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Made in us
Hungry Little Ripper




Okay, so no one at local store is playing nids. So I keep see things about how fast the army is. Here are my questions, be gentle with the "what an idiot lines lol, I've never battle before, and doing a 500 point battle on saturday. 1) Okay in movement phase I can move a unit 6", then in shooting phase I can have them run another 6", right? So max per turn movement is 12"? Also, I looked about the fleet of foot, and scuttlers effect, but the rules seem to be a little confusing to what I am reading on-line and what the book says. Can anyone explain these. Thanks.

 
   
Made in gb
Ultramarine Land Raider Pilot on Cruise Control






Yorkshire, UK

OK

Movement phase: You can go 6"
Shooting phase: You can shoot OR run. If you run, roll a dice and move that many inches.
Assault phase: Normally if you run you can't assault. If you have the fleet rule you can! Simple!

There's more to it than that, of course, but if you're playing at your FLGS they should be able to talk you through it (esp. as its your first game.)

Hope it goes well - and welcome to the hobby!

While you sleep, they'll be waiting...

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Made in us
Homicidal Veteran Blood Angel Assault Marine





Los Angeles

To touch on a couple things Calvin didn't...

Fleet of Foot: You can charge after using the run rule. Models that do NOT have fleet of foot cannot charge.

Scuttlers: You get the scout special rule. You'll want to check in the 5th edition rulebook for exactly what this does as you have a couple options. If you deploy the unit at the start of the game you can take a free normal move before the first turn (usually just 6 inches, no running). If you keep the unit in reserve then when you roll for it to come into the game it'll be coming in on one of the short table edges and you need to roll to see where it comes in at. Again, this is explained a bit more thoroughly in the rulebook.

Welcome to 40k, let us know how your first games go


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Made in us
Huge Bone Giant





Oakland, CA -- U.S.A.

The army being fast seems more related to the fact that a fair amount of the units can move or charge 12". (all wings and beasts - can be about 8 different units if you split those) Plus the fair amount that can scout via scuttlers gets a bonus (6")move pregame.
When deployment favors the idea, Tyranids can get into assaults in their first turn with a fair amount of units.

That said, the other side of "Fast" is the army has a high average initiative - making them quick enough to go before most others, once it assaults.

"It is not the bullet with your name on it that should worry you, it's the one labeled "To whom it may concern. . ."

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