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Made in us
Fixture of Dakka






"declares a charge". Its the Jormungandr rule not a general rule, you declare a charge you lose it.

Edit: B.c the 2nd rule you talked about is a general rule and the Jormungandr rule is a Codex, Codex rules trumps BRB rules, its an extra detail to the rule that changes it, so you follow the extra rule from your codex.

This message was edited 2 times. Last update was at 2018/01/22 22:10:10


   
Made in it
Longtime Dakkanaut





The second rule only tells you that you do not count as having charged, but you still count as having declared a charge, which is what limits Jormu.
   
Made in no
Liche Priest Hierophant





Bergen

Am I missing something? I can not find the nids erata.

https://www.games-workshop.com/en-WW/Rules-Errata

   
Made in ie
Deranged Necron Destroyer





Hey all, I have a tournament this weekend (not the LVO)
and will be bringing GSC/Nids/AM. I am wondering is their anything in this list you would take out or add it to make it better.
Spoiler:
++ Vanguard Detachment +1CP (Imperium - Astra Militarum) [40 PL, 734pts] ++

+ No Force Org Slot +

Regiment: Astra Millitarum/Imperium

+ HQ +

Tank Commander [12 PL, 239pts]: Display Tank Orders, Grand Strategist, Lascannon, Plasma Cannons, Warlord
. Command Battle Tank: Battle Cannon

Tank Commander [12 PL, 239pts]: Display Tank Orders, Kurov's Aquila, Lascannon, Plasma Cannons
. Command Battle Tank: Battle Cannon

+ Elites +

Platoon Commander [2 PL, 20pts]: Chainsword, Display Astra Militarum Orders, Laspistol

Platoon Commander [2 PL, 20pts]: Chainsword, Display Astra Militarum Orders, Laspistol

Ratlings [4 PL, 72pts]
. 8x Ratling: 8x Sniper Rifle

Ratlings [4 PL, 72pts]
. 8x Ratling: 8x Sniper Rifle

Ratlings [4 PL, 72pts]
. 8x Ratling: 8x Sniper Rifle

++ Patrol Detachment (Tyranids) [47 PL, 810pts] ++

+ Troops +

Genestealers [16 PL, 216pts]: 4x Acid Maw
. 18x Genestealer: 18x Rending Claws

Termagants [9 PL, 208pts]
. 26x Termagant (Devourer): 26x Devourer

+ HQ +

Hive Tyrant [11 PL, 193pts]: Adrenal Glands, Monstrous Rending Claws, Power: Catalyst, Power: Onslaught, Toxin Sacs, Two Deathspitters with Slimer Maggots, Wings

Hive Tyrant [11 PL, 193pts]: Adrenal Glands, Monstrous Rending Claws, Power: Paroxysm, Power: The Horror, Toxin Sacs, Two Deathspitters with Slimer Maggots, Wings

++ Battalion Detachment +3CP (Tyranids - Genestealer Cults) [28 PL, 451pts] ++

+ No Force Org Slot +

Cult Ambush Table

+ Troops +

Acolyte Hybrids [10 PL, 202pts]: Cult Icon
. 5x Acolyte Hybrid
. Acolyte Hybrid (Heavy Weapon): Autopistol, Heavy Rock Drill
. Acolyte Hybrid (Heavy Weapon): Autopistol, Heavy Rock Saw
. Acolyte Hybrid (Heavy Weapon): Autopistol, Heavy Rock Saw
. Acolyte Hybrid (Heavy Weapon): Autopistol, Heavy Rock Saw
. Acolyte Leader: Autopistol, Cultist Knife

Neophyte Hybrids [5 PL, 50pts]: 9x Neophyte Hybrid
. Neophyte Leader: Autogun, Autopistol

Neophyte Hybrids [5 PL, 50pts]: 9x Neophyte Hybrid
. Neophyte Leader: Autogun, Autopistol

+ HQ +

Magus [4 PL, 73pts]: Power: Mass Hypnosis

Primus [4 PL, 76pts]: Bonesword

++ Total: [115 PL, 1995pts] ++


Main Ideas;

- Use Tank Commanders as static gunline as well as being sources to gain CP's on 5+'s to use on stratagems.

- Rattlings are to sniper characters and distraction carnifex (will be giving them +1 in cove).

-Devgaunts clear chaff, Stealers clear chaff, Neophytes are "tax".

-Acolytes will be used to take care of dangerous enemies in CC, Primus grants them better cult ambush and +1 to hit. Magus will cast Mass Hypnosis (stop overwatch, -1 to hit and fights last) to help my CC units charging.

-Flyrants are there to take care of Flyers and have them equipped with MRC and Dspitters.

I personally am not sure about the Flyrants load out but not sure what to "fix". All help is appreciated and I can take out the AM/GSC parts if they re not welcome.

This message was edited 1 time. Last update was at 2018/01/23 08:53:17


I have a Youtube. Rage Against The Imperium. Here is the link if you are interested - https://www.youtube.com/channel/UC0WxDMsMyI7WcChiSfApB4Q

Necrons - Legion of The Silent King - [756-809 PL, 15038-16076pts]
Spoiler:

Unbound Army (Faction) (Necrons)
HQ
Anrakyr the Traveller
Catacomb Command Barge
Selections: Gauss Cannon, Warscythe - 3
Cryptek
Selections: Canoptek Cloak, Staff of Light - 2
Cryptek
Selections: Chronometron, Staff of Light - 3
Destroyer Lord
Selections: Warscythe
Destroyer Lord
Selections: Staff of Light
Illuminor Szeras
Imotekh the Stormlord
Lord
Selections: Warscythe
Nemesor Zahndrekh
Orikan the Diviner
Overlord
Selections: Resurrection Orb, Voidscythe
Overlord
Selections: Resurrection Orb, Warscythe - 3
Overlord
Selections: Resurrection Orb, Staff of Light
Overlord
Selections: Hyperphase Sword, Resurrection Orb
Trazyn the Infinite
Vargard Obyron

Troops

Immortals
Selections: Gauss Blaster, 15x Immortal
Immortals
Selections: 15x Immortal, Tesla Carbine
Immortals
Necron Warriors
Selections: 100x Necron Warrior
Necron Warriors

Elites

C'tan Shard of the Deceiver
C'tan Shard of the Nightbringer
Canoptek Tomb Stalker
Deathmarks
Selections: 25x Deathmark
Flayed Ones
Selections: 20x Flayed One
Lychguard
Selections: Hyperphase Sword and Dispersion Shield, 10x Lychguard
Lychguard
Selections: 6x Lychguard, Warscythe
Triarch Praetorians
Selections: Rod of Covenant, 10x Triarch Praetorian
Triarch Stalker
Selections: Heat Ray*
Triarch Stalker
Selections: Particle Shredder*
Triarch Stalker
Selections: Twin Heavy Gauss Cannon*

Fast Attack

Canoptek Scarabs
Selections: 63x Canoptek Scarab Swarm
Canoptek Scarabs
Canoptek Tomb Sentinel
Canoptek Wraiths
Selections: 3x Canoptek Wraith
Canoptek Wraiths
3x Canoptek Wraith w/ Transdimensional Beamer
Selections: 3x Transdimensional Beamer
6x Canoptek Wraith w/ Whip Coils
Selections: 6x Whip Coils
Destroyers
5x Destroyer
Selections: 5x Gauss Cannon
Destroyers
5x Destroyer
Selections: 5x Gauss Cannon
Tomb Blades
Selections: Shadowloom, Shieldvanes
Two Gauss Blasters - 9
Heavy Support
Annihilation Barge
Selections: Gauss Cannon - 3*
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Doomsday Ark
Doomsday Ark
3x Heavy Destroyer
Monolith
Tesseract Ark
Two Tesla Cannons
Selections: 2x Tesla Cannon
Transcendent C'tan

Flyer
Doom Scythe - 4*
Night Scythe - 4*


Dedicated Transport
Ghost Ark - 3*

Lord of War
Gauss Pylon
Obelisk

* - This unit is magnetized so can be either model e.g. Doomscythe or Nightscythe
 
   
Made in gb
Regular Dakkanaut




You could drop a squad of ratlings and the two platoon commanders and the toxin sacs on the flyrants to take 3 bare guard squads, turning the vanguard into a battalion. Nets you 2 extra CP and a bunch more chaff. For further CP optimisation, drop a few termagants and take a squad of rippers to make the tyranid det a battalion also. This would give you a lovely amount of command points to use on single minded annihilation/adrenaline surge etc
   
Made in us
Norn Queen






 Niiai wrote:
Am I missing something? I can not find the nids erata.

https://www.games-workshop.com/en-WW/Rules-Errata


FAQs are nolonger being updated there. Dumb, I know.

They are here

https://www.warhammer-community.com/faqs/

Also, all nid relevant FAQs are linked to in the OP.

This message was edited 1 time. Last update was at 2018/01/23 11:58:22



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





Fredericksburg, Virginia

 Dynas wrote:

6. The Trygon did basically nothing outside of delivering the termagants in every game. He either died immediately or was unable to be effective after the devgants shot up their targets. However, the devgants were colossal for me in every game. I don't see how a Tyranid list doesn't run 30 of these bad boys with deep strike. These guys did epic amounts of work in one game, killing a total of 80 chaff models. (Hello, 4 points on secondary, and bullying off of objectives.)


Same here. only i used genestealers. when i did the gaunt bomb it was a waste because they were already in range anyway with 18" and a 6" move. I might start dropping them and just running my GS up the board. That 9" charge is to hard to get, even with the CP reroll. And if they dont get in they die. Trygon is just an expensive DS ability, I think we can find better use of points elsewhere (also it gives up both headhunter and big game hunter 2ndarys). I have found my trygons underwhelming this edition, becasue they hardly ever get into combat.


Trygons do not give up headhunter. They are not characters unless you take them as Trygon Primes... which you should never do unless you plan to give them a relic.

I've been using 2 Trygons in my list and so far they have been super stars. They bring in 25 devgaunts and 19 genestealers. I use the Swarmlord with a double advance to get him close enough to grant the genestealers an extra move, allowing them to charge things BEHIND the screen after the devgaunts make a hole. I also use the double move strat on a Malanthrope to get him within 3" of both Trygons, the Swarmlord and the devgaunts. I also drop a Flyrant near the Malanthrope with Chameleonic Mutation for -2 to be hit.

The large number of threats and the -1 to hit means that the Trygons will always make it to turn 2. I have yet to have a game where my opponents felt that the Trygons were the biggest threats and killed them first. Sometimes the -1 is enough to keep them alive even if they do shoot at them. On turn 2 they're free to go eat something.

6000+
2500
2000
2000
 
   
Made in ie
Deranged Necron Destroyer





C4790M wrote:
You could drop a squad of ratlings and the two platoon commanders and the toxin sacs on the flyrants to take 3 bare guard squads, turning the vanguard into a battalion. Nets you 2 extra CP and a bunch more chaff. For further CP optimisation, drop a few termagants and take a squad of rippers to make the tyranid det a battalion also. This would give you a lovely amount of command points to use on single minded annihilation/adrenaline surge etc


Awesome feedback. However, we can only bring 3 Detachments and we are not allowed to use the same detachment more then once. This is why it's 1 Battalion, Vanguard and Patrol.

I was thinking making the GSC a Patrol and using the Nids as a Battalion but not sure what to drop to make that work. Acolytes should be a good CC unit for T7 and below units but might swap them for more Devigaunts or Genestealers.

Any ideas lads?

I have a Youtube. Rage Against The Imperium. Here is the link if you are interested - https://www.youtube.com/channel/UC0WxDMsMyI7WcChiSfApB4Q

Necrons - Legion of The Silent King - [756-809 PL, 15038-16076pts]
Spoiler:

Unbound Army (Faction) (Necrons)
HQ
Anrakyr the Traveller
Catacomb Command Barge
Selections: Gauss Cannon, Warscythe - 3
Cryptek
Selections: Canoptek Cloak, Staff of Light - 2
Cryptek
Selections: Chronometron, Staff of Light - 3
Destroyer Lord
Selections: Warscythe
Destroyer Lord
Selections: Staff of Light
Illuminor Szeras
Imotekh the Stormlord
Lord
Selections: Warscythe
Nemesor Zahndrekh
Orikan the Diviner
Overlord
Selections: Resurrection Orb, Voidscythe
Overlord
Selections: Resurrection Orb, Warscythe - 3
Overlord
Selections: Resurrection Orb, Staff of Light
Overlord
Selections: Hyperphase Sword, Resurrection Orb
Trazyn the Infinite
Vargard Obyron

Troops

Immortals
Selections: Gauss Blaster, 15x Immortal
Immortals
Selections: 15x Immortal, Tesla Carbine
Immortals
Necron Warriors
Selections: 100x Necron Warrior
Necron Warriors

Elites

C'tan Shard of the Deceiver
C'tan Shard of the Nightbringer
Canoptek Tomb Stalker
Deathmarks
Selections: 25x Deathmark
Flayed Ones
Selections: 20x Flayed One
Lychguard
Selections: Hyperphase Sword and Dispersion Shield, 10x Lychguard
Lychguard
Selections: 6x Lychguard, Warscythe
Triarch Praetorians
Selections: Rod of Covenant, 10x Triarch Praetorian
Triarch Stalker
Selections: Heat Ray*
Triarch Stalker
Selections: Particle Shredder*
Triarch Stalker
Selections: Twin Heavy Gauss Cannon*

Fast Attack

Canoptek Scarabs
Selections: 63x Canoptek Scarab Swarm
Canoptek Scarabs
Canoptek Tomb Sentinel
Canoptek Wraiths
Selections: 3x Canoptek Wraith
Canoptek Wraiths
3x Canoptek Wraith w/ Transdimensional Beamer
Selections: 3x Transdimensional Beamer
6x Canoptek Wraith w/ Whip Coils
Selections: 6x Whip Coils
Destroyers
5x Destroyer
Selections: 5x Gauss Cannon
Destroyers
5x Destroyer
Selections: 5x Gauss Cannon
Tomb Blades
Selections: Shadowloom, Shieldvanes
Two Gauss Blasters - 9
Heavy Support
Annihilation Barge
Selections: Gauss Cannon - 3*
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Doomsday Ark
Doomsday Ark
3x Heavy Destroyer
Monolith
Tesseract Ark
Two Tesla Cannons
Selections: 2x Tesla Cannon
Transcendent C'tan

Flyer
Doom Scythe - 4*
Night Scythe - 4*


Dedicated Transport
Ghost Ark - 3*

Lord of War
Gauss Pylon
Obelisk

* - This unit is magnetized so can be either model e.g. Doomscythe or Nightscythe
 
   
Made in us
Clousseau





East Bay, Ca, US

 Dynas wrote:

2. Chameleonic mutation + catalyst = the Warlord Lives! People were baited into taking kill the warlord / kingslayer with every game and no one killed him. He was dropped to 1 wound in one game, though, although I couldn't manifest any powers due to Culexus. Dropping him to 1 wound is only 2 points on that secondary, which is nice.


Good to know. Will have to try that one. Did you ever use the Regen stratagem on him?
No, I never had to, nor did I want to spend the CP. If it was a 3 point heal and not d3 I would have considered it but it's too expensive for potentially only 1 wound. My warlord would have died in the following turns for sure, but the games ended.

 Dynas wrote:

3. The new smite rules really hurt the value of neurothropes. I liked being able to cast onslaught and catalyst turn 1. But i needed onslaught a lot less than I needed -1 to hit, that could be provided by a malanthrope. Some restructuring might be required.


Interesting, even at 4 neuros you are only needing a 8 to cast...Hmm. I definitely agree with the Malantrhope, I think 140 is a little high for a -1 bubble at 3", either increase the bubble to 6" (maybe 12") or drop his points to like 120 i think would be perfect.
I just found that I wasn't reliably smiting after the first 2, even rerolling 1s. I'm not going to make a change right away, but I see -1 to hit being more valuable than another smite. But it's not a points equal tradeoff so not sure it's worth it.

4. Hive Guard were underwhelming offensively, although people were scared of them completely. In every game they dictated where my opponent went. They did damage. I didn't face reapers, which was odd because I counted at least 5 lists with reapers (second place had 30 reapers). I will probably either (a) drop a neurothrope for a malanthrope and reduce my hive guard accordingly, or (b) go for the brigade, with venomthropes, and biovores. A single unit of hive guard, i would still recommend, because they will help against many meta things. They also bully objectives very well. I won one game because of these guys. Not because they did any real damage, but because my opponent committed significant energy in killing them, allowing me to control the board and win handsomely in objectives, kills, and actually getting the control all bonus. Or, go battalion x2, and a third detachment with biovores. Anyway, with T5 and 3 wounds a piece, they're surprisingly durable. In my last game i literally deployed them out of cover, as far forward as possible, daring my opponent to attack them. He did and it paid off big time, i curb stomped everything he committed to them, and the squad wasn't even wholly eliminated.


Very interesting obervation. I have only run HG once so far. People are afraid of them and their is something to be said for effecting your opponents mentality and strategy just by the potential threat of a unit, even if they don't do anything. I think a unit of them would be good for anti tank, but no need to take 6 or 9 or 12 like I have seen in some list. I think dropping the neuro and HG to pickup the malanthrope is a good idea.
Yeah, they're threatening. 12 dice coming in at strength 8 isn't something that's easily ignored. You will never win the artillery battle, so they absolutely have diminishing returns. They do a nice job of bullying objective holders. Dropping 3 of them would give me back 144 points. Another option is keeping 2 neuros and adding venomthropes.

5. Recon is a solid scorer. A lot of people are building lists with denying secondaries in mind, and it's not super hard to get recon. It's 2-3 points easily per game, guaranteed. Old School is also a good one. You will kill a unit every turn. Right there, that's 2 points. You will probably have linebreaker, too, so that's 3. And you get those 3 even if the game ends on turn 2 - not bad. Having this many models on the field, you need to score as much as physically possible on turns 1 and 2. It's almost impossible for you to be tabled, and due to the time constraints, games won't go past turn 3 unless your opponents model count is super tiny.


Completely agree. My rippers scored table quarters every round in my last 3 game tourney except for 1. Easy points and a must take. ALso agree with old school, I took that one as well. First Blood, Last blood, linebreaker are almost guareneteed with our army. Slay warlord is doable. That leaves one final slot to flex agianst opponents which I usually take Headhunter or big game hunter. A lot of armies I find go MEU rather than big blobs.
Yep. In a horde Tyranid army Old School & Recon are always 2 you should pick unless the list has a glaring weakness.


Great observations. How did you do with time limits? Did you use movement trays. I rarely get a game past 3 turns in a 2.5 hour match.
I struggle with time limits. I did not get past turn 3. Normally that's not a problem but it does limit your scoring. So yeah you'll score 12-16 points pretty reliably in 2 turns, which is actually solid, but you won't make it to turn 4-5 - making your overall score low. I'm not sure how to deal with this. Because lists that table people will get massive points, and we just aren't built to do this.

I never use movement trays. I spread my guys out in these weird shapes to deny deep strike, and to really take FULL advantage of the pile in & charge move rules. I'm rarely charging from the position of being a blob on the board, usually some kind of funky looking tendril. I typically try to include as many things as i can in a charge unless there's a scary overwatch to disincentivize that.

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

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




 Zimko wrote:
 Dynas wrote:

6. The Trygon did basically nothing outside of delivering the termagants in every game. He either died immediately or was unable to be effective after the devgants shot up their targets. However, the devgants were colossal for me in every game. I don't see how a Tyranid list doesn't run 30 of these bad boys with deep strike. These guys did epic amounts of work in one game, killing a total of 80 chaff models. (Hello, 4 points on secondary, and bullying off of objectives.)


Same here. only i used genestealers. when i did the gaunt bomb it was a waste because they were already in range anyway with 18" and a 6" move. I might start dropping them and just running my GS up the board. That 9" charge is to hard to get, even with the CP reroll. And if they dont get in they die. Trygon is just an expensive DS ability, I think we can find better use of points elsewhere (also it gives up both headhunter and big game hunter 2ndarys). I have found my trygons underwhelming this edition, becasue they hardly ever get into combat.


Trygons do not give up headhunter. They are not characters unless you take them as Trygon Primes... which you should never do unless you plan to give them a relic.

I've been using 2 Trygons in my list and so far they have been super stars. They bring in 25 devgaunts and 19 genestealers. I use the Swarmlord with a double advance to get him close enough to grant the genestealers an extra move, allowing them to charge things BEHIND the screen after the devgaunts make a hole. I also use the double move strat on a Malanthrope to get him within 3" of both Trygons, the Swarmlord and the devgaunts. I also drop a Flyrant near the Malanthrope with Chameleonic Mutation for -2 to be hit.

The large number of threats and the -1 to hit means that the Trygons will always make it to turn 2. I have yet to have a game where my opponents felt that the Trygons were the biggest threats and killed them first. Sometimes the -1 is enough to keep them alive even if they do shoot at them. On turn 2 they're free to go eat something.


Two double move strats on turn 1?
   
Made in us
Rampaging Carnifex





Fredericksburg, Virginia

xmbk wrote:
 Zimko wrote:
 Dynas wrote:

6. The Trygon did basically nothing outside of delivering the termagants in every game. He either died immediately or was unable to be effective after the devgants shot up their targets. However, the devgants were colossal for me in every game. I don't see how a Tyranid list doesn't run 30 of these bad boys with deep strike. These guys did epic amounts of work in one game, killing a total of 80 chaff models. (Hello, 4 points on secondary, and bullying off of objectives.)


Same here. only i used genestealers. when i did the gaunt bomb it was a waste because they were already in range anyway with 18" and a 6" move. I might start dropping them and just running my GS up the board. That 9" charge is to hard to get, even with the CP reroll. And if they dont get in they die. Trygon is just an expensive DS ability, I think we can find better use of points elsewhere (also it gives up both headhunter and big game hunter 2ndarys). I have found my trygons underwhelming this edition, becasue they hardly ever get into combat.


Trygons do not give up headhunter. They are not characters unless you take them as Trygon Primes... which you should never do unless you plan to give them a relic.

I've been using 2 Trygons in my list and so far they have been super stars. They bring in 25 devgaunts and 19 genestealers. I use the Swarmlord with a double advance to get him close enough to grant the genestealers an extra move, allowing them to charge things BEHIND the screen after the devgaunts make a hole. I also use the double move strat on a Malanthrope to get him within 3" of both Trygons, the Swarmlord and the devgaunts. I also drop a Flyrant near the Malanthrope with Chameleonic Mutation for -2 to be hit.

The large number of threats and the -1 to hit means that the Trygons will always make it to turn 2. I have yet to have a game where my opponents felt that the Trygons were the biggest threats and killed them first. Sometimes the -1 is enough to keep them alive even if they do shoot at them. On turn 2 they're free to go eat something.


Two double move strats on turn 1?


Double move strat and swarmlord

6000+
2500
2000
2000
 
   
Made in no
Liche Priest Hierophant





Bergen

How do you do this? Is the swarm in a pod? I have a hard tile visulising the timing on this. Swarm drops in, he moves the gaunts, and the malanthrope gets the move stratagem?

   
Made in us
Never Forget Isstvan!






Well remember on turn one its not hard to just advance the swarmlord forward and remain within 6" of another unit especialy if your kraken. 8" base + 5-6 from advance + 6" bubble.

Youve basically got a genestealer move worth of range for his double move ability. Malanthropes arent worried about the 1/6 chance of suffering a mortal because of their high wounds either so always use MO on it if its not in good position.

JOIN MY CRUSADE and gain 4000 RT points!
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Made in us
Rampaging Carnifex





Fredericksburg, Virginia

 Niiai wrote:
How do you do this? Is the swarm in a pod? I have a hard tile visulising the timing on this. Swarm drops in, he moves the gaunts, and the malanthrope gets the move stratagem?


The Swarmlord starts on the board, within range of a Malanthrope, and preferrably near LOS blocking terrain near the middle of my deployment.

On turn 1, I use the Kraken strategem to double his advance and move the swarmlord an average of 18". This is plenty of reach to put him in a spot that the Genestealers and Trygon can arrive where at least 1 Genestealer is within 6" of the Swarmlord.

At the same time, I use Metabolic Overdrive (double move) strategem on the Malanthrope to move him an average of 20". With fly, this is more than enough reach to have him sit within 3" of the Swarmlord and be close enough to my 'drop zone' to be within 3" of 2 Trygons if I want.

At the end of the movement phase, I drop in 2 Trygons carrying the Genestealers and Devgaunts. I also drop in the Flyrant either in a place to charge something or behind the Malanthrope for -2 to hit (he has the Kraken relic).

In the shooting phase, I use the Devgaunts to clear screening units. I've used this to easily kill 3 units of Alaitoc Rangers or 3 units of guardsman. Then... AFTER the screen is dead... the swarmlord uses his Hive Commander to have the Genestealers move in the shooting phase. I can optionally use the Kraken strategem here to move them an average of 18". This gets them well into my opponent's deployment zone and close enough to charge lots of things. (Oh and I use catalyst on the Genestealers).

So by the end of the turn, several screening units are dead. Genestealers have killed or locked select units in combat which will heavily limit the amount of shooting I have to endure on turn 2. I also have a Malanthrope with Swarmlord, 2 Trygons, 25 devgaunts and a Flyrant all in a -1 to hit bubble right in front of my opponent's lines. My opponent is forced to expend resources to kill the genestealers first. Then they won't have enough to kill much more than 1 or maybe 2 of my big creatures. On turn 2, the trygons, flryant and swarmlord are close enough to finish what the Genestealers started. The Swarmlord's hive commander continues to do work by throwing the Trygon or Flyrant at hard to reach targets.

Obviously this is the best case scenario and it doesn't always work out that way. But there's enough there to usually pull out a victory. I don't have any yet but I plan to get Meiotic spores to make a 'drop zone' more secure and prevent scouting sentinals or alaitoc rangers from limiting my deep strike areas.

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Clousseau





East Bay, Ca, US

The Swarmlord provides obvious utility but don't expect him to live past turn 1.

And scout moves will prevent you from clearing all of the chaff.

You will be eating 12d6 tempest launcher shots and 30 reaper shots turn 1. All of which ignore your Malanthrope.

Committing wholly to alpha will lose you games against meta Eldar or solid betastrike lists. You will also have immense difficulty with fire raptors.

It's a good concept and i like it. There are shortcomings. Although this is true with every Nids list.


Automatically Appended Next Post:
Update. I actually really like the Swarmlord to catapault Gaunts forward, while staying out of line of sight.

Force your opponent to spend turn 1 clearing gaunts. Genestealers can come along /w a Trygon and be a turn 2 assault option.

Obviously this depends on your level of terrain. Without significant LOS blockers the Swarmlord is a hard pass for me.

This message was edited 2 times. Last update was at 2018/01/24 19:41:00


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

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





Fredericksburg, Virginia

If I wasn't playing entirely in an ITC environment where every board is expected to have 2 LOS blockers in the center then I would not be using Swarmlord.

Amusingly, 12d6 Tempest Launcher shots would only deal an average of 5 wounds to the Swarmlord. He also easily shrugs off Manticores as long as a Malanthrope is near him. I have yet to see him alphaed on turn 1.

Meiotic spores are a must IMO to stop enemy scouts/infiltrators from blocking you from landing. Even then though, genestealers with a swarmlord have an incredible reach. They arrive 9" from infiltrators (which we assume are 12" in front of their deployment zone) and the devgaunts kill this unit. The genestealers then get a 18 to 20 inch boost, putting them right at the edge of the enemy deployment zone. This should be close enough to charge stuff.

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Clousseau





East Bay, Ca, US

Yes, I am aware. My point regarding the tempest launchers is that they will take out your infantry. So unless you kill what you need to kill turn 1, you're in range to get smoked.

I like the Swarmlord. I would like to fit him in my list. Just not sure what I would drop to do it.

Have you played him in an event? how did he do for you against a dark reaper spam list?

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

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in gb
Huge Hierodule






Nottingham (yay!)

I’m sure I read that units only get to advance (and thus use Kraken strat) on Swarmlord extra moves if they advanced in the movement phase. It was an obscure bit of semantics but I recall feeling that it seemed pretty conclusive.

   
Made in no
Liche Priest Hierophant





Bergen

 lindsay40k wrote:
I’m sure I read that units only get to advance (and thus use Kraken strat) on Swarmlord extra moves if they advanced in the movement phase. It was an obscure bit of semantics but I recall feeling that it seemed pretty conclusive.


If I recall correctly from what I read units that advance add to their movement characteristic. And when you use the move again strat it did not allow you to aadvance but it remembered your speed boost. Makes sence that the swarmlords abilty does the same.

   
Made in gb
Huge Hierodule






Nottingham (yay!)

 lindsay40k wrote:
WRT Acid Spray T-fex: I’ve had good results with mine. Seems to occupy a similar niche to Dakkafex, except the latter is more of a hunter/chaser whereas the ASTF is a pretty scary prospect for a static gunline. Pretty good scarecrow for infiltrator type screens, too - but be aware that if you stand still turn one to annihilate some sniper scouts, you may find yourself lacking targets on turn two. You really want it to be firing every turn.

Now, I play a lot of 50 Power quick games on small tables. And I’ve been thinking about adding loads more Zoanthropes to my collection, for psychic barrage. The mere fact of having three units of them and three T-cytes in my list will probably scarecrow opponents away from ultra-compact deployment, even if they never fire it up. And this leads me to a list that came to mind:

Spearhead: Old One Eye and three Screamer-Killers.

Vanguard: Neurothrope and nine Zoanthropes.

It’s tempting to make the Vanguard a Kronos one, to really up the ante on some of the psyker-heavy lists in my meta.


Spoletta wrote:
Those scream killers are there because you like the models or they do perform better than regular fexes for what you have in mind?


Bit of both. They’re literally vintage SK models with modern plastic arms. On a small table, 7” move and 18” plasma is a pretty good match.

   
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Rampaging Carnifex





Fredericksburg, Virginia

I played against a reaper list in a GT early this month. It ended up a tie 27 to 27. I scored a lot on the first 3 turns and he scored a lot on the last 3. The Swarmlord was great for playing the objectives. I hid him in the middle between 2 large pieces of terrain and used him to launch units into his forces while I held onto objectives. Eventually I ran out of units and waa able to take back lost ground with fast units but it was a hard fought game. I don't know how it would have gone without the mobility given to me by the Swarmlord. Deployment was Vanguard so I had a long way to run.

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Clousseau





East Bay, Ca, US

 Zimko wrote:
I played against a reaper list in a GT early this month. It ended up a tie 27 to 27. I scored a lot on the first 3 turns and he scored a lot on the last 3. The Swarmlord was great for playing the objectives. I hid him in the middle between 2 large pieces of terrain and used him to launch units into his forces while I held onto objectives. Eventually I ran out of units and waa able to take back lost ground with fast units but it was a hard fought game. I don't know how it would have gone without the mobility given to me by the Swarmlord. Deployment was Vanguard so I had a long way to run.


Hmm really interesting.

I've been playing with variations on my list with the Swarmlord in there. He is one of my favorite models.

Do you find that you are vulnerable to deep strikers when you start catapulting units forward? Or do you just use Rippers for that?

Was it just an ITC game mode with the usual secondaries, and progressive scoring? If you wouldn't mind i would be excited to read a detailed batrep.


Automatically Appended Next Post:
 Niiai wrote:
 lindsay40k wrote:
I’m sure I read that units only get to advance (and thus use Kraken strat) on Swarmlord extra moves if they advanced in the movement phase. It was an obscure bit of semantics but I recall feeling that it seemed pretty conclusive.


If I recall correctly from what I read units that advance add to their movement characteristic. And when you use the move again strat it did not allow you to aadvance but it remembered your speed boost. Makes sence that the swarmlords abilty does the same.


No that is when you move twice in the same phase.

You advance normally with the Swarmlord's extra move because it happens in a different phase.

This message was edited 1 time. Last update was at 2018/01/24 23:53:56


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

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





Fredericksburg, Virginia

The Tyranid FAQ specifically says that you may use Opportunistic Advance with the move granted by the Swarmlord's Hive Commander.

I'm heading to LVO tomorrow so I don't have time for a batrep right now. But for enemy deep strikers, I haven't had a problem yet. I do use 3 units of rippers to fill in all corners of the board where they can fit to score recon and deny deep strikers.

I beat a Commander spam list at that GT because I had first turn and I gave him no where decent to land.

This message was edited 1 time. Last update was at 2018/01/25 00:38:57


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Regular Dakkanaut




Good Luck at LVO!

Let us know how it goes.

I hope bugs take the W, but with a non spam list so GW doesnt nerfbat something into the depths of the warp. Most lists I have seen are pretty non spam though so we shall see.
   
Made in us
Lone Wolf Sentinel Pilot






Texas

 Marmatag wrote:
The Swarmlord provides obvious utility but don't expect him to live past turn 1.

And scout moves will prevent you from clearing all of the chaff.

You will be eating 12d6 tempest launcher shots and 30 reaper shots turn 1. All of which ignore your Malanthrope.

Committing wholly to alpha will lose you games against meta Eldar or solid betastrike lists. You will also have immense difficulty with fire raptors.

It's a good concept and i like it. There are shortcomings. Although this is true with every Nids list.


Automatically Appended Next Post:
Update. I actually really like the Swarmlord to catapault Gaunts forward, while staying out of line of sight.

Force your opponent to spend turn 1 clearing gaunts. Genestealers can come along /w a Trygon and be a turn 2 assault option.

Obviously this depends on your level of terrain. Without significant LOS blockers the Swarmlord is a hard pass for me.


Good points. I Plan to take a mix fleet with a kronos contingent of shooting and my WL to help shut down the pysker phase. Also, i will have 2 flyrants in the list. I have yet to get the SL shot of turn 1, normally by turn 2 or 3 he is dead.

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Infiltrating Broodlord






One quick question, does Old One Eye benefit from his own Alpha Leader ability (+1 to hit rolls)? Only reason I ask is that it was pointed out to me during a test game the other night that he is technically a Carnifex unit and is obviously within range of himself, but the stacking of +1 to hit modifiers makes his Berserk Rampage ability rather silly (extra attacks on a 4+ to hit on the charge with Scything Talons, 5+ for Crushing Claws, hitting on a 2+ regardless). The game saw Old One Eye nearly 1-round a Stompa by himself (I used the fight twice stratagem to try to fully finish it off, but left it with 1 wound remaining).

This message was edited 1 time. Last update was at 2018/01/25 15:57:09


 
   
Made in de
Dakka Veteran






 Strat_N8 wrote:
One quick question, does Old One Eye benefit from his own Alpha Leader ability (+1 to hit rolls)? Only reason I ask is that it was pointed out to me during a test game the other night that he is technically a Carnifex unit and is obviously within range of himself, but the stacking of +1 to hit modifiers makes his Berserk Rampage ability rather silly (extra attacks on a 4+ to hit on the charge with Scything Talons, 5+ for Crushing Claws, hitting on a 2+ regardless). The game saw Old One Eye nearly 1-round a Stompa by himself (I used the fight twice stratagem to try to fully finish it off, but left it with 1 wound remaining).


IMHO he gets the +1 to hit.


Automatically Appended Next Post:
But my math hammer says he just does 10 damage to a Stompa on average.

This message was edited 1 time. Last update was at 2018/01/25 16:37:51


 
   
Made in us
Clousseau





East Bay, Ca, US

 Dynas wrote:
 Marmatag wrote:
The Swarmlord provides obvious utility but don't expect him to live past turn 1.

And scout moves will prevent you from clearing all of the chaff.

You will be eating 12d6 tempest launcher shots and 30 reaper shots turn 1. All of which ignore your Malanthrope.

Committing wholly to alpha will lose you games against meta Eldar or solid betastrike lists. You will also have immense difficulty with fire raptors.

It's a good concept and i like it. There are shortcomings. Although this is true with every Nids list.


Automatically Appended Next Post:
Update. I actually really like the Swarmlord to catapault Gaunts forward, while staying out of line of sight.

Force your opponent to spend turn 1 clearing gaunts. Genestealers can come along /w a Trygon and be a turn 2 assault option.

Obviously this depends on your level of terrain. Without significant LOS blockers the Swarmlord is a hard pass for me.


Good points. I Plan to take a mix fleet with a kronos contingent of shooting and my WL to help shut down the pysker phase. Also, i will have 2 flyrants in the list. I have yet to get the SL shot of turn 1, normally by turn 2 or 3 he is dead.


The Kronos warlord can be flat out miserable for people to deal with. If I was going down the road of multi-hive fleet, i would definitely be mixing Kronos in.

I've found instinctive killer to be the best warlord trait for a hive tyrant. Especially in the age of spam.

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

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in it
Contagious Dreadnought of Nurgle





but why dont play a simpler 4+ flyrant list?

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Clousseau





East Bay, Ca, US

 blackmage wrote:
but why dont play a simpler 4+ flyrant list?


I suppose you could, it is the best unit in the codex.

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

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