DADOS VICIADOS

Gostaria de reagir a esta mensagem? Crie uma conta em poucos cliques ou inicie sessão para continuar.

DADOSVICIADOS


    Tyranids - Tactica

    hellboy
    hellboy


    Mensagens : 2414
    Data de inscrição : 17/04/2012
    Idade : 45

    Tyranids - Tactica Empty Tyranids - Tactica

    Mensagem por hellboy Qua Jul 04, 2012 4:22 pm

    The Transition into 6th...

    Pros:

    No Retreat wounds are gone – Models in Synapse range now no longer lose extra models or pile extra wounds onto other friendly broods. This allow us to tie up enemy units until our more dangerous broods assault. In previous editions it also let our cheap gaunt broods grind down enemy units. Potentially useful when assaulting into cover, too.

    Winged creatures can vector strike – which could prove particularly handy against enemy fliers.

    Hammer of Wrath gives MCs a bonus attack on the charge. Large broods such as Gargoyles become more powerful on the charge. Shrikes benefit from the free strikes.

    Vehicles are much harder to suppress (which is bad) but can be killed by cumulative glancing hits.

    Vehicles are a lot easier to hit in Close Combat. Combined with the above point even horde broods such as AdrenalGaunts and DevilGaunts can wreck vehicles.

    Standard Missions begin under the Night fighting rules half the time. Night fighting may continue for several turns. Night fighting now gives a bonus to cover that increases the further from the shooting unit.

    Our standard psychic powers can be traded in for randomly generated powers from the ‘core powers’ in the MRB. Biomancy seems to offer decent buffs.

    Feel No Pain against AP 1 or 2 – a buff for our MCs who often get targeted by this kind of weaponary

    Wound Allocation shennanigans are gone.

    Implant Attacks cause instant death on an unsaved wound. This might make characters think twice about challenging us.


    Cons

    Rapid fire can hit us from further away on the move.

    Casualties are removed from the front of a unit first, effectively pushing back the brood.

    Random Assault Distance could ruin charges or make for longer ones!

    Fleeting prevents assault.

    We can’t take Allies.

    Enemy Allies may mean more psychic defenses or elite armies bulking out with cheap cannon fodder. Strong possibility for nasty combos to be bought against us.

    Vehicle can no longer be suppressed.

    Flyers can’t be attacked in assault if they Zoom! Only Vector Strikes or shooting can take them down. We don’t know if any of our broods get ‘Skyfire’ yet.

    Outflanking broods cannot assault on the turn they arrive.

    Infiltrating broods cannot assault if you take the first turn. If you go second, you will be able to assault.

    Cover is now easier to claim for Monstrous Creatures but will often be a 5+ rather than a 4+. For multi-model units things have gotten slightly worse as the enemy can specifically target models outside of cover. Depending on the brood’s size and position this may or may not be significant.

    Grenades can be used in Close Combat against MCs

    Warriors and Raveners are still ID’d by Power Fists and Missile Launchers.

    New Mission Deployment rules potentially we are starting the battle further from the enemy.
    hellboy
    hellboy


    Mensagens : 2414
    Data de inscrição : 17/04/2012
    Idade : 45

    Tyranids - Tactica Empty Re: Tyranids - Tactica

    Mensagem por hellboy Qua Jul 04, 2012 4:22 pm

    Brood Summary


    HQ Choices

    Hive Tyrants –

    Pros: Fairly sturdy if given Tyrant Guard. Good at killing Elite infantry. Biomancy psychic powers offer good self/unit buffs. Has some good buffs for friendly troops - Preferred Enemy particularly. Armoured Shell now more effective against power weapons.

    Cons: Slow. Upgrades are often expensive


    Winged Tyrant (aka Flyrants)

    Pros: good selection of psychic powers. High mobility and the ability to 'Vector Strike' enabling them to attack enemy units they fly over. With Twin Linked Brainleach Devourer (TLBD) can glance vehicles to death and soften up infantry.

    Cons – Cover needs to be used to protect against anti-tank weapons. Needs backup against hordes to prevent being pinned down or overwhelmed. Elite hand to hand units can kill a Tyrant. The Winged upgrade itself is 60pts and prevents Armoured Shell or Tyrant Guard from being taken.



    The Swarmlord - An improved Hive Tyrant

    Pros: . Focused on Close Combat and buffing the swarm. Improved stat line. Wider synapse range. Offers a range of battlefield buffs. Wide range of psychic powers for potential trade-in to pick up even more brood/self buffs!

    Cons: Expensive. Slow moving.



    Tyrant Guard - Body guard for Swarmlord or Hive Tyrant

    Pros: Tough, good statline, can upgrade to take Boneswords. Can take hits for the Hive Tyrant or Swarmlord

    Cons: Expensive.



    Tervigon:

    Pros: Synapse. Buffs surrounding broods. Spawns free Termagant broods. Can purchase and trade in psychic powers. Counts as a Troop choice if taken with Termagants – tough objective holder. Without the fear of No Retreat wounds a Tervigon can get stuck into CC with its minions - A3, S6, AP2 isn't bad.

    Cons: Buffs other units not itself a great fighter.



    Tyranid Prime

    Pros: Quite cost effective and has access to decent upgrades. Boneswords are apparently AP2.

    Cons: No Invulnerable Save. Cannot have wings.



    Parasite of Mortex

    Pros: Very manoverable. A disruption tool rather that a straight on killer.

    Cons: Expensive for what it does and competes for an HQ slot against other creatures.



    Elite Choices


    Hive Guard Brood – ranged anti-vehicle.

    Pros: Good against vehicles. Does not need Line of Sight (LOS).

    Cons: Only 24” range. Needs to stay in cover to mitigate enemy retaliation.



    Lictor Brood – Infiltration and disruption

    Pros: Guides Deep Striking units. Can tie up small enemy units. Flesh Hooks and claws can be effective against vehicles.

    Cons: Not that good at what it is mean t to do.



    Deathleaper – An improved Lictor

    Pros: Better stats. Reduces effectiveness of enemy psykers and leaders. Can be tricky to kill.

    Cons: Expensive, but still more effective than his cost in ordinary Lictors. *if* many more psykers appear he may become more useful.



    Venomthropes – defensive buffing units.

    Pros: Provides cover and defensive grenades to broods within 6”. Enemy must make Dangerous Terrain tests if assaulting these broods.

    Cons: No offensive powers of its own.



    Zoanthrope Psychic Artillery

    Pros: Powerful anti-tank abilities.

    Cons: Can by shut down by anti-psyker abilites and wargear.



    The Doom of Malan'tai - UberZoanthrope

    Pros: Nasty life draining aura has been made a little more dangerous by the reduction in cover saves and the possible reduction in Mech units.

    Cons: Psychic powers can be nullified.



    Pyrovore - a really nice looking model.

    Pros: It really is a nice looking model.

    Cons: You could have given the money to charity or taken your mother out to Sunday Lunch.



    Ymgarl Genestealers

    Pros - As regular Genestealers. Armour that might actually stop small arms fire. Can assault the turn the arrive.

    Cons - As regular Genestealers but more expensive. Can be placed in terrain that turns out to be occupied.



    Fast Attack


    Raveners

    Pros: Fast across the table. Not slowed down by difficult terrain but as rumours stand they make need to make a Dangerous Terrain Test and may strike at Inititative Step 1. Hit reasonably hard. Rending and high number of attacks per model allows Raveners to engage heavy infantry and vehicles. With the changes to Fleet their shooting upgrades may now be worth considering.

    Cons: Medium price per model but large broods can become expensive. Low Leadership value potential makes it vulnerable to enemy psychic powers.



    Gargoyles – Winged horde unit

    Pros: Cheap per model. Cost effective upgrades. Hammer of Wrath on the charge works well with large brood numbers. Provides screening for other Tyranid creatures (often Shrikes or Tyrants). Fast movement and can Deep Strike if need be.

    Cons: Fragile.


    Shrikes

    Pros: Can be equipped with Boneswords to cut down heavy infantry. Wings give mobility and Hammer of Wrath gives an extra attack per model.

    Cons: Poor armour so need screening with another unit. Expensive, obvious target.



    Harpy Winged Monstrous Creature

    Pros: Offers mobile shooting. Can be equipped for anti-infantry or anti-tank. Makes good use of Vector strikes as it has few base attacks.

    Cons: Another 'expensive for what it does' model.



    Sky-Slasher Swarm

    Pros: Mobility

    Cons: ???



    Troops


    Termagant – Basic cannon fodder

    Pros: Cheap, numerous and can be spawned from Tervigons. Each purchased brood of these makes one Tervigon a Troop Choice. Buffs from other units increase survivability and offensive capability. Can be used to hold enemy units in Close Combat or screen friendly broods.

    Cons: Weak when not buffed or in small numbers.


    Devilgaunt – Termagant Upgraded with Devourer.

    Pros: 18” range shooting with high volume of fire. Can eliminate a Marine squad in one volley. Can take out AV10 vehicles by stripping Hull Points. Commonly Deployed by Mycetic Spore.

    Cons: Need cover or careful insertion to enemy retaliation. Expensive package, often considered a ‘one-trick pony’.



    Hormagaunts – Close combat horde unit.

    Pros - Cheap base cost per model. Large broods can overwhelm elite infantry. Hormagaunts in synapse range can wear down enemy units in assault, or hold them until other broods (such as Genestealers, Tyranid Warriors)
    Benefit from being upgraded.

    Cons: Needs to attack in large numbers to be effective. May need assistance from Genestealers, Raveners or something generally more killy to actually bring down tough targets.



    Toxigaunts - Hormagaunts with Toxin sacs. Few numbers but poison helps kill infantry models, particularly enemy Monstrous Creatures.

    AGgaunts - Hormagaunts with Adrenal Glands. Enhanced strength on the charge helps to kill vehicles by striking the rear armour to rapidly strip Hull Points. Small boost in infantry killing but this is largely offset by increased points cost per model.

    Ubergaunts - Hormagaunts with both upgrades. At ten points per model they are expensive for a horde unit. Genestealers may be more cost effective at that price range.



    Genestealers – CC specialists.

    Pros – Rending allows a brood to engage super heavy infantry or vehicles. Broodlord character upgrade is worth consideration: improved stats, psychic powers and can upgrade to Implant attacks which cause Instant Death.

    Cons – Effectively no armour. Heavily reliant on cover and/or FNP. Glass hammer unit. Can be overwhelmed by superior numbers or ground down by tough units. Hit heavily by the inability to assault from Deep Strike or Infiltrate.



    Warriors:

    Pros: Synapse. Three wounds per model but still subject to ID by high strength weapons. Can take support weapons to aid vehicle glancing. Can be fitted with CC weapons but equal points in Raveners will be faster across the board and hit almost as hard.

    Cons: Basic Warrior is cheap but upgrade costs quickly mount up. Greatly benefit from FNP or cover.



    Ripper Swarm

    Pros: ???

    Cons: ???



    Mycetic Spore - brings another brood into play via deep strike.

    Pros: Can be used to drop broods on flanks, behind lines or simply closer to the enemy to avoid an extra round of shooting. Can defend itself in assault - is S6, AP2. Can be given guns to add supporting fire. New ID rules mean it survives a little longer against Anti-Tank fire.

    Cons: Low Toughness and armour make it fairly easy to kill after landing. Shoots the nearest enemy target so giving it blast weapons is a bit of a gamble. Latest rumour state that only half your army can enter play via Reserves.



    Heavy Support


    Trygon:

    Pros: Multiple attacks, good Inititative, AP2 close combat attacks. Short ranged shooting attack could crack AV10-11. Can be upgraded to a Prime for Synapse, improved shooting and better Ld.

    Cons: A BIG model. Cannot assault the turn it Deep Strikes. Enemy generally want it dead ASAP. Costly.



    Mawloc Hit and run MC

    Pros: Reduced cover saves make him a little better at killing infantry. Changes to Deep Strike may make him more useful. Can re-deploy across the board during the battle.

    Cons: Bad Deep Strikes could mean hitting friendly broods as well as missing the enemy. Only effective while Deep Striking but as an MC can now SMASH! vehicles



    Carnifex: Jack of all trades Monstrous Creature.

    Pros: You probably already own lots of them. Dropped in a Mycetic Spore behind enemy or on a flank can cause a fair amount of carnage. Generally runs with two Twin Linked Brain Leach Devourers (TLBD) or keeps the standard Scything Talons to re-roll misses.

    Cons: Very expensive for it’s statline. Other broods generally a better job at whatever the poor Carnifex tries to do.



    Old One Eye

    Pros: Potentially can kill many models on the charge. Minor Regeneration.

    Cons: For twenty points more you can get a Swarmlord who gives a bigger boost to your army.



    Tyrannofex (aka T-Fex) Anti-vehicle shooting unit

    Pros: Tough Monstrous Creature. Can wreck vehicles at range. Can be equipped for anti-infantry.

    Cons: Big model. Expensive. Two shots at BS3 isn't the best out there...



    Fortifications

    Currently a wild card. Buying and placing our own cover could be a godsend. We may be able to use enemy fortifications against them if Genestealers or Ymgarls can infiltrate closer by blocking LOS with them.

      Data/hora atual: Sex maio 17, 2024 2:49 am