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.
2018/03/09 22:16:21
Subject: Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
Badablack wrote: Tervigons should be able to use gants as shields. Tyrant Guard should also be able to block wounds for any other unit. That would help with getting our big slow monsters into melee.
This sounds good..."Protect the Mother" ganst can act like Tyrant guard 4+?
The will of the hive is always the same: HUNGER
2018/03/10 09:01:00
Subject: Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
I remember hearing about this guy who did well in some tournament with a tervigon. Does anybody have a link to the list or thread discussing this? I’ve recently acquired a tervigon and would like to know it’s uses in a competitive setting.
2018/03/10 09:07:34
Subject: Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
Badablack wrote: Finished a tournament this weekend, and I’ve found that it’s important to always keep at least one command point aside for last turn movement shenanigans. 3 out of 4 games were won due to a unit of rippers double moving onto objectives, or a unit winning combat and using the move after combat stratagem to book it somewhere.
I will opt to go second nearly every game, even with the huge disadvantage of getting half my stuff blown off the board turn 1, in an objective based eternal war game going last with basically infinite movement units will win the game every time.
I always keep 1 command point for my Lictor to use metabolic overdrive on him and sprint to unclaimed objectives or objectives claimed by enemy tanks or monsters.
And Sunday in a tournament in Italy I got a 2nd place out of 42.
The Hive Mind hungers...
2018/03/10 19:08:54
Subject: Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
I could see double-moving a Kraken maleceptor into aoe range of a bunched up group of enemies with a couple mawlocs popping up nearby being a decent mortal wound bomb to take out armies that like to group all their stuff for buffs, like Guilliman lists. Kills off all the characters too. The 4+ on the maleceptor makes it pretty hard to take out, as well.
Opportunistic advance + metabolic overdrive gives it an average threat range of 29” with its psychic overload. That should get it in range of something.
This message was edited 1 time. Last update was at 2018/03/10 23:08:49
2018/03/11 15:22:47
Subject: Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
Badablack wrote: I could see double-moving a Kraken maleceptor into aoe range of a bunched up group of enemies with a couple mawlocs popping up nearby being a decent mortal wound bomb to take out armies that like to group all their stuff for buffs, like Guilliman lists. Kills off all the characters too. The 4+ on the maleceptor makes it pretty hard to take out, as well.
Opportunistic advance + metabolic overdrive gives it an average threat range of 29” with its psychic overload. That should get it in range of something.
Opportunistic advance is better used on other units, but yes, i use metabolic overdrive on the Maleceptor. That's already a 22" inch movement, which puts the next enemy psy phase in deep troubles.
2018/03/11 19:42:16
Subject: Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
I had a heap of bits lying around and, in a moment of boredom, converted up some Tyranid Shrikes. I’m wondering what their best use is now in 8th. 12” move fast attack slot Warriors for 6 more points that are otherwise unchanged. I was thinking of running Leviathan, and using them as a cheaper synapse booster for Genestealers than Broodlords that can still keep up with the speedy buggers.With deathspitters and boneswords they’re putting out 9 str5 shots and 12 ap2 melee swings for under a 100 points. Run them both up the board, charge in, and pop the Leviathan reroll 1’s strat to pump up the stealer damage.
Not sure if I’d want to increase the squad size past 3 though.
2018/03/11 20:11:45
Subject: Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
If only they'd been codexed and got the wing deepstrike, they'd be brilliant. As it is, running them as mini flyrants with kraken, bouncing them in and out of enemy lines while still being able to shoot is probably the best use
2018/03/12 15:28:08
Subject: Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
C4790M wrote: If only they'd been codexed and got the wing deepstrike, they'd be brilliant. As it is, running them as mini flyrants with kraken, bouncing them in and out of enemy lines while still being able to shoot is probably the best use
Extremely cheap, fast synapse with heavy bolter rate of fire. Not bad at all. About 90 pts per unit of 3 with deathspitters and boneswords.
14000
15000
4000
2018/03/13 03:24:14
Subject: Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
Spoletta wrote: I heard somewhere that GW is looking at increasing the wounds on our big bugs.
Indeed increasing by 2W swarmy, tervigon, Maleceptor, haruspex, toxicrene, both trygons, harpy and hive crone, would fix them for me.
That said, i already play the Maleceptor as it is.
Do you find the maleceptor make up for its points? I haven't tried it yet.
I can't speak for him, but outside of my last game my Maleceptor has frequently been a beefy thorn in my opponents side and has definitely made its point back generally. It may also help that I run mine as a Smite+Psychic Scream setup and usually use him as my last smite since that +1 to cast with the new beta rules really increases the viability of the brain bug.
2018/03/13 09:13:39
Subject: Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
My maleceptorhas actually been half decent in the games he has played. I wouldn't put him anywhere near my tournament list but for practise/friendly he does just fine.
killerpenguin wrote: What do you guys think about adding a cheap GSC supreme command detachment to get access to their powers for competitive lists?
Very bad. The only power you want is the -1 to hit and no overwatch. YOu do not need the other 2 powers. You can have a prime deliver genestealersw or aberants, but that stil leaves 1 'emty' HQ. It is better to goi with a batalion (3CP) or something. Perhaps 2 primuses.
killerpenguin wrote: What do you guys think about adding a cheap GSC supreme command detachment to get access to their powers for competitive lists?
Very bad. The only power you want is the -1 to hit and no overwatch. YOu do not need the other 2 powers. You can have a prime deliver genestealersw or aberants, but that stil leaves 1 'emty' HQ. It is better to goi with a batalion (3CP) or something. Perhaps 2 primuses.
The one with no overwatch seemes really good, the one where you can control a unit to shoot seems great too though. Unless It’s been faq’d or I’m missing something . That’s two good powers and the last one can smite?
2018/03/14 04:11:36
Subject: Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
Lance845 wrote: But are they better then the nid powers? The horror is -1 to hit and ld. Pretty much everything but dominion is a great power for nids.
What are you really getting from the gsc.
no overwatch and you can take controll of a baneblade/stormsurge/whatever and shoot for a round, that is pretty strong. And i usually run at least 5 psychers, so I don't need any more nid powers.
2018/03/14 08:03:20
Subject: Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
If you can get in range of a stormsurge/baneblade. Those are backfield things. Granted if someone can its probably deepstriking gsc. But you need to get your psykers there to do that.
These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
2018/03/14 08:39:51
Subject: Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
Mass Hypnosis is nice to have with Tyranids since it basically combines The Horror with Paroxysm (-1 to hit and must swing last) on top of shutting off overwatch. It has a good deal of flexibility since it shuts down both melee and shooting units and its ability to restrict overwatch is very nice in certain circumstances.
Mind Control I've generally found to be useful but it requires the right opponent. It is very strong if the enemy has a good shooting platform to hijack (Russes, Storm Ravens, pretty much any Lord of War vehicle/walker) and is good at abusing overcharge rules on plasma weapons but its main limitation is that it can only affect one model so if the opponent doesn't have many juicy targets it isn't as much use. The range is also potentially an issue, but I tend to run my Magi on the front lines anyway to take advantage of their melee stats and aura (helps vs Smite).
Might from Beyond itself doesn't really help Tyranids since it can only target GSC models (though within the army itself it is quite strong - gives Acolytes and 'stealers a strength boost for hunting higher toughness infantry and Aberrants an extra attack).
As far as adding a supreme command, I'd probably go for a different detachment type. The biggest advantage GSC brings to the table for Tyranids is armor cracking on infantry platforms and an element of mobility through their mechanized options/Return to Shadows, so you will ideally want to capitalize on those capabilities when taking them as allies. I've personally been experimenting a bit with the following:
Spoiler:
GSC Vanguard Detachment:
HQ: 1x Primus HQ: 1x Primus ELITE: 4x Aberrants with Hammers ELITE: 4x Aberrants with Hammers ELITE: 10x Purestrain Genestealers HEAVY: 1x Goliath Rockgrinder with Incinerator HEAVY: 1x Goliath Rockgrinder with Incinerator
Total: ~787 points
Grinders are fairly mobile and provide alternate deployment options for the heavy hitters, as well as added threat saturation with Tyranid monsters. Purestrains are mostly there because I don't have a cheaper option to cram in that slot that will also be effective.
Also in regards to the Malceptor, I've had some good experiences with it so far as well with the Shriek + Smite configuration. I'd be curious to see what would happen were they to be spammed, as their AoE ability is fairly reliable as far as getting it to hit is concerned, just suffering from only being able to tag a target once per beast. Bring a bunch though and it might be a bit like the old Doom of Malan'tai in terms of potential area clearing. Combine with some Hive Tyrants for T7 4++ saturation and it might be a decent start for a list.
This message was edited 5 times. Last update was at 2018/03/14 09:28:28
2018/03/14 14:28:14
Subject: Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
killerpenguin wrote: What do you guys think about adding a cheap GSC supreme command detachment to get access to their powers for competitive lists?
I've done that very thing in several games, but I got to tell you it was an unsucesful experiment. As great as their powers are, GSC has expensive psykers who can't do much other than cast powers (broodlord excepted - he's just plain overcosted in both factions). You'd be hard pressed to have the detachment do enough work to justify the point cost.
Bender wrote:* Realise that despite the way people talk, this is not a professional sport played by demi gods, but rather a game of toy soldiers played by tired, inebriated human beings.
GSC seem to me to be in a weird spot. I want to create a combined force of Nids, GSC, and AM, but every time I try to figure out lists I see Nids as doing CC better and AM as doing shooting better, leaving me with a minimum patrol detachment.
Maybe someone else can enlighten me, but it seems all GSC can give Nids is some very cool models at the moment.
Sisters of Battle: 55430pts
Imperial Agents: 500pts
Tyranids: 5680pts
Even as brood brothers 'Nids benefit from lascannons. Mortars are also good.
Primuses with statagems are very good. GSC that can charge without the swarmlord, rock saws in groups with banners and abberants can all bennefit 'nids.
The magus is good. Sentinels can prevent dep strike. (I do not know enough about the timing to counter deployment shenanigans.) While the russ looses out badly vs the exoshrine, it is cheaper and the russ can take a punishment better, meaning it can benefit in a resilient list (probably with warriors.)
What GSC offers IG is melee units. The mentioned primus comes to mind again. And since IG do not have 33 point ripper swarms, a 55 point moral squad can be good at capping an objective. The one magus is also good there.
I do not know 8th edition vehicles enough to compare them.
Automatically Appended Next Post:
Spoiler:
lindsay40k wrote: Hmm. If you’re taking GSC anyway for Brood Brothers, is a SC an ok choice for your Detachment?
GSC can not take IGSC as of the FAQ.
This message was edited 1 time. Last update was at 2018/03/14 18:56:08
lindsay40k wrote: Hmm. If you’re taking GSC anyway for Brood Brothers, is a SC an ok choice for your Detachment?
Using a supreme command GSC on top of AM isn't bad, but you are still paying a bunch of points for something that isn't going to do much work for you. Compare it to a supreme comand of a company commander and three primaris psykers. That's an equal amount of psykering at a much cheaper price tag and free orders to boot.
GSC need their codex or a nice price drop in the march FAQ. There's so much fluffy potential that being waylaid because GW was afraid they'd be too good.
Bender wrote:* Realise that despite the way people talk, this is not a professional sport played by demi gods, but rather a game of toy soldiers played by tired, inebriated human beings.
Strat_N8 wrote: Mind Control I've generally found to be useful but it requires the right opponent. It is very strong if the enemy has a good shooting platform to hijack (Russes, Storm Ravens, pretty much any Lord of War vehicle/walker) and is good at abusing overcharge rules on plasma weapons but its main limitation is that it can only affect one model so if the opponent doesn't have many juicy targets it isn't as much use. The range is also potentially an issue, but I tend to run my Magi on the front lines anyway to take advantage of their melee stats and aura (helps vs Smite).
To me Mind Control seems handy for assassinating characters. Got a conscript blob around a Commissar? Well he's probably the nearest 'enemy' unit to them, so why not rapid-fire away?
2018/03/14 19:53:56
Subject: Codex Tyranids Tactica: The Shadow Falls, The Hive Fleets Gather. Worlds Devoured
Strat_N8 wrote: Mind Control I've generally found to be useful but it requires the right opponent. It is very strong if the enemy has a good shooting platform to hijack (Russes, Storm Ravens, pretty much any Lord of War vehicle/walker) and is good at abusing overcharge rules on plasma weapons but its main limitation is that it can only affect one model so if the opponent doesn't have many juicy targets it isn't as much use. The range is also potentially an issue, but I tend to run my Magi on the front lines anyway to take advantage of their melee stats and aura (helps vs Smite).
To me Mind Control seems handy for assassinating characters. Got a conscript blob around a Commissar? Well he's probably the nearest 'enemy' unit to them, so why not rapid-fire away?
Don't think so small.. Did you know Imperial Knights only have a leadership of 9? I've done it and it was glorious.
Still don't advise tacking them onto nids, but mind control is a great spell.
Bender wrote:* Realise that despite the way people talk, this is not a professional sport played by demi gods, but rather a game of toy soldiers played by tired, inebriated human beings.