Tyranid Points Update and Balance Dataslate
Jun 29, 2022 2:15:30 GMT
kazetanade and TheDeepestShadow like this
Post by Master Chief on Jun 29, 2022 2:15:30 GMT
I agree that the core psychic build is still the way to go, even with 220 pt Maleceptor. He's still a power house and difficult to replace.
I think we're on the same page for most of your list except the Warriors, Exocrine and Harpy. I'd rather just take more Warriors than the other 2 but there could be many factors like meta and terrain that factor into it. The terrain here is very good for units of Warriors to hide in and pop out when needed. Meanwhile a Harpy is exposed as soon as it hits the table, and Exocrines can barely draw line of sight on anything useful with all the terrain.
The exo was an experiment against AoCs, and I am very happy about how he performed, not only vs marines. He doesn't care about covers, and he'll be fantastic for keeping an objective on the second lines.
And unlike many people will think, is not that easy to tag in close combat an Exocrine. Usually 3 Zoanthropes and a few more smites or maybe a scream, and your big exocrine blast gun is free to shoot again even if something touched the exocrine in cc.
He will hardly die from shooting and he'll do something useful like keeping an objective, even if an acid spray Tyrannofex is better, for this role wouldn't be good as he's better for pushing towards enemy units.
Think about all those missions with 6 objs, he'll keep one alone.
He will always find a target to shoot at, and in the rare case I am playing on a table were he won't find targets, is that thing going to benefit more the opponent, or me with 2 tyrants (one of them a dealer Flyrant dancing in between buildings, taking one unit at the time and remaining unpunished) a huge unit of warriors, and a harpy that can target everything she wants?
About the harpy, honestly is one of my main units. You don't always have to slingshot it towards the enemy to use the bombs. You're endangering the harpy for inflicting few MWs on an infantry unit... Is not worth it.
Most of the times I use the Harpy as a gunship, and having 5 turns of Leviathan HVCs in da face is not nice for anyone, that's pretty much 30 shots with 5 re rolls. Many armies cannot deal with it if you don't get too close.
We're still talking about something with a -1 to be hit, 3+/4++ and possible transhuman 4+. And a few times I also used the stratagem to regain wounds o her, to ,leave the last bracket and hit on a 4+ with that huge mobile firepower.
About the warriors I prefer the single man unit, as this is the idea of my list, in synergy with the rest.
Many tough units to deal with.
Usually the first 2 turns I am hunting for your anti monster fire or for your mobility, and then you just won't be able to deal with that amount of monsters or tough units, and during T4 or T5 you just won't have the means to deal with flyrants and similars.
Of course the opponent will take some units, but has to spend resources (units, CPs and other stuff) and not without consequences.
There is a "not so sublte" synergy in the list.
I am not saying is the best possible strategy, but it works for me and I find it very funny to play.