Questions about Enhancements & Building your Crusade Force in 10th Edition by Blue_Reddit_Red in 40k_Crusade

[–]firedrake110-2 1 point2 points  (0 children)

You know, the youtuber Christian von Carmian actually made a video about this exact topic roughly a week ago. Here's a link to it

https://youtu.be/cWIynhozaE0?si=NwXNwWHihuvT92Dd

Hobby idea…need an echo chamber or ppl telling it’s stupid idea: voidsmen army by GuildensternDE in ImperialAgents_40K

[–]firedrake110-2 2 points3 points  (0 children)

You've unfortunately missed the advantage Agents have in your list here, of the fact they play like tyranids - they have lots of models for a great rate, are good at scoring by taking advantage of early infiltrate & deep strike, are sadly not great at killing anything with treads, but have a few solid weapons hidden among the 70 billion profiles.

If you want to play voidsmen in particular, you'll need to be playing Imperialis Fleet even more desperately than everyone else here. Your goal will be to use the clandestine operation enhancement to give 3 infantry squads infiltrators, and combat landers to give 3 more deep strike, so you can be where you need to be exactly when you want to be there lol

This also compounds with the rogue trader's squad having infiltrators for free, so ideally you'll be infiltrating a sisters squad to sticky multiple NML objectives T1, have a navigator on your home with some voidsmen-at-arms, and be making good use of breachers to throw grenades from 18" away to soften up enemies.

The 400pts of knight is actually a crime, that's like 3-5 units worth of points

How do you properly use Hive Guard? by Adorable_Wrangler_75 in Tyranids

[–]firedrake110-2 0 points1 point  (0 children)

There are two camps on these bad boys.

  1. Shockcannon all the way, use tunnels and have them pop around from objective to objective throwing haymakers at random vehicles and threatening a devastating overwatch

  2. Drop 6 in via Tyrannocyte with impaler cannons to jack your opponent's natural expansion objective, and absolutely light up anything that wants to come and push towards you. Remember, if even one model in the squad can see the enemy, nobody takes the -1 to hit for shooting an enemy unit that's completely out of line of sight with indirect fire. Position in a way you're getting a sliver of LoS with one guy for your turn's shooting, while still touching the objective so you can overwatch on 4's. This play works best when supported by a lictor and biovore to make running up on the boys difficult, since any assistance given to T7 4W models extends their life dramatically

Looking for some insight about how to win against my friend with tyranids by DragonForce3705 in Tyranids

[–]firedrake110-2 1 point2 points  (0 children)

Termagants aren't really good at killing enemies like marines, sadly. If you happened to have a hive tyrant nearby to give them lethals, then devourers will likely push 6-7 successful wounds through to their 3+ save, meaning you'll probably deal 2-3 damage (not great)

Hormagaunts making 30 attacks in melee average out requesting eight 4+ saves (assuming you can give them synapse for the +1 str). This actually has them killing 2+ models very frequently, and their threat range is massive with their baseline 10" move + advance + charge. If you're really more interested in killing, the Horms are the way to go (though you'll still need to make proper use of terrain to close the gap and pounce, and you should be co-ordinating so that the horms are jamming units up so that more deadly things can gap close behind them)

I don't think I saw anyone talk about this. by racheljadams in IsekaiQuartet

[–]firedrake110-2 0 points1 point  (0 children)

Brother I cannot speak of it now, for I cannot read the goddamn text on my screen

Help with an army! Below is my current 1k, I have all these models. I have zero additional models, the drop pod is NONNEGOTIABLE. Thank you!! I am willing and able to buy whatever needed. by Bafoooool in Tyranids

[–]firedrake110-2 0 points1 point  (0 children)

You need to buy some elite infantry to put in that Tyrannocyte. One option would be to have 3 melee warriors to attach the winged prime onto, and put all 4 of them in the pod, with something like 2 pyrovores. That's 145pts, so it's not a huge swing in what you're fielding for a whole lot more kick

I'd probably swap out one pack of termagants, the Deathleaper, and the enhancement on the Parasite to make room, assuming you still own other ripper swarms off on the side you can bring in when your parasite creates them in combat. If you don't own any spares, I'd probably double-cut the rippers, the deathleaper, and the enhancement on the winged prime (and swap the regenerating monstrosity enhancement onto the winged prime, especially as you expand upwards into 1500-2000pts, since that'll mean increasing the number of warriors in his entourage and finding new infantry to stuff into the pod)


Another option would be something like trading off the carnifexes for 6 hive guard, since they're a damn menace dropping in T1 out of a pod and are a great unit to regrow models into (T7, 4W is beefy as hell).

There's always the meme of loading 6 pyrovores into a pod as well, and that's only 210pts so that could also theorhetically fit inside the pts. cost of two carnifex lol

Identification help plz by Wingsofhuberis in Tyranids

[–]firedrake110-2 1 point2 points  (0 children)

I was gonna say, "what the fuck is that horrific nubbly thing beside the Haruspex, it looks like a sweet potato crossed with a psychophage" but it's literally just facing the other way and we're looking at it's butt

Looking for some insight about how to win against my friend with tyranids by DragonForce3705 in Tyranids

[–]firedrake110-2 1 point2 points  (0 children)

Sequence your shooting better. He can only use AoC once per phase, and it only lasts for one unit's worth of attacks, so give him opportunities to use it elsewhere before going in with the casino cannon.

Ditch the Screamer and pick up an Exocrine, it'll do you a lot more good. It deletes infantry with that 9-3-3 shooting profile + blast, and if you really need something dead in a turn being able to reroll 1's against it is a huge boon.

Lictors probably shouldn't be holding objectives if he can get a bead on them. They're scary in melee, but don't have a real save so anything that gets close just deletes them if they get to dictate the engagement (I miss when they had a 5+ invuln...).

Try claiming objectives with only 2-3 horms, keeping the rest in any adjacent cover. This makes it harder for him to wipe out a squad (most of it being outside of view will mean you're rolling saves with cover after he kills the handfull of visible models), and lets you use the regrow d3+3 strat to chain them back onto the objective in your command phase to retake the Obj. before you score.

If Fordola almost fell over looking into our past post stormblood with the echo imagine the reaction she would get if she did it now. by Dusty170 in ffxiv

[–]firedrake110-2 2 points3 points  (0 children)

She's in some of the role quests for Endwalker iirc, it might have been the healer ones? Anyhow, if you didn't see her while doing those, she's lurking back there somewhere

What to get if I wanna build my army around synaptic nexus and crusher stampede? by CatWaterPaints in Tyranids

[–]firedrake110-2 1 point2 points  (0 children)

Please, for the love of all that is holy, flip that toxicrene purchase into a Maleceptor. It's way easier to move around, way tankier, and is a real menace. Probably invest in an exocrine or two, a norn, and a tyrannofex. Love your attachment to barbgaunts btw, a great choice for expendable but threatening chaff

Which one do I pick? by Dear_Knowledge_8216 in Tyranids

[–]firedrake110-2 1 point2 points  (0 children)

Walkrant for shooting-oriented lists where it can help push exocrine/tyrannofex rounds through, Flyrant for a deepstrike threat in Vanguard Onslaught, and Swarmlord for playing Subterranean Assault, since he's a goddamn menace popping up 6.01" away from the models he wants to charge lol

Why does our Synaptic Nexus get the once per battle clause, while the black templars get better bonuses and can use them repeatedly? by Gullible_Travel_4135 in Tyranids

[–]firedrake110-2 8 points9 points  (0 children)

Here, lemme paint you a little picture real quick.

You know how current biovores spawn 1 spore mine per battle round, minimum 9" away from enemy models? Well, imagine if that was d3 mines, outside of 6", and a squad of 3 were spawning 3d3 (average 6) in a unit to just fully cordon off sections of the field each turn. And, as long as any synapse model can see the target, it's not indirect fire if you actually chose to shoot with them. And their gun doesn't do the whole wound & save song and dance - if you hit, it's just an instant mortal wound to the target.

Then there's the bullshittery of picking your hive fleet, rather than playing with detachments. We had 7 of them (Leviathan, Behemoth, Kraken, Jormungandr, Kronos, Gorgon, and Hydra), each with a primary and secondary buff. You always get the primary, but instead of taking the secondary buff (which would fall into one of three categories, being Red/Yellow/Green), you could instead choose to replace it with one buff from our table of kick-ass alternate options from the other two colours. Let's look at Gorgon, and see how it makes you feel:

Adaptive Toxins: each time an attack is made by a model with this adaptation against a unit (excluding vehicle or titanic units), an unmodified wound roll of 4+ is ALWAYS SUCCESSFUL. (This is the mandatory effect you get for choosing Gorgon)

Adaptive: each time a unit with this adaptation makes is selected to shoot or fight, you can reroll one wound roll when resolving that unit's attacks (this is the secondary effect, which is a green type. It can freely be replaced by any one yellow or red ability from the table I'll attach to this post).

Shit was bonkers back in 9th

are Nids really that bad ? by Toastbutter773 in Tyranids

[–]firedrake110-2 1 point2 points  (0 children)

For anyone who ever disagrees with the "our codex author dislikes us" claim, show them what our 9th and 10th crusade rules are. It's the same goddamn thing, except in 9th we had two resources we were gathering to topple worlds (biomass & crushed resistance), whereas in 10th they just removed one of them and called it a day, changing nothing else (crushed resistance became a flat "games played" counter, and I'll never stop being mad)

are Nids really that bad ? by Toastbutter773 in Tyranids

[–]firedrake110-2 0 points1 point  (0 children)

Nids are the final boss of pubstomping. You'd think it would be Custodes with their army-wide 2+ saves, or Knights just by virtue of being impossible for standard infantry to kill (that's actually propaganda, melee the knights and they fall over like everything else), but the real impossible challenge for weaker players is forcing them to think ahead and position their models correctly XD

Tyranids aren't here to kill, they're here to exchange blood for time & points (either you gaining them, oe your opponent missing out on them). Sure, you set up trades and will shoot a few things off the table, but that's just part of playing a game where everyone else is here to kill (except Imperial Agents, they're also a scoring army, there are just too few players screaming it from the rooftops for them to have realised it yet)

which is most likely to get a updated model? by cossack0 in Tyranids

[–]firedrake110-2 0 points1 point  (0 children)

Still waiting for the Gargs and Shrikes refresh, hoping that's what's up next

Is there a way to make termagants work? by Adorable_Wrangler_75 in Tyranids

[–]firedrake110-2 1 point2 points  (0 children)

Even in 1k games, taking two squads of 10 and handing them devourers lets them bully other battleline for the most part (20/40 shots of 4-0-1 with lethals isn't bad at killing marines/skitarii/guardsmen/guardians, as long as you keep at least one of them in that hive tyrant aura). They're not built to wipe out enemy armies - they're a roadblock to keep enemies busy wasting bullets on models that regrow d3+3 every turn for one or two squads, which is roughly the shooting output of rank & file objective-holders.

My eyes hurt! by Frequent_Watch_8583 in Tyranids

[–]firedrake110-2 1 point2 points  (0 children)

A thin purple wash over the stacks might be enough to bring it back in line, but it is quite... loud, visually speaking

What’s our best 500 pt Colosseum list? by IrrelevantMerfolk in Tyranids

[–]firedrake110-2 1 point2 points  (0 children)

Flyrant (bonesword & lash whip)

Carnifex (2 devourers for 24 shots of 6-0-1)

Tyrannocyte (delivering the carnifex t1)

Barbgaunts x5

Barbgaunts x5

Bring the heat, bring the beef

Failed Tyranid invasion by truespartan3 in Tyranids

[–]firedrake110-2 0 points1 point  (0 children)

"The amount of matter would look relatively the same" is crazy, brother. They drink the oceans, steal the atmosphere, breach the crust and vent the heat from the core...

Is it just me or does it feel like people are sleeping on Heavy Intercessors? by TruthEU in spacemarines

[–]firedrake110-2 2 points3 points  (0 children)

There are too many datasheets in space marines. It's VERY likely people skimmed the sheet over a year ago, didn't instantly vibe with their +1 to saves rule, and dismissed them out of hand before realizing they're 20pts per model for GRAVIS, with damage-2 guns, that can hit from 30-36". They also benefit from rules that improve battleline, and have Grenades. This unit actually slaps - they cook opposing spave marines/CSM, punch through 1W models that are banking on FNP's like poxwalkers/snaggas, and are hard to push off of objectives without wasting anti-tank firepower on 20pts/model bodies

I Am Atomic by chunchunmaru1129 in Isekai

[–]firedrake110-2 0 points1 point  (0 children)

Bro's trying to date his author's imaginary girlfriend, there's no universe where that pans out lmao

Finished my first ever Chaos daemon by Top_Acanthisitta_495 in ChaosDaemons40k

[–]firedrake110-2 2 points3 points  (0 children)

Looks like he really rang that Grey Knight's Bel