Ushtarador Posted January 16, 2014 Share Posted January 16, 2014 Hey there people! Is there anything in particular we have to fear from the new 'Nids codex? I only looked at it briefly, it didn't seem too bad. Shadow in the Warp is still very annoying for Mephi (-3 on LD for all psychic tests), but not quite as bad as it used to be. Toxotrophes give shroud to models within 6'', but that's nothing Fragiosos won't handle The new flyer is actually very dangerous versus stormravens, especially if you let him vector strike you, so beware of that. Do you already know of any nasty combos they can conjure? :) Cheers, Christoph Link to comment https://bolterandchainsword.com/topic/285685-new-tyranids/ Share on other sites More sharing options...
knife&fork Posted January 16, 2014 Share Posted January 16, 2014 The new nids could actually give us some trouble. From the looks of it shooty armies will just blow them away from across the table before they have the chance of doing anything worthwhile. Kill the synapse creatures (not very difficult) and watch them crumble. Unfortunately for us we are most effective up close. That's where nids have decent firepower, can get into assault and units succumbing to instinctive behavior won't be quite as useless. A BA army that has few means of dealing with stuff outside of a 12"-36" zone could probably struggle quite a bit with the new nids. Link to comment https://bolterandchainsword.com/topic/285685-new-tyranids/#findComment-3570567 Share on other sites More sharing options...
Memento Of Prospero Posted January 16, 2014 Share Posted January 16, 2014 The new codex crippled the most competitive build they had. - The Doom is gone. - No more pods - No more Biomancy, replaced by a terrible lore with an awful primaris power. - Nerfs and cost increases to all the top picks. - Much harder to unlock troop Tervigons I don't see them taking any laurels any time soon. Link to comment https://bolterandchainsword.com/topic/285685-new-tyranids/#findComment-3570578 Share on other sites More sharing options...
Bartali Posted January 16, 2014 Share Posted January 16, 2014 Sadly I think if you could deal with Tyranids under the last codex, you'll be fine playing against them with the new one too Link to comment https://bolterandchainsword.com/topic/285685-new-tyranids/#findComment-3570613 Share on other sites More sharing options...
Morticon Posted January 16, 2014 Share Posted January 16, 2014 Guys, as per usual when a new dex arrives we welcome chatting about it in relation to the BA and how we can deal with it - but please make all posts in relation to BA. Often these threads stray dangerously close to being a thinly veiled attempt at discussing the filthy xenos. As such, posts only referencing nid stuff and offering no contextualization will be removed. By referencing what the nids have/dont have, lost/havent lost and explicitly including the repercussions for our army, we grow the community information pool as well! Link to comment https://bolterandchainsword.com/topic/285685-new-tyranids/#findComment-3570616 Share on other sites More sharing options...
Rafen IX Posted January 16, 2014 Share Posted January 16, 2014 Purge the xenos The things that worked against nids are still valid, I play against a bug player regularly and if anything our assault troops and death company survive cc longer now that the xenos have lost certain cc upgrades. Link to comment https://bolterandchainsword.com/topic/285685-new-tyranids/#findComment-3570796 Share on other sites More sharing options...
Xenith Posted January 16, 2014 Share Posted January 16, 2014 I think most of them have lost the ability to take 2+ saves (or did that go last time? I haven't played against them since 4th ed nidzilla) so ML devs are the order of the day, suooported by Baal's/HVB attack bikes to take out Venomthropes and things that increase their cover. Bolters will thin the small ones. No more +1I for them with furious charge means their basic troops are outclassed by ours. Poddy Fragioso's/flamer just got better if people take the 30 gaunt blob to unlock Tervigons. Although the 30 gaunts are still...120pts. at least you get 2d3 wall of fire when they counterchargetp tarpit. Snippy dreads are much he same, they can wade through hordes, and at S6, it will ignore any FNP that they may have managed to get from somewhere. Link to comment https://bolterandchainsword.com/topic/285685-new-tyranids/#findComment-3570859 Share on other sites More sharing options...
knife&fork Posted January 16, 2014 Share Posted January 16, 2014 Snippy dreads are much he same, they can wade through hordes, and at S6, it will ignore any FNP that they may have managed to get from somewhere. This is a bit of a misconception I often see. Hordes can tarpit these dreads quite well (unless you cast prescience on them!). After all it doesn't really matter if you are shredding gaunts or marines. You still hit on 3+, wound on 2+ with a reroll and no saves allowed. Particularly fruiso dreads can get stuck because of their low number of attacks. Link to comment https://bolterandchainsword.com/topic/285685-new-tyranids/#findComment-3570884 Share on other sites More sharing options...
Morticon Posted January 16, 2014 Share Posted January 16, 2014 good god, what i wouldnt do to get off a Prescience snippy dread combo into a 30 strong squad of boys! ><; Link to comment https://bolterandchainsword.com/topic/285685-new-tyranids/#findComment-3570952 Share on other sites More sharing options...
knife&fork Posted January 16, 2014 Share Posted January 16, 2014 I've done it on a guardblob, it was glorious. Link to comment https://bolterandchainsword.com/topic/285685-new-tyranids/#findComment-3570975 Share on other sites More sharing options...
Ming Posted January 16, 2014 Share Posted January 16, 2014 1. OMG thanks for what you showed above. I might just need to Ally in some BAs...I have a DeathCoDread with BTs....Tiggy could bump it up... 2. Tyranid player last night killed off a chaos player in about 3 turns last night...The Tyranid player was smiling - the things he was doing in the last codex still work, and the Exocrine....well...it was amazing. Looks like he had an Exocrine, 2 hordes, 2 tervigons to make more, bunch of other stuff...should have grabbed a picture for reference... Link to comment https://bolterandchainsword.com/topic/285685-new-tyranids/#findComment-3571048 Share on other sites More sharing options...
da emprah Posted January 17, 2014 Share Posted January 17, 2014 due to points reductions, monstrous creatures can be spammed pretty well now, you will need alot of high strength low ap shooting to deal with nidzilla lists. Link to comment https://bolterandchainsword.com/topic/285685-new-tyranids/#findComment-3571199 Share on other sites More sharing options...
Memento Of Prospero Posted January 17, 2014 Share Posted January 17, 2014 due to points reductions, monstrous creatures can be spammed pretty well now, you will need alot of high strength low ap shooting to deal with nidzilla lists. Or good old fashion sternguard with poison rounds. Link to comment https://bolterandchainsword.com/topic/285685-new-tyranids/#findComment-3571228 Share on other sites More sharing options...
Jorre Posted January 17, 2014 Share Posted January 17, 2014 I dont think the new nid dex is as bad as people make out. Its no Tau or Eldar dex, but I believe its better than there old one. They lost a few powerfull tricks and gimmicks, but they needed to be sorted out anyway. As a Ba player I found my biggest problem vs there old dex was not having enough resources to manage an entire bug army. My frag cannons and heavy weapons would reap a terrible toll on them, but it was never enough. General attrition would get the better of me and I wouldnt have enough left to hold or contest objectives. I think this will be even harder to manage now with there new dex. While they did have a few nerfs ALOT of there stuff got cheaper!! When nid players take advantage of that we are going to struggle not have enough fire power like some of the newer codex do. Taking on squads of cheap fex and cheaper flying hive tyrants is going to be tough! All the while being bombarded by biovores! Even still I look forward to the challenge and im glad I wont have to deal with 3 tervigons and 2 wingsd flyrants all with iron arm anymore!! Link to comment https://bolterandchainsword.com/topic/285685-new-tyranids/#findComment-3571265 Share on other sites More sharing options...
da emprah Posted January 17, 2014 Share Posted January 17, 2014 due to points reductions, monstrous creatures can be spammed pretty well now, you will need alot of high strength low ap shooting to deal with nidzilla lists. Or good old fashion sternguard with poison rounds. oh, yeah, forgot about that unholy squadron of destruction*. Link to comment https://bolterandchainsword.com/topic/285685-new-tyranids/#findComment-3571283 Share on other sites More sharing options...
Rafen IX Posted January 17, 2014 Share Posted January 17, 2014 Yes those exocrines have a short range but when they trundle up those plasma large blasts or 6-7 shots hurt! Got to love FNP sometimes though ;) Link to comment https://bolterandchainsword.com/topic/285685-new-tyranids/#findComment-3571409 Share on other sites More sharing options...
Midnightmare Posted January 17, 2014 Share Posted January 17, 2014 I am just glad doom is gone!! I always found I ended up playing Tyranids when I had loads of jump packers Link to comment https://bolterandchainsword.com/topic/285685-new-tyranids/#findComment-3571427 Share on other sites More sharing options...
da emprah Posted January 18, 2014 Share Posted January 18, 2014 I was just doing some thinking, didn't double check my codex so I could be out by like a hundred points or so, but by my math you could take a list that looks like this Hq: Flyrant, flyrant Elites: 3x haruspex Troops: 10 gaunts, 10 gaunts Fast attack: 2x crones, harpy Heavy support: trygon prime, exocrine, 2 carnifex And that would be just under 2000pts Now just imagine 12 monstrous creatures lined up on the other side of the board I play nids and angels, I struggle to think of how my angels could deal with that. Link to comment https://bolterandchainsword.com/topic/285685-new-tyranids/#findComment-3572383 Share on other sites More sharing options...
Memento Of Prospero Posted January 18, 2014 Share Posted January 18, 2014 Considering ye olde Mephiston can kill half of these on his own in a single round of combat, I will leave the rest to double plasma gun assault squads in pods with sternguard or baal preds. Edit: Typo Link to comment https://bolterandchainsword.com/topic/285685-new-tyranids/#findComment-3572407 Share on other sites More sharing options...
da emprah Posted January 18, 2014 Share Posted January 18, 2014 Considering ye olde Mephiston can kill half of these on his own in a single round of combat, I will leave the rest to double plasma gun assault squads in pods with sternguard or baal preds. Edit: Typo You forgot that Mephiston is dead in one round of exocrine shooting Sometimes I use my angels and my friend uses my nids, and I will agree that sternguards are possibly the best anti tyanids squad in existence. But, will you have enough bullets? Link to comment https://bolterandchainsword.com/topic/285685-new-tyranids/#findComment-3572435 Share on other sites More sharing options...
d@n Posted January 18, 2014 Share Posted January 18, 2014 The Pyskic power that let's them run and fire plus combined with the upgrade that allows them to fleet is going to be a problem for everyone. Link to comment https://bolterandchainsword.com/topic/285685-new-tyranids/#findComment-3572436 Share on other sites More sharing options...
Memento Of Prospero Posted January 18, 2014 Share Posted January 18, 2014 Considering ye olde Mephiston can kill half of these on his own in a single round of combat, I will leave the rest to double plasma gun assault squads in pods with sternguard or baal preds. Edit: Typo You forgot that Mephiston is dead in one round of exocrine shooting Sometimes I use my angels and my friend uses my nids, and I will agree that sternguards are possibly the best anti tyanids squad in existence. But, will you have enough bullets? I am pretty sure an exocrine cannot kill mephiston in one round of shooting, especially if he can't reach him with that tiny 24 inch range. your initial drop pods will clear out threats to Mephiston, and then he can play wack a mole with tyranid MCs. Link to comment https://bolterandchainsword.com/topic/285685-new-tyranids/#findComment-3572604 Share on other sites More sharing options...
knife&fork Posted January 18, 2014 Share Posted January 18, 2014 That's awfully optimistic considering that the bubblewrap got cheaper. :) Killing synapse early with the help of devastators and scouts is a more sound approach. Link to comment https://bolterandchainsword.com/topic/285685-new-tyranids/#findComment-3572672 Share on other sites More sharing options...
da emprah Posted January 18, 2014 Share Posted January 18, 2014 Considering ye olde Mephiston can kill half of these on his own in a single round of combat, I will leave the rest to double plasma gun assault squads in pods with sternguard or baal preds. Edit: Typo You forgot that Mephiston is dead in one round of exocrine shooting Sometimes I use my angels and my friend uses my nids, and I will agree that sternguards are possibly the best anti tyanids squad in existence. But, will you have enough bullets? I am pretty sure an exocrine cannot kill mephiston in one round of shooting, especially if he can't reach him with that tiny 24 inch range. your initial drop pods will clear out threats to Mephiston, and then he can play wack a mole with tyranid MCs. Just tarpit him with the gaunts then. Out of curiosity, could you write up a counter list? Link to comment https://bolterandchainsword.com/topic/285685-new-tyranids/#findComment-3572817 Share on other sites More sharing options...
Memento Of Prospero Posted January 19, 2014 Share Posted January 19, 2014 I don't think that sacrificing your only two scoring units(10 man at that) to tarpit Mephiston for two rounds of combat is worth it. At 2,000 you could field: At 2,000 points I could field HQ Mephiston Troops 3 x ASM (10) 2xPlasma gun sergeant plasma gun slinger drop pod Elites Sternguard Veterans (9) Drop pod Corbulo Fraggy Dread Melta gun, magna grapple Pod Heavy support 2x Storm Raven asault cannon, typhoon launcher The frag dreadnought obliterates the gaunts, and still has 2 S8 ap 2/1 shots to soften up MCs, and fisting action on the charge. 6 plasma shots per ASM squad, and corbulo with the sternguard to maximize FNP bubble. The list is designed to collapse wichever part of the army that will cause most damage while minimizing return fire/assault. The storm ravens pack quite a punch, with bloodstrike missiles 2 crack missiles and the assault cannon. I can combat squad the marines to hold scoring troops in reserve, or just split them when coming out of the pod. Mephiston goes bowling wih Tyranid MC heads. There are also left over points for a power fist or combi weapona for the sternguard. Link to comment https://bolterandchainsword.com/topic/285685-new-tyranids/#findComment-3573008 Share on other sites More sharing options...
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