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NewTruthNeomaxim wrote: Does anyone thing thanks to their big points reduction that throwing Regeneration on a Brood of 3 Dakka-Fexes is a good/viable idea?
I do actually. With movement phase shifting you can always move wounded carnifex models to the back of the brood, helping them stay on the table longer and actually attempt some of their 4+ regeneration rolls.
Speaking of regeneration, hey! You got some Necrons in my Tryanids!
Since you can only regen 1 wound a turn I'm not sure how worth it that will be.
My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
tetrisphreak wrote: No reason to take a single pair of Scytals on Fexen any more though. My Stranglethorn Cannon/Scytal Fexes will need to be redone into Devourer/Stranglethorn or Scytal/Crushing claw fexen.
Sadly, devourer arms are in short supply....hrmmm
One reason - they're the base item. If you want to cut down on points costs single scytals are fair enough. Means more broods of the buggers!
A week ago Tyranids weren't relevant. Noone who actually goes to tournaments cares how they used to fight Aircrons, because if you actually ended up playings vs. Tyranids you always ended up winning. That's why I should've formulated my question better. My point was, how are the new Tyranids going to succesfully deal with Aircrons and the other armies that I mentioned? So of course, if the methods haven't changed, it means the methods still blow, and Cruddy & Co failed to address these issues just like they failed to address the hundred other issues that have plagued certain units or armies for a decade.
Is this a joke? Tyranids were the best army in the game against aircrons a week ago, and still may be. Taudar are a problem, but Tyranids trump Necrons as hard as DEldar trump Tyranids.
This message was edited 1 time. Last update was at 2014/01/09 15:24:30
Right now I'm thinking 3 Fexes and a Prime x2, a Tyrannofex, Tervigon, gants, couple Zoeys... 8 MCs pounding up the field. Could be fun. Have to see how it points out.
edit: Almost forgot the mandatory (for me) 2 Haruspexes.
This message was edited 1 time. Last update was at 2014/01/09 15:22:20
My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
A week ago Tyranids weren't relevant. Noone who actually goes to tournaments cares how they used to fight Aircrons, because if you actually ended up playings vs. Tyranids you always ended up winning. That's why I should've formulated my question better. My point was, how are the new Tyranids going to succesfully deal with Aircrons and the other armies that I mentioned? So of course, if the methods haven't changed, it means the methods still blow, and Cruddy & Co failed to address these issues just like they failed to address the hundred other issues that have plagued certain units or armies for a decade.
Is this a joke? Tyranids were the best army in the game against aircrons a week ago, and still may be. Taudar are a problem, but Tyranids trump Necrons as hard as DEldar trump Tyranids.
There's my problem - I really wonder how hard DE still counter 'nids. Looks like it'll be the same story as before - they'll shoot us down before we can cross the table. Now without drop pods and the same basic rules on all our existing units...
This message was edited 1 time. Last update was at 2014/01/09 15:22:46
Been out of the game for awhile, trying to find time to get back into it.
the shrouded lord wrote: Mawlocs.
At strength fething eight, and AP two, large blast (?) we're looking at killing a ten man tactical squad by not rolling any ones. don't kill one or two? Ok, place it a few inches next to the unit. You can now (I THINK) assault that unit, and OBLITERATE it with 4-5 attacks. I'm getting one on saturday.
Oh, let's not forget that the now cost less.
They're Strength 6 and you can't assault in the turn you entered by Deep Strike. Regardless, they're pretty good now, yes.
I have seen several misquotes on here, then they get repeated as gospel, just in the last few pages.
(like "this changed", "no, it didn't" .etc.).
For example, if you look at the scan of the IB page, on feed the result that give hits against your own unit is 1-3, not 1-2.
1-3 Eat your own unit.
4-5 Charge nearest enemy unit
6 - charge nearest enemy unit, gain rage.
(I am looking at a scan of the page right now, not a rumor compilation, not an anonymous post, etc.).
I am still looking for english scans of a few more pages, mainly the ones about universal rules (synapse, etc. this is to understand when to test, what exactly it means, etc.).
While many of the long term sore spots have not been addressed (stealers, t4 model survivability, etc.) a few have (tfexes, mawlocs, c-fexes) and I am confident we will find more than one or two decent builds.
However, the best news is somewhat bittersweet....
We don't have to worry about all the cheesy codex hoppers switching over to the nid dex and giving tyranid players a bad name....
DavePak
"Remember, in life, the only thing you absolutely control is your own attitude - do not squander that power."
Fully Painted armies:
TAU: 10k Nids: 9600 Marines: 4000 Crons: 7600
Actor, Gamer, Comic, Corporate Nerd
Yes, DEldar will be tough but not as bad. Think about it, cheaper MCs help and more gants help, plus better shooting. Loss of biomancy also doesn't hurt as against them at all.
Swarmlord is +1 Mastery Level actually, he just generates one less power. So he can cast more often, but knows less. Also influences any Deny the Witch rolls.
Updated. Was thinking he was Mastery Level 4 for some reason, probably because he knew 4 powers.
Spoiler:
Please keep in mind the following information is basic, and doesn't account for all changes to special rules. I am basing this off the spanish pages posted earlier, and I don't actually speak or read spanish.
That said:
HQ Choices Hive Tyrant: -5 PPM; +1BS; Loses BRB powers; loses starting Lashwhip/Bonesword (this upgrade now costs 20 points I think)
SwarmLord: +5 PPM; +1BS; +1 Mastery Level -1 psychic power; Loses BRB Powers
Tervigon: +35 PPM; +1 I; -2 Powers; Loses BRB Powers; no longer shares AG/TS; kills larger area of gaunts
Tyranid Prime: +35 PPM
Deathleaper: now HQ from Elites; -10 PPM; gain Infiltrate; Fleshhooks lose Rending
Old One Eye: now HQ from HS; -40 PPM; +1I
Elite Choices Hive Guard: +5 PPM; -1BS
Lictor: -15 PPM; gain Infiltrate
Pyrovore: -5 PPM; +1W, I, A
Venomthrope: -10 PPM; Gains Shroud instead of default 5+c save
Zoanthrope: -10 PPM; Mastery Level 2; Loses BRB powers; Now Brotherhood of Psykers (not sure if this is a gain or loss, honestly; makes the whole unit very "all or nothing")
Troop Choices Tyranid Warriors: +/- 0 PPM
Genestealers: +/- 0 PPM
--Broodlord: +/- 0 PPM; Single default power (positive or negative is up for debate I suppose)
Termagants: -1 PPM
Hormagaunts: -1 PPM
Ripper Swarms: +3 PPM; No longer guaranteed self destruct out of Synapse
Fast Attack Shrikes: +/- 0 PPM
Harpy: -25 PPM; +1W, A
Gargoyles: +/- 0 PPM
Sky Slasher Swarms: +3 PPM
Raveners: +/- 0 PPM; -1A base, but now get +1A from 2 sets of CCWs Spore Mine Clusters: -5 PPM
Heavy Support Carnifex: -40 PPM, +1I; -1A
Biovore: -5 PPM; +1W, I, A
Trygon: -10 PPM; -1A base, but now get +1A from 2 sets of CCWs Trygon Prime: -10 PPM; -1A base, but now get +1A from 2 sets of CCWs Mawloc: -30 PPM; better From Below rule
Tyranofex: -75! PPM; +1I
Let me know if I missed anything or something is wrong. Again, this doesn't account for changes to some special rules I couldn't understand, or things that would be on unit description pages.
edit 1: Updated Swarmlord to +1ML, -1 power known
This message was edited 1 time. Last update was at 2014/01/09 15:32:11
There's my problem - I really wonder how hard DE still counter 'nids. Looks like it'll be the same story as before - they'll shoot us down before we can cross the table. Now without drop pods and the same basic rules on all our existing units...
Not necessarily... faster movement with army wide AG, shrouded via venomthropes, more FNP. We had no answers before.
"drinking liqueur from endangered rain forest flowers cold-distilled over multicolored diamonds while playing croquet on robot elephants using asian swim suit models as living wickets... well, some hobbies are simply more appealing than others." -Sourclams
Redemption wrote:Dunno. What would you rather have? 4 Regenerating Carnifexes, or 5 Non-regenerating fexes?
5 Fexes gain more benefit from FNP/Shrouded buffs, and do more damage. Plus you're rarely going to regen more than 2-3 wounds per game anyway. Especially if your opponent is able to kill entire Fexes in a single turn.
tetrisphreak wrote:No reason to take a single pair of Scytals on Fexen any more though.
Sure there is. Double ScyTals is free, then just add Adrenal Glands and your Fexes are hitting with five S10 AP2 attacks in addition to their free S9 HoW hits. Plus AG give you Fleet too.
Add Frag Spines to let them strike before power fists, and you have a melee unit that's solid against both infantry and vehicles.
Great do not only has G fething W killed off my FAVOURITE fething UNIT IN THE ENTIRE fething CODEX, NOT TO MENTION POSSIBLY IN THE ENTIRE fething GAME, My GIANT fething MONSTER THAT fething BURSTS OUT OF THE fething GROUND CAN'T fething SLASH IT'S CLAWS 'CAUSE IT' RESTING, WHAT, IS THE fething THING DIABETIC? feth!!!!!!!
yeah, I need decaf.
Sorry you all had to read that.
*grumbles something about parasite of mortrex and diabetes*
The real fun looking WTF unit is deathleaper. Real expensive special char in the HQ section that infiltrates far in advance of the swarm. Well over 100pts.
He has IB lurk so if your out of synapse and you fail an IB roll he has a 50% chance of breaking and fleeing from cover into the open on his way to the tyrnid board edge.
tetrisphreak wrote:No reason to take a single pair of Scytals on Fexen any more though.
Sure there is. Double ScyTals is free, then just add Adrenal Glands and your Fexes are hitting with five S10 AP2 attacks in addition to their free S9 HoW hits. Plus AG give you Fleet too.
Add Frag Spines to let them strike before power fists, and you have a melee unit that's solid against both infantry and vehicles.
tetrisphreak wrote:No reason to take a single pair of Scytals on Fexen any more though.
Sure there is. Double ScyTals is free, then just add Adrenal Glands and your Fexes are hitting with five S10 AP2 attacks in addition to their free S9 HoW hits. Plus AG give you Fleet too.
Add Frag Spines to let them strike before power fists, and you have a melee unit that's solid against both infantry and vehicles.
So the good thing about taking a single set is?
Under the next Tyranid codex, Scything Talons will improve my Reading Comprehension by 1 point per pair :(
tetrisphreak wrote:No reason to take a single pair of Scytals on Fexen any more though.
Sure there is. Double ScyTals is free, then just add Adrenal Glands and your Fexes are hitting with five S10 AP2 attacks in addition to their free S9 HoW hits. Plus AG give you Fleet too.
Add Frag Spines to let them strike before power fists, and you have a melee unit that's solid against both infantry and vehicles.
So the good thing about taking a single set is?
An extra attack with rending claws and boneswords?
tetrisphreak wrote:No reason to take a single pair of Scytals on Fexen any more though.
Sure there is. Double ScyTals is free, then just add Adrenal Glands and your Fexes are hitting with five S10 AP2 attacks in addition to their free S9 HoW hits. Plus AG give you Fleet too.
Add Frag Spines to let them strike before power fists, and you have a melee unit that's solid against both infantry and vehicles.
So the good thing about taking a single set is?
An extra attack with rending claws and boneswords?
Do I need to bold/underline the "on Fexen" part too now?
tetrisphreak wrote:No reason to take a single pair of Scytals on Fexen any more though.
Sure there is. Double ScyTals is free, then just add Adrenal Glands and your Fexes are hitting with five S10 AP2 attacks in addition to their free S9 HoW hits. Plus AG give you Fleet too.
Add Frag Spines to let them strike before power fists, and you have a melee unit that's solid against both infantry and vehicles.
So the good thing about taking a single set is?
An extra attack with rending claws and boneswords?
Do I need to bold/underline the "on Fexen" part too now?
Well, your question didn't make sense in that context. So I thought it was a generalized new question.
A week ago Tyranids weren't relevant. Noone who actually goes to tournaments cares how they used to fight Aircrons, because if you actually ended up playings vs. Tyranids you always ended up winning. That's why I should've formulated my question better. My point was, how are the new Tyranids going to succesfully deal with Aircrons and the other armies that I mentioned? So of course, if the methods haven't changed, it means the methods still blow, and Cruddy & Co failed to address these issues just like they failed to address the hundred other issues that have plagued certain units or armies for a decade.
Is this a joke? Tyranids were the best army in the game against aircrons a week ago, and still may be. Taudar are a problem, but Tyranids trump Necrons as hard as DEldar trump Tyranids.
It's not a joke. Post a 1850p Tyranid list that deals with Crons (4 scythes, 18 wraiths, 3 barges), while atleast making the attempt of being a TAC list? If it's from the new codex all the better.
tetrisphreak wrote:No reason to take a single pair of Scytals on Fexen any more though.
Sure there is. Double ScyTals is free, then just add Adrenal Glands and your Fexes are hitting with five S10 AP2 attacks in addition to their free S9 HoW hits. Plus AG give you Fleet too.
Add Frag Spines to let them strike before power fists, and you have a melee unit that's solid against both infantry and vehicles.
So the good thing about taking a single set is?
An extra attack with rending claws and boneswords?
Do I need to bold/underline the "on Fexen" part too now?
Well, your question didn't make sense in that context. So I thought it was a generalized new question.
A: To get an extra attack on crushing claws?
Considering xttz had mentioned taking 2 on Fexes, I thought it was clear I was still talking about Fexes.
However, the judges will accept your answer of "extra attack with Crushing Claws". Of course, they'll also point out how sort of pointless Crushing Claws really are on Fexes, but they do still look cool at least.
This message was edited 1 time. Last update was at 2014/01/09 15:57:49