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Post by afewveiws on Mar 1, 2022 2:47:30 GMT
I've gotten alot of likes on a post i made about my 5th edition experience and was wondering what yall played back in 5th and/or when you started playing.
My general army had access to -90 hormagaunts -6 warriors -swarmy -like ~20 termagant -DOOM LOL -a custom pod (no model yet) -a harpy (again custom since no model yet) -magnatized walkrant -2 magnatized carnifexen (at 160pts apeice it was usually just 1 melee fex and ooe anymore would have been way too expensive) -3 venomthrope -2 tyrantgaurd (sad since i cant find a 3rd metal dome shells so i cant really use them.) -3 hivegaurd -a trygon -6 raveners -10 gargoyles -some rippers -a broodlord with 40ish genestealers (10 with tenticle faces YMGARL) -and a 3 pyrovore (i ran them as biovore i just prefered the model and no one in the shop even noticed the difference or if they did know they didnt care.)
My general list construction and stratagy back then was to rush the enemy lines with 2-3 units of hormagaunts, swarmy with 2 tyrant gaurd, some blat templates, and imidiate threat drops such as doom in a pod, trygon with warriors, pod of devgants, ymgarl genestealer lol.
Blast templates is something i genuinely miss.
I also dont like the pod model. The codex art in the 5th ed codex was great and i dont like the new models or concept it has evolved into so now i dont have any and have no intention to get them.
What are some stratagies and list builds/playstyles did you guys use? Any gripes that highlight what you didnt like or loved about 5th ed?
Think hard melee lists will come back because that is what i miss the most.
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Post by swarm492 on Mar 1, 2022 13:14:41 GMT
Goin off the cuff but depending on points 2 or 3 tervigons 90 to 120 termagaunts, 3 broods of ymgarls stealers, hive guard and zoans with doom in a pod with some venoms. A very contested elites slot. Most of the time it was hive guard and zoans because tanks were absolutely everywhere
In short, the units that do work did their respective jobs. The termagaunt mass took the alpha and main attention from the enemy. Termagaunts with 5 or6 universal rules stacked on them were surprisingly deadly. Cover, fnp, attacks when charged, poison, preferred enemy. It all added up all the while more were being spawned.
Had multiple assault armys like blood angles, templars, and space wolves slam into it. Do alot of damage but not break through. And then the net enveloped them
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Post by infornography on Mar 1, 2022 14:23:09 GMT
My usual list certainly had some predictable units in it. Swarmy was almost always a given. My second HQ was generally either a flyrant (biojetpack LOL cause no model) or a Tyranid Prime 3 Tyrant Guard (they would form a unit with Swarmy and the Prime for our premier deathstar unit of the time) 20 or 30 devilgaunts Probably at least one unit of FBGants At least one unit of 20 Genestealers 10 Ymgarls (Usually my MVPs of the match, I loved them so) Trygon Prime A pod or two 3 Hive Guard A Troop Tervigon or two Some Venomthropes And some Zoanthropes. Maybe a unit of Gargs
Honestly, for all the hate the 5th ed codex got, we had some solid units in it. Yeah, we had just as many stinkers, but I cannot deny that the list above was a blast to play.
Usually the devilgaunts would go in a pod, Genestealers would outflank, Ymgarls would lie in wait, Trygon would deep strike, Swarmy would hide the first round and let a tervigon outflank, Venomthrope would hang close to swarmy to give him cover, Zoeys and Hive Guard would also hang close by for that cover, gargs would usually play a sacrificial role providing screening first and/or second turn.
Very little started on the board, but then things kept popping up in the enemy's backlines and I had no juicy targets for enemy outflankers or advance melee because my zoeys and hive guard were nearby my deathstar. It was a brutally efficient army that kept enemys on their back foot the entire match. My biggest issue was always Grey Knights because while on average I could beat them down hard, if they got a few lucky hits with those force weapons they could decimate my army quick and they had several anti-psyker toys and I had a lot of psykers.
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Post by jesses on Mar 2, 2022 2:46:00 GMT
Yeah my 5th ed lists were pretty varied but were all based around null-deployment as much as possible. Iirc Swarmy gave +1 to reserve rolls in he was on the table so it was usually just him hiding behind terrain with a few other token units haha.
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Post by gigasnail on Mar 2, 2022 4:18:56 GMT
null-deployment with devilgaunts and the doom. hiveguard and tervs with guants and gargs as screeners. ymgrl stealers in the ruins.
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Post by Shadowwolf on Mar 2, 2022 10:06:46 GMT
5th edition, that was when all the Carnifex options disappeared, right? When Doom, Parasite and Swarmlord made their first appearence? With the trygon, tervigon, tyrannofex and mawlock too! I remember simply transitioning into that period with mixed feelings, since all my custom fexes suddenly weren't as much fun. But with the brand new monsters, there was joy to be had! GW released Tyranids! And while my fexes and tyrants were stuck on 4 wounds, the Trygon sported 6, with lots of attacks! I added one pretty quickly and with the abundance of conversions, kitbashes and off-brand tervigons and tyrannofexes that popped up, they started seeing use too. Spawning termagants was just so much fun, a brand new mechanic! And with termies and tervigon counting as troops, you could field a monster list with pretty much immovable objective holders! The new Hive Tyrant abilities were great as well, Hive Commander and Old Adversary were staple on mine, for that juicy re-roll aura and getting your deepstriking reserves into play quickly.
Hormagaunts were pretty rad as well, I remember we were gonna play Apocalypse and I collected enough for the Endless Swarm formation which let you recycle destroyed units of gaunts. Anything that came close to deployment zone edges or Trygon holes was just drowned in a shower of gaunts with toxin sacks (always wound on 4+ an re-roll to wound if your strength was good) and adrenal glands (+1WS and S on charge!), which just came back next turn if you managed to fight them off! Good times!
On the tournament scene, I remember lots of cries of cheese regarding the Doom of Malantai, which came in through drop bod, leeched life out of the surrounding units up to 10 wounds (which meant S10 attacks!) and then proceeded to annihilate things with the large blast template! :-P
It was a fun and creative time to be a Tyranid player, since so many of our units were missing models. Kitbashing and greenstuff skills got a lot of practice. Good times were had and much biomass gained.
Shadowwolf
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Post by infornography on Mar 2, 2022 15:03:31 GMT
Yeah, I had a third party resin kit Tervigon and a greenstuff kitbashed Tervigon and frequently fielded both. Those are still my only two tervigons and they are sadly noticeably smaller than the actual Terv kit. If Tervs start being actually worth fielding again, I might consider getting an official one or two.
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Post by N.I.B. on Mar 3, 2022 13:04:43 GMT
Null deployment. Dakkafexes in 45pts Mycetic Spores drop pods, some Devilgants in pod, Neurothrope in pod, Doom in pod, outflanking stealers. The most fun I've had with 40K.
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Post by arsonfire on Mar 3, 2022 22:41:00 GMT
The 5e codex had some good tools for making your opponent think really hard about their deployment.
Ymgarl genestealers appearing out of terrain pieces were a big one. I often had opponents crowding tons of models onto every terrain piece they could, in order to try and block the ymgarls from appearing. Although that rarely worked out for them, as the ymgarls actually had a pretty long threat range. So I'd usually have them safely placed in midfield terrain.
This combo'd well with mawlocs, which loved placing pie-plates on all the tightly packed infantry. The mawlocs could be avoided by putting models up above the ground floor of ruins, so every multi-floor building in the enemy deployment zone was usually crammed with cowardly models.
Then however they had to contend with the doom of malantai, who punished the enemy harshly for placing too many different squads close to each other.
A couple of squads of outflanking standard genestealers were a good addition too. If any enemies got too close to the edge of the board, they were at risk of being charged.
Trying to counter one of those threats often exposed the opponent to another, and it often forced them into really awkward deployments.
I was also quite fond of a swarmlord deathstar. When a unit didn't have a majority number of models with a particular T or WS value, you got to benefit from the highest value in the unit when defending against attacks. So combining a swarmlord, tyranid prime, and a single tyrant guard into a unit gave you three models with WS9, WS6, and WS5 respectively. So when attacked in melee the enemy struck against WS9. Similarly if you rolled Iron Arm on the swarmlord, you had T6+d3, T6, and T5. So the unit counted as T6+d3. Combined with some other defensive buffs, this made for a pretty tanky unit.
Tervigons were of course fantastic in 5th. It was hard to pass up taking at least one of those.
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Post by afewveiws on Mar 3, 2022 23:25:07 GMT
I always thought the tervigon was dumb, still do.
Walking spawning pit has its merits but durability is the only thing should be conserned with. Giving it crushing claws was a joke since there would never be a place where the hivemind would dedicate that much biomass to a task suited for a much simpler carnifex. For that matter think about how many gants could be made out of equal mass... does anyone have a tervigon mass vs termagant mass?
Im surprised to only see positive comments and stories here. I thought 5th ed was regardes as bad or something... glad though.
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Post by infornography on Mar 3, 2022 23:58:31 GMT
our 5th edition codex was a trainwreck compared to 3rd and 4th which were much beloved by just about everyone. However our 6th edition codex was an atrocity and lasted for 2 editions and our 8th ed codex started out decent but was EXTREMELY quickly nerfed into mediocrity.
For all the gnashing of teeth during 5th ed, I strongly feel that was our best codex we have had since 5th edition. I have hopes our 9th ed codex will break that streak.
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Post by gigasnail on Mar 4, 2022 0:59:50 GMT
5th was an extremely weak codex, for sure.
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Post by afewveiws on Mar 4, 2022 2:10:30 GMT
5th was an extremely weak codex, for sure. Compared to 4th ed nids or other 5th ed armies?
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Post by arsonfire on Mar 4, 2022 3:41:26 GMT
The internal balance of the 5th ed codex was indeed a complete trainwreck. You had stuff like devourers vs deathspitters on a hive tyrant, where they both cost 15 points, but deathspitters were Assault 3 S5, and devourers were Assault 6 S6. Same range. One gun was just a vast upgrade over the other. There was zero reason why you would ever take the deathspitters. The codex was full of braindead balance decisions like that.
It was a big downgrade from 4th edition, which was a fantastic codex. So a lot of people did hate 5th at the time. But for all the wacky, poorly thought out balance decisions it was actually still quite fun to play. Sure it had some very weak options in it, but also some very strong ones. If you dodged the poor options you could make some fairly strong lists with it.
The 6th edition codex was where it all turned to custard. They basically just took the 5th ed codex, stripped most of the good stuff out of it, made a bunch more bad decisions like breaking how melee weapons stacked, and barred access to things like core rulebook psychic powers. That led to two editions of Codex: Flying Hive Tyrant. As it was about the only strong unit left.
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Post by hivemind03 on Mar 4, 2022 3:56:42 GMT
If i remember right, i loved 4th. 5th was a mess a made me fall out of love with the game. 6th was an atrocity and caused me to quit until 8th. From what I've heard 7th sounds like a dark time that I'm glad I missed.
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