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    Is a Tyranid army good?

    I was thinking about making a Tyranid army as a secondary army. I have a Black Templar army right now but i also think the Tyranids look like a fun army to play. What i want to know is the best and the worst of the Tyranids. Also, any tips about them would be appreciated (I also have a similar thread about IG so if you have any good tips on them...)


    K.fatalias :ninja:


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    Member knightenfex's Avatar
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    You've probably asked at a bit of a bad time...


    new FAQ aside though, Tyranids are NOT a beginning army unless you are playing against other beginners. My first 15 or so games were very frustrating against people that had been playing much longer than me. I'm only now starting to come up with some viable tactics.


    The best thing is:

    You can field a buttload of models.

    The worst things is:

    They die very easily.

    Unless you go GOdzilla army, then the opposite of what I just said is true.
    Personally, I use a combination of both in my Hive Fleet: Critter.

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    Good:
    Unique and very strong units
    Every weapon is an assault weapon
    Cheap, effective fodder troops, strong combat specialists, all in troops
    Psychological edge (lictors)
    High customization
    T6 or 7 Monstrous Creatures
    High strength weapons
    Medium strength, high shot weapons
    Best...looking...models...ever
    Unique fluff background
    Morally neutral, 'tis neither good nor evil (as if there were a "good" race in 40k)

    Bad:
    GW doesn't like Tyranids
    Ineffective shooty on troops
    Some units are too expensive than they should be
    Most creatures need to be in synapse range
    Monstrous Creatures susceptable to small-arms fire
    Expensive (money-wise)
    Only one competitive tournament list (shooty godzilla)
    Some FoC need work (FA comes to mind)
    People stop playing you when you kick their ***es so often
    "Tell me what you cherish most. Give me the pleasure of taking it away." Sephiroth, Final Fantasy VII: Advent Children

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    Member tyranidfrenzy's Avatar
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    Quote Originally Posted by Atma

    Bad:
    GW doesn't like Tyranids

    Lol, thats sizes up in one sentence. The new FAQ is a shambles. I still think if you are interested then you should go for it.
    I couldn't figure out if a CC 'Fex or a Shooting 'Fex is better. So I got both of them!


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    Is this true? Only one competetive tournament list? How do you possibly know that? I haven't been able to enter a tourney yet due to my location but that really sucks if it's true. Shooting and having few models should not be what the army is always about.

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    A standard tyranid list (IE a fluffy one with gaunts, warriors, raveners, and not pumped full of MCs) requires synapse in order to function or else LD5 gaunts will not move, period.

    In 3rd edition, this was not a problem as we had Hive Nodes. However, they were removed. What we got, instead, was tough medium level synapse coverage in the form of zoanthropes and warriors who were, thanks to synapse, immune to the effects of instant death by having a weapon twice their toughness hit them.

    However, the power that be over at GW HQ decided to hit the warriors and zoanthropes with the nerf bat. Now, where six lascannons shots were required to kill a warrior squad, three are all that's needed. A single basilisk shot will kill an entire warrior brood. A single las cannon shot will kill a zoanthrope.

    This may not seem that bad until you start realizing that without synapse, we have to start taking Instinctual Behavior in order to even move! And every dead synapse creature is a hole in the synapse web.

    The fallout hits the Raveners and already super-expensive lictors who now also die to S9 or higher shots. It's not as bad as the warriors and zoans as they usually have crap for saves (and the lictor usually operates out of synapse range anyway).

    So now, there is also two sources of durable synapse--the two HQ choices in the form of Hive Tyrant variants.

    The only competitive list, now, is the Shooty Godzilla list. It plays to all our strength--tough, durable monstrous creatures with extremely leathal shooting weapons. There's few units to it's easier and quicker to play. They just load up with three devil fexes, three sniperfexes, a winged HT, a walking HT, and fill up troops with ripper swarms and/or genestealers (both of which do not require synapse).

    If you want to go for a list where you actually use the Warriors and Zoanthropes, you can. But the first time an IW army massacres you, you'll understand the error of what GW has done to us. Basically, the only slots that matter to us anymore are Heavy Support for carnis, Elites for shocktrooper carnis, and HQs for Hive Tyrants. Other than that, if you have an extra 60 points, you have all your required troops.
    "Tell me what you cherish most. Give me the pleasure of taking it away." Sephiroth, Final Fantasy VII: Advent Children

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    Wow i learned a whole lot, thanks for replying and i am considering either the IG or Tyranid choice. Thanks again.


    K.fatalias :ninja:

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    though GW does hate us (cough 3rd ed fex stats +points cost, cough 4th ed fex stats + points cost) i still love my nids. you are fast as hell, are ruthless in cc, and your troops can take down other cc specialists like deathc company and blood thirsters with near unwavering success.

    the down side? expensive. arguably mech gaurd is the only army more coaslty than nids. the faq only got a couple of questions answered, but hit our synapse in the nads with the nerf bat. your early games may be met with crushing defeat before you 'get it' and figure out how to play. despite being a swarm army, we are surprisingly vulnerable to lascannon/star cannon heavy armies.

    when all is said and done, and done, well tuned nid army makes you giggle like an sugar high 2nd grader. hordes of gaunts, stealers, and other faceless killing machines, hitting the enemy lines before they can react, and devouring his specially selected and valiant heroes. also city fight is very kind to the nids

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    One thing you have to realize is that guants only need synapse to last 2 or 3 turns. Just keep them in cover so they aren't mowed down so fast. Have a winged tyrant accompany some. If the gaunts do leave synapse, DO NOT take instinctive behavior test. Instead, shoot (or fleet), then assault if able (notice it says they can't move if they assault, there is nothing about assaulting, and it says you can shoot...fleet takes the place of shooting).

    One thing that pisses me off with raveners is that they are just as fast as hormagaunts. WTF is with that?!?! They are fast F***ING attack choices!!! GW does hate nids.

    Here's to you GW for your FAQ and your new so-called "fast attack"!

    -----/\-----
    -----|-|----
    -/\/\|-|/\--
    -|-|-|-|-|\-
    --\------|/-
    --|------|--

    TMC lists are cool, but they aren't all they are cracked up to be. A couple of lucky shots and they're gone. It's happened to me plenty of times. And when you lose one, it ends up being at least 10% of your points, it sucks. I'd rather lose a squad of 16 spinegaunts and not care because it only costed me 80 points.

    Nids were made to swarm. Just keep the gaunts basic (10 pt hormagaunts and 5 pt spinegaunts). Always have 3 zoanthrope with warp blast and synapse creature for a little anti-tank support and synapse. Gaunts are multi-purpose. They lock up the enemy and stop a lot of shooting, their numbers allow them to take a lot out (not big guys, but at least there's less shooting at the stuff you care about...like a winged tyrant).

    It's just nice to send in some gaunts, lose half of them and not care. They are very intimidating at great numbers and take a lot of fire. They really are like ammunition...and a meat shield all in one.
    Last edited by Furbifex; August 17th, 2006 at 21:53.
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    Quote Originally Posted by Furbifex
    One thing you have to realize is that guants only need synapse to last 2 or 3 turns. Just keep them in cover so they aren't mowed down so fast. Have a winged tyrant accompany some. If the gaunts do leave synapse, DO NOT take instinctive behavior test. Instead, shoot (or fleet), then assault if able (notice it says they can't move if they assault, there is nothing about assaulting, and it says you can shoot...fleet takes the place of shooting).
    Gaunts need synapse throughout the entire game. If they are not in synapse range, they revert back to their crappy leadership and are prone to be run down in combat, especially expensive hormagaunts.

    Gaunts sitting somewhere is the quickest way for them to get killed.

    The codex states that you cannot move, for any reason, if you're not in synapse range at the beginning of the movement phase...but taken literally, you only "move" in the movement phase, so yes, I suppose you could still fleet and assault. Good going, you found a literal loophole. Seems it works both ways (screw you, FAQ!).
    "Tell me what you cherish most. Give me the pleasure of taking it away." Sephiroth, Final Fantasy VII: Advent Children

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