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Thread: Tyranid Tactica 6th Edition

  1. #141

    Re: Tyranid Tactica 6th Edition

    i noticed this point but you must know if one list is able to crush you at the early biginning. And with nightfight rules and a bit of strategy it s still possible to benefit from this trick.

    it s like being able to run a horde of psykers with one of the most efficient anti psy in the game. We don t know if we ll have a decent AA solution, we have a low tier codex and most of our units are overpriced or glass canon. did i mention that in a shooty metagame the lost of any solution to assault from reserve isn't really good news.

    So i try to point out everything we can take advantage of.

    And just to mention, i din't see any mention of distance in regard of enemy units during deployment. So sporemines are really useless now. THey are worst than before(i never imagined i'll say something like this one day).
    Last edited by agony.deluxe; 03-07-2012 at 20:40.

  2. #142

    Re: Tyranid Tactica 6th Edition

    The problem with psy power v flyers is that all shots at them are snap fire and you can't snap fire anything without a bs, I honestly can't see us doing much to flyers or at least more than once with vector strike.

  3. #143

    Re: Tyranid Tactica 6th Edition

    Quote Originally Posted by madden View Post
    The problem with psy power v flyers is that all shots at them are snap fire and you can't snap fire anything without a bs, I honestly can't see us doing much to flyers or at least more than once with vector strike.
    theres a few powers out there that auto hit, telekinesis is great for taking down flyers. smash is a beam and so far auto hits all in its path (please dont faq these to template class) and objuration mechanicum is a malediction so no roll to hit either

  4. #144
    Penance of the Elder Gods wyvirn's Avatar
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    Re: Tyranid Tactica 6th Edition

    With the changes to Rage, does that mean I can just keep a unit of Hormigaunts in my deployment zone to hold objectives without a babysitter? A shooting induced panic check might scare them off, but with long range, decent cover and others pressing the attack I couldn't imagine this happening too often.
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  5. #145

    Re: Tyranid Tactica 6th Edition

    2 thoughts I had about overwatch and a Hive Tyrant I wanted to run by you guys:

    (1) Since Paroxysm is a shooting attack and you can respond to an enemy assault with a shooting attack, can you Paroxysm the assaulting unit?

    (2) Do you see a restriction for MCs to firing two guns when assaulted? I see "normal shooting attack" and MCs fire both guns normally.
    Last edited by Corporaptor_Primus; 04-07-2012 at 00:42.

  6. #146
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    Re: Tyranid Tactica 6th Edition

    Quote Originally Posted by Corporaptor_Primus View Post
    2 thoughts I had about overwatch and a Hive Tyrant I wanted to run by you guys:

    (1) Since Paroxysm is a shooting attack and you can respond to an enemy assault with a shooting attack, can you Paroxysm the assaulting unit?

    (2) Do you see a restriction for MCs to firing two guns when assaulted? I see "normal shooting attack" and MCs fire both guns normally.
    My pure guess is 1) Yes, 2) Probably both?

    Haven't had a chance to read all of the responses just yet, but is anyone fielding a "Psychic Circus"? After trying out a couple of turns with the rules, I think I'm seeing promise with the following:

    Swarmlord, 2 Guard, take Biomancy
    Prime w/Deathspitter
    3x1 Zoanthropes, take Telekinesis and/or Biomancy, or codex powers
    Possibly Doom (switch to 1/2 on Zoanthropes)
    Lots of Warriors w/Deathspitters, 2 units' worth
    2 Stealer units w/Broodlord, take Biomancy
    1 Termagaunt unit
    1 Tervigon, stick with codex powers
    Raveners

    Yeah, the Warriors/Raveners can be ID'd, but you're fielding 8 psykers. Playing it earlier, even against Eldar, it felt a bit like playing magic-heavy Vampire Counts in WHFB 7E - can just spam those powers, particularly the buffs...

    More thoughts later, especially after I've had a chance to try it out for real next week.
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  7. #147
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    Re: Tyranid Tactica 6th Edition

    Quote Originally Posted by Finn View Post
    Haven't had a chance to read all of the responses just yet, but is anyone fielding a "Psychic Circus"? After trying out a couple of turns with the rules, I think I'm seeing promise with the following:
    Yup, I'm doing Tyrant, 3 troop Tervigons, 2x3 Zoe and DoM for starters.

    Going to need a way to keep track of all the powers generated every game and which buffs are ongoing... 6th has added a lot more record keeping for me.

  8. #148

    Re: Tyranid Tactica 6th Edition

    Personally, I'll probably play Paroxysm as a witchfire power, which would prevent it from being used in Overwatch. But by pure RaW I think you could use it, since they didn't update the old psychic powers in the FAQ (can't believe they repeated this mistake, btw... the same thing happened in WHFB when they added spell types and failed to define the old spells under the terminology of the new system).

    MCs can definitely shoot two normal ranged weapons on Overwatch, though.

  9. #149

    Re: Tyranid Tactica 6th Edition

    I'm wondering the worth of Tyrannofex now. As of the moment i got 1 kit unbuilt and i'm at an impasse whether to make it as a tervigon or a tyranno. As of this moment i already have one each of both and wondering whether the extra tyrannofex will be better than tervigon. As i see it, due to firstblood we don't want to risk spawning a small brood of termagant (i happened to roll really bad for spawning most of the time). With fearless preventing us to go to ground, a small brood of terma will be cut down for the easy first blood victory point for the opponent. I don't know but i think Tervigon is less impressive on that particular ability this edition than it was last edition, but it being psyker of course we can take some of the new spells. While Tyrannofex is a vulture bait, but that 2+ sure is awesome against the missile spam. It's damn EXPEEENSIVE though. 2 on the field though will be quite scary. So what you guys think of both units now? And how is Deathspitter armed warriors now compared to the bonesword equipped ones?

  10. #150
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    Re: Tyranid Tactica 6th Edition

    Quote Originally Posted by shilfa View Post
    And how is Deathspitter armed warriors now compared to the bonesword equipped ones?
    I think lashwip/bonesword warriors are the best answer to terminators provided you can get them into combat. They also stand up to GK Purifiers fairly well.

  11. #151
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    Re: Tyranid Tactica 6th Edition

    Quote Originally Posted by shilfa View Post
    I'm wondering the worth of Tyrannofex now. As of the moment i got 1 kit unbuilt and i'm at an impasse whether to make it as a tervigon or a tyranno. As of this moment i already have one each of both and wondering whether the extra tyrannofex will be better than tervigon. As i see it, due to firstblood we don't want to risk spawning a small brood of termagant (i happened to roll really bad for spawning most of the time). With fearless preventing us to go to ground, a small brood of terma will be cut down for the easy first blood victory point for the opponent. I don't know but i think Tervigon is less impressive on that particular ability this edition than it was last edition, but it being psyker of course we can take some of the new spells. While Tyrannofex is a vulture bait, but that 2+ sure is awesome against the missile spam. It's damn EXPEEENSIVE though. 2 on the field though will be quite scary. So what you guys think of both units now? And how is Deathspitter armed warriors now compared to the bonesword equipped ones?
    I wouldn't be too worried about the termigants giving up the first blood point personally. For you to have to worry about that you either have to go first and spawn them, giving you the advantage already since you know...you went first so you should be able to snipe a rhino or something. Or you go second, and your opponent's first turn he doesn't have that brood to fire at anyways, and he will work on killing something else. If you get into the second turn without first blood having been scored, then yeah, you will have to probably squirrel them away out of line of sight.

    I think Tyranno-fexs are even worse in 6th then they were in 5th, and I thought they were a complete waste in 5th...so yeah, pass on that IMO.
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  12. #152

    Re: Tyranid Tactica 6th Edition

    Quote Originally Posted by Carnage View Post
    I wouldn't be too worried about the termigants giving up the first blood point personally. For you to have to worry about that you either have to go first and spawn them, giving you the advantage already since you know...you went first so you should be able to snipe a rhino or something. Or you go second, and your opponent's first turn he doesn't have that brood to fire at anyways, and he will work on killing something else. If you get into the second turn without first blood having been scored, then yeah, you will have to probably squirrel them away out of line of sight.

    I think Tyranno-fexs are even worse in 6th then they were in 5th, and I thought they were a complete waste in 5th...so yeah, pass on that IMO.
    This.

    Tervigon with the new psychic powers is even better than before while tyrannofex is worse than before (and it was poor already). With the new damage chart for vehicles, you have to roll a 4+ to hit, penetrate and get a 6 (!!) to destroy a vehicle in a single turn...
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  13. #153

    Re: Tyranid Tactica 6th Edition

    Quote Originally Posted by shilfa View Post
    I'm wondering the worth of Tyrannofex now. As of the moment i got 1 kit unbuilt and i'm at an impasse whether to make it as a tervigon or a tyranno. As of this moment i already have one each of both and wondering whether the extra tyrannofex will be better than tervigon. As i see it, due to firstblood we don't want to risk spawning a small brood of termagant (i happened to roll really bad for spawning most of the time). With fearless preventing us to go to ground, a small brood of terma will be cut down for the easy first blood victory point for the opponent. I don't know but i think Tervigon is less impressive on that particular ability this edition than it was last edition, but it being psyker of course we can take some of the new spells. While Tyrannofex is a vulture bait, but that 2+ sure is awesome against the missile spam. It's damn EXPEEENSIVE though. 2 on the field though will be quite scary. So what you guys think of both units now? And how is Deathspitter armed warriors now compared to the bonesword equipped ones?
    Tyranofex's are probably the worst unit in the entire codex. If they were 100pts cheaper you could consider them, as it is I wouldn't go near them with a 10 foot pole. There is no role they do efficiently.

    It is worth remembering that a tervigon doesn't have to spawn each turn, if you are afraid of giving away first blood then just don't spawn on the first turn.

    I wouldn't say Tervigons are worse, with the changes to how tanks are hit in CC the spawned termagaunts will be great.
    3s to hit and each 6 takes off a hull point assuming you keep them in furious charge range. 14 gaunts will on the average assualt take out an unharmed tank. Their 18-19" assualt range for spawned gaunts is great for popping tanks this edition.

    FNP is reduced to 5+ but is available against all shots that don't Insta-kill so its arguably better.

    Also I wouldn't change the psychic powers on a Tervigon, he has FNP power as default, you will rarely role anything better since it only gets 1 roll on the chart.

  14. #154

    Re: Tyranid Tactica 6th Edition

    Quote Originally Posted by Corporaptor_Primus View Post
    2 thoughts I had about overwatch and a Hive Tyrant I wanted to run by you guys:

    (1) Since Paroxysm is a shooting attack and you can respond to an enemy assault with a shooting attack, can you Paroxysm the assaulting unit?

    (2) Do you see a restriction for MCs to firing two guns when assaulted? I see "normal shooting attack" and MCs fire both guns normally.
    1. Paroxysm is an auto-hit, ie does not use BS, therefore cannot be snap-fired.
    2. I do not see any restrictions.

    Quote Originally Posted by Vsurma View Post
    Also I wouldn't change the psychic powers on a Tervigon, he has FNP power as default, you will rarely role anything better since it only gets 1 roll on the chart.
    Actually, it just seems like she does. The Tervigon default power is Dominion. If you buy her Catalyst and Onslaught you will be getting 3 rolls on the table. Pretty good odds of getting the spell you want.
    Last edited by Tzeentch2003; 04-07-2012 at 15:24.
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  15. #155
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    Re: Tyranid Tactica 6th Edition

    One minor thing I've not noticed mentioned is the extra Initiative 10 attack monstrous creatures get to do on the charge. Now, with a Carnifex charging most vehicles, you get an instant strength 9 or 10 hit without losing attacks, but against mulitwound models, you also have an instant death charge - they have to fail those saves sometime . As the only Tyranid capable of strength 10 hits, it works better for Carnifi (plural) than any of our other creatures, especially given how low the Carnifex initiative normally is.

  16. #156
    Carnifices, if you want to split hairs, like Codices.

    But anyway, a very valid point regardless. For a Carnifex this is a nice way of either getting one less member of a squad out of the way before they inevitably strike before you do, or even just an extra chance at smashing a vehicle. Though with vehicles being easier to hit in 6e, this latter point is less impressive. S9 is not to be sniffed at.

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  17. #157
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    Re: Tyranid Tactica 6th Edition

    Quote Originally Posted by dangermouse425 View Post
    Carnifices, if you want to split hairs, like Codices.

    But anyway, a very valid point regardless. For a Carnifex this is a nice way of either getting one less member of a squad out of the way before they inevitably strike before you do, or even just an extra chance at smashing a vehicle. Though with vehicles being easier to hit in 6e, this latter point is less impressive. S9 is not to be sniffed at.

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  18. #158

    Re: Tyranid Tactica 6th Edition

    Quote Originally Posted by Tzeentch2003 View Post
    1. Paroxysm is an auto-hit, ie does not use BS, therefore cannot be snap-fired.
    2. I do not see any restrictions.



    Actually, it just seems like she does. The Tervigon default power is Dominion. If you buy her Catalyst and Onslaught you will be getting 3 rolls on the table. Pretty good odds of getting the spell you want.
    Forgot about those, hmm, much better then, though expensive, 210pts if you take adrenal and toxin as well, I think its worth remembering the points cost before we get too excited.

    Still 6 wounds, easier cover saves, might be worth it. Seems them and our tyrants are our best psykers.

  19. #159

    Re: Tyranid Tactica 6th Edition

    Quote Originally Posted by Vsurma View Post
    Forgot about those, hmm, much better then, though expensive, 210pts if you take adrenal and toxin as well, I think its worth remembering the points cost before we get too excited.

    Still 6 wounds, easier cover saves, might be worth it. Seems them and our tyrants are our best psykers.
    I still Zoanthropes might pull through, given the sheer variety of powers they can access. You can also roll one Zoanthrope at a time, and if you get the power(s) you want from a particular table you can roll the next Zoey in another discipline.

    Tyrants and Tervigons are good because of their durability, but you have a greater chance of getting stuck with powers you didn't want.

    I do kind of wish they had included the WHFB mechanic where a roll of doubles lets you pick a power.

  20. #160

    Re: Tyranid Tactica 6th Edition

    Wow... poor Tfex got slammed real bad . I prob just gonna build the kit as another Tervigon then and run them with my old dev carnies or the old screamer killas... Thanks a heap guys.

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