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2014/01/01 19:02:06
Subject: Tyranid Release in January (summary in first post): teaser p64
Hopefully you can deep strike or similar as with mycetic spores at the moment as if sitw has changed to -3 leadership I can have great fun with 3x3 zoans with psychic shriek!
Shingen wrote: Hopefully you can deep strike or similar as with mycetic spores at the moment as if sitw has changed to -3 leadership I can have great fun with 3x3 zoans with psychic shriek!
I'd imagine it's only -3 to psychic tests. Although if it's -3 to all Ld value, that would be massive!
davethepak wrote: Regarding the comments about fortifications, has there been any rumor from a somewhat verified source that nids may somehow not be able to use fortifications?
The FAQ for the current codex says Tyranids can't manually fire emplaced weapons. We don't know if that will change with the new one.
2014/01/01 19:40:16
Subject: Tyranid Release in January (summary in first post): teaser p64
davethepak wrote: Regarding the comments about fortifications, has there been any rumor from a somewhat verified source that nids may somehow not be able to use fortifications?
The FAQ for the current codex says Tyranids can't manually fire emplaced weapons. We don't know if that will change with the new one.
Heh I have the mental image right now. what a good one. Tyranids firing Lascannons. It's beautiful
2014/01/01 19:43:39
Subject: Re:Tyranid Release in January (summary in first post): teaser p64
Therion wrote: They could have made the Tyrannofex a more close range assault fire beast and let the Exocrine take over the long range shooting.
The Tyrannofex is a close range assault beast. Using the Rupture Cannon as the basis of your opinion of the Tyrannofex gives a misleading impression on it. Look at the rest of the beast. T6, W6, and the only 2+ save in the army outside of a Hive Tyrant (in 5th). Comes standard with either an assault 5 or large blast S5 weapon and a thorax swarm. Its other 2 primary weapons are a rather nasty template or a 12" range, assault 20 anti light infantry gun. The Tyrannofex was made for close range warfare. The reason people found the Rupture Cannon Tyrannofex overpriced was because they were wasting its other 2 weapons, which are included in the base price, since it never got in range to use them, and wasted its rather tough stats by never taking enough hits to make them worth it. Putting a Rupture Cannon on it is defeating the purpose of the rest of the unit. Not to mention at BS 3 the Rupture Cannon is pretty terrible.
The problems come from the fact that it isn't fast enough to catch much with its rather good short ranged firepower, and doesn't have the assault stats to resist the inevitable return assault. It'll get powerfisted to death after nuking one unit - if it reaches one.
The Rupture Cannon feels almost like the creation of the Vindicator. The Space Marines needed a linebreaker tank and only had Rhino chassis. Not the toughest chassis ever, but managed to toughen it up and strap a Demolisher cannon to it, which got the job done. Similarly, the Rupture Cannon almost feels the same way - the Hive Mind needed the firepower of a Heirpohant but didn't have the biomass to dedicate to one, so they strapped a similarly powerful gun to the biggest creature they had the resources to make, and the 'template' stayed around.
Regarding the Exocrine, I'll give it a few games to see if I like the shorter range but decently powerful shot for its points cost. I have a feeling it won't bother me, but I'm not going to definitely state how I feel about the unit until I get some table time with it.
2014/01/01 21:51:35
Subject: Tyranid Release in January (summary in first post): teaser p64
Rotary wrote: I've never complained to much about prices, as i'm new to the hobby and it was my choice to get involved. But if these prices are correct i'll be shelling out $300 for a single brood of carnifexs? And i was thinking of running two broods! But $600, I think i'll have to ebay them used.
Not sure how you got to $300 for a single brood, as 2x3 Carnifexes would be $270 with the new 2-pack.
I thought that was single carnifex pricing. I'm happy to be wrong if this is the case. I guess after seeing some of the other new mc pricing it wouldn't be stretch to see them charging 80ish per a fex, add in tax and you are getting up there pretty quick price wise.
2014/01/01 22:02:16
Subject: Tyranid Release in January (summary in first post): teaser p64
Rotary wrote: I've never complained to much about prices, as i'm new to the hobby and it was my choice to get involved. But if these prices are correct i'll be shelling out $300 for a single brood of carnifexs? And i was thinking of running two broods! But $600, I think i'll have to ebay them used.
Not sure how you got to $300 for a single brood, as 2x3 Carnifexes would be $270 with the new 2-pack.
I thought that was single carnifex pricing. I'm happy to be wrong if this is the case. I guess after seeing some of the other new mc pricing it wouldn't be stretch to see them charging 80ish per a fex, add in tax and you are getting up there pretty quick price wise.
Then be happy, because you are wrong. The new pricing is for a repack of the Carnifex, which includes 2 of them.
2014/01/01 22:33:13
Subject: Tyranid Release in January (summary in first post): teaser p64
Regarding the earlier discussion about FOC vs. allies, I don't think people understand how much a massive, near-codex shattering nerf is it to be an army that can not take allies in this meta.
Allowing a free single extra slot in each section of the FOC only barely evens the gap there.
2014/01/01 22:42:20
Subject: Tyranid Release in January (summary in first post): teaser p64
I personally don't see why you would take allies with Tyranids.
The codex always seems to be built around supporting other Tyranids. Synapse, Tyrant buffs, Tervigon buffs, etc. Taking away 500pts of that to shoehorn a Riptide into your list takes away 500pts of Tyranids that will not be getting buffs from other units or units that do the buffing, which makes the Tyranid portion of the army weaker, while not giving you something that by comparison makes up for how much weaker you just made the main part of your army.
Make the Tyranid codex not need allies and you won't miss allies.
Automatically Appended Next Post:
Hunchkrot wrote: I feel like this Allies v. Expanded FOC argument really isn't necessary. I mean, once we get a supplement we'll just ally with it.
This too. The rumours of Leviathan being about more monstrous creatures and Kraken being about more swarms means Tyranids will have 2 good directions to ally with themselves to essentially open more FoC slots anyway. These will also still be Tyranids which will buff or receive buffs from other Tyranids.
This message was edited 1 time. Last update was at 2014/01/01 22:44:55
2014/01/01 22:46:24
Subject: Tyranid Release in January (summary in first post): teaser p64
Therion wrote: They could have made the Tyrannofex a more close range assault fire beast and let the Exocrine take over the long range shooting.
The Tyrannofex is a close range assault beast. Using the Rupture Cannon as the basis of your opinion of the Tyrannofex gives a misleading impression on it. Look at the rest of the beast. T6, W6, and the only 2+ save in the army outside of a Hive Tyrant (in 5th). Comes standard with either an assault 5 or large blast S5 weapon and a thorax swarm. Its other 2 primary weapons are a rather nasty template or a 12" range, assault 20 anti light infantry gun. The Tyrannofex was made for close range warfare. The reason people found the Rupture Cannon Tyrannofex overpriced was because they were wasting its other 2 weapons, which are included in the base price, since it never got in range to use them, and wasted its rather tough stats by never taking enough hits to make them worth it. Putting a Rupture Cannon on it is defeating the purpose of the rest of the unit. Not to mention at BS 3 the Rupture Cannon is pretty terrible.
The problems come from the fact that it isn't fast enough to catch much with its rather good short ranged firepower, and doesn't have the assault stats to resist the inevitable return assault. It'll get powerfisted to death after nuking one unit - if it reaches one.
The Rupture Cannon feels almost like the creation of the Vindicator. The Space Marines needed a linebreaker tank and only had Rhino chassis. Not the toughest chassis ever, but managed to toughen it up and strap a Demolisher cannon to it, which got the job done. Similarly, the Rupture Cannon almost feels the same way - the Hive Mind needed the firepower of a Heirpohant but didn't have the biomass to dedicate to one, so they strapped a similarly powerful gun to the biggest creature they had the resources to make, and the 'template' stayed around.
Regarding the Exocrine, I'll give it a few games to see if I like the shorter range but decently powerful shot for its points cost. I have a feeling it won't bother me, but I'm not going to definitely state how I feel about the unit until I get some table time with it.
I have to say Loki this is one of the best reviews of the TFex I have ever seen. I had planned on picking one up with the new codex, to add to my collection. And this has my completely rethinking how it will fit in with my army.
-Loki- wrote:I personally don't see why you would take allies with Tyranids.
The codex always seems to be built around supporting other Tyranids. Synapse, Tyrant buffs, Tervigon buffs, etc. Taking away 500pts of that to shoehorn a Riptide into your list takes away 500pts of Tyranids that will not be getting buffs from other units or units that do the buffing, which makes the Tyranid portion of the army weaker, while not giving you something that by comparison makes up for how much weaker you just made the main part of your army.
Make the Tyranid codex not need allies and you won't miss allies.
Automatically Appended Next Post:
Hunchkrot wrote: I feel like this Allies v. Expanded FOC argument really isn't necessary. I mean, once we get a supplement we'll just ally with it.
This too. The rumours of Leviathan being about more monstrous creatures and Kraken being about more swarms means Tyranids will have 2 good directions to ally with themselves to essentially open more FoC slots anyway. These will also still be Tyranids which will buff or receive buffs from other Tyranids.
Honestly, you could make Tyranids be able to take any codex as Battle Brothers allies and I still wouldn't!
24" range on the Exocrine... please let this be wrong. So far the only good things that I have heard about this new Codex are the price reductions, but they don't seem like they are going to be enough to help.
24" for artillery, that's not even funny.
The objective of the game is to win. The point of the game is to have fun. The two should never be confused.
2014/01/02 00:58:02
Subject: Tyranid Release in January (summary in first post): teaser p64
On page 30 of the Jan White Dwarf you can see (what looks like) 3 cards with tyranid psychic powers. Could anyone let us which ones they are and what they do?
Thanks for the effort!!
FaarisShazad wrote:The guy with the spiky dildo for a picture had a good point.
Ork Management Program
I take care of problems that need to be solved with violence
2014/01/02 01:01:13
Subject: Tyranid Release in January (summary in first post): teaser p64
stonehorse wrote: 24" range on the Exocrine... please let this be wrong. So far the only good things that I have heard about this new Codex are the price reductions, but they don't seem like they are going to be enough to help.
stonehorse wrote: 24" range on the Exocrine... please let this be wrong. So far the only good things that I have heard about this new Codex are the price reductions, but they don't seem like they are going to be enough to help.
24" for artillery, that's not even funny.
But the Hive Guard is fine being 24"?
No, Hive Guard in all the games I have used them die on turn 2, and have accounted for nothing, but I do play against Mechanized Orks and Marines. 11 Tank Busters in Battlewagon are going to make the Hive Guard have a really bad day.
The objective of the game is to win. The point of the game is to have fun. The two should never be confused.
2014/01/02 01:12:43
Subject: Tyranid Release in January (summary in first post): teaser p64
stonehorse wrote: 24" range on the Exocrine... please let this be wrong. So far the only good things that I have heard about this new Codex are the price reductions, but they don't seem like they are going to be enough to help.
24" for artillery, that's not even funny.
But the Hive Guard is fine being 24"?
No, Hive Guard in all the games I have used them die on turn 2, and have accounted for nothing, but I do play against Mechanized Orks and Marines. 11 Tank Busters in Battlewagon are going to make the Hive Guard have a really bad day.
You play against mechanised Orks and Space Marines, use Hive Guard, and they die on turn 2 and account for no kills.
Do you... do you use terrain? Like even a little bit? Mechanised Space Marines and Orks are the armies Hive Guard are designed to kill. They sit behind a peice of LOS blocking over lobbing out mutliple S8 shots that cover saves are very hard to get against (especially for vehicles). If you can't kill a few Rhinos or Trukks with that, I can't help but feel you are doing something very, very, very wrong. A brood of 3 on average will kill a Trukk or Rhino per turn on average through hull point stripping alone.
This message was edited 1 time. Last update was at 2014/01/02 01:13:45
2014/01/02 01:18:49
Subject: Tyranid Release in January (summary in first post): teaser p64
Aye, lots of terrain, but sadly Battlewagons provide armour 14, at best I can glance the Battlewagon with a 6, yet to happen, but given our medium range, the Battle Wagon sits out of range, then moves to within Rokkit range, and no more Hive Guard.
It is really depressing. Mechanization is my bane, the answers that I bring to the table to answer it are neutralised by turn 2. Then I just watch as my army is taken apart piece by piece.
This message was edited 2 times. Last update was at 2014/01/02 01:21:40
The objective of the game is to win. The point of the game is to have fun. The two should never be confused.
2014/01/02 01:26:49
Subject: Tyranid Release in January (summary in first post): teaser p64
stonehorse wrote: Aye, lots of terrain, but sadly Battlewagons provide armour 14, at best I can glance the Battlewagon with a 6, yet to happen, but given our medium range, the Battle Wagon sits out of range, then moves to within Rokkit range, and no more Hive Guard.
You are hiding out of LoS, right?
It is really depressing. Mechanization is my bane, the answers that I bring to the table to answer it are neutralised by turn 2. Then I just watch as my army is taken apart piece by piece.
If your opponents are that predictable it should be easy to take them apart.
My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
2014/01/02 01:35:46
Subject: Tyranid Release in January (summary in first post): teaser p64
Not to sound funny, but I have been playing since 2nd edition, so have enough game knowledge to know the basics.
My model collection is very Horde based, again, this comes from being an old timer. The image of a Horde rushing towards the enemy is how I've always viewed Tyranids. Could be that I need to invest in new models, namely Flying Hive Tyrants with 2 sets of twin-linked Brainworm devourers.
What I am still getting used to is how slow Tyranids are this edition. Still it is odd that I find Tau and Imperial Guard an easier force to fight against than Marines and Orks, which from reading the internet is an oddity.
The objective of the game is to win. The point of the game is to have fun. The two should never be confused.
2014/01/02 01:42:53
Subject: Tyranid Release in January (summary in first post): teaser p64
stonehorse wrote: Not to sound funny, but I have been playing since 2nd edition, so have enough game knowledge to know the basics.
My model collection is very Horde based, again, this comes from being an old timer. The image of a Horde rushing towards the enemy is how I've always viewed Tyranids. Could be that I need to invest in new models, namely Flying Hive Tyrants with 2 sets of twin-linked Brainworm devourers.
What I am still getting used to is how slow Tyranids are this edition. Still it is odd that I find Tau and Imperial Guard an easier force to fight against than Marines and Orks, which from reading the internet is an oddity.
So you are hiding out of sight then?
Hive guard for me in 8/10 games at least double there points back.
Exorcine is really underwhelming if the Carnifexes are that cheap IMO. Carnifexes with TLdevs+BLW will be more durable point for point, just as good against MEQ, probably better in combat and fire way more shots. They're not even much worse against a Riptide point for point even (assuming they stay S6, which is likely as in the battle report 2 with 2 TLdevs fire 24 shots and "easily" kill the objective, which would have barely worked if they were S5). Honestly, I just don't really get the gap it's meant to fill. Low AP large blasts? Maybe, but they still don't even do that super well with only 24" range. If it stands still, it's like having 6 plasma guns - strong enough but really not that outstanding. Without the mobility and durability of the Riptide, I just don't see it being useful.
The Crone may be brutal though. If rerollable means "hangs around for a turn or 2", then those "missiles" are the first not-awful ones we've had. Even without, S8 AP3 vector strikes are nasty. I can see a lot of potential for that, especially if the vomit cannon is decent.
Honestly, my biggest concern ATM is what nids will do about troops. If they don't get ally slots and Tervigons are really that much more expensive, they'll struggle a bit. Who knows. I'm pretty excited, I don't think they're going to be an amazing codex but hopefully they'll be enough to change things up a little bit more.
This message was edited 1 time. Last update was at 2014/01/02 01:49:13
2014/01/02 02:43:24
Subject: Tyranid Release in January (summary in first post): teaser p64
It looks like the WD has shows some psychic cards (from the looks of the youtube video) can anyone with a copy tell us if those pics of cards tell us anything about the psychic powers?
2014/01/02 02:46:33
Subject: Tyranid Release in January (summary in first post): teaser p64
Zookie wrote: It looks like the WD has shows some psychic cards (from the looks of the youtube video) can anyone with a copy tell us if those pics of cards tell us anything about the psychic powers?
Warp blast is same stats as today, but has both profiles listed under the power, warp charge 2. I'd assume that's power #6 on the chart.
Also supports the rumor that zoans are warp charge 2, but master level 1. It would allow them to use warp blast without giving them 2 power each if they decide to roll elsewhere.
Looking for Durham Region gamers in Ontario Canada, send me a PM!
See my gallery for Chapterhouse's Tervigon, fully painted.