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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.

   
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Buzzard's Knob

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?

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London (work) / Pompey (live, from time to time)

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

IE: Ranged flaming bio-cannon.

not a flamer on steroids.

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

Jack


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But does the Lictor still have 3 wounds? How about the venomthrope?
   
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Pyrovores only explode when hit by Instant Death weapons.

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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.

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

3 wounds lictor
2 wounds venom

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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
   
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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.

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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
   
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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.

This message was edited 2 times. Last update was at 2009/12/27 03:41:54


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

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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?

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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.

This message was edited 3 times. Last update was at 2009/12/27 04:18:30


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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....

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Buzzard's Knob

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?

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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%

This message was edited 1 time. Last update was at 2009/12/27 04:26:15


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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.

This message was edited 3 times. Last update was at 2009/12/27 04:54:34


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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

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


What's the rule that makes abbadon ws1?

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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 .

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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.

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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.

This message was edited 1 time. Last update was at 2009/12/27 06:48:55


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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 -_-

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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?

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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).

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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.
   
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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?
   
 
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