| Author | Comment | ||
|---|---|---|---|
GESSIG |
Tyranids in the New 40K Edition |
Lead | |
|
How does everyone feel about how the nids were effected by the new rules? Rending will be less effective for genestealers and they seem to have lost all their
long range venom cannon effectiveness as well. Screening, new HTH rules and running for large creatures does seem to help.
|
|||
ZiggyQubert |
|||
|
True rending took a hit, however with feeder tendrals only being 1 pt for steallers, they can actualy be more effective.
Couple that with the ability to come in off a board side (via taking scuttelers) both for the stealers and guants. I think there major problems are two fold - - horrible tank hunting, unless you get a carnifex in CC against a tank, there is very little you can do to bring down heavy tanks - Small units of guants are awsome, except in the kill point missions where they are a huge libility
------------------
- Brookie |
|||
Jarrett |
|||
|
I think VCannons serve the same purpose they always did - keep your opponents most potent tanks rocked. You never really have to worry about killing tanks,
just suppressing them. If they're a really beefy tank like a land raider then they're probably delivering something into close combat which is where
you want your opponents somethings anyway. Tyranids never had a good solution for monoliths, and that hasn't changed.
Run is an amazing boon. Going to ground is also great. Biovores got a bit more interesting. Little bugs can screen. Stealers are about the only thing that took a big hit. What more could one want? I think superfexes (regen, t7, w6) are more mandatory now for squatting on objectives that they can now hustle towards, and beating face. Truly an all-in-one and there's no concern about their pricetag.
Larry: Join the "Beat Larry Mottola" challenge, since I haven't lost a real GT game, well, ever. Suck on that.
Arash: It's a good thing you haven't let it get to your head. Larry: Shit son, if you think that's bad, how about this - I've been #1 in North America in TWO separate years according to Merkit! Basically, your Club has a Warhammer God in it. (06/27/08) |
|||
coredump |
|||
|
Stealers with FT are almost exactly as effective as the 4E stealers (against MEq) I believe they are even more effective against most other opponents. Just
treat them the same, and assume they cost 17pts now.
Outlflank is great. It makes your opponent either bunch up in the middle, or give you a selection of targets to choose from. The increase cover to 4+, and the use of units to screen, really help those armies with poor saves. Like the Nids. The change to blast weapons means the barbed strangler is really boosted, and gives rise to a new crop of elite fexes. (BS/ST) It even starts making the TLDeath look viable. 24" small blast S7, vs 3 hits with 18" S6 devourers. Plus the Deathspitters can hit vehicles without the -1 for AP-. (And you don't need the +BS upgrade as much) Blord can now be effective, outflank and run. Venomcannons always sucked for killing, they are only useful for keeping them shaken, they still do that. assault attacks hit vehicles on the *rear* armor. So every stealer rend will Pen most tanks/vehicles. Feeder tendrils are buffed, and easy/cheap to get. and still have a 2" range for other broods. I am not convinced, but using a single 8 gaunt brood with WoN may now have some uses. Screen at first, then recycle to grab an objective. Go to ground and Lurk provide a 2+ cover save. (But no scoring if lurking.) Biovores I think are gone, they were questionable before, and now they scatter a full 2d6" Raveners are weaker, the rending nerf with no feeder tendrils to balance it out. Flyrants can now deepstrike, then either shoot or run to cover. Lictors are mostly improved, though a bit weaker against infantry, and always take a dangerous terrain test when they show up. (but, can assault sides of vehicles, have feeder tendrils, etc.) Since Nids have such iffy shooting, only one model can get BS4... the new blast rules help. So the Zoan now doesn't miss half the time. (With the blast version anyway.)
-------------------------
"This is the WARMONGER BOARDS!!! Every thread degenerates. You're lucky it hasn't yet turned to dogfighting or gay porn or something." Nidal |
|||
deFL0 |
|||
|
Another point is that tank hunting by hth just got a lot easier. Most tanks are AV 10 in hth so even S5 can really mess them up.
Granted you still have tanks like landraiders and such but they will mostly likely be coming to you, so something like a cranifex should be perfect for cracking open the armor. Pete |
|||
The Gunslinger |
|||
|
Wait a minute, do lictors really count as deepstriking when they appear, and therefore require a dangerous terrain check? That is most lame!! The lamest!
EDITED: I checked, & they do.
Last Edited By: The Gunslinger
08/01/08 09:39:29.
Edited 1 times.
|
|||
Flavius Infernus |
|||
|
Even though Robert isn't convinced, many players are strongly advocating without number. I wouldn't want to have to face a WoN army personally. Even
with a killpoint mission, where it might seem like a liability, you create that situation where the opponent has to kill that last gaunt in order to get the
KP, which then recycles the unit. Arg.
-Tom |
|||
coredump |
|||
|
I'm just not sure what makes them so much better in 5E than they were in 4E. Granted, there are more objective missions in 5E, but is that enough? You take
quite a hit on models when you bump their cost from 5-6 to 8-9.
And you either need synapse on the back line, or they will break the turn after they come on And with the variable turn games... it may end after 5 turns, make it hard to have enough time to get those little varmints back into play in time. Some have suggested Outflank and WoN... that just sounds like crazy talk.
-------------------------
"This is the WARMONGER BOARDS!!! Every thread degenerates. You're lucky it hasn't yet turned to dogfighting or gay porn or something." Nidal |
|||
The Gunslinger |
|||
|
It's all theoryhammer, but regarding WoN gaunts, the part of the table that they come back onto might not have a threat within range. Once they run to
where the action is, a synapse creature should hopefully be there to greet them with kisses & loving arms.
I think the reason WoN is so much better is because now that only Troops can score, and gaunts are soft targets, it's REALLY important to make sure they stick around. My lead brood would always be the one with WoN. An average unit of stealers to help clean up a mess here and there, then hopefully survive to help claim objectives. The gaunts are essential tarpits. They have to be tarpit to sit on objectives. Only units within 3" of the objective will score. If you've got 20-30 gaunts on an objective, there's nothing short of shooting your entire army at it & assaulting it, that would allow you to get close enough to the objective. This, of course, is assuming that a number of the shots with grant cover saves and casualties will be taken to prevent potential assaulters to be close enough. Yadda-yadda-yadda. |
|||
Jarrett |
|||
|
Biovores were worthless before. With increased cover saves from screening troops and a stronger emphasis on troop hordes (orks!) I think what their IDF brings
to the able is at least worth a glance. Also their templates are now more dangerous as they hit anything they touch. They're better.
Overall I think more emphasis will be placed on larger broods of gaunts as they're now critical for winning, are still key as tarpits, and can now be used as screens. Never been a big fan of WoN. The points seem better spent on increasing brood size. Big problem for stealers is that they're competing for gaunt slots. Defensively weak but devastating assault units are less valuable than durable squads that can grind since consolidation from combat to combat no longer exists. Foot/leaping warriors just got a big boost from run too.
Larry: Join the "Beat Larry Mottola" challenge, since I haven't lost a real GT game, well, ever. Suck on that.
Arash: It's a good thing you haven't let it get to your head. Larry: Shit son, if you think that's bad, how about this - I've been #1 in North America in TWO separate years according to Merkit! Basically, your Club has a Warhammer God in it. (06/27/08)
Last Edited By: Jarrett
08/01/08 16:15:37.
Edited 1 times.
|
|||
Flavius Infernus |
|||
|
With biovores there was some discussion on dakka about whether or not spore mines count as units for KP. I don't remember how it turned out.
-Tom |
|||
coredump |
|||
|
As for Spore mines, my take from those discussions is you and your opponent have to decide whether they are considered a 'unit' or not.
If they are, then they give up 1KP, but they can also Run and contest objectives. If they don't, then no to all of the above. Personally, I think the RAW supports them being a unit, but I think they 'should' be played otherwise. (But even if not a unit, they should be viable targets for shooting and assaulting.) Also, even if spore mines are deemed a unit, I would not think it applied to shots from a biovore that 'hit', since no mine units are in play until it misses. I think the 'importance' of troop units will turn out to be not nearly as strong as it first seems. All I need is to control *1* objective with troops, and then have a strong enough army to contest or clear the rest of the objectives. To take an easy example scenario, A tri-falc eldar list, takes one objective, then tank-shocks onto the other three on the last turn. Game. Of course, with the new variable length game this isn't as reliable, but the concept is. Lou, don't forget, those gaunts need a synapse creature in order to be able to move the next turn. They come on 6+d6, but are then 'stuck' without synapse. And if they lurk, they aren't scoring. And if they break and flee towards synapse, they aren't scoring.
-------------------------
"This is the WARMONGER BOARDS!!! Every thread degenerates. You're lucky it hasn't yet turned to dogfighting or gay porn or something." Nidal |
|||
Jarrett |
|||
|
I agree with you regarding spore mines. Pretty gamey if they count for KPs and objective grabs. It also would *seem* that they were never intended as such, for
what little that's worth.
Given its a game of dice with variable game length with variable objectives, I think its important to stack what odds you can in your favor. This translates into more emphasis on troops. In most cases I think it helps that most armies really don't sacrifice much to become more troop-centric. Sure you could focus on a single objective or two but if your plan goes south your potential for making alternative grabs at any given time is going to be severely hampered if you over-emphasize elites.
Larry: Join the "Beat Larry Mottola" challenge, since I haven't lost a real GT game, well, ever. Suck on that.
Arash: It's a good thing you haven't let it get to your head. Larry: Shit son, if you think that's bad, how about this - I've been #1 in North America in TWO separate years according to Merkit! Basically, your Club has a Warhammer God in it. (06/27/08)
Last Edited By: Jarrett
08/02/08 14:11:57.
Edited 2 times.
|
|||
Flavius Infernus |
|||
|
I'm finding that the troop/elite balance works out the way that it's supposed to in the textbooks mostly only in the Seize Ground scenario; troops
consolidate and secure the gains made by elites. But given that the maximum number of objectives is five, three or so troop units should theoretically be
enough.
In the scenario where each player has a single objective, one really strong troop unit (like a small plague marine squad) plus some backup is enough. In the KP scenario, having a lot of elites is better. -Tom |
|||
deFL0 |
|||
|
Hmm... The biovore thing is interesting.... You simply don;t shot them in KP missions and run them forward to fight.
As for without numbers, They are simply awesome for the mission where you put a counter in your own deployment zone. For kill points they are annoying. I've always wanted to see someone drop 350 termagaunts on the table but I've never scene someone with enough balls to pull it off. That would be awesome!!!! Pete |
|||
derrickOld |
|||
|
I thought the most you could ever do was 192 termagaunts. Only guard can get their numbers that high (330 in troops)
|
|||
The Gunslinger |
|||
|
Sometimes Pete has a problem with counting.
|
|||
Jarrett |
|||
|
If the spores count for KP then I think they're out on their asses as coredump said. Having a unit be relatively useless 1/3 of the time really doesn't
justify the points, let alone the heavy slot. Otherwise I think they've got more potential given the solid ordnance they provide.
As for the latter I think massed gaunts are a really viable approach, and if you go this route WoN isn't really needed. Bodies, bodies, bodies screening and tarpitting with your killy/shooty big bits in between.
Larry: Join the "Beat Larry Mottola" challenge, since I haven't lost a real GT game, well, ever. Suck on that.
Arash: It's a good thing you haven't let it get to your head. Larry: Shit son, if you think that's bad, how about this - I've been #1 in North America in TWO separate years according to Merkit! Basically, your Club has a Warhammer God in it. (06/27/08) |
|||