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"...generalship should be informing list building." - Sir Biscuit
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Showing posts with label Tyranids. Show all posts
Showing posts with label Tyranids. Show all posts

Thursday, September 6, 2012

Three 1750 no Ally lists for tournament

I have a 1750 no Allies tournament coming up - good old Australia, so am trying to decide between a couple of lists. We've got ye good old stand-bys, Tyranids, Blood Angels and Grey Knights.

Friday, August 24, 2012

Tyranids in 6th Part 4: Cut to the Quick (Fast Attack)



Fast Attack is a slot that went from being usable, if not exactly impressive, to being excellent. You can't call it the best in the codex because Elites still has your tank-hunters, but it's an excellent place to find (surprise, surprise) fast assault units to keep the enemy busy. Unfortunately, that's only true for the top couple of units in the slot- from there is goes downhill VERY quickly, bottoming out with some of the worst units in the codex (though admittedly still better than the poor, benighted Pyrovore.)

Friday, August 17, 2012

Metatransition - T6'R'Us Tyranids


Tyranids really were hurting in 5th edition to the point they had one major build - lots of T6. There were lots of variations around this but the core was generally Tervigons + Hive Guard, as many T6 MCs as could be fit in and whatever support (i.e. Genestealers, more little gribblies like Hormagaunts, Termagants, etc. Raveners, Tyranid Primes, etc.). The issue generally was lots and lots of high strength, low AP shooting could deal with the mass T6 over an average game and vehicles in general posed a problem Tyranids, particularly in combat. Let's see how this list transfers to 6th...

Saturday, August 11, 2012

Tyranids in 6E Part 3: The Best of the Best of the Best of the Best



(The Cleopatra Story.)
Alright, apologies on the delay in the series- a combination of work, laziness, and RL responsibilities kept it half-finished for quite a while, but I'm finally getting back into the swing of writing a bit here, so the rest of the series shouldn't take nearly so long.

So Elites; it's your best slot. It's always had the strongest competition in the Tyrant codex and that competition has usually been dominated, Micheal Phelps-style, by Hive Guard. 6E has a lot of people experimenting with dropping them in favor of other units now that mech is supposedly dead, but I would be skeptical of such claims- tanks are very much alive and kicking these days and the fundamental facets of the game haven't really changed any, so the same concerns that drove certain inclusions are still there. However, some units did make some major gains with the new rules, so it's worth going over what they can do these days.

Sunday, August 5, 2012

High Lords of Terra - Game 1: Tyranids vs Blood Angels


I know this, and the following, are 5th edition battle reports but hopefully it's still pertinent in terms of a learning exercise, etc. you just had to adapt it a bit within the 6th edition construct. I'll likely combine the final four battles into two posts of two each though.

The mission was an objective based mission with set objectives. Three along the table centre (lengthwise) 18" apart and two along the table centre (widthwise) in each deployment zone, 6" from the table edge. Deployment was pitched battle. Central objectives were worth one point each, objective in your DZ was worth zero to you, three to your opponent, and objective in your opponent's DZ was worth three to you, zero to opponent.

Game was against Jason Collins using Vince's Blood Angels. I won roll-off and elected to give first to Jason.

Monday, July 23, 2012

Tyranids in 6E Part 2: Head and Body



Welcome to part two of my Tyranid 6E review; I'll be going through the meatiest of the FoC slots (HQ and TR) this time around and seeing what kind of army we can assemble out of things these days; unlike my old 5E review I won't be going over the unit options in quite so much detail for a number of reasons, but mainly because, with a lot more experience with the book I think I can make more solid judgements about which ones are potentially relevant and which are largely chaff. That isn't to say anything I don't mention here is awful, but it probably isn't something most armies are going to worry about.

This review isn't designed to be exhaustive- we haven't even seen the first of the 6E codices, which could greatly change things, nor do we really know how flyers are going to affect the tourney scene or if there will be ways to deal with them. However, I think the concepts within will, at the least, build a strong launching-off point for getting started with 6E list-writing, so that's something.

Sunday, July 22, 2012

High Lords of Terra - Event Wrap-up & Thoughts

So the weekend is over and we're all done! 6th overall, tied 2nd in battle, 2nd in sports and middle of the pack for paint (around 7/10) and comp (6/10). Let's just focus on the 2nd in battle with Nids and laugh at everyone but Rohnan who beat me :P.

Anyway, to the event. Much better than two years ago re: paint, missions and comp. Paint score was much more transparent and consistent with other scores I've gotten over the years with the same army. Kudos to Alex there :). Comp was still amusing, clearly some misconceptions of what a good army is for some of the judges (which were not the TOs I believe but 'experts' not associated with the tournament) but the combined aspect ranked the armies in what was a rough appropriate order I felt. Missions were beyond better than they were last year (a reason I didn't attend) though still having a draw mission without a differentiating secondary was annoying. Either way, kudos there for improvements in that specifically and overall.

Tyranids in 6th Part 1: Something Different, Something Changed


So Tyranids and Sixth Edition. A lot of people are very vehement about all sorts of things on the subject; some think that 'Nids are completely screwed, others think it will be a godsend. Some think all-flyers are the way to go, others insist that this is the new dawn of the Tyranid Warrior. Some think that the army stays exactly like it was. Some of them seem to think that we are now living in Bizarro World and that bringing fifty models to the table makes you a horde army.

Most of these people are idiots. I don't claim not to be an idiot, but I am at least an idiot who is going to explain his idiocy out for you in detail so you can decide for yourself exactly why it is I'm dumb and wrong about things and clearly you have the better answer.

Saturday, July 21, 2012

High Lords of Terra - Tyranids Day 1 Wrap-up

Ya, a 5th ed tournament. No one cares right? Well it's not even my last! Still have ATC in a MONTH grrr. Anyway, thought I'd whip out the Tyranids for one final hurrah and laugh at the people I beat :P. It was a comp tourney as well but I imagine I'll get a shitty comp score not befitting the state of Tyranids. I also got to use one of the massive new T-Fex/Tervigon models. Massive. Bigger than most vehicles. He looks cute though! Needs more ink...


Sunday, July 15, 2012

Bugs on the Brain: Tyranid Psychic Powers in 6E



Though the Imperial armies in many cases got access to better disciplines (as Divination is absolutely fantastic), Tyranids are the unparalleled kings of psykers currently, being able to bring them in their HQ, EL, and TR slots and in great numbers; in theory, a single FoC can contain seventeen different psykers.

However, not all powers are created equal, and for Tyranids especially many of them can end up being unusable or mediocre. For that reason, it's important to look at the various Tyranid psykers as well as the psychic powers available to them and figure out what choices you'll be making.

Sunday, July 8, 2012

Email in: Army List help

"Hey Kirby, I recently got the 6'th edition codex, and have been loving it! The new rules are amazing, and tyranids are now a lot better. Here is my 1500 Point Tyranid List I would like you to look at.

 -----

 The Swarmlord - w/ 3x Lash Whip Tyrant Guard
 3x Zoanthrope
 2x Hive Guard
 2x Hive Guard
 x6 Genestealers w/ Toxin Sacs, Scything Talons, Broodlord
 x6 Genestealers w/ Toxin Sacs, Scything Talons, Broodlord
 x6 Genestealers w/ Toxin Sacs, Scything Talons, Broodlord
 x6 Genestealers w/ Toxin Sacs, Scything Talons, Broodlord

Saturday, July 7, 2012

Tyranids in 6th edition: Initial Thoughts



This was posted initially on BOLS as a reaction and response to that terrible post 'looking' at Tyranids in 6th edition. Since we're doing such posts on 3++ (having done so for Daemons and Blood Angels so far), I  moved this over here as well. I believe Puppy has another Tyranid post coming as well to see his initial thoughts on how they are adapting to 6th and fit into the fold.

Below are some initial thoughts in relation to how the rules impact Tyranids as a whole.

Wednesday, July 4, 2012

Vassal Bat Rep


SirBiscuit and I did some Vassaling today so I decided to record one of our games and do a voice over. It's Vassal so not the best depiction of play but hopefully you get the general gist. I've sped the video up and taken snapshots at each phase of play and added in a voice over. Let me know what you think in terms of this style of bat rep when real games are unavailable.

Edit: so of course my video software didn't work. It recorded, but didn't work so rather than a commentary battle report we'll just look at some things that cropped up in relation to the new edition. (end game picture above)

Tyranids and Skyfire - How to beat Fliers in 6th Edition, Initial Thoughts

Dakka

Tyranids are back with a vengeance this edition and whilst I personally am annoyed I cannot take Imperial Guard, Ork or Tau allies which all have strong Genestealer Cult fiction available that GW has published over the years, on sitting down and starting to nut through the rulebook there are so many things that suddenly pull the Tyranids back into a competitive bracket on an initial read. But one them that keeps popping up (Kirby's FAQ article, negativity over on ytth, comments in articles and chat bawks's all over the world) is that Tyranids got shafted on Anti-air aka Skyfire. They can't take allies, they didn't get any Skyfire FAQ use, they can't shoot guns on fortifications and their Flying MC's are str 5 or 6 meaning vs a common flyer - the Vendetta - harpies can't hurt them and Flyrants can only glance them with Vector Striking. Nothing else can do damage to them reliably (i.e. not requiring a 6 to hit)...or can they?

Sunday, June 17, 2012

Email in: Lecture in methodology? Need a review!

"Hi all,

Long story short, my prof got me and friends into 40k, and me and my friends our rule books and codex's about a month ago. I believe I have a fair idea of how the game works and reading your blog has assured me quite a bit. The only thing that is bugging me is building a list. The codex and army I have choose is Tyranids. I am having a tough time understanding the net lists, and watching games hasn't helped. It seems that a lot of players exclusively try to include as many monstrous creatures, and heavily rely on Tervigon's and gants as their only troops critters. In terms of tactics it seems quite a few people try to walk and shoot there armies, hoping that they don't get shot back to badly when they get into melee with biggy's, which seems pretty boring and doesn't turn out the best reasults.

I have made a scale-able list between 500, 750, 850, 1000, 1250, 1500, 1750, 1850, and 2000 point based on what I feel would work a bit better. This is what come up with:

Sunday, June 10, 2012

Email in: 1500 Tyranid List

"Hey Kirby/Will,

I wanted to start by saying I really enjoy your blog. After reading Dakkadakkas forum for months and seeing the blatantly bad advice that is often handed out, your blog is a breath of fresh air.

On to business then! I plan on snagging one of the spots for the upcoming Throne of Skulls tournament. It's 1500 points and I am assuming will be a semi-competitive to competitive environment. I haven't played my Tyranids in quite a while and plan on getting as many games in as possible before the tournament but wanted to get as close to a final list as possible soon so I can begin busting my butt on conversions, painting, display board and such. I would really appreciate your input and/or advice.

Thursday, May 24, 2012

Email in: 2000 pt. Tyranid list for review

"Hey Kirby and team!

I'm a big fan of the blog, and really enjoy the content you post up. I've wanted to send in an army list for review for a while, and finally have a good opportunity! To celebrate the twilight days of 40k 5th Edition, I'm planning to attend the NOVA-style Brother's Grimm GT (which will also be my first two-day Gran Tournament). Despite my bitterness towards the current Tyranid codex, they're my first army and probably my favorite. Also the most painted, which helps a lot too! I was thinking of bringing the following list:

Wednesday, May 23, 2012

Army Comparison: Orks vs. Tyranids


Continuing the request for Army Comparisons (yes, I'll be getting to some of the other popular ones as well) we have Orks vs Tyranids. Both of them are nominally horde armies (but don't really play that way because hordes are kinda awful in 5E) with a good combination of shooting and assault potential. Orks can bring Battlewagons and other armor to the table, while Tyranids will usually be leaning heavily on their T6 critters to even the field for them. Neither side has a clear advantage over the other's primary strategy, so in most cases it ends up being a pretty brutal slugfest no matter who ends up winning- which, from a fluff view, is hardly inappropriate.

Saturday, May 19, 2012

Email in: Dealing with monstrous creatures

"Kirby:

Hey, been reading your blog through and through for a week or so, due
to boredom at work, and now I figured I'd pose a question. (also,
nice blog by the way. It's a fun read through and through)

So my gaming group isn't what you'd call competitive, but i'd still
like to win on occasion. We generally end up playing four player
1000-point-each games, with SM focusing on landspeeders and shooty,
Eldar focusing on losing every game worse than i do, me playing orks
(I know) footslogging tons of boys (I KNOW) and thus not really doing
that well, and the tyranid player with a half dozen MCs in a thousand
point army.

Thursday, May 17, 2012

Army Comparison: DoA Blood Angels vs T6'R'Us Nidzilla

Two very iconic armies - who shall come out on top!

Advantages - Tyranids

Nidzilla is a Tyranid list based on lots of T6 wounds and plenty of Monstrous Creatures supported by little critters - the point is to overwhelm the opponent's ability to deal with so many high toughness wounds and eventually get beaten down in combat by the big critters and a sea of little gribblies.

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