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Indra
14-10-2008, 11:05 AM
Rippers, Biovores & Spore Mine Clusters- Part 1: Beginner Level

With any Tyranid army, there is always a need to fill certain choices in the force organisation Chart, and with other cheaper options at first glance certain units such as Rippers and Spore Mine Clusters can often be overlooked. In this beginners article we'll be looking at some basic uses for these very handy units. Before we proceed any further however, allow me to explain the format of this article for these particular units. As they are generally very limited in their choices what I intend to do is outline their basic uses and then focus on using specific combinations in increasing difficulty progressing through intermediate and expert level. You may find that some points are repeated a little, but this can't be helped. However, as the articles following the beginning explanations are quite short, it's going to be prudent of me simply to include all three levels of use in one single article. It should also be pointed out that where we refer to Spore Mine Clusters, that taking Biovores from the Heavy Support section use the exact same tactics, except that every turn you get to shower the enemy in spores as opposed to one off landings.

Hopefully you'll find these articles handy and we might start to see more inclusion in armies of these incredibly underestimated units.

Beginner Uses: Rippers

Rippers are by and large noted for their main strengths being the number of attacks and wounds in their profile. Bearing this in mind when taking into account that Rippers never count as scoring units the main uses for the little guys then become limited to either damage absorption or damage infliction. Whatever the job role they need to fill, they can easily switch between the two should the need arise. In general the combination of these two roles means that they are ideally suited to tying up units that you want to remove from effective use in the game. One thing to note however with Rippers is thier Toughness of 3. This means that any attack with a Strength of 6 that wounds them is going to cause Instant Death, and therein lies thier weakness. Couple this with being Vulnerable to Blasts and you potentially lose whole units in careless situations. The good news however is that they are able to maximise cover saves with thier Swarms special rule conferring an additional +1 to the cover save, and when used in conjunction with thier Move Through Cover rule, you can really make the most of what the tabletop has to offer.

Rippers and Biomorphs.

In general, unless you are tailoring your Rippers to go against specific foes, then I find that Biomorphs on them are probably going to bump up your points costs with no real effective return in effectiveness, so rather than going off on one in the articles themselves I'll describe them below in one hit against what they'd be useful for and you can pick and choose for yourselves, although if I genuinely feel that there are useful biomorphs in any scenario I'll explain in that entry.

Adrenal Glands (WS): Given that they start with a WS of 3, the benefit of WS4 with Rippers is almost lost in my opinion, unless you face primarily Ork or Imperial Guard armies, or even WS3 Eldar Guardians as the majority of armies that you might face will either have WS3 or WS4 as a standard stat line, so regardless of taking this biomorph you'll mostly be rolling 4+ to hit in assaults, and based on the number of attacks that you might roll, your statistical chance of increasing your number of hits doesn't really improve very much.

Adrenal Glands (I): Again, as with the WS boosted Adrenal Glands you're not really going to get much out of this biomorph as going from I2 to I3 isn't going to help much against most armies, maybe with the exception of Orks. The only real other use for the Initiative boosted Adrenal Glands is the dice roll for Sweeping Advances, but again this is a call for you to make on a personal level.

Enhanced Senses: This Biomorph is of course only any use if you intend to take Spinefists. The boost takes you from a paltry BS1 to a moderately less paltry BS2. The Twin Linked state of Spinefists will aid in the hit rolls, so if you plan on taking Rippers with Spinefists, this really is essential. Otherwise, its a total waste of points.

Extended Carapace: The boost from armour save 6+ to 5+? Utter waste of your points in my humble opinion. Why? Well most shooting weapons have an AP5 line anyway, so the points spent will go to waste immediately, and if you need to use your natural armour save then you are not in cover, and therefore not using your Rippers to thier fullest capacity, or you are in assault. Why take this biomorph at all? It's really a big waste as even woods will give you a 3+ Cover save with the Swarms rule.

Flesh Hooks: Only a useful add-on if you need to scale vertically impassable surfaces, as even if you strike in initiative order when assaulting units in cover your initiative is still going to be in all liklehood lower than the opponent. Waste of points in all other cases. In the old rules (4th Ed) this allowed you to strike simultaneously with units you assaulted that were in cover, however this has now been altered to striking in initiative order, as noted.

Toxin Sacs: Wonderful biomorph this one, even if it is high cost. You will always need a good Strength value with Tyranids as even the ranged attacks are based on this stat line. You'll never go wrong with this boost, except in maybe using a few more points than you'd like, but the number of attacks Rippers can pour out both shooting and assaults can make sure this cost earns it way back into your good books. Also, since all assaults against vehicles (with the stated exceptions, walkers etc) strike the rear armour, which in most cases is an average AV of 10, you can actually destroy tanks with Rippers by glancing hits. Worth bearing in mind...

Leaping: The first of the two movement Biomorphs, and its the cheaper of the two. It allows an assault move of 12", but the Rippers DO NOT become Beasts as per the rules, so they do not gain the benefit of being able to Run and then assault after doing so. Bear this very important detail in mind with the movement biomorphs. However, the range for which models get to contribute attacks to assaults increases from 2" to 3". This biomorph is good for surprise assaults once in range, and if taken on rippers that do not have Spinefists, it's advisable to run until the turn you intend to charge into assault. I'd not recommend taking Spinefists on Leaping Rippers, as Winged Rippers are far better suited to ranged attacks.

Winged: First and foremost, Winged Rippers are FAST ATTACK choices as stated in the codex. They are not troops, so if you plan to use these as your compulsory troops choices it isn't going to work out. Secondly, as the more expensive movement Biomorph (10 points!!) it's only advisable to take this if you plan on staying out of cover and Line of Sight entirely, as they count as Jump Infantry, meaning dangerous terrain tests! However, they are far faster than thier leaping or slithering counterparts, and when equipped with Spinefists and Toxin Sacs they can be very damaging indeed as they can race into weapons range and then assault if within 6" as well. That means they could spit out 3 S4 shots each and then assault with 4 S4 attacks each as well with a large number of wounds to soak up damage. They would be incredibly expensive at 26 points per base by the time you add Enhanced senses as well, but they could not only inflict a lot of wounds and take a lot of wounds, but they could effectively remove high priority targets from the game by either tying them up of killing them.

EXCEPTION NOTE:

SYMBIOTE RIPPER BIOMORPHS FOR OTHER FoC CHOICES:
These are now a redundant biomorph, so you should now never take this upgrade as outnumbering no longer affects Morale Tests after losing a combat and this biomorph only affected this. The same can be said for the Carnifex Thornback Biomorph. These are now TOTALLY REDUNDANT- DO NOT TAKE THEM!


Beginner Uses: Biovores & Spore Mine Clusters

As far as basic uses go, it all depends upon what kind of clusters you take. Spore Mines in the 5th Edition rules are far more effective thanks to the new Blast rule, where even a partially covered base counts as being hit, as opposed to the 4th Edition rule where a partially covered base would only be hit on a 4+. In other words, thanks to the rules as they now stand, Spore Mine Clusters are totally devastating in how effective they can now be. Now there are two ways in which Clusters can be used. Either as Direct Strike weaponry for instant damage or as area deterrents, or even to provide Cover Saves thanks once again to the new rules. I'll cover in more detail as the article proceeds, beginning with Direct Damage and then progressing in more depth and difficulty towards area deterrents.

One thing that will remain a bone of contention, will be the Deep Strike Mishap Table (P95- Rulebook). In the 4th Edition Rules FAQ regarding the destruction of units Deep Striking into contact with enemy units Jervis Johnson said that Spore Mines by the very action of being Destroyed exploded as per the rules in the Codex, so blast templates were placed as normal, even though Spore Mine Clusters were destroyed in the process of thier Deep Strike. It may be now that this FAQ is no longer valid due to the rules change, but I feel that as it was relating to a rewording issue in the Codex that it may still stand and as such the article will assume as much- however, if your opponents disagree with this either solve it via dice roll (4+ the FAQ stands) or simply be very careful in your deepstriking as to avoid mishaps.

Obviously with Biovore shooting you are not Deep Striking, so landing upon an enemy unit simply equates to a meesy pop of the cluster.

With 3 types of mine to choose from the choice can make a lot of difference in the game.

Frag: S4, AP5 makes these great against Eldar Basic Troops, Orks, Tau and Imperial Guard. Thier high Strength ought to wound easily enough and the AP5 is respectable as well.

Toxin: Better AP than Frag (AP4), but wound on 4+ regardless of toughness, so great against high toughness units. The worst enemy of Fire Warriors and Aspect Warriors...

Bio-Acid: S3, AP3, these have a hard time wounding anything T4 or higher, but when they do, you can pretty much guarantee that unless its in terminator armour it's dead. Even against Vehicles you can score a maximum penetration of 15 so even Landraiders can be destroyed with these, although they do tend to be far more effective against lighter vehicles. Eldar Grav Tanks melt easily... especially those pesky Vypers... Space Marine Players tend to fear these the most due to thier AP3. many squads have been melted to nothing thanks to that stat line for unwary commanders.

Part 2 can be found below.

Indra
14-10-2008, 11:06 AM
Rippers, Biovores & Spore Mine Clusters- Part 2: Intermediate & Expert Level

Intermediate Uses: Rippers

Damage Absorption: Rippers come with 3 Wounds in thier basic profile and a reasonable toughness of 3, making them ideal for soaking up wounds. When you combine this with any cover on the table top (taking woods as the standard example) you get a 3+ cover save making them very hard to shift. A savvy opponent will realise the threat that a full swarm of Rippers can present to any unit on the table in sheer volume of attacks alone and will try to reduce the number of incoming swarms as soon as he is able. A less Savvy opponent will ignore them, only to discover that thanks to being mindless and therefore not in requirement of Synapse, that Rippers function perfectly everytime, regardless of the presence of leader beasts or not, only to discover a horrifying number of attacks being rolled at his units, and as we all know, if you roll enough dice, you'll kill things.

Now the key to Intermediate Use is quite simply your choice of target. You cannot capture objectives, nor can you count them as scoring units in any way, so there remains only one thing to do with them and that is to choose targets accurately. With Tyranids you have only a few weaknesses, one of which is Synapse. Now, if we assume always that you are facing Space Marines then we can't go far wrong in terms of dealing with tough units. Your opponent will have some form of heavy weaponry somewhere in his army that can nail your synapse. You need to isolate that threat in order to keep your army functional, and this can take several forms. Tanks, or Infantry. tanks cannot be hurt by Rippers so that limits your choices to Infantry. Devastator Squads are ideal targets for Rippers as they are small in numbers usually and Rippers never fall back, meaning that they will hold a Devastator Squad up until they are killed or the target squad itself is dead. However, powerfist wielding opponents are the bane of Rippers. Thier high Strength attacks ensure that instant death is to be had per wound inflicted, so units of Rippers can quickly die when facing these foes. That means that attacking Terminators is generally a bad idea for Rippers, unless you really need a last minute speed bump to slow them down.

http://i46.photobucket.com/albums/f118/RonJonesLP/Maps/I-Rip1.jpg

Intermediate Uses: Spore Mine Clusters

The correct placement of Spore Mine Clusters is key to good use. What I'll do is take the example used in the Intermediate Rippers and add Spore Mine Clusters to it to show clever use of this dangerous unit. Now remember that they drift every turn, so account for that when placing them as area Deterrents. I'll always assume that 3 Spore Mines per cluster are being used. Once again, if you use Biovores, you can keep the areas in question under heavy bombardment throughout the game.

Option 1: Direct Damage. Taking Bio-Acid Sporemines is a risky game, but if it pays off you know that you can reap the whirlwind. The Tyranid Player Deep Strikes the Spore Mines directly behind the Devastator Squad, into the ruins. If they drift close enough, the Devastators could be melted to nothing, and if they fire those guns within 2" of a mine cluster they pop as well... Now, another thing to remember is that Synapse creatures can detonate clusters within 24" as well, so if they get close enough for the luck of the scatter dice to place a template on the target, you might want to voluntarily pop them... If you get lucky you can melt a few Devastators, or you could leave them there and watch as your opponent fears them the whole game. The good thing is here, that you can Deep Strike into area terrain without issue, and as you'd be in the same area terrain as the Devastators, that any wounds would not be taken with Cover Saves, so the AP3 takes full effect. Conversely, if they argue that they do get the cover saves, so do your spore mines... Imagine several turns of Spore Mines landing nearby... very restrictive!

http://i46.photobucket.com/albums/f118/RonJonesLP/Maps/I-SMC1.jpg

Option 2: Area Deterrent. Now with option 1 there is a little area deterrent there as it hems in the Devastator unit to the ruins that they are deployed in, unless you play the rules that they can move through the walls as stated in the rulebook. In option 2, not only are we creating an area that they'll want to avoid using Bio-Acid again, but cleverly, thanks to the new cover save rules, you can in fact claim cover saves from the Clusters as they'll obscure the view of your Rippers as they proceed, as well as keeping those enemy units out of the areas that you want them to stay out of, unless they want to shoot the Clusters, in which case they are not shooting at other units...

http://i46.photobucket.com/albums/f118/RonJonesLP/Maps/I-SMC2.jpg

***

Expert Uses: Rippers

Taking for granted now that we're talking about either leaping assault Rippers, or shooty winged Rippers, we can delve a little more into where to use them.

With Leaping Rippers, running is the key. You want to run them every turn until they get to within assault range, and then instead of running, you use the 12" assault move to cover the last gap, effectively giving you an 18" charge range from the beginning of the turn. However, cover is all important with leaping rippers as you want maximum numbers in assaults to make the best use of them in thier goal, whether it be tying the enemy up, or damage dealing. This may mean using cover at the expense of speed in order to ensure the best effect in attack. However, never forget the value of presenting the enemy with a full 10 base swarm of rippers to shoot at if it means they ignore things like Synapse creatures, after all, better they die than the Warriors, or the Tyrants. At the same time, if you can weather the storm of fire that they may face, they can damage tanks when equipped with Toxin Sacs, or they can tie up heavy hitting units in the assault phase for a long time, so long as you remember to tackle the right ones (Power Weapons aren't an issue, anything that hits s6 or above in any way, is trouble)
It's at this stage that you need to really note the new rules on allocating wounds. To remind you, the owning player allocates wounds as he sees fit, with one wound per model, until all have at least one wound before starting to share the second round of wounds. Then the player makes saves for each model, so it's possible that the vet sergeant with the powerfist can be killed before he strikes, whereas in 4th Edition the owning player simply chose his casualties and left the same sergeant alive. The rules can be found on P25 of the main rulebook- it's an important change, make sure you're totally confident with it.

Winged Rippers are a different kettle of fish altogether. You can give them Spinefists (yes you can give any Ripper unit Spinefists, but they wont get as much use of them as Winged Rippers making other Ripper units a poor choice for this biomorph), and they operate on a shoot to kill system. Keep them out of sight until you can make the range to use the Spinefists, and then gun things to death with them. Woods and other difficult terrain become dangerous, so bear that in mind, but the key is to use thier faster move rate in combination with running moves if out of range with the Spinefists to get into range. However, due to thier far higher points cost regarding thier ideal biomorph loadout (Ripper Base 10pt, Winged 10pt, Enhanced Senses 1pt, Toxin Sacs 3pt, Spinefists 2pt= 26pt per base) you need to keep them safe for longer than you might normal Rippers as each base lost is worth far more.
You can of course leave out Toxin Sacs, saving you 4 points per base (the cost of the Spinefists reduces without Toxin Sacs), but for the sake of 4 points you get that far more effective unit- in for a penny in for a pound as they say (British Proverb). They trick with the Winged variant is to use them in a precisely timed attack, to get the most out of them. Supporting Hormagaunts is a great use for these kinds of Rippers, as you can really pummel the unfortunate target unit to dust (a unit of 10 Ripper bases loaded this way is 260 points but it can throw out 30 shots that re-roll misses, wound on S4 and then attack with 40 attacks on the assault. Lets not forget that they have 30 wounds to soak up the damage as well... Combine that with 20 Hormagaunts on the charge and that target unit is looking at recieving 100 attacks after being shot at 30 times!!! Terminators die against this volume of dice).

In the example below, I'll be assuming the use of Leaping and Winged Rippers. I'll also throw that unit of 20 Hormagaunts in there as well. The forces in the examples are roughly equal in points value. (about 600 each side).

Turn 1:
http://i46.photobucket.com/albums/f118/RonJonesLP/Maps/E-Rip1.jpg

Turn 2:
http://i46.photobucket.com/albums/f118/RonJonesLP/Maps/E-Rip2.jpg

Granted some wounds would be issued, but even in the example above the Rippers alone are a nasty force to contend with. In order to use your Rippers effectively, think about your choice of target first, prioritising those that cannot Instant Death you, unless you support them. Then move on to damage dealing or tying up secondary targets. The movement phase is key here, you do not need to race off too fast, if it means achieving a greater goal later on.


Expert Uses: Spore Mine Clusters

This will be a short section. Primarily this relates to making certain areas off limits to the enemy, such as objectives, making the Spore Mine Clusters an important target for removal from the board for the enemy, thus not only making areas dangerous to enter, but also drawing fire from the rest of the army. I'll use the examples in the Expert Uses: Rippers and add Spore Mine Clusters to the map to ilustrate. Biovores really come into thier own in games where objectives are in hot contention. You can make holding onto those important places incredibly hard for your opponent by bombarding the areas with deadly clusters of Spore Mines.

http://i46.photobucket.com/albums/f118/RonJonesLP/Maps/E-SMC1.jpg

In this example, you can see that the Spore Mine Clusters of 3 Bio-Acid mines have been landed next to an obljective. Note that Tyranid models can move through Spore Mines without triggering them. This Allows the winged Rippers to still assault the Assault Marines, but not vice-versa. Now the Assault Marines need to either clear the mines out, or shoot the Winged Rippers. Either case means leaving one till later on, and both are hard to shift... the Rippers have 30 wounds to get through and that would take the Assault Squad 3 turns to achieve unless it got close enough with Flamers. Note that only 2 Clusters were used... this is because the Winged Rippers are Fast Attack Choices themselves. Another point to note would be that the winged Rippers would be able to claim a 3+ cover save if they were blocked from LoS by the Spore Mines, yet more effective use of a unit that would probably not have had such uses in previous editions of the rules. Of course, Biovores mean that more than two can be placed... a Cluster every turn...


Hopefully you've found this article somewhat useful in relation to some underused units in the Tyranid arsenal. Now go out there and pop some acid into your opponents face, and consume whats left with your Rippers and make more Mines!

Happy Consuming!

Indra

Indra
14-10-2008, 11:11 AM
Please Discuss this Article here (http://www.astronomican.com/forums/showthread.php?p=119323#post119323).

Regards,

Indra