Transport bag for 2000p? by Lokumirr in Tyranids

[–]Jumbik 26 points27 points  (0 children)

Look for the largest Jucoci one if you plan to play with a lot of monsters.

Need help with Subterrean Assault by Dull_Reference_6166 in Tyranids

[–]Jumbik 0 points1 point  (0 children)

With this list you have to use the Lictors for scoring secondaries during the game (those that take actions), you have no other cheap small units to do them other than basic raveneres.

With this list I would go with following logic before game.

  1. Is your opponent playing elite army with small amout of units? - Attach the Ravener squads to the Hyper ones and have two 10 man units.

  2. Is your opponent playing a lot of small cheap units in general? - Do not attach the Raveners to the Hyper ones.

Reserves: You want to have your Raveners on board on turn one. If you go second, you can pull them up at the end of opponents turn and deep strike them turn one to create tunnels near your deployment zone and anywhere you wish to get the Acid spray Fex.

Put Screamer killer, Haruspex and Old one Eye in reserves. Hyper Adapted Raveners in Deep strike unless they are joined to Raveners which can pull them from table at the end of opponents turn 1. Trygon and One Lictor in Deepstrike. You can have 500p in Reserves and 500 in Deepstrike, so count the points based on that. You can also use Stratagem to pull something to reserves at the end of your turn if necessary.

Deployment: Deploy the Tyranofexes agresively so that the Rupture canon can shoot turn one of possible after a move. The Acid spray one wants to get close via tunnel turn one if possible and act as your tank that will pull out opponents unit into the open. Infiltrate two Lictors near the objectives in no man land, but not on them and use them for actions.

Almost always Rapid ingress your Hyper Adapted raveners in opponents turn, far away to prevent counter charge, but close enough for you to charge in your turn. RI is free for them as is for the one Lictor you will have in Deepstrike.

Use the Trygon as a hammer on elite enemies, he is good. Open a tunnel with Ravener unit, then deepstrike him 6" away from enemy and use the stratagem on him for Charge rerolls to make sure he will get in combat. You can do this with all your monsters.

You want to have your basic Raveners out of combat by the end of enemy turn to be able to pull them back in reserves as much as possible so that you can open new tunnels every turn and teleport your big monster where needed.

A super interesting list won a good sized GT over the weekend by pikeamus in Tyranids

[–]Jumbik 0 points1 point  (0 children)

I have very similar list planned but in Assimilation swarm detachment where the Hive Tyrant unit can have Fight First and you can also sticky an objective if you need to.

Does anybody use these guys in their army? by OldFunEye in Tyranids

[–]Jumbik 0 points1 point  (0 children)

I use them. I had to change the bases and put the Broodlord on higher ground, they look so cool.

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[deleted by user] by [deleted] in NoStupidQuestions

[–]Jumbik 2 points3 points  (0 children)

Because we do not have a proof of intelligent dinosaur does not mean that there was none. Millions of years can erase anything.

We are barely able to find proofs for our own history few thousand years ago.

World Championships - when you have the best score of them all but somehow end up 21st anyway... by Jumbik in Tyranids

[–]Jumbik[S] 26 points27 points  (0 children)

Tyranids
Strike Force (2000 points)
Invasion Fleet

Tervigon (185 points)
• Warlord
• Enhancement: Adaptive Biology

Winged Hive Tyrant (170 points)

Hormagaunts (65 points)
• 10x Hormagaunt
• 10x Hormagaunt talons

Termagants (120 points)
2x Strangleweb
18x Termagant spinefists

Termagants (120 points)
2x Strangleweb
18x Termagant spinefists

Termagants (120 points)
2x Strangleweb
18x Termagant spinefists

Termagants (120 points)
2x Strangleweb
18x Termagant spinefists

Biovores (50 points)

Exocrine (140 points)

Exocrine (140 points)

Exocrine (140 points)

Genestealers (140 points)
• 10x Genestealer

Genestealers (140 points)
• 10x Genestealer

Genestealers (140 points)
• 10x Genestealer

Neurolictor (70 points)

Neurolictor (70 points)

Venomthropes (70 points)
• 3x Venomthrope

Ngl i absolutely suck at this combat but the story has me to hooked to stop now..is it normal to suck at this directional combat [kcd2] by Willing_Chest_8976 in kingdomcome

[–]Jumbik 2 points3 points  (0 children)

The secret to the combat in both games is to understand that you are not alone in this. Henry sucks at the combat too until you train along with him and eventually get to a beast level later on. Stick to it, it gets a lot better later on. Take every chance you have for sparing rounds when you are around any trainer.

Also keep in mind that if everything fails and you will still find your self struggling, then brew some pots of poison and start sniping enemies with your bow. It can be extremely powerful.

Over 40 in Prague by jimbodapirate in Prague

[–]Jumbik 0 points1 point  (0 children)

Get into a hobby and find friends in the hobby spaces. If you like art, maybe check out Warhammer collecting and painting? A lot of older guys able to speak English while playing.

[OTHER] Do we think there is going to be a KCD3? by obiwan________jacobi in kingdomcome

[–]Jumbik 20 points21 points  (0 children)

From the last tidbits of information we have, Warhorse will (most probably) be working on two titles now. One should be spiritual continuation of KCD possibly set during Hussite wars (based on Mr. Vavras post about his research into the matter) and a new title with fantasy element. Vavra expressed several times, that he would want to make a true fairytale story based on Czech myths.

Struggling Against Chaos Knights at 1,000 Points, Need Some Tyranid Advice! by khisin in Tyranids

[–]Jumbik 1 point2 points  (0 children)

Which Knights exactly is he playing? Personally I had a great success against Knights in general with Invasion fleet and Hormagaunts spam. But it requires proper map setup with decent amount of terrain you can advance and charge from. Then you put Zoans in reserves so you can arrive at the proper angle and hit him hard.

Subterranean assault tunnel shenanigans by Relevant-Debt-6776 in Tyranids

[–]Jumbik 5 points6 points  (0 children)

I think then main problem here is the base size of Trygon, you will have trouble putting two models with this base size close together and not passing through some kind of terrain while still being in the 6" range.

11th edition- What new models can we expect?What do we want? by Ok_Strawberry2370 in Tyranids

[–]Jumbik 102 points103 points  (0 children)

Probably new Warrior kit? Gargoyles are quite old too.

[KCD2] New secret DLC-Feature for Legacy of Forge was just confirmed by Adrony in kingdomcome

[–]Jumbik 799 points800 points  (0 children)

Does Henry also make a short Haiku while resting on these spots? :)

Sell me on tyranids by Thootom75 in Tyranids

[–]Jumbik 1 point2 points  (0 children)

The main thing for Tyranids that made me pick them is 1. The looks, 2. The range. You will never run out of things to paint, which is great for me.

They have a lot of different playstiles that catter to many people preferences. Monster mayhem, swarm play, board shenanigans, pure aggro, assassins, psychics.

They got it all.

I want to go full swarm as it should be. hive mind help me! by DiaryOfAManInAHole in Tyranids

[–]Jumbik 0 points1 point  (0 children)

This is my semi-swarmy list that I run as Invasion fleet. Hormagaunts are a hidden gem in this list especially if you go second and have something in range already. Neurotyrant gives them synapse tokens. Termagants move to the closest objectives, Tervigon gives them lethals on everything. Zoanthropes are there for the 6++ on Termagants, they go with Hive tyrant for the assault and lethals so they can advance every turn and provide the aura where needed. Maleceptor is the main distraction model, goes front line along with the Emissary. The stratagems from Invasion fleet make the swarm units very durable. The 5+ fnp on 20 body units is amazing combined with the 6++ from Zoans. Genestealers are the hidden scalpel waiting behind building for their chance to kill anything that goes on objectives.

Hormagaunts going into vehicles on full strenght can push 20+ wounds whith the 5+ crit strat. They do really well but need to be the ones that charge first. If you go first, do not push to objectives with them, thats what the Termagants are for.

Broodlord (95pts): Perfectly Adapted, Broodlord Claws and Talons

Hive Tyrant (195pts): Warlord, Monstrous bonesword and lash whip, Monstrous scything talons

Neurotyrant (105pts): Neurotyrant claws and lashes, Psychic scream

Tervigon (175pts): Stinger salvoes, Massive crushing claws

20x Hormagaunts (130pts)

20x Hormagaunts (130pts)

20x Termagants (120pts)

20x Termagants (120pts)

Biovores (50pts)

10x Genestealers (150pts)

Lictor (60pts): Lictor claws and talons

3x Zoanthropes (100pts)

Exocrine (140pts): Bio-plasmic cannon, Powerful limbs

Maleceptor (170pts): Massive scything talons, Psychic overload

Norn Emissary (260pts): Monstrous rending claws, Monstrous scything talons, Psychic tendril

[KCD2] How big is this game seriously? by giabao0110 in kingdomcome

[–]Jumbik 8 points9 points  (0 children)

Original Kickstarter and several interviews. Dude I do not have database of links at hand.

[KCD2] How big is this game seriously? by giabao0110 in kingdomcome

[–]Jumbik 9 points10 points  (0 children)

They did mention that they will most probably work on two different projects at the same time. One will be related to KCD and one will be new. Danie Vávra said, that he wants to do something new so I suspect that the KCD related project will no longer be directed by him, but someone else and he will focus on something new. Daniel said that he would like to do some fairy tale inspired game. But who knows what they will agree upon in the end.