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Made in gb
One Canoptek Scarab in a Swarm





Hiya folks. We are a bunch of newbies at recent WH40K and one of my mates is playing the Tyranids. (I'm necrons).

I just wanted to check something on movement.

Apparantly, the 'Nids can have "leaping" skill, which allows them to assault 12" !
Does this really mean they can move 6", run d6", then assault 12"??? Basically having an assault range of between 18" and 24"??? This seems ridiculously high?
(I'm also now hearing they can move thru cover as well .......)

" Back off man .... I'm a scientist." Peter Venkman

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Made in gb
Hanging Out with Russ until Wolftime







Some tyranids are beasts, which gives them a 12" assault range.


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Made in au
Frenzied Berserker Terminator






..And gives them the Fleet rule. So yes, they can really charge that far.
   
Made in fi
Confessor Of Sins




Fletcher wrote:(I'm also now hearing they can move thru cover as well .......)


Yes, they usually also have the Move Through Cover USR from page 75 of the BRB. You'd be amazed at how often people roll badly anyway.

As for the possible assault range it's really nothing extra. Not every Tyranid that can do it, and many other armies can threaten with assault at such ranges too. Taking it into account is no harder when facing Tyranids than when facing, say, Orks.
   
Made in gb
Apprehensive Inquisitorial Apprentice





Edinburgh

Tyranid Hormagaunts are beasts which means they can indeed move 6", fleet D6" and assault 12".

The leaping biomorph isn't quite as good: these models can only move 6" and assault 12" so lose D6" in charge range when compared to proper beasts.

Nothing says 'ecce homo' like a strong beard. 
   
Made in us
Huge Bone Giant





Oakland, CA -- U.S.A.

OddJob. wrote:Tyranid Hormagaunts are beasts which means they can indeed move 6", fleet D6" and assault 12".

The leaping biomorph isn't quite as good: these models can only move 6" and assault 12" so lose D6" in charge range when compared to proper beasts.

nitpick=
move6", run d6", and still able to assault 12", as a beast. There is no Fleet move anymore.
Leaping allows them to be able to still fight if within 3" of an engaged model, instead of 2".

And, as a moot point( ), that last bit - allowing a 3" engagement radius - may be all it does for any Tyranid.
I still lack a definitive example of a current definition of Fast Charge (Let alone Fast Charge 12). It is rather well implied. . . but, as such I never use it without discussion. ymmv

Also, "proper" beasts can not go up floors in ruins, and they fall back extra distances. Leaping causes neither problem, so it is not all of the bad things of being a Beast either.
/nitpick



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