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I thought that warriors came with a 4+ save as standard?

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Lukus83 wrote:I thought that warriors came with a 4+ save as standard?


They do, but winged warriors are a 5+. Non of the armour values can be changed. We can't buy extra amrour any more.

Agies Grimm:The "Learn to play, bro" mentality is mostly just a way for someone to try to shame you by implying that their metaphorical nerd-wiener is bigger than yours. Which, ironically, I think nerds do even more vehemently than jocks.

Everything is made up and the points don't matter. 40K or Who's Line is it Anyway?

Auticus wrote: Or in summation: its ok to exploit shoddy points because those are rules and gamers exist to find rules loopholes (they are still "legal"), but if the same force can be composed without structure, it emotionally feels "wrong".  
   
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The Netherlands

Davor wrote:
Lukus83 wrote:I thought that warriors came with a 4+ save as standard?


They do, but winged warriors are a 5+. Non of the armour values can be changed. We can't buy extra amrour any more.


The sole exception to that rule being the Hive Tyrant, which can still upgrade to a 2+ armour save. But of course, you pay through the nose for it.

   
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Los Angeles, CA

Mahu wrote: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.


What's that saying about great minds?

I have glued my deathspitter/scytal/adrenal gland warriors together with extreme confidence. Strength 5 shooting on arrival from pod is nice, strength 5 CC is vital to transport downing. I don't want my troops choices trying to get involved in ultra-deadly CCs, especially with their toughness/wounds situation. I'll charge transports, other troops, or wimpy support units.... otherwise, I'll just nestle in to cover and unload mass strength 5 shooting.

As far as T4 with no eternal warrior is concerned... The army has so many multi-wound models with T6 that wreck shop, is anyone going to be able to be flinging missiles and meltas at warriors all day? What are you killing the three mawlocs with? Or in a foot/drop hybrid nid list, what are you killing my T6 hive guard/tyrant guard/hive tyrants with? CC is likely a much more dangerous place for warriors than shooting. Unless the rest of your army consists of single wound models.


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Why the Mawlocs? For 30 points more, the Trygon Prime has;

WS 5 compared to WS 3
6 attacks compared to 3 attacks
Synapse
Shadow in the Warp

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Just out of curiosity , what do people recommend to be used to convert Tervigon?

A carnifex?
or a Trygon?

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I think you need both kits to assemble a Tervigon. It's what I've heard, YMMV, etc.
   
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AgeOfEgos wrote:Why the Mawlocs? For 30 points more, the Trygon Prime has;

WS 5 compared to WS 3
6 attacks compared to 3 attacks
Synapse
Shadow in the Warp


You forgot the Trygon has re-roll to hits, Fleet and a ranged attack in the form of Bio-electric Field (amplified for the Alpha). The Trygon Alpha has another 40 point premium above the 30 you mentioned though.

But the Mawloc of course has the S6 AP2 Large Blast upon entry, Hit & Run and can reburrow.

   
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Buzzard's Knob

So, what do you use for the 'hand' on a warrior that's supposed to hold the bonesword? Perhaps a scything talon limb might work, but even then you'd need to do some putty work to link the two. It sounds like it would be worth it, though.

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warpcrafter wrote:So, what do you use for the 'hand' on a warrior that's supposed to hold the bonesword? Perhaps a scything talon limb might work, but even then you'd need to do some putty work to link the two. It sounds like it would be worth it, though.

I would shave the "gun" from any decent size bioweapons into something sharp with xacto knife . and call it bone sword .

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warpcrafter wrote:So, what do you use for the 'hand' on a warrior that's supposed to hold the bonesword? Perhaps a scything talon limb might work, but even then you'd need to do some putty work to link the two. It sounds like it would be worth it, though.


I'm thinking Scything Talon arm, the carapace from the Ripper from the MC upgrade sprue for the hand guard, and plasticard for the sword. Bit of Green Stuff to make the fingers look better, and it should be good.

 
   
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Redemption wrote:
AgeOfEgos wrote:Why the Mawlocs? For 30 points more, the Trygon Prime has;

WS 5 compared to WS 3
6 attacks compared to 3 attacks
Synapse
Shadow in the Warp


You forgot the Trygon has re-roll to hits, Fleet and a ranged attack in the form of Bio-electric Field (amplified for the Alpha). The Trygon Alpha has another 40 point premium above the 30 you mentioned though.

But the Mawloc of course has the S6 AP2 Large Blast upon entry, Hit & Run and can reburrow.


Oh ^^, I didn't know the Mawloc had that shooting ability. Well, I can understand the reburrow and Hit/Run synergy better now.....yeah for 160 that seems like a deal.

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Buzzard's Knob

I've been thinking, since the bonesword is supposed to be slightly wider at the end than the handle, why not just take a scything talon limb, cut the talon off at the hand, shave the bulky part off, cut the sharp end flat and glue it back on? The idea Aduro had about using the ripper carapace for a hand guard is excellent. It also re-uses something that would otherwise go into my bitz box, saving some money in the process. Three nine-strong units of warriors with a pair of boneswords and a pair of scything talons being rammed down the enemy's throat via drop spores sounds like too much fun to pass up! There is an interesting article on BOLS about using a drop spore army, which has me even more anxious to use the Tyranids than before.

WAAAAAAAAAAAAAAAAAAAAAAAGGGGGHHHHH!!!!!!!!!! 
   
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Sneaky Kommando



Alberta, Canada

Seems weird that they didnt release a tyranid pod model. It's one of the more striking list additions and could prove quite difficult to make a model for one from scratch or conversions?

   
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Decrepit Dakkanaut





Maybe it'll be part of the Tyranid "second wave" releases.
   
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Castle Clarkenstein

Orangecoke wrote:Seems weird that they didnt release a tyranid pod model. It's one of the more striking list additions and could prove quite difficult to make a model for one from scratch or conversions?


I think it's much easier than any of the scratchbuilt marine drop pods I've seen. Start with any hollow ball of the appropriate size, and a semi rigid skin. Draw a circl around the equator. Draw six lines from the pole to the equator. Cut along these lines and 'peel' them down over the other half. Texture inside and out as you like, pour water effects inside, and a bit down each peeled section. Probably put them on bases of appropriate size.

We did some of these out of pingpong balls for the old Warzone game to represent necromutants dropping out of pods.

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Orlando, Florida

I have glued my deathspitter/scytal/adrenal gland warriors together with extreme confidence. Strength 5 shooting on arrival from pod is nice, strength 5 CC is vital to transport downing. I don't want my troops choices trying to get involved in ultra-deadly CCs, especially with their toughness/wounds situation. I'll charge transports, other troops, or wimpy support units.... otherwise, I'll just nestle in to cover and unload mass strength 5 shooting.


Exactly what I thought. My area is saturated with massed Nob squads, Black Templars, Assault Terminators, IG shooting, and Logan lead Terminator Scoring units.

I just don't see Warriors rushing towards the enemy a good idea.

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I had a question about the Acid Blood ability. In the summary it doesn't list that it only affects CC wounds or has any kind of range. Does Acid Blood really have an effect on any model that wounded the creature? Can his acidic blood squirt 72" across the table to wound a Broadside?

It seemed like the kind of ability that should only affect CC wounds (logically anyway, thinking about the acidic blood in Aliens), but the part about glancing vehicles got me wondering. Can anyone with access to an actual book (and a proficiency in German) confirm that one way or another?

Thanks much!
   
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it only works in CC

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USA

Selfless Blurb here!

Chapterhouse Studios is already working on Boneswords, Lash Whips and Spore Pods, they should be out in a month (6 weeks at the latest)! These will be affordable and we will also be working on conversion kits for the missing Tyranid Units as well.


Edited by moderator. No need to shout.

This message was edited 1 time. Last update was at 2009/12/29 03:58:54


 
   
Made in ca
Avatar of the Bloody-Handed God





Inactive

Wow CH , any investment opportunities for your company?
You guys really pick up where GW missed!

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Mahu wrote:
I have glued my deathspitter/scytal/adrenal gland warriors together with extreme confidence. Strength 5 shooting on arrival from pod is nice, strength 5 CC is vital to transport downing. I don't want my troops choices trying to get involved in ultra-deadly CCs, especially with their toughness/wounds situation. I'll charge transports, other troops, or wimpy support units.... otherwise, I'll just nestle in to cover and unload mass strength 5 shooting.


Exactly what I thought. My area is saturated with massed Nob squads, Black Templars, Assault Terminators, IG shooting, and Logan lead Terminator Scoring units.

I just don't see Warriors rushing towards the enemy a good idea.


I hear what you guys are saying. I have Warriors in the ST/Adr/DS pattern in the reserves list I'm tinkering with.

But to play devil's advocate, I'd say the same thing you're talking about applies to CC. Will the Nobz go after the Warriors or MCs? And it's interesting to note that bonesword Warriors would likely be as deadly or deadlier against the Nobz than a Tyrant of the same points value thanks to all the bonesword attacks and Ld checks vs. ID. Four charging adrenal bonesword Warriors almost kill 5 Terminators (4.8, I think) before the Terminators even swing. When you start running the numbers, they're pretty impressive against hard targets.

Getting the jump is obviously the thing, and that seems to be a theme throughout the army. Rather than boosting armor or T to help Tyranids in CC, Cruddace took the approach of boosting I values and granting almost armywide access to furious charge. Kill 'em before they even swing seems to be the message. I think that's going to be tricky to say the least, but IMO it's pretty fair to say that there's much more offensive upside of Warriors in CC if only you can harness it. Winged Warriors screened by Gargoyles might be something to try. As might outflanking Winged Warriors (granted by a Tyrant).

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Chapterhouse wrote:Selfless Blurb here!

Chapterhouse Studios is already working on Boneswords, Lash Whips and Spore Pods, they should be out in a month (6 weeks at the latest)! These will be affordable and we will also be working on conversion kits for the missing Tyranid Units as well


Well there goes more money.....

I have xmas cash waiting in the wings for the rhino/pred heresy conversion kits too . This week or next right?

This message was edited 1 time. Last update was at 2009/12/29 04:00:45


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Made in ca
Fixture of Dakka




Redemption wrote:
Davor wrote:
Lukus83 wrote:I thought that warriors came with a 4+ save as standard?


They do, but winged warriors are a 5+. Non of the armour values can be changed. We can't buy extra amrour any more.


The sole exception to that rule being the Hive Tyrant, which can still upgrade to a 2+ armour save. But of course, you pay through the nose for it.


Wow I must have missed that the HT can be upgraded to a 2+. Thanks for pointing that out.

Agies Grimm:The "Learn to play, bro" mentality is mostly just a way for someone to try to shame you by implying that their metaphorical nerd-wiener is bigger than yours. Which, ironically, I think nerds do even more vehemently than jocks.

Everything is made up and the points don't matter. 40K or Who's Line is it Anyway?

Auticus wrote: Or in summation: its ok to exploit shoddy points because those are rules and gamers exist to find rules loopholes (they are still "legal"), but if the same force can be composed without structure, it emotionally feels "wrong".  
   
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Infiltrating Broodlord





USA

The MKI Rhino kit is done (just not on the site yet). The Predator Armored kit will be in this week I hope. Ill have them all on the website this weekend.

Irony: Our genestealer alternative head bits, we have been showing and working on for 2 months now, GWs Ymargl Stealers look almost the same. We have proof we were working on these before anyone had photos of the GW ones in the codex . Lucky us (heh, should we send a C&D to GW?).

These should be ready in 2-3 weeks.
[Thumb - Ghead1.jpg]

[Thumb - ymargl.JPG]

This message was edited 2 times. Last update was at 2009/12/29 04:06:29


 
   
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Chapterhouse wrote:The MKI Rhino kit is done (just not on the site yet). The Predator Armored kit will be in this week I hope. Ill have them all on the website this weekend.

Irony: Our genestealer alternative head bits, we have been showing and working on for 2 months now, GWs Ymargl Stealers look almost the same. We have proof we were working on these before anyone had photos of the GW ones in the codex . Lucky us (heh, should we send a C&D to GW?).

These should be ready in 2-3 weeks.


Sweet, looking forward to the heresy marine stuff.

Ymargl strain has always had feeder tendrils for heads IIRC...whereas you have teeth (that look much better).

Definitely work on a Terv conversion kit as well as an Alpha Warrior conversion kit, as both will be competitive choices.

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Orangecoke wrote:So warriors can somewhat reliably make it into close combat?


With Spore Pods or Wings...possibly, if they can survive close range fire fights (while they cost as much as a terminator, they completely lack the survability). Otherwise they lack fleet and leaping so they are not going to outmaneuver your opponent.

I am guessing that if you see warriors, they will more often be serving as a firebase. Accordingly. deathspitters will still likely be the predominant build, primarily due to the higher strength.

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Davor wrote:They do, but winged warriors are a 5+. Non of the armour values can be changed. We can't buy extra amrour any more.


Arby strikes again!!!

I'm guessing Winged Warriors are more expensive than regular Warriors because they didn't realise that a good round of Bolter fire from a squad of Marines will annihilate them.

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Is there any word on what options Tyrant Guard are going to be able to take?

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H.B.M.C. wrote:
Davor wrote:They do, but winged warriors are a 5+. Non of the armour values can be changed. We can't buy extra amrour any more.


Arby strikes again!!!

I'm guessing Winged Warriors are more expensive than regular Warriors because they didn't realise that a good round of Bolter fire from a squad of Marines will annihilate them.


But at 5pts more for wings with all same options (just worst armor) they'll see combat sooner than footsloggers. I'm going to run 6 with an Alpha Warrior in a pod with 5 DS and Alpha kitted for cc.

Depending on where they drop they could make their cost back easily (and also give another SotW model just to mock psykers).


Automatically Appended Next Post:
Darth Bob wrote:Is there any word on what options Tyrant Guard are going to be able to take?


Come with Rending Claws/Scytals. May replace Scytalons with a Lashwhip and/or Bonesword.

This message was edited 1 time. Last update was at 2009/12/29 06:29:31


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