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5th ed Codex Tyranid lists

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5th ed Codex Tyranid lists

Postby Angelwing » Fri Jan 22, 2010 8:03 am

Thought I'd start this one off with my horde being converted into 5th ed. I'm not going to post a full list (yet) but offer a few thoughts and ideas as well as changes that I had to make regarding counts as, unit organisation etc

First off, my codex only (so no forgeworld apoc / TDR stuff) has gone from 9605 to 10048. This also doesn't include any new bits I've picked up and only includes the options the old units had as close as possible.

HQ
Hive tyrants: Obvious price hike that had me wincing at the calculator. Problems: no longer an option for spinefists, so that model counts as devourers as closest fit. No option for twin bone swords, so counts as scything talons. No option for rending claws, but now counts as scything talons.
The price hike for my flyrant isn't quite as horrific as first thought (219 to 240).
Tyrant guard increase frightens me, but they are slightly better.

ELITES
Lictors cheaper, but zoanthrope increase eats that up. Also, glad I bought the death leaper model back on it's release! (probably the only one who did...)

TROOPS
Well, my warriors got kicked in the toxin sac. Whilst they were doubled up in pain they got their wallets nicked too. :boxing Ouch. A few heavy price increases and some pain reorganising them. First problem is that all models in a brood have to have the same equipment (bar a heavy weapon) so bone sword and lash whip guy can't take it even though is now an option again. My rending claw + venom cannon guys can't be taken due to the order in which you replace weapons, so have to count as bone swords + gun. However this looks odd in their unit of guys with bone swords and rending claws.It could be done the other way round having scything talons instead of bone swords, but they have had to count as talons since 3rd ed. Doing it this way means I have to pay for the claws too! No option for flesh borers, so sadly those guys count as devourers.
Genestealers obviously cheaper, but they lost most of the interesting options, so many of my broods are now bog standard (but look cool).
Gaunts: Well it's good to have my strangleweb and spike rifles back. With a bit of unit shuffling, the stranglewebs now fit in, but I need to find one more spike rifle model on ebay to make a legal unit. I will probably just pop in a random gaunt though and remove it as first casualty. Other than that, no pain (bar odd point costs for upgrades, but I'll leave that subject)
Hormagaunts had no problems. In fact I can now use the sacs and glands on the models without breaking the bank.
Rippers: Now mostly bog standard, although they now appear to be scoring. Anyone point out if I'm wrong because I've been trying to find the clause that denies them scoring?

FAST ATTACK
Shrike warriors. All work out legal with no problems.
Raveners: All fit after a slight reorganisation into 3 units from 2 previously.
Sky slashers: No problems.
Gargoyles: No problems.

HEAVY SUPPORT
The bit I had been dreading. Carnifexes. Well many options removed, so lots of 'it looks cool' now. Frightening price increases. The only real problem was a lack of lash whip option which now have to count as scything talons. My very expensive fex from 4th, designed to take on other MC's in combat now has, well not alot. He's actually my cheapest model bar screamer killers, when he used to be the most expensive by far.
Biovores a bit cheaper and my forgeworld trygon fits in no problems.

Now, looking at the tyrannofex entry it would seem I can create close fit entries for my haruspexes, exocrine, malefactor and dactylis.
So: Haruspex - tyrannofex, cluster spines, adrenal glands.
Exocrine - tyrannofex, rupture cannon
Dactylis - tyrannofex, cluster spines
Not great for the dactylis, but quite close for the others.The malefactor has transport capability, so is better served by counting as a tervigon with scything talons, adrenal glands, cluster spines.
Any thoughts on these?

Overall, my main problem has been the whole 'comes with, pay points to replace with, in this order' way of buying upgrades. Many of the units are not efficient, but I'm simply paying for whats on the model. There is also new options such as psychic powers and what not to consider along with the new models as and when I paint them.

So what have our other tyranid players been up to with there lists?

Edit: The red terror is now languishing. How about using it as a tyranid prime with S talons, adrenal glands and regeneration?
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Re: 5th ed Codex Tyranid lists

Postby Baragash » Fri Jan 22, 2010 10:14 am

Angelwing wrote:Rippers: Now mostly bog standard, although they now appear to be scoring. Anyone point out if I'm wrong because I've been trying to find the clause that denies them scoring?


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Re: 5th ed Codex Tyranid lists

Postby Angelwing » Fri Jan 22, 2010 10:28 am

Ah, you see I thought it was too good to be true.
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Re: 5th ed Codex Tyranid lists

Postby Spack » Fri Jan 22, 2010 10:31 am

Angelwing wrote:My rending claw + venom cannon guys can't be taken due to the order in which you replace weapons, so have to count as bone swords + gun. However this looks odd in their unit of guys with bone swords and rending claws.


I wonder if they'll FAQ this like the Ork Nob Powerklaw/Big Choppa in a Boyz mob issue, so one warrior can swap it's devourer for a venom cannon, and then the rest can swap their devourers for rending claws (even though 1 model doesn't have a devourer at this point, the entire brood is swapping all remaining devourers for rending claws ...). The note on the second set of rending claws suggests that there is no top to bottom ordering of taking upgrades, if there was ordering then the note would be unnecessary as there would be no way to take the additional scything talons and then go back to the top option to swap them for something else.

As to the Red Terror, seen a few posts where it was suggested to use a Tyranid Prime, or as a Harpy with the addition of wings.
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Re: 5th ed Codex Tyranid lists

Postby DaBoss » Fri Jan 22, 2010 9:38 pm

Well for my collection of Tyranids it turned out not to be too much of a problem.

Troops
Tyranid Warriors were fine with their Scything Talons and Deathspitters
Termagants - one unit with Spinefists the other with Fleshborers
Hormagaunts - no change
Rippers - no change
Genestealers - did have 6 units of 8 basic models, but may now make it 3 units of 16. Plus have 1 unit of 8 with Scything Talons which in previous version where bodyguard for the Broodlord.

Elite
Lictors - can now field all 4 in my collection
Zoanthrope - moves into his new home (need to get another off ebay - difficult as I need the 2nd edition version)

Fast
Raveners - just barely have 3, 1 has just been stripped of bad paint job and needs gluing together again.

Heavy
Carnifexes - mixed bag here, my 3 Screamer-Killers fit perfectly, but the Old Eye Model I changed to have a Barbed Stranger (may need to remove this and put the Scything Talons back on). My final Carnifex had 2 Venom Cannons, so he really needs to be changed - but what to?
Biovores - 3 models come out of retirement (1 being stripped of paint)
Plus 12 Spore Mines - think some will go towards being Spore Mine clusters

HQ
Now this is the area that causes me the biggest problems as in previous codex my force was led by the Broodlord.
Now I need to build something proper - have started with stripping and ungluing my Hive Tyrant Model - in two minds - do I build him as a normal Hive Tyrant or go and scratch build a Swarm Lord?

Got 2 1st edition Tyrant Guard - so back in the list

Have converted 1 of my Tyranid Warriors to be a Prime by pulling off the Scything Talons and putting on the Bonesword arms from the original Tyranid Warrior models. Will do for now as a cheap HQ.

Force now comes to 4000pts

Add onto this a Forgeworld Scythed Heirodule for 600pts.

Diggging through my 3rd edition models (the version of the codex when you could build your own Hive Fleet)
I've got 3 models that I'll use as Hive Guard (originally modelled to have four legs and carrying a Venom Cannon each)
Then their is the 3 models of Tyranid Warriors with Wings (not my best models)

Then we have my new purchases:
1 Trygon Prime
1 Trygon
1 Mawloc
20 Gargoyles
Plus bought parts of a Trygon off the net which I may turn into a Tervigon.
Plus I think I may have a go at scratch building a Tyrannofex?

This should put my collection at just over 5500pts. If I add some upgrades to basic units or my original Genestealer Broods (painted blue & purple) - should easily reach 6000pts

So Angelwing looks like you out Hive Fleet me by quite an amount.

Now for some games and consume more biomass
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Re: 5th ed Codex Tyranid lists

Postby Angelwing » Fri Jan 22, 2010 10:45 pm

DaBoss wrote:
So Angelwing looks like you out Hive Fleet me by quite an amount.


Adding back forgeworld stuff brings me into the 14k territory. 8O
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Re: 5th ed Codex Tyranid lists

Postby hunter101 » Fri Jan 22, 2010 11:52 pm

*:) Any painting need dooing just pm me. LOL
disclamer. i cnt spell due to been dislexic or dropt when born. tho the 2nd has never been admitted.
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Re: 5th ed Codex Tyranid lists

Postby killmaimburn » Sat Jan 23, 2010 10:16 am

I haven't had a chance to fully stare at the list yet, (I have it don't worry, just not had the time) based on models I have and some pre release hubub..I'd basically take a modification of this list shamelessly taken from kindly anon on 4chan who posted it.
HQ
Alpha Warrior 80
bonesword+whip 15
scything talons 0
regeneration 10
105
Elites
Lictor brood
lictor x2 130

Lictor brood
lictor x2 130

The Doom of Malan'tai 90
mycetic spore 40
130
Troops
Genestealer Brood
genestealer x10 140
Broodlord 46
186
Genestealer Brood
genestealer x10 140
Broodlord 46
186
Genestealer Brood
genestealer x8 112
Broodlord 46
158
Genestealer Brood
genestealer x8 112
Broodlord 46
158
Genestealer Brood
genestealer x8 112
Broodlord 46
158
Genestealer Brood
genestealer x8 112
Broodlord 46
158

Total 1499

The alpha warrior (IC) joins the Doom in the drop pod. He's T5, doom is T4, but if there's no majority toughness you default to the unit's highest. Multiple Wound allocation rules means you place anything S8 or 9 on the regenerating Alpha. lash whips and regen for protection.
Genestealers infiltrate in. Once the lictors arrive each one gives +1 to reserve rolls meaning 2+ as long as one lictor brood is on at the start of turn 3. If the spore pod doesn't arrive on turn 2 but any lictor unit does, the pod will be near gaurenteed turn 3.The lictors are in broods of 2 to help make sure they're still alive for the pod to home in on.
The spore lands in the center of the enemy army (lictors act as teleporter beacons, no scatter). The alpha/doom pile out and the surviving genestealer units get stuck in.
Each broodlord in the genestealer squads drops the leadership of every enemy in 12" by 1. This stacks, so six broodlords means -6 leadership, although some will probably be dead by turn 3.
At the start of each turn, the Doom causes a leadership check on 3d6 to all enemy unit within 6", and it effects units even in close combat. The unit suffers casualties equal to the amount it failed the test by with no save, and the doom gains those casualties as wounds up to a max of 10.

Technically this is just a stealer shock list that uses the Doom when paired with the Broodlord's aura of dispair to cause massive casualties. You could potentially switch out one of lictor broods for a deathleaper and his -d3 leadership on a character, but you'd have to drop a genestealer or two somewhere
I also have a shed load of guants, a few rippers (inc squigs..until angelwing wins the lottery) 9 warriors who seem edition immune.

From first look passed web into the actuall codex.. I don't like stealers all that much (esp not the elite ones)... and may steer myself toward termagaunts and tervigons (kind of like the eldar list thats all wraithguard and wraithlords)
the rest will be counts-as, I'm not a serious hive minder..I'm trying to sell em up.. and due to peeps having tragedies have only played like 4 games since the GT (thats the lowest amount of games I've played in 3 years) so am still waiting to properly explore the wolf codex (which i might just skip and go to BA to fit in my 40 assualt marines..if the devs weapon prices stay the same)
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Re: 5th ed Codex Tyranid lists

Postby mortiferum » Sat Jan 23, 2010 10:45 am

killmaimburn wrote:The alpha warrior (IC) joins the Doom in the drop pod.


If I recall correctly - IC can't join units that consist of a single model?
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Re: 5th ed Codex Tyranid lists

Postby timewizard » Sat Jan 23, 2010 2:32 pm

mortiferum wrote:
killmaimburn wrote:The alpha warrior (IC) joins the Doom in the drop pod.


If I recall correctly - IC can't join units that consist of a single model?


Interesting mortiferum! And a good catch!

An IC cannot join unit athat always consist of a single model (page 48 BRB) and though the Doom is classified as infantry, it's unit composition is "1 (Unique)".

So not only can't an IC join the Doom, the Doom itself couldn't join another unit.

Makes one wonder if GW intended it this way.
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Re: 5th ed Codex Tyranid lists

Postby mortiferum » Sat Jan 23, 2010 10:01 pm

A couple of questions, as always please reference your replies.

Mycetic Spore - can they be deployed empty?

Tyrant Guard - does the Hive Tyrant have to join the Guard or could I keep them seperate units?
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Re: 5th ed Codex Tyranid lists

Postby timewizard » Sat Jan 23, 2010 10:19 pm

mortiferum wrote: A couple of questions, as always please reference your replies.

Mycetic Spore - can they be deployed empty?


Yes. Mycetic spores are purchased as upgrade units (Codex Tyranids Pg. 90) and in every unit that can take them they are listed as dedicated transports.
They arrive using deep strike rules (Codex Tyranids Pg.54) and units that arrive by deep strike must begin the game in reserve (BRB Pg. 95).
Dedicated transports can only deploy and be kept in reserve either empty or transpoting the unit they were selected with (BRB Pg. 94).
So again, yes they can be deployed empty.

mortiferum wrote:Tyrant Guard - does the Hive Tyrant have to join the Guard or could I keep them seperate units?


The Hive Tyrant can be separate. Codex Tyranids Pg. 86; "You may include one Tyrant Guard brood for each Hive Tyrant (including the Swarmlord) in your army." There is nothing stated that they must join the Tyrant.
This is further backed up by Tyrant Guard entry on page 35 that; "A single Hive Tyrant (including the Swarmlord) may join a unit of Tyrant Guard exactly as if it were an Independent character." {emphasis mine} Again, nothin in the rules says they must be joined together.
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Re: 5th ed Codex Tyranid lists

Postby Angelwing » Sat Jan 23, 2010 10:28 pm

1. don't see why not. They are bought as an upgrade, but are dedicated transports. P94 BRB 4th paragraph under preparing reserves says they can be deployed empty.

2. I can't find anywhere that they are a retinue, so they must be separate units. P35 tyranid codex says tyrants 'may join a unit of guard'. So tyrants don't have to join a unit.

Edit: ninja!
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Re: 5th ed Codex Tyranid lists

Postby timewizard » Sat Jan 23, 2010 10:50 pm

And ninja is glad he got it right!
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Re: 5th ed Codex Tyranid lists

Postby Angelwing » Fri Feb 12, 2010 5:48 pm

Okay, here is my 'Army inna box' list.
A little background: This army was designed back in 3rd ed when you could design your own hive fleet. I'd always used the standard list, but wanted to use the design rules, and so this force was born. With edition changes I've tried to keep it the same making the smallest changes required to keep it legal. This list isn't open to much negotiation as the entire army fits in one figure case making it an easy ready force to grab in a hurry. The box has a little room to add other stuff and has plenty of extra ripper bases in it for some options to expand on the fly.

So, here it is (standard equipment not listed):

HQ:
Hive tyrant: B. strangler, Armoured shell 230pts

ELITE:
Lictor 65pts

TROOPS:
3 warriors R.claws, B. strangler 115pts
8 genestealers S.talons 128pts
16 termagaunts T.sacs 96pts
16 termagaunts Spine fists 96pts
5 ripper swarms 50pts

FAST ATTACK:
5 raveners R.claws 175pts
3 shrikes R.claws, S.talons, A.glands, T.sacs 150pts

HEAVY SUPPORT:
Carnifex V. cannon 185pts
Carnifex C.claws, regeneration 210pts

1500 pts



Notable points: the crushing claw carnifex is actually the old one eye model, but I can't afford the points without dropping something. It could be squeezed in by loosing the rippers.
Another option is to drop the carnifex regeneration and getting a hive tyrant ability such as hive commander.
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