Showing posts with label Tyranids. Show all posts
Showing posts with label Tyranids. Show all posts
Sunday, January 26, 2014
New Tyranid Vanguard formation
Manufactorum Genestealers
—The formations allow your genestealers to set up in ruins or unoccupied building within 6" of your enemy, and have hit and run.
—5 Genestealer broods, but may not include additional genestealers.
Lictor Forest Brood
—Lictor Forest brood formation inside forests can infiltrate up to 6" from the enemy, and have the shrouded rule in forest.
—This is 5 broods of a single model.
Deathleaper's Assassin Brood
—The Deathleaper brood makes anyone within 12" of a model from the brood have -1 LD - this could be pretty massive combined with a few other rules (shadows, Its after me, the horror, Psychic Shriek etc.).
—Deathleaper + 5 lictor broods of 1 model.
Broodlord's Hunting Pack
—Another Broodlord hunting pack formation when it comes from reserves can deploy into any unoccupied building. It can also be deployed in any ruin terrain during setup as long as its 6" away from the enemy.
—They also have hunting pack, which when deployed, your formation has preferred enemy against any nominated enemy unit.
—3 Stealer broods and 1 must have a brood lord. only a single broodlord allowed.
Gargoyle Bio-Bombs
—The gargoyle bomb is 3 units of gargoyles and 3 units of spore mines, and allows the spore mines when ever they start a move action (move, run, charge) within 6" of a gargoyle to move at 6", or no longer half the distance when running or charging.
Monday, January 20, 2014
COMPLETED: Tyranids vs Tau • 2k Batrep
I had a very exciting game yesterday afternoon fielding my Tyranids versus Tau featuring triple Riptides. The Tau player is a veteran so this was an excellent test match for the new Tyranids.
- ARMY LISTS -
Tyranids
Hive Tyrant:
Wings, Adrenal Glands, Twin Linked Devourers w. Brainleech Ammo
Hive Commander
Alpha Warrior: /Warlord
Maw Claws, Adrenal Glands, Flesh Hooks, Toxin Sacs
Deathleaper
3x Warrior:
Adrenal Glands, Flesh Hooks, Rending Claws
2x Deathspitter, Barbed Strangler
13x Genestealer & Broodlord: (attached to Alpha Warrior)
Toxin Sacs
13x Genestealer & Broodlord:
Toxin Sacs
20x Devilgant
Trygon Prime:
Toxin Sacs
Tyrannofex:
Regeneration
Rupture Cannon
Warlord Trait - Night Vision
Psychic Powers:
Flyrant - Catalyst & Warp Blast
Zoanthrope - Catalyst & Warp Blast
It's After Me! - Deathleaper reduces the Ethereal's leadership to 7.
Tau (To the best of my recollection)
Ethereal /Warlord
Commander:
Iridium Suit, Multi-Spectrum System, Control Node, Multi-Tracker
Missile Pod, Fusion Gun
8x Marker Drone (attached to Commander)
12x Fire Warrior
12x Fire Warrior
12x Kroot:
Kroot Hound
12x Kroot:
Kroot Hound
Riptide:
Stim Injector, Early Warning Override
Ion Accelerator, Missile Pods
Riptide:
Stim Injector, Early Warning Override
Ion Accelerator, Missile Pods
Riptide:
Stim Injector, Early Warning Override
Ion Accelerator, Missile Pods
3x Broadside:
2x Railgun, High Yield Missiles, Missile Pods, Velocity Trackers
Hammerhead:
Commander Longstrike
Railgun, Submunition Rounds
Aegis Defense Line:
Quad Gun
Warlord Trait - Night Fight
Friday, July 6, 2012
Tyranids for 6th edition
First I would like to list the units I think will be the best choices in 6th edition for the style of competitive play I invision:
HQ
— Hive Tyrant
I plan to run a pair. One Tyrant will have wings while the other will have an armored shell (2+ armor save) with a pair of Tyrant Guard. The Flyrant will pick his psychic powers from the Biomancy lore while the walking Tyrant will use Paroxsym, Leech Essence plus Hive Commander and Old Adversary. Both will have twin linked devourers with Brainleech ammo plus bonesword and lash whip (mainly for the free lash whip). The role of the Flyrant is to act as either a vanguard or hunt down enemy fliers. The role of the walking Tyrant is to act as the main synaptic hub for the horde. Hordes are back in as competitive for a host of reasons such as Fearless units no longer suffers from No Retreat armor saves. Of course both Tyrants will have toxin sacs because poison is more powerful now since you roll to wound as normal.
Elites
— Yrmgarl Genestealers
Yrmgarl genestealers are one of the few units in 40k that can still assault the turn they arrive from reserve and that's worth taking advantage of in my opinion. You'll need a large brood of eight or more now due to the new Snap Fire rule. Morph up to T5 on the charge to shrug off bolters and lasguns. They can easily destroy vehicles and dreadnaughts on the charge now due to hull points or tie down heavy support in protracted melee such as Long Fangs. Shooting is still the king now so any enemy unit you can prevent from shooting for a turn or more can really help a lot to sway the battle in your favor.
— Hive Guard
Hive Guard have always been quite awesome and even more so now since they ignore the new Night Fight rules. I plan to run two full broods of three each.
Troops
— Tervigon
I know if you follow my blog you are aware I've never been a big fan of the Tervigon but because I want to incorporate more of a horde element in my army she is in now. I will probably stick with her normal psychic powers since they are great for hordes. She can outflank due to the walking Tyrant's Hive Commander which is very tactical in the right situations. Basically the Tervigon buffs the army and can poop out more scoring units when necessary. I believe you need at least four scoring units to be competitive.
— Devilgants
Better than ever and I plan to run a big brood with toxin sacs. They will be an excellent anti troop shooting unit gaining Preferred Enemy from the Walking Tyrant and can bring down some enemy units in melee due to poison.
— Genestealers
I am planning to run one brood of ten lead by a Broodlord (Biomancy) and they will also have toxin sacs. They can play a defensive role protecting the hub of your army, or infiltrate/outflank in the right situations. Genestealers are still one of the premiere melee units and the rending will help a lot versus the new 2+ armor save.
Fast Attack
— Shrikes
I plan to run mine with boneswords, lash whips and toxin sacs. I'd like to run a brood of five. This is another premiere melee unit that also ignores the 2+ armor save and is very fast. They can deep strike if necessary and are a big threat. If you want to save a few points then Raveners are a good substitute but will struggle more versus units such as terminators since they can only rend while the Shrikes with boneswords outright ignore armor saves and reroll failed wounds due to poison versus T4 and lower. Raveners can't take any upgrades and really need the Broodlord to buff them.
So there are my top choices. Many are the same as before and there are a few new units. Null deployment is no longer possible with the new rules but on the plus side you're probably not going to see as much mech out there initially except for armies like Necron Nightscythe spam (yuck... the new MSU mech army). A challenge for all Tyranid players is how you will effectively deal with enemy fliers. You'll notice I dropped the Tyrannofex in favor of a Tervigon. I do not think the Tyrannofex is as strong of a choice now and does not greatly benefit from the walking Tyrant's Preferred Enemy versus armor... You're just rerolling 1s to hit with only two shots. Remember that fliers can neither control objectives nor contest them so it will be all about positional play to force them into range of the Hive Guard who'll greatly benefit from the walking Tyrant's Preferred Enemy since they can generate up to six shots per brood.
Here is a sample 2000 point army list:
Hive Tyrant - wings, twin linked devourer w. BL ammo, bonesword & lash whip, toxin sacs, Biomancy
Hive Tyrant - armored shell, twin linked devourer w. BL ammo, bonesword & lash whip, toxin sacs, Hive Commander, Old Adversary
2x Tyrant Guard w. boneswords
3x Hive Guard
3x Hive Guard
8x Yrmgarl genestealer
15x Devilgant w. toxin sacs
Tervigon - toxin sacs, Dominion, Catalyst & Onslaught
9x Genestealer w. toxin sacs
- Broodlord (Biomancy)
5x Shrike - toxin sacs, boneswords & lash whips
I really like this list a lot. Of course I've got a good deal of work ahead to build and paint all the new models. Probably within a month or so I'll be ready to start playing my new brood. w00t !!
Sunday, April 8, 2012
Tyranids at Local RTT
I got to play in an RTT yesterday over in Tampa. They used the NOVA mission format which I enjoyed - it's similar to the BeakyCon mission format except that if you win the primary objective you win the mission - if you draw on the primary then secondary is the first tie breaker and tertiary is the second tie breaker. I like the BeakyCon mission better because it really eliminates bad matchups as I'll explain below.
As it turns out all three games were versus good friends I often play so we are very familiar with each others' armies. The first game was versus Chris Winan's Imperial Guard and the primary objective was kill points. Deployment was Dawn of War. As you've probably guessed I brought my Tyranids - which I had to tweak a bit to scale down to an 1850 point list. Kill points versus shooty mech armies are a bad matchup for my Tyranids and Chris was smart, castling his army in one corner of his deployment zone making sure to keep all his armor beyond the range of my Hive Guard. You do have to win by at least a margin of three kill points to grab that objective so the NOVA system does give you a bit of a break in that regard... Still it was not enough for me though and my dice let me down on some key rolls. I suppose I could have played it very conservative and castled as well hoping that my Tyrannofex could pop enough tanks for the win or force a tie breaker on objective markers. I did manage to win the secondary (objective markers) and drew on the tertiary (table quarters)... Every little bit can count.
The second game was versus Mat Douthat's Space Wolves which features a Wolfstar lead by two Wolf Lords. We play each other a lot during the week nights and I've posted some batreps here. We are fairly even in our games and the last time I played Mat at an RTT I lost a very close game versus his Grey Knights. The primary was objective markers and NOVA uses five - one in the center of each table quarter and one in the center of the table. Deployment was Pitched Battle. Mat decided to hold his entire army in reserve at the last moment which came back to bite him as his Wolfstar did not come in from reserves until the fifth turn and his Long Fangs did not arrive until the fourth turn. So it was a fairly easy victory as my Hive Tyrant had a field day since there were no SW units that could really hurt him. I scored the primary, secondary and tertiary this game - moving back up in the rankings.
The third and final game was versus Scott Lester's Grey Knights (three Stormravens loaded for Grizzly Bears). Scott and I have played lots of games at local RTTs so I knew I would have to play smart. The primary was table quarters, secondary was objective markers and the tertiary was kill points. Deployment was Spearhead. This might sound like a bad matchup for my army and it is in many ways but my goal was to play the mission and not worry about trying to kill lots of Grey Knights. Again I faced an army that I only had one unit that could touch his armor (my Tyrannofex) - Scott was smart and kept the fliers all close together, moving flatout and casting the Shrouding with his Librarian inside the central Stormraven... It doesn't get much easier than that in my opinion.
I had to hope I'd get in one lucky shot before his Stormravens could shoot down the Tyrannofex using PotMS... He did make a mistake one turn and got too close to my Hive Guard (hiding behind a bunker... Heh) - I scored one penetrating hit then rolled a 1 on the armor penetration table... Oh well. I knew that Scott was focused on blasting my Tyranids and keeping all his infantry embarked in the Stormravens meant he could only hold a relatively small number of objective markers and at most be in three of the four table quarters. I brought in my genestealers behind cover in the table quarter beside my deployment zone hugging the board edge and going to ground for the 3++... Sometimes it is more important to make your saves than inflict wounds. I also dropped my Zoanthropes over beside the genestealers to act as a distraction and draw fire. The fifth turn rolled around and I decided to take a calculated risk moving my Prime and his Warriors along with my termagant brood out from behind cover into the adjacent table quarter (note I went second this game). I then rolled to see if the game would end and up popped a 2! A quick count showed we were tied on table quarters and a lone Broodlord stood defiantly beside an objective marker while there were no Grey Knights beside any... A close win for the Tyranids... But wait... NOVA has six fixed turns - someone earlier (not the TO) had told me it was five turns then random game length... Geez what a disappointment. I conceded the game then as I had already moved a lot of my units and didn't think it would be kosher to ask to move them back again and replay the fifth turn. It was my fault as I should have more closely read all of the mission rules... It is what it is and now I know. Hee. No big deal really.
So I ended up with one win and two losses - all three games were versus the Big Three - Imperial Guard, Space Wolves and finally Grey Knights. I know some of my detractors will say that this is proof my army is not competitive BUT stop to consider all three games were versus friends who know my army inside out - Imperial Guard took 1st place and Grey Knights took 2nd place. Scott had told me his army was designed to deal with my Tyranid army. So I'm not discouraged and look at it as part of the learning experience. If I had known it was six turns maybe I could have won the game versus Grey Knights - as I pointed out Scott was very intent upon killing Tyranids. Most players won't have these kind of advantages in my opinion. Sure anyone who is a smart player will figure out how to counter my army but I don't think it's necessarily that easy for people unfamiliar with my brand of Tyranids.
It was a fun day playing three games with good friends and overall a well run tournament. I like the NOVA mission format but still favor the BeakyCon method since I think it provides a more equal setting versus the various armies people are playing now. On a final note my good buddy John Lennon brought his Tyranids as well and went 2-1... Pretty cool.
Wednesday, February 22, 2012
Fully Reserved Tyranids versus Mechanized Imperial Guard
BBF here again with some thoughts on how to competively play a reserved Tyranid army versus mechanized Imperial Guard. A lot of these tips are universal and can be applied to playing against other types of armies. You need to closely follow two strict guidelines to make this work:
First the table must have at least 25 percent terrain with some pieces blocking LOS. Tyranids can't win a gun battle trading shots across the table versus Imperial Guard. You need cover to win.
Second you must wisely place your objective markers (OM) forcing the Imperial Guard to come towards your OMs. There is a large number of different scenarios that can occur so I will try to break it down as simply as possible. Typically there are three to five OMs for Seize Ground so you'll be placing 1-2 for three, 2-2 for four and 2-3 for five. If you get to place the majority of the OMs (2 for 3 or 3 for 5) then place yours so they are in positions that you can defend them safely from within cover—usually it's best if you can place your OMs in cover and hidden from your opponent's LOS. You don't want to be too aggressive placing them—if you lose the roll for the choice of your deployment zone then your opponent can turn the table on you... You need to carefully take into consideration what is the actual deployment (Dawn of War, Pitched Battle or Spearhead). If you have to place the minority of objective markers (1 for 3 or 2 for 5) for Seize Ground then you need to be even more careful and again you want to defend yours from within cover. I have found that typically IG players like to cluster their OMs in hope they can deploy first and force you to come to them (very similar to what you're trying to achieve). The main point is you want to place your OMs hidden behind LOS blocking terrain, preferably in cover and make sure to spread them apart—that is don't cluster them close together. Also remember that typically you want to go second which is another good reason not to cluster the OMs.
Fortunately placing objective markers for Capture and Control is much more simple. Place your one OM deep inside your deployment within cover and hidden from LOS if possible. The big advantage here as opposed to Seize Ground is you know ahead of time which deployment zone is yours prior to placing your one OM. You want to place it far back such that your opponent has to move their units via the furthest distance possible to take or contest your OM. This buys you more time to halt the progress of the objective grabbing units.
How IG Takes Objectives & How To Stop Them
It is simple... If you have properly placed your OMs then the IG player must commit some of their units to come at you and take them. They will typically use scoring units mounted in either chimeras and/or Vendettas so you'll need a good means of stopping them dead in their tracks as far away as possible from your OMs. Hive Guard and Zoies are your best as I don't see a Tyrannofex integrating well in a reserved army. Typically you will have to wreck or destroy 3-4 of their transports to force them to footslog on towards your objectives. Once they lose their forward transports they are in for a world of pain.
Killpoints
I think this is also fairly simple as IG give up a lot of killpoints. I have been reconstructing my list to eliminate easy killpoints for my opponents—for example I only run two mycetic spores now and I play more defensively now forcing my opponents to come towards me and my army is composed of 12 killpoints. Versus IG for me in regard to this objective (assuming it's the sole objective) I mainly want to make sure I have a few units left by the end of the game which is not too hard to accomplish if there is some LOS blocking cover.
Conclusion
I have been able to playtest a good number of times now versus mechanized IG and based upon my experience my toughest matchup is still versus Grey Knights followed by Space Wolves then Imperial Guard. Remember what I said in the beginning—25 percent of the table should have terrain with some blocking LOS. I have become more of a defensive player now using this style of play in combination with an army that can be fully reserved. I may start with up to two units on the table but only if my opponent can't shoot them the first couple of turns... So I have some options how I start the beginning of the game which is very helpful. I have four scoring units which is enough for Capture & Control plus Seize Ground. I have some more shooting now in the form of Hive Guard which are very good at what they do best—popping lightly armored transports. The army has come a long way since the beginning and is definitely headed in the right direction. Somd of the major modifications to my army list are based upon advice from other Tyranid players such as Hyv3mynd who also believe that the codex is competitive and have solid winning records at major events.
Saturday, February 11, 2012
Tyranids vs. Grey Knights — 2k batrep
I was on travel this week and had some spare time yesterday afternoon. I met up with a friend for a 2000 point game - my reserved Tyranids versus his Crowe-Purifier army.
Here are our army lists:
TYRANIDS
HQ
— Hive Tyrant: wings, twin linked devourers w. brainleech ammo, bone sword + lash whip, adrenal glands, Hive Commander; paroxysm & life leech
— Tyranid Prime: bone sword + lash whip, scything talons, adrenal glands, regeneration
Elites
— 9x Yrmgal genestealers
— 2x Zoanthrope - mycetic spore
— Doom of Malan'tai - mycetic spore
Troops
— 3x Warrior - 2x deathspitter & barbed strangler, bone swords + lash whips, toxin sacs - mycetic spore
— 10x Hormagaunt - adrenal glands & toxin sacs
— 15x termagant - devourers - mycetic spore
— 14x genestealer & Broodlord - scything talons & toxin sacs
Heavy Support
— Trygon Prime - adrenal glands
GREY KNIGHTS
HQ
— Crowe
Elites
— Psyfleman Vendread - 2x TL-Autocannons, Psybolt Ammo
— Psyfleman Vendread - 2x TL-Autocannons, Psybolt Ammo
— 5x Purifiers - 2x Psycannons, 2x Halberds, 1x MC-Hammer, Rhino w/Dozers + Searchlights
— 5x Purifiers - 2x Psycannons, 2x Halberds, 1x MC-Hammer, Rhino w/Dozers + Searchlights
— 5x Purifiers - 2x Psycannons, 2x Halberds, 1x MC-Hammer, Rhino w/Dozers + Searchlights
— 5x Purifiers - 2x Psycannons, 2x Halberds, 1x Warding Stave, Razorback w/Psybolt Ammo + Searchlights
— 5x Purifiers - 2x Psycannons, 2x Halberds, 1x Warding Stave, Razorback w/Psybolt Ammo + Searchlights
— 5x Strike Squad - 1x Psycannon, Rhino
Heavy Support
— Psyfleman Dread - 2x TL-Autocannons, Psybolt Ammo
— Psyfleman Dread - 2x TL-Autocannons, Psybolt Ammo
Labels:
batrep,
Black Blow Fly,
Grey Knights,
Tyranids
Monday, February 6, 2012
A How To Guide Playing Reserved Tyranids
Hi everyone !!
Instead of watching the Superbowl this evening I figured I'd write another tactical article about how to build and play a reserved Tyranid army list. There is no one right way to play the army but there are choices that can go a long way towards a good build. I have chosen to bring my army to the ATC this year for several reasons. One big reason is that the ATC is both a fun and competitive event that draws a lot of top players from around the country. Another reason is that I am very familiar with the mission format and used theirs as the basis for mine at BeakyCon - this features all three objectives from the rulebook (Killpoints, Capture and Control plus Seize Ground) and they are all equivalent - that is you either win or lose, there is no primary, secondary or tertiary. This type of format does not give an advantage to any type of army. I have only heard good things about ATC and look forward to playing there in Tennessee this summer.
I have learned how to do well in regards to each of the three objectives from the rulebook including killpoints. Killpoints used to be my Achilles' Heel but by dropping one mycetic spore it is now an objective I can win whereas before it seemed to be a foregone conclusion I could never win that one. I have developed some new tactics that are powerful versus mechanized lists. If you think about it most mechanized lists present a plethora of easy killpoints you can score if your army is adapted to take advantage. For example just recently I learned that you decide where to place your Ymrgal genestealers in reserve after both armies have been deployed. I have also started to infiltrate my genestealer brood at times instead of always outflanking them—I will now infiltrate depending upon terrain and how my opponent has deployed. Genestealers can serve the role as a vanguard and sow disruption providing a distraction for other your other units arriving from reserve. As such it's possible to assault with two units during the second turn using the genestealer brood and Yrmgal genestealers. They are both a big threat and cannot be ignored by the opponent. While genestealers excel in melee versus other infantry units they are also able to shred armor due to their high number of attacks coupled with rending. In my opinion this is exactly how genestealers were designed to perform.
My 1850 point List
Here is my most current army list:
-HQ-
Hive Tyrant *: wings, twin linked devourers w. brainleech ammo, bone sword+lash whip, adrenal glands, Hive Commander, Parosym & Life Leech
Tyranid Prime *: bone sword+lash whip, scything talons, adrenal glands, regeneration
-Elites-
10x Yrmgal genestealer
2x Zoanthrope * - mycetic spore
-Troops-
15x genestealer incl. Broodlord: scything talons & toxin sacs
3x Warrior *: 2x deathspitter & barbed strangler, bone swords & lash whips, toxin sacs - mycetic spore
15x termagant: devourers - mycetic spore
10x hormagaunt: adrenal glands, toxin sacs - mycetic spore
-Heavy Support-
Trygon Prime * - adrenal glands
* These units have Synaspe and Shadows in the Warp.
Like I said above there is no one right list how to play reserved Tyranids and I have solicited advice from those whom I consider to be top Tyranid players. This is my core list and what works the best for me. It is here as a reference for you.
Here are some Tyranid units that should be avoided when building your own reserved army list:
Tervigon
Tyrannofex
Carnifex
These are all monstrous creatures that are slow and costly plus they have a low initiative. As such they are a liability versus the Space Wolf psychic power Jaws of the World Wolf. You are paying a lot of points for your monstrous creatures and to win you they must perform well on a consistent basis. The last thing you want is for a Space Wolf player to nuke your big nasty at range with a cheap psychic power to which you have no real defense. Tyranid monstrous creatures should be on your front line actively engaged versus the enemy. I only run a Hive Tyrant and a Trygon Prime. My Tyrant is naturally immune to JAWS due to its wings and the Trygon Prime will only fail on a roll of 6 versus JAWS due to being a monstrous creature and I4. The three I have listed above work better in a horde list plus the Carnifex requires the use of a mycetic spore to integrate with a reserved list which gives up another easy killpoint. The Carnifex and Tryannofex are both overcosted as well. Finally note that none of the three listed units have Synapse or Shadows in the Warp - as such they could potentially be a liability at the worst possible moment and again they don't integrate well into a reserved list.
Now that I have provided a sample army list and noted a few units to avoid I'll breakdown the main strengths of the army.
Null Deployment
The first and most powerful strength of this style of play is the use of Null Deployment. By taking a Tyrant with the Hive Commander option all of your reserves will arrive with +1, as such the bulk of your army will arrive on turn 2 and you can saturate the battlefield with more units than your opponent can handle. You should opt to go second if possible since this will deny your opponent two turns of shooting at your army. Your genestealer broods act as a vanguard to neutralize enemy units thus buying another turn for your other units to get stuck in. jy2 has dubbed this strategy the Maximum Threat Overdrive (MTO) and has posted many batreps featuring his Necron armies over on Dakka Dakka that take advantage of this tactic.
Shooting
Many of my detractors have claimed that my army is devoid of any real threat when it comes to shooting. Let's take a closer look at my core army list again and see what I actually have in the way of shooting and how potent it really is.
• Termagants - 45 S4 shots at 18" range arriving in a spore. This unit will decimate a squad of Long Fangs irregardless of cover. A wise opponent playing a mech list will keep all their infantry embarked in their transports versus this unit which is a serious detriment to Razorfang lists. The unit is relatively cheap for what they provide and can also hold objectives if need be and in the right situation.
• Zoanthropes - This is your primary deterrent versus AV14. Sure it is tough to get a warp lance shot past the Grey Knight psychic defense but in my mind it's still your best shot. The mycetic spore means that you should be able to place your Zoies with a clear unobstructed shot that denies cover saves. I'd love to run a brood of three as opposed to two but the points are very tight. Versus Space Wolves I often use my Zoies to pop the enemy transport carrying the Rune Priest early in the game to negate their rune staff which can be huge since I have an army with a high concentration of psychic units. The Zoies can also soak Space Marine units with their S5 AP3 small blast shooting attack and is more reliable since you don't have to roll to hit.
• Hive Tyrant - six BS 4 S6 shots at 18" range on a flying platform. The Hive Tyrant equipped as such is very versatile. This shooting attack is excellent versus light armor such as razorbacks and I regard it as one of my more effective methods of dealing with mech at range.
• Trgygon Prime - 12 BS3 S5 shots at 18" range. While its not a tank killer it is fairly reliable at glancing light armor. It is one more gun in your arsenal and should not be ignored. You are paying for the upgrade to a Prime and this is one of the main benefits.
• Warriors - Warriors are really only good at shooting infantry. The barbed strangler provides a S4 large blast with 36" range which adds some versatility.
• Mycetic Spores - 6 shots at 6" range that are BS2 S6 AP-. Sure it's not reliable but the high strength can glance or penetrate light transports such as rhinos and chimeras. If you can stun a transport that is potentially one turn you can ignore its contents.
Note that the barbed strangler is pinning weapon while the devourer causes the enemy to suffer -1 Ld when taking a morale check from wounds suffered in the shooting phase.
Synapse and Shadows in the Warp (SitW)
You will have probably noticed I have a high percentage of units with Synapse and SitW. I selected these units primarily based upon other merits such as melee and shooting but on the other hand generally speaking it is not a disadvantage plus your army benefits from being fearless. I don't run a horde list so I don't have to worry much about suffering lots of wounds in melee due to No Retreat armor saves. This is your major psychic defense versus Grey Knights or any army with psykers and my army spreads it all around quite liberally - it can and does win games. I never have to worry about Weaken Resolve which is another useful benefit. Paroxysm (Tyrant) is a very powerful psychic power along with Aura of Despair and Hypnotic Gaze (Broodlord)... All three of these buff your assault phases which has always been a big strength for Tyranids.
Deployment and Mobility
Reserved armies have an inherent strength when it comes to deployment and this is another huge advantage for this style of play... Basically you can ignore all the penalties imposed upon more conventional armies due to deployment. As I said above the vast majority of your army will arrive during the second turn and you can saturate the battlefield to gain advantage from the MTO strategy. Mycetic spores and Trygons deploy like drop pods so they are much less affected by the random chance of a mishap. Yrmgals can move and assault the turn they arrive from reserve. In my mind there are lots of advantages to this style of play. Gaunts, genestealers and Trygons can fleet... If need be all of these units can catch up to vehicles that can only move 12" or less with a good roll for run assuming the vehicle is no more than 18" away at the start of your turn. Obviously the winged Tyrant is fast as well. By combining this mobility with other aspects of your army you can quickly and effectively cover a lot of ground in a single turn. I have had games where my genestealer brood started 24" or more away from an enemy unit at turn four and was able to launch a game winning assault by the last turn... They are not perceived as a threat until its too late.
Survivability
I played Dark Eldar before I decided to approach Tyranids. One major weakness of dark eldar is an army can die in droves during a single turn if you are careless or just plain unlucky-they are the ultimate glass hammer. I did not know what to expect when I decided to first start playing Tyranids but I have found they are much more resilient and thus much more forgiving. You can lose a couple units due to mistakes or bad luck and still have a good chance to win. This aspect (maybe more than anything else) makes for playing Tyranids more enjoyable for me. I think I have a good ratio of T3-T4-T6 units and a good mix will help to offset any one unit drawing focused fire.
Conclusion
This article was an overview how and why I play my army. I have addressed challenges to its effectiveness as a competitive army.
Wednesday, November 16, 2011
Tyranid Unit Analysis - Genestealers
Introduction
I'm going to provide a series of articles on individual unit analysis for Tyranids. I am only going to cover the units I use as I have no in depth experience with others. Note that I use a pure reserve army - that is no unit starts on the table deployed prior to the first turn. I'll cover how and why I bring each type of unit onto the table in each of these articles.
Reserving your Entire Army
The beauty of a pure reserve army for Tyranids is threefold:
1) Foremost you can eliminate the restrictions of normal deployment. I have played many games versus Tyranids over the years with shooty armies... Typically only a few battered Tyranid units would get close enough to my battle line to inflict any serious damage and I had dedicated melee units waiting and ready to counter assault. Cover saves were much harder to come by prior to 5th edition so dedicated shooting versus Tyranids was very effective and they would often suffer massive losses while crossing open ground during the first two turns.
Outflanking, deep striking and mycetic spores are the three main methods to hold your Tyranid units in reserve. Genestealers have the option to infiltrate as well as outflank - I've found outflanking to often be much more effective. It's important to place some of the objective markers close to both short table edges so that if a brood of genestealers arrive on the wrong side while outflanking they can still control an objective marker - genestealers are a scoring unit so take advantage !
Yrmgal genestealers can arrive from reserve in a piece of terrain then move, fleet and launch an assault the same turn. As such Yrmgal genestealers can be an effective counter versus an opponent that castles their army smack dab in the middle of their deployment zone.
So basically you're running a three pronged attack with your genestealers - the regular genestealer broods attack along either flank while the Yrmgal genestealers push towards the center. As such it's hard for opponent to completely deny them a charge when they do arrive.
Waves
Prior to 5th edition one of the main tactics was to run your Tyranid army in waves. The first wave was composed of fast cheap units such as gargoyles and Ravenors - Their main purpose was to tarpit the opponent and quickly eliminate the threat of enemy shooting - note that mechanized armies could ignore the first wave for the most part but back then metal bawks were often burning death traps; that is, you didn't see a lot of effective mechanized armies in 4th edition... Many armies were comprised mostly of infantry.
The second wave was also composed of more fast hard units such as winged Hive Tyrants to come and destroy enemy units or cripple them to the extent that they were no longer a real threat.
The third and final wave was composed of units such as genestealers and Carnifexen to finish off the enemy. 4th edition Tyranid lists were dominated byba large amount of Carnifexen - up to six T6 4W units that could lay down a withering amount of midrange firepower. Carnifexen taken as heavy support had access to a 2+ armor save so they were fairly immune to missile launchers. That's all changed now and Tyranids in 5th edition have been designed to be fielded as a horde which is true to their fluff. It is what it is.
2) Holding your entire army in reserve cuts down on the amount of damage your opponent can inflict via shooting during the first part of the game - at least two turns if you happen to go second. It's quite helpful and a much better approach rather than using waves.
3) Third is the psychological advantage you can gain... Your opponent doesn't know where you'll arrive and this can force them to possibly make some big mistakes during their initial deployment. Psychology is very important for any game. You want your spirits to be up but you also don't want to be overconfident as well.
Genestealers
Genestealers have always been a top unit and in both 4th and 5th editions they are a troop choice. At first I thought genestealers should be your only troop choice for 5th edition but I've learned that gaunts are really good too if you've got enough synapse to spread around the battlefield. I field two units of 10 genestealers (both with a Broodlord) and one brood of 10 Yrmgal genestealers. My two troop choices have scything talons and toxin sacs. Scything talons lets you reroll ones to hit and toxin sacs let you reroll wounds versus enemy units that are T4 or less. Basically the philosophy here is to generate as many rending wounds|armor penetrations as possible. Genestealers can fleet, are I6|WS6 and don't have to take tests for instinctive behavior. They can also either infiltrate or outflank as I mentioned in the beginning of this article. Genestealers are a true workhorse and win games. They are also T4 which is pretty darn good for any non power armor army. They are your vanguard (i.e., first wave). Genestealers can roll right through most any enemy unit in melee except for landraiders and Monoliths.
So I've got 30 models that are total hard asses. Most Space Marine armies will be hard pressed to put that number of elite bodies on the table. On top of that I've also got close to the same number of gaunts. There is no Space Marine army that can field as many models and perform as well in my opinion.
Broodlords
The Broodlord functions like a Space Marine sergeant - it is a squad character that cannot be picked out in melee. The Broodlord is the equivalent of an HQ with three wounds, S5, T5, I7 and more base attacks than the basic genestealer plus they are cheap for what you get points wise. The Broodlord can eat a wound from a missile launcher or lascannon and keep on ticking... As such they can soak a couple wounds just like Draigo does. Broodlords also have a built in psychic power Aura of Despair that lowers enemy leadership by -1. Couple this with the Tyranid psychic power Shadows in the Warp and you can mess with Grey Knights - believe me when I say they don't like that either way you serve it up to them. Every time you block any Grey Knight psychic power is a great thing for Tyranids. For example if you hose up their psychic power Sanctuary a full squad of genestealers assaulting a squad of Paladins will really hurt them... At worse you are striking simultaneously in melee versus halberds and all those rending attacks bypass their 2+ terminator armor save. Strip off each Paladin's first wound and they are no better than a Grey Knight terminator in melee versus genestealers. If you must engage Paladins in melee it's all about taking them down one notch at a time.
Yrmgal Genestealers
Like I said I take one squad of ten. They are immune to the Grey Knight psychic power Warp Quake and can arrive from reserve right in the middle of the table. Yrmgal genestealers have the ability to morph +1 attack, +1S or +1T each turn. Basically the way it plays out is you first morph +1A followed by +1S then keep repeating ad nauseum. +1T is not that great compared to the other two morphs... It is what it is. Yrmgal genestealers also have a 4+ armor save so they have some decent protection from bolters other than being a basic T4. They are an elite choice. Tyranids have unfortunately lots and lots of great elite choices - the only two I take are the Yrmgals and Zoanthropes.
Conclusions
So I have told you a bit about how I play my army and what are the most inherent strengths of genestealers in general. Tyranids are now truly intended to be played as a horde army which is true to their background. Genestealers work very well in a full reserve army since they can outflank.
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