August 01, 2024, 07:33:45 PM

Author Topic: Tyranid Topics  (Read 1488 times)

Offline Browncoat(USA)

  • Active Member
  • *
  • Posts: 25
Tyranid Topics
« on: April 02, 2013, 09:38:03 PM »
Saw the Tournament Rules over at Warprift and am building a tyranid fleet to that end.  My friends and I will probably be using the 2010 faq.  But I really haven't played tyranids.  Any tactical advice that you guys can point me towards?

Offline Khar

  • Active Member
  • *
  • Posts: 152
    • Loc: Frozen Wastes of Poland
Re: Tyranid Topics
« Reply #1 on: April 03, 2013, 11:49:57 PM »
In normal case, as Tyranids are, in general, broken beyond any reasoning, winning wouldn't be a problem ;)
However, tournament rules forbid you from taking evolutions and limit your launch bays. Two of your fleet important strengths.

However, what I can say: You need those 8 launch bays you are allowed to take. With Tyranid double limit, it's still more ordnance than anyone except maybe Tau can field. And Tyranids have pretty terrible ordnance, so they need lot of it.

Second of all - enemy has their long range lances and nova cannons limited. That makes getting close to them a bit easier. You want to be close to them most of the time.

Krakens are crazy tough for their cost and in small points are really hard to shift. It really depends on what weapons you like, but In my experience, pyro-acid is great - huge squadron on lock-on devastated everything it can reach.

Alternatively, claws. With enough Kraken latching onto a ship, it will go down in spectacular fashion.

Also, bioplasma escort drones - they're slow, but first, you're required to take some, second - keep them close to the carrier hive ship and make sure no one will ever come close to it.

Everything here is, of course, my oppinion. Tyranids are a strong fleet and have many viable ways of winning the game.

Offline afterimagedan

  • Full Member
  • *
  • Posts: 1902
    • Loc: Chicago IL, USA
Re: Tyranid Topics
« Reply #2 on: April 04, 2013, 05:25:24 AM »
My standard approach is two hives with 2 pyroacids and all launch bays on the sides. That's launch 12 with 24 max. The Tyranid list isn't really well communicated about evolutions and are highly overpowered if you can max them out. Often, people allow none, which makes tyranids a bit underpowered, IMO. Adepticon is allowing 3 total evolutions per hive; no two of the same. That's a pretty good approach.

Kraken are where it's at. The 2010 FAQ allows for bioplasma kraken, which are my personal favorite. You can't go wrong with kraken. I'm not a torpedo fan for tyranids though. I will echo Khar's statement though: check out bioplasma escorts. They are nasty if ignored.

Offline Browncoat(USA)

  • Active Member
  • *
  • Posts: 25
Re: Tyranid Topics
« Reply #3 on: April 04, 2013, 07:48:04 AM »
Thanks for the thoughts guys.