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2014/02/07 17:54:34
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
Fast Attack-
4x Spore mines [20]
4x Spore mines [20]
Heavy-
Exocrine [170]
Prime can attack to warriors, or termagants for a large amount of ablative wounds. 2 venomthropes is much harder to kill than 1, theres stuff that ignores cover out there but not everything does, and with just 1 you run the risk of something vector striking or a flyer coming in and just blowing up your 1 venomthrope. You still get some monstrous creatures, the exocrine and tervigon. They are just not in HQ. With the tervigon, warriors, prime, and 2 seperate zoanthropes, you have 4-5 areas of Synapse coverage so you dont have to worry about synapse pretty much ever.
This list is designed to move in and unload a lot of shooting, and then do clean up. Turn 2 you should be unloading some nasty firepower. With 3 psykers theres a decent chance you will have onslaught, so you can run and shoot which could give some good turn one firing as well, but most of the units will be out of range on turn 1. Turn 2 there is a decent chance you will drop 2x (4) spore mines and unload close to 100% of the armies shooting into whatever. The army also has a lot of staying power relative to the points level for objectives.
The main weakness being speed, there are no beasts or winged creatures. This army would need thought regarding objectives, as you will not be able to easily rush of and contest or grab last turn guaranteed like some builds of various armies.
2014/02/07 18:45:14
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
Tomorrow is going to be the third battle between a friend I made at the local GW. He's fielding Black Templars, and this is for the tiebreaker. We are playing 2500 points double FOC, and unfortunately I dont have the models to really make this work for me. I know he has a hard time bringing down MC's and takes lots of vehicles.
This is the list Im taking ATM:
2 Flyrants each with HVC/Devourer, one with HC Venomthrope
Venomthrope
Tervigon w/Cluster spines and miasma cannon
30 Gaunts outflanking, 10 have devourers
12 Gargoyles (cover screen)
Hive Crone
Hive Crone
3xCarnifex w/HVC and Devourers, however I may run all Devs Trygon w/Toxin Sacs
Haruspex (my Harpy wont be in the mail yet :( )
Mawloc
Tyrannofex w/Acid and shreddershard beatles
So lots of big bugs. He's got at least two storm ravens and for that reason Im considering giving at least two of the Carnifex all devourers. Im hoping I can get catalyst/onslaught on at least one tyrant.
I've been lurking around ever since the release of the tyranid codex. After completing my current IG army, I was really excited to get the new Tyranid codex and dust off my old CC Tyranid army. Anyway, on to a recent stab for a boilerplate:
Death Leaper x1
Lictor x5
Stealers x5
Brood Lord x1
Stealers x5
Brood Lord x1
Stealers x5
Brood Lord x1
Mawloc x1
Mawloc x1
It comes in around 1050 so there's ample room to expand. The idea is that from the DL's formation you get -1 Ld to anyone with 12" of the formation. From the Broodlords you get The Horror with -2Ld pinning check. On top of that DL gives -D3Ld to a selected character.
You're now able to force pinning checks on a 5 or 6 for the majority of units, supressing them until the rest of your army comes in. On top of that, since you've spread a layer of phermone around the board, your Mawlocs syngergize nicely and won't scatter off their targets.
This all fits in nicely at just over 1k too Thoughts?
2014/02/07 20:08:55
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
streamdragon wrote: Pretty sure you'll need an HQ choice, as I believe the formations do not satisfy the mandatory FoC selections (as they exist outside the FoC).
Absolutely. A Tyrant, Prime, or Old One Eye is needed to form the core of your list.
streamdragon wrote: Pretty sure you'll need an HQ choice, as I believe the formations do not satisfy the mandatory FoC selections (as they exist outside the FoC).
Sorry to not be clear, this isn't a complete list, it's just a nice combo to use in whatever context you'd like. Tack on whatever HQ you want really, the point was the nice synergy that the three types of unit have together.
2014/02/07 20:13:20
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
Eldercaveman wrote: http://www.dakkadakka.com/dakkaforum/posts/list/575587.page
And if you don't like the Biovore model, convert your own
Great tip. I'm bookmarking that for later. The idea of spending $41 for 1 finecast biovore is not very appealing. Much rather spend $70 for 3 plastic conversions.
I was planning on using leadbelchers as the basis for mine. Making 4 for @$40 was appealing, but these look a little more accurate. Thanks for the link.
If your using stock models for your entire army Nids get very expensive very fast and I hate to say it, but expensive modles can limit your tactical decisions.
This message was edited 2 times. Last update was at 2014/02/07 20:14:33
2014/02/07 22:14:35
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
Honestly not the biggest fan of the list above. I like T-Fexes at 1000. They can do a lot of damage starting turn two. I love Regen on T6 MCs at 1000. The list I proposed might indeed have slow elements but at 1000 pts it is also tough as nails. It woll get to the opponents DZ by turn three. The Flyrant can fly off and return so everything is in place at the same time too. I guess it is about meta and approach. You have two FMCs. I have one but I have two very tough MCs - one with adrenal coming at you fast. We bioth use Venomthrope and Zoan and Biovores - we absolutely agree on these.
This message was edited 1 time. Last update was at 2014/02/07 22:18:27
2014/02/07 22:20:23
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
It is people coming from different perspectives Jancoren. I have a list I will be playing next week that is outside the accepted 'norm' for Nids. I just thin that we have boxed ourselves in with the old codex mentality - gargs and flyrants. All we di was acknowledge that Tervigons were nerfed so we cut back on those ( although one is acceptable it seems). I say play an entirely different list. I have no flyers in the list i'm using next week. None. I fully expect to win, lol. I'll PM you the list if you are interested.
2014/02/07 22:54:21
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
Honestly not the biggest fan of the list above. I like T-Fexes at 1000. They can do a lot of damage starting turn two. I love Regen on T6 MCs at 1000. The list I proposed might indeed have slow elements but at 1000 pts it is also tough as nails. It woll get to the opponents DZ by turn three. The Flyrant can fly off and return so everything is in place at the same time too. I guess it is about meta and approach. You have two FMCs. I have one but I have two very tough MCs - one with adrenal coming at you fast. We bioth use Venomthrope and Zoan and Biovores - we absolutely agree on these.
Your list might beat my list (especially in kill points). But you probably aren't going to find many people that want to run a TFex and a Tervigon at 1500+. So someone starting out would have 1 or 2 models that have less usefulness as they expand their collection. Meanwhile, most people will want 2 flyrants at some point. I built my list as a stepping stone on the way to 1850 or 2000.
If I were to play your list, I would tarpit your Tfex with Gargoyles which would take you the entire game to go through. (3 Attacks + blinded (WS 1) = 1 dead gargoyle per turn). My 120 point unit sacrificed against your 200 point one seems like a good bargain. If you ever come to Wichita we can play it out and see.
2014/02/08 01:23:02
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
I really like the thought of infiltrating some Licktors in area terrain, and go to ground for a 2+ cover save. Then have a flyrant come over next turn to get them back up.
But where does it say synapse ignore the gtg effects? I can't find it anywhere in the 'nids codex, or brb. Hopefully i've just missed something!
2014/02/08 02:59:33
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
rigeld2 wrote:So I have a league game tonight. It's a funky scenario - kill points, game lasts for 7 turns (no rolling for turns) and dead units come on from Reserve on your next turn.
I'm playing against another Nid player. I'm thinking of using the following list:
Spoiler:
+++ escalation1750 (1750pts) +++
+ HQ +
* Hive Tyrant
(Psyker (Mastery Level 2) (), Shadow in the Warp, Synapse Creature)
2x Twin-Linked Devourer with Brainleech Worms
* Old One Eye
(Alpha Leader, Berzerk Rampage, Fearless, Instinctive Behaviour - Feed, Living Battering Ram)
Crushing claws, Scything talons, Thresher scythe (Tail Weapon)
* Warlord Trait
Adaptive Biology
Part of the point is to have fun, so it's not a balls-to-the-wall tournament list, but I want to see how well it can do overall. Obviously I have a weakness vs Flyers, but with 60 Twin Linked shots a turn I think I'm okay. IIRC MY opponent only has one Flyrant anyway. And I'm still debating between the Shreddershard and the Dessicator on the Tyrannofex.
Well since the mission rules change what you're looking for from point efficiency to kill/death ratio then hard to kill units with a lot of damage output would be preferred. Two full units of Dakkafexes fits that, two Flyrants (actually not sure on that one, they aren't always hard to kill). Also considering dead units come in from reserves the next turn Tyrgon tunnels will be very useful. Perhaps something like:
1 Tyranid Prime
1 Tyranid Prime
19 Termigants
-19 Devourers
18 Termigants
-18 Devourers
3 Carnifex
-6 TW Devouers W/ BLW
3 Carnifex
-6 TW Devouers W/ BLW
1 Trygon Prime
-Reaper of Obliterax
-Miasma Cannon
Stick the primes with the Dakkafexes and play wound allocation games. They can take 11 wounds before any models are removed
DS the Trygon to get a tunnel out there and you can enter from reserves from there. Every time your opponent kills the Trygon you get a new tunnel to
All units have maximum shooty to do right out of reserves
-It is not the strongest of the Tyranids that survive but the ones most adaptive to change.
2014/02/08 03:07:36
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
Carnifex - 2 x Twin Devourers
Carnifex - 2 x Twin Devourers
- Ok, so, that looks stable. But let's throw out some other ideas I want to toy with for the sake of it.
Raveners - Seriously. I love the Raveners. They're fast, throw out multiple attacks, rending is so very handy and The Red Terror is a gem for what it does.
Biovores - I keep hearing praise and love for these guys. As such I may consider a few.
So, putting this out there. 1500 points - let's see what different variant lists we can come up with.
Disclaimer: Currently I only have 1 Flyrant with Twin-Devourers. The foot Tyrants are as follows - Swarmlord, LW & Bonesword, Scytals and Scytals and Venom Cannon.
Currently - Crones are not on the menu. I will get some in due time but it is very much pending a friend's finances sorting out for him as part of our trade.
Likewise - Mawlocs are not on the plate at the moment.
Now only a CSM player.
2014/02/08 04:59:05
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
Carnifex - 2 x Twin Devourers
Carnifex - 2 x Twin Devourers
- Ok, so, that looks stable. But let's throw out some other ideas I want to toy with for the sake of it.
Raveners - Seriously. I love the Raveners. They're fast, throw out multiple attacks, rending is so very handy and The Red Terror is a gem for what it does.
Biovores - I keep hearing praise and love for these guys. As such I may consider a few.
So, putting this out there. 1500 points - let's see what different variant lists we can come up with.
Disclaimer: Currently I only have 1 Flyrant with Twin-Devourers. The foot Tyrants are as follows - Swarmlord, LW & Bonesword, Scytals and Scytals and Venom Cannon.
Currently - Crones are not on the menu. I will get some in due time but it is very much pending a friend's finances sorting out for him as part of our trade.
Likewise - Mawlocs are not on the plate at the moment.
Strangle Warriors seem synergetic with Biovores. You might consider dropping the Tervigon and the Stealers for a Biovore unit and another unit of Strangle Warriors. This would give you some good pie plate launches that can sit in your backfield in cover and they can grab points in the late game. Add a Venomthrope you could give them all 2/3+ cover saves in area terrain. The only issue to fix would then be the very little synapse in the midfield for your dakkfexs. I know they won't eat themselves in units of one but it could leave them unable to dakka and that would make a sad dakkafex. The point exchange should leave you with enough to get another Zoanthrope or two (if you forgo the deathspitters) though so that should fix that.
Just my 2 cents
-It is not the strongest of the Tyranids that survive but the ones most adaptive to change.
2014/02/08 06:51:06
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
There are 9 Tyranid 6th ed players actually, and so far they have imo, a pretty decent showing so far at least for a new book that has received so much utter doom and gloom.
Really hope at least one will make Day 3, though highly doubtful.
There are 21 3-0 undefeated players on Day 1 atm.
6th Ed Tyranid Record at LVO:
WWW: 1
WWD: 1
WWL: 4
WLL: 2
LLL: 1
5th Ed Tyranid:
WWL: 1
WLL: 1
This message was edited 1 time. Last update was at 2014/02/08 09:19:34
for the emperor
2014/02/08 16:11:28
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
For those of us who insist on running a melee-based Tyrant, I think it's worth weighing up the Reaper of Obliterax vs Bonesword & Toxin Sacks combination.
Initially I was thinking the Bonesword & Toxin Sacks, however for only a small increase in price you end up with quite a different weapon.
The Reaper gives us S7, Shred and ID on a 6.
The Bonesword & Toxin Sacks gives us S6, wounds on a 4+ at worst, re-rolls failed wounds that would be 3+ or better, and ID on a 6.
As far as I can tell, the "big" difference when it comes to inflicting ID against a big T8 enemy (like a Wraithknight) is that the Bonesword & Toxin Sacks will re-roll to wounds of 1-3, and ID on a 6, where as the Reaper of Obliterax will re-roll to wounds of 1-4 and ID on a 6, making the Reaper of Obliterax ever so slightly more likely to gib the Wraithknight.
It's also worth notinh that with the Reaper and Adrenal Glands, it's possible to get S8 on the charge, so you can cleave your way through a group of T4 multi-wound models (Nobz, Battlesuits, medium Tyranids etc).
Has anyone experimented with the two?
2014/02/08 16:23:09
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
Xyptc wrote: For those of us who insist on running a melee-based Tyrant, I think it's worth weighing up the Reaper of Obliterax vs Bonesword & Toxin Sacks combination.
Initially I was thinking the Bonesword & Toxin Sacks, however for only a small increase in price you end up with quite a different weapon.
The Reaper gives us S7, Shred and ID on a 6.
The Bonesword & Toxin Sacks gives us S6, wounds on a 4+ at worst, re-rolls failed wounds that would be 3+ or better, and ID on a 6.
You'd re-roll wounds against any model T6 or below.
As far as I can tell, the "big" difference when it comes to inflicting ID against a big T8 enemy (like a Wraithknight) is that the Bonesword & Toxin Sacks will re-roll to wounds of 1-3, and ID on a 6, where as the Reaper of Obliterax will re-roll to wounds of 1-4 and ID on a 6, making the Reaper of Obliterax ever so slightly more likely to gib the Wraithknight.
BS&TS wound on a 6 with no re-rolls. Smashing means you wound on a 2 and re-roll 1s.
Oblit wounds on a 5 with re-rolls. Smashing means you wound on a 2 and re-roll 1s.
If you don't want to Smash Oblit is the way to go. If you're okay losing the 2 attacks it doesn't matter which one you use.
My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
2014/02/08 18:16:42
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
Used the firestorm redoubt last night at 1750 vs an eldar army. My opponent was so worried about the damage it would inflict he stayed turtled up all game behind a LOS blocker and relied on battle focus to get shots off with war walkers. He spent so much time hiding that by the time the game ended he couldn't contest any of my objectives so I won 9-8.
I think the psychological aspect of that terrain piece far outweighs its damage capability. Overall I was very happy with it and I don't think 315 pts was over costed at all. I will use it again.
Edit - also I'm considering trying out a fortress of redemption and using termagants to lob krakstorm missiles at out of sight troops.
This message was edited 1 time. Last update was at 2014/02/08 18:18:19
Been out of the game for awhile, trying to find time to get back into it.
2014/02/08 18:57:37
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
tetrisphreak wrote: Used the firestorm redoubt last night at 1750 vs an eldar army. My opponent was so worried about the damage it would inflict he stayed turtled up all game behind a LOS blocker and relied on battle focus to get shots off with war walkers. He spent so much time hiding that by the time the game ended he couldn't contest any of my objectives so I won 9-8.
I think the psychological aspect of that terrain piece far outweighs its damage capability. Overall I was very happy with it and I don't think 315 pts was over costed at all. I will use it again.
Edit - also I'm considering trying out a fortress of redemption and using termagants to lob krakstorm missiles at out of sight troops.
Not sure what you put on the firestorm to make it so expensive. I have void shields and a comms relay and I am nowhere near that expensive.
This message was edited 2 times. Last update was at 2014/02/08 18:58:45
2014/02/08 19:21:11
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
Xyptc wrote:For those of us who insist on running a melee-based Tyrant, I think it's worth weighing up the Reaper of Obliterax vs Bonesword & Toxin Sacks combination.
Initially I was thinking the Bonesword & Toxin Sacks, however for only a small increase in price you end up with quite a different weapon.
The Reaper gives us S7, Shred and ID on a 6.
The Bonesword & Toxin Sacks gives us S6, wounds on a 4+ at worst, re-rolls failed wounds that would be 3+ or better, and ID on a 6.
As far as I can tell, the "big" difference when it comes to inflicting ID against a big T8 enemy (like a Wraithknight) is that the Bonesword & Toxin Sacks will re-roll to wounds of 1-3, and ID on a 6, where as the Reaper of Obliterax will re-roll to wounds of 1-4 and ID on a 6, making the Reaper of Obliterax ever so slightly more likely to gib the Wraithknight.
It's also worth notinh that with the Reaper and Adrenal Glands, it's possible to get S8 on the charge, so you can cleave your way through a group of T4 multi-wound models (Nobz, Battlesuits, medium Tyranids etc).
Has anyone experimented with the two?
rigeld2 wrote:
Xyptc wrote: For those of us who insist on running a melee-based Tyrant, I think it's worth weighing up the Reaper of Obliterax vs Bonesword & Toxin Sacks combination.
Initially I was thinking the Bonesword & Toxin Sacks, however for only a small increase in price you end up with quite a different weapon.
The Reaper gives us S7, Shred and ID on a 6.
The Bonesword & Toxin Sacks gives us S6, wounds on a 4+ at worst, re-rolls failed wounds that would be 3+ or better, and ID on a 6.
You'd re-roll wounds against any model T6 or below.
As far as I can tell, the "big" difference when it comes to inflicting ID against a big T8 enemy (like a Wraithknight) is that the Bonesword & Toxin Sacks will re-roll to wounds of 1-3, and ID on a 6, where as the Reaper of Obliterax will re-roll to wounds of 1-4 and ID on a 6, making the Reaper of Obliterax ever so slightly more likely to gib the Wraithknight.
BS&TS wound on a 6 with no re-rolls. Smashing means you wound on a 2 and re-roll 1s.
Oblit wounds on a 5 with re-rolls. Smashing means you wound on a 2 and re-roll 1s.
If you don't want to Smash Oblit is the way to go. If you're okay losing the 2 attacks it doesn't matter which one you use.
I agree. If your going to take TS and WL + BS it's better just to forgo those and pay ten more points for the Reaper. Always rerolling To-Wound regardless of Strength vs Toughness and +1S on top of that is totally worth the extra cost.
Vs. a Wraithknight you want the reaper without AG. Wounding on 5+ with shred equals more rerolls which equals more chances for 6s To-wound and cause ID. You don't get those rerolls from TS and BS because you don't match his toughness with your strength. Smash attacks with either the reaper or BS + TS severely decrease you chance at ID because you get less attacks and they wound on 2+ thus lowering the possible number of rerolls To-Wounds and drastically lowering the odds of getting 6s on the To-Wound roll.
I also run the Reaper of Obliterax on my Trygon Prime. I got tired of them getting killed by Wraithknights in melee (oddly enough). It's also a candidate for the Miasma Cannon if you're going to DS it. That template attack generally takes it's own point value out of their army on the turn it arrives.
I really like the thought of infiltrating some Licktors in area terrain, and go to ground for a 2+ cover save. Then have a flyrant come over next turn to get them back up.
But where does it say synapse ignore the gtg effects? I can't find it anywhere in the 'nids codex, or brb. Hopefully i've just missed something!
It's in the FAQ.
"Q: If a unit has the Fearless special rule applied to them while they
have Gone to Ground, are the effects of Go to Ground immediately
cancelled (for example, if this were to occur at the start of their turn
could those units then move, shoot etc. as normal in the appropriate
phases?) (p35)
A: Yes. "
This message was edited 3 times. Last update was at 2014/02/09 00:41:51
-It is not the strongest of the Tyranids that survive but the ones most adaptive to change.
2014/02/09 03:25:13
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids
Xyptc wrote:For those of us who insist on running a melee-based Tyrant, I think it's worth weighing up the Reaper of Obliterax vs Bonesword & Toxin Sacks combination.
Initially I was thinking the Bonesword & Toxin Sacks, however for only a small increase in price you end up with quite a different weapon.
The Reaper gives us S7, Shred and ID on a 6.
The Bonesword & Toxin Sacks gives us S6, wounds on a 4+ at worst, re-rolls failed wounds that would be 3+ or better, and ID on a 6.
As far as I can tell, the "big" difference when it comes to inflicting ID against a big T8 enemy (like a Wraithknight) is that the Bonesword & Toxin Sacks will re-roll to wounds of 1-3, and ID on a 6, where as the Reaper of Obliterax will re-roll to wounds of 1-4 and ID on a 6, making the Reaper of Obliterax ever so slightly more likely to gib the Wraithknight.
It's also worth notinh that with the Reaper and Adrenal Glands, it's possible to get S8 on the charge, so you can cleave your way through a group of T4 multi-wound models (Nobz, Battlesuits, medium Tyranids etc).
Has anyone experimented with the two?
rigeld2 wrote:
Xyptc wrote: For those of us who insist on running a melee-based Tyrant, I think it's worth weighing up the Reaper of Obliterax vs Bonesword & Toxin Sacks combination.
Initially I was thinking the Bonesword & Toxin Sacks, however for only a small increase in price you end up with quite a different weapon.
The Reaper gives us S7, Shred and ID on a 6.
The Bonesword & Toxin Sacks gives us S6, wounds on a 4+ at worst, re-rolls failed wounds that would be 3+ or better, and ID on a 6.
You'd re-roll wounds against any model T6 or below.
As far as I can tell, the "big" difference when it comes to inflicting ID against a big T8 enemy (like a Wraithknight) is that the Bonesword & Toxin Sacks will re-roll to wounds of 1-3, and ID on a 6, where as the Reaper of Obliterax will re-roll to wounds of 1-4 and ID on a 6, making the Reaper of Obliterax ever so slightly more likely to gib the Wraithknight.
BS&TS wound on a 6 with no re-rolls. Smashing means you wound on a 2 and re-roll 1s.
Oblit wounds on a 5 with re-rolls. Smashing means you wound on a 2 and re-roll 1s.
If you don't want to Smash Oblit is the way to go. If you're okay losing the 2 attacks it doesn't matter which one you use.
I agree. If your going to take TS and WL + BS it's better just to forgo those and pay ten more points for the Reaper. Always rerolling To-Wound regardless of Strength vs Toughness and +1S on top of that is totally worth the extra cost.
Vs. a Wraithknight you want the reaper without AG. Wounding on 5+ with shred equals more rerolls which equals more chances for 6s To-wound and cause ID. You don't get those rerolls from TS and BS because you don't match his toughness with your strength. Smash attacks with either the reaper or BS + TS severely decrease you chance at ID because you get less attacks and they wound on 2+ thus lowering the possible number of rerolls To-Wounds and drastically lowering the odds of getting 6s on the To-Wound roll.
I'd rather buy the lw/bs adrenals and toxin...for the same points I lose being s7 all the time...a few rare instances of rerolls to wound....but with the reaper...I lose fleet...which is tremendous.
Automatically Appended Next Post: ...which is why the reaper is only really worth it on a trygon prime
This message was edited 1 time. Last update was at 2014/02/09 03:50:19
It's not much of a loss on a Flyrant either considering their mobility but Fleet does add a couple of inches onto their average assault threat range. It's never been much of an issue for me so I've never felt the need to get the adrenal glands so I spend my points elsewhere.
To each there own though
This message was edited 1 time. Last update was at 2014/02/09 06:55:19
-It is not the strongest of the Tyranids that survive but the ones most adaptive to change.