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2014/05/25 20:42:26
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Battle Report p.49)
Khaine's Wrath wrote: He's still over 800 points though right? For two bio cannons.....
Just not worth it,
The thing is, he can potentially kill 3 units a turn. Fire 6 S10 shots at 2 different tanks and then assault a 3rd completely different unit. BTW, with his upgrades, you can give him more guns like 6 twin-linked S7 skyfire shots or a huge hellstorm template. Now you are looking at a unit that can potentially kill up to 4 or 5 different units a turn.
And he's quite hard to kill with 2+, T9, 10W and regeneration. Only Destroyer weapons can dependably kill him (at least in the previous edition before they got nerfed). That means you can reliably depend on him to kill potentially several units a turn. That starts to add up.
This message was edited 1 time. Last update was at 2014/05/25 20:52:42
The thing is that you can only take one upgrade, so I have to choose between the venomthrope assault vehicle combo or the hellstorm template. S5 AP3 Hellstorm = a lot of dead SM.
I'm checking out the other upgrades, and Incendiary Ichor stands out as pretty solid for fighting super-heavy walkers, especially Knights. Everytime the Hierophant takes a wound, a Knight would take an immediate D3 glancing hits.
If you imagine that the Knight is typically causing D3 wounds for each hit, he's going to receive triple that damage in return on average. It effectively makes attacking the Hierophant a guaranteed suicide run for a Knight.
Perhaps a bit niche, but it's a nice counter if you know what you're up against.
2014/05/25 21:46:54
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Battle Report p.49)
Khaine's Wrath wrote: He's still over 800 points though right? For two bio cannons.....
Just not worth it,
The thing is, he can potentially kill 3 units a turn. Fire 6 S10 shots at 2 different tanks and then assault a 3rd completely different unit.BTW, with his upgrades, you can give him more guns like 6 twin-linked S7 skyfire shots or a huge hellstorm template. Now you are looking at a unit that can potentially kill up to 4 or 5 different units a turn.
And he's quite hard to kill with 2+, T9, 10W and regeneration. Only Destroyer weapons can dependably kill him (at least in the previous edition before they got nerfed). That means you can reliably depend on him to kill potentially several units a turn. That starts to add up.
Bolded emphasis mine. Actually, the rules do not state that. A unit can only charge a target of it's shooting attacks if it fired a ranged weapon. So 2 units/turn, but the stomp table gives you a shot at serious collateral damage.
To the stomp debate about hitting non engaged units - the diagram illustrates 18 ultramarines getting hit - this in no way could be a single unit so it's implicit that it's intended for GCs and SHWs to be able to do it. Plus, it's how the rules read too so there's that.
Been out of the game for awhile, trying to find time to get back into it.
2014/05/25 22:09:05
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Battle Report p.49)
xttz wrote: I'm checking out the other upgrades, and Incendiary Ichor stands out as pretty solid for fighting super-heavy walkers, especially Knights. Everytime the Hierophant takes a wound, a Knight would take an immediate D3 glancing hits.
If you imagine that the Knight is typically causing D3 wounds for each hit, he's going to receive triple that damage in return on average. It effectively makes attacking the Hierophant a guaranteed suicide run for a Knight.
Perhaps a bit niche, but it's a nice counter if you know what you're up against.
That makes my venom-in-a-box (bastion) tactic even more funny. LOL!!!
Ahem. Venom-in-a-box? I still claim the BastionThrope tactic as my own!
Joking aside, I hope we'll see more bugs from you in 7th edition... I havent seen any Nids from you since the new book came out. But, here's my next idea. Something I came up with before everyone decided not to use Stronghold assault, but is now super awesome. I present... the Box of Terror!
It's simple really. Take 20 Genestealers, no upgrades. Buy a Bastion with an escape hatch. Stick that Bastion exactly at the halfway point of the table on the edge of your table half. Point escape hatch at your opponent. Escape hatch 12" away in your deployment zone. Infiltrate your 20 genestealers inside. You can't assault turn 1, but you have a scoring Bastion that is now an assault vehicle. Simply put, anything your opponent puts within 18" of the bastion, which is in the dead center of the board, is now subject to clawed murder. See below:
That's the terror threat range of the "Box of Terrors" With Maelstrom of War missions, board control must be a consistent thing. Well, that's a huge chunk of the board that most units are going to stay the F*** away from! Really, everything except Imperial Knights and Land Raiders are going to be terrified of this. The Escape hatch is there for added utility once you "open the box". Basically, use it to chuck a Venomthrope upfield to support all your advancing Flyrants, other units, and the Genestealers themselves.
Remember this if it actually works, Box of Terrors!
2014/05/26 08:39:23
Subject: Re:Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Battle Report p.49)
I really, really like the idea from a gimmicky point of view, but there are a few problems. 1) Buildings are less survivable in 7th than 6th. Partially because of meta shifts. 2) Genesteelers suck. Overcosts and no grenades. Die to overwatch. 3) You need a broodlord. In 7th, Pinned units don't get to overwatch. That is huge. 4) I would reduce the size of the unit. Broodlord + 7 Genesteelers should be able to kill most things. 5) I would include Hormagaunts, Raveners, or warriors with this list to provide a reload to the gun that is the midfield bastion. 6) Be worried about flamers. They now do D6 wounds to the occupants of a bastion. So we are talking 4D6 wounds from 2 Deep striking crisis suites. 7) I think most tactics for tyranids should be built around "Master of Ambush" Warlord trait, so I would be curious what sort of list you would run your box of terror with, and how it would take advantage of infiltrating genesteelers + Flyrant + 3 other units.
Overall, I like the idea, and will give it a shot against my buddies when I get the chance.
This message was edited 2 times. Last update was at 2014/05/26 09:01:29
2014/05/26 10:06:45
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Battle Report p.49)
Check the 7th ed deployment rules - they now state fortifications deploy in your deployment zone. Not sure if the SA rules over-ride this, but I think this nerfs your strat (a little).
2014/05/26 14:01:06
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Battle Report p.49)
zerosignal wrote: Check the 7th ed deployment rules - they now state fortifications deploy in your deployment zone. Not sure if the SA rules over-ride this, but I think this nerfs your strat (a little).
Yes, you appear to be correct. Sigh. Well that was a fun idea for a few hours, but it really does nerf the whole thing doesn't it? Ah well. Now, that's more of a good idea to remember in battle than a strategy to base your list around.
2014/05/26 14:11:27
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Battle Report p.49)
With how scoring works things like mawlocs and tyrrofexes really get a boost in this edition. Oh, your scouts are on that objective? Booosh! Mawloc takes it now. Oh, there's an objective midfield? Grraah! T6 6W 2+ Save t-fex gets it. Both cannot contest BF troops, of course, but other than that they'll be useful outside of their normal trickery.
TftD takes on a whole new usefulness for getting to different objectives later in the game, too.
Been out of the game for awhile, trying to find time to get back into it.
2014/05/26 14:17:20
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Battle Report p.49)
Loving the idea of mawlocs in this edition. Troops will be everywhere. Most are T4. So much munching possible! Auto hits, 2's to wound, ignore armour and cover? Yes please!
Automatically Appended Next Post: Oh..... Terror from the deep..... Got it!
This message was edited 1 time. Last update was at 2014/05/26 14:17:49
You sought to cower behind your walls, weakling? Instead, by the will of Khorne, you shall die behind them
2014/05/26 15:16:58
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Battle Report p.49)
It's definitely going to be hard outscoring her. We're both using a 'TAC' list not tailored, but mine isnt cut out so much for the new Maelstrom missions unless I really luck out.
Ill post the results here later.
This message was edited 1 time. Last update was at 2014/05/26 15:18:35
That makes my venom-in-a-box (bastion) tactic even more funny. LOL!!!
Ahem. Venom-in-a-box? I still claim the BastionThrope tactic as my own!
Joking aside, I hope we'll see more bugs from you in 7th edition... I havent seen any Nids from you since the new book came out. But, here's my next idea. Something I came up with before everyone decided not to use Stronghold assault, but is now super awesome. I present... the Box of Terror!
It's simple really. Take 20 Genestealers, no upgrades. Buy a Bastion with an escape hatch. Stick that Bastion exactly at the halfway point of the table on the edge of your table half. Point escape hatch at your opponent. Escape hatch 12" away in your deployment zone. Infiltrate your 20 genestealers inside. You can't assault turn 1, but you have a scoring Bastion that is now an assault vehicle. Simply put, anything your opponent puts within 18" of the bastion, which is in the dead center of the board, is now subject to clawed murder. See below:
That's the terror threat range of the "Box of Terrors" With Maelstrom of War missions, board control must be a consistent thing. Well, that's a huge chunk of the board that most units are going to stay the F*** away from! Really, everything except Imperial Knights and Land Raiders are going to be terrified of this. The Escape hatch is there for added utility once you "open the box". Basically, use it to chuck a Venomthrope upfield to support all your advancing Flyrants, other units, and the Genestealers themselves.
Remember this if it actually works, Box of Terrors!
This is my version of your "Box-of-Terror".
It involves this big guy:
Along with 20 of these guys:
Automatically Appended Next Post:
Iechine wrote: The thing is that you can only take one upgrade, so I have to choose between the venomthrope assault vehicle combo or the hellstorm template. S5 AP3 Hellstorm = a lot of dead SM.
It's going to depend on your meta. If in your area, there are a lot of marine players, then the template upgrade may be the TAC way to go.
In my meta, there usually are a lot of flyers so I normally equip my bio-titan with skyfiring guns as a TAC option.
The venom upgrade is a fine defensive upgrade, especially if you play in a shooty meta or if you don't know what you are going up against (as in tournaments).
Khaine's Wrath wrote: He's still over 800 points though right? For two bio cannons.....
Just not worth it,
The thing is, he can potentially kill 3 units a turn. Fire 6 S10 shots at 2 different tanks and then assault a 3rd completely different unit.BTW, with his upgrades, you can give him more guns like 6 twin-linked S7 skyfire shots or a huge hellstorm template. Now you are looking at a unit that can potentially kill up to 4 or 5 different units a turn.
And he's quite hard to kill with 2+, T9, 10W and regeneration. Only Destroyer weapons can dependably kill him (at least in the previous edition before they got nerfed). That means you can reliably depend on him to kill potentially several units a turn. That starts to add up.
Bolded emphasis mine. Actually, the rules do not state that. A unit can only charge a target of it's shooting attacks if it fired a ranged weapon. So 2 units/turn, but the stomp table gives you a shot at serious collateral damage.
To the stomp debate about hitting non engaged units - the diagram illustrates 18 ultramarines getting hit - this in no way could be a single unit so it's implicit that it's intended for GCs and SHWs to be able to do it. Plus, it's how the rules read too so there's that.
You are right. I haven't played the new Apoc yet (though I have played Escalation) so this is one of the changes that I missed. Back in the previous edition of Apoc, you could shoot and charge entirely different units.
So now, a 3rd gun bought as an upgrade to the hierophant makes a lot more sense. It would give you more options in terms of assault.
tetrisphreak wrote: With how scoring works things like mawlocs and tyrrofexes really get a boost in this edition. Oh, your scouts are on that objective? Booosh! Mawloc takes it now. Oh, there's an objective midfield? Grraah! T6 6W 2+ Save t-fex gets it. Both cannot contest BF troops, of course, but other than that they'll be useful outside of their normal trickery.
TftD takes on a whole new usefulness for getting to different objectives later in the game, too.
The T-fex is ok, but the mawloc is really useful. What you need in this game nowadays is mobile scoring. The mawloc is one of the more mobile units in our army.
This message was edited 1 time. Last update was at 2014/05/26 15:58:27
I really like the idea of the Mawloc, but in the five games I played with it, the worm hit its intended target only once. In those games it killed five necron warriors, one plague marine and 10 of my gaunts ( yes, I keep a tally). Am I missing something? Are Lictors mandatory in that case? I hate Lictors...
This message was edited 1 time. Last update was at 2014/05/26 16:22:33
2014/05/26 16:29:59
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Battle Report p.49)
At the moment I'm wondering how worth it a harridan would be. I think they're a great choice, but if I were to buy one it would literally be the only thing this year I buy. So expensive! Right now I'm limiting myself to only in codex options. The hierophant assault vehicle sure is nasty though! I'm always considering a Mawloc, they do seem pretty decent with their "quick scoring" potential until I can field the Skyblight.
2014/05/26 16:31:06
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Battle Report p.49)
Well you've got a 1/3 chance of hitting dead on, so dont be surprised you get burned. I usually run 2, and now that they score, they are a cheap, high threat level scoring unit thats hard to kill.
At the moment I'm wondering how worth it a harridan would be. I think they're a great choice, but if I were to buy one it would literally be the only thing this year I buy. So expensive!
For what its worth, my first Aliexpress experience was with my Hierophant and was really surprised how thoroughly pleased with the service I was.
This message was edited 2 times. Last update was at 2014/05/26 16:32:44
Not to jump topics but any theories on how Shadows will be changed in the new edition. Boost to the deny rolls or will it damage enemy casting directly? How are tyranids faring in the psychic phase?
dmthomas7 wrote: Not to jump topics but any theories on how Shadows will be changed in the new edition. Boost to the deny rolls or will it damage enemy casting directly? How are tyranids faring in the psychic phase?
Honestly? My guess is that it's going to do nothing but affect the psyker's LD when testing for Perils.
But if it does anything beyond that, consider it a bonus.
Tyranids are decent in the psychic phase. Grey knights, Daemons and Eldar will be the top-dog psychic armies. Tyranids will be following right behind them.
Automatically Appended Next Post:
TychoTerziev wrote: I really like the idea of the Mawloc, but in the five games I played with it, the worm hit its intended target only once. In those games it killed five necron warriors, one plague marine and 10 of my gaunts ( yes, I keep a tally). Am I missing something? Are Lictors mandatory in that case? I hate Lictors...
I wouldn't measure the mawloc by its killing power. If it kills things, I consider that a bonus.
The true worth of the mawloc is in his almost unlimited mobility and the fact that he forces your opponent to focus on him, thus allowing the rest of your army to survive for at least another turn.
No, lictors are by no means mandatory.
This message was edited 1 time. Last update was at 2014/05/26 17:26:04
So, this is a dumb list, but I'm only a fan of some of the Nids models. I want to make Nidzilla because GW refuses to make "Midzilla" a viable army list (entirely composed of the T4 models).
That's 1850. I can drop one T-Fex and give the others regen at 1750 or give them all regen and more templates at 2000. You can probably guess which models I like... I wish walking Tyrants worked, but I just don't feel like you can make them work. I love the Swarmlord, but he's become such a hot mess.
Think Exocrines would be beneficial in that list? 2 T-Fexes and 2 'Crines?
I'm spit balling. I just want something I can make a bunch of custom "big bugs" as a modeling project and still have it playable. I dislike the Crone/Harpy model with no legs (even though it can "walk") and the flying stick up it's butt.
This message was edited 2 times. Last update was at 2014/05/26 18:08:41
Shine on, Kaldor Dayglow!
Not Ken Lobb
2014/05/26 18:24:03
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Battle Report p.49)
TheKbob wrote: So, this is a dumb list, but I'm only a fan of some of the Nids models. I want to make Nidzilla because GW refuses to make "Midzilla" a viable army list (entirely composed of the T4 models).
That's 1850. I can drop one T-Fex and give the others regen at 1750 or give them all regen and more templates at 2000. You can probably guess which models I like... I wish walking Tyrants worked, but I just don't feel like you can make them work. I love the Swarmlord, but he's become such a hot mess.
Think Exocrines would be beneficial in that list? 2 T-Fexes and 2 'Crines?
I'm spit balling. I just want something I can make a bunch of custom "big bugs" as a modeling project and still have it playable. I dislike the Crone/Harpy model with no legs (even though it can "walk") and the flying stick up it's butt.
Looks awesome cool! But I suggest you find 40 points for Thorax Hives on the Big Bad Tyranos. I live for the day you get "Master of Ambush" (Dakka'rant and three Tyranos outflank from the underworld!!! )
The will of the hive is always the same: HUNGER
2014/05/26 18:35:31
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Battle Report p.49)
Looks awesome cool! But I suggest you find 40 points for Thorax Hives on the Big Bad Tyranos. I live for the day you get "Master of Ambush" (Dakka'rant and three Tyranos outflank from the underworld!!! )
At 1850, you just don't have the points. I could demote one T-Fex to an Exocrine and give the Fexes all Hives. At 1750 it's possible as I have to drop one anyways and at 2K, too.
Which thorax biomorph is the best? I can see each one having it's uses. Probably Electroshock Grubs because of S5, Ap5, and Haywire? It's the best "all comers" *FWOOSH* they seem to have.
Shine on, Kaldor Dayglow!
Not Ken Lobb
2014/05/26 18:37:20
Subject: Re:Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Battle Report p.49)
Now this list has more big bad guys. But perhaps each is a little less effective. I am contemplating dropping the second mawloc for carnifex upgrades. For example claws and such. Maybe add a third zoey in, or a venom for a cover save. Or perhaps a lictor for accurate mawloc deep strike. Though I fear he would die. fast. What to do? Perhaps sheer numbers of big beasties will be enough?
You sought to cower behind your walls, weakling? Instead, by the will of Khorne, you shall die behind them
2014/05/26 18:41:10
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Battle Report p.49)
Looks awesome cool! But I suggest you find 40 points for Thorax Hives on the Big Bad Tyranos. I live for the day you get "Master of Ambush" (Dakka'rant and three Tyranos outflank from the underworld!!! )
At 1850, you just don't have the points. I could demote one T-Fex to an Exocrine and give the Fexes all Hives. At 1750 it's possible as I have to drop one anyways and at 2K, too.
Which thorax biomorph is the best? I can see each one having it's uses. Probably Electroshock Grubs because of S5, Ap5, and Haywire? It's the best "all comers" *FWOOSH* they seem to have.
I'm a big fan of Electro-Bugs, and with Smash being nerfed, it's even more nessisary...
The will of the hive is always the same: HUNGER
2014/05/26 20:01:47
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Battle Report p.49)
Just got done recovering from the lack of sleep involved an a weekend-long 40k event (just a small local thing, but a lot of fun nonetheless) where I played a number (3!) apocalypse games, and that was just on the first day! I brought at least 5k in each one and it was incredible. Not much of a bat rep kind of guy but I'll get some stuff going next time - there was so much that was awesome. I bring it up on the topic of a hierophant upgrade. Still wish I could grab more than one, they're so great! But I never for a second went for anything but the venom. With a 4+ cover turning into an effective 2++ (think about it - what can ignore cover AND 2+ armor? Not much!) whenever the hierophant touched ruins, it was not too shabby! Made the thing darn near indestructible. Also ran my harridan. It really is pretty much indestructible. If you get lucky enough to play against people who don't realize that, it makes up even more of it's points back because they will shoot it.
By the way, I came up with a name for the hierophant with a toe in nearby ruins giving 2+ cover to flyrants and such in said ruins - Shroudstar. Pretty sure it's going to be a thing. You have an alpha strike? That's cute. Meet my 2+ saves
The idea of Genestealers in a hierophant is actually pretty awesome, and brings up a number of things I wonder about how that would work:
1) do you "disembark" from a point on the body or from the base? Technically forge world says to imagine a line connecting each leg to the adjacent leg, forming a square. Is that where you measure the 6" from?
2) Does the hierophant have to move less than 6" for them to get out (which I think is how it works for normal vehicles)
3) could they disembark on a turn that the hierophant is locked in combat? Presumably the hierophant wouldn't be surrounded so there would be a place to put the models
4) in that case, are they then locked in that same assault?
4) GW HOW DO TRANSPORT MONSTROUS CREATURES WORK!
This message was edited 1 time. Last update was at 2014/05/26 20:04:39
2014/05/26 21:40:10
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Battle Report p.49)
luke1705 wrote: Just got done recovering from the lack of sleep involved an a weekend-long 40k event (just a small local thing, but a lot of fun nonetheless) where I played a number (3!) apocalypse games, and that was just on the first day! I brought at least 5k in each one and it was incredible. Not much of a bat rep kind of guy but I'll get some stuff going next time - there was so much that was awesome. I bring it up on the topic of a hierophant upgrade. Still wish I could grab more than one, they're so great! But I never for a second went for anything but the venom. With a 4+ cover turning into an effective 2++ (think about it - what can ignore cover AND 2+ armor? Not much!) whenever the hierophant touched ruins, it was not too shabby! Made the thing darn near indestructible. Also ran my harridan. It really is pretty much indestructible. If you get lucky enough to play against people who don't realize that, it makes up even more of it's points back because they will shoot it.
By the way, I came up with a name for the hierophant with a toe in nearby ruins giving 2+ cover to flyrants and such in said ruins - Shroudstar. Pretty sure it's going to be a thing. You have an alpha strike? That's cute. Meet my 2+ saves
The idea of Genestealers in a hierophant is actually pretty awesome, and brings up a number of things I wonder about how that would work:
1) do you "disembark" from a point on the body or from the base? Technically forge world says to imagine a line connecting each leg to the adjacent leg, forming a square. Is that where you measure the 6" from?
2) Does the hierophant have to move less than 6" for them to get out (which I think is how it works for normal vehicles)
3) could they disembark on a turn that the hierophant is locked in combat? Presumably the hierophant wouldn't be surrounded so there would be a place to put the models
4) in that case, are they then locked in that same assault?
4) GW HOW DO TRANSPORT MONSTROUS CREATURES WORK!
1. If your hierophant isn't based, I would play it as an imaginary base that connects the legs and the head. It then forms somewhat of a pentagram.
2. Yes, cannot disembark if it has moved more than 6".
3. Not only can they disembark, but they can disembark and assault as well!
4. No, they are not locked in combat at all. They can assault an entirely different unit if they wished on the turn they disembarked.
5. You can't transport other MC's. The default is that MC's cannot go in a transport, so for them to be able to ride on the hierophant, it has to have a rule that gives you explicit permission to do so. It doesn't have it.
Thanks for the clarification. I assumed as much, but it would be nice if GW clarified some things. Seems like a T shirt that would sell rather well. It would be sick to transport MCs but that wasn't what I was ranting about for point number 4; just rather that MCs that can transport things (Squiggoth, etc) have extremely little written for them directly, although they really are a classification all to themselves now. Just as much as Jetbikes have a unit type, transport creatures (or whatever you want to call it) should have a rule section rather than having to scour and connect the dots.
2014/05/26 22:49:52
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (Battle Report p.49)
TychoTerziev wrote: I really like the idea of the Mawloc, but in the five games I played with it, the worm hit its intended target only once. In those games it killed five necron warriors, one plague marine and 10 of my gaunts ( yes, I keep a tally). Am I missing something? Are Lictors mandatory in that case? I hate Lictors...
I wouldn't measure the mawloc by its killing power. If it kills things, I consider that a bonus.
The true worth of the mawloc is in his almost unlimited mobility and the fact that he forces your opponent to focus on him, thus allowing the rest of your army to survive for at least another turn.
No, lictors are by no means mandatory.
This. Mawlocs are costed amazingly before you even factor in the blast. The blast can be mega powerful, but unreliable. It's a big bonus if it goes off - I like to run three Mawlocs for numerous reasons - but it definitely helps the chances of landing one or two big bonus blasts of death
This message was edited 1 time. Last update was at 2014/05/26 22:50:40
P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it.