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		<title><![CDATA[Latest posts for the thread "1850 Tyranid List *New Codex"]]></title>
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				<title>1850 Tyranid List *New Codex</title>
				<description><![CDATA[ Got the dex tonight, read cover to cover, and here is my first list of the new nids. Lemme know what you think.<br /> <br /> Flyrant w/ 2x TLDevs<br /> Prime<br /> <br /> 2x VThrope<br /> 2x ZThrope<br /> <br /> 30 Terma<br /> 1 Tervi<br /> 15 Horma<br /> <br /> Crone<br /> <br /> 3x Carni w/ 2x TLDevs<br /> Exocrine<br /> Malwoc<br /> <br /> Left the point totals off since codex not officially released. In all, that's 8 <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> boasting 33 T6 and 5T6 wounds on a 3+ with a marching 5+ Cover save (and 4+ to anything in the back line) with 5 chances to get Catalyst across. Not too shabby. <br /> <br /> Thoughts?<br /> <br /> edit: fast phalanges make mistakes]]></description>
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				<pubDate><![CDATA[Sat, 11 Jan 2014 04:56:59]]> GMT</pubDate>
				<author><![CDATA[ citadel]]></author>
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				<title>1850 Tyranid List *New Codex</title>
				<description><![CDATA[ How does it deal with flyers? Your losing 1 per turn from a quad gun and all of them can be grounded<br /> <br /> How does it deal with tau ignoring cover?<br /> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> My other concern is you have 3 troops 2 of whick are well yeah weak. I love nids but this dex is killing me]]></description>
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				<pubDate><![CDATA[Sat, 11 Jan 2014 05:12:18]]> GMT</pubDate>
				<author><![CDATA[ Bloodynecronight]]></author>
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				<title>1850 Tyranid List *New Codex</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/572715/6425239.page"><b>Bloodynecronight wrote:</b></a><br/>How does it deal with flyers? Your losing 1 per turn from a quad gun and all of them can be grounded<br /> <br /> How does it deal with tau ignoring cover?<br /> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> My other concern is you have 3 troops 2 of whick are well yeah weak. I love nids but this dex is killing me</div></blockquote><br /> <br /> These are indeed valid concerns. <br /> <br /> the troops: I figure out of this I will get at least 4 troops total, possibly 5 if the tervi doesn't double. In any case, it's at least 51 wounds of troop before my first spawn. <br /> <br /> the quadgun: I'll have to get as close as I can, as fast as I can, to close the distance. Onslaughting the gunbeasts is a possibility, as well as <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> for survivability. The Malwoc can try to take out the quadgun on Turns 2, or 3, which will also be the target of most of my firepower from the rushing fex'<br /> <br /> Ignoring cover: that's not a new problem to have, and overwhelming with high toughness may give me the survivability to eliminate the markerlights.  I'm thinking I can also drop a malwoc and go with some biovores to eliminate the markerlight from afar. It's worth a shot. The only thing I can do is try to not lose the game before it starts by stressing about how powerful the tau gunlines are. Thankfully there are 13 other armies I have a chance of playing against, so I can't only think about the absolute most powerful one. <br /> <br /> In any case, this list would have cost around 2070 with the old codex (including the cost of the exo and the crone). Yes, there are some misgivings and missed opportunities in the new dex, but I think there are some solid gems as well.]]></description>
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				<pubDate><![CDATA[Sat, 11 Jan 2014 05:22:25]]> GMT</pubDate>
				<author><![CDATA[ citadel]]></author>
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				<title>1850 Tyranid List *New Codex</title>
				<description><![CDATA[ To be fair, a quad gun on its own will rarely kill a crone in a single turn due to the fact that they have 5 wounds.]]></description>
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				<pubDate><![CDATA[Sat, 11 Jan 2014 07:28:37]]> GMT</pubDate>
				<author><![CDATA[ Nate668]]></author>
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				<title>Re:1850 Tyranid List *New Codex</title>
				<description><![CDATA[ 3 synapse creatures is somewhat risky with how painful <span class="glossaryitem" onmouseover='gp(181);'>IB</span> is now, but i suppose you can slap the prime in with the gant blob.  <br /> <br /> Mawloc has a very low chance of killing a quad gun the turn it comes in, I wouldn't risk it.  You have to first land on it, then you need to roll 5+ on both your to wounds to hit t7.  If the quad gun is close up <span class="glossaryitem" onmouseover='gp(269);'>Id</span> use the exocrine or if its further the flyrant to take it down.<br /> <br /> I could see something like this working, depends on what you're facing really.]]></description>
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				<pubDate><![CDATA[Sat, 11 Jan 2014 07:49:58]]> GMT</pubDate>
				<author><![CDATA[ Nomnomifex]]></author>
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				<title>1850 Tyranid List *New Codex</title>
				<description><![CDATA[ 5 synapse actually - flyrant, 2zoan, 1prime, 1tervi. could make it work with 3 though (buy something else instead of the zoan) by putting the prime in the fex unit and he gains T6, and look out sir's wounds on a 2+ to the unit. That's a perma synapse ball as the prime has 3 carnis for ablative wounds. If you manage a catalyst with a culmulative ML5, that's really beefy (also 5+ cover w/ venom or better depending on cover situation). If they kill all of that, you're already in major trouble. Good point about the quad gun and malwoc.<br />  ]]></description>
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				<pubDate><![CDATA[Sat, 11 Jan 2014 08:38:08]]> GMT</pubDate>
				<author><![CDATA[ citadel]]></author>
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				<title>1850 Tyranid List *New Codex</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/572715/6425550.page"><b>citadel wrote:</b></a><br/>5 synapse actually - flyrant, 2zoan, 1prime, 1tervi. could make it work with 3 though (buy something else instead of the zoan) by putting the prime in the fex unit and he gains T6, and look out sir's wounds on a 2+ to the unit. That's a perma synapse ball as the prime has 3 carnis for ablative wounds. If you manage a catalyst with a culmulative ML5, that's really beefy (also 5+ cover w/ venom or better depending on cover situation). If they kill all of that, you're already in major trouble. Good point about the quad gun and malwoc.<br />  </div></blockquote><br /> <br /> My mistake, read the 2xVThrope and assumed the entry below it was the same.]]></description>
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				<pubDate><![CDATA[Sat, 11 Jan 2014 17:19:15]]> GMT</pubDate>
				<author><![CDATA[ Nomnomifex]]></author>
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				<title>Re:1850 Tyranid List *New Codex</title>
				<description><![CDATA[ A minor thing, i'm pretty sure you can't have 2x twin linked devourers as the monstrous bio cannon list only says you can have "one of the following". ]]></description>
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				<pubDate><![CDATA[Sat, 11 Jan 2014 18:19:26]]> GMT</pubDate>
				<author><![CDATA[ bRianStorm]]></author>
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				<title>Re:1850 Tyranid List *New Codex</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/553f01106a4b4a9e26c180fe4d0ffe26.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/572715/6426699.page"><b>bRianStorm wrote:</b></a><br/>A minor thing, i'm pretty sure you can't have 2x twin linked devourers as the monstrous bio cannon list only says you can have "one of the following". </div></blockquote><br /> <br /> Under monstrous bio cannons it says "A model may replace <i>any</i> pair of scything talons with one of the following...".  Meaning that, while you only get to trade 1 <span class="glossaryitem" onmouseover='gp(126);'>TL</span> <span class="glossaryitem" onmouseover='gp(29);'>dev</span> per set of scything talons, many monstrous creatures have 2 sets and so they can take 2 <span class="glossaryitem" onmouseover='gp(126);'>TL</span> <span class="glossaryitem" onmouseover='gp(29);'>devs</span>.]]></description>
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				<pubDate><![CDATA[Sat, 11 Jan 2014 18:49:24]]> GMT</pubDate>
				<author><![CDATA[ Nomnomifex]]></author>
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