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Post by Nick P on Jul 18, 2017 15:26:02 GMT -6
You guys I'm having the hardest time deciding what to do with our HQs. The rest of my list for 2000 points feels solid - 2 trygon tunnels with warriors in one, hormagaunts in the other; a big brood of genestealers, raveners to pop up and also add turn 1 pressure, and then a gunline of exocrine and 3 hive guard baby sat by a malanthrope.
But what the heck do I put in the 2 HQ slots in my main detachment? I've been toying with dual flyrants, but I think Eric's right, they're just so...soft now. So then I was thinking swarmlord and a broodlord for support and to act as force multipliers - which I like a lot actually, but it costs more so I have to go and lose points elsewhere in the list. And it still keeps the list at 9 drops, which feels like it will be too many for first turn - so maybe if I drop the broodlord and replace the raveners with another trygon, I can go down to 7 drops in total.
Its a blast that we have so many options, but its hard to land on a consistent build thats not rippers + spore mine + termagant spam for board control backed up by ALL THE HIVE GUARD AND EXOCRINES
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Post by Nick P on Jul 24, 2017 6:41:41 GMT -6
Annnnnnnd Purestrain Genestealers are back up to 15 points. This whole "Gw is going to FAQ stuff super quick thing" is a roller coaster of emotion man.
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Post by Eric formerly Eric on Jul 24, 2017 7:49:36 GMT -6
Hmmm i have an idea... arent there some genestealers in another faction that have the exact same statline and profile? Maybe, just maybe, purestrain stealers could have the same points cost as those other genestealers....
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Post by Nick P on Jul 24, 2017 12:10:33 GMT -6
It's because they get "free" deep strike with cult ambush that makes them hard to price. 10 points was too cheap for how good cult ambush is, 15 feels better to me but we'll see - I just wish normal stealers had infiltrate still
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Post by Joelercoaster on Jul 24, 2017 12:10:53 GMT -6
In fairness the culty ones basically get Infiltrate, so should probably be paying something for it (and there's internal balance to consider). But it does feel like a bit of whiplash...
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Craig
initiate
Posts: 247
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Post by Craig on Jul 24, 2017 12:21:25 GMT -6
I know I'm having a hard time setting a consistent list. I've only had 4 games of 8th edition, so I've been experimenting with everything I have. Still haven't used my Tervigon or Dimacheron yet.
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Post by rogerspacem on Jul 24, 2017 12:41:31 GMT -6
I know I'm having a hard time setting a consistent list. I've only had 4 games of 8th edition, so I've been experimenting with everything I have. Still haven't used my Tervigon or Dimacheron yet. I think the Tervigon is pretty decent. Problem is, with every big monster in nids, tends to get shot up fast. Don't get me wrong she is durable, but put enough heavy weapons into her and she tends to fall apart. She makes a good fire magnet so keep a mal with her, otherwise throw her in a... Err... Fleshy drop pod and have her spawn gants, or have trygon bring some up with him. She can hit hard in cc and range is (shrug). Haven't experienced an dimacheron, so can't say much.
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Post by Nick P on Jul 24, 2017 13:56:37 GMT -6
The trick with the tervigon is to make her your warlord and give her the 6+ FNP warlord trait, plus casting catalyst on her. They stack according to the FAQ, so she'd get her save, a 5++ FNP and then a 6+ FNP on top of it against any wound. Definitely helps keep her around. Put her in cover with a malanthrope and you're really set.
Dima is a ton of fun - especially with hive commander. He hits like a ton of bricks and can rip through anything short of a 3+ invuln (friggin storm shields). S10 and S7 both with "rend" of some type is very powerful.
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Post by Joelercoaster on Jul 25, 2017 17:09:28 GMT -6
I was excited to see that replacing fallen gants doesn't cost spare points in the latest (maybe also the previous?) FAQ. Tervigon is expensive enough IMHO without paying for 40-60 terma's on top of it.
I think the Malanthrope dropping in cost really opens up a ton of the MC's... My first game (and only so far, sad) at... 1250 maybe? smaller side anyway... had a Harpy, and it went down T1. It took about all the enemy fire to do it, but it's true, our MC's are something you can focus down still. A -1 to hit from the start (or maybe cover, I was iffy on the rules) would have been all the difference.
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Post by Eric formerly Eric on Jul 25, 2017 17:34:24 GMT -6
Well the problem is that T6 is much worse against small arms in 8e. Similarly, S6/7 isnt very good against meqs or even orks.
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Post by rogerspacem on Jul 25, 2017 19:30:08 GMT -6
Well the problem is that T6 is much worse against small arms in 8e. Similarly, S6/7 isnt very good against meqs or even orks. Nah I think str 6 can still work (better at 7 to take on transports) for orks and meqs. As mentioned, its just your big guys that have the problem and that's your wench clench (thinking that the term), or weak point. Fighting Craig's cflexs would have been devastating against orks or marines. Only reason I held out for so long was due to having a 4++ on my tzeentch daemons and a minus 1 to hit due to changeling. Otherwise I felt like I would have wrecked. Right now I noticed people going back and forth on terrain use. It's a possibility that maybe we aren't using it to our advantage.
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Post by rogerspacem on Jul 25, 2017 19:33:08 GMT -6
Though I do agree that T6 isn't as helpful. Nice against guard but that's really it. Joel blows about the harpy but as you mentioned everything else in your army didn't get shot. Trust me way better than your imperial knight blowing up. That bummed me out
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Post by Nick P on Jul 26, 2017 6:50:25 GMT -6
S6 and 7 is still good because it allows you to target just about anything and threaten it. Yes, you aren't wounding on 2s anymore, but likewise you're also able to wound light vehicles and dreadnoughts on 4's and anything tougher on 5s. So its a give and take - Tyranids, in my opinion, are the ultimate meta breaker because everything in the army (basically) can take S5-7 guns if want them to, and threaten any unit our opponents put down.
Plus our alpha strike is just, I mean, its nasty as hell. I've only gotten 4 games in with my Nids (like Craig), but the trygon tunnels with hormagaunts + raveners + purestrain genestealers has just been absolutely dominant.
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Post by Eric formerly Eric on Jul 26, 2017 6:59:43 GMT -6
Sure. But that alpha strike list is primarily infantry. Which is what i struggle against, as my army is mostly monsters. Ive had a swarmlord and carnifex struggle to deal with some necron warriors or ork boyz. And ive had a stormraven get finished off by devilgaunts. S/T4 got a lot better and S/T6 got a lot worse except against S/T8+, which is fairly rare. Thats just a fact, and it can be worked around.
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Post by Nick P on Jul 26, 2017 7:18:25 GMT -6
Yeah while the big monsters are good, they have a pretty low number of attacks so against big units will struggle. I've found that swarmy is actually best at targeting other vehicles, characters, and big monsters with his S8 attacks - he can wreck a land raider in a single turn.
Also just silver lining, the new codex for space marines is really nasty, and I expect that the rest of the codexes they pump out this year (of which Tyranids should be one, I'm hoping) are probably going to be on par. #hivefleettactics #6psychicpowers #ballerstrategems
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