tag:blogger.com,1999:blog-5155691433231130852.post3242215965181892683..comments2023-10-26T02:48:09.890-07:00Comments on They Shall Know Fear: Can Tyranids Compete? Part 2Hulksmashhttp://www.blogger.com/profile/06417830994213666149noreply@blogger.comBlogger13125tag:blogger.com,1999:blog-5155691433231130852.post-80949881577977518422010-10-28T14:30:10.621-07:002010-10-28T14:30:10.621-07:00I like the Fex-star as a unit. Think I would alwa...I like the Fex-star as a unit. Think I would always go with some sort of ranged attack on the Carnifex thought since they can struggle to catch fast units.<br /><br />I have never used Ygmarls just because of the limited area cover we have in some games makes options for deploying them limited. Outflanking regular units works fine for me though.Lyracianhttps://www.blogger.com/profile/13021663969271276571noreply@blogger.comtag:blogger.com,1999:blog-5155691433231130852.post-9906839037245741952010-10-22T20:05:32.742-07:002010-10-22T20:05:32.742-07:00You'll see more suppressive fire in the next a...You'll see more suppressive fire in the next article Chumby :) For this list you could drop a single Ravenor or a little tweaking and you could get 1 TL-Dev on both Carnies. It reduces their CC abilities but gives you a nice 12 TL St6 shots.Hulksmashhttps://www.blogger.com/profile/06417830994213666149noreply@blogger.comtag:blogger.com,1999:blog-5155691433231130852.post-82292127086518828422010-10-22T19:44:10.975-07:002010-10-22T19:44:10.975-07:00I like this set up Hulkamania, only thing I'd ...I like this set up Hulkamania, only thing I'd change is adding some extra suppression fire in the form of a dakkafex and dakkarant, maybe Harpies if I'm feeling saucy.Chumbalayahttps://www.blogger.com/profile/15543857960730597490noreply@blogger.comtag:blogger.com,1999:blog-5155691433231130852.post-69465909969062288932010-10-22T11:10:03.977-07:002010-10-22T11:10:03.977-07:00" I learned last edition with Deathspitter Wa..." I learned last edition with Deathspitter Warriors that decisive movement is critical to making them work"<br /><br />Yeah I am still getting used to running short ranged shooty with nids -- only shooty bugs I played with prior to the new codex were gun fexes (and stranglefexes once 5ed came out). Lot more leeway in movement with 36" range. I may have to bite the bullet and get some proper t-fexes built, they may work more with my mindset/playstyle.wintermanhttps://www.blogger.com/profile/02387213368473553942noreply@blogger.comtag:blogger.com,1999:blog-5155691433231130852.post-91765021341066440772010-10-21T19:41:28.034-07:002010-10-21T19:41:28.034-07:00Just for you Winterman I posted what I think I'...Just for you Winterman I posted what I think I'll be building for when I don't want to use the Baron list I've already done. <br /><br />Back on topic though I tend to be very, very aggressive with my Hive Guard. Mostly as I figure they aren't going to last long so I need to use them while I have them. If there is any cover where I want to put them then they go at the front of my deployment zone which means they should be able to get shots on the first turn though sometimes I sacrifice a turn and run to ensure I'm in range for turn 2. If there isn't cover then they are right on the Gants butt in the deployment zone and the same thing as above happens. I learned last edition with Deathspitter Warriors that decisive movement is critical to making them work. I can thank Blackmoor for that after my loss to him at the only non-best general Broadside Bash attendance :)Hulksmashhttps://www.blogger.com/profile/06417830994213666149noreply@blogger.comtag:blogger.com,1999:blog-5155691433231130852.post-51120560351733235872010-10-21T15:35:44.939-07:002010-10-21T15:35:44.939-07:00Enjoying your blog and this series! Look forward ...Enjoying your blog and this series! Look forward to more DE posts as well (bummed alot of good stuff is being taken to PMs on dakka!).<br /><br />Your post on dakka got me to get off my duff and get the 2nd prime needed to run the carnifex deathstar. Gotta thank you for that cause that units has been fun as hell and quite effective. Dunno why I didn't do it sooner, as it lets me use my fav 40k model.<br /><br />So anywho, for point #2 above, I have an observations to add. I've tried to limit myself to 2x2 hive guard aswell (taking ymgarls as you have in the list above) and I am finding 4 hive gaurd shots is not the same as 4 ML shots on a long fang squad. Reason being is range -- LFs are firing from turn 1 but its rare that an opponent will give you turn 1 shots if they know what HG can do. So I am finding they aren't getting enough done early enough to really help out. It might be though that I am too conservative with them too, sticking as much as possible to safer zones for them to operate. <br /><br />Any event this has led me to be a bit frustrated as far as anti-transport is concerned. I don't really want to go with 6 hive guard but I am starting to wonder if 4 is really enough.wintermanhttps://www.blogger.com/profile/02387213368473553942noreply@blogger.comtag:blogger.com,1999:blog-5155691433231130852.post-33606954796275935962010-10-21T15:12:52.960-07:002010-10-21T15:12:52.960-07:00I saw that Purgatus. After the experiences I'v...I saw that Purgatus. After the experiences I've had with them though I'd recommend going to 2x15. Remember that the biggest thing your trying to limit is Long Fangs. Who have ld9 Counter attack that gives off 13 (if no casualties) attacks. That can eat a whole in your unit fast. The extra bodies really help absorb that damage and leave you able to hurt them back.<br /><br />I love my Gargoyles. My other list has between 25-40 depending on what else I'm running.Hulksmashhttps://www.blogger.com/profile/06417830994213666149noreply@blogger.comtag:blogger.com,1999:blog-5155691433231130852.post-24368371416949226922010-10-21T15:00:24.794-07:002010-10-21T15:00:24.794-07:00Interesting. I wholeheartedly agree on the Gargoyl...Interesting. I wholeheartedly agree on the Gargoyles/Raveners to limit ranged shooting. Personally I am a fan of the Gargoyles (I will be running them 3 x 10 in my list).Purgatushttps://www.blogger.com/profile/04434824912752472018noreply@blogger.comtag:blogger.com,1999:blog-5155691433231130852.post-34711718000628423312010-10-21T12:13:49.635-07:002010-10-21T12:13:49.635-07:00Back to communication 101 for both of us, since it...Back to communication 101 for both of us, since it took four posts to say we agree. ;)Benhttps://www.blogger.com/profile/13568239768979592457noreply@blogger.comtag:blogger.com,1999:blog-5155691433231130852.post-92127334265954256812010-10-21T12:11:28.241-07:002010-10-21T12:11:28.241-07:00I probably should have been more clear in my reply...I probably should have been more clear in my reply :)<br /><br />I've actually found a pair of Fexes don't really cut it either. I'd rather use that Fex unit to give the Tervies cover and run the Trygons to the side so that the CC units hit together. Otherwise, yeah, traffic jams would ensue and it would slow down the army like crazy.Hulksmashhttps://www.blogger.com/profile/06417830994213666149noreply@blogger.comtag:blogger.com,1999:blog-5155691433231130852.post-78643267025554837292010-10-21T12:05:51.729-07:002010-10-21T12:05:51.729-07:00I should have been more clear with the trygon cove...I should have been more clear with the trygon cover comment... getting cover from actual terrain is nigh-unto impossible, but not from a pair of fexes. But trying to run them behind the fexes, which are presumably behind something else, would create a nasty traffic jam in your assault elements.Benhttps://www.blogger.com/profile/13568239768979592457noreply@blogger.comtag:blogger.com,1999:blog-5155691433231130852.post-37016396812072775432010-10-21T12:01:24.992-07:002010-10-21T12:01:24.992-07:00No I never try to claim cover on Trygons unless th...No I never try to claim cover on Trygons unless there is a huge building or hill that actually covers them. Otherwise it's nearly impossible to cover them. In the above list the primes/carnies generally get one of the FnP and the other is used to focus the enemies target priority. Sometimes it's on the tervigons, sometimes on the raveners, sometimes on the Trygons.<br /><br />In regards to relying on CC to take out transports and their contents the reason I don't sweat it as much is that most people use melta. Melta means generally 2 wound with maybe 1 more if your really lucky from rapid fire. The reason people like Orks don't do CC transport destroying well (and people carry this thought over to Nids) is because they are so succeptible(sp?) to small armes fire/flamers/ and templates. That's not generally the issue with Nids. Generally the thing your using to pop a vehicle is an MC that starts w/6 wounds. They are very resilient to small arms and unless there is a lot of plasma around they'll probably survive the next shooting phase. <br /><br />I'll be covering more of my opinion of destroying vehicles in CC with nids in probably the 4th and final part. The next one will deal with my other army and some thoughts on using both lists and why I think they can hang with lists like the ones posted in this thread.Hulksmashhttps://www.blogger.com/profile/06417830994213666149noreply@blogger.comtag:blogger.com,1999:blog-5155691433231130852.post-92032360476446533222010-10-21T11:43:54.169-07:002010-10-21T11:43:54.169-07:00I'm guessing you are not trying to get cover o...I'm guessing you are not trying to get cover on the trygons as well, so they are the main recipient of catalyst in this setup? <br /><br />An objection that is sure to be raised is that you are primarily relying on cc to kill transports, which usually results in taking point-blank fire from the contents. You said earlier that mech guard doesn't really give you trouble, so what is the answer to a list like MVBs, where angry people with meltaguns are going to shoot you for wrecking their ride?Benhttps://www.blogger.com/profile/13568239768979592457noreply@blogger.com