurothrope
Power: Catalyst
- 3x Rippers
- 3x Rippers
- 3x Rippers

Game 1 vs Space Wolves w/ AM allies
Spoiler:

Opponent's List
Vanguard
- Celestine
- Culexus Assassin
- Redemptor Dreadnought w/ 2x Storm Bolters, Heavy Onslaught Gatling Cannon, Icarus Rocket Pod, Onslaught Gatling Cannon
- Venerable Dreadnought w/ Twin Las, Wolf Claw
Spearhead: Catachan
- Company Commander
- 10x Infantry
- 10x Infantry
- Manticore
- Manticore
- Manticore
Battelion
- Bjorn: Warlord, 6+ FNP
- Rune Priest
Power: Storm Caller
- 5x Grey Hunters
- 5x Grey Hunters
- 5x Grey Hunters
- Razorback w/ Twin Assault Cannons
- Razorback w/ Twin Assault Cannons

Mission: ITC Champions Scenario 1: Seize Ground
My Secondaries: Kingslayer Celestine, Recon and Old School
His Secondaries: Kingslayer Swarmlord, Reaper, Headhunter
Random Deployment: Hammer and Anvil

Deployment: I deploy first and I finished deploying first! 3 units of Rippers, 2 Trygons w/ Genestealers and Devgaunts and the flyrant are all in reserves. I deploy the Swarmlord and Malanthrope out of sight. Old One Eye is next to them. He deploys the Manticores well behind everything else and spreads them out. Redemptor and Dread deploy on his right flank. Celestine on his left. Razorbacks and all the other character near the middle. We roll off for first turn and I win! Thank goodness. I'd rather not take a full round of manticores to the Swarmlord before getting a chance to use his hive commander (though it turns out, with Malanthrope, 5+ to hit on manticores isn't so scarry).



Pregame thoughts: I've played this gentleman before and he's a fairly competitive player. Today he brought a more casual list but Hammer and Anvil deployment made me cringe. Luckily I got first turn and Celestine is in a good position for me to alpha.

Top Turn 1
Movement: I use Metabolic Overdrive to move the Malanthrope to the right side, roughly 12" from his screen. I then use Opportunistic Advance on the Swarmlord to move within 3" of the Malanthrope. Old One Eye, a Neurothrope and gants move up on the left flank. My warlord Neuro moves up behind Swarmlord. Rippers arrive in the middle to be within 24" of his Rune Priest. Both Trygons with the payloads arrive within 3" of the Malanthrope. The Flyrant also arrives in front of the Malanthrope (Flyrant is now -2 to hit).
Psychic: I don't do much here. I smite a couple infantry and attempt to use Onslaught on the Swarmlord but it fails. I use the Horror on a Razorback.
Shooting: I wipe out the screening Infantry with devgaunts. (1 point for Old School First Blood) I don't bother shooting them again because their only viable target is a Razorback. I use Swarmlord's Hive Commander to move the Genestealers up to Celestine and the Company Commander.
Charge/Fight: Genestealers charge and kill both Celestine and Company Commander. (3 points for kingslayer.) They then consolidate into a Razorback. I screwed this up. I forgot that Overrun required they not be within 3" of another unit, so I was forced to consolidate into the Razorback. What I wanted to do was Overrun and then Adrenaline Surge into at least one of the Manticores to prevent them from shooting and to surround it to prevent it from falling back. Welp, live an learn. Celestine resurrects and pops up in my back left corner, where I only have 1 unit of Termagants holding 2 objectives.
Bottom Turn 1
Movement: Greyhunters deploy. 1 unit moves towards my Genestealers. Another moves to Devgants. The Razorback that I locked with Genestealers (also happens to be the one I used the Horror on... that was a waste) falls back next to one of his Manticores. Celestine moves up to an objective and prepares to kill my termagants. Bjorn, and Culexus move towards my Genestealers, ready to charge if shooting doesn't kill them.
Psychic: Rune Priest tries to cast Storm Caller to grant him lots of rerolls, but my Rippers are there to use The Deepest Shadow and it fails to go off.
Shooting: All the manticores shoot at the Swarmlord. When the dust clears, the Swarmlord has only taken 4 wounds, giving him 1 point for Kingslayer. Malanthrope's aura and 4++ saves his hide. Bolters and Assault Cannons fired at the Genestealers until they were dead (2 points for Reaper). The rest fired at the Devgants who lost about 10 models. Celestine kills a bunch of gants but there is still 1 alive. He's within synapse and sitting on an objective and too far away for Celestine to charge. The Redemptor and Las dread discover that OOE now has 9 wounds and can't shoot him. Instead they try to shoot at a Trygon who survives thanks to Malanthrope. Their bolters shoot some Termagants.
Charge/Fight: Bjorn finds himself with nothing to charge. My opponent debates about whether to charge 5 greyhunters into my Devgants. He decides not to because he thinks he might lose a couple to overwatch, and the Flyrant is close enough to heroic intervention if his charge roll is low. I'm not sure I agree with his logic but I'm not going to complain.
Turn 1 score
Me: 3 Kingslayer, 1 Recon, 1 Old School, 3 Primary; total: 8
His: 1 Kingslayer, 2 Reaper, 3 Primary (Thanks to Celestine, he owned more objectives); total: 6
Well that was a decent turn for me. I made a couple mistakes but nothing too critical. Punking Celestine felt good, though now I need to deal with her in my back field... for which I have a plan.



Top Turn 2
Movement: Old One Eye makes a 180 and heads straight for Celestine. I was going to have him make his way to the Redemptor but decided the Redemptor wasn't much of a threat. Instead, he's going to take care of Celestine. Devgants move up and get out of the Trygon's way. Trygon moves up to charge a razorback. The other Trygon and Swarmlord move up to charge Bjorn. My Termagant screen on the left flank moves up with a Neurothrope to smite the Redemptor. The Flyrant moves up but stays within 6" of Swarmlord.
Psychic: I smite some grey hunters. I use the Horror on another Razorback. I use Catalyst on the screening gants on the left flank.
Shooting: Devgants wipe out the Grey Hunters that shook their chainswords fearfully at them last turn and kill a couple from the unit next to Bjorn. Swarmlord sends the Flyrant on a head hunting mission. The Flryant hurdles Grey Hunter and Razorbacks to be right next to the Rune Priest.
Charge/Assault Trygon and Swarmlord charge Bjorn and the Culexus. I decide to attack with the Trygon first, since he has the better chance of killing Bjorn out right if I use Voracious Appetite strategem to reroll wounds, and if the Swarmlord attacks first and fails, my opponent will use a strategem to kill the Trygon. It worked out nicely. The Trygon gets 3 wounds thru and does 11 damage with 3d6. He only passes 3 of his FNPs. That gives me a point for Old School (slay the warlord). The Swarmlord and Culexus bounce off each other. Old One Eye charges Celestine... and proceeds to do a sad 6 damage (she has 7 wounds)... but I remembered the strategem Implant Attack and finished her off with it. Max points for Kingslayer with that. The Flyrant charges the Rune Priest and kills him. He then consolidates into both a Manticore AND a Razorback (the same razorback that fell back from the Genestealers. That thing never got a chance to shoot).
Bottom Turn 2
At this point my opponent is just trying to get some points. He shoots up a unit of 10 gaunts for Reaper but fails to do anything else. We're out of time so we call it here. It was going to be a route anyway. I get Recon and Line Breaker for this turn.

Final Score: Tyranids 16, Space Wolves 9. Tyranid Victory!

Game 2 vs Ynnari and Alaitoc
Spoiler:

Opponent's List
Battalion: Alaitoc
- Spiritseer w/ Witch Staff. Power: Coneal
- Spiritseer w/ Witch Staff. Power: Protect
- 5x Rangers
- 5x Rangers
- 5x Rangers
- 5x Swooping Hawks
- 5x Swooping Hawks
- 8x Warp Spiders w/ Exarch w/ twin spitters
- Wave Serpent w/ twin Shurikan Cannon and twin Catapult
Battalion: Alaitoc
- Spiritseer w/ Witch Staff. Power: Quicken
- Spiritseer w/ Witch Staff. Power: Empower
- 5x Rangers
- 5x Rangers
- 5x Rangers
Spearhead: Ynarri
- Farseer Skyrunner w/ Singing Spear. Powers: Fortune, Doom
- Yvraine Power: Gaze (soulburst thing)
- 8x Dark Reapers w/ Tempest Launcher Exarch
- 3x Dark Reapers w/ Tempest Launcher Exarch
- 3x Dark Reapers w/ Tempest Launcher Exarch
- Solitaire
- 8x Shining Spears w/ Star Lance Exarch

Mission: ITC Champions Scenario 3: Nexus Control
My Secondaries: Headhunter, Recon, Death by a Thousand Cuts
His Secondaries: Reaper, Big Game Hunter, Death by a Thousand Cuts
Random Deployment: Front Line Assault

Deployment: Again I deploy the first unit. I deploy with the usual stuff in reserves. I use the Termagants and 1 unit of Rippers on the board to make sure he has no place to Deep Strike behind me if he gets first turn. I again deploy Swarmlord, Malanthrope and Old One Eye centrally with Neurothropes to their flank. I deployed my Warlord Neurothrope (who's warlord trait I was excited to put to use) on the side where his Wave Serpent is deployed. He deploys all the Spiritseers and 2 units of 3 Dark Reapers AND Yvaine inside the Wave Serpent and puts it in the back corner. He deploys his Skyrunner Farseer and Farseer next to the Wave Serpent. He finishes deploying first, and infiltrates Rangers all over the place. 2 units are on the castle walls. 3 units are in the ruins screening his Wave Serpent and 1 unit is in the forest on an objective. The 8x Dark Reapers, Warp Spiders and Shining Spears are all in reserves.
He wins the roll off to go first... but gives me the first turn.
(forgot to take a picture of deployment)

Pregame thoughts: I got first turn again! This fella clearly had no idea what was about to hit him. He should have put his 8x Dark Reapers on the board so that he could shoot up my Genestealers when they arrived... but he didn't. And now I'm going to have a huge lunch.

Top Turn 1
Movement: I double move the Malanthrope to the left to prepare to do what I did last game. I move the Swarmlord just behind the wall but close enough to be in range of Genestealers.Old One Eye and a small screen move up the middle to the crack in the wall but they stay just shy of the opening. I lave my back termagants spread out on the objective to prevent deep strikers from landing back there. Devgant bomb is dropped on my left most flank within range of the Malanthrope. Genestealer bomb is dropped between the Malanethrope and Swarmlord. The Flyrant lands behind Old One Eye to try and kill the Rangers on the wall. I deep Strike a unit of Rippers in the back right corner of my opponent's deployment zone to get Recon.
Psychic: Flyrant and a Neurothrope use Smite and Psychic Scream to remove the Rangers on the wall. I used Catalyst on the Genestealers.
Shooting: Devgants do their thing. They split fire to remove 2 of the Ranger units between the Genestealers and the Solitaire/Farseer/WaveSerpent. The other Ranger unit is too far back to shoot. The Swarmlord gives his command and the Genestealers march into the ruins. The Flyrant shot at the other unit of Rangers on the wall and kills 3.
Charge/Fight
Genestealers triple charge a unit of Rangers, the Solitaire and the Farseer. They wipe the Rangers and deal a wound each to the Solitaire and Farseer. The Solitaire and Farseer fight back but only kill a few Genestealers. I use Adrenaline Surge to fight again and dump most of my attacks into the Solitaire to kill him. The Farseer takes another wound. It's not worth using Implant Attack to deal another cause he's just going to run out of reach anyway. I kill 5 units for 1 point to Death of a thousand cuts. 1 point for Recon and 1 point for Head Hunter.
Bottom Turn 1
Movement: Everything comes out of the Wave Serpent. Farseer retreats to his deployment edge. 8x Dark Reapers arrive in the forest in the middle behind Rangers. Shining Spears couldn't quite fit in front of the Devgants thanks to Genestealers being there, but Warp Spiders could so he puts his Warp Spiders there and keeps the Shining Spears in reserves. Swooping Hawks arrive in my back right corner to try and mess with me but I'm not too concerned about them.
Psychic: He attempts to use Gaze on Dark Reapers but it fails to go off. Smites kill some Genestealers.
Shooting: Warp Spiders shoot at the Devgants and kill about 12 of them. Most of the Dark Reapers shoot into the Genestealers to wipe them out. 2 points for Reaper. Some Reapers shoot into my Rippers that were threating to charge into his backfield next turn (The ones I deep struck in his corner).
Charge/Fight Nothing happens here.
Turn 1 Score
Me: 1 Headhunter, 1 Recon, 1 Death by Thousand Cuts, 4 Primary. Total: 7
Him: 2 Reaper, 2 Primary. Total: 4
Definitely should reduce size of Genestealers to 19 for ITC. They did their job though. They shocked the hell out of my opponent and forced him to spend all his resources to kill. I now have the rest of my army close enough to jump down his throat.


(There used to be 3 units of 5 Rangers in these ruins, as well as a Solitaire)


Top Turn 2
Movement: Everybody closes in. Everything I want to kill is in a nice tight space in the corner except for the large 8x Dark Reapers. I use Metabolic Overdrive on my Warlord Neurothrope to move him into the ruins within range of all the psychers. Since he's stuck in the corner, there's no way for them to move outside his aura. One Trygon moves towards the fleeing Wave Serpent while also sitting on an objective. The other Trygon moves in on the Warp Spiders. Devgants move beside him. Swarmlord moves in on the Warp Spiders as well. Flyrant moves up within 6" of swarmlord. I have both my remaining Rippers arrive on the right flank to prevent anymore deep strikers arriving over there since I'm a little weak on that side. I put one of those units close to the Swooping Hawks. My other Neurothrope moves towards the remaining to Rangers in the wall. Old One Eye and Termagants move up to engage the Rangers in the forest.
Psychic: A Neurothrope smites the 2 remaining Rangers. Warlord Neurothrope fails to cast anything. Swarmlord and Flyrant smite a few Warp Spiders.
Shooting: Remaining Devgants split fire into the 2 units of 3 Dark Reapers, killing 2 in each. I then order them to shoot again to kill one of the Exarchs. Swarmlord orders the Flyrant to move again and he prepares to charge Yvaine.
Charge/Fight: Flyrant charges Yvaine but doesn't kill her. Trygon and Devgants charge Warp Spiders and kills all but the exarch who then dies to morale. Old One Eye and his Termagant screen charge Rangers in the forest. I activate Old One Eye first who wipes them out. I then active the Termagants to pile in and consolidate into the 8x Dark Reapers. Rippers charge Swooping Hawks but don't do anything. Swarmlord isn't able to charge anything but he doesn't really need to. 3 units died so I get a point for Death by a Thousand Cuts. I also get a point for Recon.
Bottom of Turn 2
Movement: Everything in the back corner falls back or runs away as best they can but they aren't able to escape my Warlord's aura. Shining Spears finally arrive near Yvaine after she ran from the Flyrant. 8x Dark Reapers use a strategem to retreat and still be able to shoot this turn but they can't get a shot on Old One Eye because of how I wrapped him with Termagants. (1 Termagants is still in range of synapse). Swooping Hawks flail uselessly trying to kill Rippers and Termagants in my back field. A Neurothrope is there to smite them later if I need to.
Psychic: Yvaine uses Gaze on Shining Spear so they can move right up to my Trygon and Warlord Neurothrope. A Warlock attempts to use Conceal and fails, then dies to 2 mortal wounds (giving me another point for Headhunter). Farseer attempts Fortune but I stop it, dealing a mortal wound to him. A couple smites got off dealing mortal wounds to my Trygon.
Shooting: Wave Serpent attempt to remove the Termagant screen from Old One Eye but isn't able to kill enough. 8x Dark Reapers instead shoot at the Flyrant who manages to survive with 3 wounds. Shining Spears fire into the Trygon and Neurothrope, dealing a few to the Trygon and 2 to the Neurothrope.
Charge/Fight: Shining Spears kill the Trygon but fail to do anything to the Neurothrope. They also charge Swarmlord but he weathers them easily. The Swarmlord fights back and kills a few of them.
Scores
Me: 1 Headhunter, 1 Recon, 1 Death by Thousand Cuts 4 Primary. Running Total: 14
Him: 1 Big Game, 1 Primary. Running Total: 7

By this point we're running short on time but it's pretty clear what is going to happen. We talk turn 3 out and I get another 4 for Primary, 1 for Headhunter, 1 for Death by Thousand Cuts and 1 for Recon. He gets 1 for Primary.
Final Score: Tyranids: 21, Ynarri: 8. Tyranids Victory!


Game 3 vs World Eaters, Alpha Legion and Morty
Spoiler:

Opponent's List
Battalion Alpha Legion
- Sorcerer w/ Jump Pack, Death Hex, Force Sword, Mark of Slaanesh (MoS), Prescience
- Sorcerer w/ Jump Pack, Death Hex, Force Axe, MoS, Warptime
- 10x Cultists w/ MoS and 1 Flamer
- 10x Cultists w/ MoS and 1 Flamer
- 19x Cultists w/ MoS and 1 Flamer
Battalion World Eaters
- Dark Apostle w/ Brass Collar of Borghaster (can deny and causes mortal wounds), Mark of Khorne (MoK)
- Exalted Champion w/ Axe of Blind Fury, MoK, Power Axe
- 9x Khorne Berserkers w/ Icon or Wrath, 8x Chainswords and Chainaxes, Champion w/ Power Fist
- 9x Khorne Berserkers w/ Icon or Wrath, 8x Chainswords and Chainaxes, Champion w/ Power Fist
- 9x Khorne Berserkers w/ Icon or Wrath, 8x Chainswords and Chainaxes, Champion w/ Power Fist
- Chaos Rhino w/ 2x Combi Bolters, MoK
- Chaos Rhino w/ 2x Combi Bolters, MoK
- Chaos Rhino w/ 2x Combi Bolters, MoK
Super Heavy Auxiliary Death Guard
- Mortarion w/ Gift of Contagion, Miasma of Pestilence and Plague Wind

Mission: ITC Champions Scenario 5: Crucible of Champions
My Secondaries: Headhunter, Kingslayer (Mortarion), Recon
His Secondaries: Recon, Reaper, Headhunter
Random Deployment: Hammer and Anvil

Deployment: When we rolled Hammer and Anvil we both groaned. There wasn't much to our deployment. I put everything in reserves that I usually do, keeping one unit of Rippers on the board to keep anything from deep striking behind me. I put OOE, Swarmlord and Malanthrope in the front middle, with a Kronos Neurothrope on each of their flank as close to the deployment line as possible while still having Termagants in front of them. He put Morty front and center. Sorcerers and Oblits started in reserves. 2 Rhinos of Berserkers started on my right flank, 1 on the left. 19 Cultists stood on his back objective. The other two cultists units spread out on his back right and left flank to deny deep strike. He wins the roll off to go first.

Pregame Thoughts: This is going to be a meat grinder. With Hammer and Anvil, the center walls are in an awkward place for my models to move around. I hope I can shut down Warp Time with the Kronos strat. He almost has to be within 24" of a Neurothrope for Morty to have a chance at close combat. Everything depends on killing Morty without losing too much to handle the Khorne Berserkers when they emerge. It's going to be interesting.

Top Turn 1
Movement: Morty moves to the center though he makes sure to remain outside of 18" of the Neurothropes. He brings in the Warp Time sorcerer behind Morty but it's still within 24" of my Neurothrope. He isn't familiar enough with Kronos to know exactly what the Strategem does. He thought he only needed to be outside of 18" to be safe. Obliterators and the other Sorcerer drop in the forest on my left flank. Everything else waits for my deep strikers. He's not used to having to play defensively. Usually he rushes the enemy but he's worried about my reserves. He wants to counter charge when they arrive.
Psychic: Morty uses the -1 to hit power. I deny Plague Wind. I use the Kronos strategem to stop Warp Time (yay). He casts prescience on the Obliterators.
Shooting: Obliterators attempt to shoot the Swarmlord (opponent was going to shoot Old One Eye but just learned that he is now 9 wounds). Their shots bounce off his invulnerable save.
Charge/Fight: No charges.
Wow, so nothing died. Which means I just need to kill 1 unit to be ahead on the Primary by 2.
Bottom Turn 1
Movement: Ok, now's my chance. Morty is exposed though the walls in the middle make charging difficult for my Swarmlord and Old One Eye. I'll only get one of them in there with Hive Commander. I decide to send in the Swarmlord first since he might survive whatever trickery Morty has for melee (This is my first time fighting Morty). Old One Eye moves up to prepare for a turn 2 charge. I decide to go all in. Malanthrope moves to the right where there's space for a drop zone. I drop in both Trygons and their payloads. I place the Devgants such that they completely surround their Trygon and prevent any movement past them. I plan for them to die to Berzerkers. I just hope they can absorb enough for the Trygon to survive. Genestealers arrive within 10" of Morty. Flyrant arrives on my left flank to deal with the Obliterators and Sorcerer. Warlord Neurothrope stay behind the wall but moves within 18" of Morty.
Psychic: We both have a lot of deny we can do. I manage to get Catalyst on the Swarmlord. Flyrant smites and psychic screams the Obliterators, killing 1. Nothing else goes off.
Shooting: I split fire the Devgants. Those that can see Morty (it's a tight space over there, you'll see in the picture below) shoot at him, the rest shoot at the 10x Cultists. They wipe out the cultists giving me the 1 kill for this round that is worth 2 points. They deal 2 wounds to Morty. I double tap them to deal 2 more wounds to Morty. Flyrant shoots at Obliterators and does nothing. Swarmlord orders himself to move again towards Morty.
Charge/Fight: Genestealers and and Swarmlord charge Morty. Flyrant fails to charge Obliterators. And here I screw up. I was scared of what Morty could do in melee to the Swarmlord, so i decided to attack first with the Swarmlord. Swarmlord dealt 3 damage (Morty down to 11 wounds). He of course interrupts and attacks Genestealers. This is where I learn he gets a bajillion attacks if he wants to kill infantry. He kills 15 Genestealers, leaving only the Acid Maw genestealers. One is still holding the middle objective so there's that at least. Those 5 genestealers attack and deal 2 more damage (at 9 now). Apparently Morty doesn't degrade until he's down to 8 wounds... which is weird because everything else degrades when at half... /shrug. Of course I forget about Implant Attacks, doh.
Turn 2 Scores
Me: 2 for Kingslayer (8 wounds to Morty), 1 for Recon, 3 for Primary (We tied on objectives) Running Total: 6
Him: 1 for Primary. Running Total: 1


Not a bad first turn... but here comes the pain.

Top Turn 2
Movement: All the Berzerkers come out of their safe boxes. 2 units approach my Devgants. 1 unit approaches Swarmlord. Morty stays in combat since that's where he wants to be anyway and his shooting sucks. Rhinos on the right move up to grab an objective and ram stuff. Cultists stay where they are preventing deep strikes (I still have rippers) and holding an objective. Warp Time sorcerer runs back towards the Exalted Champions who just jumped out of a Rhino. He's not going to do anything while within 24" of a Kronos unit. Prescience sorcerer runs behind berzerkers.
Psychic: Since Mr Warp Time ran away, I decide to use the Kronos Strategem to shut down the -1 hit power on Morty. In doing so, I deal 2 Mortal Wounds to him bringing him down a damage bracket (yesss, 6 wounds left). He uses the Miasma power and kills 2 genestealers. Swarmlord saves it with Catalyst. I deny Prescience and Smite.
Shooting: Obliterators deal 4 wounds to my Flyrant. A few gants died to pistols.
Charge/Fight: 2 units of Berzerkers crash into 30 devgants and overwatch kills 1.(he also declares Trygon as target)... and I forgot about the Caustic Blood strategem. Damn. 1 unit of Berzerkers charges Swarmlord. That unit fights twice and kills Swarmlord on the second round. The other two units have to use 3 of their 4 fights to kill all of the Termagants before they can reach the Trygon. The Power Fist wiffs and the rest do only a couple wounds to the Trygon. In return, Trygon kills 3 Berzerkers. Morty kills Genestealers.
Bottom Turn 2
Movement: I move and advance Old One Eye into charge range of Morty. I fallback the one Trygon to charge again a unit of zerkers. (yay Kraken) I move my other Trygon to charge the other unit of zerkers on that flank. Malanthrope moves towards objective. Neurothropes move a little to make Morty closest target but stays out of sight behind the wall with termagants wrapped around them. Flyrant moves up to be next to Obliterators but also close enough to attempt a long charge on Morty. I bring in 2 units of Rippers way in his back corner to ensure I get Recon. They don't have a prayer of removing 19 cultists with a flamer from his objective.
Psychic: Neurothropes tries to use Onslaught on OOE... and gets denied with an 11. Well gak. OOE can't charge now. I use a couple smites to deal 3 more wounds to Morty (3 left). Flyrant puts on more wounds on the Obliterators and kills another. Catalyst gets denied.
Shooting: Flyrant's shooting bounces off of Morty. Trygons manage to kill a zerker.
Charge/Fight: Trygons charge 1 unit of zerkers each. Flyrant charges obliterators and Morty but can only reach obliterator. OOE is left sucking his thumb 6 inches from Morty since Onslaught failed. I attack with a Trygon first and kill all but 3 zerkers in that unit. The other wounded Trygon only kills a couple, leaving about 6 zerkers in that unit. In return the 3 zerkers do nothing to the unwounded Trygon, and the wounded Trygon drops a couple more wounds. He's now at half. The Flryant finishes off the Obliterators.
Turn 2 Scores
Me: Recon 1, Kingslayer 1, Primary 3. Running Total: 12
Him: Recon 1, Headhunter 1, Reaper 4, Primary 3. Running Total: 10
Ouch. He caught up there but Morty is almost dead. Unfortunately Old One Eye is not in a good spot. He has an almost full strength zerker unit and 2 smaller units. He also has more objectives. I'm going to need to retake the middle objective and take the left one, kill Morty and hopefully kill some zerkers. Surprisingly we still have about 40 minutes in the round. We're both moving pretty fast.

Top Turn 3
Movement: Morty moves a little to get out of the zerker's way. The full unit of zerkers moves towards the middle objective to charge the unwounded Trygon who is still fighting 3 zerkers. Warp Time Sorcerer and Axe of Blind Fury Exalted Champion move to charge the wounded Trygon. Cultists move up to try and take the left objective from me. Rhinos surround right side objective.
Psychic: By this point I'm out of command points. Morty is free to cast whatever he wants. But I do deny the -1 to hit power. His cloud thing deals 2 wounds to OOE and kills 2 of his own zerkers. He also did some damage to the Flyrant. I deny Warp Time on the Exalted Champion.
Shooting: Nothing to report here. Some gants died from cultist fire I think.
Charge/fight: Zerkers charge unwounded trygon. They wipe him out but he takes 2 with him from Death Throws. A few are able to get close enough to attack the Malanthrope. He survives with 4 wounds left. Those zerkers are now sitting on the middle objective. Morty charges OOE. He deals 8 wounds with -2 AP... and OOE passes 5 of them. We're both shocked that OOE survived. In return, OOE demolishes the last 3 wounds on Morty. Morty explodes killing more zerkers and dealing a wound to OOE (3 wounds left) and 3 to my Flyrant. His Exalted Champion fails to charge my Trygon without warp time, but the Sorcerer is able to charge. He has a force axe but fails to wound the Trygon. His 6 remaining zerkers also fail to kill it. In response, my Trygon kills his sorcerer.
Bottom Turn 3
Movement: Old One Eye moves to charge the remaining sorcerer and a Rhino on my left flank. Flyrant moves to be within 3" of the center objective. Neurothropes decide it's time to be on the offensive. They move on top of the wall and make the middle zerkers their closest targets. There aren't many left after all the explosions. I know my Trygon on the right side is a lost cause. He can't retreat anyway. Termagants and rippers move on top of the left objective creating a 3" bubble. I run my malanthrope back behind the wall.
Psychic: Neuros finish off the middle zerkers. Flyrant uses Smite and Psychic Scream to kill the Dark Apostle who had showed up at some point. Flyrant also perils and took some more wounds. At this point he has 1 wound left but is holding the middle objective.
Shooting: Meh
Charge/Fight: OOE charges and kills the last sorcerer and destroys the Rhino. The last Trygon finally dies.



Scores for turn 3
Me: 1 Kingslayer (now maxed at 4), 1 Recon, 4 Headhunter, 4 Primary. Running Total: 21
Him: 1 Recon, 2 Primary. Running Total: 13

End of Game
We quickly talk out Turn 4. I give him another point for headhunter for killing the Flyrant with his zerkers. He'll get 2 more for Primary. I'll get my 4th Recon and 2 for Primary.
FInal tally: Tyrands 25, Chaos 17. Tyranids Win!


I ended up getting 2nd place due to points (One of the other Ynnari players was also undefeated) and winning a copy of Chapter Approved, neat. For my first run with the codex, I made some mistakes with the strategems. There were places I could have used one but forgot (like Caustic Blood on the Devgants with they were charged by 18 zerkers.). Having 20 Genestealers instead of 19 meant a pretty easy 2 points for every opponent. I need to cut 1 of them. Conveniently, Malanthrope is going up by 50 points so I'm going to cut 1 Genestealer and reduce the devgants to 25. It was a fun day and I played against good people. A majority of the players there are competitive players that travel a lot for GTs so I was happy to have the challenge.

I think Tyranids are meta changing. We're so mobile that a simple screen isn't enough to prevent us from attacking something valuable. Swarmlord is an incredible force multiplier and fairly easy to keep alive for the critical first turn when the terrain has plenty of LOS blocking like in ITC. With a Malanthrope, even 3 manticores can't kill him. Kronos is anti meta right now. As long as psychers are being heavily used, having a small detachment of Kronos is a huge plus. For me i chose to take a cheap Battalion for the CP.

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Cheyenne WY

Awesome! Yeah Caustic Blood is a "go to" vs Morty, and Zerkers. I agree that we are a "meta" changing force. I look forward to lots of victories for our beloved Hive Mind! Nice list also!

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





Got a 2vs2 tournament coming up, in januari (1000p each player/2000p team).

- No armylist/detachment limits,
- Regular matched play,
- Each player got his own warlord
- Each player start with the basic 3 command points.
- Players cannot benefit from each other (psychic powers, reroll bubble's etc..) but can cast the same powers as their teammate / use the same stratagems etc.

I'am going to try to persuade my teammate to play this:

PLAYER 1:
FORTIFICATION DETACHMENT (Jormungandr)
- sporocyst with deathspitters
- sporocyst with deathspitters
- sporocyst with deathspitters
FORTIFICATION DETACHMENT (Jormungandr)
- sporocyst with deathspitters
- sporocyst with deathspitters
- sporocyst with deathspitters

TYRANID SPEARHEAD (Jormungandr)
HQ: Neurothrope (horror)
HS: 1xBiovore
HS: 1xBiovore
HS: 1xBiovore
HS: 1xBiovore
HS: 1xBiovore
TR: 3 rippers

AUXILIARY SUPPORT DETACHMENT
1x GSC- Magus (mass hypnosis)
AUXILIARY SUPPORT DETACHMENT
1x Astra militarum platoon commander (warlord with grand strategist + relic for generating command points)

PLAYER 2: the exact same list!! Double trouble!

Neurothropes, biovores, rippers, platoon commanders deploy and 12 sporocysts deploy in the field (9 inch from enemy units) at the start of turn 1. Magus uses the cult ambush.
Neurothropes + Magus combined gives us 4 psychic powers to drop the enemy units 'to hit'. 2 platoon commanders can keep generating command points.

I did a few tests and it's really weird to play against. Enemy armies really need to make sure the sporocysts cannot pick up momentum but for that the need take down as many sporocysts as possible. First round it's very likely to lose 2 sporocyst but to take down a third one you need a lot of shooting and/or a decent close combat unit. After that the remaining 10 sporocyst start producing 30 spore bombs or 10x3 wound mucolid bombs, Biovores start shooting spore mines and psykers take down the 'to hits'. I could double the neurothropes movement with the stratagem to make sure it can cast the horror first turn and also reroll the cult ambush roll to get the magus as close as possible.

The enemy doesn't want the sporocyst to shoot the spore node (9 inch) because then it really starts to produce a lot of mines.

I'ts not always needed to deploy the sporocyst aggressive. Staying out of close combat range and deploy mid-field or a particular flank could also be enough. As long as the deathspitters can keep spitting and mines can float forward.

I'am making a sporocyst conversion and reproduce it with a mold. Already got enough biovores/spore mines/mucolid bombs to pull this of. I really got to try this!



This message was edited 1 time. Last update was at 2017/12/04 09:59:49


 
   
Made in fr
Dakka Veteran






The list is really crazy and looks very funny.
However, I doubt that you will really have a lot of actual fun at the tournament. The lists have nothing to do with an "army" anymore...
   
Made in nl
Longtime Dakkanaut





 Astmeister wrote:
The list is really crazy and looks very funny.
However, I doubt that you will really have a lot of actual fun at the tournament. The lists have nothing to do with an "army" anymore...


I think you underestimate the tactics it still involves with placement. It's funny in a way, that it pulls enemy armies out of their comfort zone and forces them to act in a different matter. Also still need to take objectives and look at the end game, so I could be moving my biovores forward. I have been playing against big astra militarum armies with manticores and/or basilisks, deep striking plasma units and in what way is that a tactical army? Adding Celestine and torpedo it forward to die, doesn't really make it a 'diverse tactical army', now does it.

You also don't need to be Stephen Hawking's to move 3 x 20 genestealers down an enemies throat.
   
Made in fr
Dakka Veteran






shogun wrote:
 Astmeister wrote:
The list is really crazy and looks very funny.
However, I doubt that you will really have a lot of actual fun at the tournament. The lists have nothing to do with an "army" anymore...


I think you underestimate the tactics it still involves with placement. It's funny in a way, that it pulls enemy armies out of their comfort zone and forces them to act in a different matter. Also still need to take objectives and look at the end game, so I could be moving my biovores forward. I have been playing against big astra militarum armies with manticores and/or basilisks, deep striking plasma units and in what way is that a tactical army? Adding Celestine and torpedo it forward to die, doesn't really make it a 'diverse tactical army', now does it.

You also don't need to be Stephen Hawking's to move 3 x 20 genestealers down an enemies throat.


Well I was also not promoting one of the armies you are talking about with mass GS or imperial gunlines. My definition of a fun game always involves an actual army that you are playing. It might be that something like 10 Flyrants as an army play super tactically challenging, but imho it is more rewarding to play something more TAC, where you really have small, middle and big bugs alike.

However, if you have fun with the tactical decisions of placing X Sporocysts, firing all game and then moving 4 Biovores in the last turn... go ahead!
   
Made in se
Hungry Little Ripper





The Tyranid FAQ is up my dudes https://www.warhammer-community.com/faqs/

RIP Pheromone Trail
   
Made in us
Tough Tyrant Guard






There is literally zero use for lictors pheromone trail in matched play? Except maybe endless swarm/call the brood?

GG tyranid brigade. Back to battalions.

We can do opportunistic advance twice tho, with swarmlord.

Jorm ruling as expected.
   
Made in us
Fixture of Dakka






 Astmeister wrote:
shogun wrote:
 Astmeister wrote:
The list is really crazy and looks very funny.
However, I doubt that you will really have a lot of actual fun at the tournament. The lists have nothing to do with an "army" anymore...


I think you underestimate the tactics it still involves with placement. It's funny in a way, that it pulls enemy armies out of their comfort zone and forces them to act in a different matter. Also still need to take objectives and look at the end game, so I could be moving my biovores forward. I have been playing against big astra militarum armies with manticores and/or basilisks, deep striking plasma units and in what way is that a tactical army? Adding Celestine and torpedo it forward to die, doesn't really make it a 'diverse tactical army', now does it.

You also don't need to be Stephen Hawking's to move 3 x 20 genestealers down an enemies throat.


Well I was also not promoting one of the armies you are talking about with mass GS or imperial gunlines. My definition of a fun game always involves an actual army that you are playing. It might be that something like 10 Flyrants as an army play super tactically challenging, but imho it is more rewarding to play something more TAC, where you really have small, middle and big bugs alike.

However, if you have fun with the tactical decisions of placing X Sporocysts, firing all game and then moving 4 Biovores in the last turn... go ahead!


I actually found his list fun, it would be really fun/neat to play a list like that, something completely different.
I wouldnt have used IG, I would have gone all nids, Sporecyst with GS's.

   
Made in us
Rampaging Carnifex





Fredericksburg, Virginia

Interesting. So you roll for advance once in the phase and use that value each time you move that phase. You don't roll again for metabolic overdrive

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Never Forget Isstvan!






amazing..........Whats the point of even having pheromone trail now? You cant use it on genestealers or broodlords. You cant use it on units placed below with jorm trait. You cant place units any other units in reserve normally.

Broodlord (a genestealer) cant lurk with his buddies.

Spore field isn't free anymore (makes it a useless strat).


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Tunneling Trygon






 Nighttail wrote:
The Tyranid FAQ is up my dudes https://www.warhammer-community.com/faqs/

RIP Pheromone Trail


Stating that it doesnt affect Stealers is kinda crippling, but whatever. Happy they clarified a lot of the spore mine stuff, sad that I dont have a reason to use lictors anymore. Still, they answered a ton of the questions I had so this is good.


 
   
Made in us
Rampaging Carnifex





Fredericksburg, Virginia

It's basically only useful for endless swarm... So it's useless. I'm sure they intended it to be fluffy and cool by combining with endless swarm but for matches play it's absolutely worthless.

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 Astmeister wrote:
Well I was also not promoting one of the armies you are talking about with mass GS or imperial gunlines. My definition of a fun game always involves an actual army that you are playing. It might be that something like 10 Flyrants as an army play super tactically challenging, but imho it is more rewarding to play something more TAC, where you really have small, middle and big bugs alike.

However, if you have fun with the tactical decisions of placing X Sporocysts, firing all game and then moving 4 Biovores in the last turn... go ahead!


To each its own. I do understand the appeal of playing a 'bit of everything' list ...

"That's what you are referring at because TAC is not the same...10 flying hive tyrants can be considered TAC"

...but at tournaments it's not going to work if you are going for first place. I'am playing at a 'no limit' tournament and I could be facing a lot of over the top lists. I also never knew the appeal of bringing 4+ imperial knights at 7th edition but some players find that appealing. I really see the fun if my armylist could make those kind of army lists sweat.
   
Made in fr
Dakka Veteran






 Eihnlazer wrote:
amazing..........Whats the point of even having pheromone trail now? You cant use it on genestealers or broodlords. You cant use it on units placed below with jorm trait. You cant place units any other units in reserve normally.

Broodlord (a genestealer) cant lurk with his buddies.

Spore field isn't free anymore (makes it a useless strat).



I think sporefield is very good against Alpha Legion Berzerkers and the like, who can be placed just before the battle begins. Because you can put the spores BEFORE the "infiltrators" are placed.

However units of Meiotic Spores could do this without spending points on Reinforcements and CP.


Automatically Appended Next Post:
shogun wrote:
 Astmeister wrote:
Well I was also not promoting one of the armies you are talking about with mass GS or imperial gunlines. My definition of a fun game always involves an actual army that you are playing. It might be that something like 10 Flyrants as an army play super tactically challenging, but imho it is more rewarding to play something more TAC, where you really have small, middle and big bugs alike.

However, if you have fun with the tactical decisions of placing X Sporocysts, firing all game and then moving 4 Biovores in the last turn... go ahead!


To each its own. I do understand the appeal of playing a 'bit of everything' list ...

"That's what you are referring at because TAC is not the same...10 flying hive tyrants can be considered TAC"

...but at tournaments it's not going to work if you are going for first place. I'am playing at a 'no limit' tournament and I could be facing a lot of over the top lists. I also never knew the appeal of bringing 4+ imperial knights at 7th edition but some players find that appealing. I really see the fun if my armylist could make those kind of army lists sweat.


I agree.
For me personally tournaments were always about having fun and not about getting first place. If I wanted to get first place, I would have to swap for the best army currently available.
Actually I had the most fun in very close matches, which ended as a draw.

But I can see the fun in making the opponent sweat with a very crazy army list.

This message was edited 2 times. Last update was at 2017/12/04 13:50:23


 
   
Made in us
Pyro Pilot of a Triach Stalker





The Eternity Gate

 Nighttail wrote:
The Tyranid FAQ is up my dudes https://www.warhammer-community.com/faqs/

RIP Pheromone Trail


Good overall FAQ. Not seeing much use for pheremone trail though now since not even Jorgamundur can use it.

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Longtime Dakkanaut





 Amishprn86 wrote:
I wouldnt have used IG, I would have gone all nids, Sporecyst with GS's.


It's possible for us to gain back command points on a 5+ for each command point used for each player!

Lets say that are opponents got a battalion each + both got the basic 3 command points = 12 command points total. This means that me and my buddy each get average 4 command points if our opponents use them all 12! That's worth the 20 point platoon commander and -1 command point imo.


Automatically Appended Next Post:
 Astmeister wrote:

I agree.
For me personally tournaments were always about having fun and not about getting first place. If I wanted to get first place, I would have to swap for the best army currently available.
Actually I had the most fun in very close matches, which ended as a draw.

But I can see the fun in making the opponent sweat with a very crazy army list.


I want to have fun and play a tactical game that get's me first place. But I also sometimes like weird lists that trow people of their game. For example: deploying 6 sporocysts close to each other and facing magnus. Magnus could do a mean smite but if he kills a sporocyst in close combat then the other 5 produce 15 spore mines and let them explode in his face. So thats 15+ mortal wounds. I like to see my opponent struggle with his first instinct to simply torpedo magnus forward. A lot of players find it really hard to switch tactics and fight the first impuls.

Would you be willing to let your genestealers wait for 2 turns and take deathspitter shots before assaulting? Could be a better tactic but are you capable of doing that?

This message was edited 1 time. Last update was at 2017/12/04 14:11:16


 
   
 
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