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Post by Nick P on Nov 15, 2017 23:04:46 GMT -6
In fact...
6 neurothropes 1 malanthrope (warlord?) 30 termagants (to screen warlord) 9 hive guard 2 exocrines 3 lictors (deep striking to kill support characters) 6 rippers (deep striking on objectives) 3 mucolids 3 biovores
Gives you 14 CP and comes to 1995 points on the nose. 6 sources of smite too!
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Post by kingwalnut on Nov 18, 2017 18:21:30 GMT -6
I have another newbie question!
My Flyrant is finally magnetized and I am in progress on painting it. I magnetized the lower arms slots (glued on wings) and the weapons I magnetized are the Monstrous Scything Talons, Heavy Venom Cannon, and the Lashwhip/bonesword combo. I have two questions!
1: Is it worth it to magnetize the Stranglethorn cannon? I fell like I am hearing that the HVC is almost always better.
2: Scything Talons are good versus heavy armor and the HVC (Miasma Cannon) can just murder things at will. Is there a circumstance where I would bring the lash whip/bonesword over other two?
Thanks!
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Post by Eric formerly Eric on Nov 18, 2017 18:59:38 GMT -6
1. Magnetize everything. You never know when there will be a rule change or points drop. So the best thing today may not be good tomorrow. Case in point: devourers w/BLW were the hands down best loadout for a flyrant in 7th. When the 8th ed index came out, suddenly deathspitters were much better. Now with the codex, they're both good options.
2. Technically, bonewords are better than BS/LW, since you get +1 attack and can also take a gun. (You can model on the swarmlord sabres as swords.) But the BS/LW would be good on a suicide distraction tyrant, since he basically gets a 2cp strategem for free.
Speaking of flyrants, there's always a bit of proxying weapons since the wings take the place of the arm slots. So I usually say that the wings are either rending claws or a pair of talons, which lets me equip guns (or more talons). I honestly don't know the official ruling on how to make a flyrant wysiwyg.
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Post by kingwalnut on Nov 18, 2017 19:10:46 GMT -6
Cool! Yeah, I was a little confused, because I kept getting the impression that it get 4 arm slots, even if there are wings, so I was not sure about outfitting it. I will magnetize the Stranglethorn Cannon, but probably not prioritize it.
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Post by Joelercoaster on Nov 19, 2017 8:08:12 GMT -6
Things I would personally prioritize for this edition - Monstrous Rending Claws (if you can get a spare pair from a broodlord, they'd probably look boss... but those feet sure look like claws to me xD) Dual Boneswords (super niche - since it's only AP-2, they're the best option vs Inv saves... aka a lot of character hunting. But they look great) Deathspitters Devouerers Heavy Venom Cannon
I will very likely either be running Claws with Devs or Spitters as my regular Flyrant setup, but the others are things I have my radar, at least.
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Post by kingwalnut on Nov 19, 2017 20:01:13 GMT -6
I am definitely looking for Monstrous Rending Claws, but it might be a while before I get a pair. I am positive I have some Devs stuck somewhere in my spare bits that I can salvage for the Flyrant. Thank God for magnetizing. I would be so stressed over my Flyrant set up without it.
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Post by Joelercoaster on Nov 19, 2017 20:12:24 GMT -6
Yeah, MRC's are gonna be hard to come by as they only current source is a Broodlord. But it'll be super-easy to proxy... the GW Flyrant's feet are "sharply hoof'd", so it's easy to say those are the MRC's.. the wings I use have claws, so there you go... and if I ever use a Walker (which I want to try, but Flyrants play so well with Kraken's trait) then I'll just use bonesabers as MRC's (because they look awesome).
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Post by kingwalnut on Nov 20, 2017 0:56:47 GMT -6
OH The claws on the wings DO look like MRCs!!! Yeah, that is a deal right there. Good call! Complete honesty, going to use Monstrous Scything Talons because they look too badass for me to handle.
BTW, if you had to pick one thing to add to your tyranid army (assuming you didn't have much of either), Zoanthropes or Carnifex?
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Post by Joelercoaster on Nov 20, 2017 8:29:37 GMT -6
If we're talking strictly Elite-choice Zoey's vs Carnifex, I'd probably always take the Carnifex. The Neurothrope as an HQ is a different story, though.
With the codex, the 'fex is hugely mutable, and can tackle about any role you want it to have. Need to clear chaff (and then some?), 4 devourers, spores, and +BS comes to I think right about 115 points. Want a scary combat beast? Scything Talons, Tusks, Bone Mace, Adrenals, & Spore are 107. It's scary and cheap either way. There are a ton more builds than this, but these are *probably* the two most common you'll see (I want to run math again on Devs vs Spitters to see what's really better at what... I thought the Devs were better 99% of the time, but some other people's math has me questioning that).
Zoanthropes are a solid Smite platform with the Warp Blast bonuses, although having to target the nearest model has me questioning using it as a main source of heavy-hitting (I think it's great on a Flyrant or Broodlord that's getting in close with its target anyway, but for something that wants to sit back and hide it's harder to position).
Neurothropes, though... cheap HQ, you can hide it, it regains wounds when it smites something, and can always cast 2 powers (where Zoanthropes can lose that ability). No Warp Blast to buff Smite, but I'm just not super concerned there.
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Post by Eric formerly Eric on Nov 20, 2017 12:06:00 GMT -6
Spitters are essentially slightly better against T6/T7 or 2+ armor. But i don't think they're much better. For instance, against a rhino, 4xdevs avg 1.788 wounds and 4xspitters avg 2. But its both a small advantage and a bad target for both d1 guns.
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Post by Joelercoaster on Nov 20, 2017 13:11:41 GMT -6
That's what I'd thought - either of these weapons are designed to clear chaff for a charge. There are a lot of mathhammer charts on various forums at this point, and they seemed to be pointing at Deathspitters as being a lot more reliable vs a lot of targets... since I'd only done a couple very basic comparisons I wanted to do a more in-depth look.
Of course, the 24" range is another factor, but that depends on the platform you're on as to whether or not it really matters.
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Post by Eric formerly Eric on Nov 20, 2017 14:39:49 GMT -6
Yeah, so I like spitters on a shooty fex with a venom cannon. He's staying in the backfield, so 24" is better and maybe they will chip another wound off a rhino or something.
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Post by Joelercoaster on Nov 21, 2017 7:54:19 GMT -6
And you can always split-fire at softer targets, as well, as the situation calls. So the bonus range really does do things for you... it's just that 18" on a 7"-moving platform isn't terrible, and Quad-Devs are just dirty-good at their job.
In the end, of course, it just boils down to the Fex can actually do a number of things well... and most of those roles (if not all) can also be filled by other units (a great thing). So it depends on a lot of "things" as to the "best option". Such glory.
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Post by Eric formerly Eric on Dec 1, 2017 7:54:15 GMT -6
So wednesday I had a great game against Roger's dark angels. Ran a variety of nids: swarmy w stealers, trygon with devilgaunts, Ooe w screamer killers, an exocrine, hive guard and neurothropes. He took a mechanized gunline list, tons of tanks, a dark shroud and 2 dark talons and azrael giving them rerolls and a 4++. We had to call it at the end of turn 4, when I had a huge lead in maelstrom points. However, Roger was likely to table me in the next two turns.
Roger played a good game, maintaining a wide perimeter of scouts/tacticals to block my deepstrikes and a bubble of -1 to hit, rerolls, and 4++ for the tanks.
In general, I've been most successful when I could get a coordinated, simultaneous assault going. I couldn't get that going: This game was hammer and anvil, plus roger kept his tanks far back with a wide perimeter of scouts and tacticals to block deep strikes/movement. So i had long distances to cover before getting to him. T1, i maneuvered my stealers into charging the gunline. The rest of my units were far back in the midfield, slaughtering scouts. In fact, i couldn't get my deepstrikers within 18" of the tank gunline. Stealers got focused down with the darktalon bombs the next turn. T2, i badly mismaneuvered. My swarmlord advanced, but failed to cast onslaught on himself even after a reroll. But then I realized that he just out of range of the fexes, so he couldn't use him ability on them either. So I couldn't pull off any charges from my fex line. My flyrant tied up some tanks but couldn't kill any (and was killed soon after). But my trygon got killed in overwatch with 5 wounds left. Between the -1 to hit and 4++, my light artillery hadn't done much, so at the end of turn 2, all the gunline was still in tact. Turn 3, swarmlord and a single fex make it in. The others failed charges. I finally take out the darkshoud and a predator. But by turn 4, swarmy and the 3 fexen were dead, leaving only my backfield alive. I simply was not able to hit and tie up enough units at once. On the other hand, i had complete board control and racked up like a 11-3 maelstrom advantage.
So getting that coordinated assault going is harder than it seems. Terrain rules make it hard for a blob of monsters to move up together, as you either sacrifice movement speed or area buffs. It's something ill have to work on. Idk if I'll take swarmlord in my next list, as he's so damn expensive. I'll have a 2nd trygon to use, and I'll probably swap in regular fexes or more stealers too. But credit to roger, as he really screened my assaults well and hit back hard.
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Post by Nick P on Dec 4, 2017 16:01:40 GMT -6
Nids FAQ is up - whc-cdn.games-workshop.com/wp-content/uploads/2017/12/warhammer_40000_tyranids_en.pdf Basically just common sense stuff - but some of it is pretty telling, for example GSC specifically cannot benefit from Tyranid Stratagems whereas DG can benefit from CSM stratagems, so that's an interesting design choice (which I think makes sense thematically - cultists wouldn't be able to use a pheremone trail, for example.) Also it notes that when you use any ability to move a unit twice, it doesn't roll a second dice for advancing - it just uses the base movement, or if the model already advanced, it uses that value without having to roll again. So the Kraken trait is super key for genestealers - making sure you get that 5 or 6 means they will move much further using Hive Commander.
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