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![[Post New]](/s/i/i.gif) 2014/11/04 14:18:12
Subject: Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Longtime Dakkanaut
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It is entirely possible that is exactly what happens. Not very probable, but certainly possible. Especially if you maneuver this thing (since it can move) to be exactly there.
Again, it's unlikely, I agree. But it is possible.
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![[Post New]](/s/i/i.gif) 2014/11/04 14:20:32
Subject: Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Fixture of Dakka
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streamdragon wrote: agnosto wrote:Then it's just an oddly written rule? The OP has wording that each gun fires at its closest target; if you can fire all your guns (already circumventing one MC rule) at each closest target, then why wouldn't they all just shoot one target closest to the MC.
Under normal circumstances I think that's exactly what happens. 5 guns at 1 target. As my post above though, it's possible you might have several units equally close to you. In that (somewhat specific) circumstance, you would be able to split the 5 weapons among your two (or more) equally close targets.
Then it's still odd (or possibly transcribed inaccurately). Why would it matter what target is closest to which weapon if they all exist simultaneously at any point of reference on the MC's base? Why not just write the rule like this:
"Each weapon is able to fire in the shooting phase. Choose the closest enemy target to the *whatever it's called* and make all attacks against that target. In the event that two or more enemy targets are equally near the *whatever it's called*, you may choose which weapon fires at which enemy target."
Now, it's the morning and I haven't had enough caffeine yet to be completely coherent but if I read that, I'd know exactly what I should do when firing the weapons from the critter. I'm not trying to argue, I'm just saying that the wording as presented is wonky.
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Six mistakes mankind keeps making century after century: Believing that personal gain is made by crushing others; Worrying about things that cannot be changed or corrected; Insisting that a thing is impossible because we cannot accomplish it; Refusing to set aside trivial preferences; Neglecting development and refinement of the mind; Attempting to compel others to believe and live as we do |
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![[Post New]](/s/i/i.gif) 2014/11/04 14:22:52
Subject: Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Longtime Dakkanaut
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agnosto wrote:
Then it's still odd (or possibly transcribed inaccurately). Why would it matter what target is closest to which weapon if they all exist simultaneously at any point of reference on the MC's base? Why not just write the rule like this:
"Each weapon is able to fire in the shooting phase. Choose the closest enemy target to the *whatever it's called* and make all attacks against that target. In the event that two or more enemy targets are equally near the *whatever it's called*, you may choose which weapon fires at which enemy target."
Now, it's the morning and I haven't had enough caffeine yet to be completely coherent but if I read that, I'd know exactly what I should do when firing the weapons from the critter. I'm not trying to argue, I'm just saying that the wording as presented is wonky.
I'm not really sure anyone would ever accuse GW of writing clear and concise rules.
As others have also said, it looks like they tried to copy/paste from an unrelated vehicle unit (where distance would be measured from the gun and not the base) and simply didn't edit correctly. (Correct editing being another thing GW is rarely accused of...)
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![[Post New]](/s/i/i.gif) 2014/11/04 14:31:10
Subject: Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Fixture of Dakka
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streamdragon wrote: agnosto wrote:
Then it's still odd (or possibly transcribed inaccurately). Why would it matter what target is closest to which weapon if they all exist simultaneously at any point of reference on the MC's base? Why not just write the rule like this:
"Each weapon is able to fire in the shooting phase. Choose the closest enemy target to the *whatever it's called* and make all attacks against that target. In the event that two or more enemy targets are equally near the *whatever it's called*, you may choose which weapon fires at which enemy target."
Now, it's the morning and I haven't had enough caffeine yet to be completely coherent but if I read that, I'd know exactly what I should do when firing the weapons from the critter. I'm not trying to argue, I'm just saying that the wording as presented is wonky.
I'm not really sure anyone would ever accuse GW of writing clear and concise rules.
As others have also said, it looks like they tried to copy/paste from an unrelated vehicle unit (where distance would be measured from the gun and not the base) and simply didn't edit correctly. (Correct editing being another thing GW is rarely accused of...)
That's sad; and possibly one of the greatest reasons I don't play 40k as much as I used to. I don't have a great deal of hobby time and I don't want to spend what little I have trying to hash out with my opponent what the insane monkey, pounding the keyboard in GW's office was trying to get across when they wrote what passes for rules.
Ah well. They're some nice models and Tyranids needed the love so here's hoping the final product is written clearer in the box than in White Dwarf.
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Six mistakes mankind keeps making century after century: Believing that personal gain is made by crushing others; Worrying about things that cannot be changed or corrected; Insisting that a thing is impossible because we cannot accomplish it; Refusing to set aside trivial preferences; Neglecting development and refinement of the mind; Attempting to compel others to believe and live as we do |
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![[Post New]](/s/i/i.gif) 2014/11/04 14:32:46
Subject: Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Resolute Ultramarine Honor Guard
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Mymearan wrote:Tyrannocyte 75 points
Monstrous Creature
WS2 BS2 S5 T5 W6 I3 A3 Ld8 4+
5x Deathspitters
- Deep Strike
- Fearless
- Instinctive Fire (automatically fires all 5 guns, each at its nearest model).
- Drifting Death: Cannot run, charge or Sweeping Advance. Can consolidate.
- Transport Spore: Does not use up a FOC slot. Transport capacity 20, a Monstrous Creature counts as 20. Declare which unit is transported during deployment. Always enters via Deep Strike. Avoids models and impassable terrain exactly like a Drop Pod.
Fixed.
Also, since the Instinctive Fire rule specifies when the Pods can fire, does that mean they cannot fire overwatch?
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warboss wrote:Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be. |
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![[Post New]](/s/i/i.gif) 2014/11/04 14:34:39
Subject: Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Longtime Dakkanaut
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That was my take, yes. They can fire, last, in their shooting phase, but not at any other time or for any other purpose.
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![[Post New]](/s/i/i.gif) 2014/11/04 14:36:06
Subject: Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Fixture of Dakka
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agnosto wrote: Sinful Hero wrote:
Not sure if I agree with that RAI. It shows no intention of it working that way- no mention of arcs or anything for that matter. A living creature can move around to make all guns get a shot on the closest enemy.
Someone said it can move and then someone said that it can't. If it is in fact immobile, would it still be able to move around to shoot what it wants?
Is the Helldrake a vehicle or a Daemon? It no longer gets a 360 degree firing arc..
It moves normally during the movement phase, it just can't run or charge.
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Black Bases and Grey Plastic Forever:My quaint little hobby blog.
40k- The Kumunga Swarm (more)
Count Mortimer’s Private Security Force/Excavation Team  (building)
Kabal of the Grieving Widow (less)
Plus other games- miniature and cardboard both. |
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![[Post New]](/s/i/i.gif) 2014/11/04 14:39:43
Subject: Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Loyal Necron Lychguard
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I understand the excitement of a Tyranid Droppod returning to the game... with funky rules.
Can we please move the rules arguments to YMTC? Thanks.
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![[Post New]](/s/i/i.gif) 2014/11/04 14:44:26
Subject: Re:Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Longtime Dakkanaut
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Pictures of prices and the other products coming saturday
WD Cover and a better quality close-up of the bomb
Pics are from the http://descansodelescriba.blogspot.de/2014/11/portada-y-precios-de-la-wdw-41.html blog
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This message was edited 1 time. Last update was at 2014/11/04 14:45:54
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![[Post New]](/s/i/i.gif) 2014/11/04 15:08:18
Subject: Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Pragmatic Primus Commanding Cult Forces
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So $63 then. *shrug* It could have worse, especially given the size of the model.
And does anyone have any confirmation that it's a new base size? It sure looks like it to me.
Edit -- I'm not sure if anyone's mentioned it, but the Tyrannocysts in particular give off a Lovecraft Old One vibe, including the use of 5s.
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This message was edited 1 time. Last update was at 2014/11/04 15:14:15
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![[Post New]](/s/i/i.gif) 2014/11/04 15:10:15
Subject: Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Fixture of Dakka
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Not sure what the issue is- can fire all five weapons, measure distance from the barrels. Only fires at the closest unit to the barrel. It would seem to overwriteany contradictory rules.
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Black Bases and Grey Plastic Forever:My quaint little hobby blog.
40k- The Kumunga Swarm (more)
Count Mortimer’s Private Security Force/Excavation Team  (building)
Kabal of the Grieving Widow (less)
Plus other games- miniature and cardboard both. |
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![[Post New]](/s/i/i.gif) 2014/11/04 15:14:53
Subject: Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Trazyn's Museum Curator
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Ok, that Tyrannocyte looks cool.
I was a bit disappointed with the Toxicrene's design (looked a bit plastic to me), but that cyte looks freaky.
Automatically Appended Next Post:
Is that a Tentaculat from X-COM? I'm liking these new additions.
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This message was edited 3 times. Last update was at 2014/11/04 15:19:27
What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
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![[Post New]](/s/i/i.gif) 2014/11/04 15:16:27
Subject: Re:Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Infiltrating Broodlord
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6 mines? Sweet.
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![[Post New]](/s/i/i.gif) 2014/11/04 15:20:07
Subject: Re:Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Longtime Dakkanaut
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yeah.
People are getting confused by line of sight.
We have never had a model that shoots in all five directions at once, so it seems impossible that all five guns can all fire at the same target!
The model just looks like it blocks it's own line of sight!
We all accept that a normal MC can turn around and shoot where ever it wants.
However with these creatures no matter which direction they face, they will always have some guns pointing away from the target!
Maybe we can imagine the tyrannocyte rotates on the spot and fires each gun in turn, but the sporocyst is immobile?
Panic...
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![[Post New]](/s/i/i.gif) 2014/11/04 15:25:33
Subject: Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Decrepit Dakkanaut
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Well. The price gouging on this model is even worse than I expected.
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Peregrine - If you like the army buy it, and don't worry about what one random person on the internet thinks.
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![[Post New]](/s/i/i.gif) 2014/11/04 15:35:17
Subject: Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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The Hive Mind
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Verviedi wrote:Well. The price gouging on this model is even worse than I expected.
A multikit that's bigger than a Land Raider (or about the size of one) and cheaper - and it's price gouging?
I'm confused. I'm one of the most vocal anti- GW-pricing people I know, but I think this is about right for a large multikit.
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My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals. |
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![[Post New]](/s/i/i.gif) 2014/11/04 15:36:22
Subject: Tyranids get a Drop Pod (picture inside)
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Slashing Veteran Sword Bretheren
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Anybody else think those Dark Angels and Chaos reinforcement kits are excellent deals for people new to 40k and who just started with a DV set? I imagine its a dream come true for people who got into 40k by splitting a DV box, since both get a good deal now.
beardman3000 wrote:I understand it was said there would be no Tyranid codex but..... I do believe with all these units, we might just have one... One can hope anyways
Two Nid codexes in 1 year? Dont be fething kidding me
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This message was edited 1 time. Last update was at 2014/11/04 15:46:18
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![[Post New]](/s/i/i.gif) 2014/11/04 15:37:53
Subject: Re:Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Shadowy Grot Kommittee Memba
The Great State of New Jersey
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Question is, is it 6 spore mines (since the spermocyte or whatever can make them) or is it 6 mucolids hopin like hell its 6 mucolids, because if true this kit is actually one hell of a value. Automatically Appended Next Post: Panic wrote:yeah.
People are getting confused by line of sight.
We have never had a model that shoots in all five directions at once, so it seems impossible that all five guns can all fire at the same target!
The model just looks like it blocks it's own line of sight!
We all accept that a normal MC can turn around and shoot where ever it wants.
However with these creatures no matter which direction they face, they will always have some guns pointing away from the target!
Maybe we can imagine the tyrannocyte rotates on the spot and fires each gun in turn, but the sporocyst is immobile?
Panic...
Its irrelevant though in terms of rules, MCs measure los from the base, not from the weapon as with vehicles. Fluff wise... who cares? its an abstraction anyway
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This message was edited 1 time. Last update was at 2014/11/04 15:40:01
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![[Post New]](/s/i/i.gif) 2014/11/04 15:41:46
Subject: Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Lieutenant General
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CthuluIsSpy wrote:Ok, that Tyrannocyte looks cool.
I was a bit disappointed with the Toxicrene's design (looked a bit plastic to me), but that cyte looks freaky.
Automatically Appended Next Post:
Is that a Tentaculat from X-COM? I'm liking these new additions.
Looks like a grell from Dungeons & Dragons:
First the Maleceptor looks like an intellect devourer and now this looks like a grell. Maybe Hasbro has bought out GW and we just don't know it
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'It is a source of constant consternation that my opponents cannot correlate their innate inferiority with their inevitable defeat. It would seem that stupidity is as eternal as war.'
- Nemesor Zahndrekh of the Sautekh Dynasty Overlord of the Crownworld of Gidrim |
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![[Post New]](/s/i/i.gif) 2014/11/04 16:02:45
Subject: Re:Tyranids get a Drop Pod (picture inside)
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Badass "Sister Sin"
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MajorWesJanson wrote: pretre wrote: Lord Scythican wrote:Seems like there was some truth mixed in some of those rumors right Pretre? I imagine there are people who get some information right but there is a chance that decisions could post pone some of the info to a later date.
Yeah, I need to decide how to deal with these. Usually, I reverse things, but those were a hella long time ago.
I'd switch them to partially true- correct on the description, false on the timeframe.
Most of them didn't have a timeframe, we just false'd them because the time period was so long ago. It only ended up affecting 2 of Natfka's and 1 of Vela's (where they specifically called out a dual kit spore).
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![[Post New]](/s/i/i.gif) 2014/11/04 16:04:05
Subject: Re:Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Nihilistic Necron Lord
The best State-Texas
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chaos0xomega wrote:
Question is, is it 6 spore mines (since the spermocyte or whatever can make them) or is it 6 mucolids hopin like hell its 6 mucolids, because if true this kit is actually one hell of a value.
Automatically Appended Next Post:
Panic wrote:yeah.
People are getting confused by line of sight.
We have never had a model that shoots in all five directions at once, so it seems impossible that all five guns can all fire at the same target!
The model just looks like it blocks it's own line of sight!
We all accept that a normal MC can turn around and shoot where ever it wants.
However with these creatures no matter which direction they face, they will always have some guns pointing away from the target!
Maybe we can imagine the tyrannocyte rotates on the spot and fires each gun in turn, but the sporocyst is immobile?
Panic...
Its irrelevant though in terms of rules, MCs measure los from the base, not from the weapon as with vehicles. Fluff wise... who cares? its an abstraction anyway
I'm sure it's not 6 Mucolids.
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![[Post New]](/s/i/i.gif) 2014/11/04 16:10:48
Subject: Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Shadowy Grot Kommittee Memba
The Great State of New Jersey
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I think it is though, no other form of spore mine has been shown in any of those images, and contrary to what i originally thought, the mucolid tentacles are too small to be used on the other builds of the kit.
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![[Post New]](/s/i/i.gif) 2014/11/04 16:15:59
Subject: Re:Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Enigmatic Chaos Sorcerer
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From frozen space comes the Doom of all things
Salt in the wound on the Doom of Malantai's removal or a hint it might appear in a Zoanthrope box ala Nork Deddog?
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BlaxicanX wrote:A young business man named Tom Kirby, who was a pupil of mine until he turned greedy, helped the capitalists hunt down and destroy the wargamers. He betrayed and murdered Games Workshop.
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![[Post New]](/s/i/i.gif) 2014/11/04 16:18:21
Subject: Re:Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Longtime Dakkanaut
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yeah chaos0xomega wrote:Automatically Appended Next Post: Panic wrote:yeah. People are getting confused by line of sight. We have never had a model that shoots in all five directions at once, so it seems impossible that all five guns can all fire at the same target! The model just looks like it blocks it's own line of sight! We all accept that a normal MC can turn around and shoot where ever it wants. However with these creatures no matter which direction they face, they will always have some guns pointing away from the target! Maybe we can imagine the tyrannocyte rotates on the spot and fires each gun in turn, but the sporocyst is immobile? Panic... Its irrelevant though in terms of rules, MCs measure los from the base, not from the weapon as with vehicles. Fluff wise... who cares? its an abstraction anyway This model has rules of it's own that superceeds the MC rules? Instinctive Fire wrote: Each weapon on this model automatically fires at the nearest enemy unit within range and line of sight. The shots are resolved at the end of the shooting phase before moral checks are taken.
It says each weapon resolves individually at a target within range and Line of Sight. I would take this to imply that the MC blocks it's own line of sight and thus it's impossible for all 5 guns to shoot the same target. That's my read on it... chaos0xomega wrote:I think it is though, no other form of spore mine has been shown in any of those images, and contrary to what i originally thought, the mucolid tentacles are too small to be used on the other builds of the kit.
this image is crawling with regular spore mines. I think you get 1 big Tyrannocide/Sporocyst 1 medium Mucolid 6 small sporemines The weird thing is why the box doesn't say 8 miniatures. sporemines and muclids can both be taken as units of their own... the Mekgun counted the grots, so there is precident. Panic...
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This message was edited 5 times. Last update was at 2014/11/04 16:32:50
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![[Post New]](/s/i/i.gif) 2014/11/04 16:56:13
Subject: Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Shadowy Grot Kommittee Memba
The Great State of New Jersey
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ah ur right, missed the spore mines in that pic, well thats a bummer, got my hopes up.
As for the "mc rules supercede" thing, again it doesnt matter. there are no rules given for how a MC should determine line of sight for its weapons, causing us to default to the core rules for that - in which case its 360 degree line of sight measured from the base. Until they FAQ it that is the RAW interpretation.
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![[Post New]](/s/i/i.gif) 2014/11/04 17:05:50
Subject: Re:Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Pragmatic Primus Commanding Cult Forces
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Panic wrote:
I think you get
1 big Tyrannocide/Sporocyst
1 medium Mucolid
6 small sporemines
Actually, it looks like you get 1 Tyrannocyte OR 1 Mucolid and 1 Sporocyst. The Tyrannocyte uses the lower tentacle bits from the Mucolid.
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![[Post New]](/s/i/i.gif) 2014/11/04 17:07:49
Subject: Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Wraith
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So it's seems the noodly appendages at the bottom of the spore pod are the same for ye Olde Big Spore Mine, so you literally have to choose pod or weapon platform plus fat thing. That means you have to pay a lot of money to run those big ones as it will take $63 to get access to a 15 pt model. Therefore this release is continuing the big model and price inflation. The fact the pod looks top heavy and likely requires that big base to make it steady is telling of bad design. I see it as being one topple away from breaking.
And of course the Nid codex was lacking these so they buy into $15 DLC and add loads of flying bugs but now show up with these things... Sheer incompetence or planned cash grabs, you be the judge.
Models look neat but are probably hell to transport, more so if you bring 6 of the spore pods.... Good luck with that.
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Shine on, Kaldor Dayglow!
Not Ken Lobb
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![[Post New]](/s/i/i.gif) 2014/11/04 17:16:42
Subject: Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Decrepit Dakkanaut
UK
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The only problem is that I don't see any venomthrope or zoanthrope release info in these leaks. So that either means:
1) They are GONE
2) They were simply out of production stock and will restock with the normal finecast models soonish
3) They are getting re-released by no big news about it
4) We are getting a 3rd nid wave.
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![[Post New]](/s/i/i.gif) 2014/11/04 17:21:41
Subject: Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Courageous Space Marine Captain
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chaos0xomega wrote:I think it is though, no other form of spore mine has been shown in any of those images, and contrary to what i originally thought, the mucolid tentacles are too small to be used on the other builds of the kit.
Tyrannocyte and Mucolid Spore use same tentacles, says so in the WD.
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![[Post New]](/s/i/i.gif) 2014/11/04 17:30:36
Subject: Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Slashing Veteran Sword Bretheren
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So Tyranid players got like almost half a dozen new units and their 8 month old codex is already outdated. I wonder why it was sooo hard for GW to release these kits in January.
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