atension wrote:
Those are some pretty significant changes. Hoping to hear more about your games that spured these decisions.
Basically Argol figured out a really nasty build based on spamming flying Major Swarms that only took Haruspexes. As his opponent, my first reaction was "that's a lot of really fast 4++ that'll hit really hard in CC" and that's just what they ended up doing. That build is still doable, but limiting the armour, limiting the CC values and making the Major Swarm a bit pricier will really help I think.
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Biovores have armour 6+, I cant imagine they pose that difficult an obsticle to defeat when trying to snipe the synapse creatures.
On first glance you're right, but remember that Dagon Tyranid Light Vehicles get cover saves... Those Biovores get 4+ save when in ruins, 5+ save when the formation is on Overwatch, and get to claim cover for being next to WE and AV.
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I just worry that with the carnifex increase and the biovores changing to inf, the raveners changing to inf,etc... that it will be either really hard or expensive to attempt to shield your synapse and consequently affect you activation counts.
It's a concern for sure, and it most definitely will affect activation counts. But there's also ways of dealing with it by using mixed swarms, or just accepting that sometimes your synapse creatures will get shot at. There's always the option of using cover, or making use of WE that blocks LoS. The goal with this list has always been to get away from the fairly 1-dimensional strategies you can find yourself using when playing E-UK or Onachus Tyranids.
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Yeah you could go full zoanthroaps for the 4+ and inv save but then you also are very slow.
You're not slow if you drop them from a spaceship, or make use of Malefactors. Zoanthropes are also great for capturing rear objectives.
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Don't get me wrong its all very fluffy. Its just that there is a massive drawback to losing your synapse that you may want to tone down as a consequence. This is this only list that has such a harsh drawback (even among tyranids):
"A Synapse Swarm with no remaining Synapse creatures has an initiative of 3+ and may neither capture nor contest including They Shall Not Pass."
It is really harsh, I agree. But it also makes it attractive to take Independent Swarms. Again, the idea is to encourage lists where you want to take a little bit of everything. Genestealers are really good at claiming and contesting objectives for example.
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This essentially makes the formation garbage. Especially since the expendible rule only applies when not all units in the formation are expendible.
Remember that you can absorb swarms that's lost their synapse creatures, and that they can still block movement.
Overall, as someone who's had a few games with this list I think you're overreacting a bit. Yeah, you're going to have to be careful with how you construct your swarms and how you position yourself. But on the bright side the army is swimming in MW and TK attacks and has some really powerful special rules. I encourage you to have a go with it, in my experience the synapse creatures aren't as easy to kill off if you're just a bit careful.