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Post by rpricew on Nov 13, 2014 16:17:55 GMT
Played at 2K last night against an Alpha Strike Eldar/DE army. I lost 5-2 but had a great game.
2K (2) Flyrants: Electroshock - 480 (2) Malanthropes - 170 (1) Zoanthrope - 50 (2) x 3 Rippers (Deepstrike) - 90 (1) Dakkafex (Spine Banks) - 155 (1) Barbed Hierodule - 565 (1) Void Shield Generator (2 extra shields) - 100
Living Artillery Node: 390 (3) Warriors (Barbed Strangler) (3) Biovores (1) Exocrine
Game went pretty good, I survived his first and second round shooting hiding in the castle. He deepstruck a Venom with 5 Fire Dragons behind my enemy lines and blew up the VSG first turn. The rest of my horde was hiding in a large ruin rocking a 2+ cover save and the Hierodule was making the (2) Wave Serpents he had Jink every turn.
I lost my rippers early on and the Exocrine got Instant Killed by a Distort Cannon on a Wraith Guard. I wrecked a lot of stuff, but his army had so many MSUs that I just couldn't kill enough each turn. He would have been in trouble if it had been a Kill Point mission for sure.
All in all, it was a super fun game and this build was extremely durable. I felt like it lacks bodies and I kept wanting to have a Tyranid Prime and 30 Gants sitting under the shield... preventing the type of precision deep strike that killed the shield turn one.
Not sure how to accomplish this. I don't know what to drop. Everything in the Army did some work except the Exocrine, Zoanthrope and Rippers.
The Hierodule never took a wound. I lost the Exocrine, both Rippers, one Biovore, one Flyrant, the Carnifex and the Zoanthrope.
I killed 5 Venoms, 1 Raider, 2 units of Fire Dragons, 2 units of Wraith Guard, 2 units of Warriors in Venoms, Spiritseer and Archon with Shadowfield. I also immobilized one Wave Serpent.
His List: Archon (Shadowfield, Webway Portal) Court (2) Sslyth & 2 Flamer dudes, Venom 5 Warriors, Venom 5 Warriors, Venom 10 Mandrakes 10 Mandrakes 10 Mandrakes 5 Fire Dragons - Exarch Fast Shot, Venom 5 Fire Dragons - Exarch Fast Shot, Venom 5 Wraith Guard (Flamers), Raider 5 Wraith Guard (Distort Cannons) Spirit Seer 2 Wave Serpents (Scatter lasers)
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Post by russellr on Nov 21, 2014 9:46:17 GMT
The idea is great, I've got some thoughts/comments.
1) I've seen people talk about Barbed Hierodule and saying it has feel no pain. However, I don't see that in the Apocalypse book. In fact, it has a tiny number of rules. Is there a FAQ/errata that I missed?
2) Has anyone tried using the new Sporocysts with this tactic? If so, with which weapon choice? How have you found it?
3) With the new formations from Shield of Baal: Leviathan, will that change the way anyone plays?
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Post by creatureboi on Nov 21, 2014 10:35:31 GMT
Check the gargantuan creature rules in the BRB (p71) - GCs get fear, fearless, FNP, HoW, MTC, relentless, smash and strikedown in addition to any creature specific rules in barbies entry
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Post by luke1705 on Nov 21, 2014 17:12:07 GMT
The idea is great, I've got some thoughts/comments. 1) I've seen people talk about Barbed Hierodule and saying it has feel no pain. However, I don't see that in the Apocalypse book. In fact, it has a tiny number of rules. Is there a FAQ/errata that I missed? 2) Has anyone tried using the new Sporocysts with this tactic? If so, with which weapon choice? How have you found it? 3) With the new formations from Shield of Baal: Leviathan, will that change the way anyone plays? It definitely has the potential to. Unless TOs ban it (which I actually think is rather unlikely given how they haven't done so for other similar detachments for other armies) then we basically have two full FOCs. Not that we really need them, but we're basically the only army that can actually rock double CAD now, more or less (except for, you know, marines) and arguably one of the armies that can take advantage of it better. I mean, we could have 9 units of Mucolids for 135 points, without even touching our current codex FOC's troop allotment. They don't give up kill points, are actually pretty threatening, and if your opponent deals with them, he wasted a unit's entire turn on a 15 point unit. Not too shabby
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Post by russellr on Nov 21, 2014 17:40:11 GMT
Check the gargantuan creature rules in the BRB (p71) - GCs get fear, fearless, FNP, HoW, MTC, relentless, smash and strikedown in addition to any creature specific rules in barbies entry Aha, thanks for that, I'm obviously not too familiar with the gargantuan creature rules.
I've seen it written somewhere that the creature isn't fearless, which I thought was odd. Now I understand why it's not written in the rules specifically!
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Post by russellr on Nov 21, 2014 17:44:09 GMT
The idea is great, I've got some thoughts/comments. 1) I've seen people talk about Barbed Hierodule and saying it has feel no pain. However, I don't see that in the Apocalypse book. In fact, it has a tiny number of rules. Is there a FAQ/errata that I missed? 2) Has anyone tried using the new Sporocysts with this tactic? If so, with which weapon choice? How have you found it? 3) With the new formations from Shield of Baal: Leviathan, will that change the way anyone plays? It definitely has the potential to. Unless TOs ban it (which I actually think is rather unlikely given how they haven't done so for other similar detachments for other armies) then we basically have two full FOCs. Not that we really need them, but we're basically the only army that can actually rock double CAD now, more or less (except for, you know, marines) and arguably one of the armies that can take advantage of it better. I mean, we could have 9 units of Mucolids for 135 points, without even touching our current codex FOC's troop allotment. They don't give up kill points, are actually pretty threatening, and if your opponent deals with them, he wasted a unit's entire turn on a 15 point unit. Not too shabby The new formation related to spores could be fun as well, but possibly not great for me because I play against marine players more than anything else. The normal spore blast of S6 AP4 just doesn't cut it for me. However, the S8 AP3 mucolids blast as pretty cool, so yes you're right, 135 points for 9 of them would be an interesting choice.
I also plan to use at least one sporocyst, possibly two, and that's even more mines. My only concern is that I actually WANT my opponent to come towards me, so maybe some of them will be deep striking instead of sitting back carpeting my castle.
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Post by asmodas on Nov 21, 2014 22:02:58 GMT
It definitely has the potential to. Unless TOs ban it (which I actually think is rather unlikely given how they haven't done so for other similar detachments for other armies) then we basically have two full FOCs. Not that we really need them, but we're basically the only army that can actually rock double CAD now, more or less (except for, you know, marines) and arguably one of the armies that can take advantage of it better. I mean, we could have 9 units of Mucolids for 135 points, without even touching our current codex FOC's troop allotment. They don't give up kill points, are actually pretty threatening, and if your opponent deals with them, he wasted a unit's entire turn on a 15 point unit. Not too shabby The new formation related to spores could be fun as well, but possibly not great for me because I play against marine players more than anything else. The normal spore blast of S6 AP4 just doesn't cut it for me. However, the S8 AP3 mucolids blast as pretty cool, so yes you're right, 135 points for 9 of them would be an interesting choice.
I also plan to use at least one sporocyst, possibly two, and that's even more mines. My only concern is that I actually WANT my opponent to come towards me, so maybe some of them will be deep striking instead of sitting back carpeting my castle.
I'm intrigued by the Sporocyst as well. I'm going to look at how feasible it is to magnetize the kit so I can use both. Infiltrating a Sporocyst onto an objective and then pumping out mines sounds like fun.
I think the regular spore mines (from the Sporocyst and the Spore formation for that matter) should basically be used as roadblocks for annoying units. Let your opponent deal with them while the rest of the army goes to work. Mucolids are a whole different story, as I think you want to use them to charge pretty much any time they get a chance to. Those things are nasty.
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Post by N.I.B. on Nov 21, 2014 23:33:53 GMT
Mucolids are a whole different story, as I think you want to use them to charge pretty much any time they get a chance to. Those things are nasty. No. They are very far from nasty. 3.5" average charge range, and their explosion will hit fewer models than even the meek Spore Mine. Like, 1-2 marine sized models on average. Their only saving graces are that they are by far the cheapest troops Tyranids (or any faction) can have, and to just be in the way/mess up enemy movement.
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Post by russellr on Nov 22, 2014 1:36:37 GMT
Mucolids are a whole different story, as I think you want to use them to charge pretty much any time they get a chance to. Those things are nasty. No. They are very far from nasty. 3.5" average charge range, and their explosion will hit fewer models than even the meek Spore Mine. Like, 1-2 marine sized models on average. Their only saving graces are that they are by far the cheapest troops Tyranids (or any faction) can have, and to just be in the way/mess up enemy movement.
I look forward to taking several and trying to disrupt enemy movement and potentially assaulting fliers
EDIT: Also, why do you say the explosion will hit fewer models that the spore mine? I think both are a large blast aren't they?
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Post by Dzikus on Nov 22, 2014 14:02:51 GMT
Guys, quick question on Sporecyst: Sporecyst vs. tank shock - what do you do with immobile model - does it die due to tank shot, have "Death or Glory" attack, is it moved or does enemy vehicle stop on immobile model? I'm completely lost on this one.
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Post by Jabberwocky on Nov 22, 2014 15:53:37 GMT
The old faq had it move out the way. Not sure now.
I'd probably also smash with a tank shock.
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Post by russellr on Nov 22, 2014 17:52:19 GMT
Guys, quick question on Sporecyst: Sporecyst vs. tank shock - what do you do with immobile model - does it die due to tank shot, have "Death or Glory" attack, is it moved or does enemy vehicle stop on immobile model? I'm completely lost on this one. Very good question that!
It's fearless, so it automatically passes the morale test. That means, by the rules, the sporo "simply lets the Tank move through, as if it was not there." By that (page 92 of the rulebook) it doesn't need to move at all. In my mind, that's nice and simple ... unless of course the tank's movement isn't enough to let it 1" past the sporo, which is likely seeing how huge the sporo is. Then I'd say the tank finishes 1" in front of the sporo, having not actually hit it. I'm not 100% sure on that though, and more opinions would certainly be good
As Jabberwocky said, death or glory using smash is also an option.
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Post by cyaneye on Nov 22, 2014 19:50:27 GMT
In the old faq, the mycetic spore HAD to make a death of glory attack because it was immobile and had0 no way of moving out of the way, so I'd assume the same applies to the sporocyst. However, the Sporocyst is still a monstrous creature, so it can smash with that one attack, and the one time that the sporocyst immobilizes the land raider that was tank shocking it will make the sporocyst worth it's cost for the next 20 games, give or take a few based on the look on your opponent's face.
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Post by N.I.B. on Nov 22, 2014 22:47:50 GMT
No. They are very far from nasty. 3.5" average charge range, and their explosion will hit fewer models than even the meek Spore Mine. Like, 1-2 marine sized models on average. Their only saving graces are that they are by far the cheapest troops Tyranids (or any faction) can have, and to just be in the way/mess up enemy movement. why do you say the explosion will hit fewer models that the spore mine? I think both are a large blast aren't they? Because you have to center the blast on the spore, and the Mucolid has much a larger base than the mine.
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Post by Jabberwocky on Nov 23, 2014 9:49:03 GMT
Does it mean centre the hole over the centre of the base though or put the centre hole *somewhere* over the base, like you would when targeting an enemy with a blast?
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