Post by jaysic on Nov 25, 2014 5:48:23 GMT
Wrote this in another thread;
The firepower isn't what miffed me the most about the Sporecyst. The Venom Cannons caught me off guard, and I could do SOME mitigation with my unit placement, but you're still choosing a unit to take 5 S6 small blasts a turn.
What really got to me about it was that it was 3+ cover, T5, 6 wounds, securing an objective, then gaining BOARD CONTROL with the spore mines.
The defensive stats / saves of the spore made it an investment of my firepower (which I had a lot of) to try and move it off the objective. His spore placement kept me from having a legal move to get either of my MSU jetbike units in to ObSec it. Sure I could shoot and kill the mines easily....but I was in a target rich environment. He had 2 of these things zoning out 2 objectives midfield objectives (Was 'Cloak and Shadows'; a maelstrom mission with H&A deployment), had the SkyTryant group (29 base gargs) holding his back, while the Tyrannocytes and their cargo (3 pyrovores and then 6 zoans with a Neuronthrope) landed in my deployment by my objectives. I had a lot of things I had to kill, and even with 11 of my of 17 FoC used up, plus 2 transports, I didn't have the amount of units to deal with all the threats on the table. Oh and he had a bunch of hormagaunts charging down the field as well. And Deathleaper.
The real strength of the Sporecyst is it's ability to force a real commitment on behalf of the enemy. You're not sending 100 points of your own units to clear the 100 points of the sporecyst. The enemy has to make a major investment to clear one of these off the table, and thus they either concede a large portion of the board, or they trade cost-inefficiently while allowing you to do the opposite with your army.
At least that's my impression of them from one game. I'm definitely wondering about running these instead of the (first?) 2 kits I plan on getting next weekend. I do a CC army that does worse out of pods than they do on the ground, and I think having these could find a place in my normal tourny lists. Yeah they take up HS slots...but we have options around that from our formations.
As far as the Barbed Stranglers; They killed most of a unit of Dire Avengers (including a shimmershield) before I dropped a unit of fire dragons by the pod and nuked it. It was sitting in the open, not in cover, which helped a lot (8 Dragons with a Fast Shot Exarch). If I didn't kill it I planned on the wave serpent camping it to suck up its fire while denying it's objective. You really can't let these things just pump out 3 spore mines a turn though, it adds up quick (especially with 2).
Read more: thetyranidhive.proboards.com/thread/48278/tyrannocyte-tactica?page=1&scrollTo=826111#ixzz3K3YUaqDa
The firepower isn't what miffed me the most about the Sporecyst. The Venom Cannons caught me off guard, and I could do SOME mitigation with my unit placement, but you're still choosing a unit to take 5 S6 small blasts a turn.
What really got to me about it was that it was 3+ cover, T5, 6 wounds, securing an objective, then gaining BOARD CONTROL with the spore mines.
The defensive stats / saves of the spore made it an investment of my firepower (which I had a lot of) to try and move it off the objective. His spore placement kept me from having a legal move to get either of my MSU jetbike units in to ObSec it. Sure I could shoot and kill the mines easily....but I was in a target rich environment. He had 2 of these things zoning out 2 objectives midfield objectives (Was 'Cloak and Shadows'; a maelstrom mission with H&A deployment), had the SkyTryant group (29 base gargs) holding his back, while the Tyrannocytes and their cargo (3 pyrovores and then 6 zoans with a Neuronthrope) landed in my deployment by my objectives. I had a lot of things I had to kill, and even with 11 of my of 17 FoC used up, plus 2 transports, I didn't have the amount of units to deal with all the threats on the table. Oh and he had a bunch of hormagaunts charging down the field as well. And Deathleaper.
The real strength of the Sporecyst is it's ability to force a real commitment on behalf of the enemy. You're not sending 100 points of your own units to clear the 100 points of the sporecyst. The enemy has to make a major investment to clear one of these off the table, and thus they either concede a large portion of the board, or they trade cost-inefficiently while allowing you to do the opposite with your army.
At least that's my impression of them from one game. I'm definitely wondering about running these instead of the (first?) 2 kits I plan on getting next weekend. I do a CC army that does worse out of pods than they do on the ground, and I think having these could find a place in my normal tourny lists. Yeah they take up HS slots...but we have options around that from our formations.
As far as the Barbed Stranglers; They killed most of a unit of Dire Avengers (including a shimmershield) before I dropped a unit of fire dragons by the pod and nuked it. It was sitting in the open, not in cover, which helped a lot (8 Dragons with a Fast Shot Exarch). If I didn't kill it I planned on the wave serpent camping it to suck up its fire while denying it's objective. You really can't let these things just pump out 3 spore mines a turn though, it adds up quick (especially with 2).
Read more: thetyranidhive.proboards.com/thread/48278/tyrannocyte-tactica?page=1&scrollTo=826111#ixzz3K3YUaqDa