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Master Twig
Oct 25, 2007

I want to branch out and I'm going to stick with it.
Tyranids and orks are good again. Praise to the xenos lords.

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Master Twig
Oct 25, 2007

I want to branch out and I'm going to stick with it.
You forgot to put Skaven in the OP. As you can see, they are clearly a 40k army.



















Master Twig
Oct 25, 2007

I want to branch out and I'm going to stick with it.

TKIY posted:

Lots in this FAQ. Charging a unit with a character behind another unit is a good strategy since it can't be targeted for Overwatch.

MonsterEnvy posted:

Character can't be shot at unless they are the closest unit.

Under the targeting characters section it says. "A Character can only be chosen as a target in the shooting phase if they are the closest visible enemy unit to the model that is shooting."

So, you can't normally target a character that's not the closest enemy unit, but, since overwatch is not in the shooting phase, they can be. Nothing in todays FAQ says otherwise.

Master Twig
Oct 25, 2007

I want to branch out and I'm going to stick with it.
Been working on this most of the day. Deathspitters and wings are magnetized, but I can't imagine I'll be changing those out too often.

Master Twig
Oct 25, 2007

I want to branch out and I'm going to stick with it.

goose willis posted:

What is that? I am not familiar with the names of most big Tyranid monsters

That is a Hive Tyrant. Also known as the unit that single handedly carried Tyranids through the last edition.

Master Twig
Oct 25, 2007

I want to branch out and I'm going to stick with it.
Just a couple of HQs, preparing for a light snack.

Master Twig
Oct 25, 2007

I want to branch out and I'm going to stick with it.
All of the forgeworld stuff I've seen seems way more powerful than standard book units with similar power ratings.* It seems like there's a definite disconnect between the team writing the rules for FW and the team writing the core rules.














*Except Tyranids

Master Twig
Oct 25, 2007

I want to branch out and I'm going to stick with it.

JesusIsTehCool posted:

I hope Malenthropes arent stupid good as I have three that made up the back bone of my Nids in 7th. They were very strong in 7th but now busted, would be sad if i had to toss them in a box and never use them again.

They showed the malanthrope rules in a FW preview post. Big changes are:
Save went from 3+ to 5+
No longer wounds on a 2+. Has 4 attacks, but on 4+, strength 4, AP -1, 2 damage.
Spore Cloud gives enemy units -1 to hit rolls instead of +2 to cover. Range reduced from 6" to 3".
Miasma can deal a mortal wound to nearby enemies.
And its 10 power so will likely be nearly 200 points.

So, time to box them up I think. They're pretty terrible.

Master Twig
Oct 25, 2007

I want to branch out and I'm going to stick with it.
The most egregious example I've seen are the repressor rhino for sisters and the battle suit for tau that was in the preview. Both are only very slightly more expensive than similar models in the core, but far more powerful.

I will agree the marine stuff seems pretty on point. Though the fire raptor is kind of ridiculous.

Master Twig
Oct 25, 2007

I want to branch out and I'm going to stick with it.

xtothez posted:

Uh they're really not. You didn't mention the biggest advantages... firstly they're protected by the Character rule making them a lot harder to pick off than venomthropes. Their spore cloud rule affects all tyranid units (not just infantry), making your MCs less susceptible to heavy weapons in a way that isn't negated by AP. Finally their new Preferred Enemy rule works armywide and can be easily triggered with Heroic Intervention, without them even needing to fight in combat.

Malanthropes are now basically a Prime crossed with a much better venomthrope brood. I do think 200pts is a bit pricey for them, but 150-180 is pretty justified.

I disagree. The 3 inch bubble, combined with them only having 5" movement means that you're severely limiting the movement of your other units if you want to keep them in range of his bubble. Tyranids are fast, mobile, strikers. The malanthrope is slow. Sure, being a character helps protect it, but then you have to have a unit sit back and bodyguard it. That's just not the Tyranids thing.

Sure, prey adaptation is good if it triggers, but I just don't see it triggering very often. It had it in the old version and I don't recall it ever triggering.

Maybe if it was -2 to hit, but -1 just isn't that much of a reduction. Some units like exocrines and termagants will benefit, but for 10 power it just seems overpriced. If it were 4 power, putting it around the old price, sure, I'd be all about it. But a Trygon is only 8 power and you're gonna get way more use out of that.

Master Twig
Oct 25, 2007

I want to branch out and I'm going to stick with it.

muggins posted:

Does this mean gsc can be put in a Tyranid detachment?

Yes it does. Neophytes are a great way to get some back field shooting and objective campers. Just keep in mind that the entire detachment must be gene cult if you want to cult ambush.

Master Twig
Oct 25, 2007

I want to branch out and I'm going to stick with it.
I was ranting against the malanthrope before, but at 90 points... Yeah sign me up.

Little disappointed in heirodules, in particular their close combat. Wish they had gargantuan scything talons that did a flat 6 damage to put them on par with things like knights, or something like that. Still, gonna give em a shot. That flamer is brutal.

Master Twig
Oct 25, 2007

I want to branch out and I'm going to stick with it.

JoshTheStampede posted:

Literally everyone in my area who had sworn off 40k in the past ten years or so has fallen off the wagon for 8th. We all dug through our closets and found whole armies didn't even remember we had and now we're sending messages to each other organizing big triangle trades and poo poo. Feels like old times except now we all have money and no time.

There's been more games of 40k played at my FLGS in the last 3 weeks than the rest of the year combined.

Master Twig
Oct 25, 2007

I want to branch out and I'm going to stick with it.

Pendent posted:

I almost expect to see tournaments not accepting FW units at this point. It's looking pretty bad.

Yeah. As much as I like some of my FW units, the rules team for FW just has no idea what the hell they're doing and I think tournaments would be better off not allowing them.

Got a 1500 point tournament today. In an hour. I better get my stuff ready.

Bringing
Tyrant - Wings - Deathspitters - Rending Claws
Broodlord
15 genestealers
22 fleshborer gaunts
20 devourer gaunts
5 Warriors with talons and boneswords
Exocrine
2 Trygons

Master Twig
Oct 25, 2007

I want to branch out and I'm going to stick with it.

Luebbi posted:

Are the stealers and devilgaunts being deployed via trygon tunnel? This looks similar to what I play, so keep us posted on how it went for you!

The stealers started on the table. The warriors and devilgaunts showed up in the Trygon tunnels. The tournament went well! I went 3 - 0, but finished 3rd due to points. (3 people were 3-0 at the end. Too many players.)

First round was against Eldar. 4 wave serpents full of wraiths. 1 thing that was like a wave serpent but shot better. Tabled them turn 4.

Second round was against Thousand Suns. 2 rubric squads. Predator. Helldrake. 10 termies and a termie sorcerer. Tabled them turn 3. Didn't lose a single unit.

Last round was against Matt Root, the #1 ranked player from ITC last season. He had orks. 3 trukks full of boys. 2 full of tankbustas. Big Mek on bike. Warboss. Gorkanaut. Game finished turn 7 and he had one lone boy on the table, on an objective. I had another objective. I had 9 devilgaunts, a half wounded exocrine, and a single warrior left on the table. Both got slay warlord. Neither got linebreaker. I won due to First Blood.

The guy who won the tournament ran 3 stormravens. 2nd place was running Taurox spam.

Master Twig
Oct 25, 2007

I want to branch out and I'm going to stick with it.

Luebbi posted:

Whoah, I didn't see that coming. Congratulations! I would've thought the list would have lots of trouble against vehicles, how did you deal with them so fast?

The Broodlord, Hive Tyrant and Trygons are all exceptional at assaulting vehicles and putting out lots of damage. The exocrine is also quite excellent at it. And believe it or not, devourer gaunts are very good at vehicles that are only T7 or less. They may only wound on 5s, but with that many shots, you're gonna average 13 wounds (thanks to rerolling 1s to wound).

Master Twig
Oct 25, 2007

I want to branch out and I'm going to stick with it.
So, turns out Necron Gauss Pylons are ridiculous. T8, 30 wounds, 3+, 5++. 2+ BS. It's immobile, but can deep strike turn 1. Main gun has 120" range, is a macro weapon, d6 shots, S16, AP-4, 6+d3 damage. A secondary weapon that gets 2d6 strength 6, AP-2 shots, and a pistol weapon that gets 3d6 shots at strength 4, ap-1.

For 470 points.

Master Twig
Oct 25, 2007

I want to branch out and I'm going to stick with it.
I'm usually against the idea of banning things from tournaments. The game is what it is and players should just adapt.

But man... these FW rules are so bad that I think tournaments would benefit greatly from not having them. FW has always had bad rules, but they really had an opportunity to improve. Instead, we got books that were obviously thrown together without testing and feel like they didn't compare them to core rules at all.

Master Twig
Oct 25, 2007

I want to branch out and I'm going to stick with it.

chutche2 posted:

Yeah, I'm taking 2 lists to the game store Sunday to scrounge some games up. 1 with forgeworld and 1 without. Haven't played 40k at that store before so dunno how they feel about forgeworld.

The list is a chaplain, techmarine, scout squad, 2 tac squads, contemptor, stormraven, terminators, and 2 predators. For the FW version it's got vaylund cal, 3 tarantulas, and one predator is the forgeworld plasma variety. For the non-forgeworld, there's 3 predators, a captain, and a rhino instead.


If my friend brings his tyranids I might take something else. Because to be honest a stormraven isn't really fair against his kind of army I think, unless it's hovering the only stuff that can hit it is termagant shooting or his flying tyrant, unless he takes his giant mob of warriors with venom cannons. Might replace it with my guard stuff, or just always hover with it.

Tyranids can do alright against stuff like stormravens. Obviously a hive tyrant can assault them and do decent damage, but an exocrine is also pretty good at putting a lot of wounds on them.

Master Twig
Oct 25, 2007

I want to branch out and I'm going to stick with it.
Hormagaunts and Gargoyles are both bad.

Devourer Gaunts in Trygon escorts all day yo.

Master Twig
Oct 25, 2007

I want to branch out and I'm going to stick with it.
Well, with the new point values, I have constructed the list I will bring to a 2000 point tournament on Saturday.

Battalion Detachment
Patriarch
Patriarch
15 Purestrain Genestealers
15 Purestrain Genestealers
20 Devourer Gaunts
15 Devourer Gaunts & 5 Fleshborer Guants
Exocrine

Spearhead Detachment
Hive Tyrant, Wings, 2x Deathspitters, Monstrous Rending Claws, Toxin Sacs
Malanthrope
Exocrine
Trygon
Trygon

The gaunts all deploy underground with the Trygons and deliver bombs of shooting. Hive Tyrant flys around and messes stuff up. Genestealers charge upfield with Patriarch Escorts. Exocrines sit back being babysat by the malanthrope to allow them to shoot at what they want, and get a bit of protection from shooting themselves. I COULD ambush the genestelears, but I think the odds of getting a bad roll on the chart could bite me hard in a few games, plus, the genestelears are useful for bubblewrapping things turn 1 to prevent turn 1 charges against my exocrines and Hive Tyrant. And with 12 units to deploy, I'm not getting to go first.

Which is one thing I've found, is that without having dedicated transports, other than Tyrannocytes, which I think are overcosted, and require to be in reserve, so you can't stick your whole army in them due to the half your army on the table rule, Tyranids struggle to come in with fewer deployments than the enemy. I've gone second in almost every game I've played. Though it honestly hasn't felt like that much of a handicap, as I also haven't lost a game with them yet. Just makes it so I'm always deploying defensively.

Also, painted up these handsome fellas yesterday.

Master Twig
Oct 25, 2007

I want to branch out and I'm going to stick with it.

Safety Factor posted:

Don't you need a third troops choice for that Battalion?

I thought I had, but just looked. Yep, seems those purstrains are not troops. I thought they were like regular genestealers. Gonna have to find 40 points somewhere.

Zaphod42 posted:

Simple Green


Any solvent that doesn't dissolve plastic should do the trick about the same if you're desperate. But you asked people and simple green is what we're gonna say.

There was a page about some guy testing various solvents, they all work more or less but some take a lot longer and more scrubbing with a toothbrush.

Simple Green is okay. Super Clean, which comes in a purple bottle and is sold at Auto-Shops, is by far superior. Just use gloves while handling it.

Master Twig
Oct 25, 2007

I want to branch out and I'm going to stick with it.
There is no way in hell any tournament is going to allow you purposefully run understrength units to fill force org slots. If that were allowed, I would run so many single man zoanthrope units... Smite everywhere.

Master Twig
Oct 25, 2007

I want to branch out and I'm going to stick with it.
Still hoping to run a list with old one eye and 18 Carnifexes.

Master Twig
Oct 25, 2007

I want to branch out and I'm going to stick with it.

RagnarokAngel posted:

Can Smite hit characters even if theyre not the closest model? I understood the restriction to be limited to the shooting phase but i wanted to verify. I play psyker as gently caress armies so its a game changer.

Smite can ONLY hit the closest unit. You don't get a choice of what smite hits.

Master Twig
Oct 25, 2007

I want to branch out and I'm going to stick with it.

LordAba posted:

At the same time going against anything that is marine or better without critical mass is asking to bounce your rending rolls. 15 is a good number, and adrenal glands are almost a necessity to try to avoid massed 8" flamers.

I don't think genestealers can take adrenal glands. Just toxin sacs, but that gets pricy at 4ppm. Purestrains can't take either.

Master Twig
Oct 25, 2007

I want to branch out and I'm going to stick with it.

WhiteOutMouse posted:

So here is a nice exercise, what band and or song do you guys feel best matches each legion? We can open this up to loyalist too, but they are kinda samey to me...

Thousand Suns

Master Twig
Oct 25, 2007

I want to branch out and I'm going to stick with it.
Odds on the Ultramarine codex fixing Robby G and not having him be as severely undercosted as he is now?

Master Twig
Oct 25, 2007

I want to branch out and I'm going to stick with it.
Also cult mechanics don't get canticles

Master Twig
Oct 25, 2007

I want to branch out and I'm going to stick with it.
Imperium is the strongest right now. Especially with Guillimon. The Slaughterhouse GT in North Dakota just finished and the top 3 lists all had Robby G. WInning list was 6 Storm Ravens and Robby G.

Yeah, Tau have Markerlights. Marines get to reroll hits and wounds if near their special character.

Naramyth needs to get in here and give a more detailed report.

Master Twig
Oct 25, 2007

I want to branch out and I'm going to stick with it.
Clearly the best way to make snow effects for basing is to grind up CFL bulbs.

Master Twig
Oct 25, 2007

I want to branch out and I'm going to stick with it.
I've been trying to come up with a Tyranid list that can specifically kill storm raven spam. Haven't come up with anything good yet. Most raven spam lists have 7 deployments, so I'm pretty much guaranteed to go second.

The two best things for killing Storm Ravens are Exocrines and Winged Hive Tyrants. A single Storm Raven has very good odds of killing a Hive Tyrant in one round of shooting, especially with Robby G backing it up. Every game I've played against Ravens with a Hive Tyrant, they have not survived long enough for them to get a turn. Exocrines have a good chance to survive a storm raven firing at it, but will more than likely be reduced to hitting on 6s.

Of the other units that can actually assault a storm raven, being Gargoyles, Shrikes, Crones and Harpies, none of them have even remotely the attack power to put any kind of damage on a storm raven. MAYBE shrikes with rending claws and toxin sacs.

I'm just not coming up with anything. I've asked other people for suggestions, and everyone just keeps coming back with running Imperial Guard alongside them to take scions and hyrdas. Well then I'm not using nids to beat it, am i? :mad:

Master Twig
Oct 25, 2007

I want to branch out and I'm going to stick with it.

chutche2 posted:

https://www.youtube.com/watch?v=6DqjcNd9mOY

So apparently ironclads are 40 points cheaper, hunters 30 points cheaper, and sternguard bolters are 1 point cheaper. Pretty nice. Calgar and some other characters like the emperor's champion also took big point drops.

Well that's good. Space Marines weren't winning enough tournaments and needed a boost.

Master Twig
Oct 25, 2007

I want to branch out and I'm going to stick with it.
I have learned something with my Tyranids.

The big ones die first. And fast. So many things out there deal multiple wounds and damage them with ease. Trygons, Hive Tyrants, Exocrines. They all just seem to be magnets for big weapon fire, which everyone seems to have quite a lot of.

So I came up with the following.

Battalion:
Malanthrope
Magus
Magus
3 rippers
30 termagants with 10 devourers
30 termagants with 10 devourers

Battalion
Broodlord
Broodlord
15 Genestealers
15 Genestealers
15 Genestealers
15 Genestealers

Supreme Command
Magus
Magus
Magus
Magus
Magus

Gives me 8 command points, and at least on the first turn, if anyone wants to shoot a heavy weapon, they're at best doing it at a 12 point model. 60 genestealers is gonna swarm over quite a number of things. 60 termagants provides quite a lot of bubble wrap for the characters. 7 maguses will smite a lot. Mind Control and Mass Hypnosis are also really useful. Genestealers being able to assault without fear of overwatch is huge. It takes some careful placement, but I'm usually able to get most, if not all, units within 3" of the malanthrope turn 1. It's been good in the few games I've played it with.

Master Twig
Oct 25, 2007

I want to branch out and I'm going to stick with it.
I'm going to be running a small tournament at the renegade open. For a while, it was going to be kill team. Then 8th edition pretty much made that impossible. Then we considered Shadow War Armageddon, but polls and discussion around has shown there would be too little interest in that.

So I'm thinking I might try to do combat patrol. Can run basic missions and play very much like regular 40k. The only difference is point limits and I think you need to restrict units. I'm thinking of borrowing heavily from the adepticon rules.

One detachment. 400 points.
1-3 troops
0-1 elites
0-1 fast attack
0-1 heavy support
0-1 flex unit that can be troop, elite, FA or HS.
May take 1 dedicated transport for each unit as normal.

HQ, LoW, fortifications and flyers not allowed. No named characters.

No models with 10 or more wounds unless it's a dedicated transport.
No models T8 or higher.
No forgeworld.

Thoughts? Too restrictive or not restrictive enough?

Master Twig
Oct 25, 2007

I want to branch out and I'm going to stick with it.

goose willis posted:

I just feel that this thread needs some alternative opinions outside the mainstream of slowly fellating Roboute Guilliman because compared to other 40k forums out there the SA 40k thread is hilariously biased towards the Imperial factions

This is the only 40k group I post in on the internet.

Roboute Guilliman is lame, boring, and completely uninteresting as a charcter. I don't give half a poo poo about space marines and find literally any Imperium army OTHER than marines to be cooler and better than space marines. Tyranids, Orks, & Necrons are the best.

Also, my dislike for Guillimon is enhanced by the fact that in game is he severely undercosted and overpowered.

Master Twig
Oct 25, 2007

I want to branch out and I'm going to stick with it.

PantsOptional posted:

Speaking of various SM Stratagems, has anyone had any luck with the 8th edition version of Orbital Bombardment? I tried it the other day and the dice just hosed me hard but I also get the sense that it's just not as good as the previous version in general.

I have found this to be the case with all blast weaponry.

Master Twig
Oct 25, 2007

I want to branch out and I'm going to stick with it.
Wait? Troop hoards are being seen as a problem? I've had lots of games using conscripts and termagants and I've found that my opponents have zero problems making me pick up models a handful at a time. They are bubble wrap units that get popped in s single turn. And yes, even with commissars and synapse negating morale. Storm bolters are 2 points. Hurricane bolters are 4. If you can't deal with hoards I don't know what to tell you.

Master Twig
Oct 25, 2007

I want to branch out and I'm going to stick with it.

dexefiend posted:

Do flying tanks ignore that gimmick?

Yes. Fly units can just hop out and not give a gently caress.

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Master Twig
Oct 25, 2007

I want to branch out and I'm going to stick with it.

Naramyth posted:

Sisters are pretty crazy. I bumped into them game 4 of my last GT. They hit very hard, dominions in their forgeworld ride+the jumpers+celestine makes a crazy opening.

I have been trying to beat this player and his sisters many times. I can't beat him. He's tabled my nids in 4 turns every time.

He's undefeated at our weekly 40k night at the FLGS. Though he did lose one game at the tournament on Saturday to a Ynarri list, who by the accounts of both players, got very lucky on the dice rolls.

Yeah, sisters are good.

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