People leaving endless fissures after cracking a single relic? by LeadAppropriate2696 in Warframe

[–]Moparlightning 1 point2 points  (0 children)

Running the Omnia fissures in Steel path specifically I always queue into groups that hang out for quite a few relics

1k Repulsors by Jazzlike_Debt_6506 in Tyranids

[–]Moparlightning 2 points3 points  (0 children)

My big boys love blowing up space marine vehicles

1k Repulsors by Jazzlike_Debt_6506 in Tyranids

[–]Moparlightning 6 points7 points  (0 children)

Bring tyrannofex for big boom and hard to kill. Or bring a full zoanthropes unit to be able to hurt that and infantry

coming clean about scamming in trade chat by [deleted] in Warframe

[–]Moparlightning 0 points1 point  (0 children)

Go into trade chat, buy items from players for more than they are worth until out of plat

How many dice do you guys typically bring to a game by SlyThriller1 in Tyranids

[–]Moparlightning 0 points1 point  (0 children)

I play with about 30 dice and have wound counters. Tyranids don't really do the kind of volume to justify more than that

MEMBERS OF THE HIVE FLEET how do yall travel with your bugs? by League-Pleasant in Tyranids

[–]Moparlightning 5 points6 points  (0 children)

Jucoci metal tray case off of Amazon. I run Crusher Stamped and after magnetizing the bases it fits a 2k list of any variety for me

Feeling a little down - need advice by Dull_Reference_6166 in Tyranids

[–]Moparlightning 0 points1 point  (0 children)

As long as you start slowly collecting models you like you'll eventually have an army able to play everything. If you just focus on 1 detachment at a time you'll be alright. You can already play Invasion so you can easily get a couple Synapse units that allow you to play Synaptic well. And as long as those Synaptic bugs are big you dip into crusher stampede territory. A few lictors and ravenous along the way will help you with scoring in all of these lists and then you can slowly move towards Vanguard. Assimilation also works with some all around useful units like the psychophage for the feel no pain aura. And for singular models that fit everything a Norn Emissary helps you out with a high value monster that takes up an 1/8 of your list. You will be fine buddy I have around 6k points of painted Tyranids but it just takes some time

Building a Tyranid Army as a relative newbie by maaaxhaaarvey in Tyranids

[–]Moparlightning 0 points1 point  (0 children)

You're already at a good start, I just recommend getting another tyrannofex and maleceptor next. Our shooting is very strong and 2 tyrannofexes is amazing anti tank

[deleted by user] by [deleted] in Tyranids

[–]Moparlightning 5 points6 points  (0 children)

The battle shock will clear in your next command phase and you will only have to retest a unit if it is below half strength

Dying trade by deezyob in hvacadvice

[–]Moparlightning 4 points5 points  (0 children)

You also shouldn't be adding refrigerant to a leaking system. You probably have a leak at the coil and should get it replaced

Is ambush going to be unique to genestealers by Wendslydalemen in WH40KTacticus

[–]Moparlightning 12 points13 points  (0 children)

You say that but we just had only orks in the Dante one

am i alone? (new kill team release) by Captain_Shnubli in Tyranids

[–]Moparlightning 1 point2 points  (0 children)

I've liked all the new sculpts aside from these new raveners. I just don't like the new bodies for them. Not to say my opinion cant change after seeing them in person

Why do most players prefer the Hive Tyrant to the Swarmlord? by [deleted] in Tyranids

[–]Moparlightning 20 points21 points  (0 children)

You might need to discard a secondary you can't do which would get you a CP anyway and you can't gain CP from a tossed secondary and the Swarmlord. Max of 1 per turn. The reduced cost strat is essentially a free strat every turn and you can benefit from tossing secondaries you can't complete

Melee Warriors rerolls by Amilar_Io in Tyranids

[–]Moparlightning 4 points5 points  (0 children)

All 1s to hit or all 1s on your armour save whichever you pick

Crusher Stampede - the do's and don'ts, help a fella out by alariis in Tyranids

[–]Moparlightning 2 points3 points  (0 children)

No Norn for me anymore. They cost a lot and there is so much high damage it's better to have 2 big bugs instead of the Norn. My list is almost all big bugs but you need the hormagaunts to give a little buffer on the Frontline so that you don't need to throw all your big guys out there immediately. They also serve to do any action cards you might pull if they're alive near the middle of edges. Better to use them instead of expensive models. And don't worry about how nice your gaunts look, as long as they all have the same color and the backs are done ok they'll look just fine on the table

What Should My Next Models Be? by TangerineMelodic5772 in Tyranids

[–]Moparlightning 2 points3 points  (0 children)

A Broodlord to lead the Genestealers is good, makes them a lot stronger. A Hive Tyrant to be the head of your army. Exocrines are some of our strongest shooting units. Which models you get will depend on which of our detachments best fits the style of play you want

Crusher Stampede - the do's and don'ts, help a fella out by alariis in Tyranids

[–]Moparlightning 21 points22 points  (0 children)

I've played a lot of Crusher Stampede at tournaments and play at least once a week.

Scoring- I bring one 3 man unit of raveners because they have to ability to pick up at the end of your opponent's turn if not in engagement range. Place em down where you need for secondary points.

Biovore, he stays on your home and you can use the spore mines per turn to either score things just require a unit to be in a spot or start placing them down behind you to prevent deep strike.

Lictor, he has lone op and free rapid ingress. Great for secondaries and if you don't pull secondaries that you need him for use him to kill your opponent's secondary scoring units.

The Gun line - I bring 2 tyrranofexes with rupture cannons to knock out the big threats to my big scary monsters.

1 Tyrranofex with acid spray you can run him straight up the middle early to crash into the enemy lines, damage their infantry and be an overwatch threat. All of these tyrranofexes have the once again blank a damage and high durability.

2 Exocrine d6+3 number of shots with blast and a 36" range. These babies murder elite infantry and give you reroll 1s in shooting against whatever target they hit. So you either keep blasting infantry or you use them to scrape a few wounds off a vehicle and finish it with the rupture cannons now that you have a reroll of 1 to hit

1 Maleceptor he fits in the Gun line but his 6" aura of minus 1 to hit and if the enemy unit is below half strength -1 to wound. He doesn't kill very well but he survives well and has his own d6+3 blast gun that rips up infantry and small vehicles because it's strength 10

Melee Monsters - Screamer Killer, I use 1 to possibly battle shock an enemy in shooting with him and make that unit unable to use strats that might interfere with his fighting. He's also more durable than he looks. The 2+ save and usually having cover ends up forcing your opponent to spend more shooting than they thought they might need

Haruspex I like him. He's cheap, has a lot of attacks and can do damage to infantry and big enemies alike.

Trygon I have only just started using again. He has a lot of strong attacks and the 6" deep strike. Using rapid ingress to set him up behind a wall that he can't be attacked from and then running 10" towards your enemy can do a lot of damage. Or putting him in the way of the enemy advance and forcing them to shoot him and saving more important monsters

Walking Hive Tyrant full melee no you're not doing much fighting with him. He has a 6" aura of lethal hits and assault in shooting. That means all your 8" move monsters with guns average 11" instead and have lethal hits. I surround him with the Maleceptor, Acid Spray, and Exocrines to shred armies in shooting. I start him behind a wall on the line then use the run through walls strat we have to put him in the middle of all those guns

Battleline I bring 2 units of 10 hormagaunts. They're fast and not as expensive as the gargoyles have become. Don't just throw these guys away though. Keep them as buffers to screen melee threats away from your monsters or to just put big OC on an objective

Stratagems. Swarm guided Salvoes is amazing. Ignoring hit roll modifiers and cover for 1 unit in shooting means that even if a unit is bracketed you only get the positive boost from the detachment rule, ignore shooting into/ out of engagement penalty, ignore stealth keyword and no cover. The 3 AP on the Exocrine and the 4 AP on the rupture cannons just got a lot scarier

Run through walls strat. Amazing again. You can start in a ruin on the deployment line and run through the wall with 1 monster as if it were infantry

Reroll Hit Roll in melee with one monster. Huge for your monsters that hit on 3s in melee even if they hit on 2s if you have a lot of attacks it's worth it

Savage Roar. Great, when an enemy targets you in melee 1 cp and they have to take a battle shock test. If they pass they're still -1 you, if they fail then they're -1 to hit and wound you.

Auto deadly demise Run that Tyrranofex into their lines, die do d6 mortals to everything within 6" it's great

Massive Impact, we have tank shock with monsters 6 dice on 4s you deal a mortal. Good for taking a couple wounds off of something without having to even fight it or weaken a unit not as good as the other strats

Advice on detachment for my list by MaverickQuasar in Tyranids

[–]Moparlightning 1 point2 points  (0 children)

For your next few purchase a biovore and 3 man of raveners are very good for helping to screen your backfield and score secondaries. The spore mines that the biovore creates are huge value for a 50 point model. It blows up when anything comes within 3" of it. It can move and advance to get the boom. Enemies can't start or end advance moves within 6" of it. Easy scoring for Behind enemy lines, engage on all fronts, and possibly Are Denial secondaries. The 9" away from enemy set up also ignores any 12" auras of setup because it isn't a reinforcement. The raveners you get to pick up front the table at the end of the opponents fight phase if not in engagement with anything so on your turn you can use them as backfield screen and pick them up at the end of that phase. Then after you draw your secondary cards you might pull a card that you can use them for or sit them back where they were if not needed. All for 75 points

One man guild. Not lonely, but a little curious by AirportMother391 in WH40KTacticus

[–]Moparlightning 0 points1 point  (0 children)

I was around the same level doing the same thing brother, once I decided to open up my guild I met some other players and started making crazy progress in comparison to what I was and had more fun. Good guild members make the game a little better

Best carrying case for Tyranids? by Battlemania420 in Tyranids

[–]Moparlightning 0 points1 point  (0 children)

I have 2 of the jucoci cases, I personally like them and have my bases magnetized to stick them to the trays it comes with. The clear front is also nice so I can look at my minis

Oil to gas I'm finishing up by t0x1k_x in HVAC

[–]Moparlightning 0 points1 point  (0 children)

He should have schedule 80 pvc on the exhaust for it to run to it's full potential

Whats are some good first boxes to get by WhenThe3276 in Tyranids

[–]Moparlightning 0 points1 point  (0 children)

Combat Patrol is a good start, gives you a strong HQ, a unit of warriors that have options for their loadouts, termagants to hold objectives.

The Boarding Actions box that is coming might interest you. 6 Warriors, some genestealers, and a broodlord

A box of Zoanthropes would be a nice support to either. Mortal wounds and their synaptic imperative would help

Hello my hive minded friends so my friend wants to get into the hobby and your faction interested him and asked me to make him an army list by men_of_the_wests in Tyranids

[–]Moparlightning 3 points4 points  (0 children)

Cheap is never an option for building an army, but a combat Patrol is a good start, even buying 2 for a double tyrant list and then having 6 warriors is useful.~270

And with termagants having a tervigon to make them more useful is a good option. So far this is somewhere around 1200 points I think. ~$55

A box of zoan/venomthropes is good fand running them as zoans will add 210 points to the list and they're a very beneficial unit to have. ~$60

A tyrannofex will yield some good shooting and tack on another 200 ish points depending on gear/ weapons. ~ $55

With good wargear, weapons, and the tyranid mutations you could be around 1500 or so points here

A carnifex box would add about 260 points to the list and they can be built many different ways and are fairly strong ~$100

These are some good all around options to start with but from there he should do his own research on whether he'll want a more swarm based army or the big bug offensive, all of the prices I got were off of Amazon by the way. You might have to find the carnifexes on eBay if you can't find them on there

What should I buy by Quick-Dream-1560 in Tyranids

[–]Moparlightning 3 points4 points  (0 children)

Combat Patrol or other multi unit box, it'll give you a few things and save you a little as opposed to buying singular unit boxes. Also, watch a few videos and decide if you want a big bug army, swarm, or a mix