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Would you let Tyranids use the Ally rules in friendly games?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Decrepit Dakkanaut






New Orleans, LA

Considering how powerful MC's are and their new psychic powers: No, I would not allow Nids to ally in the new edition.

DA:70S+G+M+B++I++Pw40k08+D++A++/fWD-R+T(M)DM+
 
   
Made in us
Screamin' Stormboy





sc

why would mindless creatures stop attacking an enemy and begin to work with them to attack a different enemy, no I dont think allies would work for tyrinids, and the mind control bug idea wouldn't really work, at the best they could count as the equivilent of zombies from whfb and we all know how amazingly powerful they are...

Kaptain! I got the tellyportas workin.
Did yer test im out?
No sir, wez low on grotz
After you den mista Nailbrain
!Bizap!
I have no idea if dat meanz it worked... ahhh zog it, ere we go WAAAGH!!!
!Bizap! 
   
Made in gb
Slaanesh Havoc with Blastmaster





Hertfordshire, U.K.

Has anyone read the old catachan codex where the scout units use lictor pheromone glands to lure the swarm towards ambushes/deathtraps etc.?

So surely in that instance you could argue that the tyranids could be used by the imperial guard; i mean, what the difference between a gland in a minefield and one in an enemy deployment zone?

Crimson-King2120 wrote:
There's no such thing as to many sonic blasters

 
   
Made in us
The Hive Mind





Slackermagee wrote:>Reroll one or more of the dice when running while fleet

Meh. Still proven to reduce the average distance.
http://www.dakkadakka.com/dakkaforum/posts/list/459927.page

>Reroll one or more of the charge dice when running while fleet (So, reliably 18+ as the threat range for Hormagaunts).

False. Running prevents charging now - fleet or not. So the most you'll get in a turn is 18".

>Beasts move 12" in the movement phase, reroll to fleet, and reroll charge range. Christ, that makes Raveners scary.

If you say so. They're decent, but still can't run and charge.

>Being one of the only three armies that can hamper enemy blessings at some range. Yeah, its only 12" but when you move as fast as I've listed above... you don't need a huge range to SiTW.

And what of the models above *have* SITW? The fastest is the Flyrant. And yes - he's good. He also isn't fleet.

The loss of assaulting out of reserves/infiltrate/run is what hurts the most.

My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
 
   
Made in us
Rough Rider with Boomstick






New England, U.S.A.

SoloFalcon1138 wrote:

Speaking of screwy alliances, I think the Dark Angels and Space Wolves should have been taken down a notch. They haven't liked each other for over a thousand years. Why, all of a sudden, are they battle brothers?


Slightly off topic, but SW and DA are Allies of Convenience not Battle Brothers. They are still loyal Space Marine Chapters and have fought side by side on occasion.


DR:80+S++G+MB--I+Pw40k03+D+A+++/areWD322R++T(F)DM+ 
   
 
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