Switch Theme:

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


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




Made in us
Never Forget Isstvan!






Sporefield strat is pretty much useless. If your saving points for spores, just buy spore mines that you can deep strike in for free anyway.

Fun combo with kraken and swarmlord is on turn 2 after your stealers are in the enemy lines to deep strike 9 spore mines and have swarmy give them a move. they are now 4-3 inch's away and can guarantee a charge on something tied up and deal 10 mortal wounds with onslaught.

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




You can't deepstrike the spores in for free before other peoples infiltrators and if you are doing that they count against tactical reserves, sporefield doesn't. It's very powerful because of the timing.
   
Made in no
Liche Priest Hierophant





Bergen

But is that worth 3 stratagem points?

   
Made in us
Norn Queen






 Niiai wrote:
But is that worth 3 stratagem points?


No. It's not.

If the spore mines didn't cost points so you could deploy 120 points of mines for 3 CP it would be perfectly reasonable and pretty great. A super awesome trade off from mid game valuable CP for pre game screening. But they are not free and it's not worth 3 CP. It's probably actually worth 1 if you have to pay for them.


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




 killerpenguin wrote:
Do tyranids get any top positions in tournaments with our new codex?


Yessir, a few of us have been doing pretty well.
I have already won a GT with the new Tyranid codex.

   
Made in us
Regular Dakkanaut




shogun wrote:
Spoiler:
xmbk wrote:
shogun wrote:
xmbk wrote:I like this list:

3 Flyrants in a Behemoth Supreme HQ (Devourers, RC)

Everything else Jormie:

Zoanthrope
Tyranid Prime
OOE

5 Fexes with mixed weapons
1 Ripper Swarm
2 units of Warriors (x4/x5) with Swords and Deathspitters, dropping in with
2x3 Raveners with Deathspitters.

Go second whenever I can, leaving only T7/2+/-1 to hit fexes to shoot.


Your units arrive in manageable chunks and those fexes are going to take a beating if the enemy get's first turn. You are better off removing the warriors and raveners and totally go all in with the monsters so that every low strength weapon is forced to shoot at a monster. I also would use the 'kraken' fleet for your hive tyrants. Getting out of close combat and assault another units makes them very flexible.



Why will they arrive in chunks? Other than the Rippers, everything shows up turn 1. My Flyrants don't normally end up stuck in combat, but I've seen others talk about this. Are we talking tarpit countercharges? What type of unit/situation is tarpitting Flyrants?

I tweaked it with another Ripper Swarm, to claim objectives better.


Assaulting something juicy at 9 inch 'deep strike' range is wishful thinking. All armies should have some cheap bubble wrap to counter this. So when the enemy starts first the will be shooting at the carnifexes and most likely take down two. It only takes two cheap units that advance forward to push the deep strike bubble back. Hive Tyrants + warriors drop in but the remaining carnifexes are still behind, after one movement phase. Being on the field doesn't mean your army is not moving forward in chunks.

I once used 3 wyverns to countercharge different targets. First shot with them (-1 to hit for moving) and then assaulted a few big targets. To take down a Toughness 6, 12 wound, 3+ save model in one assault phase you either need a lot of lucky dice or Magnus or other close combat powertool.


Couple of points. Solid bubbles are certainly problematic, but it's not as if every army we face has a tight bubblewrap. Certainly true that AM castles are one of the toughest out there right now, though good missions make them less of a concern. But that begs the question of how Kraken really helps against that. Because Behemoth helps even if you have to peel some wrapping, and also on subsequent turns. Sounds like you made a good play with your Wyverns, but I can't say I'm building a list around Wyvern countercharges. That's more of a tactics issue. Not saying Kraken is bad, but neither is rerolling charges. My Flyrants rarely stay engaged, so that insurance is nice. Think I'd prefer Leviathan to Kraken as a second choice.

I'm also dubious about losing 2 Carnies likely on turn 1. There are certainly lists with that kind of firepower, but 2+/T7/-1 to hit is pretty resilient, esp at >24" range. A Battle Cannon firing twice and rerolling ones only does 3-4 wounds. That kind of dedicated firepower exists, but those lists pretty much need to table wipe in order to win a good mission.

This message was edited 1 time. Last update was at 2017/12/15 17:19:26


 
   
Made in ch
Fresh-Faced New User




Heya. I’m new and started to build the first Nids. Fist I Built a Winged Tyrant with magnets for every Weapon. Now I’ve some Questions again as I started Build Genestealer:
- The Genestealer has the Option next the rendering claw to have this “knive-Arms-scythe-things”. This are points free, but I think not that good like the claws. Now to build this models: It’s only a style-thing to have this knives on the model or do I something wrong to take this? I think It looks nice. What’s the reason why the most models have the claws and the normal arms on pictures?
- I made a little list. In my book one Genestealer cost 10 Points. In Battlescribe 1 cost 12 Point. Did I something wrong?
- I design some bases. Is it aloud the took a model on a little stone or something? Or do every model have to be on same high?
Thanks
Tyri
   
Made in us
Tunneling Trygon






A couple of points. Genestealers are 10 points base but must buy Rending claws, for 2 points each as it is part of their wargear. You can then also give them Scything Talons. I would always do this as they are free, so for modeling give them the larger 3 claw hands and the Talons, which are the single blade not a hand with fingers. Also you may model them as you wish, having a rock on the base is not an issue.


 
   
Made in ch
Fresh-Faced New User




Ah i thought Rending Claws are free because they all have them from start.

Thank you. Than i make each model 2 Claws and 2 blades.
   
Made in ca
Fresh-Faced New User




Sneggy wrote:


Yessir, a few of us have been doing pretty well.
I have already won a GT with the new Tyranid codex.


And if I recall from your tournament report you faced some top of the meta lists, dispelling what someone said earlier about nids only winning tourneys when lucky with opponents.

Are you still planning to run a Kronos brigade for your next tourney? How has the faq or meta change effected your list building since your win?
   
Made in it
Contagious Dreadnought of Nurgle





Jean Borrower wrote:
Sneggy wrote:


Yessir, a few of us have been doing pretty well.
I have already won a GT with the new Tyranid codex.


And if I recall from your tournament report you faced some top of the meta lists, dispelling what someone said earlier about nids only winning tourneys when lucky with opponents.

Are you still planning to run a Kronos brigade for your next tourney? How has the faq or meta change effected your list building since your win?

and where is his report? thanks

3rd place league tournament
03-18-2018
2nd place league tournament
06-12-2018
3rd place league
tournament
12-09-2018
3rd place league tournament
01-13-2019
1st place league tournament
01-27-2019
1st place league
tournament
02-25-2019 
   
Made in us
[SWAP SHOP MOD]
Barpharanges






Limbo

 blackmage wrote:

and where is his report? thanks



https://www.dakkadakka.com/dakkaforum/posts/list/1470/743288.page#9716471

This message was edited 1 time. Last update was at 2017/12/15 18:55:19


DS:80S+GM--B++I+Pwhfb/re#+D++A++/fWD-R+++T(O)DM+++

Madness and genius are separated by degrees of success.

Remember to follow the Swap Shop Rules and Guidelines! 
   
Made in us
Tough Tyrant Guard






I still owe you guys the batreps from that last GT, too. I suppose I should get started on that now.
   
Made in us
Lone Wolf Sentinel Pilot






Texas

 Traceoftoxin wrote:
shogun wrote:

Tyranids got the tools to win a GT with lucky opponents and/or dice. But shooting is ,and always will be better then close combat. And other armies are better at that. Also don't forget that tyranids armies could be facing a lot more other tyranid players and it will be bloody (and fun!) but hard to achieve a full massacre win.


I actually disagree. Proper use of assault can completely stop a shooting army in its tracks. My last match of the GT against AM, if I hadn't cast smite, I would've been able to use his screening units to prevent any shooting at 29 horms and 19 genestealers, popped overrun and adrenaline rush during HIS turn, wipe out his 30 man conscript squad, then be into his army on my turn 2 en masse. The new assault movement rules are SO strong, that properly engaging in assault will make it so the enemy army cannot do anything at all. I've run through 1000+ points of shooting armies with just 1 unit of 19 Genestealers by properly wrapping up units so enemies can't fall back. Shooting allows you to do damage without receiving damage, but assault not only allows you to do damage, it also allows you to shut down an opponent's ability to move, shoot and assault. The biggest thing that is keeping pure shooty armies working atm is criminally undercosted AM units. No other army can stand up to a good assault heavy army with combined arms using only shooting.

8th supremely rewards shooting heavy with a strong counter assault, or assault heavy with screen removal shooting.


Agree with Traceoftoxin. When you get into their lines, they don't know how to deal with it. Even if they fallback and can shoot (like ultramarines) your still gonna be back on them. Most players simply cannot deal with the amount of bodies we can throw at them and tie their army up. No plan survives contact with the enemy. And nids make contact turn 1 if your playing it right.

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 it
Longtime Dakkanaut





 Dynas wrote:
 Traceoftoxin wrote:
shogun wrote:

Tyranids got the tools to win a GT with lucky opponents and/or dice. But shooting is ,and always will be better then close combat. And other armies are better at that. Also don't forget that tyranids armies could be facing a lot more other tyranid players and it will be bloody (and fun!) but hard to achieve a full massacre win.


I actually disagree. Proper use of assault can completely stop a shooting army in its tracks. My last match of the GT against AM, if I hadn't cast smite, I would've been able to use his screening units to prevent any shooting at 29 horms and 19 genestealers, popped overrun and adrenaline rush during HIS turn, wipe out his 30 man conscript squad, then be into his army on my turn 2 en masse. The new assault movement rules are SO strong, that properly engaging in assault will make it so the enemy army cannot do anything at all. I've run through 1000+ points of shooting armies with just 1 unit of 19 Genestealers by properly wrapping up units so enemies can't fall back. Shooting allows you to do damage without receiving damage, but assault not only allows you to do damage, it also allows you to shut down an opponent's ability to move, shoot and assault. The biggest thing that is keeping pure shooty armies working atm is criminally undercosted AM units. No other army can stand up to a good assault heavy army with combined arms using only shooting.

8th supremely rewards shooting heavy with a strong counter assault, or assault heavy with screen removal shooting.


Agree with Traceoftoxin. When you get into their lines, they don't know how to deal with it. Even if they fallback and can shoot (like ultramarines) your still gonna be back on them. Most players simply cannot deal with the amount of bodies we can throw at them and tie their army up. No plan survives contact with the enemy. And nids make contact turn 1 if your playing it right.


I wonder when the meta will shift sufficently away from gunlines that we can stop rushing turn 1 and take a more balanced approach. I would love to play some Leaviathan/Hydra/Gorgon/Behemoth at competitive level.

On another note, i was looking at the beta changes and i was thinking that we are close to unimpacted from them. Sure, we may take some less Neurothrope.

This message was edited 1 time. Last update was at 2017/12/15 21:38:04


 
   
Made in nl
Longtime Dakkanaut





Traceoftoxin wrote:
shogun wrote:

Tyranids got the tools to win a GT with lucky opponents and/or dice. But shooting is ,and always will be better then close combat. And other armies are better at that. Also don't forget that tyranids armies could be facing a lot more other tyranid players and it will be bloody (and fun!) but hard to achieve a full massacre win.


I actually disagree. Proper use of assault can completely stop a shooting army in its tracks. My last match of the GT against AM, if I hadn't cast smite, I would've been able to use his screening units to prevent any shooting at 29 horms and 19 genestealers, popped overrun and adrenaline rush during HIS turn, wipe out his 30 man conscript squad, then be into his army on my turn 2 en masse. The new assault movement rules are SO strong, that properly engaging in assault will make it so the enemy army cannot do anything at all. I've run through 1000+ points of shooting armies with just 1 unit of 19 Genestealers by properly wrapping up units so enemies can't fall back. Shooting allows you to do damage without receiving damage, but assault not only allows you to do damage, it also allows you to shut down an opponent's ability to move, shoot and assault. The biggest thing that is keeping pure shooty armies working atm is criminally undercosted AM units. No other army can stand up to a good assault heavy army with combined arms using only shooting.

8th supremely rewards shooting heavy with a strong counter assault, or assault heavy with screen removal shooting.


You are right about all these things but that doesn't change my point. I do think that tyranids are going to win a lot of games but I'am discussing the probability of tyranid armies actually winning tournaments. They're strong and fast but the tactics are very straightforward and I expect a fast respons from all non-tyranid players. You can actually win with a 'only shooting' army against a full close combat army, because of one simple thing; fall back. But these shooting armies really need to think about placement/movement because it's much easier for tyranids to get in.

Sneggy wrote:
 killerpenguin wrote:
Do tyranids get any top positions in tournaments with our new codex?


Yessir, a few of us have been doing pretty well.
I have already won a GT with the new Tyranid codex.


Just realise that you faced a lot 'elite-armies' and that's a big plus for any tyranid army.

At my recent GT (pre-tyranid codex) you could not do well without facing a decent Astra M. army. Two armies I played against:

Army 1:

Detachment 1:
HQ – Tempestor Prime, Laurels of Command
HQ – Tempestor Prime
HQ – Tempestor Prime
TR – 5 Tempestus Scions plasma pistol , 2 plasma guns
TR – 5 Tempestus Scions plasma pistol , 2 plasma guns
TR – 5 Tempestus Scions plasma pistol , 2 plasma guns
EL – Commissar
EL – Astropath, Psychic Maelstrom
EL – Astropath, Nightshroud
EL – 4 Tempestus Command Squad, 4 plasma guns
EL – 4 Tempestus Command Squad, 4 plasma guns
EL – 4 Tempestus Command Squad, 4 plasma guns
DT - Taurox Prime, Gatling cannon
DT - Taurox Prime, Gatling cannon
DT - Taurox Prime, Gatling cannon

Detachment 2:
HQ – Primaris Psyker, Psychic Barrier, Nightshroud
HQ – Primaris Psyker Psychic Barrier, Psychic Maelstrom
TR – 30 Conscripts
EL – Platoon Commander, Kurov’s Aquila, Warlord trait : Grand Strategist
EL – Sergeant Harker
HS – Manticore
HS – Manticore
HS – Wyvern

Army 2: Brigade (Catachan)

Detachment 1:
HQ – Tank Commander, Executioner plasma cannon, 2 Plasma cannons, Heavy bolter
[Warlord. Warlord trait: Grand Strategist, Relic: Kurov’s Aquila]
HQ – Tempestor Prime [Relic: The Laurels of Command]
HQ – Tempestor Prime
HQ – Tempestor Prime
TR – 5 Tempestus Scions,2 Plasmaguns, Plasma pistol
TR – 5 Tempestus Scions,2 Plasmaguns, Plasma pistol
TR – 5 Tempestus Scions,2 Plasmaguns, Plasma pistol
TR – 5 Tempestus Scions,2 Plasmaguns, Plasma pistol
TR – 10 Infantry Squad
TR – 10 Infantry Squad
EL – 4 Tempestus Command Squad, 4 Plasmaguns
EL – 4 Tempestus Command Squad, 4 Plasmaguns
EL – 4 Tempestus Command Squad, 4 Plasmaguns
EL – 10 Ratlings
EL – 10 Ratlings
FA – Scout Sentinel, Heavy flamer
FA – Scout Sentinel, Heavy flamer
FA – Hellhound, Heavy bolter, Inferno cannon
FA – Hellhound, Heavy bolter, Inferno cannon
HS – 3 Heavy Weapon Squad, 3 Mortars
HS – 3 Heavy Weapon Squad, 3 Mortars
HS – 3 Heavy Weapon Squad, 3 Mortars
DT – Taurox Prime, Taurox gatling cannon, 2 Autocannons
DT – Taurox Prime, Taurox gatling cannon, 2 Autocannons
DT – Taurox Prime, Taurox gatling cannon, 2 Autocannons
DT – Taurox Prime, Taurox gatling cannon, 2 Autocannons

Now with the new Tyranid codex these lists will probably going to include a bit more bubblewrap and/or get of my lawn units.



   
Made in it
Longtime Dakkanaut





Honestly post nid codex post CA, i don't think those list would stand many chances.
   
Made in nl
Longtime Dakkanaut





Spoletta wrote:
Honestly post nid codex post CA, i don't think those list would stand many chances.


Let me explain it (again): I'am talking about winning tournaments and not single battles. For that you need great results each battle and I do think that Tyranids are meta-changing and win most games but it's hard to win each and every game full points against solid Astra M. armies. With the Tyranid codex the other factions do need to adjust their armylist to repel against tyranids.

Or is their some special tyranid stratagem that let Tyranid armies always start first, that I missed?
   
Made in it
Longtime Dakkanaut





No army wins each and every game full points against all other armies. If there is one, then something went seriosly wrong with the game. If you want to win, you bring a list that has good chances against the most common lists, the rest is up to the player and to luck.

Even solid AM armies have match ups where not going first is bad news, nids being a good example.

Also, we are still comparing everything against an AM gunline, but after all these nerfs, they are no longer the top lists out there. I'm honestly more scared by eldars, and something tells me that Blood Angels will have a field day against us (havn't played against one yet).

This message was edited 2 times. Last update was at 2017/12/16 11:27:18


 
   
Made in se
Dakka Veteran





Drager wrote:
Is anyone else using the Sporefield Stratagem. I'm finding reserving the points for 2 minimum units of mines is extremely useful as many armies have either deepstrike elements or infiltrating screens to screen out our deepstrikers. Because of the timing on sporefield it gets to go before everything else that infiltrates except ratlings (with which it must roll off, so still 50/50). It completely shuts down the ability of Alpha legion to use forward operatives after they have already spent the command points and prevents Alaitoc Rangers from pushing back ravener/trygon drops. Also prevents any first turn deepstrikes against our army should that protection be needed for, say, a Kronos castle.

Not really. Nurglings...
   
Made in gb
Regular Dakkanaut




Sneggy wrote:
 killerpenguin wrote:
Do tyranids get any top positions in tournaments with our new codex?


Yessir, a few of us have been doing pretty well.
I have already won a GT with the new Tyranid codex.


Just realise that you faced a lot 'elite-armies' and that's a big plus for any tyranid army.

At my recent GT (pre-tyranid codex) you could not do well without facing a decent Astra M. army. Two armies I played against:

Army 1:

Detachment 1:
HQ – Tempestor Prime, Laurels of Command
HQ – Tempestor Prime
HQ – Tempestor Prime
TR – 5 Tempestus Scions plasma pistol , 2 plasma guns
TR – 5 Tempestus Scions plasma pistol , 2 plasma guns
TR – 5 Tempestus Scions plasma pistol , 2 plasma guns
EL – Commissar
EL – Astropath, Psychic Maelstrom
EL – Astropath, Nightshroud
EL – 4 Tempestus Command Squad, 4 plasma guns
EL – 4 Tempestus Command Squad, 4 plasma guns
EL – 4 Tempestus Command Squad, 4 plasma guns
DT - Taurox Prime, Gatling cannon
DT - Taurox Prime, Gatling cannon
DT - Taurox Prime, Gatling cannon

Detachment 2:
HQ – Primaris Psyker, Psychic Barrier, Nightshroud
HQ – Primaris Psyker Psychic Barrier, Psychic Maelstrom
TR – 30 Conscripts
EL – Platoon Commander, Kurov’s Aquila, Warlord trait : Grand Strategist
EL – Sergeant Harker
HS – Manticore
HS – Manticore
HS – Wyvern

Army 2: Brigade (Catachan)

Detachment 1:
HQ – Tank Commander, Executioner plasma cannon, 2 Plasma cannons, Heavy bolter
[Warlord. Warlord trait: Grand Strategist, Relic: Kurov’s Aquila]
HQ – Tempestor Prime [Relic: The Laurels of Command]
HQ – Tempestor Prime
HQ – Tempestor Prime
TR – 5 Tempestus Scions,2 Plasmaguns, Plasma pistol
TR – 5 Tempestus Scions,2 Plasmaguns, Plasma pistol
TR – 5 Tempestus Scions,2 Plasmaguns, Plasma pistol
TR – 5 Tempestus Scions,2 Plasmaguns, Plasma pistol
TR – 10 Infantry Squad
TR – 10 Infantry Squad
EL – 4 Tempestus Command Squad, 4 Plasmaguns
EL – 4 Tempestus Command Squad, 4 Plasmaguns
EL – 4 Tempestus Command Squad, 4 Plasmaguns
EL – 10 Ratlings
EL – 10 Ratlings
FA – Scout Sentinel, Heavy flamer
FA – Scout Sentinel, Heavy flamer
FA – Hellhound, Heavy bolter, Inferno cannon
FA – Hellhound, Heavy bolter, Inferno cannon
HS – 3 Heavy Weapon Squad, 3 Mortars
HS – 3 Heavy Weapon Squad, 3 Mortars
HS – 3 Heavy Weapon Squad, 3 Mortars
DT – Taurox Prime, Taurox gatling cannon, 2 Autocannons
DT – Taurox Prime, Taurox gatling cannon, 2 Autocannons
DT – Taurox Prime, Taurox gatling cannon, 2 Autocannons
DT – Taurox Prime, Taurox gatling cannon, 2 Autocannons

Now with the new Tyranid codex these lists will probably going to include a bit more bubblewrap and/or get of my lawn units.





Both of those guard lists suffer from an old ork adage. Too many toys not enough boys. Both feature abundant drop plasma (which will never get a good target due to cheap and plentiful tyranid bubble wrap) and nowhere near enough screening. You say these lists will include more screens now that they know tyranids are coming? Those pts have to come from somewhere and conscripts got hit a lot harder by the recent updates than we did.
Will tyranids max point every match up? No but neither will anything else.
I faced some of the big meta lists right now (basically all of them except guard artillery line which I would actually take as a good match up and in only one game did I score less than 30 in an itc mission. (28 vs storm ravens.) I won that gt by more than 10vp on the tie break as well as a clear win, and played on the top table every single round. We can hang in any mission using a decent scoring system. Itc missions are a dream for us even though we bleed secondaries (reaper, kingslayer and headhunter are almost always max scores vs tyranids.)

This message was edited 2 times. Last update was at 2017/12/16 22:59:26


   
Made in us
Tough Tyrant Guard






100% in agreement with Sneggy.
   
Made in sg
Regular Dakkanaut




Hi All, just won a RTT (no FW) using ITC rules. Sharing a summarized batrep of how it went down.

My list:
Kraken Battlion:
Hive Tyrant - wings mrc 2x dev AG TS
Hive Tyrant - wings mrc 2x dev AG
Hive Tyrant - wings mrc 2x dev AG

16 genestealers - acid maws
16 genestealers - acid maws
16 genestealers - acid maws

Kronos Battalion:

Neurothrope
Neurothrope

3 rippers
3 rippers
3 rippers

6 hive guard
3 hive guard
3 hive guard

biovore


Game 1 Vs AL CSM

His list was 3 squads of cultists, 2x daemon princes and ahriman
In reserve he had the 3 units of obliterator , 1 unit of infiltrating blob of berserkers and 10 man combi-plasma terminator squad.

We are playing table quarters and itc mission with bonus pts for characters scoring.
I deployed to block his deep strike out of my zone and put the stealers to push out forwards. Flyrants in reserve.
He infiltrated blob of berserkers infront of 1 unit of genestealers.

Turn 1 CSM:
He took first turn and brought in the oblits on my right flank facing another unit of genestealers. Berserkers charged and destroyed a unit of genestealers. all the oblits opened up and destroyed another unit of genestealers.

Turn 1 Tyranid
My first turn i brought in my flyrants ,double advance my last unit of genestealers towards the oblits (dp behind them). 2 flyrants opened fire destroying the unit of berserkers and another putting some ineffectual fire on obliterators.
Due to some error , only my 6 man hive guard could fire and took out some obliterators. Genestealers charge 2 units of oblit (i got greedy) but alot fell to overwatch. Fighting ensues and i used adrenaline surge to try and finish them of , but dice happened.... and left them badly wounded but alive , 2-2-1, with one wound left on each of the 2 man unit. greed hurts. The genestealer was down to 6-7.

Turn 2 CSM
He brought in terminator squad facing two of my flyrants, and flew a DPand ahriman beside them. one DPwent after the last flyrant.
Psychic+ Shooting: Between smites and 1 unit of oblit shooting, I lost the last unit of genestealers.
He overcharged his plasma and popped +1 wound roll and double fire strategem splitting fire between both flyrants. kill one , and leave another 1 wound.

Charge&Assault: His DP charge my 3rd flyrant and put some wounds. unfortunately for him, he fought against my flyrant with TS, and i ended up killing his daemon prince.

Turn 2 Tyranid:
i moved my 1 wound flyrant and the 7-8W flyrant towards ahriman and the last DP. Psychic phase saw me remove a number of chaos terminators.
my shooting phase was great as i could now fire all 12 oblits, including Single Minded Elim strat on the 6 man.
It finished off all the 3-4 oblits, leaving 1 guy and killed all the terminators. my flyrant opened fire on ahriman and killed him.

Assault phase saw me killing the last daemon prince.

Some other stuff happen but basically he realise I was going to table him, as he only left cultists and he conceded .

Tyranids win 19-1.


Game two Vs Ork :
His list: 160+ choppa boys, 6 wyrd boys, 2 mek boyz , 2 warboss , 2 pain boys, 4 kannons.
gak it is the relic ..... against an ork horde.... fmlfmlfml

I spread wide , with flyrants in the center. I was quite sure my rippers were not gonna go anywhere and wanted to prevent him from a sudden deepstrike behind with ork powers, so i just left them spread out in my rear deployment.
My hive guards set up in a tower opposite the center of his blob and in range of his kannon.

Turn 1 Tyranid

I went first, popping double m strategem on one unit of genestealer to run up to his lines. 2nd unit of stealer went and surround / pick the relic. last unit of genestealer just advance slightly out his range, rather to function as a flanker/counter-assault.
Psychic phase was fairely ineffectual and will continue throughout the game. Shooting saw me remove most of his kannon and some random boys.
I charge a unit of boys with my genestealers, (declared on two units) preventing overwatch from 2nd unit by being out of los. i planned to fight twice....
However disaster struck and i lost 5 genestealers on overwatch to add salt, i only killed 7 boys and lost my entire unit on his return attack. (okay ..... )

Turn 1 Orks:
On his turn, very straight forward , orks ran up , and slew of super smites by the wyrd boys tore apart alot of the genestealers, he then charged the middle of genestealers and 1 flyrant with 3 blobs of boys, wiping the genestealer out and leaving the flyrant with 1-2 wounds. 1 of the smaller unit went over the relic during the assault and got it.

Spoiler:

Turn 2 Tyranid:
i was abit desperate as I realise the only way to win was via the relic, since likely we would tie on secondaries and maelstorm. I badly needed to stem the tide of green bodies piling into the center. I decided not weaken the front ranks but to focus my ranged attacks on the middle rear of the tide to slow down his reinforcement.

I advanced my flyrants up to boyz unit #3 (2nd unit had 2 wyrdboys behind) and advance my genestealer in between the first and second blob. unit 1 had the relic. my dying flyrant went over to a side to kill a wyrdboy.
all my smites, 3x flyrants and hive guard (i double shot hg against boys ) into the 3rd boyz unit behind the 2 that's already in the middle. i hoped the thinned 3rd will impede the last 3 units from joining the fray too easily. I casted Catalyst on genestealer blob.

I then assaulted specifically my flyrant into boyz unit #3 and wyrdboys, survived overwatch , flew into combat with unit #3 and both wyrdboys. my other flyrant charged unit #3 as well lol my genestealer charged the boyz unit #1 and 2 (with relic) but also declared on the 2nd unit. my 1-2 wound hp flyrant charged a 3rd wyrdboy in a corner

Assault phase: flyrant killed both wyrdboys. other flyrant killed some boys in unit #3 , but nothing much. the genestealer with the aid of the fight again strategem severely thins units #2. 1-2 wound flyrant kills flyrant.
so now i have the relic on my genestealers but they're out of combat. my 2 flyrant engaged in boys unit #3 (thinned).

Turn 2 Orks:
his warlord and warboss moved against my 1-2 hp flyrant.
The tide surge forward but was hampered by the blob of combats in the middle nearer to his side spreading themselves thinly.

he had less psykers this round. but random wounds were placed on my two fairly healthy tyrants locked in combat.

Charge: his warboss charged my 1-2 wound flyrant . 2 staggered stringing units (units #3 & 4) of ork charged my flyrants and the last healthy genestealer with the relic. Due to terrain and number of bodies already in the middle, they couldnt fit many into combat, pile in would get more in but not the full number of boys.

Combat: Ork warboss killed a the 1-2 wound flyrant. The blob of unit #2 killed a flyrant but left another fairly healthy. unit 4 attacked my genestealer and killed some, i pop my last 2 cp and activated my genestealers next and attacked unit 4, almost wiping them out entirely.

So now: only unit #3 was is strung out and in combat with my genestealers. Orks Unit #5 and Unit # 6 are behind, itching to run up and participate.


Turn 3 Tyranid: we started playing very quickly, as we were running out of time, .
genestealer left combat to head towards the relic. flyrant flew over the nearby warlord warboss.
catalyst casted on genestealers
Hive guards fired into Unit #5 to weaken ork next wave. Flyrant shot into unit #3 to thin them further as there are still the closest threat to the genestealer. I had walked my biovore out of synapse , and i threw a spore mine beside the relic/genestealers to block charge paths.

Flyrant assaulted and killed the warlord warboss, genestealers did a short range charge on unit #3 and killed most of them. Return swing by boys did nothing.

Turn 3 Orks:
Orks unit #5 and 6 ran up. and Unit 3 went into combat with genestealers. with too little orks in range and abit of subpar rolling i lost only 1 genestealers.

Am down to 4 genestealers on the relic with a flyrant nearby.. unit #3 barely alive and unit #5 and #6 behind.


Turn 4 Tyranid :
We were dirt short on time, i would win on turn 3 . But opponent insisted we play one more round as he was sure he can speed play faster to kill 4 genestealers to get the relic and win. I decided to let him.

I had 4 genestealers on relic and 1 flyrant nearby. Have to keep the 4 genestealers alive against boys and some random characters.
my last remaining flyrant flew up to his lines again.
got catalyst off on my genestealers, and more smites into ork unit #5.

Shooting Phase: Concentrated my HG & Flyrant firepower into unit #5 as well.
i drop another spore mine beside earlier spore mine to form a charge wall against the remaining orks that would have to go around to reach the genestealers.


Charge:
I charge the flyrant into unit #3 being careful to place him in such a manner slightly ahead and to the side of the 2 spore mines, to further limit opponent movement.
I surprise him again, by charging my remaining 4 genestealers into Ork unit #3.

Assault:
the 4 genestealers and flyrant took out almost all of unit #3 with barely enough in combat. the bulk of boyz were around/closer to the Flyrant.

Ork Turn 4:
My opponent is now very frustrated as he had no way to reach my genestealers. Have to go around Flyrant + unit #3 , which is further blocked at the end by two spore mines.
He was also out of psykers to teleport his forces across.
He decided to use a strategem to merge unit #5 with unit #3 to push forward but it didnt matter as no additional boyz could go into combat with my genestealers.

Charge: 1 painboy managed to charge the 4 genestealers.

Combat phase: 4 ork boys + 1 pain boy punched 4 genestealers.

Painboy had a poor hit roll and killed one only Genestealer.
4 Ork boys only manage to do enough to kill 2.
I did not need to roll for my last genestealer! RELIC IS MINE !


Tyranid Win 17-5
Orks Greentide on relic was something I did not expect to be so unbelievably tough.

Spoiler:



Game 3
Opponent List - Ynnari / Alaitoc
Yvarine , Spiritseer, Farseer, Autarch on Jetbike.
2 Hemlocks. 18 Dark Reapers (10 & 8), 3 jet bikes, 1 wave serpents. 3 units of warriors, 3 units of rangers and a solitaire.

He won the roll off

Deployment
He kept his HQ and 8 man reaper in his Wave Serpent. 10 man Dark Reaper was in reserve using strategem. He deployed wide to prevent my deepstrike.
Spoiler:


Turn 1 Ynnari.
Pain.
Both Hemlocks flew over. Solitaire used blitz to close in on 6 man hive guard.
10 man dark reaper dropped in across my lines.
Psychic Phase:
Guide & Soulburst on 10 man Dark Reaper.
Shooting Phase:
10 man dark reaper wiped out one squad of genestealers, 8 man dark reaper and various random rangers & warrirors killed off the other unit. Both tempest launchers shot at my 3rd genestealer squad out of line of sight.
Hemlocks killed 4.5 hive guards.
Yannari used a strategem to make the 10 man dark reaper run behind cover.
Charge/Assault: Solitaire charged in and finished off the hive guard, and soulburst away to an objective.

Turn 1 Tyranid
Dropped in my 3 flyrants, 2 going for 1 fighter each (mistake, should have focused fire), the last going for the wave serpent.
Popped my double run movement for my last set of genestealer and rolled a 5. Got across the board infront of his Rangers.

Psychic Phase, random smites going , catalyst on genestealers. horror on wave serpent.

Shooting: 2x 3 hive guards killed 8 man dark reaper squad. flyrants shot at heir planes. minimal wounds. i drop a mine near their hq blob.

Charge: flyrants both succeeded charging both planes. last flyrant failed to charge wave serpent. genestealers declared charge on Rangers and the 10 man dark reaper hiding behind the hil.

Assault: flyrant did some wounds but not enough. Genestealers pile and killed the 5 rangers, I popped Overrun & Adrenaline Surge to reach and kill the 10 man Dark Reapers.

Spoiler:



Turn 2 Ynnari:
fighters moved away. most of his units shuffled to try get various objectives but he was limited by the need to stay away from me. Solitaire came back to the genestealers.
psychic phase: he cast some powers. i pop Shadows via the spore mine to stop soulburst.

After psychic / shooting/charge. I lost 1 flyrant and 1 was severely wounded.

Turn 2 Tyranid
I dropped in my 3x3 rippers. 1 on objective nearby, 2 infront of my neurothropes as they advanced forward.
Flyrant shooting / smites killed one plane and solitaire.
HG opened on the various eldar men on objectives clearing them.

Charge/Assault: Flyrant charge into last hemlock but couldnt finish it off....
i made a blunder and charge the other flyrant into the Farseer & spirit seer. I should have killed the jetbikes or wave serpent. Flyrant and psykers wiff

Turn 3 Ynnari.
We have always been matching maelstorm but this turn he did not manage to score.
He advanced forward but most of his forces were too close to his deployment edge.
Wave serpent moved forward to try shoot the unit of ripper on objective.

Psychic : -1 armor save & doom on healthier flyrant. random smites.

Shooting : hemlock killed the already badly wounded flyrant. Rest of his army shot the severely debuffed Flyrant down.
Wave serpent shot the rippers but couldnt finish them off.

Turn 3 Tyranid.

I told my opponent i won the game. lol
Eternal War was kill points , which he won.
Maelstorm was won by me thanks to him not scoring the previous turn.
We both had first strike and we dont have slay the warlord.

However i am just gonna run every model into the center for King of the Hill.

My opponent was not happy.

Tyranids win 10-9.

Spoiler:



Final Thoughts.
Wow. Orks on relic was incredibly nerve wrecking and losing 732 points turn 1 to Ynnari/Alaitoc was brutal. Fun round of games, opponents were very competitive but fair & friendly. Many subtle shenanigans occured that added alot of tactical depth throughout the games , which I am not going to try recall and list them here.
My Genestealers have been wiped out almost every game but they always did their job.
My list was designed to be TAC, and as a result , I had no singular MVP unit that I could think of,every unit played their part well individually and as part of a list. I had no clear skew to just quickly table an opponent, but I definitely had an immense toolkit for every problem.

I am definitely enjoying this tyranid codex.

This message was edited 7 times. Last update was at 2017/12/17 07:18:31


for the emperor 
   
Made in nl
Longtime Dakkanaut





Sneggy wrote:Both of those guard lists suffer from an old ork adage. Too many toys not enough boys. Both feature abundant drop plasma (which will never get a good target due to cheap and plentiful tyranid bubble wrap) and nowhere near enough screening. You say these lists will include more screens now that they know tyranids are coming? Those pts have to come from somewhere and conscripts got hit a lot harder by the recent updates than we did.
Will tyranids max point every match up? No but neither will anything else.
I faced some of the big meta lists right now (basically all of them except guard artillery line which I would actually take as a good match up and in only one game did I score less than 30 in an itc mission. (28 vs storm ravens.) I won that gt by more than 10vp on the tie break as well as a clear win, and played on the top table every single round. We can hang in any mission using a decent scoring system. Itc missions are a dream for us even though we bleed secondaries (reaper, kingslayer and headhunter are almost always max scores vs tyranids.)


It's just an example of shooty astra militarum armies that would probably do better against tyranid armies compared to the armies you faced. You won against grey knights and ad mech, and lets be honest thats not really a difficult thing for tyranids. If the second AstraM. army deploy's 2x10 ratlings 18 inch from the tyranids and moves forward twice then those genestealers could only move 7/8 inch forward. I think a lot of players don't know (yet) how to deal with tyranids and are surprised about the speed and strategic options. Astra M. got cheap anti-MC/vehicle and cheap anti-infantry shooting and would still be the best matchup to face tyranids.

Deshkar wrote:Hi All, just won a RTT (no FW) using ITC rules. Sharing a summarized batrep of how it went down....


Looked like a lot of fun! Great thing about tyranids, it's always a game.

This message was edited 1 time. Last update was at 2017/12/17 08:29:40


 
   
Made in sg
Regular Dakkanaut





At my recent GT (pre-tyranid codex) you could not do well without facing a decent Astra M. army. Two armies I played against:

Army 1:

Detachment 1:
HQ – Tempestor Prime, Laurels of Command
HQ – Tempestor Prime
HQ – Tempestor Prime
TR – 5 Tempestus Scions plasma pistol , 2 plasma guns
TR – 5 Tempestus Scions plasma pistol , 2 plasma guns
TR – 5 Tempestus Scions plasma pistol , 2 plasma guns
EL – Commissar
EL – Astropath, Psychic Maelstrom
EL – Astropath, Nightshroud
EL – 4 Tempestus Command Squad, 4 plasma guns
EL – 4 Tempestus Command Squad, 4 plasma guns
EL – 4 Tempestus Command Squad, 4 plasma guns
DT - Taurox Prime, Gatling cannon
DT - Taurox Prime, Gatling cannon
DT - Taurox Prime, Gatling cannon

Detachment 2:
HQ – Primaris Psyker, Psychic Barrier, Nightshroud
HQ – Primaris Psyker Psychic Barrier, Psychic Maelstrom
TR – 30 Conscripts
EL – Platoon Commander, Kurov’s Aquila, Warlord trait : Grand Strategist
EL – Sergeant Harker
HS – Manticore
HS – Manticore
HS – Wyvern

Army 2: Brigade (Catachan)

Detachment 1:
HQ – Tank Commander, Executioner plasma cannon, 2 Plasma cannons, Heavy bolter
[Warlord. Warlord trait: Grand Strategist, Relic: Kurov’s Aquila]
HQ – Tempestor Prime [Relic: The Laurels of Command]
HQ – Tempestor Prime
HQ – Tempestor Prime
TR – 5 Tempestus Scions,2 Plasmaguns, Plasma pistol
TR – 5 Tempestus Scions,2 Plasmaguns, Plasma pistol
TR – 5 Tempestus Scions,2 Plasmaguns, Plasma pistol
TR – 5 Tempestus Scions,2 Plasmaguns, Plasma pistol
TR – 10 Infantry Squad
TR – 10 Infantry Squad
EL – 4 Tempestus Command Squad, 4 Plasmaguns
EL – 4 Tempestus Command Squad, 4 Plasmaguns
EL – 4 Tempestus Command Squad, 4 Plasmaguns
EL – 10 Ratlings
EL – 10 Ratlings
FA – Scout Sentinel, Heavy flamer
FA – Scout Sentinel, Heavy flamer
FA – Hellhound, Heavy bolter, Inferno cannon
FA – Hellhound, Heavy bolter, Inferno cannon
HS – 3 Heavy Weapon Squad, 3 Mortars
HS – 3 Heavy Weapon Squad, 3 Mortars
HS – 3 Heavy Weapon Squad, 3 Mortars
DT – Taurox Prime, Taurox gatling cannon, 2 Autocannons
DT – Taurox Prime, Taurox gatling cannon, 2 Autocannons
DT – Taurox Prime, Taurox gatling cannon, 2 Autocannons
DT – Taurox Prime, Taurox gatling cannon, 2 Autocannons

Now with the new Tyranid codex these lists will probably going to include a bit more bubblewrap and/or get of my lawn units.





I actually would love to fight those lists in a tournament setting, have a number of experience fighting pre-nerf scions.
my hiveguards will take out most of the tauroxes in a round. lol i probably lose most of my genestealers but that's fine.
ratling does not slow genestealers very much there is always overrun as well.. only time it will hamper my Genestealers is if we're on a short board edge deployment. There is always the Overrun strategem.
and now that flyrants can deepstrike in, it's even easier to for nids.

This message was edited 1 time. Last update was at 2017/12/17 08:58:08


for the emperor 
   
Made in gb
Longtime Dakkanaut





I really want some Hive Guard. Few problems though. They can only be bought online directly from gw. So no discount. They are super expensive. They are out of stock.

All the ones on EBay are super expensive too. :(
   
Made in us
Fixture of Dakka






 dan2026 wrote:
I really want some Hive Guard. Few problems though. They can only be bought online directly from gw. So no discount. They are super expensive. They are out of stock.

All the ones on EBay are super expensive too. :(


If you dont mind making them out of Warriors you can do that. The old ones look really close to Warriors.
I bought 3, they were sold out so i made 3 more to have my 6.

Spoiler:

This message was edited 1 time. Last update was at 2017/12/17 10:47:09


   
Made in gb
Huge Hierodule






Nottingham (yay!)

@Amishprn86, could you please edit spoiler tags around the large image? It makes the page very difficult to read on phones and tablets.

   
Made in us
Fixture of Dakka






 lindsay40k wrote:
@Amishprn86, could you please edit spoiler tags around the large image? It makes the page very difficult to read on phones and tablets.


Done.

   
Made in gb
Huge Hierodule






Nottingham (yay!)

Okay, I'm sorting out my Warriors, currently building four VCs now that they're really good again with more to follow. Aiming to have two full squads with spitters, claws, hooks, max VCs. Now, way back in 3ed I built ten with claws, scytals, hooks, leaping legs. I'm happy to call their velociraptor posture a visual equivalent to Adrenal Glands, but their general loadout seems very poor. I'm thinking about adding two more same as the rest and six Stranglers, and the scytals are conversions I'm not removing. Maybe switch claws for devourers, so I've got two anti horde units and two heavier hitters?

Got some Shrikes I never got round to finishing, as well. I'd like them to be melee specialists, Behemoth traditionalist and all, but I guess they ideally want to be carrying guns?

   
 
Forum Index » 40K General Discussion
Go to: