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![[Post New]](/s/i/i.gif) 2014/07/22 07:45:09
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
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Tough Tyrant Guard
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There is nothing in the wording of the rule from the image on 139 that suggests leaping grants an extra 6". It's pretty explicit, especially if you read the jump pack rules.
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![[Post New]](/s/i/i.gif) 2014/07/22 08:09:29
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
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Longtime Dakkanaut
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The slowest moving model in the game is in our FA slot, so i don't think that this guy shames anyone by being there.
That aside, any news on the miotic spores? I was always a fan of those.
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![[Post New]](/s/i/i.gif) 2014/07/22 08:12:17
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
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Ancient Chaos Terminator
Surfing the Tervigon Wave...on a baby.
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Spoletta wrote:The slowest moving model in the game is in our FA slot, so i don't think that this guy shames anyone by being there.
That aside, any news on the miotic spores? I was always a fan of those.
If you mean Spore Mines - they can at least deep strike if you take a cluster of them.
Dimmy there doesnt' even have that.
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Now only a CSM player. |
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![[Post New]](/s/i/i.gif) 2014/07/22 12:16:34
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
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Fixture of Dakka
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DarkStarSabre wrote:Spoletta wrote:The slowest moving model in the game is in our FA slot, so i don't think that this guy shames anyone by being there.
That aside, any news on the miotic spores? I was always a fan of those.
If you mean Spore Mines - they can at least deep strike if you take a cluster of them.
Dimmy there doesnt' even have that.
He meant Mieotic Spores- the super-huge spore mines that make more spore mines.
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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) 2014/07/22 12:30:29
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
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The Hive Mind
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luke1705 wrote:. No model needs to "leap" to move 6", so it seems rather logical that it would gain an extra 6" of movement.
Impassable terrain.
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My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals. |
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![[Post New]](/s/i/i.gif) 2014/07/22 12:50:42
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
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Been Around the Block
Bristol
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Is there anything slower in the game on a size vs speed ratio? It would move faster if it fell over...
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![[Post New]](/s/i/i.gif) 2014/07/22 13:18:53
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
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Enginseer with a Wrench
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rigeld2 wrote:luke1705 wrote:. No model needs to "leap" to move 6", so it seems rather logical that it would gain an extra 6" of movement.
Impassable terrain.
This is how I interpret it. It can move 6 inches, and ignore impassable terrain.
It's really slow. I can't see these being competitive.
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![[Post New]](/s/i/i.gif) 2014/07/22 13:45:00
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
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Dakka Veteran
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I hate that GW put the Dima in the Fast slot, which makes it harder to work a build around. You ideally want a really fast army that moves in a cohesive fashion, around the Dima. Well, 2 Dima and you have only a single slot left. And if you play multi-CAD you need to waste at least 80 points on more poop troops.
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![[Post New]](/s/i/i.gif) 2014/07/22 13:51:51
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
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The Hive Mind
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Or just go Unbound. Which is where my brain is going.
2 Flyrants (because that's all I have), 2 Crones, 4 Dakkafexes, 2 Dimas... seems not bad. Not amazing but not bad.
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My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals. |
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![[Post New]](/s/i/i.gif) 2014/07/22 13:55:18
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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Did I miss the confirmation on Stone Crusher rules?
I really want to bust the wrecking ball out again.
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![[Post New]](/s/i/i.gif) 2014/07/22 15:16:45
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
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Longtime Dakkanaut
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rigeld2 wrote:luke1705 wrote:. No model needs to "leap" to move 6", so it seems rather logical that it would gain an extra 6" of movement.
Impassable terrain.
Sure, but with a 4" base, you can only clear the closest 2" in front of the model. Not really much help at all.
My initial reaction was 'no way it is an extra 6" ". After re-reading it....mmmm... maybe?? I admit it is partially just wishlisting and hoping... But the way it is worded is a bit odd in either case. And as noted, leaping in the movement phase is all but worthless with such a large base.
edit: Okay, after reading the Jump Pack rules... it seems *really* unlikely that it is 6" of extra movement... dang it!!
Ha... thats funny. It will make me laugh as soon as I am done crying about it....
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![[Post New]](/s/i/i.gif) 2014/07/22 15:27:02
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
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Tunneling Trygon
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ductvader wrote:Did I miss the confirmation on Stone Crusher rules?
I really want to bust the wrecking ball out again.
The Fexs are +1 strength and -1 attack from a normal fex, +30 points. When shooting at them, weapons are -1 strength.
Their weapons are floating around here somewhere, but the Ball hits each model in base contact and does instant death.
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![[Post New]](/s/i/i.gif) 2014/07/22 15:41:33
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
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The Hive Mind
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coredump wrote:rigeld2 wrote:luke1705 wrote:. No model needs to "leap" to move 6", so it seems rather logical that it would gain an extra 6" of movement.
Impassable terrain.
Sure, but with a 4" base, you can only clear the closest 2" in front of the model. Not really much help at all.
Leap sideways - oval base and all. Yes, it's a very "meh" rule.
Although...
if at least one model in the charging unit moved through difficult terrain as part of its charge move, all of the unit’s models must attack at Initiative step 1,
Emphasis mine
Leaper allows you to move freely over terrain, not through it. Who needs Grenades?
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My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals. |
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![[Post New]](/s/i/i.gif) 2014/07/22 15:47:22
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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...please make lictors a leaper subtype....
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![[Post New]](/s/i/i.gif) 2014/07/22 16:21:39
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
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Longtime Dakkanaut
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Why? Lictors have already no problems with difficut terrain (thank you 7E).
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![[Post New]](/s/i/i.gif) 2014/07/22 17:42:06
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
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Huge Hierodule
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The gladiator (dimachaeron) only moves 6" -- but isn't slowed by terrain and has fleet (thank you adrenals). It's a street sweeper in melee thanks to 6 base attacks (5 +2 ccw) and rampage.
In a typical game both armies move towards one another - this thing will see assault more regularly than some of you might think. Vs armies that prefer to turtle up and remain stagnant, flyrants and a crone or two will be putting early pressure on their lines as the gladiator approaches.
Overall for the points I think it's a great damage dealer - it's on foot style of approach just helps balance it. If the enemy hides from it all game then just dominate the board and win by objectives.
Just my opinion. ^
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Been out of the game for awhile, trying to find time to get back into it. |
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![[Post New]](/s/i/i.gif) 2014/07/22 18:27:59
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
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Longtime Dakkanaut
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I find it funny that since 7th edition dropped, infiltrating with Master of Ambush has been a legitimate tactic for getting things in range fast, but now people don't seem to want to like the D, no one has mentioned using it?
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![[Post New]](/s/i/i.gif) 2014/07/22 18:35:33
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
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The Hive Mind
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Because it's unreliable?
And I've mentioned it, at least.
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My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals. |
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![[Post New]](/s/i/i.gif) 2014/07/22 19:15:40
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
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Fixture of Dakka
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Ok, I am going to play Devil's Advocate here with regards to the Dimawhatchamacallit.
Dimey is good because:
1. He's a huge fire magnet. Not only is the guy scary in combat, but the model is big and scary as well. He'll draw a lot of fire, so better have those venomthropes/malanthrope close by.
2. He's the best pure cc brute we have currently. He's not necessarily equipped to handle heavy armor like carnifexes or crushing claws are, but he is better at handling elite infantry and other MC's with his high WS and Initiative, lots of attacks on the charge and the ability to insta-kill multi-wound models, especially those that are T6+.
3. He is much better at destroying light to medium vehicles than any of the other assault-based TMC's. Right now, the meta is transport-heavy MSU armies. Dimey will flourish against these types of armies.
4. He will be great as an area-of-denial unit to be used to control the board. Run 2 of these guys and they will spell DO-NOT-ENTER to most opponents. Use him to control the board while threatening the opponents up the middle as well.
Dimey may not be the best unit to have ever come out of the Tyranid army (maybe not even in the Top 10). However, there is a niche for him in a Tyranid army and I can see him working in the right list.
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This message was edited 1 time. Last update was at 2014/07/22 19:16:29
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![[Post New]](/s/i/i.gif) 2014/07/22 19:21:22
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
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The Hive Mind
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rigeld2 wrote:Or just go Unbound. Which is where my brain is going.
2 Flyrants (because that's all I have), 2 Crones, 4 Dakkafexes, 2 Dimas... seems not bad. Not amazing but not bad.
Damn. I forgot about Malanthropes. So I'll make it a Bound list with 2 Flyrants, 2? Malanthropes, 4 Dakkafexes, 2 Dimes, fill points with deep striking Rippers.
That actually sounds fun. I'm going to test that.
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My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals. |
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![[Post New]](/s/i/i.gif) 2014/07/22 19:22:45
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
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Fixture of Dakka
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Weeee!
I'm glad I didn't put my malanthrope up for sale on eBay. Finally, a chance to use him once again.
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![[Post New]](/s/i/i.gif) 2014/07/22 19:33:25
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
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Tunneling Trygon
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I won't go as far as to call him a good unit yet, but I do think he will be quite passable in multiples. Like Flyrants, he seems like you won't get the full potential out of one of them, but almost every army will have something this guy will murder. Run one up each flank and hug cover, or two up the middle at a big fire base. Most people won't shoot them until the Flyrants go down, and by then they'll actually be pretty close. Move and run twice and you can get a turn 3 charge without much trouble. He can also, by my reading, jump over units when he charges. If I can proxy them once I get my book, I think that 2 Flyrants and a Crone plus 2 Dimas would be fun to chuck upfield, perhaps with gargoyle support.
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This message was edited 1 time. Last update was at 2014/07/22 19:34:20
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![[Post New]](/s/i/i.gif) 2014/07/22 19:41:27
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
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Fixture of Dakka
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I look at a pair of dimas much like jifel's Imperial Knight ally. 2 dimas are just a little more than 1 knight, but then that's 12 T6 Wounds that can split up and spread out to run interference or as a huge distraction.
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![[Post New]](/s/i/i.gif) 2014/07/22 19:59:15
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
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Pyromaniac Hellhound Pilot
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Hive Fleet Newt here to share the Hive Mind intentions with this creation. I put some thought into the Dimachaeron and my conclusion is that this thing is a beast! First off I believe its in the fast attack slot because that is the only slot where we can not take a land monstrous creature, by putting it in the fast slot gives us more choices nothing to rave about but its something.
We are underestimating the leaper rule, its a jump pack that gives the Dimachaeron a guaranteed 6 inches of movement. It is not slowed down by being in difficult terrain and remember unlike a dakkafex you are not shooting any weapons so you will be running every turn and with fleet you should move around 10 inches a turn easy. Their 6 inch movement is better because it is jump pack like allowing you to take advantage of terrain easier especially los blocking terrain, as the threat of it jumping out of cover to assault becomes a serious issue. The guaranteed 6 inches out of cover followed by a charge with re-rolls due to fleet should mean you get in cc. If you place the objectives in the middle of the board the Dimachaeron will be a threat by turn 2 if they are trying to claim objectives. Turn 3 the rest of your walking threats should be range to be a threat such as dakkafexes.
Secondily the stats of this thing is amazing for 10 points more than a trygon you get more wounds more attacks higher iniative at the same weapon skill as a Hive Tyrant. Which means its going to hit most things on a 3+ and wound on a 2+.
In cc is where the Dimachaeron shines, first off lets discuss the number of attacks it gets. The sickle claws and grasping talons should grant an extra attack, 1 more for charging, and up to 3 more for rampage thats up to 10 attacks on the charge! After that you are looking at a minimum of 7 a turn. It gets better when you charge with your 8-10 attacks they are resolved at strength 8, plus 1 because of FC and another 1 because of grasping talons. With the number of attacks you have you should roll a 6 to hit to activate the maw. This is a ruling question as it says the maw may target any none extremely bulky model if we get to select the model the instant death attack is really good. We simply target the model that has multi-wounds and no invulnerable save, and extremely bulky units is rarer than most think I believe centurions are very bulky. Either way you should be able to get feel no pain for 1-2 turns depending on what unit you charge. Sickle claws on the other hand is alot simpler on a wound roll of 4+ instant death. The Dimachaeron is design to instant kill stuff either with the talons with str 8 atks, the maw which depending on the ruling gets to target a model to instant kill, or if that is to difficult just roll a 4+ with the sickle claws.
This thing is going to be really good once players learn how to take advantage of its unique movement.
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This message was edited 2 times. Last update was at 2014/07/22 20:06:52
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![[Post New]](/s/i/i.gif) 2014/07/22 22:01:42
Subject: Re:The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
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Longtime Dakkanaut
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CKO wrote:
We are underestimating the leaper rule, its a jump pack that gives the Dimachaeron a guaranteed 6 inches of movement. Their 6 inch movement is better because it is jump pack like allowing you to take advantage of terrain easier especially los blocking terrain, as the threat of it jumping out of cover to assault becomes a serious issue. The guaranteed 6 inches out of cover followed by a charge with re-rolls due to fleet should mean you get in cc. If you place the objectives in the middle of the board the Dimachaeron will be a threat by turn 2 if they are trying to claim objectives. Turn 3 the rest of your walking threats should be range to be a threat such as dakkafexes.
You keep saying 'guaranteed 6 inches' like that is somehow impressive. WIthout leaping it would get 6" 42% of the time and a 5+ 70%. And 4+ almost 90% of the time. The extra inch is nice an all.. but not all that impressive.
As for 'jumping over' terrain... just walk through it. If it is impassable, then you better hope it is really thin, With such a large base, you can only 'leap' a 2" space going forward. Is it better to have leaping than not have it? Sure. But no one is underestimating the leaper rule.
Secondily the stats of this thing is amazing for 10 points more than a trygon...
Um, the trygon sucks. To be better than the trygon, again, isn't very impressive.
[/quoteIn cc is where the Dimachaeron shines Yes, everyone agrees it kicks butt in CC. That isn't the problem, the problem is *getting* to CC. It has a cool FnP ability, but only *after* it is in CC.
This thing is going to be really good once players learn how to take advantage of its unique movement. Except there is nothing really 'unique' about its movement. It works like any Jump model... except crappier...
Now, it is possible that running two of these, with a malanthrope... will be able to get across and into CC. But that is also a 500pts commitment....
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![[Post New]](/s/i/i.gif) 2014/07/22 22:07:56
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
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Stubborn Dark Angels Veteran Sergeant
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Shame GW are so wedded to 6" and 12" as the only options for a standard unit's movement. 9" for a Leaper would be fine.
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![[Post New]](/s/i/i.gif) 2014/07/22 22:14:57
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
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Towering Hierophant Bio-Titan
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Coredump is very much on the ball. There seems to be an influx of very poor reasoning on this page, to which I will contribute some opinions shortly.
I understand a lot of people WANT the Dima to work and WANT to play it regardless of how good it is (I'm strongly in the first category), but pretending and twisting it into something it's not by using thinly veiled logic hurts more than it helps. Some people I think have made genuinely mistakes, some I think might be in denial. The ONLY WORSE MODEL AVAILABLE TO TYRANIDS is the Swarmlord.
Pyvores? Better.
Trygons? Better.
Haruspex? Better.
This guy, while in a similar category as the above, is the EPITOME of everything that tricks Tyranid players into losing games and thinking they have a dex that can't compete with top tier armies. He is probably one of the worst investment of points available to us. More to come.
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This message was edited 1 time. Last update was at 2014/07/22 22:15:40
P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it. |
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![[Post New]](/s/i/i.gif) 2014/07/22 22:27:24
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
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Enginseer with a Wrench
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Due to his base size, I don't even think he jump over a space marine in power armor and maintain a 1 inch distance.
I'm not sure I've seen such a confusing unit before.
He does look better than first pictures though, so that's something.
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![[Post New]](/s/i/i.gif) 2014/07/22 22:32:00
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
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Fixture of Dakka
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Due to the leaper rule, can he climb ruins? I thought that MCs weren't allowed to move up, but leaper might get around that.
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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) 2014/07/22 22:57:53
Subject: The Strengths of the NEW Tyranids - The Foundation for Competitive Tyranids (LoW Tactica p. 118)
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Longtime Dakkanaut
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Got in a 1000pt campaign game against Frenchy at DZ today, and yes, I did get Warp Blast from a Zoanthrope off at a landraider and I did pen it, and I rolled a...4, so no explosion, but it can be done.
The same Zoey also got it off and killed an assault centurion, so I probably used up all my Warp Blasts for the year in one game.
Sadly, we tied.
Automatically Appended Next Post:
So if the Navy isnt too busy with me, I should be able to take leave in October and attend Mechanicon in PA, which would be my 'most serious' tourney to date. Rumor has it that its 1500pts and GW rules, so I've got two lists that I am looking at.
Ill have a tourney next month to test them out, but I want to pick one and refine it and practice it, something Ive never really done.
Here is the first.
Flyrant w/Devourers, electro
Flyrant w/Devourers, electro
Venomthrope
Zoanthrope
Zoanthrope (or a 2nd Venom)
Ripper w/DS
Ripper w/DS
Ripper w/DS
2x Carnifex w/Devourers
2x Carnifex w/Devourers
Mawloc
I do take issue with having the Carnifex grouped, as I find them much more effective spread out. So part of me wants something like
Flyrant w/Devourers, electro
Flyrant w/Devourers, electro
Venomthrope
Zoanthrope
Ripper w/DS
Ripper w/DS
Ripper w/DS
Ripper
Carnifex w/Devourers
Carnifex w/Devourers
Carnifex w/Devourers
Carnifex w/Devourers
Carnifex w/Devourers
Which lets me really spread out and control the board, but then I loose the easy venomthrope cover saves. An even further variation could make room for a Crone.
And in no variation can I afford adrenal glands like I always do on the fexes, which does worry me.
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This message was edited 2 times. Last update was at 2014/07/22 23:13:08
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