Jolemai Posted January 17, 2014 Share Posted January 17, 2014 In a couple of weeks I will be having my first game against the Tyranid horde since the fourth edition of 40k. I have no idea what to expect, nor what to do. Do I still shoot the big ones first? Do I still attempt to fight them at range? As a Marine player, what can I expect to achieve in close combat? What xenos weaponry should I be wary of? etc, etc. In short, I'm just after a few general pointers that can be applied to any Tyranid force. Thanks in advance. Link to comment https://bolterandchainsword.com/topic/285740-tyranid-basics/ Share on other sites More sharing options...
Stickeh Posted January 17, 2014 Share Posted January 17, 2014 The new codex is heavily reliant on synapse - creatures like zoanthropes, hive tyrants and tervigons should be top targets. They tend to lack long range low ap shooting, the only ap2 ranged in the codex is the exocrine and warp blast from zoanthropes, but all their MC's are ap2 in CC. Missile launchers are your friend vs warriors (insta death T4 W3) and frag template gaunts/gants. Link to comment https://bolterandchainsword.com/topic/285740-tyranid-basics/#findComment-3571595 Share on other sites More sharing options...
Brother Captain Sirus Posted January 17, 2014 Share Posted January 17, 2014 I play against the devourer alot so here it comes: Yes still take out the synapse creatures, as a unit out of synapse is subject to many failings, some have been there since 4th eg loss of fearless and others are more recent eg behaviour tables. Next point is along the same lines, still take high str weaponry but AP 2 isnt really needed so stock up on MLs to take on those zoanthropes as they have AP 3 psychic powers. Large blast weapons still work a treat aswell. A gravgun or 5 combi can really get rid of a MC who pops up, so they are a good option. Obviously flamers are good for horde lists but you'll already know that. Major thing to consider will be FMC who vector strike, no cover saves can be taken against it and its AP3 so you may want to consider an aegis line with quad gun. Basically its alot of the same with minor changes, like shadow in the warp is -3 to your librarians ld within 12", rather than 3D6 . Hope this helps you out, brother Link to comment https://bolterandchainsword.com/topic/285740-tyranid-basics/#findComment-3571604 Share on other sites More sharing options...
d@n Posted January 17, 2014 Share Posted January 17, 2014 I think you'll be seeing 9 dakkafex lists they put out like 108 shots reganerate on a 4+ got a load cheaper and you can give them fleet and something that allows then to run and shoot. Masses of spore mines to give a cover save and to take the over watch and then everything else filled up with cheap synapse creatures but it all depends on how things pan out, it's to early to say at the moment Link to comment https://bolterandchainsword.com/topic/285740-tyranid-basics/#findComment-3571618 Share on other sites More sharing options...
totallynotchaos Posted January 17, 2014 Share Posted January 17, 2014 Don't be silly. Dakkafex broods only put out 36 shot on a 4+ that are twin-linked. #sarcasm The new Exocrine has a gun that's either a plasma mortar (think HALO) or a plasma machine gun. Also, you're gonna want to shoot spore mines now. They might not seem that threatening, until you get hit by a s4-9 large blast when a cluster charges you. Link to comment https://bolterandchainsword.com/topic/285740-tyranid-basics/#findComment-3571679 Share on other sites More sharing options...
Iron Father Ferrum Posted January 17, 2014 Share Posted January 17, 2014 One of the bug types grants Shrouding (Venomthropes, I think?) and they can now take ADLs, so there's a 2+ cover save. Ergo, take a Thunderfire Cannon. Well, against 'Nids, you should be taking one anyway, but just to reinforce how utterly awesome it'll be. Link to comment https://bolterandchainsword.com/topic/285740-tyranid-basics/#findComment-3571733 Share on other sites More sharing options...
d@n Posted January 17, 2014 Share Posted January 17, 2014 Don't be silly. Dakkafex broods only put out 36 shot on a 4+ that are twin-linked. #sarcasm The new Exocrine has a gun that's either a plasma mortar (think HALO) or a plasma machine gun. Also, you're gonna want to shoot spore mines now. They might not seem that threatening, until you get hit by a s4-9 large blast when a cluster charges you. and how many can 3 broods pump out ;) spore mines are going to be awesome and in most list, bye bye over watch Link to comment https://bolterandchainsword.com/topic/285740-tyranid-basics/#findComment-3571800 Share on other sites More sharing options...
Ming Posted January 17, 2014 Share Posted January 17, 2014 My FLGS SOLD OUT of the new Nid' codex. That said, Target priority is important, and regardless, you will be charged at some point. The top 3 targets are (IMHO): (1) The closest or fastest Synapse creatures (2) Momma bugs that make baby bugs (3) Bug artillery There are a bunch of bugs that are much faster than others, and some get no notice (like Shrikes) until they get to wreck you. The local bug players are all excited about the new book. You may find in a bug-infested FLGS that Pyromancy spells are good and useful, as are Ultramarine traits. Marine and IG list building needs long range depth units, rapid firing bubblewrappers, and counter-assault units. Link to comment https://bolterandchainsword.com/topic/285740-tyranid-basics/#findComment-3571808 Share on other sites More sharing options...
d@n Posted January 17, 2014 Share Posted January 17, 2014 One of the bug types grants Shrouding (Venomthropes, I think?) and they can now take ADLs, so there's a 2+ cover save. Ergo, take a Thunderfire Cannon. Well, against 'Nids, you should be taking one anyway, but just to reinforce how utterly awesome it'll be. there's not a lot that nids will want to put behind an agis, plus brood lords can infiltrate and cast a power thats 24" auto hits and if you fail a leadership test with -3 ld your pinned so devastators thunder fire cannons ect will have some problems with nids. On a separate note..I don't know the rules but my mate, who's a nid player was telling that the close combat gaunts are super fast now so you will probably want to focus on them. Link to comment https://bolterandchainsword.com/topic/285740-tyranid-basics/#findComment-3571809 Share on other sites More sharing options...
Iron Father Ferrum Posted January 17, 2014 Share Posted January 17, 2014 One of the bug types grants Shrouding (Venomthropes, I think?) and they can now take ADLs, so there's a 2+ cover save. Ergo, take a Thunderfire Cannon. Well, against 'Nids, you should be taking one anyway, but just to reinforce how utterly awesome it'll be.there's not a lot that nids will want to put behind an agis, plus brood lords can infiltrate and cast a power thats 24" auto hits and if you fail a leadership test with -3 ld your pinned so devastators thunder fire cannons ect will have some problems with nids. On a separate note..I don't know the rules but my mate, who's a nid player was telling that the close combat gaunts are super fast now so you will probably want to focus on them. I have other things to deal with the super-fast buggers getting in my face -- like, say, flame storm cannons and ranks of bolter-armed Marines -- while the TFC is butchering their backfield. Plus, the one good thing about the TFC being Barrage now is that it can hide completely out of LOS and still fire. This in turn raises the question of whether or not the Broodlord's pinning attack can target out of LOS. Because I doubt it. Link to comment https://bolterandchainsword.com/topic/285740-tyranid-basics/#findComment-3571843 Share on other sites More sharing options...
Nusquam Posted January 17, 2014 Share Posted January 17, 2014 Carnifexes can take short range plasma biomorphs, so theres multiple plasma weapons in the new codex. Link to comment https://bolterandchainsword.com/topic/285740-tyranid-basics/#findComment-3571984 Share on other sites More sharing options...
Cactus Posted January 18, 2014 Share Posted January 18, 2014 One of the bug types grants Shrouding (Venomthropes, I think?) and they can now take ADLs, so there's a 2+ cover save. Ergo, take a Thunderfire Cannon. Well, against 'Nids, you should be taking one anyway, but just to reinforce how utterly awesome it'll be.there's not a lot that nids will want to put behind an agis, plus brood lords can infiltrate and cast a power thats 24" auto hits and if you fail a leadership test with -3 ld your pinned so devastators thunder fire cannons ect will have some problems with nids. On a separate note..I don't know the rules but my mate, who's a nid player was telling that the close combat gaunts are super fast now so you will probably want to focus on them. I have other things to deal with the super-fast buggers getting in my face -- like, say, flame storm cannons and ranks of bolter-armed Marines -- while the TFC is butchering their backfield. Plus, the one good thing about the TFC being Barrage now is that it can hide completely out of LOS and still fire. This in turn raises the question of whether or not the Broodlord's pinning attack can target out of LOS. Because I doubt it. 'The Horror' is a malediction, so I don't think it does require line of sight. Link to comment https://bolterandchainsword.com/topic/285740-tyranid-basics/#findComment-3572380 Share on other sites More sharing options...
Rogue Posted January 18, 2014 Share Posted January 18, 2014 Bubble wrap? Link to comment https://bolterandchainsword.com/topic/285740-tyranid-basics/#findComment-3572391 Share on other sites More sharing options...
Terrified Templar Posted January 18, 2014 Share Posted January 18, 2014 Bubble wrap? Bubble wrap is a term for a unit that is designed to hold up enemy units in assault to either protect your other units or to hold them in assault long enough for your own assault troops to hit them. Bubble wrap units are expendable, their only purpose is to protect your more valuable units such as scoring units, your long range firepower or some other vital unit. Bubble wrap units (for MEQ armies) should ideally be tough to kill, fearless and capable of dealing out moderate damage on the enemy although the last part isn't required but it's useful to have. Some armies have horde bubble wrap units that hold up the enemy by burying them in bodies. If this doesn't make sense one of the veterans here can explain it better. Link to comment https://bolterandchainsword.com/topic/285740-tyranid-basics/#findComment-3572680 Share on other sites More sharing options...
Rogue Posted January 18, 2014 Share Posted January 18, 2014 No, that makes sense. Thanks for that. Link to comment https://bolterandchainsword.com/topic/285740-tyranid-basics/#findComment-3572768 Share on other sites More sharing options...
Kilofix Posted January 20, 2014 Share Posted January 20, 2014 Maybe an obvious point but; I've found that against large nids (like Tyr) that have high Tough / Wound / AP but that also have good cover (Venomtrope) and possibly even FnP, it may be better to spam them with high fire rate, medium strength, low AP weapons (like IG Punisher Cannon) rather than slow, high strength, high AP weapons (like LasCannon). Since the latter's high AP isn't that effective against high Wound with good Cover. Unless you really have something that will get through all that, get through cover and Instant Death them (can't think of anything like that except for Force or D-Weap). Link to comment https://bolterandchainsword.com/topic/285740-tyranid-basics/#findComment-3573708 Share on other sites More sharing options...
Excubitor Posted January 20, 2014 Share Posted January 20, 2014 Sternguard. Special Issue Ammunition has something for all occasions! Don't be afraid to charge them. A tactical squad assaulting a wounded Carnifex with krak grenades can finish it off (sometimes a bit of luck is needed, but it's either that or get charged). Everyone says Thunderfires and Whirlwinds are great, and they are, but don't discount the Instant Death a Vindicator can bring to Tyranid Warriors/Zoanthropes. Auspex can be useful too, reducing a cover save by 1 when a Venomthrope is around can make a huge difference. I just wish GW would let sergeants take them. Link to comment https://bolterandchainsword.com/topic/285740-tyranid-basics/#findComment-3574057 Share on other sites More sharing options...
totallynotchaos Posted January 21, 2014 Share Posted January 21, 2014 I don't want to betray my primary army, but Krak missiles. Seriously, these things will tear apart anything in the nid codex. We hate those things, cause we have no easy counter. Also, put squads on upper levels of ruins. Mawlocs TFtD only hits the ground floor. Link to comment https://bolterandchainsword.com/topic/285740-tyranid-basics/#findComment-3575313 Share on other sites More sharing options...
Axagoras Posted January 23, 2014 Share Posted January 23, 2014 but if theres no multi level ruins mawlocks will destroy any infantry we set down. Tbh mawlocks are one of the more broken rulesets I have seen recently, especially in a edition where 1st turn charges (a la vanguard vets, ymgarals ect) they add a model that can delete a unit on arrival before interceptor goes off. Watch out for the mawlocks gents, and maybe ally in a armored company leman russ vanquisher with its bs 4 main gun (coaxial heavy stubber) with 8 2 blasts that are hard printed ID. Link to comment https://bolterandchainsword.com/topic/285740-tyranid-basics/#findComment-3576768 Share on other sites More sharing options...
greggles Posted January 24, 2014 Share Posted January 24, 2014 I'd actually make #1 priority venomthropes, unless you like their entire army having 2+ and 3+ cover saves. (even the flyrants and flyers will as well, if they are in range and dive). You can't do anything vs the mawlocs, they are going to wreck things, but they will only have 1 or 2. Be glad they can't take them in a brood. Real issue with nids is going to be the dataslates, which are going to be taken by pretty much every single nid player, as they'll allow them an ally. And the data slates are going to be nasssstyyyyy. Nice note on the malediction! Link to comment https://bolterandchainsword.com/topic/285740-tyranid-basics/#findComment-3577614 Share on other sites More sharing options...
Axagoras Posted January 24, 2014 Share Posted January 24, 2014 they can have 3 and that is the good list. because who would pass up on a model that costs as much as 10 barebones space marines but is 3x harder to kill Link to comment https://bolterandchainsword.com/topic/285740-tyranid-basics/#findComment-3577692 Share on other sites More sharing options...
MagicMan Posted January 24, 2014 Share Posted January 24, 2014 Can Tyranids not ally with Tyranids, then? Link to comment https://bolterandchainsword.com/topic/285740-tyranid-basics/#findComment-3577786 Share on other sites More sharing options...
Axagoras Posted January 24, 2014 Share Posted January 24, 2014 nope, thank the emperor not, 4 mawlocks and 3 flyrants... Link to comment https://bolterandchainsword.com/topic/285740-tyranid-basics/#findComment-3577835 Share on other sites More sharing options...
MagicMan Posted January 25, 2014 Share Posted January 25, 2014 That seems weird. Every other army can ally with itself, right? Link to comment https://bolterandchainsword.com/topic/285740-tyranid-basics/#findComment-3578152 Share on other sites More sharing options...
Stickeh Posted January 25, 2014 Share Posted January 25, 2014 That seems weird. Every other army can ally with itself, right? No, marines are the exception to the general rule, as it's specifically stated that different chapter tactics can use each other as allies. Otherwise the only way to ally with your own army is to use supplements (eg: farsight enclave + tau empire). Link to comment https://bolterandchainsword.com/topic/285740-tyranid-basics/#findComment-3578159 Share on other sites More sharing options...
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