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Post by Joelercoaster on Nov 3, 2014 9:26:49 GMT -6
Yeah, I tend to crack open the haterade a little harshly for my gribblies... but in all fairness, there are some serious hard counters. Despite all of the formations/releases we've gotten (a ton, by any standard), we still have no efficient way to deal with the Knight. We honestly just have to line up Exocrines/Hive Guard and hope we roll enough 6's.
If you're playing "40k Light" they're workable. I'm still seeing some big issues with Synapse, as the creatures meant to be the biggest contributor to the web (Warriors) are simply terrible, and ineffective (ie, too easy to remove en mass) at their one real job.
And then on top of that half of the codex is nigh on unusable. Womp.
Maybe I'm just not using enough Malanthropes?
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Post by Nick P on Nov 3, 2014 9:26:57 GMT -6
What on earth am I looking at? I'm...I'm so excited. This is great!
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Post by jefferestinpeace on Nov 3, 2014 9:35:15 GMT -6
NIDVEMBER!
Hive Guard ain't cutting the mustard anymore and Exocrines aren't armor poppers, so that might be your problem sir. You grab a Hierodule and Haywire flamers and your song is in a totally different tune against Knights. Well, against Knight. I admittedly haven't played against the Adamantine Lance (have you?) or even 2 Knights (thank you local opponents) and yes, it's hard, but it's hard for everyone. Knights Primary is the winningest army in the game right now, percentage-wise, simply because there are limited options for everyone.
However, the Tyrannocyte changes that, being able to surround a Knight (again, singular) and get at the somewhat weaker rear armor and force your opponent to make a choice with their shield that is hopefully a bad one. And you like running your gribblies sir, just swamp that thing and ignore it for as long as possible.
Nids are great. I love playing them. This right here will make them on the lower end of top tier play.
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Post by Nick P on Nov 3, 2014 9:51:36 GMT -6
Oh man...zoanthropes dropped in behind enemy lines becomes a legitimate melta drop pod threat. Dakka fex in a pod is great too - so is toxicrene or acid spray tyrannofex...so many options, and a balls ton of shooting.
I'm assuming the instinctive shooting rule lets it shoot at the closest enemy with all 5 weapons.
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Post by jefferestinpeace on Nov 3, 2014 10:07:38 GMT -6
oh fuck oh fuck!
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Post by jefferestinpeace on Nov 3, 2014 10:09:23 GMT -6
holy god damn shit
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Post by Joelercoaster on Nov 3, 2014 10:38:48 GMT -6
Whhaaaaatttt iiiisssss tthhhiiiisssssss? ? Why was this not just part of our codex to begin with? ? Srsly. So here's my thing with the Knights - sure it's true that Exocrines have a lot of targets they'd rather throw their plasma at, but it's high RoF S7, which is decent at armor. And what are our other options? The Rupture Cannon? Hurr. Haywire Hive Guard? Range is insanely limited. Same with Zoanthropes, in addition to being an laughably difficult power to pull off. Our real anti-armor is still in the form of combat (Fexes charging, or Crushing Claws). The problem is that none of these things are faster than your average trooper, and slower than every tank in the game, especially the Knight. Pods may help that, as they definitely make something like a Haruspex more viable. Not Pyrovores, though, they had (cheaper) spores and they were still terrible. I also still see problems with Synapse control... especially when things like Zoey's love the idea of dropping behind enemy armor, and not supporting the swarm with Synapse, what's left to keep the swarms under control?
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Post by Russell on Nov 3, 2014 11:22:27 GMT -6
Classic Joel "I'm only happy when it rains" Ercoaster.
This stuff looks awesome. A way better entry than the Maleceptor, though the models weren't bad. I was considering doing nids for the escalation league. balls.
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Post by Russell on Nov 3, 2014 11:26:39 GMT -6
Wait, that thing can carry a monstrous creature? What the fuck.
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Post by Deleted on Nov 3, 2014 11:28:47 GMT -6
Wait, that thing can carry a monstrous creature? What the fuck. Furthermore, the drop spore can carry up-to twenty of those mucolids. Say good bye to that knight as he takes a fuck ton of str 8 ap 3 hits. Its also absolute death for any MEQ.
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Post by Joelercoaster on Nov 3, 2014 12:35:24 GMT -6
Well, you can only have up to 3 mondo-spores in a brood, and I believe it's still only one unit (including joined characters) per transport.
A bit of explanation is due for my pooping all over everything about these releases.
Am I super stoked to have Pods back, because they never should have left? Absolutely. But, let's be clear, they never should have left. It's more and more abundantly clear that I paid a not-insignificant-to-my-tiny-paycheck amount of money for an unfinished product, and now am expected to pay more (even if it's only a few bucks) to flesh it out. Frustrating from a consumer standpoint.
So the cost is up, but so is utility. I'm fine with that. A pod is still a pod, and as we can just take them willy nilly for anything, that's cool. I think it will help a couple of things.
Various CC monsters popping out right beside the enemy is obviously better than footslogging, for so many reasons. Dima's, Haru's, and the Toxicrene will be happy to pop out of one of these.
Broods of gaunts, of either flavor, are still an option. But there's also the need for Synapse for swarms. Pods were pretty effective when we had cheaper and more effective Tervigons to provide our base, but now we mostly look at Flyrants (who can easily outpace the swarm), usually *a* tervigon (which I still like to use, if more expensive), and zoanthropes. If we pull Zoey's into spores for back armor Lancing, which sounds great, but let's be honest, Warp Blast is really hard to pull off now... we're taking one of our only effective walking Synapse anchors out of that role, *and* thinking back to the days when you could pass a power 92% of the time.
One hope - maybe broods of 20 stealers pooping out of spores right next to the enemy on turn 2-3 will actually be too much to deal with? Infiltrating on turn 1 gives them time to blow them away and still deal with the other threats... but hitting more in tandem could be the simple solution to that problem. Pods + Stealers have always been the Tyranid Dream.
I really, really wish they had a 6" synapse range for use with Swarms. GW is still trying to convince us that taking broods of warriors for synapse support isn't just a straight bad idea.
It could be just because I really like incorporating a larger swarm factor than many others, instead of piling points into broods of 2-3 Fexen at a time (which is a viable choice in its own right). As MC's don't really care about Synapse, that army build just... doesn't care as much.
So maybe some stealers in pods, and a Haruspex to deal with tanks? Unfluffy on the spex, but Crushing Claws speak otherwise - all those attacks mean armor *should* go crunch, and it doesn't rely on the charge as much as the fex (and a single fex is too easy to drop - better a pair of dakkafexen).
In the end, it definitely opens up some much-needed options, and I'm really liking those new spore mines as a super-cheap yet must-be-dealt-with danger-unit. The size makes shrouded slightly less useful... but only slightly.
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Post by jefferestinpeace on Nov 3, 2014 12:45:04 GMT -6
With your Flyrants, your synapse is generally downfield anyway. I'm not worried about that. And you do like running your gribblies; attach a Prime to your unit and throw them in the pod.
They never should have left, but GW was protecting their own assets in the Chapterhouse thing. That's the reason we didn't have them in the codex and the reason we are getting them now. It sucks, but that's the reality. It doesn't mean GW isn't a shitty company, it just means that protecting their assets means fucking their customer base. Losing the pods and everything else was not a surprise.
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Post by Joelercoaster on Nov 3, 2014 13:00:22 GMT -6
Oh, I know... there are so many people on the internets right now super-excited that "OMIGGGG PODS ARE BACK MY LIFE HAS MEANING!!!!".... but they only left because GW couldn't be bothered to make a model for them, then threw a tantrum.
In the end, they're back, and it's good. But if gee-dubs thinks I'll pay any amount of money to get back something that they took away out of spite in the first place? Newsflash. Pass. That's what downloads are for.
That's a solid point on the Flyrants, though... I could always try a Tervigon-bubble as my main-base (which is basically already is) with some forward units making use of the Flyrant... still not sure what I'd want to do with Zoanthropes. Probably pod just for the sake of dropping them where Synapse is needed later on.
Sigh. I just really wish Warriors were more viable. It'd solve a lot of these little "How do I keep my army from eating itself" problems.
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Post by jefferestinpeace on Nov 3, 2014 13:04:06 GMT -6
Psh, come on man! Anchor that backfield with a Malanthrope and be done with it. Or the Living Artillery Node. GET WITH THE META BRAH. Also: Gargantuans are MCs. HELLO SCYTHED HIERODULE BACKFIELD BOMB SQUAD.
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Post by Russell on Nov 3, 2014 13:55:35 GMT -6
Harridan in a drop pod
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