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Since I'm still assembling and painting my first 40K army (Dark Eldar) I really wasn't looking to start another, but a friend offered me a low enough price on a bunch of Tyranids that I just had to do it. I've got the battleforce box, plus a Hive Tyrant, box of Warriors, a handful of additional Genestealers, and two ugly metal Epic models whose name I've forgotten.
Since I won't be getting to these for a while, I have plenty of time to read-up and think about what I want to do. I plan on adding a couple of Lictors and some Biovores since I'll be playing Tau a lot. Does that seem like a good place to start? Any other essentials?
My main question is about wings. How important are they? Reading the posts here, lots of people seem to use them. Is that because they look cool or are they really a big help? Truth be told, I'd rather avoid wings and have models that are smaller and less breakable. Then again that Forgeworld Hive Tyrant is really awesome...
With mutations in general I am a little overwhelmed. There are just too many options. Should I just ignore them initially until I see what my weaknesses are in the field? Or are there some mutations I really need to be taking right away?
While I lean towards simple, wingless, and not-very-shooty, I also want to win. Any advice is welcome.
Strange...quite a lot of DE players chose tyranids as their second army (the same happened to me, and i know a few others too). It's a good choice though.
Don't use more than one lictor, they are rarely worth the points.I didn't try them against tau yet though.
Biovores are a good choice, they are bascially the tyranid's whirlwinds - and very few people complain if you take three of them.
Wings are a risky thing - winged tyranids have very serious problems with difficult terrain, a weakness which your opponent can exploit with ease. They're also very expensive. Except on my hive tyrant, i generally prefer the "leaping" ability.
Concerning mutations, yes there are a lot. But in case of gaunts it's best to keep them cheap, either hormagaunts or scythegaunts (bascial mutable gaunts with nothing else than scything talons). Scythegaunts pack the same punch as upgraded gaunts due to their higher number, but they can take a lot more damage, each loss hurts you less than the loss of an expensive gaunt.
Concerning warriors, the only mandatory upgrade is extended carapace. Besides that, only upgrade their statlines if you give them one of the two expensive movement upgrades too, otherwise it's better to keep them rather cheap too (one or two upgrades won't hurt you in this case too, they can be nice).
Wings make the tyrant a lot faster that most peoplpe expect - It can help put it into combat in turn 2, and stay there, where it does excell. If you give your tyrant completely CC weapons, then only characters can stop you. The mutation for gaunts should always be cheap, with a hive node. The die in droves anyway, regarless of how they are equiped, so do nor waste points on them.
If you have plastic wings off of a dragon, and use a good amount of green stuff to attach them, then there should be no problem with brakedege (Cant spell). see the other thread on the winged tyrants for info, cus the forgeworld one is damned expensive.
Actually, the rules on Wings for Nids has changed just recently. In the latest Chapter Approved, in the vehicle creation section there is a whole section for making Tyranid creatures.
Under the Wings upgrade listing it says that you should treat wings on Tyranid models exactly like you treat jump packs. This means that you can now land outside of difficult terrain and assault into it on foot without any fear of a freak accident killing your creature.
Heck, just because of this, I'm seriously considering making that flying Nid army that I've had written down on paper for about a year now...
Hourglass, did the rules really change? I'll be mad if I missed that section. Do you have the page number its on it CA 2004? (I assume thats the book you are using, please correct me if I'm wrong)
Back on topic:
I honestly think the key to wings on 'Nids is to not overdo it. They are great for getting up to your enemy, but if you have too many, then you won't be able to dig the opponent out of cover.
Personally, i love wings but the disadvantage of no cover or invulnerable saves makes it much harder to get to combat without a lascannon up your ***. However, it could win the game for you, being twice as fast as usual. Either way, its up to you. Against Tau, yes definitely, or you will end up rail gun meat.
"Even death cannot save you from me!"
H0urg1ass is wrong. The rule he is referring to applies to Winged creatures created by the CDR, not Codex Tyranids. Codex Tyranids (like the Tyrant) still follow all the rules for Winged creatures as laid out in the Codex.
As for regular Codex Winged Tyranids:
Winged Rippers could be useful in tying up enemy quickly, just remember that they really suffer from not being able to enter diff terrain. And since I generally don't like Rippers...
Winged Gaunts aren't really worth it, they end up being too expensive.
Except Gargoyles, which are awesome and best value for points. Since the metal blisters are rather expensive, convert Your own from regular plastic Gaunts.
Winged Warriors I'd steer away from, I'd rather make them Leaping CC specialists.
And last but definitely not least, the Winged Tyrant. Best when equipped with 2xScyTal and WBlast, it can take out nigh anything, as long as it is in the open. Thanks to the WB, it isn't completely helpless against enemies in cover either.
I use Gargoyles mostly, and planning on a Winged Tyrant. There are posts around the Tyranid forum which contain my plans for Winged Tyranids, check them out. The thing I'm planning on is to have my TMCs with exchangable bio-weapons and Tyrants with removable Wings, utilizing magnets.
"The meat things seek to destroy ourselves. They hunt us as we hunt them but they are weak and uncertain. The inferior flesh will be entirely destroyed, all biomatter consumed. Ourselves will fight to the last, all weak flesh must be devoured."
TheWayOfTheGun hehehe you have brought up 2 major subjects that i think divide so many nid players out there.
firstly you mentioned on Adding more lictors to your brood, if your up against any ranged army, i would take at least 2 of them, i dunno why so many dont like lictors, maybe ppl dont use them properly or simply it does not suit there style of play, i myself never leave the brood without them. i get really peeved when i see nid armies take on tau/guard and get shot to bits, and they wonder why? (no lictors)
secondly and more importantly, Wings.......
wings are expensive pts wise and can make your nids get hurt in difficult terrain.
wings increase your speed and get you into CC or behind cover faster hhhmmmm decisions decisions.
personally i go with wings on just my 2 hivetyrants, both are cc monsters with 2 sets of sything talons, implant attck etc etc and the less time there out of close combat getting shot at the better
Its all down to how ya play, dont go overboard on wings as your army will get smaller and smaller in number thats a bad thing
but try and keep your army as fast as possible, with nids its all about getting into CC in 1 piece
Army of the heavens, my army waits in hell
To battle on the earth, for all the souls who fell
I'm pretty sure that I'm not wrong. Whenever GW produces a rules supplement that has a rules change in it, such as re-writing the description for Tyranid wings, then it supersedes the previous wording. If somone makes it an issue, then I believe that GW will either correct the wording in the Nid codex or say that their wording in the CA2004 was incorrect. Either way, they never ever treat the same weapon, piece of wargear... ect. two different ways in the same army, so it's got to be one or the other. I'm going with the rewording myself.
btw, the new wording is on page 80 of the new CA 2004.
You're right - but only if these newer publications are about the same part of the game, or about a general rule.
By your logic, the true grit rules from codex daemonhunters replaces all older versions of true grit, so space wolves and death guard no longer have a working version of true grit (since they usually don't have storm bolters). This is definitely not the case.
The wing rules from CA apply to the CDR tyranids, not to those which were made with the mutable genus tables or to gargoyles. Note that there is a difference between the gargoyle wing rules and the mutation table wing rules, so there already are two different versions of the wing rules in the codex. There can be a third one, without any problems.