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Discussion Starter · #1 ·
So I'm sitting here flipping through the Tyranid codex, and I see some mounting problems for my upcoming army.

I'm planing of having at least a couple of big broods of leaping gaunts roving ahead of the army, and some biovores firing from the back. Both of these elements are going to be outside of the influense of synapse creatures for a major part of the battle. Thats a whole lot of Instinctive behavior tests.

Sure, with some hive node mutations all of those test are going to be against leadership 10, but as we all know tests against leadership 10 fail at least half of the time(for me anyway=)).

Anyways, a failed leadership can leave me with a big brood of gaunts stranded in premium firing distance, or a biovore who is charging out of cover!

Am I missing something here? Is this something all Tyranid armies are faced with?

Just wanna know before I start building my army...
 

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Some common "solutions" include winged Tyrants/Warriors to keep up with your fast units, one Zoenthrope to hang back with your biovores, and/or Heavy Weapon Warriors to hang back with the biovores.

The HW Warrior brood actually does fairly well for itself. Plus it guards the Biovores from deep striking units.
 

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In a 1700 point game I usually end up with 3 broods of warriors (1 winged) and 2 winged tyrants. Sometimes a second winged warrior brood is included, it depends.

The warrior broods are just 3 creatures each, which is what I always do with them until I run out of slots on the army list and have to pump brood sizes. It lets me spread around my synapse influence. It also gives me more venom cannons. Even only being able to glance, at S 7, I can have a good chance of dinging many vehicles. Plus, pretty good range.

These are in support of 3 broods of gaunts, usually about 16-20 models each brood. Each brood has 2 nodes, just in case 1 gets killed (this has saved me from LD 5 checks many times). Set like this, with 5 or 6 synapse nodes around, I honestly cannot remember the last time I failed an instinctive behavior test, because I take them very rarely.

Really large broods of gaunts can be difficult to move around, so I do not like using over 20 in a brood. Also, having 2 broods of 16, instead of 1 brood of 32, means that if you do fail an instinctive behavior test, only 16 act stupid. The chances of failing 2 tests are far lower than the chance of failing 1.
 

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Discussion Starter · #5 ·
Thanks, a lot of good tips. Since I'm pretty anal about how my army looks, I'm not gonna use any Warriors or Tyrants with ranged weapons though. Unless I find one that looks cool on them .

Not sure if I agre with the "more broods more safety" thing. More broods also means more tests. The only reason I would split up my broods would be to increase mobility.

Zoanthropes seem like a good solution for the biovores. But they have to choose Synapse as a power right? And they can only have one power? Thats a whole lot of points for a unit thats only ever useful if I fail a ld 10 test...
 

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Zoanthropes seem like a good solution for the biovores. But they have to choose Synapse as a power right? And they can only have one power? Thats a whole lot of points for a unit thats only ever useful if I fail a ld 10 test...
Yep, yep and yep. You're paying for insurance. On the other hand, how many points is it worth to have a guaranteed (or 3 guaranteed) launches of the Biovore?
 

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Discussion Starter · #7 ·
Well, for the cost of a zoanthrope I could almost afford an extra biovore instead. So the only time it's worth it is if you've maxed your vores.

I also noticed that lictors have to take tests. Doesn't really make sense to me. I asume they don't have to take test while hidden?
 

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Lictors don't have to take the test. Neither do Genestealers. This allows them to use their abilities without worrying about IB.
 

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Originally posted by Unit04@Oct 24 2003, 07:52

Yep, yep and yep. You're paying for insurance. On the other hand, how many points is it worth to have a guaranteed (or 3 guaranteed) launches of the Biovore?
Are Biovores and their mines really all that great?

Admittedly, I haven't seen them in play yet, but with likelyhood of scatter, the mines can be easily avoided unless they land on target. And you're only going to get a precious few of them out there anyway.

They seems awefully expensive. Especially when you tack the cost of that Zoa to keep them in Synapse.

So what's the appeal? What am I missing?

What mines do you give them and why?
 

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ctuchik:
Lictors are fearless, they automatically pass all morale tests. Instictive behevious checks *are* morale tests. This also affects carnifices.

Scorching Dawn:
Biovores kick butt - not agains marines, but against any army with lots of armour save 4+ models.

Yes, they scatter far, but you don't have to guess the distance. So if you roll a hit on the scatter dice, then a biovore hits more accurate than a whirlwind shot, and if you fail, then the shot is still somewhere around andcan float into base contact in a later round.
Biovores are also essential against any army with open topped vehicles, e.g. DE or speed freaks.
I generally use poison mines. Good AP, can wound everything, normal ordnance template (not that unreliable flame template). I don't use zoas in order to keep them in synapse range, the chance to roll 11+ is only 1/12. The cost of that zoa is not worth the benefit if keeping the bios is all you want to do.

jwu
 

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are you sure biovores are affected by IB? considering they can be placed in the same way as zoanthropes and lictors why wud they be affected by IB?

please tell me raveners are immune??!!

my tyranids army used to be my strongest army but since my friends have been taking out my 5 warriors really quickly its not bee proforming at all, im buying 3 more tomorrow will this help, also im thinking of giving them toxin sacs and rending claws(with scything talons). and if i was able to conver then i would take wings.

the worsed thing about the tyranid coedx is that its doesnt anywhere tell you what units IB refures to, does it affect carnafex?

ah monsterous creature
 

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Discussion Starter · #12 ·
Are the synapse creatures really falling that fast to shooting? A Tyrant has 4 Wo T 6 and 2+ save. Coming from a Warammer Fantasy background I gotta say that sounds pretty damn hard! Nothing I'd try to shoot with longbows at least =).

I love the fact that most players seem so afraid of the big 'nids. Thay seem perfect to be used as fire magnets, leaving the smaller troops to do the real work. But if a tyrant goes down in one round of fire thats some expensive canon fodder.
 

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I love the IB test! It always seems that whenever I roll it, I get attack! That is so bad ass!! As for the Raveners, no, they still take the test as normal....
 

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are you sure biovores are affected by IB? considering they can be placed in the same way as zoanthropes and lictors why wud they be affected by IB?
Not only do Biovores have to take IB, so do Zoanthropes without synapse. The only reason Lictors and Genestealers are immune is because they are vanguard units. They range out ahead and need to be free of synapse.
 

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i couldnt get warroirs today so i got some second hand units(i got to an independant stockest) i got tyrant guard £5(no bits missing) and carnafex for a WOPPING £6 (also with no bits missing) and next week i'll get another canafex and a hive tyrant for £14 if they havent been sold, all that needs doiong to them is stripping of paint, thats the best bit :DD

also on my last post i said i lose my synaps really fast well thats only my warriors, because i deep strike my tyrant on the 3rd turn



Deep Strike*
 

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Haemogod:

"the worsed thing about the tyranid coedx is that its doesnt anywhere tell you what units IB refures to, does it affect carnafex?"


All creatures are required to take the test if outside of the synapse unless specifically stated otherwise.

Ctuchick:

"Are the synapse creatures really falling that fast to shooting? A Tyrant has 4 Wo T 6 and 2+ save."

When playing against a chaos army with 5+ lascannons, 2+ doombolts, you'd be suprised how quickly a Hive Tyrant can go down.

The main post:

IB hasn't been much of a problem for me really. Genestealers don't worry about it, and a lot of units have a 10 leadership. You have a foot of play room anyway, and since the 'Nids are about close combat, I hope between your mutiple Synapse creatures you won't be spread so far apart as that. 'Nids are a swarm, moving them that way helps. Besides nothing de-moralizes an enemy like seeing 2 squads of 24 gaunts, a Hive Tyrant, and 3 raveners all running at the same squad.
 

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IB hasn't been much of a problem for me really. Genestealers don't worry about it, and a lot of units have a 10 leadership. You have a foot of play room anyway, and since the 'Nids are about close combat, I hope between your mutiple Synapse creatures you won't be spread so far apart as that. 'Nids are a swarm, moving them that way helps. Besides nothing de-moralizes an enemy like seeing 2 squads of 24 gaunts, a Hive Tyrant, and 3 raveners all running at the same squad.
Good point! Swarming will scare all!! Beware the wrath of the swarms of the Hivefleets!
 

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All monstrous creatures , Genestealers , and Synapse Creatures (Well of course)
don't need to be near a creature with Synapse mind connection.
A good way to remedy that is to have a Zoanthope sit back with your Biovore.

Zoanthropes make EXCELLENT Synapse creatures. They can't do much in combat , but are uberly-hard to kill with thier 2+ save , and (if i remember correctly) relatively high Toughness.

Winged Warriors do the best job of keeping up with gaunts , seeing how they get a 12" move instead of 6" That SHOULD keep those pesky gaunts well within hive mind.

Recently I have found that giving a hive Tyrant wings isn't all that good of an Idea.
They can't use thier gaurds if they have them , so they die much faster. Warriors have just as effective synapse abilities , so give them wings instead.
 
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