So we are back to Null Deployment for a bit- a quick recap for those new to the concept, and how yet another Tyranid list of mine has evolved and adapted based on what I’m seeing in my neck of the woods- as always your META may be different- look for the core concepts and adapt the list.
1 year out or so from 40K six edition- SM, IG, BA, SW, DE, GK and Tyranids updated, Necrons on the way, Eldar continuing to hold on, Chaos soon to be reborn as the LEGIONS…
The state of the game is now 100% gunline- maxed vehicles with placeholder infantry inside lining up and blasting away. Maybe a small distraction unit or two like a thunder wolf cav unit to soak up some shots, but shooting is king!
"Though my guards may sleep and my ships may lay at anchor, our foes know full well that the big guns never tire" - The Tyrant of Badab.
First turn, and who blinks first is more important than ever. Incorporating HQ abilities to take first turn help, but still are not guaranteed. You set up and don’t go first you die, reserve and you risk getting torn apart bit by bit. Sure terrain can help if it is stacked correctly and fairly, but the most random thing in tournaments is the level of terrain- and you CAN’T count on it.
I’ve been to tourneys where more than the slotted number have shown up, and rightly so the TO has not turned them away, but the terrain on a few tables has become diluted to carry over for another ten or so tables, etc.
This shooting game isn’t going to chance till 6th edition and as always when faced with the optimal exploits for a game system you have two choices- play the game and try to do it better than your opponent, or don’t play the game and find another option.
Null Deployment is that option, something different to consider and exploit.
Let’s talk about the model, setup, and then examine it from a Tyranid perspective since it adapts very well to that codex.
When I first started playing Tyranids in 5th edition my list was very much a zerg rush- set up my buggies, drop the flag and let them run across the table. They always made it to the other side, but often not with enough critical mass. Critical mass means enough models to actually attack vehicles and then snack on the guys inside before moving off to get mission objectives.
At that time it was hit or miss because Tyranids don’t have vehicles to protect our bugs, lack an armor save, and are generally expensive in point costs and limiting force org chart selection to do the job required for the game.
I will say this type of army was fun to play- the tension for both myself and my opponent during the first and second turn seeing if they could thin my numbers enough, by the top of three we could both tell who would win, and there was little reason to play it out any further.
While many other Tyranid players jumped ship for the latest and greatest power armor books I tried to find another way and after much butt kicking, or should I say getting my butt kicked my understanding of Null Deployment was born.
With my Tyranids it as all about getting enough mass on the table, right in front of my opponent’s models so that even with all their over the top shooting they couldn’t kill enough bugs. Think “in your face turn two”.
Rather than keeping the battle field one dimensional where my opponent has a side, and I have a side- think “deployment zone” the entire table is my deployment zone- there is nowhere to hide, nothing you can stop, and at least when I do come in, I’ll get a turn of “shooting” before my opponent. There is no first turn alpha strike they can deliver.
When setting up to deploy there are three methods in the game- standard, outflank, and deep strike, with deep strike having a variant of not scattering or jumping around like Necron Lords with Veil of Darkness, Lictors and Grey Knight assassins popping in without the scatter, and the ubiquitous Dark Eldar webway portals. We could also argue that scout and shunt moves are a fourth alternative entry point, but I consider them part of deployment since they start on the table and then make the move.
In building your own Null Deployment model it has to be all or nothing as critical mass of units is the key to all of it working. Adding in a few deepstrikers or an outflank unit and calling it Null Deployment won’t work. That first turn will have your opponent shooting the elements that are deployed, and your reserves that come in bit by or not at all will get shot up.
Likewise, the Null Deployment model is not a reserve or outflank list, even though those are two concepts needed to make it work. You need to be able to hit the opponent no matter where they go. Run all out flankers and they can just castle up in the center- forcing you to still run across the table to assault, get into melta range, etc.
This is the formula for Null Deployment in four parts:
Reserves: Everything gets reserved so there is nothing to shoot on turn one by your opponent. This means regardless of if you are going first or second in the game, you will at least get a single turn of shooting before they shoot back when you arrive.
Critical Mass: Working off reserves means that half or more of your army has to come in- fill out each slot with as many Null Deployment models as possible. If you can stack reserves by adding a +1 , first strike, etc. then take the necessary models to make that so. On that turn you arrive there has to be enough models on the table to overwhelm your opponent.
Outflank: Outflank units need to be big and at least half of the equation to allow for variations in side that they enter on- getting that critical mass is important.
Deepstrike: Allows you to attack the center if they castle based on your outflankers. Naked deepstriking is the last resort due to the scatter- pods, homers, spore pods, units that you just place without scatter are all preferable.
Make sense so far?
Let’s take a look at an example of a Null Deployment Tyranid list, unit by unit, along with the how and why I’m running it…
==HQ==
Hive Tyrant (1) - Scything Talons, Scything Talons, Wings, Paroxysm, Leech Essence, Hive Commander = 255 pts.
Hive Tyrants are going to be at the core of your list for the +1 reserve roll via hive commander or alien cunning. Wings allow it to deepstrike, which forces me to be extra careful since it is not controlled placement. Based on the reserves that do some down I’ll place the non-controlled deepstrike units first. Shooting is rather blah on a Tyrant and the speed of wings when he/she/it lands begs for the assault so I want the two re-rolls. I also have a synapse creature here, but can’t count on it.
Unfortunately bad codex design rears its ugly head again, as essentially I’m paying 255 points for the +1 on the reserves chart. Deepstriking in without guard and with no way to “join” a unit my tyrant will be sucking up a lot of las shots that would otherwise kill just a single buggy. The best I can do is deepstrike into terrain and risk the wound so at least I get a cover save, then go to action next turn.
A second option for the +1 is Swarmlord, and he gives the nice outflank side re-roll but he can’t deepstrike in. You have to add a unit of three guard to him, and then a wall of smaller bugs as a screen and walk him across the table. This works against certain armies, but in regard to what I regularly now face on the table, there is enough firepower to stop him turn two. Again sinking those las and S8 GK auto cannon shots into him over a small bug.
The third option if you happen to roll like an uber champ is the parasite. He has wings so he can deepstrike, is kind of “ok” in the assault, and can join a unit to both protect him AND provide a much needed synapse anchor point. Is the loss of the +1 worth it? One could spend the saved points on more units to help add to the mass. Something to consider for your own list. In a variant of this list I have the Parasite in with a big group of furious charge and poison sky slashers as a back door deathstar unit, but I lose the +1.
Consider the +1 carefully, Null Deployment lists are random and will get broken if you can’t get that critical mass in. Fun as hell when all your stuff comes in, hard pill to swallow when you only get one or two units…
== Elites ==
Lictor (1) = 65 pts.
Lictor (1) = 65 pts.
Lictor (1) = 65 pts.
Ah, elites, the bane of the Tyranid codex, so much good stuff…
Null Deployment elites are different then standard ‘nid list elites. Hive Guard are out since they are walking. Zopes look good but Grey Knights have put another nail in their coffin with the Ageis, plus everybody is running hoods and psychic blocking powers. Zopes have to land in range, pass a test, actually hit, pen, and then roll well on the table- just to many layers.
In the elites three lictors fill the center of my Null Deployment zone, and stack the deck so my stuff does arrive next turn if I have poor dice rolls. Since I can place lictors anywhere they try to get rear armor, pop up near heavy weapon teams to force them to shoot, etc. Taking three separate gives me more mass, more deployment options, and yes, more kill points- but playing Tyranids you are already under the gun for kill points. Keep in mind that if all three do come in they can deploy and gang up near a central unit- put three near a long fang unit and the unit can only shoot one or two, and then the other pounce, etc.
A word about y-stealers. They do make excellent center units, pack a punch, and can assault the turn the come in. When I have played y-stealers they have never let me down, so why are they NOT in this list? Simple- terrain. One unit as a disruption factor in a traditional Tyranid list is great, three in a Null Deployment and you run out of terrain quickly. Plus it goes back to the terrain question in tournaments- will there be enough, will it be in a key place, will my opponent be in terrain so I have to assault into it and FAIL since nids don’t have grenades- but Necrons do- the new ones anyway even going at I2 and I1- don’t get me started!
Y-stealers could work, so don’t discount them.
== Troops ==
Genestealer Brood (20) = 280 pts.
Genestealer Brood (20) = 280 pts.
Genestealer Brood (20) = 280 pts.
Termagant Brood (180 pts.)
Termagant (20) - Fleshborer, AG, Toxin Sacs = 140 pts.
Mycetic Spore (1) = 40 pts.
Termagant Brood (180 pts.)
Termagant (20) - Fleshborer, AG, Toxin Sacs = 140 pts.
Mycetic Spore (1) = 40 pts.
Tyranid Warrior Brood (245 pts.)
Tyranid Warrior (4) - Deathspitter, Rending Claws = 160 pts.
Tyranid Warrior (1) - Barbed Strangler, Rending Claws = 45 pts.
Mycetic Spore (1) = 40 pts.
Ahhh…troops. Since NOVA is popular and objectives are always in tournaments to one degree or another I need to fill ALL six slots, since I can’t spawn any fodder in the list lacking tervigons. Fortunately for me the ‘nid codex got it right allowing multiple deployment options.
Three BIG squads of stealers outflank which will be a cause for pause for many players- delivering the attacks and number while being able to take losses from shooting, and exploding vehicles. Warriors are there for synapse, and the gaunts for fodder, tying up units, and shooting before charging. AG + toxin on 20 gaunts means you don’t want to get out of that razorback with your five marines.
Now if you take the Tyrant option you can outflank a troop choice, but this isn’t needed since I have three stealer squads, but keep it in mind for your own list. Play with the points and you can get a tervigon in for spawning dudes on the outflank if you desire, plus having a scoring MC around is really nice. Why he isn’t in my list, is that the firepower I regularly face is so great that MC’s go down fast unless backed by venoms and come in six or more. The pods allow me to box the center or deploy side for cover for my outflankers- while boxing in vehicles so if they tank shock to break free I can get a cheap shot at death or glory. Pods do give up kill points, but again, what can you do.
== Fast Attack ==
Ravener Brood (3) - Rending Claws = 105 pts.
Some beast fun, another unit to put more pressure on the center, but with no real control over the deepstrike other then maybe using the lictors, which we need to talk about a bit more in another post.
Just as an FYI here is the parasite list….
== HQ ==
The Parasite of Mortrex (1) = 160 pts.
== Elites ==
Lictor (1) = 65 pts.
Lictor (1) = 65 pts.
Lictor (1) = 65 pts.
== Troops ==
Genestealer Brood (20) = 280 pts.
Genestealer Brood (20) = 280 pts.
Genestealer Brood (20) = 280 pts.
Termagant Brood (180 pts.)
Termagant (20) - Fleshborer, AG, Toxin Sacs = 140 pts.
Mycetic Spore (1) = 40 pts.
Termagant Brood (180 pts.)
Termagant (20) - Fleshborer, AG, Toxin Sacs = 140 pts.
Mycetic Spore (1) = 40 pts.
Tyranid Warrior Brood (255 pts.)
Tyranid Warrior (4) - Deathspitter, Rending Claws = 160 pts.
Tyranid Warrior (1) - Barbed Strangler, Rending Claws = 45 pts.
Mycetic Spore (1) - Cluster Spines = 50 pts.
== Fast Attack ==
Sky-Slasher Swarm Brood (8) - AG, Toxin Sacs = 184 pts.
We’ll also look at dealing with servo skulls, jammers, and other anti-deepstrike stuff- keep in mind the stealers in huge blocks and the parasite/tyrant don’t have to deepstrike/outflank, but then were not looking at a full ND list….