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				<title>Tyranid Tournament 1999+1</title>
				<description><![CDATA[ Edit: Reserves heavy theme. First departure from paying a ton of points for tervigon powers. Hoping using the points on more units will counterbalance it. 5 units in reserves coming in on 2+ is fun too.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Flyrant 2x Devourers (Warlord)<br /> Flyrant 2x Devourers (Hive Commander)<br /> <br /> Elite<br /> 3 Zoanthropes, pod<br /> Doom, pod<br /> 10 Ymgarls<br /> <br /> Troop<br /> 10 Termagants<br /> 10 Termagants<br /> 10 Termagants<br /> Tervigon, 2 psychic powers<br /> Tervigon, 2 psychic powers<br /> Tervigon, 2 psychic powers<br /> <br /> Heavy<br /> Trygon]]></description>
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				<pubDate><![CDATA[Wed, 4 Sep 2013 09:58:28]]> GMT</pubDate>
				<author><![CDATA[ ralphinator]]></author>
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				<title>Re:Tyranid MC 1999+1</title>
				<description><![CDATA[ Thinking about dropping a unit of hive guard and the adrenal glands on the tervigons for the doom in a pod]]></description>
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				<pubDate><![CDATA[Thu, 5 Sep 2013 02:59:31]]> GMT</pubDate>
				<author><![CDATA[ ralphinator]]></author>
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				<title>Re:Tyranid MC 1999+1</title>
				<description><![CDATA[ Doom in a pod is hit or miss at times, he can easily soak up wounds and hurt multiple squads with his leach.  But remember 1 s8+ shot will insta kill him if you fail the save.  But its your call.  I know Doom is pretty great with his high strength blast and ap1.]]></description>
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				<pubDate><![CDATA[Thu, 5 Sep 2013 03:31:07]]> GMT</pubDate>
				<author><![CDATA[ tankboy145]]></author>
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				<title>Re:Tyranid Tournament 1999+1</title>
				<description><![CDATA[ Edited list]]></description>
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				<pubDate><![CDATA[Wed, 18 Sep 2013 09:42:04]]> GMT</pubDate>
				<author><![CDATA[ ralphinator]]></author>
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				<title>Re:Tyranid MC 1999+1</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/9a5145a9dff4c1ac741028d7d6a53555.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/550042/6017222.page"><b>tankboy145 wrote:</b></a><br/>Doom in a pod is hit or miss at times, he can easily soak up wounds and hurt multiple squads with his leach.  But remember 1 s8+ shot will insta kill him if you fail the save.  But its your call.  I know Doom is pretty great with his high strength blast and ap1.</div></blockquote><br /> <br /> It is a long shot but doom with Iron Arm is just mean to do. ]]></description>
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				<pubDate><![CDATA[Wed, 18 Sep 2013 22:20:36]]> GMT</pubDate>
				<author><![CDATA[ barnowl]]></author>
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				<title>Re:Tyranid MC 1999+1</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/550042/6064052.page"><b>barnowl wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/9a5145a9dff4c1ac741028d7d6a53555.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/550042/6017222.page"><b>tankboy145 wrote:</b></a><br/>Doom in a pod is hit or miss at times, he can easily soak up wounds and hurt multiple squads with his leach.  But remember 1 s8+ shot will insta kill him if you fail the save.  But its your call.  I know Doom is pretty great with his high strength blast and ap1.</div></blockquote><br /> <br /> It is a long shot but doom with Iron Arm is just mean to do. </div></blockquote><br /> <br /> Eh, don't waste the swap on that...just get the psychic scream and hit them with that..  Almost kill a riptide or Wraithknight in 1 shooting phase?  Yes please. ]]></description>
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				<pubDate><![CDATA[Thu, 19 Sep 2013 00:56:54]]> GMT</pubDate>
				<author><![CDATA[ roxor08]]></author>
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				<title>Tyranid Tournament 1999+1</title>
				<description><![CDATA[ No extra Psychic Powers on the Tervigons? Those are worth their weight in gold! ]]></description>
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				<pubDate><![CDATA[Thu, 19 Sep 2013 01:46:23]]> GMT</pubDate>
				<author><![CDATA[ jifel]]></author>
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				<title>Tyranid Tournament 1999+1</title>
				<description><![CDATA[ He did note he was attempting to move away from Psychic Powers on Tervis this list.<br /> <br /> Honestly this thing looks like it would be a lot of fun to play against. I'm a Tau so I don't see it as a super threat, but then again I can see myself getting one or two rolls really wrong and just opening myself up to a really messed up mid-game if those reserves all come in together and I can't stop at least the Doom (these things do happen!)<br /> <br /> Best of luck with it. Wish I had more Nid experience to give you advice.]]></description>
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				<pubDate><![CDATA[Thu, 19 Sep 2013 04:09:11]]> GMT</pubDate>
				<author><![CDATA[ GreyDragoon]]></author>
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				<title>Tyranid Tournament 1999+1</title>
				<description><![CDATA[ personally I think that the tervigons need 1 power, <span class="glossaryitem" onmouseover='gp(265);'>FnP</span>. DONT SWAP <span class="glossaryitem" onmouseover='gp(484);'>IT</span> (very important therefore caps <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0">), its cheap and its worth more to you than <span class="glossaryitem" onmouseover='gp(160);'>AG</span> or <span class="glossaryitem" onmouseover='gp(130);'>TS</span> in many ways. Yes I know you wanted to move away from that but I feel moving away from that when there is very little anti blessing out there is a bit pointless especially when you get <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> for your game.  <br /> <br /> secondly doom.... one word, Risky. one missle launcher to the face and it could be good bye doom,  I know the probability is 19% but I've seen crazier things happen more often! and that's just one shot, if my TML <span class="glossaryitem" onmouseover='gp(456);'>LS</span> shoots its two shots at you, the expected value for that is 0.37 ... which is about 1/3 of the time its on average going to kill you. unless you swap out for iron arm but if you don't get iron arm than what was the point of swapping and really it just seems to me like risk fest. personally I find units like that are units for very optimistic people and that is not me, I usually try to expect a slight below average game and try to win from their, seems to work.<br /> <br /> thirdly, trygon... has that worked for you in 6th ed? or late 5th ed? <span class="glossaryitem" onmouseover='gp(793);'>IDK</span> about you but when I used to spam them (a slight exaggeration there) they were still to easy to kill and since I've recently started dark angels its obvious why. I think if I wanted, without devoting too much effort I could kill doom and a trygon in 1 turn before you get to properly use them with my 2k (1999+1) comp list. infact i can <span class="glossaryitem" onmouseover='gp(269);'>ID</span> them both with out force weapons <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> irrelevant point there but hey..<br /> <br />  I personally think there needs to be more points allocated else where because these guys are really expensive and from where I play you would never get your points out of them, not tactically and not damage wise.<br /> <br /> now besides the pessimistic stuff, love the <span class="glossaryitem" onmouseover='gp(154);'>HT</span>'s love the troops besides my first suggestion. and potentially like the ymgarls if you use them right. make sure you charge units before hand with gants to soak up <span class="glossaryitem" onmouseover='gp(635);'>OW</span> so they dont get smashed. that is particularly difficult against tau but with proper spam its doable. I dont know but maybe gargs would help with that but they are particularly easy to kill. As for <span class="glossaryitem" onmouseover='gp(57);'>HS</span> you should really consider biovores, they are awesome and they destroy suckers who still thing cover saves are worth something <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> everyone one else is ignoring them so join the club!! <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> (that is tau, eldar and <span class="glossaryitem" onmouseover='gp(25);'>DA</span> lists who take whirl winds (which are cheap and great) and many more units and units to come)<br /> <br /> besides doom and trygons I think the list is pretty standard and decent but I  would consider, counter charge units, more ymgarls, hive guard and certainly biovores. I hope my pessimistic look on doom and trygons didn't make you annoyed or upset with my comment but personally I can no longer justify them tactically or mathematically so I dont take them.<br /> <br /> Good luck with the tournament]]></description>
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				<pubDate><![CDATA[Thu, 19 Sep 2013 12:35:00]]> GMT</pubDate>
				<author><![CDATA[ Jd7]]></author>
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				<title>Tyranid Tournament 1999+1</title>
				<description><![CDATA[ <blockquote class="uncited"><div><span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Flyrant 2x Devourers (Warlord)<br /> Flyrant 2x Devourers (Hive Commander)</div></blockquote><br /> <br /> Sweet<br /> <br /> <blockquote class="uncited"><div>Elite<br /> 3 Zoanthropes, pod<br /> Doom, pod<br /> 10 Ymgarls</div></blockquote><br /> <br /> Solid<br /> <br /> <blockquote class="uncited"><div>Troop<br /> 10 Termagants<br /> 10 Termagants<br /> 10 Termagants<br /> Tervigon, <span class="glossaryitem" onmouseover='gp(160);'>AG</span>, <span class="glossaryitem" onmouseover='gp(130);'>TS</span>, Scything Talons (Outflanker)<br /> Tervigon, <span class="glossaryitem" onmouseover='gp(130);'>TS</span><br /> Tervigon, <span class="glossaryitem" onmouseover='gp(130);'>TS</span></div></blockquote><br /> <br /> Naturally<br /> <br /> <blockquote class="uncited"><div>Heavy<br /> Trygon</div></blockquote><br /> <br /> The one thing i would consider changing for a dakka fex. they are great mobile gun platforms who are still <span class="glossaryitem" onmouseover='gp(123);'>str</span> 9 in combat, plus 12 twin linked str6 shots is good against just about everything because any AV13-14 simply gets charged. Can also help with flyers. <br /> <br /> Either way i think its a very solid list.]]></description>
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				<pubDate><![CDATA[Thu, 19 Sep 2013 14:00:15]]> GMT</pubDate>
				<author><![CDATA[ mixer86]]></author>
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				<title>Tyranid Tournament 1999+1</title>
				<description><![CDATA[ I've been running Doom since 6th edition dropped and I used to swear up and down that Psychic Shriek was the best go to option on Doom.  But realistically attempting Biomancy is better.<br /> <br /> Two major reasons:<br /> 1 - You actually get Iron Arm.  Now he's a monster and can't die to double strength shots.  He will make his points back in shots fired at him alone.  <br /> <br /> 2 - If you don't get that 1/6, you pick up Smite.  You might think this is crazy, but let's run some "rough" (extremely rough) numbers.<br /> <br /> Psychic Shriek  - <br /> Witchfire - Needs 3+ to hit.  33% fail chance<br /> Deny the Witch - 6+. Another 16% fail chance<br /> Leadership check - Only average 10 or 11 on 3-dice.  A lot of models in this game have high leadership.  The ones with low leadership aren't worth as many points.  On average, 4-5 dead Guard, 2-3 dead Marines, or 0-1 wounds on <span class="glossaryitem" onmouseover='gp(56);'>HQs</span>. <br /> (Overall, 49% fail chance with a low average of wounds caused on the other 51% of "success") <br /> <br /> Smite -<br /> Witchfire - Needs 3+ to hit.  33% fail chance. 4 attempts (3-4 hits on average)<br /> Deny the Witch - 6+. 16% fail chance.<br /> To Wounds (S4) - Shooting at T4 (<span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>/<span class="glossaryitem" onmouseover='gp(652);'>TEQ</span>). 50% fail chance (2-3 wounds).<br /> (Overall, 16% fail chance, but since you're looking at 4 different shots: about 1-2 reliable wounds on any T4 model)<br /> <br /> If you're comparing the two, Shriek can cause more wounds in 1 round of shooting.  The potential is there, but there is also potential is flops and does nothing.  Smite, due to the <span class="glossaryitem" onmouseover='gp(381);'>RoF</span>, can do more wounds, more reliably.  Yes, it's only S4, but if you're looking to get some of Doom's points back, Smite is the way to go.  There will always be T4 or lower models to aim at and Doom will also get Spirit Leech, so the threat of killing riptides/wrathknights are still there, but now you have another means of causing wounds to other models, that can make back quite a few points. <br /> <br /> In summary, you'll be a lot more reliable to absorbing a few more wounds, scoring a few more points back, and get some of your points back from using Doom.  On top of his Spirit Leech, you're adding more point-value to Doom.  Don't forget, the main reason you take Doom.  Board position and distraction.  The fact that you're rolling for Iron Arm is a bonus.  Smite can start paying for Doom even if Spirit Leech flops.  AP2 is incredibly strong.  You can aim at Tacticals out in the open for some free points or you can aim at Terminators if they need to be taken care of.<br /> <br /> <span class="glossaryitem" onmouseover='gp(274);'>YMMV</span>, but taking Smite over Psychic Shriek has almost always been better for me.  It's a much more reliable way to get "guaranteed" points back.  I use "guaranteed" loosely.]]></description>
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				<pubDate><![CDATA[Thu, 19 Sep 2013 21:09:18]]> GMT</pubDate>
				<author><![CDATA[ Saythings]]></author>
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				<title>Tyranid Tournament 1999+1</title>
				<description><![CDATA[ Unless Doom gets charged.  Smite can't be used in combat but Shriek can?  I could be wrong, don't have my book in front of me at the moment but I thought this was how it worked.<br /> <br /> I used to swear up and down that Trygons were more superior than Dakkafexes because they had more wounds and could therefore stay on the table longer, but gameplay has proven that wrong, at least in my area.  People tend to target the Trygons way more than the Fex.]]></description>
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				<pubDate><![CDATA[Thu, 19 Sep 2013 21:26:02]]> GMT</pubDate>
				<author><![CDATA[ HiveGuard]]></author>
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				<title>Re:Tyranid Tournament 1999+1</title>
				<description><![CDATA[ All the advice is very welcome. I'd had the same reservations about the Trygon, but had no idea where to allocate his points due to force org restrictions. Biovores sound like the perfect answer! A pair of them replacing the Trygon would also allow me to buff up the upgrades on the tervigons. I have biovore models I haven't used since 3rd.]]></description>
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				<pubDate><![CDATA[Thu, 19 Sep 2013 21:38:33]]> GMT</pubDate>
				<author><![CDATA[ ralphinator]]></author>
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				<title>Tyranid Tournament 1999+1</title>
				<description><![CDATA[ I'm not a tyranid player, but I have to say that  loading up tervigon with as many psychic powers as possible makes them ridiculous, and are well worth it.  Iron arm tervs will not go down, and can really bear down on the enemy.<br /> Also, the trygon will definitely get targeted by the whole enemy army, but I would say that is very much a good thing.  <br /> I haven't battled dakkafexes, but with 4 wounds they aren't really hard to kill.  It always seems like trygons get left with 1 wound when the dust settles...<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 19 Sep 2013 22:06:21]]> GMT</pubDate>
				<author><![CDATA[ herpguy]]></author>
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				<title>Re:Tyranid Tournament 1999+1</title>
				<description><![CDATA[ Try taking 1 more pod so you can bring doom in at a later round when hes really valuable.]]></description>
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				<pubDate><![CDATA[Fri, 20 Sep 2013 06:27:12]]> GMT</pubDate>
				<author><![CDATA[ Jpat1213]]></author>
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				<title>Re:Tyranid Tournament 1999+1</title>
				<description><![CDATA[ I ended up deciding to add an extra power on each tervigon, even if it means losing toxin sacs.]]></description>
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				<pubDate><![CDATA[Sat, 28 Sep 2013 06:17:49]]> GMT</pubDate>
				<author><![CDATA[ ralphinator]]></author>
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				<title>Tyranid Tournament 1999+1</title>
				<description><![CDATA[ Also remember that the Doom is a monsterous creature so if you charge it you can smash attack. Consider that when it is in combat it cannot be shot at so that might save it. The spirit leech still goes off while in combat. I would advocate charging second turn with the doom to save its skin if its still alive.<br /> <br /> Rolling on Biomancy isn't as bad as you might think. Iron Arm, Endurance or Warp Speed are very good.<br /> <br /> Warp Speed with a Smash Attack would make even a Ruptide poop itself. 1 attack base, 1 for charging and D3 extra is nothing to shy away from, especially when it is a smash attack at strength 8-10 and AP2...]]></description>
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				<pubDate><![CDATA[Sat, 28 Sep 2013 20:47:41]]> GMT</pubDate>
				<author><![CDATA[ Shingen]]></author>
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				<title>Tyranid Tournament 1999+1</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/550042/6096117.page"><b>Shingen wrote:</b></a><br/>Also remember that the Doom is a monsterous creature so if you charge it you can smash attack. Consider that when it is in combat it cannot be shot at so that might save it. The spirit leech still goes off while in combat. I would advocate charging second turn with the doom to save its skin if its still alive.<br /> <br /> Rolling on Biomancy isn't as bad as you might think. Iron Arm, Endurance or Warp Speed are very good.<br /> <br /> Warp Speed with a Smash Attack would make even a Ruptide poop itself. 1 attack base, 1 for charging and D3 extra is nothing to shy away from, especially when it is a smash attack at strength 8-10 and AP2...</div></blockquote><br /> <br /> Doom isn't a <span class="glossaryitem" onmouseover='gp(93);'>MC</span>.]]></description>
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				<pubDate><![CDATA[Sat, 28 Sep 2013 22:37:20]]> GMT</pubDate>
				<author><![CDATA[ roxor08]]></author>
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