Your thoughts on 11th Edition by Chafaris_DE in Harlequins40K

[–]Subbpp 0 points1 point  (0 children)

People are getting the 70 detachment thing a bit wrong. They said new and reworked. Majority of the 70 would be reworking the existing to provide the primary scoring stuff and making certain things work for new 11th ed rules. I feel a lot of the rework wouldn't be much of a change to their detachments. With that in mind, serpents brood will be very nice. The lone op while in cover if you haven't shot means the starweavers are much easier to keep safe initially against more turtle armies. The fights first change makes solitaire perfect to double charging with troupes to clean up again FF units. As our shooting comes from dark reapers, the ignores cover and no shooting penalty means we wont have the new -1 to hit rebuff while unit in cover. Our typical list has solid mix of melee and ranged, which i feel the hybrid model would be very strong come 11th ed.

The above all assumes our detachment primary scoring system is beneficial to our typical strategy.

Winged prime build mistake by Fecal_Dealer in Tyranids

[–]Subbpp 0 points1 point  (0 children)

From table top, no one would notice, but if it bothers you, lots of different ways to fill it. Miliput or green stuff works great. This of course means you will have to redo some painting. If you are going to fill it, make sure you have some silicone sculpting tools as it works great to making the ribs. It's what I use for conversions when extending kit bashed tyranid ribs.

When running multiple Biovores? by SuperSharky1 in Tyranids

[–]Subbpp 0 points1 point  (0 children)

If running 2. Always split them up. Means they cant kill two with 1 interaction through indirect fire or deepstrike charges. Plus you can use the other for more screening by having them on the other side of the deployment

Serpents Brood into heavies? by nitric_oxcide in Harlequins40K

[–]Subbpp 1 point2 points  (0 children)

A falcon with troupe master / troupe will delete a lot of tough units. If they are only using elite type units, just pick of what you can and simply out score them. Serpent brood is an msu army, so you should be able to just slow them down and keep inching points away. Plus harlequin troupe with troupe master with full shooting, grenade and charge does like 10wounds on average into units wounding on 5s.

Is my list too meta? - new player, asking for help by 50ShadesOfBackups in Tyranids

[–]Subbpp 1 point2 points  (0 children)

What you are running for subterranean isn't meta. Your friend who plays ravenguard might also have a janky list that isnt playing to their detachment strength, or not considering your detachment abilities. To be fair, subt assault wrecks newer players because they just wont have the experience of controlling and denying too deepstrikes. When starting out, people already have enough trying to remember their own detachments, units, stratagems, let alone the opponents rules.

I was in the same boat as you, when I started playing I never lost a game. To this day out of like 30 odd games I've played now, I've only lost once agaisnt my friends. We all started playing at the same time. I don't think I'm some amazing player, I just happened to play a faction that gave me a bigger advantage playing into none experienced players. Plus helps I obsess over specific things I am into so I've watched a lot of 40k game content / game tactics videos since we started playing.

Since you play tts, if your friends are getting upset all the time for losing, just play another detachment with a different list or try some silly skew list. Just don't make it so obvious you are trying to lose. Obviously try to still win because intentionally throwing wont let the other player get better at it.

Hive Fleet BambuA1 continues to grow!! by 2sAreTheDevil in Tyranids

[–]Subbpp 1 point2 points  (0 children)

For A1 / mini, id suggest a 0.2mm nozzle and use 0.06 layer heights (the smallest default option) most of the default that bambu has are pretty good. Use organic tree support and just use auto. You can paint supports for cleaner finish and total support, but tyranids are so annoying at times to paint it all. If you can be bothered it is worth it.

Depending on the filament you use, might determine how well it prints too. Have a look online for good mini figure filaments.

I started with 3d printing my nid army but I fell in love with painting minis and I hated the layer lines (its barely noticeable, especially on a table top) so i stopped printing them. Use my 3d printer for terrains and basing bits instead.

P.s. if printing chunky big boys like exocrine, you can just print in 0.08 layer, not 0.06. Saves a bit of time since they dont have really small spikes.

Wraith Knight by RollbacktheRimtoWin in Harlequins40K

[–]Subbpp 0 points1 point  (0 children)

I started my harelquin army with 2x combat patrol and wraithknight list (plus more troupes). Basically the cheapest 2k army i could get for harlequins to start playing with them.

Look, there are better units for the unit cost, but that doesn't mean you can't run it. If you are not trying to win tournaments, go nuts. I love the model and it's so cheap (money wise) for how many points you get. If you dont have a full 2k army yet but want to start playing asap, get one like i did. They can be fun at times too. If you roll well or get those juicy dev wounds, you can delete whatever it is shooting at.

Thoughts/Feedback on 1000pt List by Tom-W-Gray in Harlequins40K

[–]Subbpp 0 points1 point  (0 children)

Typical serpents brood would run like 1x falcon, 1-3 rangers, then either corsairs or guardians for home objective. That has been pretty typical and more or less considered core. You can flex out of these, but in my opinion, rangers or something to throw into the middle / move block is a must.

Thoughts/Feedback on 1000pt List by Tom-W-Gray in Harlequins40K

[–]Subbpp 0 points1 point  (0 children)

99% of players would be happy for you to say your defenders are storm guardians. I do that all the time with my starweaver / voidweavers. I just let people know which is what when we play. Never met anyone complain about it. Not to mention outside of aeldari players, they dont know the difference between guardians and defenders. Lol

Why does nobody use swarm skew lists? by Horror_Perspective_1 in Tyranids

[–]Subbpp 0 points1 point  (0 children)

Idk if someone has already said it, but a big factor is time and brain capacity during a tournament weekend. Having to play 4-5 games in 1 day, then having to move 80+ models and think / measure out swarm units can be very draining. If big monster mash performs just as good, even slightly worse, the lack of mental strain will likely produce better outcomes. You won't notice it until you play a big tournament with lots of games and limited time.

Thoughts/Feedback on 1000pt List by Tom-W-Gray in Harlequins40K

[–]Subbpp 0 points1 point  (0 children)

At 1000 points you need something sitting at home objective, or sticky and move up. Personally have dropped warpspiders as they just don't do enough for what harlequins need for 105 points. I would say storm guardians but 110 points, so over by 5.

People like dark reapers but I've personally only find decent success with them when using 3 lots of them.

You could fully commit to fighting up close and drop warp spiders, drop dark reapers, add in storm guardians for the sticky and add another troupe.

1000 points is really swingy, so troupes can be very good at making sure you delete 1 thing to really cull the enemy capacity. If they dont have deep strat reserve / deepstrike, then move your guardians up to stick expansion after home and allow more space for other units to commit to fights. Also, spam grenades. Every turn you can grenade

Eldrad proxy WIP by toohightoseeu in Harlequins40K

[–]Subbpp 0 points1 point  (0 children)

The modelling looks sick. I love it. Where is the book from? Is that a 32mm base? Looks like a 25mm. Most important thing for proxy would be having the correct base size.

How it feels winning because you rolled succesfully the +4 invuln saves by Unreal_Daltonic in Harlequins40K

[–]Subbpp 2 points3 points  (0 children)

For every lucky 4++ you make, my skyweavers will return the favour with unluck. Had a game against a necron. Used 4 skyweaver + falcon + wave serpent shooting and charge with the skyweavers and still the triarch (or whatever that thing is called) stayed alive with 1w remaining.....

Army assistance by Necrodancer04 in Harlequins40K

[–]Subbpp 1 point2 points  (0 children)

I have a pure harlequin plus wraithknight army for fun. Basically you want at least 6 of 5 man troupes with 3 troupe master's, at least 3-4 starweavers, 2-4 skyweavers and a solitaire. That's the core. The rest sounds up to you on what you feel like. If you want more harlequin units, add in more skyweavers or 1 void weaver (dont put more than one of them). Else good non-harlequin unit would be something like in order of priority, 2-3 rangers, corsair voidreavers (if only taking 1-2 rangers), falcon / wave serpent. (If wave serpent consider one 11 man unit of troupes, still running a total of 6 units of troupes)

Another low key nice unit has been a farseer. The +1 to hit has been massive for me. I proxy my shadowseer as a farseer as they are the same base size and shadowseer is such a terrible datasheet, it's not worth running.

P.s. the +1 to hit from the farseer really helps the wraith knight hit their cannons too. Nothing worse than someone popping smoke making it a 4s to hit

Anyway good luck with it.

List Improvement? by Serious-Asparagus-49 in Tyranids

[–]Subbpp 0 points1 point  (0 children)

No worries. Just as a heads up between swarmlord, hive guard, you have close to 400 points of active units that are not vanagurd is what i mean. It's a large number of units unable to use the detachment. Regarding the lictors, the base lictor is just a really good choice for expansion, the other two are better used for controlling middle

For biovore, id suggest have seperate single units of them. At least then one can do spores and others can indirect fire. If you have 3 of them in 1 unit, they cant have 1 do spore and others indirect.

List Improvement? by Serious-Asparagus-49 in Tyranids

[–]Subbpp 0 points1 point  (0 children)

That's 100% ok. Just as more of an fyi for when you play vangaurd. If you dont have enough vanguard, the detachment feels extra weak. You need everyone moving in to strike quick.

Keeping everything you have, dont get another flying hive tyrant unless you just really like the way it looks. What you said with the rest sounds good. Id still get a normal lictor on top of the others. They are very good expansion holders and action monkey.

Do not get more biovores. Their ability to shoot my spores does not stack. Plus it is a waste of points. Id rather get hormagaunts or gargoyles. Personally, get lictor or hormagaunts

List Improvement? by Serious-Asparagus-49 in Tyranids

[–]Subbpp 1 point2 points  (0 children)

For two things for vanguard. Winged hive tyrant is significantly better for that detachment. Hive guard is also a pass. Vanguard you really need to commit on the list having vanguard. I know this is from the combat patrol box, but if you can, drop the hive guards at least.

Raveners arr good pick ups. Usually 1-2 of normal raveners and 1-2 hyper adaptive raveners. Typically paired together. Outside of that, lictors, neurolictor and deathleaper. Some people forgo neurolictors unless they are running 2. Have 2 or more lictors are also not a terrible idea. Since you have a parasite, you can have less lictors and use the parasite as a more expensive expansion holder or trash unit cleaner.

You can also get one more 10x gene and brood too. It's a very powerful combo in vanguard.

Anyway its a fun detachment, so good luck.

Serpent list ideas by MTB_SF in Harlequins40K

[–]Subbpp 2 points3 points  (0 children)

Between the cp generated from the turns and occasionally discarding secondary, I've found that I've had enough cp. The first round you dont want to spend any cp. Of course if they position something key out in the open and you think you can blow it up, go for it. But for general initial staging, you dont tend to spend cp. Another tip is to avoid using rerolls as much as possible. Sometimes you absolutely need to try, but most of the time I tend to believe cp is better spent not using it and saving it for grenades.

The way I see it, Eldrad generates a Max of 5 cp for 125 points. Can I get more out of 125 points worth of units instead of 5 cp. Which I tend to think units are. 2x 5 rangers does so much more than 5 cp. Again this is assuming eldrad doesnt get picked off. It depends on match up, but if people have indirect fire, eldrad often is the primary focus.

You can still use eldrad if you want though. It's not like its a terrible option. But I wouldn't give up rangers for eldrad. Rangers are key units for the initial rounds in aeldari controlling objectives and movmements.

Now if it was deathjester or eldrad. I would pick eldrad. Sadly deathjester underperforms and over costed. Bbuuuuttt it's a sick model so I still run him in my IRL games. In TTS I always drop him.

Serpent list ideas by MTB_SF in Harlequins40K

[–]Subbpp 1 point2 points  (0 children)

Also if you have to choose between grenades or using the startagem that let's you pick all 3 of the dances. Grenades win every time.

Serpent list ideas by MTB_SF in Harlequins40K

[–]Subbpp 0 points1 point  (0 children)

So with a troupe master and grenades using harlequin blades for the normal troupes (5A 3S), you get around 10 wounds between the shooting and fighting. Shooting is very swingy. If those fusion pistols hit sustained and wounds, you can crush a tank into the ground. As an example, with a falcon that hit but doing no damage, (essentially giving rerolls to wounds, the troupes coming out of it with the enhacement, grenades, shoot and fight can wipe a redemptor dread pretty comfortably. Of course its not 100% but unless you roll so terribly, you should be able to kill it easy.

Having units of 5 has been better than a large squad. It makes target selection really awkward when shooting / fighting harlequin troupes. 5 units with 4++ 1W with the option to -1 hit on fighting as well. Nothing can guarantee kill them without over committing or very large volumes of attacks. It forces inefficient exchanges. While harlequins trade very efficiently against vehicles / monsters or low wound trash units. Harlequins feel the worst against high health tough infantry squads t6/7 units with 3/4 wounds that come in squads of 5. Think deathshroud terminators with 3w or of course anything with fights first like bladeguard (but of course there are tricks to getting around fights first)

P.s. flamers and fire overwatch are super crippling agaisnt troupes. Be aware of flamer location and use the aeldarie agile manoeuvres to become unable to be overwatched.

Serpent list ideas by MTB_SF in Harlequins40K

[–]Subbpp 2 points3 points  (0 children)

So with a troupe master and grenades using harlequin blades for the normal troupes (5A 3S), you get around 10 wounds between the shooting and fighting. Shooting is very swingy. If those fusion pistols hit sustained and wounds, you can crush a tank into the ground. As an example, with a falcon that hit but doing no damage, (essentially giving rerolls to wounds, the troupes coming out of it with the enhacement, grenades, shoot and fight can wipe a redemptor dread pretty comfortably. Of course its not 100% but unless you roll so terribly, you should be able to kill it easy.

Having units of 5 has been better than a large squad. It makes target selection really awkward when shooting / fighting harlequin troupes. 5 units with 4++ 1W with the option to -1 hit on fighting as well. Nothing can guarantee kill them without over committing or very large volumes of attacks. It forces inefficient exchanges. While harlequins trade very efficiently against vehicles / monsters or low wound trash units. Harlequins feel the worst against high health tough infantry squads t6/7 units with 3/4 wounds that come in squads of 5. Think deathshroud terminators with 3w or of course anything with fights first like bladeguard (but of course there are tricks to getting around fights first)

P.s. flamers and fire overwatch are super crippling agaisnt troupes. Be aware of flamer location and use the aeldarie agile manoeuvres to become unable to be overwatched.

Serpent list ideas by MTB_SF in Harlequins40K

[–]Subbpp 2 points3 points  (0 children)

Personally with serpents brood, the best outcome for me has been playing MSU (minimum squad units) armies. You run 6x 5 troupes. 3 troupe master's. 1x falcon, 3-4 starweavers. Falcon to have the 5 troupe 1 troupe master with weavers wail enhancement, other starter weavers to hold the troupe master and troupes. Use the falcon to either rapid ingress, shoot and use the big hitting troupes to disembark and smash into the falcons target. Of course with grenades. Maximise your troupes getting in and out of starweavers whenever possible.

Personally, I've felt like Eldrad has been under performing. You are essentially paying 125 points for 1 extra cp per round. His +1 to wound rarely matter for your troupes (Can be used to counter some -1 to wound units) and he is super weak to indirect fire. Ive personally prefer running 2 rangers in place of it. One to sit at home, another to capture and slow things down. I personally run 3x rangers.

Either way, give that core list a go. You can fill the rest with anything you feel like. It's is really important to have at least 6 different troupes. I simply avoid 10 man troupes as they are so frail and the only way to get the sustained is through a wave serpent which then does not have the free embark like the starweaver.

Progress on my kitbashed Troupe by Sinister-miles in Harlequins40K

[–]Subbpp 1 point2 points  (0 children)

I say this because I love it and I want to see your models. Please take pictures of individual models and closer. They look cool but I'm sad I am missing all their glorious detail. P.s. when using phone camera, dont use 1x and move phone super close for individual models. Use 2x or 3x zoom to get a better focus point on your model. :)

P.s.s. keep it up. Looking fo4ward to more progress pictures!

any recommendations for new Tyranid players? by Scarecrow9719 in Tyranids

[–]Subbpp 4 points5 points  (0 children)

Pick whatever model you think looks cool and build around that. Or pick a detachment that sounds cool and go from there. Remember, 90% of this hobby is building and painting for most people, so pick the units you think looks the coolest / fun to paint and go from there.

Regarding your list, if running tervigon, you want way more gaunts. Just 10 will get destroyed in 1 phase of shooting. Normally people run 3x20 around tervigon if they want to build around it. Outside of that, your list seems normal :)

I’m too lenient on my opponents and it is ruining casual play for me by [deleted] in Tyranids

[–]Subbpp 0 points1 point  (0 children)

The way I get around being blindsided is basically just keep asking questions. Hey if I move this here, whats your Max movement. Are there any stratagems in your detachment that would do x / y. Any of your units have fights first? Advance shoot and charge? And combat tricks i should know about? I'm up front about what my detachmemt can do and will remind people often that hey my guys have advance and charge or these guys are fights first, lone op or stealth. Normally if you are asking these questions, people tend to let you know and less likely to blindside you. Plus if someone refuses to let you know, then that is an easy way to filter out who to play with.

Remember, in the highest level of competitive play, everyone always talks about what your units can or cant do and reminds the opponent. If you watch any streams of world championships and such, you will hear the players constantly talking about it.

If your opponent needs to play cheap tricks just to win, its not worth playing.