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Tyranid Info , [content deleted] .......  @ 2009/12/25 12:09:13


Post by: LunaHound


Final Compiled Info : Xmas present to you Dakka *2


Venomthrope
Points:
Unit Size: 1-3
Unit Type: Infantry
Special Rules:
Instinctive Behavior - Feed
Spore Cloud (All friendly units within 6" gain 5+ Cover save, defensive
grenades, and any enemy unit attacking the unit must take a
dangerous terrain test)
Toxic Touch (Poisoned 2+)
Weapons and Biomorphs:
Lash Whips and Toxic Miasma
May buy a Landing Spore










Tyranid Info , [content deleted] .......  @ 2009/12/25 12:14:43


Post by: lord_blackfang


Translation: the Codex has been leaked online.


Tyranid Info , [content deleted] .......  @ 2009/12/25 12:16:09


Post by: LunaHound


lord_blackfang wrote:Translation: the Codex has been leaked online.

Is that a good thing or a bad thing?


Tyranid Info , [content deleted] .......  @ 2009/12/25 12:20:13


Post by: lord_blackfang


It's a good thing for us. It's probably a good thing for GW, too, they just don't know it.


Tyranid Info , [content deleted] .......  @ 2009/12/25 12:28:06


Post by: LunaHound


Why does a super heavy from forge world have way less str than a small carnfiex?


Tyranid Info , [content deleted] .......  @ 2009/12/25 12:28:26


Post by: BOSS_PIMPALOTZ


The Tyrannofex would most likely have it mounted on the back and have more atrophed limbs to disallow for all its shots going wide over...


Ymgarl Genestealers are these going to be first generation stealers so will be larger monsters perhaps??.
Super Zoanthrope?? not heard of these have you checked your sources properly? Spore Pods heard of these heh I dread the thought of these as I dont like the idea of Tyranid creatures any closer to my lines before Im ready or indeed behind.And upgradable oh dear jesus

Gargoyles cheap at 6pts per model thats awesome slap a Harridan in there and its going to be monsterous are Gaunts and Hormagaunts that cheap as I can see myself having fun with that lol. And spore bourne sounds better as well Hormagaunts do they get that upgrade as standard as in toxic sac and andrenaline Gland for free.?

Tervigon?? never heard of this again check your sources please as I have only heard that Hive Tyrants are going to be HQ units Warriors as well if you could clarify this more?



[


Tyranid Info , [content deleted] .......  @ 2009/12/25 12:31:39


Post by: lord_blackfang


Wow, someone completely missed the 1500-post nid rumour thread


Tyranid Info , [content deleted] .......  @ 2009/12/25 12:33:05


Post by: BOSS_PIMPALOTZ


Yes I havent been paying attention I have mostly been going with the official stuff.


Tyranid Info , [content deleted] .......  @ 2009/12/25 12:38:03


Post by: LunaHound


BOSS_PIMPALOTZ wrote:The Tyrannofex would most likely have it mounted on the back and have more atrophed limbs to disallow for all its shots going wide over...


Ymgarl Genestealers are these going to be first generation stealers so will be larger monsters perhaps??.
Super Zoanthrope?? not heard of these have you checked your sources properly? Spore Pods heard of these heh I dread the thought of these as I dont like the idea of Tyranid creatures any closer to my lines before Im ready or indeed behind.And upgradable oh dear jesus

Gargoyles cheap at 6pts per model thats awesome slap a Harridan in there and its going to be monsterous are Gaunts and Hormagaunts that cheap as I can see myself having fun with that lol. And spore bourne sounds better as well Hormagaunts do they get that upgrade as standard as in toxic sac and andrenaline Gland for free.?

Tervigon?? never heard of this again check your sources please as I have only heard that Hive Tyrants are going to be HQ units Warriors as well if you could clarify this more?


Again , the spelling might be way off lol . But yes other than that it should be accurate.
There are 3 new character to Tyranids , super lictor , super zoanthrope , and super gargoyle.
Hormagaunts need to pay for the 2 upgrades
Tervigon exists , i just asked if i have permission to post some piccies so here they are to confirm the cooler looking ones



Tyranid Info , [content deleted] .......  @ 2009/12/25 12:38:16


Post by: Mad Doc Grotsnik


Just been over at Warseer actually, and their rumour round up was pretty comprehensive seeming (and it was sad to see Brimstones account. Poor guy) except that it had no information about Devourers, and I'm sat here with 16 Gaunts to build, wondering what to arm them with?


Tyranid Info , [content deleted] .......  @ 2009/12/25 12:41:21


Post by: reds8n


The "super" Zoanthrope is a specific type or breed. Whilst they aren't strictly special characters as such, the book does contain several unique or legendary variants which fulfill much the same purpose as special characters.


The following is a fairly exhaustive summary of the known info, compiled over on Warpshadow by various industrious sorts from all over the web.





RELEASE TIME: 16TH JAN 2010
CODEX COVER http://i735.photobucket.com/albums/ww354/gajowy21/m500057a_Tyranid_CoverXL.jpg (from GW's site)
http://i735.photobucket.com/albums/ww354/gajowy21/nid-codex-cover-bigshot.jpg (from Warseer, bigger shot)
cover art breakdown - page21 by Eidre

GENERAL INFO: 4 new species
Hive Guard
Venomthrope
Pyrovore
Trygon (by Scryer in the Darkness, Warseer)

Codex will have 96 pages
Codex written by Robin Cruddace (author of Guard dex)
Return of special characters (but they're like not meant to be special - they're just survivors of a big war and then mutated) (Phill Kelly @GD Germ)

New Battleforce, £60
Content:
3 Warriors
3 Ripper Swarms
8 Genestealers
16 Gaunts
16 Hormagaunts
Pic of box' back (DragonPup, WarSeer)
http://i735.photobucket.com/albums/ww354/gajowy21/NewBF.jpg

Hive Fleets painting scheme got re-touch - all weapons got different colour
Leviathan - red weapons
Kraken - green weapons
Behemoth - black weapons


MODELS:
New background for Tyranid kits
http://i735.photobucket.com/albums/ww354/gajowy21/TyranidTerrain.jpg
http://i735.photobucket.com/albums/ww354/gajowy21/TyranidTerrain2-1.jpg


Tyranid future releases (Scryer in the Darkness, WarSeer)
Hiveguard (1 model)<metal blister> £12.00 / US$20.00 / C$24.00 / 17,50€ / Oz$33.00
Venomthrope (1 model)<metal blister> £12.00 / US$20.00 / C$24.00 / 17,50€ / Oz$33.00
Pyrovore (1 model)<metal box> £20.00 / US$33.00 / C$39.50 / 26,00€ / Oz$55.00
Spore mines (10 models)<metal blister> £10.00 / US$16.50 / C$19.75 / 13,00€ / Oz$28.00
Raveners (3 models)<plastic box> £27.00 / US$44.50 / C$53.50 / 35,00€ / Oz$74.00
Battleforce (46 plastic models)<plastic box> £60.00 / US$105.00 / C$130.00 / 85,00€ / Oz$165.00
Gargoyles (10 plastic models)<plastic box> £18.00 / US$29.00 / C$34.75 / 22,75€ / Oz$48.00
Trygon (1 plastic model)<plastic box> £30.00 / US$49.50 / C$59.50 / 39,00€ / Oz$83.00
Hormogaunts (12 plastic models)<plastic box> £15.00 / US$24.75 / C$29.75 / 19,50€ / Oz$41.00
Termagants (12 plastic models)<plastic box> £15.00 / US$24.75 / C$29.75 / 19,50€ / Oz$41.00

ARMY WIDE SPECIAL RULES
SYNAPSE
- Mostly the same, removal of Eternal Warrior
INSTINCTIVE BEHAVIOUR:
Split into 2 classes:
Lurkers – move to cover and shoot nearest enemy
Hunters – get Rage USR

- Tyranids don’t get axtra attack for having two CCW


BIOMORPHS
- Adrenal glands – furious charge USR, ALL units may buy these
- Chittin – Armour saves raging from 6+ to 2+
- Flesh Hooks – Weapon, 6” S5 Ap- Assault 2 counts as Frag granades in CC
- Implant Attack – to wound roll of 6 causes loss of all Wounds
- Regeneration – At the start of each turn model recovers a wound on a roll of 6
- Spore launcher - Frag granades
- Toxic blood - When this model loses a wound in melee the model that caused the wound must stand an I check or lose a wound with no AS allowed, tanks are hit on 4+ with a glancing hit
- Toxic miasma - All enemy units in CC range with this model must take a T check or lose one wound with normal Save
- Toxin sacs – poison USR, ALL units may buy these
- Wings – Jump Packs


CCW WEAPONS
Bonesword – Power weapon, enemy suffers Instant Death on failed Ld test
Pair of Boneswords – test is made on 3d6
Crushing Claws - +D3 Attacks at I 1
Lash Whip - All enemy units in CC wit this model have I 1
Scything Talons – rerolls of 1s to Hit
Pair of Scything Talons – rerolls of all to Hit
Rending Claws – Rending USR


RANGED WEAPONS

Barbed Strangler:
24" S 4 AP 6 Assault 1 Large Blast, Pinning

Stranglethorn Cannon:
36" S 6 AP 4 Assault 1 Large Blast, Pinning

Venom Cannon:
36" S 6 AP 4 Assault 1 Blast
-1 on a tank damage table

Heavy Venom Cannon:
48" S 9 AP 4 Assault 1 Blast
-1 on a tank damage table

Fleshborers:
12" S 4 AP 5 Assault 1

Spinefists:
12" S 4 AP 5 Assault X, twin linked

Sting blaster:
12" S 5 AP - Assault 1

Spike blaster
18” S5 AP 5 Assault 4

Deathspitter
18" S5 Ap5 Assault 3

Devourers
18" S4 Ap- Assault 3

MC Devourers
18" S6 Ap- Assault 6

Texorin Bugs:
3 fire modes, may be fired additionally to all other weapons
Template S * AP - Assault 1, allways wounds on 2+ against non Tanks
Template S 5 AP 5 Assault 1
Template S 3 AP 6 Assault 1, rending

Death Blaster
18” S5 Ap5 Explosive


HQ
HIVE TYRANT, TYRANID WARRIORS and TRYGON PRIME have 'The Shadow in the Warp' for free.
The Shadow in the Warp - 12" range, Psychic tests are made on 3d6, Perils of the Warp on double 1 or 6

HIVE TYRANT
- WS8 BS? S6 T6 W4 I6 A4 Ld10 Sv3+, Type: MC costs bit more than Venerable Drednought
- Comes with Talons, Bonesword and Lash Whip
can be armed with almost every biomorph and weapon
- Comes with 2 psychic weapons for free:
Mental scream: all enemy units within 18" have to pass Ld check. If they fail, they suffer the difference between the roll and their Ld as casulties with no armour saves allowed.
Leech Essence: Range 18”, target unit receives D3 S3 Ap2, Tyrant regains one wound for every lost wound caused this way
Warp Scream: Range 12” enemy units WS and BS is reduced to 1 for 1 round
Dominate: Hive tyrant's synapse range is 18” for one round
- May buy any number of these abilities for some points:
Unspeakable Horror: Units wishing to charge or shoot at the hive must pass an LD check or........ well not shoot/attack
Vicious mind: A single Troop unit may flank and you get +1 to reserve rolls
Ancient enemy: All Tyranid units within 6 have Preferred Enemy USR
- Carapance upgrades:
wings, costs same as vanila Predator
2+ Save, costs same as SM's Terminator

TYRANT GUARD
- same stats, costs around vanila Predator
- gain Furious Charge and Rage if the Hive Tyrant they are guarding is killed

ALPHA WARRIOR
- WS6 BS4 T5 W4 I5 S5 A4 Ld10 Sv3+, Type: Inf costs around 2 SM's Terminators
- made using Warriors and Raveners kits
- Synapse creature and Shadow in the warp standard
- may buy almost everything except the REALY heavy stuff
- Alpha’s WS and BS can be used by unit he joins


TERVIGON
WS3 BS3 S5 T6 W6 I1 A3 LD10 Sv3+ Type: MC, costs less than Venerable Dread
– made by combining the Carnifex and Trygon kits
- may spawn 3D6 termagants per movement phase which may be activated as normal, but on a double he can no longer spawn anything from now on
- Spike blaster 18" S5 Ap5 Assault 4
- Termagants within 6" may use his LD and gain Furious charge nad Poison (if Tervigon also have these, each costing around 2 Spinegaunts)
- If he dies, Gaunts near suffers 3D6 S3 Ap- hits
- Has Dominate psi power (18” Synapse) and may exchange it for (each one costing around 3 Spinegaunts):
The catalyst: a unit within 12 gains Feel No Pain USR
The force: unit within 12 may run/fleet AND shoot


ELITES
LICTORS
- 3 Wounds, lower point cost
- Comes in broods of 1-3
- No more 0-1 choice
- Fixing to their deployment rules
Deployment like IG's Marbo, no scatter, may shoot (Flesh hooks)after Deep Strike, may not assault
- +1 to reserve rolls
- units Deep Striking within 6" does not scatter


ZOANTHROPE
- BS 4, 3 Wounds, Sv5+/3++ costs: vanilla Predator
- No more 0-1 choice
- Shadow in the Warp standard
- 2 psychic shooting power standard:
Warp Lightning 24" S6 AP3 Assault 1 blast
Warp Lance 18" S10 AP1 Assault 1 lance, Psychic test required


VENOMTHROPE
Pic: http://i735.photobucket.com/albums/ww354/gajowy21/TyranidVenomthrope_873x627.jpg
- Zoanthrope profile, 3 Wounds, Type: Inf costs bit more than SM's Land Speeder
- Poisoned attack 2+
- Armed with Lash Whips and Toxic Miasma
- Grants 5+ cover save, defensive granades and enemies wishing to assault counts as moving through Difficult terrain. This ability applies to any unit with model within 6"


HIVEGUARD
Pic: http://i735.photobucket.com/albums/ww354/gajowy21/TyranidHiveGuard2_445x319.jpg
http://i735.photobucket.com/albums/ww354/gajowy21/TyranidHiveGuard1_873x627.jpg
- WS4 BS4 S5 T6 W2 I2 A3 LD7 Sv4+ Type: Infantry, costs the same as a SM's Land Speeder
- Broods of 1-3
- Impaler Cannon, does not require LOS 24” S8 Ap4 Assault 2
- Possible bio-weapons options


PYROVORE
Pic: http://i735.photobucket.com/albums/ww354/gajowy21/TyranidPyrovore1_873x627.jpg
- Biovore stats with 3 Wounds, S5
- Pyro Acid Spray, template S5 Ap4, shot like IG's Hellhound
- 1 attack at I1 ignoring Armour Saves
- After loosing last Wound Pyrovore explodes on a roll of 4+ on a D6. Units within D6 inches suffer a hit S3 ap -


YMGARL STEALERS
- Broods of 5-10
- Genestealers which can add +1 to their S, T or A at the beginning of their turn but each turn they must choose something else
- "Hibernation": note one piece of terrain. When the Genestealers become available, they are placed in this piece of terrain. They may move, shoot and charge. If enemy is in the same terain, Stealers are destroyed
- No option of Broodlord upgrade

TROOPS
HORMAGAUNTS
- WS3, S3, I5, 2 Attacks, Ld 6, Type: Inf Costs around 4th Termagant
- Broods of 10-30
- No longer Beasts
- May be given toxin sacs and adrenal glands each for 1/2 gaunt cost
- Fleet on 3d6, picking highest

TERMAGANTS
- Same cost as 4th ed Spinegaunt
- have two individual weapons
Toxic stinger: 18" S 3 AP 6 Assault 1
Grappling choker: R Flaming S 2 AP - Assault 1, wounds against S not T
- every unit allows one Tervigon to be played as Troop
- Spinegaunts higher in costs than 4th ed
- Devourer for 4th Spinegaunt cost
- Toxin sacs and adrenal glands for 1/4 gaunt cost

GENESTEALERS
- Same profile, cheaper than Grey Hunters
- less biomorphs
- Broodlords as upgrade characters
- Infiltrators, Fleet standard

BROODLORD
- Same profile, cheaper
- Upgrade character for Genestealers broods
- No more 0-1 restriction
- 2 Psychic powers:
one that makes genestealers count as having frag granades
Hypnotise - both players roll D6 and add their LD. If your's higher, the enemy may not attack

WARRIORS
- WS5, 3 Wounds, Sv4+, costs around 2 Grey Hunters
- Synapse
- Have access to ALL CCWs
- Can't take two Ranged weapons
- No more Leaping option
- Comes with Scything talons and Devourers

RIPPERS
- may deep strike
- when they fail instinctive behaviour they eat each other (one wound per point failed)
- not very expensive


FAST ATTACK
RAVENERS
pic: http://i735.photobucket.com/albums/ww354/gajowy21/TyranidRavenorBrood1_873x627.jpg
Sprues: http://i735.photobucket.com/albums/ww354/gajowy21/TyranidRavenorBrood6_873x627.jpg
http://i735.photobucket.com/albums/ww354/gajowy21/TyranidRavenorBrood5_873x627.jpg
- WS5, 3 Wounds, 4 Attacks Type: Beast
- Options for thorax weapons


GARGOYLES
Pic: http://i735.photobucket.com/albums/ww354/gajowy21/TyranidGargoyleBrood1_873x627.jpg
Sprues: http://i735.photobucket.com/albums/ww354/gajowy21/TyranidGargoyleBrood9_873x627.jpg
http://i735.photobucket.com/albums/ww354/gajowy21/TyranidGargoyleBrood8_873x627.jpg
http://i735.photobucket.com/albums/ww354/gajowy21/TyranidGargoyleBrood7_873x627.jpg
- Old profile, 1/2 current points cost
- Poisoned attack - each 6 To Hit causes wound (normal Save apply)
- Comes with Fleshborers
- No more Fleet


HARPY
WS3 BS4 S6 T5 W4 I5 A3 LD7 Sv4+ Type: MC
- Flying MC
- Twin-linked Stranglethorn Cannon:
36" S 6 AP 4 Assault 1 Large Blast
- every unit he charges gains -1 I
- may shoot 3 spore mine on a unit he flys over (with all Spore Mines rules)


SPORE MINES
- broods of 3-6
- see: Biovore

WINGED TYRANID WARRIORS
- costs 7 Spinegaunts
- No options for medium guns

WINGED RIPPER SWARMS


HEAVY SUPPORT
TRYGON/MAWLOC
PICS: http://i735.photobucket.com/albums/ww354/gajowy21/TyranidTrygonMawloc5_873x627.jpg
Trygon http://i735.photobucket.com/albums/ww354/gajowy21/TyranidTrygonMawloc1_873x627.jpg
Mawloc http://i735.photobucket.com/albums/ww354/gajowy21/TyranidTrygonMawloc2_873x627.jpg

SIZE COMP: http://i735.photobucket.com/albums/ww354/gajowy21/m730374a_99120106019_TyranidTrygonS.jpg
http://i735.photobucket.com/albums/ww354/gajowy21/m730366a_99120106019_TyranidMawlocS.jpg

SPRUE PICS: http://i735.photobucket.com/albums/ww354/gajowy21/TyranidTrygonMawloc4_873x627.jpg
http://i735.photobucket.com/albums/ww354/gajowy21/TyranidTrygonMawloc3_873x627.jpg

Trygon/Mawloc data sheets for Apocalypse in WD February

TRYGON
WS6 BS4 S6 T6 W6 I4 A6 LD8 Sv3+ Type: MC, costs around 4 Land Speeders
- Fleet like Hormagaunts(ie 3d6, pick highest)
- may deep strike and leaves behind a tunnel through which other units may come from Reserves
- may NOT charge the turn he deep strikes
- Bio electric field 12" S 6 AP - Assault 6
- may be upgraded to Trygon Alpha

TRYGON ALPHA
- costs around 5 Land Speeders
- basicaly a Trygon with Synapse, Shadow in the Warp and Ld10
- Bio electric field 18" S6 Ap- Assault 12


MAWLOC
WS3 BS0 S6 T6 W6 I4 A3 LD9 Sv3+ Type: MC , costs around 5 Rhinos
- may deep strike, if he appears under a unit he places a large template there which has S 6 AP 2 , remaining models are moved aside and Mawloc is placed there (not in CC)
- Hit and Run and Fleet USR
- may dig himself in again if he is not in CC in your movement to automatically reappears in your next movement phase


TYRANOFEX
WS3 BS3 S6 T6 W6 I1 A3 LD10 Sv2+ Type: MC costs same as LandRaider
- has Texorin Bugs and ONE of the 3 following weapons :
48" S10 AP4 Assault 2
36" S4 AP5 Assault 20
Template S5 AP4 Assault 1, is shot like the inferno cannon of the imperial hellhound

CARNIFEX
WS3 BS3 S9 T6 W4 I1 A4 LD6 Sv3+ Type: MC Costs less than Venerable Drednought
- broods of 1-3
- comes with 2x Talons
- cannot boost Initiative, cannot go above 3+Sv
- Bulldozer: when charging increase Initiative by 2.
- If purchase adrenaline, grants I4 and S10
- may buy every Weapon
- comes with Bioplasma 12" S7 Ap2 Assault 1 blast

BIOVORE
Codex entry: http://i735.photobucket.com/albums/ww354/gajowy21/TYRcatalog_spread_zuber.jpg
WS3 BS3 S4 T4 W2 costs a bit more than SM's Razorback
SPORE MINES
Pic: http://i735.photobucket.com/albums/ww354/gajowy21/TYRcatalog_sporeminesbitzpack.jpg

DEDICATED TRANSPORT
MYCETIC SPORE
WS2 BS2 S6 T4 W3 I1 A2 LD4 Sv5+ , costs same as Razorback
- can be taken by lots of units
- transports 1 MC or up to 20 Infantry
- Deep Strike. Transported unit disembarks immediately.
- Completely immobile. Can't move, run, assault, regroup or pursue.
- 6" S6 Ap - Assault 6 shooting attack
- Armed with Lash Whips


SPECIAL CHARACTERS

SWARMLORD
- HQ costs around 7 SM's Razorbacks
- Hive Tyrant character
- WS9
- Armed with 4 Boneswords
- Invulnerable saves passed against Wounds from him have to be rerolled
- Whirl of blades: has a 4+ Invulnerable save in CC
- He may buff one unit within 18 inches with Preferred Enemy, Furious Charge or two other special abilities.

THE TERROR OF MANTRAX
- HQ
- Gargoyle character
- A hit and run monster with wings.
- Each enemy unit outflanking may suffer casualties: your opponent names one model within the unit, it has to pass a Toughness test. If it fails it is killed and the Tyranid player gets D6 Ripper Swarms. He may do the same to victims he kills in close combat.
- Has The Shadow in the Warp standard

DEATH LEAPER
- Elite costs about 28 Spinegaunts
- Lictor character
- WS9, I7, Rending on a 5+
- Has ability to disappear

OLD ONE EYE
- Heavy Support Costs around Land Raider with MM
- Carnifex character
- Regenerates on 5+
- For every hit in CC may roll addiotional dice (this special rule does not apply to those additional dices)
- units within 12 may use his LD

THE DOOM OF MALANTAI
- Elite costs bit more than SM's Whirlwind
- Zoanthrope character
- It's Strength=it's Wounds
- Psychic shooting attack, S=it's wounds Ap1 Assault 1, large balst, after shooting it suffers D3 wounds, no Saves allowed
- May leech up to 10 wounds, and the strength of its psychic attack increases to the number of wounds it has left
- After killing enemy model Doom gains 1 Wound
- Has The Shadow in the Warp and Warpfield standard

RED TERROR
NOT in the codex but mentioned in the fluff


Tyranid Info , [content deleted] .......  @ 2009/12/25 13:28:09


Post by: H.B.M.C.


I still find it odd that they're adding special characters to Tyranids, yet decided against including one of the three 'Nid special characters that actually has a model.


Tyranid Info , [content deleted] .......  @ 2009/12/25 13:36:17


Post by: Mad Doc Grotsnik


I guess it's because the Red Terror effectively became the Mawloc. Pops out the ground, eats stuff then minces stuff. Make RT a smidge redundant.

Hmm. That reads more conceited than I intended. Please read in a chatty way, rather than a 'duh' way.


Tyranid Info , [content deleted] .......  @ 2009/12/25 13:40:12


Post by: Hawkins


HBMC: the only thing odd about GW is when they do something right.

but i wouldnt ponder to much about this. special characters come and go. and new ones are always in the works. ol red eye will make it back in to the codex soon enough. as for models well sometime last year they said they were going to make a model for eveything in codex and army book. but we all know that hasnt happened. in fact its gotten worse. cousre there is always the excuse to give the gaming comunity the opertunity to convert something (so long as 70% of the model is GW origional parts)



Tyranid Info , [content deleted] .......  @ 2009/12/25 13:43:10


Post by: Mad Doc Grotsnik


Yes, it hasn't happened....yet. But lets just judge them now shall we?


Tyranid Info , [content deleted] .......  @ 2009/12/25 13:50:35


Post by: Hawkins


Mad Doc Grotsnik wrote:Yes, it hasn't happened....yet. But lets just judge them now shall we?



Waits for it to happen:



Tyranid Info , [content deleted] .......  @ 2009/12/25 14:40:44


Post by: Klawz


Where is everyone getting the info that a Carnifex is now more expensive? All I read is that it's "less than a land raider". That's how much it was before!


Tyranid Info , [content deleted] .......  @ 2009/12/25 14:43:54


Post by: Mad Doc Grotsnik


Latest White Dwarf has a (not too shabby) Battle Report in it, and you can work it back from the list.

Hormies and Gargoyles are both the square root of 36 in terms of points for instance, and the Carnifex seemed noticably more expensive, just armed with a Stranglethorn (Which I think is the big honking Bardbedstrangler)


Tyranid Info , [content deleted] .......  @ 2009/12/25 21:39:09


Post by: LunaHound


More units details added ^-^v
(edited into first post , below the picture )


Tyranid Info , [content deleted] .......  @ 2009/12/25 21:44:36


Post by: lord_blackfang


You spent all day long working on this with a German dictionary on your lap, didn't you?



Tyranid Info , [content deleted] .......  @ 2009/12/25 21:49:13


Post by: LunaHound


lord_blackfang wrote:You spent all day long working on this with a German dictionary on your lap, didn't you?


^^; If said yes , i would be stealing credit from someone's effort.
But no , its credited to Anonymous 12/25/09(Fri)04:13 No.7279855
Not me :x


Tyranid Info , [content deleted] .......  @ 2009/12/25 22:36:39


Post by: warpcrafter


So, does the Tervigon take up an HQ slot? That would be really irritating, because I was planning on taking two Hive Tyrants. Perhaps they're like the generic greater Daemon, which doesn't take up a FOC slot but is treated like an HQ (?).


Tyranid Info , [content deleted] .......  @ 2009/12/25 22:40:18


Post by: LunaHound


warpcrafter wrote:So, does the Tervigon take up an HQ slot? That would be really irritating, because I was planning on taking two Hive Tyrants. Perhaps they're like the generic greater Daemon, which doesn't take up a FOC slot but is treated like an HQ (?).

I think it does take up a HQ slot , it can potentially create a whole new army alone not to mention boosting the ones near it.


Tyranid Info , [content deleted] .......  @ 2009/12/25 23:02:22


Post by: lord_blackfang


warpcrafter wrote:So, does the Tervigon take up an HQ slot? That would be really irritating, because I was planning on taking two Hive Tyrants. Perhaps they're like the generic greater Daemon, which doesn't take up a FOC slot but is treated like an HQ (?).


Tervigons are HQ, but you can take one as Troops for each unit of Termagants you have.

Enjoy your T6, W6, Sv3+, Feel no Pain, Regenerating scoring unit that poops out new scoring units.


Tyranid Info , [content deleted] .......  @ 2009/12/25 23:31:35


Post by: warpcrafter


lord_blackfang wrote:
warpcrafter wrote:So, does the Tervigon take up an HQ slot? That would be really irritating, because I was planning on taking two Hive Tyrants. Perhaps they're like the generic greater Daemon, which doesn't take up a FOC slot but is treated like an HQ (?).


Tervigons are HQ, but you can take one as Troops for each unit of Termagants you have.

Enjoy your T6, W6, Sv3+, Feel no Pain, Regenerating scoring unit that poops out new scoring units.


Oh, I will, I will... From the pics Luna posted, it looks like a bent-over, somewhat bulked up Carnifex.


Tyranid Info , [content deleted] .......  @ 2009/12/25 23:39:21


Post by: LunaHound


lord_blackfang wrote:
warpcrafter wrote:So, does the Tervigon take up an HQ slot? That would be really irritating, because I was planning on taking two Hive Tyrants. Perhaps they're like the generic greater Daemon, which doesn't take up a FOC slot but is treated like an HQ (?).


Tervigons are HQ, but you can take one as Troops for each unit of Termagants you have.

Enjoy your T6, W6, Sv3+, Feel no Pain, Regenerating scoring unit that poops out new scoring units.

Quickly! reword it into something he would say:


Tyranid Info , [content deleted] .......  @ 2009/12/25 23:43:00


Post by: Redemption


warpcrafter wrote:So, does the Tervigon take up an HQ slot? That would be really irritating, because I was planning on taking two Hive Tyrants. Perhaps they're like the generic greater Daemon, which doesn't take up a FOC slot but is treated like an HQ (?).


Some people on Warseer mentioned that a Tervigon could be taken in the Troops FoC for every Termagant brood you have. If that's true you could take up to three that way, if you use the other three slots on Termagants.

Edit: Too slow >.<


Tyranid Info , [content deleted] .......  @ 2009/12/25 23:43:05


Post by: ShumaGorath


You can read german? What does the ripper swarm do? I have no idea, german is difficult.

And yes, the tervigon is an HQ choice. HQ is something that german didn't change and add werfer too. So I'm pretty certain I'm reading this right.


Tyranid Info , [content deleted] .......  @ 2009/12/25 23:46:48


Post by: Redemption


ShumaGorath wrote:You can read german? What does the ripper swarm do? I have no idea, german is difficult.


They eat themselves (aka take wounds) when outside of synapse if they fail their leadership test. Other than that, I don't believe that much has changed besides some biomorph changes, such as the loss of Leaping.


Tyranid Info , [content deleted] .......  @ 2009/12/25 23:48:16


Post by: ShumaGorath


Redemption wrote:
ShumaGorath wrote:You can read german? What does the ripper swarm do? I have no idea, german is difficult.


They eat themselves (aka take wounds) when outside of synapse. Other than that, I don't believe that much has changed besides some biomorph changes, such as the loss of Leaping.


How much do they eat themselves? Can they capture now? They have like 3 big blocks of text. Eating themselves can only be one of them.


Tyranid Info , [content deleted] .......  @ 2009/12/25 23:52:41


Post by: LunaHound


Less WS , and 1 additional attack.


Tyranid Info , [content deleted] .......  @ 2009/12/25 23:53:34


Post by: wyomingfox


LunaHound wrote:
lord_blackfang wrote:
warpcrafter wrote:So, does the Tervigon take up an HQ slot? That would be really irritating, because I was planning on taking two Hive Tyrants. Perhaps they're like the generic greater Daemon, which doesn't take up a FOC slot but is treated like an HQ (?).


Tervigons are HQ, but you can take one as Troops for each unit of Termagants you have.

Enjoy your T6, W6, Sv3+, Feel no Pain, Regenerating scoring unit that poops out new scoring units.

Quickly! reword it into something he would say:




Tyranid Info , [content deleted] .......  @ 2009/12/25 23:54:44


Post by: ShumaGorath


LunaHound wrote:Less WS , and 1 additional attack.


Yes, I know, the codex uses the modern western numerical system. What I want to know is what the big ol' blocks of rules text say. Also tyrranofexes are awesome, and I wish they had existed when I still played tyranids. This thing might just get me to start up that bug force again, though definitely not until I finish this marine one. I'll just have to sigh and dream.


Tyranid Info , [content deleted] .......  @ 2009/12/26 00:00:14


Post by: LunaHound


ShumaGorath wrote:
LunaHound wrote:Less WS , and 1 additional attack.


Yes, I know, the codex uses the modern western numerical system. What I want to know is what the big ol' blocks of rules text say. Also tyrranofexes are awesome, and I wish they had existed when I still played tyranids. This thing might just get me to start up that bug force again, though definitely not until I finish this marine one. I'll just have to sigh and dream.

You are so picky -_-


Tyranid Info , [content deleted] .......  @ 2009/12/26 00:04:39


Post by: lord_blackfang


The entire block of text under "Wuhlerschwarm" basically just says "A Ripper Swarm with this upgrade can Deep Strike." Everything else is fluff.


Tyranid Info , [content deleted] .......  @ 2009/12/26 00:06:09


Post by: LunaHound


when they fail instinctive behaviour they eat each other (one wound per point failed)


Tyranid Info , [content deleted] .......  @ 2009/12/26 00:07:49


Post by: ShumaGorath


LunaHound wrote:when they fail instinctive behaviour they eat each other (one wound per point failed)


Oh, thats not particularly damaging then. A base at most.

The entire block of text under "Wuhlerschwarm" basically just says "A Ripper Swarm with this upgrade can Deep Strike.


Blah, lame. I used to use a lot of rippers in my army, i had always hoped that they would be better.


Tyranid Info , [content deleted] .......  @ 2009/12/26 00:16:01


Post by: kitsunez


ShumaGorath wrote:
LunaHound wrote:when they fail instinctive behaviour they eat each other (one wound per point failed)


ShumaGorath wrote: Oh, thats not particularly damaging then. A base at most.



unless you consider their 5=ld


Tyranid Info , [content deleted] .......  @ 2009/12/26 00:17:49


Post by: ShumaGorath


kitsunez wrote:
ShumaGorath wrote:
LunaHound wrote:when they fail instinctive behaviour they eat each other (one wound per point failed)


ShumaGorath wrote: Oh, thats not particularly damaging then. A base at most.



unless you consider their 5=ld


average 2d6 roll is a 7. 2 wounds. They have 3. An above average 8 will kill a base. I'm seeing them at the same point value as a space wolf, which is terrible. They used to be five less than that. Does anything say that they can't score?


Tyranid Info , [content deleted] .......  @ 2009/12/26 00:21:35


Post by: Noisy_Marine


I'm glad that nid weapons won't constantly change Strength between games now. And they are no longer immune to instant death? Good. Then I can melta warriors and they'll actually DIE!


Tyranid Info , [content deleted] .......  @ 2009/12/26 00:23:34


Post by: JD21290


If it has the swarm rule mate, they cant score.


Tyranid Info , [content deleted] .......  @ 2009/12/26 00:27:12


Post by: lord_blackfang


The ones that cost as much as a SW have wings. Regular ones cost the same as before.
JD is right regarding Swarms, they never score.


Tyranid Info , [content deleted] .......  @ 2009/12/26 00:30:11


Post by: JD21290


Blackfang speaks the truth
They arent actually that points heavy.


Problem with swarms are they are of limited use.
generally you can only use them to hold up units, and its an added bonus if they kill something.
If they win a combat then someones watching over you.


If swarms could score i'd be taking nurglings in my army :p

9 nurgling bases - 117
9 nurgling bases - 117
9 nurgling bases - 117
9 nurgling bases - 117
9 nurgling bases - 117
9 nurgling bases - 117

Thats what my troop choice would look like
162 annoying wounds lol, but as they cant capture objectives, i only really take a single unit of 6 to get in the way.


Tyranid Info , [content deleted] .......  @ 2009/12/26 00:35:15


Post by: Superscope


More info to battle the nids next month. My friends hive tyrant (named herman) looks like it's going to take some steriods and do about a year's worth of working out with weights.. i'm just going to hide in the corner now... with a can of fly spray....


Tyranid Info , [content deleted] .......  @ 2009/12/26 00:52:46


Post by: ShumaGorath


lord_blackfang wrote:The ones that cost as much as a SW have wings. Regular ones cost the same as before.
JD is right regarding Swarms, they never score.


3 gargoyles, 18 points, one flying ripper, 15. Not particularly impressive, though thats in codex. 15 points for a four attack flyer with three wounds isn't something to sneeze at. At least they don't take up a troop choice in that case any more.


Tyranid Info , [content deleted] .......  @ 2009/12/26 01:34:58


Post by: chaos0xomega


next line is important. It implies you can trade the bonesword for talons (giving two pairs) and the trade both pairs for those previous deathspitters or devourers. So a double dakkatyrant is still legal.


I would like to direct you to the NEXT sentence...
May exchange ONE pair of scything talons for ONE of the following weapons


You trade the bonesword for talons, yes, but you cant trade both pairs of scything talons for two deathspitters or devourers, just one...


Tyranid Info , [content deleted] .......  @ 2009/12/26 02:10:47


Post by: ShumaGorath


chaos0xomega wrote:
next line is important. It implies you can trade the bonesword for talons (giving two pairs) and the trade both pairs for those previous deathspitters or devourers. So a double dakkatyrant is still legal.


I would like to direct you to the NEXT sentence...
May exchange ONE pair of scything talons for ONE of the following weapons


You trade the bonesword for talons, yes, but you cant trade both pairs of scything talons for two deathspitters or devourers, just one...


What does the devourer do now?


Tyranid Info , [content deleted] .......  @ 2009/12/26 02:13:40


Post by: LunaHound


18" S6 Ap- Assault 6


Tyranid Info , [content deleted] .......  @ 2009/12/26 02:14:06


Post by: Lukus83


I believe it's S6, AP- with 6 shots.

@chaos0xomega, you can indeed trade both pairs.

Trade in one pair for a twin linked devourer, then trade in the 2nd pair for another twin linked devourer.


Automatically Appended Next Post:
Ninja'd


Tyranid Info , [content deleted] .......  @ 2009/12/26 02:20:55


Post by: Davor


Redemption wrote:
warpcrafter wrote:So, does the Tervigon take up an HQ slot? That would be really irritating, because I was planning on taking two Hive Tyrants. Perhaps they're like the generic greater Daemon, which doesn't take up a FOC slot but is treated like an HQ (?).


Some people on Warseer mentioned that a Tervigon could be taken in the Troops FoC for every Termagant brood you have. If that's true you could take up to three that way, if you use the other three slots on Termagants.

Edit: Too slow >.<


Why can you take 3 only? I thought if you take 6 troops of Termagaunts you would be able to have 6 (six) Tervigons then.


Tyranid Info , [content deleted] .......  @ 2009/12/26 02:24:05


Post by: Lukus83


max 6 troops choices in the FOC.


Tyranid Info , [content deleted] .......  @ 2009/12/26 02:34:38


Post by: warpcrafter


But what if the Tervigon is an upgrade to the Termagaunt unit, so of like Kaptin Badrukk or Tellion? Then you could have one added on to each Termagaunt unit. That would be awesome. Of course, it does look like you would need to buy two fairly big critter-boxes to make one, which would not make a lot of sense if you want a bunch, because then yu would be stuck with lots of expensive parts that you don't need.


Tyranid Info , [content deleted] .......  @ 2009/12/26 02:55:46


Post by: Happygrunt


BTW, Warriors are now troops, have a nice day.

EDIT FOR SPELLING AND THIS: THIS IS NOT TROLLING! I WAS TOLD BY A GW WORKER.


Tyranid Info , [content deleted] .......  @ 2009/12/26 03:03:16


Post by: Lukus83


Yeah, it's not really a rumour since on the GW page they have been moved to the troops FOC.


Tyranid Info , [content deleted] .......  @ 2009/12/26 03:20:28


Post by: AgeOfEgos


40 pt Warriors with 4 attacks, re-roll failed wound...and rending might be fun.

Unit of 9
45 attacks
7ish rends
20ish wounds

Then again, compare that to 50 pt ThunderCav..*snort*

/Until you meet Vendetta spam


Tyranid Info , [content deleted] .......  @ 2009/12/26 03:56:15


Post by: airmang


So, do Feeder Tendrils actually do anything in the new dex? Seems like re-rolls of one type or another abound, Feeder Tendrils(like they are now) seem kinda redundant.

edit: oh, nevermind, i don't believe they are in the new codex at all.


Tyranid Info , [content deleted] .......  @ 2009/12/26 04:19:14


Post by: em_en_oh_pee


wyomingfox wrote:
LunaHound wrote:
lord_blackfang wrote:
warpcrafter wrote:So, does the Tervigon take up an HQ slot? That would be really irritating, because I was planning on taking two Hive Tyrants. Perhaps they're like the generic greater Daemon, which doesn't take up a FOC slot but is treated like an HQ (?).


Tervigons are HQ, but you can take one as Troops for each unit of Termagants you have.

Enjoy your T6, W6, Sv3+, Feel no Pain, Regenerating scoring unit that poops out new scoring units.

Quickly! reword it into something he would say:







Tyranid Info , [content deleted] .......  @ 2009/12/26 05:08:46


Post by: warpcrafter


em_en_oh_pee wrote:
wyomingfox wrote:
LunaHound wrote:
lord_blackfang wrote:
warpcrafter wrote:So, does the Tervigon take up an HQ slot? That would be really irritating, because I was planning on taking two Hive Tyrants. Perhaps they're like the generic greater Daemon, which doesn't take up a FOC slot but is treated like an HQ (?).


Tervigons are HQ, but you can take one as Troops for each unit of Termagants you have.

Enjoy your T6, W6, Sv3+, Feel no Pain, Regenerating scoring unit that poops out new scoring units.

Quickly! reword it into something he would say:







Yes, I'm trying to get this thread locked, so that another can be started that will perhaps get a little meaningful exchange in before it devolves into an episode of Beavis and Butt-head... (Luna, you should be with me on this, since it's your thread.)


Tyranid Info , [content deleted] .......  @ 2009/12/26 05:23:13


Post by: LunaHound


warpcrafter wrote:Yes, I'm trying to get this thread locked, so that another can be started that will perhaps get a little meaningful exchange in before it devolves into an episode of Beavis and Butt-head... (Luna, you should be with me on this, since it's your thread.)

I dont understand your logic... isnt it easier to report / alert the mod for inappropriate post?
instead of contributing to ...


Tyranid Info , [content deleted] .......  @ 2009/12/26 06:23:41


Post by: Sidstyler


LunaHound wrote:I dont understand your logic... isnt it easier to report / alert the mod for inappropriate post?
instead of contributing to ...


Probably, but not as fun.

I'll admit though, the joke went right over my head.


Tyranid Info , [content deleted] .......  @ 2009/12/26 06:24:28


Post by: ShumaGorath


warpcrafter wrote:But what if the Tervigon is an upgrade to the Termagaunt unit, so of like Kaptin Badrukk or Tellion? Then you could have one added on to each Termagaunt unit. That would be awesome. Of course, it does look like you would need to buy two fairly big critter-boxes to make one, which would not make a lot of sense if you want a bunch, because then yu would be stuck with lots of expensive parts that you don't need.


It's not.


Tyranid Info , [content deleted] .......  @ 2009/12/26 06:50:46


Post by: Fateweaver


Hmm, no crushing claw option for Tyrant?

I hope so as I don't want to break them off.


Tyranid Info , [content deleted] .......  @ 2009/12/26 09:25:49


Post by: LunaHound


Deleted for final compilation .


Tyranid Info , [content deleted] .......  @ 2009/12/26 09:35:20


Post by: Sarigar


I like the Death Leaper rules. Very flavorfull and I can see some uses with it.


Tyranid Info , [content deleted] .......  @ 2009/12/26 09:59:10


Post by: Redemption


Fateweaver wrote:Hmm, no crushing claw option for Tyrant?

I hope so as I don't want to break them off.


Start breaking, sorry.


Tyranid Info , [content deleted] .......  @ 2009/12/26 10:40:16


Post by: lord_blackfang


Why did you even put crushing claws on a Tyrant, it was never an option...?


Tyranid Info , [content deleted] .......  @ 2009/12/26 10:43:11


Post by: LunaHound


Probably because lobster claws looks better than giant hands for rending claw.


Tyranid Info , [content deleted] .......  @ 2009/12/26 11:17:55


Post by: Che-Vito


I am a bit unclear if the Death Leaper is an IC or a squad. If it is a squad, I'd like to see Brood Size attached for the following thought.

Turn 1.A
Guard/Tau player goes
Turn 1.B
Death Leapers appear 1.1" from the gunline

Turn 2.A
Guard/Tau shoots into said gunline
Turn 2.B
Rape commences.


The answer clearly is mech, but am I the only one that is getting annoyed with the increasing use of Mech as the solution??


Tyranid Info , [content deleted] .......  @ 2009/12/26 11:30:05


Post by: Agamemnon2


Che-Vito wrote:I am a bit unclear if the Death Leaper is an IC or a squad. If it is a squad, I'd like to see Brood Size attached for the following thought.

Turn 1.A
Guard/Tau player goes
Turn 1.B
Death Leapers appear 1.1" from the gunline

Turn 2.A
Guard/Tau shoots into said gunline
Turn 2.B
Rape commences.

The answer clearly is mech, but am I the only one that is getting annoyed with the increasing use of Mech as the solution??


I'm pretty sure Death Leaper is a solo model, a "special character" mutant lictor. While it appears to be getting an excessive amount of special rules and reputedly WS9, I doubt turtling down in transports is required. It'll eat command squads off IG armies almost certainly, but learning to work without the orders system and focusing short-ranged fire on it will probably work (unless of course Arbitrary Cruddace decided to give it T6, 4 Wounds and a 3+ save).


Tyranid Info , [content deleted] .......  @ 2009/12/26 12:02:41


Post by: reds8n


It is WS9 T4 and 3W.

And if we could not do the whole amusing picture that'd be much cooler too.


Tyranid Info , [content deleted] .......  @ 2009/12/26 12:07:57


Post by: Superscope


I see Death leaper for either area denial with terrain and quick take downs with a quick turn of attacks and fade away afterwards.

Note to self - Bring blacksun filters / Searchlights to fights with nids with death leaper...


Tyranid Info , [content deleted] .......  @ 2009/12/26 12:47:32


Post by: Che-Vito


Agamemnon2 wrote:
I'm pretty sure Death Leaper is a solo model, a "special character" mutant lictor. While it appears to be getting an excessive amount of special rules and reputedly WS9, I doubt turtling down in transports is required. It'll eat command squads off IG armies almost certainly, but learning to work without the orders system and focusing short-ranged fire on it will probably work (unless of course Arbitrary Cruddace decided to give it T6, 4 Wounds and a 3+ save).


Agreed, seeing as it is a single unit it is much less intimidating to a gunline!

reds8n wrote:It is WS9 T4 and 3W.

And if we could not do the whole amusing picture that'd be much cooler too.


All in all, seems like a very useful unit for knocking off HQ's, and tying down larger units as well.


Tyranid Info , [content deleted] .......  @ 2009/12/26 12:55:31


Post by: reds8n


IT's quite deadly.. well.. 1/3rd of the time anyway.. when it attacks.


Tyranid Info , [content deleted] .......  @ 2009/12/26 12:58:34


Post by: BrookM


I take it these translations are done without the aid of Babelfish?


Tyranid Info , [content deleted] .......  @ 2009/12/26 13:02:34


Post by: lord_blackfang


Yes. Some of us actually speak German. Weird, I know


Tyranid Info , [content deleted] .......  @ 2009/12/26 13:03:41


Post by: BrookM


I guess nazi occupation did people some good after all then.


Tyranid Info , [content deleted] .......  @ 2009/12/26 13:11:30


Post by: lord_blackfang


You give the Nazis too much credit. My country was under German rule a thousand years before the Nazis came into power


Tyranid Info , [content deleted] .......  @ 2009/12/26 13:42:34


Post by: BrookM


Too right, forgot about that.


Tyranid Info , [content deleted] .......  @ 2009/12/26 14:59:39


Post by: airmang


ShumaGorath wrote:What does the devourer do now?


LunaHound wrote:18" S6 Ap- Assault 6


I've heard they also cause a morale test at the end of the shooting phase, at -1LD, if they cause 1 casualty. Can somone confirm?



Tyranid Info , [content deleted] .......  @ 2009/12/26 17:32:06


Post by: reds8n


Yes, I believe that is true.


Tyranid Info , [content deleted] .......  @ 2009/12/26 17:33:50


Post by: Redemption


airmang wrote:
ShumaGorath wrote:What does the devourer do now?


LunaHound wrote:18" S6 Ap- Assault 6


I've heard they also cause a morale test at the end of the shooting phase, at -1LD, if they cause 1 casualty. Can somone confirm?



Confirmed, for both the S4 Assault 3 (Gaunts, Warriors, etc) and S6 Assault 6 (Tyrant, 'Fex, etc) versions. No more Living Ammunition (re-roll to wound) though.

Edit: reread it to be sure, the Devourers don't actually cause a Morale Check, the target still needs to have incurred 25% losses for the test, but if one of the wounds was by a Devourer, they get the -1 Ld penalty.


Tyranid Info , [content deleted] .......  @ 2009/12/26 17:34:18


Post by: Orangecoke


Just trying to sort out the Tyrant rules

I just built a Tyrant model with a venom cannon and a twin-linked devourer. Is that no longer legal? Could the model still pass for something that IS legal?


Tyranid Info , [content deleted] .......  @ 2009/12/26 17:38:43


Post by: Redemption


Orangecoke wrote:Just trying to sort out the Tyrant rules

I just built a Tyrant model with a venom cannon and a twin-linked devourer. Is that no longer legal? Could the model still pass for something that IS legal?


It's still a legal build. It'll cost you 210 points without any guard or other biomorphs though, but you do get to pick 2 out of 4 snazzy psychic powers.


Tyranid Info , [content deleted] .......  @ 2009/12/26 17:42:30


Post by: Orangecoke


Cool thanks - I have two Tyrant guard too (in blisters). Eep that's a lot of points I guess!


Tyranid Info , [content deleted] .......  @ 2009/12/26 17:48:21


Post by: SWPIGWANG


I was thinking, wha, warriors have 6xS6 shots, that'd pwn.....but its not. 3xS4 shots just don't do much for 30 points, and considering how they'd get insta killed, I question their future use outside of objective sitting in overload builds...and even then tervigon probably do better.


Tyranid Info , [content deleted] .......  @ 2009/12/26 17:48:29


Post by: wuestenfux


The roundup is very good.
It coincides with my impression that I got when reading through the new 'dex.


Tyranid Info , [content deleted] .......  @ 2009/12/26 17:59:41


Post by: Aduro


I've always been a fan of Gaunts and the Swarm tactics in general, so I think I'm going to end up running a Hive Tyrant HQ, couple Gaunt units, couple Hormagaunt units with Toxin Sacs, couple Tervigons, some Gargoyles, a Tyranofex, and then add in other Zoans and Lictors and Venomthropes to flavor.


Tyranid Info , [content deleted] .......  @ 2009/12/26 18:09:45


Post by: Anpu42


IN THIS CORNER RERESENTING THE IG IS GAURDSMAN MARBO!...Where is he? well anyways

IN THIS CORNER REPRESENTING THE NIDS IS THE DEATH LEAPER!...wHERE IS IT?


Tyranid Info , [content deleted] .......  @ 2009/12/26 18:50:37


Post by: ShumaGorath


Dizzam. 3 tervigons (2 HQ 1 via troops) and 5 squads of minibugs would be pretty scary. Throw in a parasite of mortrex and some trygon/mawlac/carnifex/tyrranofex to crack harder targets. The low cost of the new gaunts mixed with the force multiplying tervigon abilities are scary. Feel no pain on 3 of 5 gaunt squads a turn is nice, not to mention being able to generate 3 new squads a turn. Swarm nids are back in force.


Tyranid Info , [content deleted] .......  @ 2009/12/26 19:02:06


Post by: Fateweaver


Death Leaper sounds tasty for crippling psykers.

Assume the max of -3 Ld for Marine Librarians plus all the psychic defenses that 'Nids already have.

I'd love to see a Libby pull off any powers with Ld7 within 12" of a Tyrant (or anything else with SotW).



Tyranid Info , [content deleted] .......  @ 2009/12/26 21:06:11


Post by: gorgon


reds8n wrote:Yes, I believe that is true.


That is very old-school. I gotta say I like all the 2nd ed. touches they've been working into 5th ed. 40K here and there. Kudos to Mr. Jervis for that.



Tyranid Info , [content deleted] .......  @ 2009/12/26 21:48:05


Post by: sirisaacnuton


So...were one so inclined to wonder where this information were coming from, where would one do best to look? (Even if it's in German...perhaps one only wants stat lines and point costs).

Hypothetically.


Tyranid Info , [content deleted] .......  @ 2009/12/26 21:50:22


Post by: Fateweaver


Next week at your local GW store since apparently preview copies are in stores next week


Tyranid Info , [content deleted] .......  @ 2009/12/26 21:54:57


Post by: sirisaacnuton


Oops. Double post.


Tyranid Info , [content deleted] .......  @ 2009/12/26 21:55:08


Post by: sirisaacnuton


Well the retailer of my FLGS said he was told there wouldn't be preview codexes. This was several weeks ago, just before the Black Boxes came. I've asked a few times since then, he never said that he's heard anything different.

And I was at the GW store in Atlanta three days ago, asked if there would be a preview coming. They said nope.

So, again, it begs the question, where does all this come from? Is this someone official who's said that preview codexes are coming, because every retailer I've spoken to (GW stores included) indicate the opposite.


Tyranid Info , [content deleted] .......  @ 2009/12/26 22:03:29


Post by: Fateweaver


From what I've been seeing/hearing most stores are supposed to have their copies by next week/weekend.

I'm gathering the German one is from German stores which usually see stuff earlier than we do as they are on that side of the pond.

So either the stores around you are the exception or managers don't want to let it out early that they get it next week...


Tyranid Info , [content deleted] .......  @ 2009/12/26 22:07:50


Post by: LunaHound


sirisaacnuton wrote:So, again, it begs the question, where does all this come from? Is this someone official who's said that preview codexes are coming, because every retailer I've spoken to (GW stores included) indicate the opposite.

No way to say , either:
a) someone got excited and cant hold back to not leak the codex
or
b) GW's sales strategy to pump us up by showing the goodies ahead of time so we can build up a frenzy to purchase.

either way the info is legit .


Tyranid Info , [content deleted] .......  @ 2009/12/26 22:12:48


Post by: mikesorensonxx


I'm wondering if I understand this correctly: If you have a bone sword and lash whip you get power weapon with ld test on wound or ID and opp I is 1, and with a pair of bone swords you get power weapon with the ld test on 3d6? Anybody heard of a bone sword/lashwhip bits pack yet?


Tyranid Info , [content deleted] .......  @ 2009/12/26 22:15:41


Post by: AgeOfEgos


I haven't ran the numbers yet but at first blush Zoans appear better at popping armor than any melta-equivalent. The only competition I see in the Elite slot against Zoans look like the super stealers. Does the Tervigon Catalyst power work on any unit though or just Terms? From what I see, it's any unit...if so he's pretty damn good;

9X Zoans with Warp Blast Lance
3++ save with FNP at 2 wounds each ^^
No more AT problems for Nids


Tyranid Info , [content deleted] .......  @ 2009/12/26 22:21:10


Post by: LunaHound


mikesorensonxx wrote:I'm wondering if I understand this correctly: If you have a bone sword and lash whip you get power weapon with ld test on wound or ID and opp I is 1, and with a pair of bone swords you get power weapon with the ld test on 3d6? Anybody heard of a bone sword/lashwhip bits pack yet?

Hmm while we are talking about bone swords , allow me to present Tyranid version of General Grievous:
The strongest melee Tyranid o_O


Deleted for final compilation .


Tyranid Info , [content deleted] .......  @ 2009/12/26 22:34:41


Post by: mikesorensonxx


AgeOfEgos wrote:I haven't ran the numbers yet but at first blush Zoans appear better at popping armor than any melta-equivalent. The only competition I see in the Elite slot against Zoans look like the super stealers. Does the Tervigon Catalyst power work on any unit though or just Terms? From what I see, it's any unit...if so he's pretty damn good;

9X Zoans with Warp Blast Lance
3++ save with FNP at 2 wounds each ^^
No more AT problems for Nids


Current rumor is 3 wounds each, even better. That picture is awesome, with bone swords becoming more prevelant they better have a way of making them available. Judging by the other pictures a tervigon/tyrannofex box set would be good. So would a Hive tyrant/Harpy set to make the flying tyrant. And a warrior upgrade sprue with wings, bone swords, lashwhips, and alpha warrior parts. Am I missing anything besides special characters/mutants?


Tyranid Info , [content deleted] .......  @ 2009/12/26 22:40:13


Post by: Redemption


Too bad you have to buy 4 Tyrants to make one. :p

But I dunno about the Swarmlord; he looks funky all right, but he's a mayor point investment for something that still has to footslog across the board to get into combat.


Tyranid Info , [content deleted] .......  @ 2009/12/26 22:41:13


Post by: Fateweaver


mikesorensonxx wrote:I'm wondering if I understand this correctly: If you have a bone sword and lash whip you get power weapon with ld test on wound or ID and opp I is 1, and with a pair of bone swords you get power weapon with the ld test on 3d6? Anybody heard of a bone sword/lashwhip bits pack yet?


That is correct and there is a power available to the Tyrant that lowers enemy WS and BS to 1.

So use power to lower WS to 1 (not by 1 but down to 1); charge in and use the whip to lower that same squads I to 1 and then smack the squad with 4 or 5 attacks (or a IC) at higher Initiative and then whatever is left needs 5's to hit the Tyrant in return.

I'm going to run mine with LW/Bonesword and a pair of talons (allow me to reroll any pesky 1's that pop up) and going to run with 3 Tyrant Guard to help soak up wounds and to make the Initiative and WS lowering powers that much more detrimental for the target unit.

If you take the Deathleaper use his ability to lower the LD of any psyker by D3 and go libby hunting. His powers will very rarely go off and the Bonesword has a very good chance of instakilling the psyker (ld test at ld7 for every wound suffered by the sword or one dead librarian).


Tyranid Info , [content deleted] .......  @ 2009/12/26 22:44:46


Post by: Redemption


mikesorensonxx wrote:Current rumor is 3 wounds each, even better. That picture is awesome, with bone swords becoming more prevelant they better have a way of making them available. Judging by the other pictures a tervigon/tyrannofex box set would be good. So would a Hive tyrant/Harpy set to make the flying tyrant. And a warrior upgrade sprue with wings, bone swords, lashwhips, and alpha warrior parts. Am I missing anything besides special characters/mutants?


The rumour is false, they still have 2 wounds. And yeah, since Warriors and Tyrant Guard can now take Boneswords some appropiatly sized swords would be nice.


Tyranid Info , [content deleted] .......  @ 2009/12/26 23:07:23


Post by: LunaHound


mikesorensonxx wrote:
Current rumor is 3 wounds each, even better. That picture is awesome, with bone swords becoming more prevelant they better have a way of making them available. Judging by the other pictures a tervigon/tyrannofex box set would be good. So would a Hive tyrant/Harpy set to make the flying tyrant. And a warrior upgrade sprue with wings, bone swords, lashwhips, and alpha warrior parts. Am I missing anything besides special characters/mutants?

Tyranid Warrior is the one with 3 wounds.
Zoans are 2 wound but have 3+ invul


Tyranid Info , [content deleted] .......  @ 2009/12/26 23:09:41


Post by: JD21290


Im thinking its time to start ordering up some plasticard
Boneswords are of use again

also, the Harpy seems interesting 0_o
I may go for a weird and wonderful army with a mix of everything lol.


Tyranid Info , [content deleted] .......  @ 2009/12/26 23:10:54


Post by: Redemption


Fateweaver wrote:I'm going to run mine with LW/Bonesword and a pair of talons (allow me to reroll any pesky 1's that pop up) and going to run with 3 Tyrant Guard to help soak up wounds and to make the Initiative and WS lowering powers that much more detrimental for the target unit.


Expensive couple of models though, that's 350 points or something. Funny bit about the Tyrant Guard now though, it seems they're no longer a retinue but a seperate unit. Seperate Swarmlords and Hive Tyrants (including flying ones, but they're hella expensive and can't get Warp Field anymore ) can join the unit of Tyrant Guard as if they're Independant Characters. I guess that means opponents can single out the Tyrant in Melee too. I reckon that's why they get Rage and Furious Charge if their Tyrant is killed.


Tyranid Info , [content deleted] .......  @ 2009/12/26 23:24:22


Post by: JD21290


May be expensive, but expensive units are not allways a waste.
Aslong as you play them to thier full extent they will get thier points back and work fine.

2 good examples:


1: Bikernobz with a warboss.
2: Crushers with skulltaker.


Tyranid Info , [content deleted] .......  @ 2009/12/26 23:30:13


Post by: warpcrafter


That Swarmlord has aroused a vile blood lust in me that only tabling an Imperial Guard army will satisfy. And yes, I believe that some plasticard must be had, because I don't see them putting out a kit for it.


Tyranid Info , [content deleted] .......  @ 2009/12/26 23:31:45


Post by: Jackmojo


Redemption wrote:
Expensive couple of models though, that's 350 points or something. Funny bit about the Tyrant Guard now though, it seems they're no longer a retinue but a seperate unit. Seperate Swarmlords and Hive Tyrants (including flying ones, but they're hella expensive and can't get Warp Field anymore ) can join the unit of Tyrant Guard as if they're Independant Characters. I guess that means opponents can single out the Tyrant in Melee too. I reckon that's why they get Rage and Furious Charge if their Tyrant is killed.


That good though, it was going to be silly if the only general with a decent body guard was a giant monster...

Jack

P.S. Yes I know IG command squads also get body guards...hyperbole people.


Tyranid Info , [content deleted] .......  @ 2009/12/26 23:35:42


Post by: JD21290


Just a thought, but wouldnt it make sense to use deathleaper to drop a characters LD by 3, then charge in with boneswords (pair)
That way they are making a test on 3D6 with a max LD of 7 lol.


However, you can also do that then instead of combat, use Psychic scream to snipe the character.


Tyranid Info , [content deleted] .......  @ 2009/12/26 23:36:58


Post by: LunaHound


Tyranids using coordinated surgical strikes?

Heretic!


Tyranid Info , [content deleted] .......  @ 2009/12/26 23:38:07


Post by: JD21290


Dont go turning all good on me now luna
The evil luna is alot better.


but yea, it works doesent it?


Tyranid Info , [content deleted] .......  @ 2009/12/26 23:41:14


Post by: N1NJ4


Thanks for the info LunaHound!

How does the Pyrovore look? Is it as mediocre as the initial rumors suggest?


Tyranid Info , [content deleted] .......  @ 2009/12/26 23:43:36


Post by: JD21290


Ninja: Its a bad case mate.
the model looks amazing!
However, i would compare them to flashgitz lol.

Expensive for thier use, and you dont get alot for them.

Also, they are being pitted against deathleaper, lictors, thropes etc for an elite slot.
Its not a good case


Tyranid Info , [content deleted] .......  @ 2009/12/26 23:45:00


Post by: Superscope


Lucky for my super poor rolling, i normaly pass pretty much every Ld based check (1's and 2's ftw)

Still... boneswords are gunna be nasty. The tyannofex sounds like the nid's answer to mech armies (along with the zonathrope's str 10 ap 1 lance attack)


Tyranid Info , [content deleted] .......  @ 2009/12/26 23:48:55


Post by: Redemption


Aye, it's a basically a 45 point footslogging Heavy Flamer that explodes when shot. Yay...


Tyranid Info , [content deleted] .......  @ 2009/12/26 23:50:22


Post by: JD21290


Super: average roll on 3D6 = 10
So most characters will only just pass it.
throw in a nice -3 - -4 and people are dead.

Seems like the new nids will be a case of actually using tactics, rather than nidzilla stomping around.
Also, it makes them interesting, the new mix's in tactics means they should be even nastier than before if used right.



On that note, i just got a confirmation mail from forgeworld about my order lol, time to get the khornate daemons back and running again ready for the nids.


Tyranid Info , [content deleted] .......  @ 2009/12/26 23:52:15


Post by: N1NJ4


JD21290 wrote:Ninja: Its a bad case mate.
the model looks amazing!
However, i would compare them to flashgitz lol.

Expensive for thier use, and you dont get alot for them.

Also, they are being pitted against deathleaper, lictors, thropes etc for an elite slot.
Its not a good case


You're probably right, but depending oh what they cost I might test out a single unit of them. Does anyone know how far they can toss their flamer template?


Tyranid Info , [content deleted] .......  @ 2009/12/26 23:54:21


Post by: JD21290


45 points, they explode, and they are pretty much a heavy flamer as said.
TBH mate, i would go with something different.

The elite slot seems to be for tank hunters and nasties in the nid army.
With both hive guards and thropes being good at it.
Deathleaper and lictors still have alot of benefits aswell.

So with all that taking into mind, i doubt you will see them about.
Ill be using them, but as biovores instead, since GW ruine dthem lol.


Tyranid Info , [content deleted] .......  @ 2009/12/26 23:55:21


Post by: Redemption


N1NJ4 wrote:You're probably right, but depending oh what they cost I might test out a single unit of them. Does anyone know how far they can toss their flamer template?


It's exactly the same as a Heavy Flamer. The Hellhound like 12" template tossing is for the Tyrannofex' template weapon.


Tyranid Info , [content deleted] .......  @ 2009/12/27 00:16:42


Post by: warpcrafter


Yep, that's a waste of a super looking miniature. When I saw it, I assumed that it would be some sort of artillery cannon. What were they thinking?


Tyranid Info , [content deleted] .......  @ 2009/12/27 00:18:57


Post by: JD21290


I know
I was expecting something that would possibly live up to the model.

IE: Ranged flaming bio-cannon.

not a flamer on steroids.


Tyranid Info , [content deleted] .......  @ 2009/12/27 00:37:52


Post by: Jackmojo


Could be an okay spore based squad, at least that way when they explode they're nearer the enemy then you

Jack


Tyranid Info , [content deleted] .......  @ 2009/12/27 01:02:37


Post by: mikesorensonxx


But does the Lictor still have 3 wounds? How about the venomthrope?


Tyranid Info , [content deleted] .......  @ 2009/12/27 01:10:41


Post by: lord_blackfang


Pyrovores only explode when hit by Instant Death weapons.


Tyranid Info , [content deleted] .......  @ 2009/12/27 02:48:10


Post by: ShumaGorath


JD21290 wrote:Super: average roll on 3D6 = 10
So most characters will only just pass it.
throw in a nice -3 - -4 and people are dead.

Seems like the new nids will be a case of actually using tactics, rather than nidzilla stomping around.
Also, it makes them interesting, the new mix's in tactics means they should be even nastier than before if used right.



On that note, i just got a confirmation mail from forgeworld about my order lol, time to get the khornate daemons back and running again ready for the nids.


10.5, they actually averagely fail it, but since thats an impossible roll on 3d6 it's closer to a half chance of failing or succeeding.


Tyranid Info , [content deleted] .......  @ 2009/12/27 02:59:09


Post by: LunaHound


mikesorensonxx wrote:But does the Lictor still have 3 wounds? How about the venomthrope?

3 wounds lictor
2 wounds venom


Tyranid Info , [content deleted] .......  @ 2009/12/27 03:04:53


Post by: ghoulio


Based on all this more in depth info there are a couple of things I have noticed.

1) Is it just me or is the Swarmlord freaking incredible? Appart from being the single best hand to hand combat mini in the game he GREATLY improves your army. I mean, being able to re-roll what side of the board edge your outflankers come in on is amazing, not to mention all the pyschic abilities. Even if he does actually cost 280pts he will be worth it.

2) After first reading about the Tyrannofex I wasnt impressed. For 250 pts I thought it was rather high, but then the info on the fexs came out and now he is starting to look like a steal. You can give him a poor mans rail gun and he STILL has a two other great anti troop weapons. He also comes with 6 wounds, which will make him super hard to kill considering all the other stuff you could have in your army.

3) Based on the info we have now is there a worse selection in any codex then a Venomthrope? Who thought up a T4 5+ save model that greatly improves your army that ISNT an IC...ie can be picked out on turn 1? Sure his abilities are great, but since you cant hide him or protect him there is 100% ZERO reason to take him.

All in all I cant freaking WAIT for this book. So many incredible options. Consider this nid player super excited


Tyranid Info , [content deleted] .......  @ 2009/12/27 03:09:57


Post by: LunaHound


There was a discussion on the survivability of Tyrannofex.
Some people say its like 6x tougher than a land raider ,
while some people say even plasma guns can kill it.

Either way with regen and 6 wounds , we can be sure that you either focus all your heaviest weapons on it till its 100% dead , or dont bother.

The best fire power soaking unit in 40k i think.


Tyranid Info , [content deleted] .......  @ 2009/12/27 03:18:58


Post by: kitsunez


LunaHound wrote:There was a discussion on the survivability of Tyrannofex.
Some people say its like 6x tougher than a land raider ,
while some people say even plasma guns can kill it.

Either way with regen and 6 wounds , we can be sure that you either focus all your heaviest weapons on it till its 100% dead , or dont bother.

The best fire power soaking unit in 40k i think.


tevigon is about the same


Tyranid Info , [content deleted] .......  @ 2009/12/27 03:36:20


Post by: ShumaGorath


1) Is it just me or is the Swarmlord freaking incredible? Appart from being the single best hand to hand combat mini in the game he GREATLY improves your army. I mean, being able to re-roll what side of the board edge your outflankers come in on is amazing, not to mention all the pyschic abilities. Even if he does actually cost 280pts he will be worth it.


Abbadon would beat him up, though there's a definite chance of it being a double KO, same with Calgar, if he Whaaags Ghazgull would probably win outright. Keep in mind monstrous creatures have always been better in combat point for point, they lose the ability to utilize transports and hide from shooting for it. It's considerably easier to shoot the swarmlord to death than it is marneus Calgar. He definitly is a huge boon to the army though. One which would likely be shot down quickly if the opponent is smart.

There was a discussion on the survivability of Tyrannofex.
Some people say its like 6x tougher than a land raider ,
while some people say even plasma guns can kill it.

Either way with regen and 6 wounds , we can be sure that you either focus all your heaviest weapons on it till its 100% dead , or dont bother.

The best fire power soaking unit in 40k i think.


Agreed. It loses firepower for immense survivability. It's tougher than a land raider point for point, only a few weapons (plasma mostly) damage it more reliably than a tank, and given the prevalence of melta in the metagame rather than any sort of ranged high ap weaponry it will have a long lifespan until things adjust.

tevigon is about the same


Without the 2+ save it's not even close. Other than simply taking twice as many wounds due to failed armor saves it's vulnerable to a whole new set of weapons (the biggest being the missile launcher). My space sharks field often times up to 13 missile launchers at once (dev squad and termies making up 8 of those). I could rather easily from turn 1 kill two tervies a turn. They're great, but they're hardly as tough as the tyrranofex, which other than with my drop plasma/melta 5x5 sternguard I probably couldn't deal with. They're also vulnerable to stranger things like vespid or thousand suns.


Tyranid Info , [content deleted] .......  @ 2009/12/27 04:04:05


Post by: LunaHound


Once again... like Thunder wolf Calvary.
No models for Tyrannofex or arms for Swarmlord -_-


Tyranid Info , [content deleted] .......  @ 2009/12/27 04:05:14


Post by: AgeOfEgos


ShumaGorath wrote:There was a discussion on the survivability of Tyrannofex.
Some people say its like 6x tougher than a land raider ,
while some people say even plasma guns can kill it.

Either way with regen and 6 wounds , we can be sure that you either focus all your heaviest weapons on it till its 100% dead , or dont bother.

The best fire power soaking unit in 40k i think.


It might be tough...but I'm failing to see why it's so scary. I don't think I would even bother shooting it. It's slow, its firepower is 'ok', it's instinctive Lurk on Ld 8......and even if it gets in hand to hand...it's only WS3 with 3 attacks. Or am I missing something from the leak?


Tyranid Info , [content deleted] .......  @ 2009/12/27 04:10:43


Post by: LunaHound


AgeOfEgos wrote:
ShumaGorath wrote:There was a discussion on the survivability of Tyrannofex.
Some people say its like 6x tougher than a land raider ,
while some people say even plasma guns can kill it.

Either way with regen and 6 wounds , we can be sure that you either focus all your heaviest weapons on it till its 100% dead , or dont bother.

The best fire power soaking unit in 40k i think.


It might be tough...but I'm failing to see why it's so scary. I don't think I would even bother shooting it. It's slow, its firepower is 'ok', it's instinctive Lurk on Ld 8......and even if it gets in hand to hand...it's only WS3 with 3 attacks. Or am I missing something from the leak?

It carries 3 weapons that can be mixed to be strong vs enemies that play keep away , ir mixed with lots of close flamer template ones.
and it has regen. Either kill it completely or dont , the more wound it suffers without dying , the easier it regens it back.


Tyranid Info , [content deleted] .......  @ 2009/12/27 04:18:56


Post by: AgeOfEgos


LunaHound wrote:
AgeOfEgos wrote:
ShumaGorath wrote:There was a discussion on the survivability of Tyrannofex.
Some people say its like 6x tougher than a land raider ,
while some people say even plasma guns can kill it.

Either way with regen and 6 wounds , we can be sure that you either focus all your heaviest weapons on it till its 100% dead , or dont bother.

The best fire power soaking unit in 40k i think.


It might be tough...but I'm failing to see why it's so scary. I don't think I would even bother shooting it. It's slow, its firepower is 'ok', it's instinctive Lurk on Ld 8......and even if it gets in hand to hand...it's only WS3 with 3 attacks. Or am I missing something from the leak?

(oops have to check on this , i forgot what it does )
and it has regen. Either kill it completely or dont , the more wound is suffers without dying , the easier it regens it back.


Well, yeah...but regen only happens 16% of the time. So even with 3 wounds on board (half dead), it's not a sure deal. Regardless, I don't think I would bother shooting it at all until it gets close...even then at 250+ it would be worth throwing a PF toting tac squad at it. *Shrug*, just seems like a weak bug.

Zoans and Tervs on the other hand....


Tyranid Info , [content deleted] .......  @ 2009/12/27 04:22:47


Post by: warpcrafter


So how does regeneration work? I've heard that you get one roll and recover a single wound on a 6, which doesn't seem like it's worth any points. If it's better, would somebody please let me know?


Tyranid Info , [content deleted] .......  @ 2009/12/27 04:24:20


Post by: LunaHound


warpcrafter wrote:So how does regeneration work? I've heard that you get one roll and recover a single wound on a 6, which doesn't seem like it's worth any points. If it's better, would somebody please let me know?

Yep on a 6 .
it has 6 wounds , so thats 5 rolls each turn before it dies ( assuming people dont finish off the last one )

83%


Tyranid Info , [content deleted] .......  @ 2009/12/27 04:29:38


Post by: ShumaGorath


even then at 250+ it would be worth throwing a PF toting tac squad at it


Which if it had regen it would statistically kill without any real risk to itself. It would get fairly well tarpited, but then the tyranid army isn't all that worried about that happening. It has other units that can help out.

Well, yeah...but regen only happens 16% of the time. So even with 3 wounds on board (half dead), it's not a sure deal.


No, but space that over turns. It doesn't just get it once, it gets it every single time it starts a turn with wounds on it.

*Shrug*, just seems like a weak bug.


It is, but it's a somewhat safe investment which can be fairly devastating if used correctly. A lot of heavy choices like russes or raiders tend to get one or two turns of use, and are then shaked or destroyed for the rest of the game. The tyrannofex takes quite a bit of punishment without being stifled.


Tyranid Info , [content deleted] .......  @ 2009/12/27 05:20:09


Post by: Kirasu


swarm lord can easily beat abbadon.. He will make him WS1, so he hits on 3+ and abbadon hits on 5+

Then he will make abbadon reroll successful invuls as well


Tyranid Info , [content deleted] .......  @ 2009/12/27 05:50:03


Post by: SWPIGWANG


Stacked Aura of Despair + Psychic scream sounds fun....

If mawloc's template can fit spore pods besides it, it'd mess up most castling deep strike formations....now just find a way to deal with outflankers and a DS army is all set....


Tyranid Info , [content deleted] .......  @ 2009/12/27 05:50:10


Post by: ShumaGorath


He will make him WS1, so he hits on 3+ and abbadon hits on 5+


What's the rule that makes abbadon ws1?


Tyranid Info , [content deleted] .......  @ 2009/12/27 05:57:16


Post by: AgeOfEgos


ShumaGorath wrote:
He will make him WS1, so he hits on 3+ and abbadon hits on 5+


What's the rule that makes abbadon ws1?


He has all 4 psy powers and one is "Choose a unit within 12", that unit is WS and BS 1 for one round.

I still don't agree on the 250+ pt big bug...but guess we'll have to wait and see .


Tyranid Info , [content deleted] .......  @ 2009/12/27 06:18:39


Post by: Fateweaver


Our group plays typically 2500 pt games. We are doing a campaign right now that started at 600 and builds up, probably top at like 2k (or less).

I heard 60 per for Guard and I Imagine the Tyrant to be around 200 so 380 for 4 models per rumor and speculation.

A little over 1/8th but that 1/8th should lay waste to anything it assaults or who tries to assault it.


Tyranid Info , [content deleted] .......  @ 2009/12/27 06:41:39


Post by: ShumaGorath


AgeOfEgos wrote:
ShumaGorath wrote:
He will make him WS1, so he hits on 3+ and abbadon hits on 5+


What's the rule that makes abbadon ws1?


He has all 4 psy powers and one is "Choose a unit within 12", that unit is WS and BS 1 for one round.

I still don't agree on the 250+ pt big bug...but guess we'll have to wait and see .


Huh, harsh.

7.5 attacks per turn for abbo average.
4 for swarmy.

abbo hits 2.4 times, wounds 2.09 times. 1.45 aren't saved.
swarmy hits 2.66 times wounds 1.77. 1.333 aren't saved.
Abbadon has 4 wounds, swarmy has 5. Abbadon does .12 more wounds per round, but doesn't reach 5 before swarmy reaches four. Abbo takes four rounds to kill swarmy, swarmy takes... Actually it takes him four to kill abbo. But at the end of 3 he's dealt 3.99999 wounds. So he still comes out just sligthly ahead. If swarmy ever fails his psychic test or if abbo wounds himself with his sword it gives it to the other pretty straight up.


Tyranid Info , [content deleted] .......  @ 2009/12/27 06:42:36


Post by: LunaHound


There you go guys , the info isnt gone , its compiled to the first original post back in page 1.

Read it if you havnt yet -_-


Tyranid Info , [content deleted] .......  @ 2009/12/27 07:34:55


Post by: warpcrafter


There was a rumor that there would be a heavy support unit of warriors that was the Tyranid equivalent of a devastator squad. I guess that's debunked now, eh?


Tyranid Info , [content deleted] .......  @ 2009/12/27 07:54:39


Post by: winterman


SG, Abby doesn't average 7.5 because a roll of 1 does 0 attacks. He averages 6.67 a turn. So assuming WS1 on Abby and no charge bonus, I've got him doing 1.08 wounds on average to the Swarmlord and the swarm lord doing 1.33 to Abby. So Swarmlord definitely has the advantage in a combat where neither have taken damage. Nothing earthshattering though. What is of note though is that the swarmlord is more then just a beatstick. I think that makes him a more viable pick then abby (although he is too rich for me, especially with the cost of everything else in the codex).


Tyranid Info , [content deleted] .......  @ 2009/12/27 08:06:22


Post by: ghoulio


I was wondering that earlier today. I think the Hive Guard are basically 100% what that option would be though. Super tough warriors with great stats and an amazing heavy weapon.

Also, if you think about it a warrior squad with the heavy weapons that are listed in the summary would make them pretty damn lack luster at best. Main reason I say it is because you would just have 4th Ed warriors lol (regular VC = Death Spitter from 4th ed) unless they were the heavy version.

That brings me to the next thing...what is the point of this editions Venom Cannon? It is bad against armor, it is bad against troops since its a regular blast template, its also bad against MEQ with it since its AP4. It just seems to me that there is a vastly better gun for every situation.


Tyranid Info , [content deleted] .......  @ 2009/12/27 08:14:54


Post by: sirisaacnuton


Well, it is a very long-range AT. Granted, not amazing AT, but better than they have now. Sure, you have the Tyrannofex and Zoanthrope options that are both better, but the Tyrannofex is a pile of points on a mess of a model that seems to be trying to do too many different things, and the Zoeys are 18" range. So it's not a great option for ranged AT, but it's not awful (better AT than they currently have).

I had a question about the rundown posted on the first page. Are the Venomthropes in it? I feel like I've read their rules, but I can't seem to find them on the summary. Am I just missing something because it's late?


Tyranid Info , [content deleted] .......  @ 2009/12/27 09:01:12


Post by: Agamemnon2


ShumaGorath wrote:It is, but it's a somewhat safe investment which can be fairly devastating if used correctly. A lot of heavy choices like russes or raiders tend to get one or two turns of use, and are then shaked or destroyed for the rest of the game. The tyrannofex takes quite a bit of punishment without being stifled.


If my tentative math is correct, it seems there's absolutely no point in trying to shoot a tyrannofex at all. They're essentially unkillable barring incredible good fortune and assuming a moderately skilled tyranid player (who will know to destroy things like command squads and any tanks with the plethora of deep striking options available).

The new tyranids seemingly excel at surgical removal of key units, with things like the Death Leaper making it child's play to decapitate Guard armies by robbing them of regimental standards, advisors (Fleet officers are bound to be popular for trying to stall tyranid reserves) and Orders, at minimal risk. Might be worthwhile not to bother with a CCS in the first place, or to simply take the cheapest one imaginable, since their survivability is going to be minimal. The same appears true for shooty vehicles other than Valkyries/Vendettas, artillery tanks and Russes will just be sitting ducks effortlessly swatted aside by burrowing trygons or drop-podding carnifexes.

It's going to be an uphill struggle for Guard to try to survive, since they'll be outclassed in close combat even worse, and it seems they'll also lose any shooting engagement as well. I'll probably switch to a suicide strategy, loading up on Ogryns and valkyrie-mounted Veterans packing plasma, but I doubt I'll be effective.


Tyranid Info , [content deleted] .......  @ 2009/12/27 09:17:28


Post by: Aduro


When do you roll for Toxic Miasma in regards to Initiative/Combat order?

Oh, and since actual point costs are disallowed... What kind of percentage increase in cost are we looking at for giving a Gaunt a Devourer? To get not only two extra shots but an additional 6" of range seems like a really good upgrade to give em.


Tyranid Info , [content deleted] .......  @ 2009/12/27 09:46:12


Post by: Refyougee


Man, that Swarmlord looks just phenomenal. With 30 Poison Hormagaunts (using Warp Scream and Preferred Enemy) you're inflicting 40 Wounds on the assault at I5. Not too shabby.

I also really like the Doom of Malan'Tai. Seems to me that guy is perfect to put in a spore capsule but it might be a little difficult to ensure he doesn't die after doing his thing; is it possible to attach the Alpha Warrior to him?


Tyranid Info , [content deleted] .......  @ 2009/12/27 09:47:20


Post by: LunaHound


Aduro wrote:When do you roll for Toxic Miasma in regards to Initiative/Combat order?

Oh, and since actual point costs are disallowed... What kind of percentage increase in cost are we looking at for giving a Gaunt a Devourer? To get not only two extra shots but an additional 6" of range seems like a really good upgrade to give em.

6 pts min , 10 pts full. *wink
sirisaacnuton wrote:I had a question about the rundown posted on the first page. Are the Venomthropes in it? I feel like I've read their rules, but I can't seem to find them on the summary. Am I just missing something because it's late?

Oops >< its added back into elites , sorry was too tired .


Tyranid Info , [content deleted] .......  @ 2009/12/27 10:05:04


Post by: Kingsley


Agamemnon2 wrote:The new tyranids seemingly excel at surgical removal of key units, with things like the Death Leaper making it child's play to decapitate Guard armies by robbing them of regimental standards, advisors (Fleet officers are bound to be popular for trying to stall tyranid reserves) and Orders, at minimal risk. Might be worthwhile not to bother with a CCS in the first place, or to simply take the cheapest one imaginable, since their survivability is going to be minimal.


Or you could buy a Chimera?


Tyranid Info , [content deleted] .......  @ 2009/12/27 10:33:19


Post by: lord_blackfang


Aduro wrote:When do you roll for Toxic Miasma in regards to Initiative/Combat order?

Oh, and since actual point costs are disallowed... What kind of percentage increase in cost are we looking at for giving a Gaunt a Devourer? To get not only two extra shots but an additional 6" of range seems like a really good upgrade to give em.


Miasma is rolled at the end of every player turn.

Devourer doubles the cost of a Gaunt.


Tyranid Info , [content deleted] .......  @ 2009/12/27 10:56:11


Post by: Therion


If my tentative math is correct, it seems there's absolutely no point in trying to shoot a tyrannofex at all. They're essentially unkillable

What am I missing now? 6 wounds and a 2+ save classifies as essentially unkillable? Because of the chance it will regen a wound or two the following turn? The Trygon and Mawloc can buy regeneration too. Does that make them unkillable also? Seriously, nearly all of the units people are salivating about cost 250 to 300 points each. I'd reserve the whine about incredible Tyranid armies to the point where we actually see you know...army lists.


Tyranid Info , [content deleted] .......  @ 2009/12/27 11:20:32


Post by: Lukus83


I don't think they are unkillable, but there are a lot of other potentially better targets to shoot at. It's kind of like a monolith in that respect.


Tyranid Info , [content deleted] .......  @ 2009/12/27 11:24:46


Post by: Superscope


Therion wrote:
If my tentative math is correct, it seems there's absolutely no point in trying to shoot a tyrannofex at all. They're essentially unkillable

What am I missing now? 6 wounds and a 2+ save classifies as essentially unkillable? Because of the chance it will regen a wound or two the following turn? The Trygon and Mawloc can buy regeneration too. Does that make them unkillable also? Seriously, nearly all of the units people are salivating about cost 250 to 300 points each. I'd reserve the whine about incredible Tyranid armies to the point where we actually see you know...army lists.


Nothing a sqaud of fireknife equiped crisis suits can't break. On a deep strike you can get in rapid fire range, fire 6 ap 2 shots in it's face and then fire a bunch of missiles to finish it off. Even if it does survive, regeneration requires a roll of a 6. Sure... if multiable rolls are made the chance goes up.. but in the average case 5 dice would give a ratio of 5 to 25 chance of failure.. which in most cases would bring about 2-3 wounds..


Tyranid Info , [content deleted] .......  @ 2009/12/27 11:25:07


Post by: Pyriel-


Wow, drop podded tyranids...poor tau.


Tyranid Info , [content deleted] .......  @ 2009/12/27 11:31:53


Post by: Therion


I don't think they are unkillable, but there are a lot of other potentially better targets to shoot at. It's kind of like a monolith in that respect.

The long range weapon option available for it is the capsule cannon, making it hit a vehicle once per turn with S10. A very expensive poor man's railgun.

If you want it to do more than that it has to come much closer, and within 18"24" there's already a bunch of things that can kill it like any other big bug. As for Marines that play with the SW rules: Jaws of the World Wolf vs I1 is never a bad thing, and neither are las/plas Razorbacks and Multi-Melta speeders, or things like Thunder Wolf Cavalry.

I take it that with the Monolith comparison you're saying the Tyrannofex isn't nearly as dangerous as his friends but when sitting in cover in a corner is so tough to kill that it's just better leave it there and take the few S10 hits to the chin while wiping out all the other Tyranid models from the table? Yes, when it's played that way, I agree.


Tyranid Info , [content deleted] .......  @ 2009/12/27 11:39:41


Post by: Kingsley


Did I miss something, or is the Tyrannofex the only unit in this Codex with 2+ armor? If this is correct, missile launchers just got a hell of a lot better.. wounding MCs on 2+ while ignoring their saves *and* blasting hordes with frag templates? It's good against the big guys, the little guys, and even the middleweights, since a krak missile will inflict ID against Warriors, Spore Pods, and other toughness 4 models. I'm sure glad I went the Typhoon route with my Land Speeders instead of the MM/HF pattern...


Tyranid Info , [content deleted] .......  @ 2009/12/27 11:41:47


Post by: LunaHound


Fetterkey wrote:Did I miss something, or is the Tyrannofex the only unit in this Codex with 2+ armor? If this is correct, missile launchers just got a hell of a lot better.. wounding MCs on 2+ while ignoring their saves *and* blasting hordes with frag templates? It's good against the big guys, the little guys, and even the middleweights, since a krak missile will inflict ID against Warriors, Spore Pods, and other toughness 4 models. I'm sure glad I went the Typhoon route with my Land Speeders instead of the MM/HF pattern...

Seems like it , and in place of 2+ save , many of those units have regens instead.


Tyranid Info , [content deleted] .......  @ 2009/12/27 13:56:47


Post by: SWPIGWANG


Why do i get the feeling that most nid matchups is about getting folks out of transports to charge them...

The same appears true for shooty vehicles other than Valkyries/Vendettas, artillery tanks and Russes will just be sitting ducks effortlessly swatted aside by burrowing trygons or drop-podding carnifexes.

Isn't that what inquistors and plasma-vets are for? Anything that gets through eats 6 plasma shots...


Tyranid Info , [content deleted] .......  @ 2009/12/27 13:58:28


Post by: JD21290


6 plasma shots wont kill anything on its own mate.
You will need on average of 12-15 to start hurting trygon's.


Tyranid Info , [content deleted] .......  @ 2009/12/27 14:44:20


Post by: DragonPup


Jeez, that's a lot of T6 being thrown around. Sure they lost Eternal Warrior, but there's so little that can instagib them....


Tyranid Info , [content deleted] .......  @ 2009/12/27 15:16:46


Post by: Agamemnon2


Fetterkey wrote:
Agamemnon2 wrote:Might be worthwhile not to bother with a CCS in the first place, or to simply take the cheapest one imaginable, since their survivability is going to be minimal.


Or you could buy a Chimera?


Which would be torn through like it was made of tissue paper, buying the command squad one more turn at most.

Therion wrote:
If my tentative math is correct, it seems there's absolutely no point in trying to shoot a tyrannofex at all. They're essentially unkillable

What am I missing now? 6 wounds and a 2+ save classifies as essentially unkillable? Because of the chance it will regen a wound or two the following turn? The Trygon and Mawloc can buy regeneration too. Does that make them unkillable also?

The Trygon and Mawloc aren't 2+ saves, which already helps the whateverfex quite a bit. Guard BS is bad enough that simply ticking six woulds of a T6 beast is pretty horribly difficult (15 lascannon shots, assuming no cover saves), regeneration makes it a lot worse.


Tyranid Info , [content deleted] .......  @ 2009/12/27 15:57:11


Post by: Budzerker


My big question: Does it specify what the termagaunts spawned out of a Tervigon are to be armed with?

Because I'd love to spawn squads with devourers...


Tyranid Info , [content deleted] .......  @ 2009/12/27 15:58:45


Post by: AgeOfEgos


Agamemnon2 wrote:
The Trygon and Mawloc aren't 2+ saves, which already helps the whateverfex quite a bit. Guard BS is bad enough that simply ticking six woulds of a T6 beast is pretty horribly difficult (15 lascannon shots, assuming no cover saves), regeneration makes it a lot worse.


Guard BS is essentially 4 anymore, given Vet squad troops and twin linked las on Vendettas. This thing is slow and won't be a threat for several turns (even worse if it fails it's instinctive one turn). Regardless, I've seen most Guard armies pack 20ish las cannons at essentially BS 4. It will only take 11ish of those to kill this thing in a single turn (If they bother shooting it).



Tyranid Info , [content deleted] .......  @ 2009/12/27 16:32:27


Post by: Agamemnon2


So it appears mechanised is the way to go, with expensive veterans carted around in Vendettas. Still, since that's not what I started my army for, nor is it in any way an archetype I'm keen on, I think I'll stick with boots on the ground, infantry platoons and other foot troops, because among other reasons, Vendettas are a pain to transport for those poor plebs without a reasonably priced access to Battlefoam.

I'll lose a gakload of games, but in the end, so what? I'm already a laughing stock, what's a few more humiliations?


Tyranid Info , [content deleted] .......  @ 2009/12/27 16:36:52


Post by: AgeOfEgos


Agamemnon2 wrote:So it appears mechanised is the way to go, with expensive veterans carted around in Vendettas. I think I'll stick with boots on the ground, infantry platoons and other foot troops, because among other reasons, Vendettas are a pain to transport for those poor plebs without a reasonably priced access to Battlefoam.


Well...5th edition is mech unfortunately. I say unfortunately because sitting your marines to the side most of the game and moving metal boxes around is only fun for so long. I still have hope for my all foot SW army....but dunno.


Tyranid Info , [content deleted] .......  @ 2009/12/27 16:42:57


Post by: Hulksmash


My big question is is the Parasite of Mortex able to join units or is he forbidden. Since he's just jump infantry i'm hoping he can cause if he can't he'll have to be very cheap to make him useful for running since he'll be easy to pick off


Tyranid Info , [content deleted] .......  @ 2009/12/27 16:48:12


Post by: lord_blackfang


Hulksmash wrote:My big question is is the Parasite of Mortex able to join units or is he forbidden. Since he's just jump infantry i'm hoping he can cause if he can't he'll have to be very cheap to make him useful for running since he'll be easy to pick off


Yes, he's a regular Independent Character.


Tyranid Info , [content deleted] .......  @ 2009/12/27 16:52:24


Post by: Hulksmash


Woot! depending on his point cost (since it appears that Alpha Warriors can't take wings) I think i've got myself my second HQ Choice


Tyranid Info , [content deleted] .......  @ 2009/12/27 17:05:24


Post by: ShumaGorath


So it appears mechanised is the way to go, with expensive veterans carted around in Vendettas. Still, since that's not what I started my army for, nor is it in any way an archetype I'm keen on,


Sadly you're probably in the minority there. Plas/melta vets in a flying predator annihilator is a pretty standard configuration. So people will probably tell you to utilize them a lot. I feel for you though, I refuse to buy assault terminators for my marines. It's just not the force I wanted. Try investing in special weapon squads or ogryn for counteracting the trygons. Plasma or giant fists work out pretty well statistically as long as you give the ogryns a commissar.


Woot! depending on his point cost (since it appears that Alpha Warriors can't take wings) I think i've got myself my second HQ Choice


Keep in mind he doesn't ignore armor saves and can be instakilled by a power fist. So watch out if you think he'll be a close combat terror. He's amazing if you can hit a guard or guardian squad though. All those free rippers.


Tyranid Info , [content deleted] .......  @ 2009/12/27 17:24:18


Post by: Hulksmash


He's got rending claws and instant kills multi-wound characters when he rends. yes he can be singled out by powerfists but that's where you just have to get creative with how you use him. Adding him to a squad of hormies or a larger squad of gargoyles and there won't be a powerfist left to swing


Tyranid Info , [content deleted] .......  @ 2009/12/27 17:30:27


Post by: Redemption


Hulksmash wrote:Woot! depending on his point cost (since it appears that Alpha Warriors can't take wings) I think i've got myself my second HQ Choice


He is the same cost as 4 terminators.


Tyranid Info , [content deleted] .......  @ 2009/12/27 17:47:13


Post by: AgeOfEgos


Alpha Warriors seem pretty good. Natural T5, give it two sets of scything and throw it in a gaunt brood......pretty cheap too.


Tyranid Info , [content deleted] .......  @ 2009/12/27 18:08:05


Post by: Hollismason


Yeah the Terrafex is a incredible unit. Add in that he has a good immunity versus HellFire he is incredibly difficult to deal with.


Tyranid Info , [content deleted] .......  @ 2009/12/27 18:42:07


Post by: mortetvie


In regards to being really tough and hard to kill as far as the tervigon and such go...Everything big is now very vulnerable to wraithguard and d-cannons. I routinely play with 20 wraithguard and always hated how nids became immune to instant death because of that =(.

Oh well, now that I am playing nids as well I suppose warriors with 2 boneswords will have to do. Seems like nids are the best at taking out nids eh?


Tyranid Info , [content deleted] .......  @ 2009/12/27 18:45:36


Post by: sirisaacnuton


I was looking at the possibility of an all-reserve army, between outflankers, Lictors, Spore Pods, Trygon/Mawlocs, Yrmgal stealers, and Jump Infantry, and an important question popped up:

Does anyone know if the Spore Pods are kept in normal reserves, or if they have the Drop Pod/Daemon deployment of half coming in 1st turn and the rest in reserves? Same with the Trygon/Mawloc. Everything I've seen seems to indicate regular reserves, but it's seemed like GW has been moving away from armies that can keep the entire force in reserve and then start deep striking in, so I thought I'd check.

@Mortetvie: The Skulltaker can do a pretty good job of chopping off their heads too, unfortunately.


Tyranid Info , [content deleted] .......  @ 2009/12/27 18:54:27


Post by: Grundz


regular reserves


Tyranid Info , [content deleted] .......  @ 2009/12/27 19:06:30


Post by: Hulksmash


Wonder if the bonuses state the model has to be on the table for the reserve bonuses to apply. Otherwise you've got your entire army coming in on the second turn if you take a lictor selection and the hive tyrant with the +1 power......Man I want the book to come out so I can get down to crunching out my play style this time around.


Tyranid Info , [content deleted] .......  @ 2009/12/27 19:08:34


Post by: Fateweaver


I love IC hunting with Skulltaker. Best there is at it (except against Lysander or Calgar who are immune to ID).

I'm actually torn with my elites. Deathleaper sounds like a good buy even at the rumored 140; I have 2 lictors that while losing assault on the turn they appear at least now don't stub their toes and did gain a little modicum of survivability; Venomthropes sound like a good gaunt babysitter (you know, screened with gaunts it won't be that easy to take one out); ymgarl stealers sound fun enough to take at least one brood and now that I sold my zoanthropes (go figure) they are worth their points now.

Yeesh. Thank God for PS games where I can take 6 elites as attacker.


Tyranid Info , [content deleted] .......  @ 2009/12/27 19:10:26


Post by: ShumaGorath


Hulksmash wrote:Wonder if the bonuses state the model has to be on the table for the reserve bonuses to apply. Otherwise you've got your entire army coming in on the second turn if you take a lictor selection and the hive tyrant with the +1 power......Man I want the book to come out so I can get down to crunching out my play style this time around.


The deep strike spores cost as much as a terminator. Just keep in mind, you're paying a lot for a 3 wound pod with a t4 to drop something that doesn't have a large volume of firepower. Costs more than a drop pod.


Tyranid Info , [content deleted] .......  @ 2009/12/27 19:10:42


Post by: twistinthunder


I'm not sure about you guys but if the lictor stuff true (namely units ds'ing within 6" not scattering) then im definatly seeing potential for mawloc/trygon/trygon prime + lictor combinations. are you?


Tyranid Info , [content deleted] .......  @ 2009/12/27 19:11:39


Post by: Fateweaver


Hulksmash wrote:Wonder if the bonuses state the model has to be on the table for the reserve bonuses to apply. Otherwise you've got your entire army coming in on the second turn if you take a lictor selection and the hive tyrant with the +1 power......Man I want the book to come out so I can get down to crunching out my play style this time around.


It might but it probably won't as the Advisor doesn't have to be on the table, he just has to be alive.

I'm still going to find use for the 2 lictors I have. Instead of bringing them in next to a squad that can shoot the beejesus out of it, bring it/them somewhere to be a threat the following turn and won't get shot up before hand (reinforcing a CC is a good use for them). Tie up a squad with some gaunts; bring the lictor in using the cc as cover if possible and then if the combat is still ensuing on your next turn than run the lictor(s) in and finish off whatever the gaunts can't.

It appears that the Tyranids, like all the newer 5th edition armies have to use synergy and combined units; not just treat each entity as it's own army unto itself. This to me is a good thing because I see with some experience and competence by the Tyranid player base that Tyranid army being very, very powerful and hard to beat.





Tyranid Info , [content deleted] .......  @ 2009/12/27 19:12:34


Post by: ShumaGorath


twistinthunder wrote:I'm not sure about you guys but if the lictor stuff true (namely units ds'ing within 6" not scattering) then im definatly seeing potential for mawloc/trygon/trygon prime + lictor combinations. are you?


Trygons just move the models they come up under and have fleet anyway. It's not all that needed of a combo. Would be good for accurate mawlocing though.


Tyranid Info , [content deleted] .......  @ 2009/12/27 19:12:48


Post by: twistinthunder


ShumaGorath wrote:
Hulksmash wrote:Wonder if the bonuses state the model has to be on the table for the reserve bonuses to apply. Otherwise you've got your entire army coming in on the second turn if you take a lictor selection and the hive tyrant with the +1 power......Man I want the book to come out so I can get down to crunching out my play style this time around.


The deep strike spores cost as much as a terminator. Just keep in mind, you're paying a lot for a 3 wound pod with a t4 to drop something that doesn't have a large volume of firepower. Costs more than a drop pod.


yeah but you get alot more for the spore than you do a drop pod and 5pts aint much


Tyranid Info , [content deleted] .......  @ 2009/12/27 19:14:28


Post by: RUNE








Gargoyles, Harpy and parasite of mortrex. Worst pics ever. Sorry mates.


Tyranid Info , [content deleted] .......  @ 2009/12/27 19:18:43


Post by: acreedon


wow


Tyranid Info , [content deleted] .......  @ 2009/12/27 19:19:44


Post by: twistinthunder


why does it look like one of the gargoyles is mounting the other one?!?!?!?!?!?!!?


Tyranid Info , [content deleted] .......  @ 2009/12/27 19:33:02


Post by: Redemption


twistinthunder wrote:
ShumaGorath wrote:
Hulksmash wrote:Wonder if the bonuses state the model has to be on the table for the reserve bonuses to apply. Otherwise you've got your entire army coming in on the second turn if you take a lictor selection and the hive tyrant with the +1 power......Man I want the book to come out so I can get down to crunching out my play style this time around.


The deep strike spores cost as much as a terminator. Just keep in mind, you're paying a lot for a 3 wound pod with a t4 to drop something that doesn't have a large volume of firepower. Costs more than a drop pod.


yeah but you get alot more for the spore than you do a drop pod and 5pts aint much


You don't get the Inertial Guidance System rule, so scatter can be deadly. You don't get the Drop Pod Assault rule, so you have to get in line for the regular Reserve roles. You do get a 6 shot 6" S6 AP- ranged weapon, and something that wants to assault it has to deal with 3 S6 MC attacks before it dies. You can add another weapon like a Venom Cannon or Barbed Strangler for 10-20 points, but you always have to shoot at the closest enemy anyway.

All in all that makes them a bigger risk than Drop Pod. You can use the the 'Teleport Beacon' from Lictors, but you can't use the beacon in the turn the Lictor arrived, so if you're unlucky and they arrive before or at the same time of the Lictor, you still scatter. If you want to drop pod a Carnifex, it would suck to loose your 200 point (minumum) investment due to a bad scatter roll.


Tyranid Info , [content deleted] .......  @ 2009/12/27 19:35:54


Post by: Hulksmash


From what we've seen it does have the inertial guidance system though redemption. Making it a safe way to deep strike though yes we don't get to drop half on turn one. If you can combine the tyrant and lictors rules then you can guarentee 5/6th's of your army coming in on turn 2 and can really do some nasty things with close ranged shooting and follow-up assaults in the next turn. Synergy! (I just like that word )


Tyranid Info , [content deleted] .......  @ 2009/12/27 19:38:34


Post by: sirisaacnuton


Redemption wrote:
twistinthunder wrote:
ShumaGorath wrote:
Hulksmash wrote:Wonder if the bonuses state the model has to be on the table for the reserve bonuses to apply. Otherwise you've got your entire army coming in on the second turn if you take a lictor selection and the hive tyrant with the +1 power......Man I want the book to come out so I can get down to crunching out my play style this time around.


The deep strike spores cost as much as a terminator. Just keep in mind, you're paying a lot for a 3 wound pod with a t4 to drop something that doesn't have a large volume of firepower. Costs more than a drop pod.


yeah but you get alot more for the spore than you do a drop pod and 5pts aint much


You don't get the Inertial Guidance System rule, so scatter can be deadly. You don't get the Drop Pod Assault rule, so you have to get in line for the regular Reserve roles. You do get a 6 shot 6" S6 AP- ranged weapon, and something that wants to assault it has to deal with 3 S6 MC attacks before it dies. You can add another weapon like a Venom Cannon or Barbed Strangler for 10-20 points, but you always have to shoot at the closest enemy anyway.

All in all that makes them a bigger risk than Drop Pod. You can use the the 'Teleport Beacon' from Lictors, but you can't use the beacon in the turn the Lictor arrived, so if you're unlucky and they arrive before or at the same time of the Lictor, you still scatter. If you want to drop pod a Carnifex, it would suck to loose your 200 point (minumum) investment due to a bad scatter roll.


Now what I've heard is that they do have the Inertial Guidance rule. I had been operating under that assumption looking at the Spore Pods. If they don't, that makes them much worse. If they do however, I'm liking them.

I also wonder if the Spore Pod has a "never a scoring unit" rule. I would assume it does, but haven't heard anything about it one way or another. If one bought for a Troops is a scoring unit, it would be big also. (After all, it's not a vehicle).


Automatically Appended Next Post:
Also, I don't necessarily see the lack of the drop-pod assault rule as a bad thing. Making your opponent go first denies him a full 2 turns of doing anything to your army. If you have a force that can do significant damage quickly, you may leave your opponent without enough time to do enough to you.


Tyranid Info , [content deleted] .......  @ 2009/12/27 19:53:23


Post by: Refyougee


Anyone have a pic of the Doom of Malan'Tai? Also, what happened to the summary? :(


Tyranid Info , [content deleted] .......  @ 2009/12/27 19:59:02


Post by: Redemption


Hulksmash wrote:From what we've seen it does have the inertial guidance system though redemption.


Ack, reread it to be sure, it does indeed have it, missed because I thought it was the rule's fluff paragraph My apologies!


Tyranid Info , [content deleted] .......  @ 2009/12/27 19:59:28


Post by: Lyracian


Refyougee wrote:Anyone have a pic of the Doom of Malan'Tai? Also, what happened to the summary? :(
What always happens -
Sorry, this image has been deleted or removed for the following reason: Copyrighted by another organisation

If you did not save it during the three hours it was online, then you have missed out.


Tyranid Info , [content deleted] .......  @ 2009/12/27 20:09:45


Post by: Fateweaver


Also remember that if you drop a pod within 6" of Deathleaper or lictors it doesn't scatter so Tyranids now also have a homing beacon.

Drop Pods were used quite a bit BEFORE the Inertial Guidance rule so even without it, the pods can still be useful.

Just make sure you are at least 8 or 9 inches from an enemy unit. Average scatter is 7" so even without In.G (which is rumored pods have) you are going to be fairly safe.


Tyranid Info , [content deleted] .......  @ 2009/12/27 20:14:46


Post by: MilkmanAl


I don't necessarily see the lack of the drop-pod assault rule as a bad thing.
With all the reserve modifiers supposedly heading our way, I actually see lacking that rule as a fairly huge advantage. You get to drop the vast majority of your army wherever you want it on turn 2 instead of setting half of it down and hoping the rest becomes available in a timely fashion. I see some great opportunities for nearly unavoidable alpha strikes with the new Nids. I hope it works out like I have it set up in my head.


Tyranid Info , [content deleted] .......  @ 2009/12/27 20:14:56


Post by: RUNE


Refyougee wrote:Anyone have a pic of the Doom of Malan'Tai?




And a gift:



Tyranid Info , [content deleted] .......  @ 2009/12/27 20:22:29


Post by: AgeOfEgos


That's recycled art;



Tyranid Info , [content deleted] .......  @ 2009/12/27 20:48:40


Post by: Darth Bob


This may have been stated earlier but I don't feel like intently reading through seven pages.

What's the deal with implant attack. It says the victim "Loses All Wounds". Would that be considered the same as instant death or is it different and therefore not affected by Eternal Warrior. If so, we're going to have a trend of HT's 1-shotting special characters.


Tyranid Info , [content deleted] .......  @ 2009/12/27 20:51:30


Post by: warpcrafter


AgeOfEgos wrote:That's recycled art;



All hail Old One Eye! Thanks for bring that to Dakka, it's awesome. Also thanks to Rune for that pic of the Doom of Malantai. That's one special character that I won't be able to kitbash.


Tyranid Info , [content deleted] .......  @ 2009/12/27 20:54:27


Post by: Orangecoke


hey guys

Tyranid newbie here. Im assembling some Termigaunts and wondering: why are people saying "oh now I have to rip all my spinefists off" etc. Are they no good to use now?


Tyranid Info , [content deleted] .......  @ 2009/12/27 21:00:45


Post by: Railguns


In the current edition, you used spinefists because they were the cheaper option that wasn't as powerful but you didn't care because gaunts almost never got to shoot. People took them simply to have numerous cheap models. Termagants were 1 point more expensive but hit harder. Still, they had a 12" range gun so getting to shoot was tricky.

Now the 5th edition nid codex has literally flipped this around so that everyone who wants to use their gaunts the same way they used to has to either rip off all of their gaunt arms or just buy all of them over again. It's purely a marketing based move that spits in the face of everyone who already plays Tyranids.

It would be similar to sluggas and shootas suddenly switching roles and points costs in the next Ork codex just to make everyone buy the boyz kits again.


Tyranid Info , [content deleted] .......  @ 2009/12/27 21:02:30


Post by: Fateweaver


It's due to "rumored" points costs. Apparently the Spinegaunt is no longer the "no-brainer" gaunt choice. I think the fleshborer gaunt is now the new bullet catcher (in the current codex the spinegaunt is the cheapest loadout).

The spinefists look to have gotten a better range. I think Lunas rumor summary has the "rumored" new stats up.

So basically it's "rumored" that spinegaunt is no longer the best in slot bullet catcher anymore, hence people are reequiping their spinegaunts.

Me, I'm running them as is as I've used plastic glue and to break off the arms would destroy the mini more or less.

*Edited after you corrected yourself.


Tyranid Info , [content deleted] .......  @ 2009/12/27 21:05:59


Post by: Railguns


After the codex leak it's confirmed that spinegaunts are 1 point more than the termagants and are twin linked, so they ARE the better for another point option. The loss of living ammo rerolls make Termagants even worse.


Tyranid Info , [content deleted] .......  @ 2009/12/27 21:09:44


Post by: warpcrafter


I would really like to know why they took out rules like Living Ammunition and Without Number. They gave the Tyranids character. What's next, removing Waaagh! from the next Orks Codex?


Tyranid Info , [content deleted] .......  @ 2009/12/27 21:27:07


Post by: Fateweaver


Perhaps with all the nid guns getting arguably better (and yes the new VC is better than the current one IMO) Living Ammo would have been TOO good or not necessary.

Dakkafexes get 4 more shots now rerolling misses. I'll miss rerolling wounds for them but 4 more shots will outweigh rerolling the odd 1 that pops up when shooting at anything not T5 or higher.

I think the fact that Tyranids are a characterful army in itself should not be made characterless by the removal of 1 or 2 rules. Lots of special rules don't make an army have character; the army itself should be what makes it full of character and compared to Marines or IG they are are a characterful army.


Tyranid Info , [content deleted] .......  @ 2009/12/27 21:46:03


Post by: Shep


Railguns wrote:Now the 5th edition nid codex has literally flipped this around so that everyone who wants to use their gaunts the same way they used to has to either rip off all of their gaunt arms or just buy all of them over again. It's purely a marketing based move that spits in the face of everyone who already plays Tyranids.


Marketing move? hardly. The termagant has been the iconic gaunt model since the tyranid background was introduced. Spinegaunts were popular only due to their inexpensiveness. In the 4th edition tyranid codex, both variations were terrible, many just chose the less common variety of gaunt to save points. I applaud the choice to bring the focus of the gaunts back to the termagant. The spingaunts still exist, and for a point you gain a better gun. It may indeed seem like "spitting in the face" of the players who got into tyranids once they found out nidzilla was a terror on the battlefield. But I see it as a nod to the old schoolers who might own some of these...



Railguns wrote:The loss of living ammo rerolls make Termagants even worse.


I will trade living ammo for an extra 6" of range in a heartbeat. The difference between a 12" range and 18" range should be apparent to anyone who has played against orks with shootas, or dire avengers. Its the difference between not ever going to get good shots off, to not hard to get a good volley of shooting.

warpcrafter wrote:I would really like to know why they took out rules like Living Ammunition and Without Number. They gave the Tyranids character. What's next, removing Waaagh! from the next Orks Codex?


Really? Without Number existed in only one tyranid codex. It was never taken by anyone other than for laughs for the entirety of 4th edition, and only became marginally useful for the 18 months that the 4th edition tyranid codex was used during 5th edition. I'll trade WoN for troop tervigons all day.

Living ammunition is just an in game dice rule with no real character. It was only on two guns and only during the reign of the 4th edition codex. The devourer gaining more shots with both versions of the gun is accomplishing the same effect as a re-roll, but it saves more time during the game. The fleshborer gaining 50% more range will do much more to total wounds caused than a simple wound re-roll.


Tyranid Info , [content deleted] .......  @ 2009/12/27 21:48:40


Post by: Redemption


Darth Bob wrote:What's the deal with implant attack. It says the victim "Loses All Wounds". Would that be considered the same as instant death or is it different and therefore not affected by Eternal Warrior. If so, we're going to have a trend of HT's 1-shotting special characters.


Implant Attack now causes Instant Death when you roll a 6 on the roll to Wound. But don't worry, the new Codex is packed with stuff that causes instant death. The Swarmlord has Instant Death with all his attacks, Boneswords have ID with the leadership test (Warriors and Tyrant Guard can now also take Bone Swords)

Fateweaver wrote:Perhaps with all the nid guns getting arguably better (and yes the new VC is better than the current one IMO) Living Ammo would have been TOO good or not necessary.


Actually, most guns seem to have gotten weaker or sidegraded to a diferent role if you ask me, either due to the weapon it self changing, or the creature that could/can wield it. For example, Deathspitters are no longer Blast weapons (bye blast spamming Warrior squads :(). Venom Cannons now are Blast weapons. Barbed Stranglers on a Carnifex are only S6 now. 'Fex can't take 2 big guns anymore (no more Gunfexxes), etc.

Dakkafexes get 4 more shots now rerolling misses. I'll miss rerolling wounds for them but 4 more shots will outweigh rerolling the odd 1 that pops up when shooting at anything not T5 or higher.


Dakkatyrants got worse though. While did they go up 1 in Stength, they almost doubled in cost, lost 1 BS and Living Ammunition. It makes them a bit better against low AV vehicles, but they definetly got worse against infantry.

I think the fact that Tyranids are a characterful army in itself should not be made characterless by the removal of 1 or 2 rules. Lots of special rules don't make an army have character; the army itself should be what makes it full of character and compared to Marines or IG they are are a characterful army.


The new codex is chock-full of special rules. I think almost half the army has 6 or more special rules/wargear.



Tyranid Info , [content deleted] .......  @ 2009/12/27 21:50:27


Post by: JD21290


Marketing move? hardly. The termagant has been the iconic gaunt model since the tyranid background was introduced.



You mean the hunter slayer?
But i do agree with you on what you have wrote.

Again with the range, i agree.
A re-roll is nothing compared to extra range on what was a short ranged weapon.
Meaning they can now shoot before being killed



Without number has pretty much been replaced with the tervigon's special rules.
Something very different, yet more characterful.
Lets face it, its not like a new unit runs in to replace lost ones for nids.
they are a living tide.


Tyranid Info , [content deleted] .......  @ 2009/12/27 21:55:00


Post by: Redemption


Shep wrote:The fleshborer gaining 50% more range will do much more to total wounds caused than a simple wound re-roll.


The Fleshborer is still 12". Gaunts can only get 18" range by getting Devourers, which are quite powerful on them, but doubles their point cost, or by getting Spike Rifles, which are the same cost as Spinefists, but are basically Assault 1 Lasguns.



Tyranid Info , [content deleted] .......  @ 2009/12/27 21:57:10


Post by: ShumaGorath


Now the 5th edition nid codex has literally flipped this around so that everyone who wants to use their gaunts the same way they used to has to either rip off all of their gaunt arms or just buy all of them over again. It's purely a marketing based move that spits in the face of everyone who already plays Tyranids.


Welcome to hyperbole land, population: railguns.

I would really like to know why they took out rules like Living Ammunition and Without Number. They gave the Tyranids character.


Living ammunition maybe, without number though was just stupid in fifth edition. No one took it in fourth, and in fifth it was game breaking. It's removal and placement firmly back into the realm of the fluff background is something I support. Necron weapons blow holes in power armor and their big guns can shoot down titans. Certain things need to be regulated for a functioning game.


Tyranid Info , [content deleted] .......  @ 2009/12/27 22:00:28


Post by: Fateweaver


Shep hit it on the head.

Spinegaunts were taken as a necessary evil in Nidzilla lists because after buying all MC's not much room left for anything else.

As much as people might hate GW not everything done by it's employees is a "marketing ploy". I'm sure JG doesn't sculpt as well as he does because the more his stuff sells the more his contract is worth in the future. He sculpts as good as he does because it's not money driving him but a will to do a good job.

I don't get paid to paint my own stuff and while I won't win any GD's for anything I try to paint everything (even rank and file) to the point where I could win just about every painting competition I entered outside of GD.


Tyranid Info , [content deleted] .......  @ 2009/12/27 22:02:32


Post by: ShumaGorath


As much as people might hate GW not everything done by it's employees is a "marketing ploy".


They aren't going to believe you. Occams razor isn't as fun as conspiracy.


Tyranid Info , [content deleted] .......  @ 2009/12/27 22:04:04


Post by: Fateweaver


Yes Shuma, that is true. It is why I don't brow beat people into seeing things my way (not saying you do, just making a statement).

People can believe what they want but when they go getting all conspiracy theory on me and try to preach it like it's gospel I have to respond in kind.


Tyranid Info , [content deleted] .......  @ 2009/12/27 22:46:02


Post by: Railguns


I don't see how calling something what it is hyperbole. What was once one thing has been, in a literal sense, flipped, so roles are reversed. Believing GW doesn't do certain things to sell models is just as naive as believing that they never do, and I think there is enough evidence to support the theory that this is, in fact, a marketing move.


Tyranid Info , [content deleted] .......  @ 2009/12/27 22:54:44


Post by: Refyougee


Anyone know if the Swarmlord can take a Spore Capsule?


Tyranid Info , [content deleted] .......  @ 2009/12/27 23:01:31


Post by: ShumaGorath


I don't see how calling something what it is hyperbole. What was once one thing has been, in a literal sense, flipped, so roles are reversed.


Actually the spineguants do the exact same thing, in the exact same way. The borer just got marginally better by dropping in points. The only real role reversal is the tyranid vets powergaming their armies all of a sudden decrying a change because they no longer posess the top tier. Suddenly "its not how they wanted their army". The army still functions virtually identically, and since the spine gaunts price increase is in the realm of a point the tyranid forces are paying maybe 60-120 points (in a 2000 point game if they are using a considerable number of them) more for troops that, through the introduction of new tervigons, tyrants, and toxathrophens got much better.

Believing GW doesn't do certain things to sell models is just as naive as believing that they never do, and I think there is enough evidence to support the theory that this is, in fact, a marketing move.


There is absolutely no evidence what so ever. Just a circumstantial premise on which you are basing an accusation. Evidence is something else entirely. Like I said though. Conspiracy us more fun than obvious simplicity, so have fun.


Automatically Appended Next Post:
Refyougee wrote:Anyone know if the Swarmlord can take a Spore Capsule?


I can't read german, but it doesn't have any options at all, let alone 40 point ones. It looks like it's got to walk to where it's going.


Tyranid Info , [content deleted] .......  @ 2009/12/27 23:40:15


Post by: Therion


the army itself should be what makes it full of character and compared to Marines or IG they are are a characterful army.

An army has character if the player making the army list and assembling, converting and painting the models gives it character. Tyranids don't have 'character' simply because they're 'bugs' any more than SM have 'character' because they're 'superhuman'. I've spent nearly 75 euros per Tactical Squad in bitz and parts from extra sprues to give the Marines character, and same goes for all my vehicles. Unless a Tyranid player goes all out like guys like Moloch have, the Nids will be just as bland as any straight-out-of-the-box-and-painted-like-crap army. I fail to see why a bug's weapon needs to have a special rule called 'living ammunition' for you to believe the ammo it shoots is indeed living. Whether a special rule does or doesn't exist doesn't give or take any of the Tyranids' character. The character is found in the background material and in the models.


Tyranid Info , [content deleted] .......  @ 2009/12/27 23:52:41


Post by: AgeOfEgos


I wonder how a Lictor/Swarm Lord army in form of an alpha strike would work?

Reserve everything----everything shows up Turn 2 on a 2+
2x broods of Zoams in pods
3X Trygon DS/subterranean
Stealer Pods for troops

hmmm....


Tyranid Info , [content deleted] .......  @ 2009/12/27 23:58:19


Post by: Kingsley


warpcrafter wrote:I would really like to know why they took out rules like Living Ammunition and Without Number. They gave the Tyranids character. What's next, removing Waaagh! from the next Orks Codex?


Not sure on Living Ammunition, but they probably took out Without Number because it was a bad rule.


Tyranid Info , [content deleted] .......  @ 2009/12/27 23:59:48


Post by: Hive2003


ShumaGorath wrote:

I can't read german, but it doesn't have any options at all, let alone 40 point ones. It looks like it's got to walk to where it's going.


Yeah thats right.

The only ones who can get the Pod are:

Toxotroph
Zoantroph
Nemisis
Pyros
Warriors
Genestealers
Terms
Horms
Carnis


Tyranid Info , [content deleted] .......  @ 2009/12/28 00:07:58


Post by: H.B.M.C.


The pendulum swing that brings T-Gaunts back into the forefront of the army is a marketing ploy. Changing their weapons around so that people have to alter their models/buy new models isn't a marketing ploy.


Tyranid Info , [content deleted] .......  @ 2009/12/28 00:13:01


Post by: winterman


The spingaunts still exist, and for a point you gain a better gun.

Spinefists aren't better at all. I'd say they are worse actually on a gaunt.
Fleshborer is 12" S4 AP5 Assault1
Spinefist is 12" S3 AP5 Assault1 Twinlinked

Same MEq kills (1/12), Spine is slightly better against GEq (3/8 vs 1/3), fleshborer is superior against higher T and can glance AR10. Not sure why spinefists cost a point, but they do. I think making them a free swap woulda been better and fair, and still ecourage fleshborers. My spinefists will get ripped off for scytals or they'll count as spike rifles (spikerifles are 18" S3 Ap- A1 for 1 pt).


Tyranid Info , [content deleted] .......  @ 2009/12/28 00:20:28


Post by: Mad Doc Grotsnik


Hmm. Interesting.

Thing is, Nids have bigger and better things for knacking AV10, so the one advantage Fleshborers have one Spinegaunts whilst undeniably invaluable in a pinch, isn't as big a bonus as it might seem.

After all, the heavy hitters of the Nids tend to have relatively few, but potent attacks (CC Carnies) thus cannot afford to be bogged down by little stuff. So in the wider picture, the Spinefists can make more sense. Against Daemons, Guard, Eldar etc, I'd take the twin linked every time over the additional point of S. But thats just me. After all, a twin linked squad has a fair chance of turning a pathetic round of shooting into an average one, and an average round of shooting into a spectacular one. I prefer the indemnity against those times when the dice decide to rebel against their just and noble ruler, conspiring to have a passive agressive stance by all rolling ones at the same time.


Tyranid Info , [content deleted] .......  @ 2009/12/28 01:22:02


Post by: gorgon


Hive2003 wrote:
ShumaGorath wrote:

I can't read german, but it doesn't have any options at all, let alone 40 point ones. It looks like it's got to walk to where it's going.


Yeah thats right.

The only ones who can get the Pod are:

Toxotroph
Zoantroph
Nemisis
Pyros
Warriors
Genestealers
Terms
Horms
Carnis


And that throws additional curveballs compared to what we knew a week ago. Hive Guard rock, but they have to slog it. As do Tyrants. It should be interesting to see what formulas shake out in terms of ratios of what comes in via pod/DS and what slogs.

I may playtest an all-reserve army using a mix of pods, DS, outflanking and wings (coming in from reserve) this week. No idea if it's gonna work, lol. So much has changed, it's hard to Theoryhammer it.


Tyranid Info , [content deleted] .......  @ 2009/12/28 01:27:15


Post by: Kingsley


Agamemnon2 wrote:So it appears mechanised is the way to go, with expensive veterans carted around in Vendettas. Still, since that's not what I started my army for, nor is it in any way an archetype I'm keen on, I think I'll stick with boots on the ground, infantry platoons and other foot troops, because among other reasons, Vendettas are a pain to transport for those poor plebs without a reasonably priced access to Battlefoam.

I'll lose a gakload of games, but in the end, so what? I'm already a laughing stock, what's a few more humiliations?


I think Vendettas are actually rather poor as transports and that semi-mech is the best option for IG. Your mileage may vary.


Tyranid Info , [content deleted] .......  @ 2009/12/28 01:30:26


Post by: kaiservonhugal


Did anyone save the original post of the codex here? If so - please email it to me - I would appreciate it.


Tyranid Info , [content deleted] .......  @ 2009/12/28 02:50:28


Post by: Fateweaver


winterman wrote:
The spingaunts still exist, and for a point you gain a better gun.

Spinefists aren't better at all. I'd say they are worse actually on a gaunt.
Fleshborer is 12" S4 AP5 Assault1
Spinefist is 12" S3 AP5 Assault1 Twinlinked

Same MEq kills (1/12), Spine is slightly better against GEq (3/8 vs 1/3), fleshborer is superior against higher T and can glance AR10. Not sure why spinefists cost a point, but they do. I think making them a free swap woulda been better and fair, and still ecourage fleshborers. My spinefists will get ripped off for scytals or they'll count as spike rifles (spikerifles are 18" S3 Ap- A1 for 1 pt).


If you are using gaunts to knock out speeders or sentinels you've probably pulling desperation moves in the face of an inevitable loss. If I need speeders dead I'll smack them with deathspitters or devourers or zoanthropes or hive guard.

I mean that's like IG players whining that lasguns are only S3 and that bolters are better because they can glance a landspeeder. Glancing AR10 with a bolter is a last ditch effort move, not something to plan a squads usefulness around. If it is than those people have no idea what gaunts are for.


Tyranid Info , [content deleted] .......  @ 2009/12/28 03:24:09


Post by: warpcrafter


Fateweaver wrote:
winterman wrote:
The spingaunts still exist, and for a point you gain a better gun.

Spinefists aren't better at all. I'd say they are worse actually on a gaunt.
Fleshborer is 12" S4 AP5 Assault1
Spinefist is 12" S3 AP5 Assault1 Twinlinked

Same MEq kills (1/12), Spine is slightly better against GEq (3/8 vs 1/3), fleshborer is superior against higher T and can glance AR10. Not sure why spinefists cost a point, but they do. I think making them a free swap woulda been better and fair, and still ecourage fleshborers. My spinefists will get ripped off for scytals or they'll count as spike rifles (spikerifles are 18" S3 Ap- A1 for 1 pt).


If you are using gaunts to knock out speeders or sentinels you've probably pulling desperation moves in the face of an inevitable loss. If I need speeders dead I'll smack them with deathspitters or devourers or zoanthropes or hive guard.

I mean that's like IG players whining that lasguns are only S3 and that bolters are better because they can glance a landspeeder. Glancing AR10 with a bolter is a last ditch effort move, not something to plan a squads usefulness around. If it is than those people have no idea what gaunts are for.


Of course, you don't plan for it, but it's good to know you can do it if no better targets present themselves. That many shots have a chance of accomplishing something, and if it works, it's at least a facepalm moment for your opponent. Extricating a narrow win or at least a draw out of the depths of certain defeat is much more satisfying than stomping your enemy because you knew that's how it was going to go down. I plan on putting Devourers on all my Termagaunts, because even my pessimism isn't that powerful.


Tyranid Info , [content deleted] .......  @ 2009/12/28 03:27:40


Post by: Fateweaver


Knock yourself out but just because fists won't knock out speeders doesn't make spinegaunts useless. Lasguns anot able to knock out speeders doesn't make IG Vet squads useless.

That reasoning is as absurd as saying GW made spinefists more pricy than fleshborers to get people to buy more gaunts.




Automatically Appended Next Post:
Man, all the in-depth stuff is gone before i got a chance to save it.

I like Lunas revelations. Helps me plan my nids even if I don't know points costs.


Tyranid Info , [content deleted] .......  @ 2009/12/28 04:08:29


Post by: ShumaGorath


This book makes me wish I had never switched to the emperors glorious space sharks :( . Meh. Maybe someday I'll make a swarmlord and use him as the super space shark in apocalypse.


Tyranid Info , [content deleted] .......  @ 2009/12/28 04:24:39


Post by: Aduro


This book has me really excited for my `Nids now that all the leaks are out there and I have a good idea what's coming. On the other hand I kind of wish it wasn't about to come out, because Avatar makes me really want to start up a Guard army.


Tyranid Info , [content deleted] .......  @ 2009/12/28 04:28:16


Post by: gorgon


There was a trail of wrecked Trukks, Speeders and Raiders behind my Termagants in 4th edition. They were opportunity shooters that weren't bad at area denial to AV10.

I don't get the cost for the spinefist "upgrade" either. My current thinking is to stick with fleshborer Termagants, and maybe try out devourer Termagants paired with Tervigons during playtesting.

In other news, it's kinda disappointing that Raveners don't get access to adrenal glands or toxin sacs. I guess their angle is cheapness and speed compared to Warriors. Although Warriors can be kitted out to be *far* deadlier and real MEq killers, albeit at a price.

Lots and lots of glass hammers in this codex. If you can bring those hammers to bear, it's a can of whup-a$$. But the first part looks to be the tricky part.


Tyranid Info , [content deleted] .......  @ 2009/12/28 04:35:22


Post by: Fateweaver


Yay, an army that doesn't play itself unlike the 4th edition Nidzilla that played itself.

Termagants should not be trying to knock out MEQ's or tougher through shooting. Leave it up to the mid size bugs or the hormogaunts to do it through assaulting.

Spinefist is better vs GEQ. Seeing as how you need to get GEQ's out of transports even the S4 FB is not going to cut it (unless you manage side shots and glances can never wreck so even S4 will only disable a chimera and if your opponent lets slow ass gaunts get side shots on his Chimera it wasn't due to tactical genius on your part) spinefists have a place other than being just "bullet catchers on the cheap".

Fleshborers may be arguably better but I'm going to keep spinefists on one of my gaunt broods only because I like how they look and to do so means not ruining my models I put together.

If I get a second brood I'll try a different weapon load out but vs the IG opponents in my group the SF's will be better once I dismount them (you know, using actual nid anti-tank rather than FB's in make-believe land).


Tyranid Info , [content deleted] .......  @ 2009/12/28 04:47:37


Post by: Noisy_Marine


I'm a little worried that Nids can now have 9 carnies and 2 Hive Tyrants. How are my poor CSM gonna deal with all that MC? HUH?


Tyranid Info , [content deleted] .......  @ 2009/12/28 04:56:38


Post by: Lukus83


Those 11 MC's aren't that scary when you realize that they cost about 2k points. WITHOUT UPGRADES!!!


Tyranid Info , [content deleted] .......  @ 2009/12/28 04:57:27


Post by: Fateweaver


Maybe at Apoc levels but 9 Carnies and 2 Tyrants would cost around 2300 pts.

At 2500 pts you could do it but it won't work in under 2k.


Tyranid Info , [content deleted] .......  @ 2009/12/28 05:00:23


Post by: Lukus83


It's ok though. Who wants to use the carnifex now that trygons and mawlocs have stolen the spotlight?


Tyranid Info , [content deleted] .......  @ 2009/12/28 05:02:01


Post by: Fateweaver


*Raises hand*. Sorry but I don't buy into the whole optimal/sub-optimal bs. I use the units I want for the look or for theme.


Tyranid Info , [content deleted] .......  @ 2009/12/28 05:42:25


Post by: ShumaGorath


Noisy_Marine wrote:I'm a little worried that Nids can now have 9 carnies and 2 Hive Tyrants. How are my poor CSM gonna deal with all that MC? HUH?


Well considering thats 1,870 minimum points for 11 models, none of which have a 2+ save you could try just shooting them to death. When they only have 130 points left for troops you could just shoot those and keep a rhino in reserve to win you the game. I'm fairly confidant my current marine force could kill 5 carnifexes on it's first turn (drop sternguard with 5 combi plasmas 5 combi meltas and 11-14 missile launchers). The loss of that 2+ save and the price increase bit into the concept of nidzilla pretty thoroughly. I expect you'll be seeing considerably more mixed arms forces using carnifex squads as a supporting hammer much like dreadnauts or other walkers are used now.

It's ok though. Who wants to use the carnifex now that trygons and mawlocs have stolen the spotlight?It's ok though. Who wants to use the carnifex now that trygons and mawlocs have stolen the spotlight?


A carnifex would beat a trygon to death. They have different uses, at strength six and initiative four a trygon really isn't as scary a close combat opponant as it seems for 200 points.


Tyranid Info , [content deleted] .......  @ 2009/12/28 05:50:32


Post by: ShumaGorath


LunaHound wrote:Can someone tell me which mod deleted my Tyranid Compilation?
Because there is still a whole copy pasted warseer post still there.
So why is mine so special to be deleted? There isnt a single pm about my compilation from mods ,
and yes i was banned. To all of you that asked me where it went and i couldnt answer.


Considering you posted copyrighted pictures and didn't really hide point values it's not particularly surprising. Though it's strange they would ban you without emailing and PMing you. All the times I've been banned I've never missed the courtesy.


Tyranid Info , [content deleted] .......  @ 2009/12/28 06:07:52


Post by: ShumaGorath


It could be they got a request to have it deleted.


Tyranid Info , [content deleted] .......  @ 2009/12/28 06:22:38


Post by: Slackermagee


Which is strange, because it's back up again on the front page I believe. Great stuff, now I don't have to travel an hour to leaf through the store copy.


Tyranid Info , [content deleted] .......  @ 2009/12/28 06:29:21


Post by: winterman


Fateweaver wrote:I mean that's like IG players whining that lasguns are only S3 and that bolters are better because they can glance a landspeeder.

You missed the point of my post entirely or you fail at analogies. Perhaps both.

But personally the point savings and the ability to glance a large number of vehicles in the game far outweighs killing a couple more guardsman a turn.

Call me crazy. Hell call me a power gamer if you like. Just don't say I am whining m'kay? I'm not even the least bit annoyed by the change. I just don't think it makes alot of sense.


Tyranid Info , [content deleted] .......  @ 2009/12/28 07:16:51


Post by: Farmer


S%^£ N*(^%


Tyranid Info , [content deleted] .......  @ 2009/12/28 07:40:45


Post by: warpcrafter


In a couple of weeks it will be a moot point anyway.


Tyranid Info , [content deleted] .......  @ 2009/12/28 07:51:12


Post by: Cryonicleech


Huh.

So Tyranids can have a potential 11 Scoring units?

3 Terivgons at troops, 3 Gaunts, 2 Tervigons as HQ's, all Tervie's vomit out a unit of Gaunts.


Tyranid Info , [content deleted] .......  @ 2009/12/28 07:56:43


Post by: Aduro


Their potential's a lot higher than that given Tervigons Could put out a new unit of Gaunts Every turn.


Tyranid Info , [content deleted] .......  @ 2009/12/28 08:05:59


Post by: warpcrafter


That's right! unless they do something asinine like saying that the newly created units are not scoring.


Tyranid Info , [content deleted] .......  @ 2009/12/28 08:16:22


Post by: Therion


That's right! unless they do something asinine like saying that the newly created units are not scoring.

It seems to me that Tervigons are HQ choices not troops, and neither are the Gaunts they create.


Tyranid Info , [content deleted] .......  @ 2009/12/28 09:35:38


Post by: lord_blackfang


Therion wrote:
That's right! unless they do something asinine like saying that the newly created units are not scoring.

It seems to me that Tervigons are HQ choices not troops, and neither are the Gaunts they create.


Why do you people keep making these wild uneducated guesses when some of us are reading directly from the Codex?

"A Termagant unit created by a Tervigon is identical to a Termagant unit from the Troops section of the army list in every way, and is treated equally regarding scenario objectives."


Tyranid Info , [content deleted] .......  @ 2009/12/28 09:42:51


Post by: Redemption


One thing that baffled me with the new codex is, that for an army that seems to be focussed a lot on assault, only one unit comes with Frag Grenades, and they can't even assault on the turn they arrive! (Lictors + Deathleaper) And only the Carnifex seems to be able to buy Frag Grenades as an upgrade... I would have at least expected assault units like Genestealers or Raveners to have them.

Unless I'm missing something, that would kind of suck as all the high initiative values a lot of 'Nids have are wasted against a smart opponent that just puts his units in cover.



Tyranid Info , [content deleted] .......  @ 2009/12/28 09:55:59


Post by: lord_blackfang


But there are ways to reduce enemy Initiative


Tyranid Info , [content deleted] .......  @ 2009/12/28 10:26:55


Post by: Farmer


LunaHound wrote:
Farmer wrote:S%^£ N*(^%

Yay every want to join in to get this thread locked / deleted?

Thats whats going on right? o_o


Well that wasn't the plan but it seems a good idea.


Tyranid Info , [content deleted] .......  @ 2009/12/28 10:28:32


Post by: LunaHound


Or you can tell me what
Farmer wrote:S%^£ N*(^%

means


Tyranid Info , [content deleted] .......  @ 2009/12/28 10:41:15


Post by: dogma


Equation for signal to noise ratio.


Tyranid Info , [content deleted] .......  @ 2009/12/28 10:49:44


Post by: LunaHound


dogma wrote:Equation for signal to noise ratio.

Seriously?


Tyranid Info , [content deleted] .......  @ 2009/12/28 11:04:15


Post by: Therion


Why do you people keep making these wild uneducated guesses when some of us are reading directly from the Codex?

I don't believe for a second that you're reading from an official and final version of the actual Codex: Tyranids. However, from your leaked pre-release Codex pdf, are you also reading that Tervigons are troops choices, like people are 'wildly and uneducatedly' guessing?


Tyranid Info , [content deleted] .......  @ 2009/12/28 11:14:41


Post by: Kingsley


You know, Tervigon spawn counting as standard units is a double-edged sword. On the one hand, it means that you get more scoring units. On the other, it means that KP scenarios are very much not your friends.


Tyranid Info , [content deleted] .......  @ 2009/12/28 11:30:07


Post by: saryrn


Can anybody clarify the conflicting rumours regarding Tyrant joining Tyrant guard? I heard them ranging from - The Tyrant + Guard unit cannot gain any cover saves, to - When assigning wounds the Guard has to take wounds first.


Tyranid Info , [content deleted] .......  @ 2009/12/28 11:32:50


Post by: Redemption


Therion wrote:
Why do you people keep making these wild uneducated guesses when some of us are reading directly from the Codex?

I don't believe for a second that you're reading from an official and final version of the actual Codex: Tyranids. However, from your leaked pre-release Codex pdf, are you also reading that Tervigons are troops choices, like people are 'wildly and uneducatedly' guessing?


The final version is already for preview in stores, most notably german ones. And you can take 1 Tervigon as a Troops choice for every unit of Termagants.

Fetterkey wrote:You know, Tervigon spawn counting as standard units is a double-edged sword. On the one hand, it means that you get more scoring units. On the other, it means that KP scenarios are very much not your friends.


You can choose not to spawn though. This is also useful when you have no room to spawn any Termagants (e.g., surrounded by enemies) and don't want to risk exhausting the Tervigon (rolling a double).


Tyranid Info , [content deleted] .......  @ 2009/12/28 11:42:53


Post by: lord_blackfang


Therion wrote:
Why do you people keep making these wild uneducated guesses when some of us are reading directly from the Codex?

I don't believe for a second that you're reading from an official and final version of the actual Codex: Tyranids. However, from your leaked pre-release Codex pdf, are you also reading that Tervigons are troops choices, like people are 'wildly and uneducatedly' guessing?


Why would you possibly bother asking me a question when you don't believe my answers?


Tyranid Info , [content deleted] .......  @ 2009/12/28 11:44:34


Post by: Kingsley


True, but if you're relying on those extra Termagants you might be in for a nasty surprise. Tervigons definitely seem like a strong unit to me, especially in the Troops slot, but they are weaker in KP missions than in objective-based ones.


Tyranid Info , [content deleted] .......  @ 2009/12/28 12:14:34


Post by: twistinthunder


true but how do we know that the spawned unit are scoring units?


Tyranid Info , [content deleted] .......  @ 2009/12/28 12:43:47


Post by: Alpharius


I just spent too much time cleaning up OT chatter and spam in this thread.

There's so much of it, that I just gave up on trying to completely tidy it up.

So, if there is a lot more of that happening in here, this thread's going to get locked.

And, as always, if ANYONE has ANY issues with ANYTHING that happens on here, be it Mod directed or not, please feel free to contact Yakface about it.


Tyranid Info , [content deleted] .......  @ 2009/12/28 12:44:55


Post by: Kingsley


twistinthunder wrote:true but how do we know that the spawned unit are scoring units?


Because someone quoted the rule that says they are?


Tyranid Info , [content deleted] .......  @ 2009/12/28 12:52:08


Post by: Lyracian


So can anyone tell me how "Toxic Miasma" now works? do opponents take wounds at the start/end of the Assault Phase?


Tyranid Info , [content deleted] .......  @ 2009/12/28 14:03:21


Post by: Redemption


Lyracian wrote:So can anyone tell me how "Toxic Miasma" now works? do opponents take wounds at the start/end of the Assault Phase?


At the end of every player turn, every enemy model in base contact with a 'Nid with Toxic Miasma has to take a Toughness test or take a wound. Regular saves (except cover saves) apply. Vehicles are immune.

So I think these wounds don't count for the assault result either.


Tyranid Info , [content deleted] .......  @ 2009/12/28 14:54:14


Post by: Therion


Why would you possibly bother asking me a question when you don't believe my answers?

I have no vested interest in whether your answers are believable or not. What I don't believe is that you're holding a final copy of the English Codex: Tyranids like a said earlier. I find it objectionable that someone would brag and try to take some sort of twisted parody of pride in something which is a blatant lie. Even if it wasn't a lie, I wouldn't consider your attitude strange. Wonders of internet.


Tyranid Info , [content deleted] .......  @ 2009/12/28 15:46:38


Post by: lord_blackfang


Therion wrote:
Why would you possibly bother asking me a question when you don't believe my answers?

I have no vested interest in whether your answers are believable or not. What I don't believe is that you're holding a final copy of the English Codex: Tyranids like a said earlier. I find it objectionable that someone would brag and try to take some sort of twisted parody of pride in something which is a blatant lie. Even if it wasn't a lie, I wouldn't consider your attitude strange. Wonders of internet.


What I have is 100% as good as a printed and bound Codex (which I never said is what I had), as years of internet leaks have proven time and time again. If me calling your ignorant guess what it is offended you so much, report me, but don't try to discredit my information.


Tyranid Info , [content deleted] .......  @ 2009/12/28 15:49:05


Post by: Mahu


Please forgive me if this has been asked before, but what does the Tyrgon's Entry Hole do?

Can units arrive from it the same turn the Trygon does?


Tyranid Info , [content deleted] .......  @ 2009/12/28 16:28:14


Post by: Davor


Mahu wrote:Please forgive me if this has been asked before, but what does the Tyrgon's Entry Hole do?

Can units arrive from it the same turn the Trygon does?


From reading the rumours only the Tyrgon DS out of the hole first, but can't move or assault, but just fire. After he moves out of the hole the next turn if it's not covered up by enemies, (vecihles, not shure what else can cover a hole) then ONE other unit can come out of it, but it can't move or assault out of it either, just fire.

Again only going by rumours I read, so it could be inacurate.


Tyranid Info , [content deleted] .......  @ 2009/12/28 16:45:34


Post by: warboss


is luna banned for posting the nid info? his sig talks about being banned. maybe i just didn't notice it before...


Tyranid Info , [content deleted] .......  @ 2009/12/28 17:19:55


Post by: winterman


Please forgive me if this has been asked before, but what does the Tyrgon's Entry Hole do?

Can units arrive from it the same turn the Trygon does?


Rough Translation of his subterranean assault rule:
If the Trygon Deep Strikes into an enemy unit or impassable terrain, reduce the scatter by the minimum distance to avoid a mishap. Once the Trygon has, place a marker the size of his base where he lands. Any infantry coming in from reserve may use the Trygon's hole instead of the table edge. Place the unit within 6" of the hole, the unit may not move or assault. Only one unit may come in this way per hole.

Useful but not game changing. Basically a way to get units to objectives unharmed as far as I am concerned. Wish the reserve bonuses Tyranids got were rerolls and not +1s. Delaying reserves would be much handier.


Tyranid Info , [content deleted] .......  @ 2009/12/28 17:52:20


Post by: Fateweaver


Banned for something else not relevant to the tyranid discussion.

As per the german codex the Tyrant can join tyrant guard as an IC, meaning that while ranged shots are allocated in the usual manner the Tyrant fights as an IC in assault meaning he can be singled out in the assault phase.

But don't worry. With certain powers and the improved stats to him in certain areas it's going to be very tough for even a dedicated assault squad to kill him (not to mention focusing all your attacks on the Tyrant will free up the TG to beat on you with no recourse). My planned Tyrant is a melta shy of a naked landraider but will slap even a Thunderstorm termie squad around.

Yes, 1 Tervigon can be taken for every brood of termagants as a troop choice and any new termagants spawned by it count as a normal termagant squad for all intents and purposes (ie scoring, give up kp's, have IB, etc etc etc). So you could have 5 Tervigons in the army.


Tyranid Info , [content deleted] .......  @ 2009/12/28 18:04:50


Post by: Aduro


Best case scenario, `Nids get 41 Scoring Units. In tournaments where you have degrees of win by holding X more objectives than your opponent, that can be really potent.


Tyranid Info , [content deleted] .......  @ 2009/12/28 18:09:35


Post by: AgeOfEgos


Tervigons seems like one of the stronger units in the dex. Tough to kill, makes scoring units, force multiplies every thing close to it.



Tyranid Info , [content deleted] .......  @ 2009/12/28 20:21:05


Post by: Davor


i have a question, wich I don't understand from reading the rumours. What is the point of the Tyrant Guard? Does he still take wounds before the Hive Tyrant?

I don't get the rule of if the HT dies the TG become angry and have some special USR then. So if they are suppose to take wounds before the HT how does a HT die before a HG? If a HG dosn't take damage that went to a HT, then what would be the use or purpose of a HG then?

*edit* Sorry, just noticed I was in Rumours thread, sorry, can a mod move this to the proper section it should be in.


Tyranid Info , [content deleted] .......  @ 2009/12/28 20:30:32


Post by: Orangecoke


Question about the Warriors:

In WD battle report, there's a unit with just devourers, and another unit with Venom Cannon and 2 deathspitters. What is the min/max size of the Warrior unit and can you mix guns in it? Im working on a couple of boxes of the models right now. So far I have 2 devourers and a barbed strangler version done.


Tyranid Info , [content deleted] .......  @ 2009/12/28 20:57:53


Post by: Aduro


Tyrants join units of Tyrant Guard to keep from being picked out by shooting. Because of wound allocation rules however, they could still die before their guard if enough fire is thrown their way. They are also able to be picked out in close combat as a separate target.

I forget how big the Warrior broods could be, but all Warriors in the brood must be equipped with all the same weapons, with the exception that One may have a Venom Cannon or a Barbed Strangler.


Tyranid Info , [content deleted] .......  @ 2009/12/28 21:04:40


Post by: Redemption


Davor wrote:i have a question, wich I don't understand from reading the rumours. What is the point of the Tyrant Guard? Does he still take wounds before the Hive Tyrant?

I don't get the rule of if the HT dies the TG become angry and have some special USR then. So if they are suppose to take wounds before the HT how does a HT die before a HG? If a HG dosn't take damage that went to a HT, then what would be the use or purpose of a HG then?


You can still allocate wounds to the Tyrant Guard when shot from range, but the enemy can indeed target the Hive Tyrant individually in close combat. So the Tyrant Guard still adds some protection to your Tyrant, plus he can carry stuff like a Lash Whip or a Bonesword for added defense or offense.

Orangecoke wrote:Question about the Warriors:

In WD battle report, there's a unit with just devourers, and another unit with Venom Cannon and 2 deathspitters. What is the min/max size of the Warrior unit and can you mix guns in it? Im working on a couple of boxes of the models right now. So far I have 2 devourers and a barbed strangler version done.

Warriors come with Devourers and Scything Talons standard. Brood size is 3 to 9 Warriors. Each brood must be equipped identically, except for 1 warrior that may get a bigger weapon (Barbed Strangler or Venom Cannon). The Scything Talons can be replaced by Rending Claws, a pair of Boneswords or a Bonesword and a Lashwhip. The Devourer can be replaced by Rending Claws, Spinefists, a Deathspitter, Scything Talons (which may not be replaced again by another melee weapon) or one of the 2 heavy weapons.


Tyranid Info , [content deleted] .......  @ 2009/12/28 21:05:35


Post by: Orangecoke


ok cool tyvm


Tyranid Info , [content deleted] .......  @ 2009/12/28 21:05:43


Post by: ShumaGorath


Davor wrote:i have a question, wich I don't understand from reading the rumours. What is the point of the Tyrant Guard? Does he still take wounds before the Hive Tyrant?

I don't get the rule of if the HT dies the TG become angry and have some special USR then. So if they are suppose to take wounds before the HT how does a HT die before a HG? If a HG dosn't take damage that went to a HT, then what would be the use or purpose of a HG then?

*edit* Sorry, just noticed I was in Rumours thread, sorry, can a mod move this to the proper section it should be in.


It keeps the hive tyrant from getting shot to death early, which is the biggest danger to it. The tyrant can now be singled out in combat like any independent character, but keep in mind it is a T6 WS8 4 attack monstrous creature, so it's probably most comfortable in the fight.


Tyranid Info , [content deleted] .......  @ 2009/12/28 21:24:43


Post by: Orangecoke


I tend to fight pretty much only MEQ armies locally. Is a devourer pretty good for those, or am I better served to take Deathspitters?


Tyranid Info , [content deleted] .......  @ 2009/12/28 21:28:43


Post by: Redemption


Orangecoke wrote:I tend to fight pretty much only MEQ armies locally. Is a devourer pretty good for those, or am I better served to take Deathspitters?


The Devourer is S4 AP- Assault 3 while the Deathspitter is S5 AP5 Assault 3. So the Deathspitter is slightly better, but it has a higher point cost to match.


Tyranid Info , [content deleted] .......  @ 2009/12/28 21:31:41


Post by: gorgon


Orangecoke, I think that's the wrong question. Neither weapon is really anti-MEq. The right question is whether you take scything talons, rending claws or boneswords.

Considering that WS5 + Adrenal glands or poison + boneswords = lots of dead MEqs, I'd give the boneswords a try first.


Tyranid Info , [content deleted] .......  @ 2009/12/28 21:34:19


Post by: Orangecoke


ah I see

'course, the one option I dont have proper model bitz for

So warriors can somewhat reliably make it into close combat?


Tyranid Info , [content deleted] .......  @ 2009/12/28 21:36:17


Post by: ShumaGorath


Orangecoke wrote:ah I see

'course, the one option I dont have proper model bitz for

So warriors can somewhat reliably make it into close combat?


3 wound and a 4+ save but no eternal warrior and a toughness of four. It really depends on the amount of str 8 or above your opponent fields. IG will tear them apart, orks or eldar will have more difficulty.


Tyranid Info , [content deleted] .......  @ 2009/12/28 21:38:41


Post by: Redemption


gorgon wrote:Orangecoke, I think that's the wrong question. Neither weapon is really anti-MEq. The right question is whether you take scything talons, rending claws or boneswords.

Considering that WS5 + Adrenal glands or poison + boneswords = lots of dead MEqs, I'd give the boneswords a try first.


Of course, at that point your Warriors cost more than a Terminator each and still have to make due with their T4 W3 and a 4+ save (or 5+ if you take winged ones). They're expensive glass hammers, but then again, the new codex seems to be full of those. I guess a new tactic is taking some many deadly but vulnerable units that if one or two do finally get to the enemy lines, they kill plenty of stuff.


Tyranid Info , [content deleted] .......  @ 2009/12/28 21:41:19


Post by: RxGhost


Mahu wrote:Please forgive me if this has been asked before, but what does the Tyrgon's Entry Hole do?

Can units arrive from it the same turn the Trygon does?


You see, when a mommy Trygon and a daddy Trygon love each other a whole lot...


Tyranid Info , [content deleted] .......  @ 2009/12/28 21:48:20


Post by: Hive2003


I field my Warriors with Claws and Deathspitters.
They`ll use the flanking special rule of the tyrant.
For additional CC power they get the alpha warrior with deathspitter, bonesword/ lash and regeneration.
This squad has a good chance to destroy the rhino and then attack the passengers.


Tyranid Info , [content deleted] .......  @ 2009/12/28 21:50:15


Post by: Mahu


I already equipped my Warriors with Deathspitters and Scything Talons based on the Rumor. They will die too easily in combat, but in cover with the equivalent of IG Heavy Bolters? Yes please.

According to WD, a unit of 4 with Death Spitters and a Venom Canon are the same cost as 25 Hormagaunts or 30 Termagaunts.


Tyranid Info , [content deleted] .......  @ 2009/12/28 21:52:20


Post by: gorgon


Define "reliably get into close combat", LOL.

Winged Warriors will get there faster but only have a 5+ save, so you'll need to make use of cover, to be sure. Regular Warriors have to slog it or pod in.

Although they're certainly a lot more dangerous in CC than shooting devourers or deathspitters. Four Warriors with Devs will kill 1 MEq per volley. With DS it "jumps" up to 1.3 MEqs. With boneswords and adrenal glands, you're looking at 7ish dead MEqs at I5 on the charge.

Warriors can be really nasty if you can get them stuck in.


Automatically Appended Next Post:
Redemption wrote:Of course, at that point your Warriors cost more than a Terminator each and still have to make due with their T4 W3 and a 4+ save (or 5+ if you take winged ones). They're expensive glass hammers, but then again, the new codex seems to be full of those. I guess a new tactic is taking some many deadly but vulnerable units that if one or two do finally get to the enemy lines, they kill plenty of stuff.


Seems to me that the irony of T4 W3 Warriors is that they become easier to hide in a MC-heavy list than a horde list. So much for them being synapse support. It's kinda looking as though Tervigons have stolen that role, although I still think filling Troops slots with Tervigons and Termagants and not Genestealers, Warriors or Hormagaunts puts a lot of pressure on the rest of the org chart to be very killy.




Tyranid Info , [content deleted] .......  @ 2009/12/28 22:50:27


Post by: Aduro


I want to do a up a unit of Warriors with Boneswords and Deathspitters, if for no other reason than nostalgia.


Tyranid Info , [content deleted] .......  @ 2009/12/28 23:30:52


Post by: Davor


RxGhost wrote:
Mahu wrote:Please forgive me if this has been asked before, but what does the Tyrgon's Entry Hole do?

Can units arrive from it the same turn the Trygon does?


You see, when a mommy Trygon and a daddy Trygon love each other a whole lot...


LMFAO

Thanks guys for the explanation about the HT and TG, I am just getting into gaming now. Been painting and collecting for years but finally starting to play.