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Reports are trickling in from the frontlines of a massive, imminent resurgence of this most vicious and hated foe. We're hearing of stat improvements, Hive Fleet rules and points drops across the board that seem to indicate the Tyranid menace will be a very difficult enemy indeed.

 

I thought it prudent to start a bit of a brainstorming session in the Barracks here, so that we can discuss the best means to face and defeat this resurgent foe.

 

Personally I'm seeing the speed of Tyranids is going to be much higher, and they'll be filling out slots cheaper. Our Psykers will be threatened by the new HQ Neurothrope which can be built as a Psyker-melting baby Doom of Malan'tai, and there's some vicious new Bioweapons being unleashed.

 

So what do the men and women of the Guard feel will be the best strategies and response to the new threat?

 

Sources:

Codex Preview

 

Hive Fleet Adaptations

 

HQ and Leaders

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I, for one, am happy to see that none of the adaptations got the flat “-1 to hit from 12” away..” trait that seemed to be gaining popularity! As long as I can shoot them with my BS 4+, they’ll die just like all the others!

 

I am worried about their speed though! The psykers aspect of “wiping out a random psychic power” scares me because with only smite and 1 other power you’re going to lose something valuable. I know my psykers will be hiding as far away as possible now...

Being able to slap someone with D3 Mortal Wounds for failing a power will make them think twice about Casting as well. That could be an Astropath just, poof! (Also it combos with a Perils on a double 6, which is nasty!)

So, here are my thoughts thus far:

 

1) Psychic Scream really doesn't worry me. It only affects the closest target, and if your psyker is that close to the enemy he's probably dead anyway.

 

2) Soul Hunger is a bit more worrisome. However:
- It's only available on the Warlord.
- It 'only' has a range of 18". Given that our psykers will almost certainly be behind the lines anyway, this means the enemy warlord will have to be quite close, which will mean a not-insignificant degree of risk.
- Given that our psykers are amongst the cheapest in the game, we can probably get away just fine with simply not casting within the AoE (certainly not casting anything we can do without).
- We can probably disperse our Psykers enough that at least some won't be affected by this, even if the Warlord is close to our lines.
- We will usually have enough Command Points to use one each turn on a reroll if necessary (I wouldn't press my luck too much, but it's useful if we need to get off a key power).

 

That said, I think this might make using Inquisitors less attractive.

 

Honestly though, this seems like a pretty niche ability. If anything, we should probably be grateful if our opponent chooses this over, say, an equivalent of Grand Strategist.

 

3) In terms of increased speed and numbers, I think the key will be the time-tested tactic of throwing more guardsmen at the problem. By layering squads, we should be able to give the enemy a juicy target, but with too much of a gap for them to consolidate into any subsequent squads.

 

4) FRFSRF is your friend. :wink:

 

5) Astropaths could be very useful for removing the perpetual-cover bonus from Jormungandr units.

Their speed, even in the index is scary. Not looking forward to codex speed.

 

Deployment and in game movement will be key to slowing them down and stopping them from consolidating into our entire army. That's a little concerning though with how large our armies tend to be.

Infantry Squads with FRFSRF, preferably Vostroyan for the longer range or Cadian with Take Aim! for re-rolling all misses. Punisher cannons on anything that can take them. Heavy Bolters are point for point one of the most efficient weapons in the game, and heavy stubbers are up there as well.

 

Tank Commanders/Pask with a Punisher, Storm Bolter, and 3 Heavy Bolters will delete hoards of termigaunts. Vulture gunships with dual punisher cannons will be really good. Taurox primes with gatling cannons will be good.

 

I did the math in an older thread here and the most efficient weapons will be heavy bolters, punishers, heavy stubbers, storm bolters, missile launchers, earthshaker cannons for bigger threats, and heavy quad launchers.

I, for one, am happy to see that none of the adaptations got the flat “-1 to hit from 12” away..” trait that seemed to be gaining popularity! As long as I can shoot them with my BS 4+, they’ll die just like all the others!

 

 

I could be wrong, but dont they have a character keyword model which effectively gives a circle of -1 to hit on all targets within it? So no, 1 group doesnt have access to it only, the whole damn species has it xD

 

 

As for dealing with numbers, simply put it comes down to number of dice and artillery support, mortars, earthshakers, punisher cannons, hell ally in a small DKK detatchment full of twin heavy stubber teams just to plug gaps in the line and put out volleys of firepower.

 

As for dealing with their speed, we have very few options to keep out of range of them, venators could be a good shout for it though from forgeworld, they move 15 inches a turn with a 5+ invuln to help them from being shot up and can take lascannons or multilasers depending on what target you wish to deal with via using them. The other option is taking advantage of our outflanking capabilities as a faction, we have the tallarn outflank 3 units, the dagger for a CO and unit, rough riders, death riders (if you get a death rider commander and command squad they can take 4 other death rider units with them, bring them in behind the enemy, make them have to think about if they push the gunline and have their important stuff hit in the rear or turn to deal with you for a turn or 2 while your gunline fires).

 

We have options, but our options are very much reactionary sadly.

 

I, for one, am happy to see that none of the adaptations got the flat “-1 to hit from 12” away..” trait that seemed to be gaining popularity! As long as I can shoot them with my BS 4+, they’ll die just like all the others!

 

 

I could be wrong, but dont they have a character keyword model which effectively gives a circle of -1 to hit on all targets within it? So no, 1 group doesnt have access to it only, the whole damn species has it xD

 

Venomthropes, yes.

 

However, unless they've been changed for the codex, then they're not characters and so we're free to target them.

 

Might be a good idea to include Mortars or Wyverns though - just in case they're hidden out of LoS.

 

 

Also, worth noting that they can only protect infantry - so you should be free to shoot the Monstrous Creatures and such without penalty. 

 

 

 

 

Malenthropes, 90 points, 9 wounds and are characters. They grant a -1 To anyone shooting at any kind of unit in range of them and they're synapse.

I'm struggling to believe 90pts for 9 wounds.

You're free to look it up yourself mate, those are the numbers.

 

 

 

 

Malenthropes, 90 points, 9 wounds and are characters. They grant a -1 To anyone shooting at any kind of unit in range of them and they're synapse.

I'm struggling to believe 90pts for 9 wounds.

You're free to look it up yourself mate, those are the numbers.

 

 

If you have a link to the appropriate leak/preview could you post it?

 

There is no Malenthrope entry in the Index and I don't have the Tyranid codex.

Nuts or not it's one of their best HQs, so a good guard commander needs to be ready for it. Malenthropes are tough and hard to get at. 9 wounds mean they get to take full advantage of the character rule.

 

But that's exactly it - there's literally no solution to it. It has so many wounds that sniping it is a laughable prospect, even without the -1 to hit.

 

If you face them you'll just have to take the hit to BS and hope for the best.

Weight of firepower wins the day. Massed artillery and punisher vultures. It helps teach target priority. I fight them rather often, not nearly so insurmountable as you seem to imagine.

 

What weight of firepower overrides the rules for targetting characters?

Blasting through his protections and outflanking, as Coffee says. I run flyer heavy, so i take advantage of my maneuverability. Dragging the line out so they have to either conga line back to a malenthrope or be outmanuvered, there's many ways to mitigate your enemy. Warhammer isn't just running straight in with no thought for positioning.

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