1:25 "they are really good at holding the board!" 9:50 "this army suffers from multiple turns of shooting." Essentially, nids went from bugs you saw in starship troopers, to bugs you saw from a bugs life.
i dont mean to be off topic but does any of you know a method to get back into an instagram account? I was stupid forgot the password. I appreciate any assistance you can give me.
This. I hate playing the objective game with nids. The last years of Tyranid play have been gettin ahead on points in the early game and getting tabled turn 4 because no staying power, lose by a landslide. 9th ed looks to be more of the same. Rush to the objectives with fragile troops, stand there while your MC's can't kill anything, get annihilated. Fun times. And as a slow player, I hate to hear it will become an even slower army to play. I'm thinking shelfing my nids and quitting the hobby.
@@fluffcrunchmini4572 Believe it when I see it. It could help but you are limited to how much you can score via secondaries. I just saw that Striking Scorpion gave out all the point costs, it was helpful to see that marines are going to be paying through the nose to field a battalion. That might help with the small claustrophobic board with cluttered LOS blocking terrain. Maybe, just maybe some armies won't be utterly shot off the table when tactical doctrine rolls around.
@@fluffcrunchmini4572 not sure how a secondary will change playstyle. "You know that castle that will table you in a round if you charge? Free points if you don't wipe this turn!"
Lore:tyranids are the most terrifying and destructive species that even chaos and necrons are scared and lot of factions have to team up to defeat them Tabletop:a 500 point space marines list can kill a 2000 point nid list and the marines only lose 2 squads
To be fair. That IS how it works in the lore... So I guess Nids should just be allowed to take twice as many points? Seeing how they always outnumber everyone except the orks.
Thing is the "holding power" they were talking about kind of fits with Nids lore. They send waves and waves of bodies into their foes to just outnumber them. Unfortunately the game can't reflect that accurately so winning the objective by just surviving long enough for "a second wave" of nids to come kind of fits.
@@nickwoollon9855 holdings power as in holding objectives. All the time tyranids are an invading force that should need to survive against there enemy,there enemies should have to survive agility them true horde fashion
Summary: Two units are good. Biovores are good for move-blocking with their bad shots (don't expect to kill things), and the Zoanthropes are good at soaking up damage. Nothing else can survive while sitting on objectives, and nothing is strong enough to push enemies off objectives. Your main hope is to take a skew list of max models to try an unsatisfying win, but even that isn't likely. Yay. Considering all the other "tips from playtesters" so far have been actually exciting things that the armies can do, this makes me terrified. And I think GSC takes things even worse. What's that video going to be? "Ridgerunners plus an Alpha Biker is strong and can survive for a while, but you need to just take a ton of models, hope your opponent has minimal blast weapons, and not actually play the game in order to win."?
Best way to play Tyranids in 9th, after last Firstborn SM buff announcement? Well: -put them on the shelf -cover them with a light cover to prevent dust or into a closed buffet -wait for codex to see if they'll buff them anywhere next to playable against actual SM level (optional)- depress meanwhile, prepare a rope if they don't do anything special once codex out. (Alternative to all above) -get the feeling SM will never ever be a bad army and just begin one. Enjoy your day :) PS: apply to any non-SM army :)
desperately need a new codex. RIght now the models are too expensive for what they offer and even with a rebalance, how they are being asked to play is sad.
@@Zach0451 I see you have never open their codex. some of their rules doesn't work, their more iconic unit are whiper of the table after 1 turn, They are almost a only melee army, you can't take different daemon in the same dettachement (forcing you too have multiple detachement), they must be in big number to achieve anything, the different gods are terribly balance between them, their power and stratagèmes are divided in 4 different faction, ... You can try to win in some tournament with the tyranid. That's why people are still using them. You can't with daemons. They have no legwork. They are paraplegic.
Not to mention the changes to modifiers killed the armies mechanics since the dawn of time. My Space Dinos will be waiting for a codex and maybe then see some play, but not likely...
I wish the Games Workshop (GW) team would show a bit more creativity when it comes to Tyranids (bugs). The goals of a bug player should be completely different from thier opponents. "Capture and hold?" "Seize objectives?" How about EAT EVERYTHING!!! and a few more.
@@Melkor1205 yeah they will have 6 pages of carnifexes with slightly different load outs. Nids lost most thier wargear, the bio morphs are embarrassingly limited and the one strength they had....numbers...nobody will now play. Unless they get new units and some severe rule changes, they will be target practice for the Primari-sues.
what rules do you need to play Tyranids? Can you do that with just the Tyranid Codex or do you need another rule book? My son wants to play them and I don't know anything about the rules.
@William Lynch I run Death Guard actually; but I’d love to play ‘Nids, and I absolutely would, were they even a little more viable. Admittedly, I’m a bit out of the loop; I haven’t looked at data on the ‘Nids in about 6 months, so maybe they improved, but I’m not going to spend literally hundreds of dollars to build an army that will be shot off the board turn 1. That’s not fun.
@@MARStheFORSAKEN Only if you don't give them a gun of any kind and leave them with only a chainsword equivalent melee weapon. Compare that to an intercessor that has 1 less wound for a higher armor, a gun, higher BS, and an extra attack for the same points
Nothing is stopping from playing 8th edition. Unless you are only looking to play competitively. My friends and I play for the fun not tournaments. We decided to only play 8th edition, at least until GW has updated most or all of the army codexes and rules. So it may be a couple years until we pick up 9th edition rules.
@John .W - if you're new to the game you're going to get your ass kicked. BUT!! Learn and adapt, just like the Hive Mind. I got my butt whooped so bad by friends in 6th and 7th... But because I adapted and almost never played the same thing twice (unlike my marine buddy who was 1-trick pony) I ended up surprising them a lot and winning even in 7th edition. Best advice: Play the Objective. Don't worry about tabling the enemy. And have fun!!
I live in fear now of that new Primaris hammerfall drop turret. The one with deep strike, 72” S6 heavy *2D6* blast superfrag missiles, getting automatic 12 shots thanks to the new blast rule, and 8 heavy bolters. I’m pretty sure a marine player could deep strike one of those in my path and obliterate nearly my whole army. Feels bad man, that I have to worry about getting tabled by an inanimate building.
So you mean, when he fires His high strengt weapons into a unit with very cheap T3 models? Some of whom are likely to survive and give a very small target to further invaluate any more shots allocated to the unit? Sure, I'm shivering in fear.
@@Gnarlf the fucking thing has heavy flamers. the deepstrike will guarantee your swarms get instantly deleted if they come within the area of the bunker. its stupidly OP area denial
@@notaninquisitor7274 The real threat are the 8 heavy bolters. We don't know if they are "standard" heavy bolter and what is the BS but the rule leaked for them is terrifying for a tyranid player: you shoot with them multiple times until all the target within range and sight have been shot at.
I feel like a lot of things were skimmed over here. Nids are really squishy. They don't have any durability. They have awful AP on most weapons. They have issues with the t7 3+. They have awful shooting. With blast, coherency and combat attrition, nids are going to die super fast. Doesn't matter how quickly you can cover the board if your opponent can kill 60 models in exchange for losing 5-10 themselves. Most nid lists will be tabled by turn 3.
To be fair. Combat atrition is only a thing if you are out of synapse. And compared to previously, you probably loose öess to atrition that to the old moral system
Based purely on unit rules so far I think the Warrior style army will be the way to go for Nids (my preferred way since 7th TBF). Of course it's going to depend on points and I've got a horrible feeling Nids will get absolutely shafted because Cruddance hates Nids.
Agreed Warriors look better then ever. I still like my Termagants and mommy, but Hormagaunts are worse then in 8th and Genestealers got the shaft in points and rules.
@@ogsnoop2126 Playing with basic math alone, a group of five assault intercessors up against a unit of twenty hormagaunts will pretty much wipe out over half the gaunts at the cost of most of one Primarine in one round, then finish the job in the second. I get that the Space Marines are the flagship line, but you'd think GW would at least _try_ to balance out the costs so comparable units would be comparable in performance.
@@stormisuedonym4599 the new points are back to 8th edition standards for Termagants. I am so happy about this, because they were punished for no reason initially. I understand your concerns, but there are methods within every games for mitigation, so I am less concerned. I have played nids well enough and long enough to challenge my space marine friends now. Thanks for your math hammer, but I feel Termagants are viable option now. Also 20 man Gant units are heresy, if it ain't 30 it is no good.
I'm pretty sure our termagants and hormagaunts are dead units now, genestealers still have a place but you'll see 5 man rippers and warriors fielded as our troops from now on. Hive guard are still a real threat and will probably be the only elite units taken besides zoanthropes. Carnifex and exocrine will also be probably the only heavys we bring besides the occasional mawloc. Our army is gonna have like 1 or 2 ways to play until we get an updated codex, and idk that itll help much anyway
Biovores have the keyword "Infantry" in the codex, as you mentioned. Unless the Xenos listings change that status in 9th until we get a new codex - "Infantry" they are.
Biovores are infantry and do suffer a penalty for moving and shooting heavy weapons. In this case that is a perk as you want them to miss to make more bodies on the board to block movement. Unless they really did think biovores don't get a penalty for moving cause they think they are not infantry, then they are very much mistaken unless something has changed regarding the unit or the weapon.
Ok, they die so damn easily, getting in synapse is harder due to coherency, they only really charge two to three times a turn so overwatch is still going to effect them, more tanks on the field which nids can't kill. Basically I won't be touching the 3-4k points I have. Sad and salty
I did exactly his and got 3 more points after eating a full health attack bike in an ITC game like 2 days ago, it breaks my heart that it's going away T_T
Good job guys! I gotta say, despite the pre-order misshap from GWs side, the community has really done a stellar job, both content creators and players, to spread the word and hype/talk about this new edition! Love it!
So nothing has changed... A fast moving horde army that we are encouraged to play passive with. Mal with HG and gants is still one of the best lists with the edition of bios. IMO the best way to play nids is boreing. Just sitting back and wait instead of charging and using your speed was lame in 8th and I hated every game because I feel forced to play thus way. I hope the point changes are not too bad. So maybe warrior's and raveners will be wirth bringing. And I still don't see the point of bringing any monsters but the terv and cans. Carns can have a decent b.s. and S for guns. And tervigon can keep the troops coming, or do we have to pay for the troops coming back from the tervigons ability even if it's replenishing an existing unit?
Do you want to fully charge your oponents army instead and ram it into the ground? Take massive ammounts of hormagaunts, spread them out in their frontline and then do a multi-not multi charge. Somehow nobody talks about the fact, that you can still pile into a unit, that you haven't cahrged. Sure you can't attack them, but that is not the reason you charge it. You just bind them up, so they can't do what they want and next round you slam a bunch of carnifexes into them. If you want to play a thematic and fluffy army, then just do that. it is still better than before, because your units can't be shot as easily as before. And if your oponent is loading up with blast-tanks then guess what. Those things can't shoot into combat, so they are f... if you touch them as they were previously.
@@Gnarlf this is pretty much what I do already. But it's not as affective as other lists. Im happy with the overwatch rule changes, but I was just hoping that tyranids would get a bit more diverse or have other strats that don't rely on geanstealers. If your runing an assult focused army. This week will be our groups firat time testing the newer rules we know, so I'll have a better grasp of the changes then.
Gnarlf, sadly this list suffers against armies like knights, who can just ignore the hormaguants and just dunk on anything with more than 1 wound, guard can just set up multiple layers of screens and blast it off the table, with the new changes to eldar, it’s unlikely the bugs can break down the wave serpent, and space marines, well, space marines roflstomp everything. So this list is fun and thematic, but it just struggles to deal with armies that can either outmelee it or can set up good enough screens. Because it relies too much on cheap melee units and not durable monsters. So sadly, this one probably isn’t super competitive.
@@Gnarlf how is it better than before when infantry cost more so you bring less, blast let's the enemy kill more on approach, and vehicles can keep engaging in melee even after you tie them?
As I said before. Today I tested the new rules and even took point changes into consideration. Fought eldar bail'tan (sorry for messed up name) I did hive fleet leviathan (would have bin better with jorm) 2 units of 11 termagants (flesh borers) toxinsack 2 units of 4 warriors (deathspitters) toxinsack 3 biovores 3 venoms 1 unit of 9 rippers Tervigon and tyranid prime. Biovores are better and against infantry or key targetscan be great for keeping units from walking free. Warriors are good with 3 woumds and same stats as primaris. And even better with the prime. Gants were nothing special but my oponant was infantry heavy, so single minded annihilation/scorch bugs is still good for that. Venoms actualy did very well for keeping my people safe when moving to the OBJ. And rippers are another good distraction or holding OBJ. Yes I did win, but becides the biovores being usefull. I didnt win by swarming my opponant. I won because I held points. Yes a win is a win. But it was just a boreing game. IMO. point changes or no, the way to win with bugs is to survive and hold OBJ. I think termagants, rippers and biovores are gonna be the best to do this. Spend 1 CP to deepstrike rippers and lock up a unit. And use a big blob of biovores(6) to do the same with mines to another. Then sit on the OBJ with termigants and a venomthrope. But if you are like me, then warriors with death spitters and hormigaunts with toxinsack if you wanna play agro, and throw the adaptive phisiology that gives talons a -1ap. AND USE BIOVORES
After the battle report disaster, I think these two guys should've lead this video with a disclosure that "We are not Tyranid players!". Btw, the first list they talk about here at 20 minutes in is 2125pts in 9th ed - Swarmlord, Malanthrope, 120 Gants, 18 Zoanthropes and 6 Hive Guards. I get the second list to 2303pts in 9th ed - 50 Genestealers, 6 Hive Guards, 9 Biovores, 3x3 Ripper Swarms, and assuming a Neurothrope, a Malanthrope, and a Broodlord (for all those Genestealers). Makes you wonder what weird point levels they've been playing. If you're going to bang the play tester drum, first make sure you know what you're talking about and that you recomment correct army lists. The concepts aren't bad though.
Played around 300 gants in 8th several times and loved it. With -1 from Malanthrope and 6++ it’s hard to shift. But with the new coherency-rules I need to practice the movement even harder. Thanks guys for the tips and tricks, see you out there!
Thanks for taking the time to do these videos guys. Biovores are infantry units, which is beneficial to move them to increase their BS in order to miss and create the mines. I think Maleceptors have got play in 9th...I believe Zoanthropes are a trap tbh. MSU Genestealers is something that’s got legs also, there’s nowhere on the new size board a Genestealer can’t get to. It will be KK hive fleet choice will be the most likely combination again. Looking forward to playing nids again when tourneys get back up and running.
Perhaps Tyranids need to have their own unique rules/mission sets/org charts separate from the rulebook? I think they should have more of a deathmatch-vibe on the tabletop, they're there to consume their opponents and planetary resources, not sit on arbitrary objectives.
That would honestly be pretty cool. Seeing Nids hit the table and whatever you where trying to play before doesn't matter, "fight for survival", that is the objective now.
Really curious to hear your thoughts on Warriors with Enhanced Resistances. They were probably my favorite pick out of Blood of Baal and I think they will be even stronger in 9th. I was surprised they didn't get a mention. I run mine as Jormungandr so they effectively have a 3+ save that ignores -1 and -2 AP. Boneswords and Deathspitters.
Rando chiming in with his own thoughts. I've been hearing a lot of people took warriors with enhanced resistance and jormungandr (myself a couple times). The morale immunity is really nice and the S5 AP-1 guns and S8 AP-2 D:D3 on a deepstrike can really shift an opponents attention, claim a corner of the board, potentially remove that Russ equivalent for 2CP shooting again, but I've not really been needing them to survive more than they already do. If tou deepstrike them, positioning is really a greater factor in their survival than ignoring AP-1/2 seeing as their 3 wounds makes them somewhat efficient targets for multi-damage AP-3 weapons which I find frequently turned their way. I've had better results running termagants with jormungandr and enhanced resistance with a buffed up tervigon. They essentially become this 30 wound unit with a 5+ invuln against AP-1/2 and can only take 1 damage at a time, so low fire rate and high damage AP-3 weapons are really inefficient to shoot them with. On gants I'd say it's better than a permanent catalyst, especially since a lot of now blast weapons like battle cannons and manticors are only AP-2 or less and conventional saves stop multi-damage where as a catalyst has to roll on each wound. It really helps against some of their greatest enemies like tactical doctrine salamander flamer bombs. You can pop catalyst on 1 damage weapons and watch as the salamander spend 2CP to max fire their AP-1 veteran flamer squad to kill a grand total of 12 gants, 10 of which are replaced next turn, and then you get to smite a bunch of them, bypassing their storm shields (true story). I've found this combo even when stood in the open to require a much greater point commitment to remove from the board then the 300 point (or 390 points with a neurothrope) put in to build it. I haven't tried it yet with a malanthrope yet, though that might be going overboard. It's firepower is poor but it has obsec and at least 1 psyker, and with the right buffs on the tervigon the combo is harder to remove than a baneblade, though the enemy will be able to pick favoured targets with any weapon so you have to keep that in mind when mathammering. I think jormngandr warriors will still have a place, but more as a deepstrike bomb with some raveners or a trygon to shift a side of the map in your favour, potentially popping another vehicle here or there with the venom cannons, rather than being a main beat-stick/damage sponge unit. Again, those big tasty 3 wound models make them viable targets for heavy AP-3 weapons so enhanced resistance is kinda wasted on them. This is against anything other than middle-ground blast weapons or tactical doctrine bolt rifles which you're better off just hiding from at this point (unless they're like manticors ofc). In ITC tournaments as far as I know you can choose which unit to put enhanced resistance on at the start of each individual match if you're buying it with CP, so you can always just switch it to your warriors if you see a lot of LoS ignoring AP-2 multi-damage in your opponents list. I kinda just went off on one there and couldn't stop myself from going off topic haha. I'll leave it as it is though, 'tis food for thought.
@@TheMultipleJakes Nah, not what I said at all. We should probably pay attention to what things cost for what they offer though, and tyranid warriors are simply too expensive when compared to similar units from other factions.
I know folks have been calling them "Dakka-Fex" for a while, but I still know them as "Devil-Fex". I'm looking forward to them having a strong role again as well as MSU Warrior broods and having a lot of troops choices on the board to control the battlefield objectives. Seems like high model count armies will have great potential, in a little different flavor than the big swarmy brood lists - but with a few big swarmy units being good to mix in. Thinking of the possibilities!
Biovores are infantry so they suffer the penalty for moving and fire heavy weapons. Additionally, if they have to synapse in range they get another -1 to hit for their instinctive behaviour which has no effect but would counter any positive modifiers. So moving or not being in synpase are both ways to make them hit on 5+ which is actually great to achieve what you showed in the video. Additionally, this helps them to perform in a non kronos army cause you dont wanna actually hit.
love these videos! I'm really getting a good feel for how 9th ed is going to work and how armies will play. when you guys talk about the lists, could you maybe have the lists show up at the bottom of the screen or maybe link them in the description? thanks!
I think a huge unit of warriors COULD have potential this edition. I feel like there's always some guy who tries to make warriors work, but hear me out. 9 jormungandr warriors with enhanced resistances, catalyst, and in malanthrope/venomthrope range could be really hard to deal with. Ignoring -1/-2 AP, a 3+ save w/ 5+ FNP and -1 to hit. You can pop the -1 dmg stratagem if they are about to get blasted by something seriously terrifying like a leviathan etc.
People will need to build with primaris in mind, and anything that can handle primaris can rip warriors to shreds. Having an unkillable 9 man unit is also a bit pointless, because warriors are never going to be doing enough damage to force the enemy to deal with them. The enemy can mostly just ignore them and kill everything else.
How I see it is armies have 3 choices for ranged weapon load outs. 1. Lots of high Ap weapons 2. Lots of blast 3. A little of both Unless they choose correctly to hard counter you (going horde or monsters) you can target the few main threats. My feeling is people will be more worried about tanks than hordes as less armies can horde. Plus the blast isn't stronger it just removes the randomness for the equation. When you play againest lucky people it doesn't really change much
IDK Shooty-Kronos was doing fine in 8th post space marine nerf. In that small window before tournaments ended due to COVID where they were getting wins. A lot of the LoS & Move-Shoot changes seem to positively affect them. I think everyone is over-focusing on the "shoving 90 genestealers down my opponent's throat turn 1" list, which hasn't been good for years.
I don't get why tau gets their full over-watch every turn still, But nids don't get an Anti-restriction to the conga rule due to synapse linking. wtf GW why you gotta nerf the nid tendrils
Synapse just needs to be reworked, its a cool idea that makes the army weaker in the end. Having to hide your big bugs to not lose it is kind of anit-thematic, often causing nids to play passively for a turn or two to maximize their army as a whole.I'm not a nid player, but I hate their rules, always seemed like they couldn't fully unleash like they really would want to.
This video really highlights how weird my Nid list is. None of the negatives applied to me because my "troops" are Zoanthropes. No charging, wrapping, or worrying about Blast for me.
"They are a lot better. We have a faction focus on them next week along with a battle report." That was your words! They are as shit as always, maybe worse in this edition.
@@mon929 those were iron man tournaments, meaning the models that died stayed dead turns out having a gimmick unit that could respawn your infantry would be good
I'm looking at running a Hydra battalion with 100 Hormagaunts (3x30, 1x10), 2x Neurothropes, 2x Lictors, 1x Maleceptor and 3x Biovores, backed up with a Kronos patrol of walking Tyrant w/ Venom Cannon, 1x3 Rippers 5x Hive Guard and 2x Exocrine w/ Dermic Symbiosis. Haven't been able to play test it yet but the theoretical strat is rather than keeping the Gaunts alive, deliberately rush them into opponents on objectives or in their deployment. Then use Death Shriek (Psychic) and Caustic Blood (strat) to inflict some MW when they die. Sure it's 2d6 per model, and only on a 6+, but it would be enough to severely hamper opponent's damage output later in the game. 30 Gaunts, average of 10 MW, on a hot roll even as high as 20 MW, enough to put a sizeable dent in even the toughest opponents. In the case of DG, they likely wouldn't kill the Gaunts fast enough to move past them. Lictors deep strike to get board-control based secondaries Maleceptor to give Gaunts -1 to hit from shooting Biovores for dropping mines/controlling opp movement Hive Guard for powerful, non-LOS shooting (good Marine killers) Exocrines for strong firepower support Hive Tyrant protects the big guys in the backfield from opp deep striking, while also having reasonably good shooting itself Rippers for holding own DZ objective, or potential to deep strike as well depending on the matchup Would love to hear your thoughts Titans!
Kraken Genestealers, advancing, moving again with onsalught charging, fighting, consolidation and 2CP to fight again. small board, tying up a couple of units, wiping out at least 1. Imagine it, embrace it.
So after the point hike leak ... I dunno. Nid Infantry got a 20% price hike on average, the biovore saw a whopping 25% hike in price so that screen trick and geometry just got expensive. In contrast the acid spitting Tyranofex is only a 9% cost hike, dakka-fexes only 5%, and in general nidzilla shooters are very cost effective. Tyranid army is no longer a horde/swarm army, that's for sure.
My soul crushing list idea consists of a big blob of zoanthropes, two tervigons, and the rest of the army is termagaunts, hormagaunts, and gargoyles. Because, as you said, they won't be really effective at killing, I give everything invulernable saves. The tervigons both get the 5++, and I use the custom hive fleet 6++ for the swarm (and the second trait would be the -1 ap in CC for larger unit). Durability is the name of the game, and I imagine 200+ models would be hard to chew through fast enough to win the mission overall. Huge model count, invun saves everywhere, durable synapse. I'm excited to try it out!
For genestealers you can take nodes to hide in instead so it's not as bad as you would think. Maybe termagaunts and tervigons are the way to go as you can still regenerate termaguants over and over again
I just got into 40k so I am very new to everything and tyranids are my first army, unfortunately for me though my brother plays t’au and I’m currently going on a 0-3 losing streak against him. So I’m trying to learn as much as I can to secure my first ever 40k victory so this was a huge help!
Out of A Dark sense of Humor from a Nids player since 5th edition... Do you have anyone else to play the game with? If not... You will have a Very bad time.
William Torres Well I have a friend who plays Space Wolves but I actually haven’t played against him yet, plus due to quarantine I am mainly just challenging my brother (t’au)
@@kuraiakarui8815 Then if they don't bring Hyper competitive lists it's possible. But man beating Tau is an uphill battle in the best of cases and nigh impossible when they tune lists against you as a Nids player. Hope your brother, like my Tau friend, has some lists that run subpar units just for the fun of it.
there's a stratagem for lictors where they can ignore overwatch if they just came out of deep strike. charge your lictor in, and then the unit you actually want to charge with. i didn't find tau too bad when i played them, but i did get first turn...
@@williamtorres4140 He likes running the 8 against me so I often fight that. Don't know if that's a positive or a negative, he also says that their are worse match-ups for tyranid's, if so what are some of the worst that I should be wary of? And is the t'au the worst against me?
Was looking forward for this video but sad with the content. Obviously nids are in a bad place if they only showed us 2 examples and the rest talking point about biovores.
I’m at nearly 2,000 models for my hive fleet. Coming in at around 54k in points. Love this video and looking forward to testing some of these ideas out. Thanks guys
100% agree playing the mission is priority for this army. However, points are really going to make or break nids. Small note biovores are infantry, which kind of do make them better because of the penalty to move. Love the videos, keep up the great work.
Cant wait for the new codex to drop! Im just glad "blast" weapons cant be used in melee so the zerg rush is still there just gotta get to the model before it blows everything away 😆.
I played a casual 1100pts battle with a friend vs. Imperial Guard. I killed about 173pts worth of guard. They tabled my entire army (Literally everything except a couple Zonethropes cowering behind cover at the back) By turn 3.
Everyone is forgetting about warriors. Will need to look at Leviathan or Jormagundr instead of kraken Kronos. That will give resilience. Us the warriors adaptation and stratagems. This brings the army to the MSU style 9th appears to be favoring. Nid players are just stuck on the kraken GS swarm with Kronos shooting. Gonna have to rethink.
I used warriors a lot actually, played as either Kraken (I really like melee) or Leviathan (the FnP is alright, but I like the strats and relic the most), and Kronos was/is to good to pass up, even now I think. I'm not much of a competitive player, but I had more than a few games where I get tabled regardless of what I bring in turn 3-4, that wasn't fun, and with the points increases, changes to objectives, and the lack of staying power Nids have, I don't think 9th will be a good start of Nids, I hold out some hope it will get better, but GW's recent history doesn't favor that kind of thinking.
I hope the codex fixes the 'Nids. Give us ways to not get shot off the table turn 0, but please keep us aggressive. The Drukhari are a good example: They're fast, lightly armored, and hit like a truck. 'Nids are fast, lightly armored, and hit like a used tissue. Make Carnifex either hurtier or tankier. Make Hive Tyrant actually good. Please, GW. Stop buffing Space Marines and give us SOMETHING.
QUESTION: when the leaks about the full rules of actions was published i noticed a thing that i found...strange we can say. When a character perfoming an action is aura abilities switch off until the action ends, but on tyranids this means that his synapse too go off and almost all character are synaptic creature...is a really strict interpretetion or is really like this? Is probable to see an FAQ on this at the release? thank for the help and sorry for my bad english xD
Biovores are infantry. So they do have move and shoot penalties with heavy weapons, they can also be targeted with Single Minded Annihilation stratagem.
Why didn’t you mention Tyranid warriors? If you give them the adaptive physiology of ap -1 and -2 is 0 there save will be a 4 up plus the stratagem that reduces damage by one against tyrand warriors (one cammand point). You can give them catylist. 5 up feel no pain. Those guys should be the one on obgectives
Hugo Santos Zoanthropes are way more expensive than warriors are, at 40 points a model versus 25 for a kitted out warrior. But they also don’t have ObSec, so if someone tries to hold an objective with elites, like you’re doing with the ‘thropes, the warriors would take priority.
I just got alpha struck off the board turn 1 and totally wiped away turn 2. Killed 3 models. Vs Imperial Guard shooty army rerolling like Gesus would. The guy ignored all terrain rules cause too hard for him and I want being competitive whatsoever, never have. Very friendly game as you can imagine... Lots of fun when 1 person wants a friendly game and the other brings an optimised list..
Oh yeah and I'll add that I'm a noob at playing. Been collecting for ages but rarely played. First 9th game. And he made me charge over the longer side of they board. I honestly felt cheated, that's why I don't usually play games with my collections
Hey guys, what do you think of this 1000p starterlist: HQ: Neurothrope Troops: 3x warriors with boneswords and deathspitters Elites: 2x 3 hive guards Heavy support: 2 Exocrines 1002p. I wanted a more elite list and thought these were really good units. Also I would use hive fleet kronos for the re rolling 1’s!
Pretty good list. The only thing I would change is to make the Hive guard one unit. Nids generally like to be in bigger blobs for psychic powers, strategems, and adaptive physiology. The Hive guard are a good unit to give either dynamic camouflage or enhanced resistance.
Thanks! Yes I was thinking of doing that but I thought when I have 2 units, I could play the objective game better! But I think you are right and its better for them! Thanks for your feedback!
Ok I'm new to the whole table top aspect of WH40K. I am in the process of research and purchasing my first Tyranids army. Also I hear them talking about there list of units in the army but it would be real nice if someone could assist me in having a actual List typed down of what one would need. Instead of them just saying it. Something to look back on and check off
Thanks for the video. Nids are my faves.....but that was a boring and bad joke in the 8th ed (no models, bad rules, boring to play,....). A "lore list" was bad....and looks already bad in thie edition too (gaunts hordes? * hysterical laugh *). Everything sounds against Nids....and that was already one of the worst Codex. I hope we'll have a new good codex and models this year....
biovore mines sound great for charging flamers/undesirable things now. they either take the single overwatch of the turn, or bring the target into melee where they cant use it anyway
Just waiting for them to inevitably get a Primaris treatment aka a new line of Tyranids. Unlike with SM there won't be an argument on if they're getting replaced though. Primaris Tyrant Guard for instance?
Biovore went from biomass snipers in 7th to a unit that does nothing 58% of the time at best. Why waste 150pts for a meme wall when for 70pts I can chuck 10 gargoyles up the board that with Kraken can easily move at best 36" in one turn.
Sounds like there is going to be some major changes to this army in 9th, Otherwise how would they keep this army from disappearing, Unless.... thats what GW wants
If the only army they have that's worth bringing ends up being primaris marines, the game dies and GW with it. I doubt they want to "get rid of" any faction, but with the direction they're going the game as a whole may die before any one faction does.
@@Cha-Khia - agreed. ive been a die hard Imperial fan since i started with 40k; and always found myself coming back to SM's for various reasons even after looking at other armies. Now though its just plain boring to be a SM player. i mean, yeh you've got new toys and constant updates but this isnt the Horus Heresy (again) where its astartes vs astartes, its supposed to be 40k where you fight various factions. I just hope that once the Primaris get their new models released, we'll see some love for the rest of the factions because as i said, its boring when the meta is filled with the same thing over and over again :/
For issues deploying it seems like the new reserve rules and lictors may be of use. Keep some bodies in reserve and use phermone trail start to have flex in deployment. I know you guys are down on deepstrike with the smaller boards but bugs seem better able to make use of it.
Hi! Great video! I only don’t understand the coherency part, unless I’m missing something you have to stay at 2” from 2 models, so only the firs and last models of a conga-line will break the rule, right? What I’m doing is a normal line with 2 “triangles” of models at the begin/end of the line. Am I misunderstanding the rule?
In your Biovores/Admech Robots Example, the ruins are Area terrain type, so in order to be "on or within" the Robots have to be within the terrain's "area" (or up on a second level or something -- but they can't get "on" there)...correct? Since the ruins are not based, and that area isn't explicitly defined, would you say that there is a 1" invisible area around all the walls of your ruins, that allow you to be "within" the area of that terrain feature while you are "touching the wall?" I don't quite understand how touching the outside wall with a vehicle like the Robots (because you can't move through the walls with a vehicle to be "within" it) you're considering the robots "on or within" the terrain? Would you say that by touching the outside walls of the ruin, they are "on" the ruin? I'm just trying to clarify because this honestly doesn't seem intuitive.. Is anyone else feeling the same? This seems like a carried-over ITC rule of some sort that was just madeup when "magic boxes" were invented.. I'd be curious if GW actually intends for a tank touching the outside wall of their ruins, to be "on" the terrain...
That's cool! I didn't even know he played Nids. I actually used to play against him a lot in sc2. Really miss him :'( I started playing warhammer and took tyranid.
I don't get why everyone keeps dissing the nids, I'm here like I've won 18 out of the 20 9e games I've played. Dakafexes with custom hive fleet works so well against everything. Only losses being against cheese of the utmost quality.
what about stringing your termagants out 1-2-1-2-1-2-1-2-1 etc? If you put your pairs of 2 in direct contact with each other and each one just within 2" of the singles that precede and follow them in the chain, you can string the unit out even further than the 5-model trapezoids, as youre only using 33% of your models to maintain coherency rather than 40%. And at the very worst you lose only 1 model to coherency checking if you couldn't predict how your losses would go, or you had to take from only one end because you needed the other end to maintain proximity to an objective, a buffing model etc.
Why would you not put moma tervigon or malanthrope, INSIDE the gaunt circle, as characters they could not be targeted and so long as the "circle is maintained cant get charged?
A plus for tyranids is how you can engage enemies vertically. This should make carnifexes viable, for example. Beware that now you cannot control 2 objectives with 1 unit anymore.
The rule you are referencing says a 'model' cannot control more than one objective. Not unit. It's more a nerf to baneblades and the like that could reach two objectives.
Nope. The engagement range is same for a carnifex as it is for a ripper swarm. The long text of the rule states that measurement is taken from the base not the model. Carnifexes are not benifited by the new rules in any way.
Gary Jense but they are. Before it was easy to neutralize big melee units just climbing on a ruin. Small models were affected too, but they could manage to find the space to climb, sometimes. Of course all units benefit from this, Carnifex was an example.
Interesting Ideas about those Biovores :) thank you. But what do you Guys think about groups of Warriors for holding objectives? Also multiwound Models, good shooting and some individual strats and adaptations to enhance their survivability. Will They be tough enough?
Me and some friends want to start in. I don't really know anything about Tierlists and stuff, but thought "well Tyranids look by far the coolest". Didn't purchase anything yet. Is it even worth it? Even I as a complete beginner noticed basically everything they said seems to hurt the faction.
I would like to hear strategies if you have them for playing the different Hive Fleets. Obviously Kraken and Kronos get a lot of love, but are there viable ways to play the other fleets?