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Made in au
Towering Hierophant Bio-Titan





TY Jy2 that was my interpretation as well, although my polite opponent was arguing it hits everything. And the onlooker with spent 2 cents trying to tell us it does nothing, we played it my way since it was somewhat the medium and it was my army, good to know I did it right.

RAW, Mawlocs do not get the second blast right? It says when entering from DS reserves, but if reburrowing the enter ongoing reserves, and while they can enter through Deepstrike entry method, DS reserves is only units held in reserve to be DS'd from deployment? I know it's dumb and obviously not intentional and nobody in my local will ever enforce that, but TECHNICALLY is this not the case?

P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it. 
   
Made in us
Tunneling Trygon





NJ

 jy2 wrote:
 SHUPPET wrote:
Well, that's really good. Extra wound on a Flyrant is worth at least 60 points. 5-6 is obviously ridiculous, 1-2 is just a crappier Norn Crown however but I guess that's the risk you run.


Automatically Appended Next Post:
So got into a rules conflict the other day - exactly how DOES the Mawloc interact with ruins now? It says multi-level ruins only units on the bottom are hit, there was the interpretation that this means they hit every level since there is no money levels in ruins,here was also the interpretation that it means they hit none seeing as there is technically no "bottom" level although I think that one is quite outlandish. The last interpretation is that Mawlocs still only hit the bottom level of the ruin as it's not so much a rules terms as a term descriptive of terrain regardless of whether or not there is multi-level global ruins in this BrB.


It just hits the ground floor of the ruins. It is actually consistent with the rules, as a unit that deepstrikes in from reserves always land on the ground floor of ruins.






Are you sure about deep striking into the ground floor? I don't know if that is a thing now that they search and replaced every occurrence of "multi level ruins" in the BRB with "forge the narrative"

As far as the Mawloc, IT has a specific rule in our codex stating how it jnteracts with multi level ruins (only hits the bottom level). Codex > BRB.

Also I'd like to earmark the Dimachaeron for myself if you don't mind
   
Made in us
Fixture of Dakka





TN/AL/MS state line.

Well, I started on the Bio-Artifacts and Wargear, got halfway through, and hit the wrong losing all my progress. I'll try again tomorrow. Curious thing I noticed- most of the wargear is only available to a specific subset of models. Should I just skip over them as they will probably be discussed in their unit write-up, or just go ahead and share my thoughts as well?

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)
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Plus other games- miniature and cardboard both. 
   
Made in au
Towering Hierophant Bio-Titan





Probably just skip them IMO they aren't very global and all are very niche, the very few times something is worth mentioning it can be mentioned for the units relative to it.

P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it. 
   
Made in us
Longtime Dakkanaut




Wichita, KS

Did you guys notice that in order to use the Hive Fleet Detachment, you have to roll on the Tyranid Warlord trait table. Having to give up strategic is a pretty significant cost for one extra flyrant.
   
Made in us
Fixture of Dakka





San Jose, CA

luke1705 wrote:
 jy2 wrote:
 SHUPPET wrote:
Well, that's really good. Extra wound on a Flyrant is worth at least 60 points. 5-6 is obviously ridiculous, 1-2 is just a crappier Norn Crown however but I guess that's the risk you run.


Automatically Appended Next Post:
So got into a rules conflict the other day - exactly how DOES the Mawloc interact with ruins now? It says multi-level ruins only units on the bottom are hit, there was the interpretation that this means they hit every level since there is no money levels in ruins,here was also the interpretation that it means they hit none seeing as there is technically no "bottom" level although I think that one is quite outlandish. The last interpretation is that Mawlocs still only hit the bottom level of the ruin as it's not so much a rules terms as a term descriptive of terrain regardless of whether or not there is multi-level global ruins in this BrB.


It just hits the ground floor of the ruins. It is actually consistent with the rules, as a unit that deepstrikes in from reserves always land on the ground floor of ruins.






Are you sure about deep striking into the ground floor? I don't know if that is a thing now that they search and replaced every occurrence of "multi level ruins" in the BRB with "forge the narrative"

As far as the Mawloc, IT has a specific rule in our codex stating how it jnteracts with multi level ruins (only hits the bottom level). Codex > BRB.

Also I'd like to earmark the Dimachaeron for myself if you don't mind

Not 100% as I don't have my rulebook or codex with me, but I'll check when I get home.


tag8833 wrote:
Did you guys notice that in order to use the Hive Fleet Detachment, you have to roll on the Tyranid Warlord trait table. Having to give up strategic is a pretty significant cost for one extra flyrant.

That's why you take a Primary detachment and then take the Hive Fleet as a formation.

And if you take Skyblight or some other formation, just make that your primary formation instead.




6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Tunneling Trygon





NJ

Double checked the codex:

Excerpt from Terror from the Deep:

If the blast marker is on a multi-level ruin, only models on the lowest level of the ruin count as being under the blast marker."


I say it again, they are closing off loopholes like it's their job
   
Made in au
Towering Hierophant Bio-Titan





How bout this tho?

 SHUPPET wrote:

RAW, Mawlocs do not get the second blast right? It says when entering from DS reserves, but if reburrowing the enter ongoing reserves, and while they can enter through Deepstrike entry method, DS reserves is only units held in reserve to be DS'd from deployment? I know it's dumb and obviously not intentional and nobody in my local will ever enforce that, but TECHNICALLY is this not the case?

P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it. 
   
Made in us
Tunneling Trygon





NJ

 SHUPPET wrote:
How bout this tho?

 SHUPPET wrote:

RAW, Mawlocs do not get the second blast right? It says when entering from DS reserves, but if reburrowing the enter ongoing reserves, and while they can enter through Deepstrike entry method, DS reserves is only units held in reserve to be DS'd from deployment? I know it's dumb and obviously not intentional and nobody in my local will ever enforce that, but TECHNICALLY is this not the case?


It's an ongoing question as to whether you need to enter from ongoing reserves in the same way that you initially deployed - ie can a unit of gargoyles from Skyblight that deployed normally choose to deep strike in when they are "recreated"? That's an especially complex case because are they a new unit? Did they actually get recycled and are they still the "same" unit?

In any case, some time ago I spent WAY too much time reading the section about reserves, etc and reading the most persuasive arguments on both sides. As much as I am a very opinionated person, I honestly could not interpret any semblance of RAW or RAI there. To save my life, it would be a complete toss up. I play it that you have to deploy the second time the same way that you did the first time, but that's mostly because it makes most sense to me. When in doubt, give yourself less tactical options.


Something I'm curious about - this fighter ace thing - seems pretty freaking awesome on a 3+, but we're also already in flying land raider territory with our hive tyrants. Is it really worth the extra wound or hoping for the ultimate maneuverability of the 5 and 6? I mean, that's 10 points less than a fully kitted out CCB....and if we want to take like 3 or four of them now that we can (and for a competitive setting we absolutely do) but that's....1100 points for those 4 models. Of course, completely worth it in Apoc. "Oh you want to shoot at my flying hive tyrants? Well, YOU CAN'T!!!!"
   
Made in us
Dakka Veteran





a returning unit of gargs is a completely new unit, it starts in reserve. there shouldnt' be any conflict at all with allowing them to deep strike, you'd just have to declare it.
   
Made in us
Fixture of Dakka





San Jose, CA

luke1705 wrote:
 jy2 wrote:
 SHUPPET wrote:
Well, that's really good. Extra wound on a Flyrant is worth at least 60 points. 5-6 is obviously ridiculous, 1-2 is just a crappier Norn Crown however but I guess that's the risk you run.


Automatically Appended Next Post:
So got into a rules conflict the other day - exactly how DOES the Mawloc interact with ruins now? It says multi-level ruins only units on the bottom are hit, there was the interpretation that this means they hit every level since there is no money levels in ruins,here was also the interpretation that it means they hit none seeing as there is technically no "bottom" level although I think that one is quite outlandish. The last interpretation is that Mawlocs still only hit the bottom level of the ruin as it's not so much a rules terms as a term descriptive of terrain regardless of whether or not there is multi-level global ruins in this BrB.


It just hits the ground floor of the ruins. It is actually consistent with the rules, as a unit that deepstrikes in from reserves always land on the ground floor of ruins.




Are you sure about deep striking into the ground floor? I don't know if that is a thing now that they search and replaced every occurrence of "multi level ruins" in the BRB with "forge the narrative"

As far as the Mawloc, IT has a specific rule in our codex stating how it jnteracts with multi level ruins (only hits the bottom level). Codex > BRB.

Also I'd like to earmark the Dimachaeron for myself if you don't mind

You want the D? You got the D!

So after checking, yes, units that deepstrike onto ruins always land on the ground floor (p. 162 of the BRB). The rules for the mawloc is absolutely in-line and consistent with those of deepstriking units in the BRB.


 SHUPPET wrote:
How bout this tho?

 SHUPPET wrote:

RAW, Mawlocs do not get the second blast right? It says when entering from DS reserves, but if reburrowing the enter ongoing reserves, and while they can enter through Deepstrike entry method, DS reserves is only units held in reserve to be DS'd from deployment? I know it's dumb and obviously not intentional and nobody in my local will ever enforce that, but TECHNICALLY is this not the case?

They still get the blast.

1. Ongoing Reserves is still reserves and they are still deepstriking in from reserves. Therefore, they are coming in via Deep Strike reserves. Going to Reserves isn't limited only to the beginning of the game, but can happen throughout the game (i.e. mishaps, flyers flying off the table).

2. If they don't get the 2nd blast, then they don't get the 1st blast as well. It's you either get both or you get none.


This message was edited 2 times. Last update was at 2014/11/20 07:08:41



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in nl
Brainy Zoanthrope





Took a shot at the biovore. Might need someone to fix the spelling errors as english is not my native language.


Biovore

These are the cheapest option from our heavy support slot, able to take 3 for the same cost as the next cheapest choice. They fit the role of long range artilery.

The Biovore comes with a 48" large blast at S4 AP4 With the Barrage and spore burst rules can treaten a huge area which sets it appart from the majority of the shorter ranged weapons more commen in the army.

Ideal targets are large low T low SV units such as guardsmen, firewarriors or gaunts. Whenn faced with the more elite armies they drop in efficency alto they can still be valuable puting on wounds and forcing pinning test.
With str 4 they can glance av10 vehicles alto unreliable it can be usefull from time to time.

Whenn a biovore misses the shots are not lost but will instead spawn D3 spore mines. These act as a spore mine cluster for the rest of the game, Usefull for blocking movement, taking fire away from your army or simply running into an enemy unit and blowing up. These gain 1 str for every mine in the unit making themm more reliable of hurting vehicles and High T models.

Biovores come in broods of 1-3, getting the extra bodies is usualy a good choice, getting more firepower without taking away slots for other heavy support options.

Biovores tend to be deployed inside cover as to protect themm from enemy fire, deploying themm away from you main force can force your openent to have to ignore themm or commit units to dealing with themm keeping themm out of combat for a few turns.
Important to remember is the fact that without synapse cover they are subjective to Instictive behavior Hunt. If choosing to commit a synapse unit to themm a good choice can be a warrior brood with a bio cannon, these will also be strong in countercharging whatever comes after the biovores.

Another way is to deploy themm closer to your main force in which case the synapse cover will be easier to handle, they will also benifit well from shrouded if you decide to also include malanthrope or venomthropes.

Idealy these guys don't see close combat however they aren't terible at it they can be expected to hold their own against Msu or wounded units on their own.

Biovores are also featured in the Living artilery node this requires you to also take an exocrine and tyranid warriors.
This will provide your biovores with the ability to reroll the scatter dice whenn within 12" of the warriors making themm all the more reliable.

Grade A-





   
Made in gb
Longtime Dakkanaut





UK

Amoras wrote:
Took a shot at the biovore. Might need someone to fix the spelling errors as english is not my native language.


Biovore

These are the cheapest option from our heavy support slot, being able to take 3 in a brood for the same cost as the next cheapest choice. They fit the role of long range artillery.

The Biovore comes with a 48" large blast at S4 AP4 with the Barrage and Spore Burst rules which can threaten a huge area which sets it apart from the majority of the shorter ranged weapons more common in the army.

Ideal targets are large hordes of low T low SV units such as guardsmen, fire warriors or gaunts. When faced with the more elite armies they drop in efficiency although they can still be valuable creating wounds and forcing a Pinning test.
With S4 they can glance rear armour AV10 vehicles, although unreliable it can be useful if needed.

When a Biovore misses the shots are not lost but will instead spawn D3 spore mines. These act as a spore mine cluster for the rest of the game, useful for blocking movement, taking fire away from your army or simply running into an enemy unit and blowing up It is important to rememberthat Spore Mines do not Deep Strike in and therefore, can charge the turn they come in. This allows Spore Mines to soak up Overwatch which can allow your CC orientated Tyranids to get into combat unharmed. These gain +1 Strength for each Spore Mine underneath the Blast marker making them more reliable of hurting vehicles and High Tougness models. [b]

Biovores come in broods of 1-3, getting the extra bodies is usually a good choice, getting more firepower without taking away slots for other heavy support options.

Biovores tend to be deployed inside cover as to protect them from enemy fire, deploying them away from you main force can force your openent to have to ignore them or commit units to dealing withthem keeping themm out of combat for a few turns.
Important to remember is the fact that without synapse cover they are subjective to Instinctive Behavior:Hunt. If choosing to commit a synapse unit to them a good choice can be a warrior brood with a bio cannon, these will also be strong in supporting whatever comes after the Biovores.

Another way is to deploy them closer to your main force in which case the synapse cover will be easier to handle, they will also benefit well from Shrouded if you decide to also include a Malanthrope or Venomthropes.

Ideally these guys don't see close combat, however they aren't terrible if they find themselves in it at it they can be expected to hold their own against Msu or wounded units on their own.

Biovores are also featured in the Living Living node this requires you to also take an exocrine and tyranid warriors.
This will provide your biovores with the ability to reroll the scatter dice whenn within 12" of the warriors making themm all the more reliable.


Grade A-



What I would do:
Add/Change wording
Typo fix
Remove

(I would remove the mention of the Living Artillery since there will be formation reviews IIRC).

Otherwise a solid review

YMDC = nightmare 
   
Made in gb
Infiltrating Broodlord




UK

Kinda related to nids as its in response to the fighter ace rules;


Does BAO and/ or any tournements format allow death from the skies fighter ace upgrades?

   
Made in us
Huge Hierodule





Louisiana

 Wilson wrote:
Kinda related to nids as its in response to the fighter ace rules;


Does BAO and/ or any tournements format allow death from the skies fighter ace upgrades?



Before now they were only allowed in specific scenarios. But with leviathan, the option to use them in any game was added. We will have to see what Reece decides to do.

Been out of the game for awhile, trying to find time to get back into it. 
   
Made in gb
Battleship Captain




I'll be honest, I don't know.
I've never seen anyone try to use the previous Death From The Skies rules at an event...

The formations sound interesting; a big part of it will depend on whether you can buy tyrannocytes and tyrant guard when they're not listed in the formation's rules.

My first thought on the Sporefield is.......must resist fielding an entirely spore mine army......

Termagants expended for the Hive Mind: ~2835
 
   
Made in us
Longtime Dakkanaut




Wichita, KS

 Wilson wrote:
Kinda related to nids as its in response to the fighter ace rules;


Does BAO and/ or any tournements format allow death from the skies fighter ace upgrades?
Isn't death from the skies a whole different ruleset like Kill team? I don't think it is part of normal 40k.
   
Made in us
Huge Hierodule





Louisiana

tag8833 wrote:
 Wilson wrote:
Kinda related to nids as its in response to the fighter ace rules;


Does BAO and/ or any tournements format allow death from the skies fighter ace upgrades?
Isn't death from the skies a whole different ruleset like Kill team? I don't think it is part of normal 40k.


It was but this newest version says if you want to use a fighter ace in any mission just pay 35 points. (Paraphrased)

Been out of the game for awhile, trying to find time to get back into it. 
   
Made in gb
Infiltrating Broodlord




UK

tag8833 wrote:
 Wilson wrote:
Kinda related to nids as its in response to the fighter ace rules;


Does BAO and/ or any tournements format allow death from the skies fighter ace upgrades?
Isn't death from the skies a whole different ruleset like Kill team? I don't think it is part of normal 40k.


[Thumb - image.jpg]

   
Made in us
Infiltrating Broodlord





Indiana

It feels a bit off for a Biovore review. How does this work?

Biovore

Biovores are the premium artillery of the Tyranid Codex.

1. They are cheap and can easily be fielded in large numbers.

2. They produce spore mines when they miss.

Biovores are one of the few Tyranid units that has very little compulsion to move, having plenty of range to sit back and shell the enemy. With a 48" gun, it has little to fear from enemy units, but precautions must be taken regardless. Unfortunately, the Biovore suffers from IB: Hunt, which can force it to go to ground though more times than not, it will force it to go after the closest enemy unit. This is risky for artillery with a low S blast, since the closest enemy unit may just be a heavy vehicle and not the blob halfway down the field so a babysitter should be found. Tyranid Warriors are the best option with their own 36" gun, however, this is just shy of the cost of a second full brood of Biovores. An option might be several broods along with a group of warriors to protect them, but if going this route, a better option can be found in a specific formation that can be found in later areas of the review. The synaptic babysitter also doubles as the standard protection detail to discourage harassment units. Always make sure that you keep them in cover to take advantage of the durability boost.

When most artillery misses, the shot is wasted. When Biovores miss however, they now deploy d3 Spore Mines that do not suffer any penalties. That means they can assault on the turn of creation, and lead to their own S4-6 explosion which can harm moderate toughness units and medium heavy vehicles. One thing to keep in mind however is that Biovores are not tank hunters. Your primary targets will be the weaker troop options such as guardsmen, eldar, and orks, so don't put too much faith on missing multiple units and trying to fish for S6 blasts.

Grades: B (Vanilla)

This message was edited 1 time. Last update was at 2014/11/20 14:04:13


"There is a cancer eating at the Imperium. With each decade it advances deeper, leaving drained, dead worlds in its wake. This horror, this abomination, has thought and purpose that functions on an unimaginable, galactic scale and all we can do is try to stop the swarms of bioengineered monsters it unleashes upon us by instinct. We have given the horror a name to salve our fears; we call it the Tyranid race, but if is aware of us at all it must know us only as Prey."
Hive Fleet Grootslang 15000+
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Made in gb
Longtime Dakkanaut





UK

@ Unyielding Hunger

You make some good points. The two reviews could probably be condensed into one.

@jy2

I should hopefully be able to get the Tervigon analysis done by tonight, after completing a power session getting through my Psychology essay. I'll also do the Tyranid Bio-Artifacts review, since the Tervigon has access to them.

I'm thinking of omitting the mention of Bio-Artifacts in the Tervigon profile and simply say 'See Bio-Artifacts review' for that part and when it come to reviewing the Bio-Artifacts themselves, state recommended units for them as well as if they are competitive or not. Not many units have access to them, so I don't think it would be useful to mention them in each profile that gets them (Tyrant, Tervigon, Primes) and instead have a general overview - whereas Biomorphs mean different things for different units and are found throughout the Codex (ie for AG, Carnifexes IK T5, Gargoyles can move 12 and re-roll charge instead of one or, Hormagaunts can glance AV10, etc..)

YMDC = nightmare 
   
Made in us
Longtime Dakkanaut




luke1705 wrote:
Double checked the codex:

Excerpt from Terror from the Deep:

If the blast marker is on a multi-level ruin, only models on the lowest level of the ruin count as being under the blast marker."


I say it again, they are closing off loopholes like it's their job


Lol, now just find where Ruins have levels
   
Made in us
Fixture of Dakka





San Jose, CA

Personally, my goal is to try to add a couple of units each day.


Lictor:
The Lictor is a curious fellow. His role in the army isn't quite so defined. Is he an offensive threat? Is he a force-multiplier? Is he a defensive beast? Is he a faciliator? An objective-sitter? A bullet-catcher? What is he? I like to think of him more as a little bit of each. More importantly, he can be used by Tyranid players to help control the Movement phase. So let's analyze how he can contribute to the Hive Mind.

1. The ability to pop up anyone on the table without scatter is highly useful. You can place him on an objective if you need. You can put him behind a vehicle for some rear shots. You can use him to lure enemy resources away from your main force as your opponent has to dedicate some of his resources to deal with the lictor. Basically, with Chameleonic Skin, you can dictate where you want your opponent to go to a degree.

2. Homing beacon. With the advent of Tyranid spore pods (tyrannocytes), he has become more useful than ever. Infiltrate him in a strategic location and the following turn, when you mawlocs or pods come in, they can do so accurately, assuming the lictor survives.

3. He is actually an offensive threat to transports and smaller, MSU-type units. As a result, he really cannot be ignored and the opponent will have to deal with him and in doing so, you can direct where you want your opponent to go. It also helps to make your army slightly more durable as he has to allocate some of his firepower/offense to deal with the lictor.

4. Even if there isn't anything for him to do, you can always drop him off on an objective. He is cheap enough that your army won't miss much if he's not involved in the offense and actually somewhat durable if you put him on an objective in some ruins. He is also great for Linebreaker purposes.

5. Cheap. He acts somewhat as a bullet-catcher as he will force your opponent to deal with him, and he is cheap enough that if you lose him, then it won't really affect your offense all that much.

The lictor is not without its drawbacks, however. He can give up VP's easily in missions where VP's (Purge the Alien or certain Maelstrom objectives) are concerned. He is big so is harder to hide for objective-grabbing purposes. He will fold to almost any unit bigger than a min-sized MSU unit. He does a little bit of everything but he does nothing really well (except to pop up wherever you need him to....and then die). Usually, he is an easy First Blood for the enemy and he does not function well without support. However, with some support or in a Tyranid MTO (Maximum Threat Overload) type of list, this guy can pleasantly surprise you, especially if he is ignored by the opponent.

Grades: B





Automatically Appended Next Post:
 Frozocrone wrote:

@jy2

I should hopefully be able to get the Tervigon analysis done by tonight, after completing a power session getting through my Psychology essay. I'll also do the Tyranid Bio-Artifacts review, since the Tervigon has access to them.

I'm thinking of omitting the mention of Bio-Artifacts in the Tervigon profile and simply say 'See Bio-Artifacts review' for that part and when it come to reviewing the Bio-Artifacts themselves, state recommended units for them as well as if they are competitive or not. Not many units have access to them, so I don't think it would be useful to mention them in each profile that gets them (Tyrant, Tervigon, Primes) and instead have a general overview - whereas Biomorphs mean different things for different units and are found throughout the Codex (ie for AG, Carnifexes IK T5, Gargoyles can move 12 and re-roll charge instead of one or, Hormagaunts can glance AV10, etc..)

Cool, no rush.

I'll save the biomorphs for a different review. Though you can mention which biomorphs will go well with the tervigon, you don't need to review each biomorph in detail (unless you want to). For your grading, you can have different grades for different configurations of the unit if you want. Just as an example, tervigon (w/egrubs + crushing claws) - B+, tervigon (vanilla) - B (you decide the grading for the tervigon, you don't have to follow my examples).




This message was edited 1 time. Last update was at 2014/11/20 15:55:01



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Longtime Dakkanaut




Wichita, KS

 Wilson wrote:
tag8833 wrote:
 Wilson wrote:
Kinda related to nids as its in response to the fighter ace rules;


Does BAO and/ or any tournements format allow death from the skies fighter ace upgrades?
Isn't death from the skies a whole different ruleset like Kill team? I don't think it is part of normal 40k.


"In any mission with the Fighter Ace special rule." That doesn't include any mission that I've ever seen, except for those included in the original Death from the Skies supplement.
   
Made in us
Fixture of Dakka





San Jose, CA

Amoras wrote:
Took a shot at the biovore. Might need someone to fix the spelling errors as english is not my native language.


Biovore


 Unyielding Hunger wrote:
It feels a bit off for a Biovore review. How does this work?

Biovore


Thanks guys. I've decided to include both reviews in the tactica as contrasting view points.

And don't worry Amoras, I've edited your review for spelling/grammar corrections.





Automatically Appended Next Post:
tag8833 wrote:
 Wilson wrote:
tag8833 wrote:
 Wilson wrote:
Kinda related to nids as its in response to the fighter ace rules;


Does BAO and/ or any tournements format allow death from the skies fighter ace upgrades?
Isn't death from the skies a whole different ruleset like Kill team? I don't think it is part of normal 40k.


"In any mission with the Fighter Ace special rule." That doesn't include any mission that I've ever seen, except for those included in the original Death from the Skies supplement.

There's more. If one continues reading, there's this section called....

"Using Fighter Aces in Other Missions"

So yes, Fighter Aces can be legally used in standard 40K. Now it's just a matter of whether TO's will allow it in their tournaments.


This message was edited 2 times. Last update was at 2014/11/20 16:18:53



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in mx
Towering Hierophant Bio-Titan




Mexico

If I have an unique character as warlord on the Hive Fleet Detachement, does it gets it's fixed trait? or it must roll on the Hive Fleet Leviathan's warlord traits table?

This message was edited 1 time. Last update was at 2014/11/20 16:22:17


 
   
Made in us
Fixture of Dakka





San Jose, CA

 Wilson wrote:
Kinda related to nids as its in response to the fighter ace rules;


Does BAO and/ or any tournements format allow death from the skies fighter ace upgrades?


Don't know yet. It's not even offically out yet (is it?).

My gut tells me that the BAO will allow it. The Fighter Ace rules, while good, are no where near broken so I expect them to be allowed in most tournaments, but we will see.


 Tyran wrote:
If I have an unique character as warlord on the Hive Fleet Detachement, does it gets it's fixed trait? or it must roll on the Hive Fleet Leviathan's warlord traits table?

It gets its fixed trait. The HFL Warlord table is only for Warlords that have to roll for it.


tag8833 wrote:
 Wilson wrote:
Kinda related to nids as its in response to the fighter ace rules;


Does BAO and/ or any tournements format allow death from the skies fighter ace upgrades?
Isn't death from the skies a whole different ruleset like Kill team? I don't think it is part of normal 40k.

I don't know about the old DftS rules, but the new ones look like they are being integrated into standard 40K.


Fragile wrote:
luke1705 wrote:
Double checked the codex:

Excerpt from Terror from the Deep:

If the blast marker is on a multi-level ruin, only models on the lowest level of the ruin count as being under the blast marker."


I say it again, they are closing off loopholes like it's their job


Lol, now just find where Ruins have levels

P. 19 & 21 of the BRB strongly implies that ruins have levels.


This message was edited 4 times. Last update was at 2014/11/20 16:29:32



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Longtime Dakkanaut




 jy2 wrote:

P. 19 & 21 of the BRB strongly implies that ruins have levels.


Sadly my version does not seem to have the same pages as yours. But, some quotes about levels and rules interactions would be nice. 6th edition had a great explanations about levels.
   
Made in us
Infiltrating Broodlord





Indiana

You know, I've been distant from working on my nids for a while now, but in all this excitement, it has rekindled my hope for looking for a "not a Parasite of Mortrex" unit in the future. Perhaps as a 3 model box that makes shrikes, and the parasite as an upgrade. Anyhow, has anyone run the numbers on podded hive guard? I haven't heard much on them recently, but I do recall they have that haywire gun. Can't pull up the stats myself at the moment since I am on campus and my book is back home on the shelf.

"There is a cancer eating at the Imperium. With each decade it advances deeper, leaving drained, dead worlds in its wake. This horror, this abomination, has thought and purpose that functions on an unimaginable, galactic scale and all we can do is try to stop the swarms of bioengineered monsters it unleashes upon us by instinct. We have given the horror a name to salve our fears; we call it the Tyranid race, but if is aware of us at all it must know us only as Prey."
Hive Fleet Grootslang 15000+
Servants of the Void 2000+ 
   
Made in ca
Sneaky Lictor



oromocto

Long time lurker here on dakka (Thats what bugs do isn't it)
Just had to post this just so everyone can see the horror of the new rules

Primary Detachment Tyranids(reg Battleforged CAD)

HQ
Flyrant Wings, 2x TL Dev, Electroshock, Fighter Ace
Flyrant as abv

Troop
Rippers (3) Deep Strike
Rippers (3) Deep Strike

Elites
Malanthrope(or 2 Venoms)
Zoanthrope
Zoanthrope

Allie: Levaithan Detachment

Flyrant as abv
Flyrant as abv
Flyrant as abv

Troop
Mucilid
Mucilid
Mucilid

Elites
Zoanthrope
Zoanthrope
Zoanthrope

Total 1845(1850 if 2 Venoms insted of Malanthrope)

Is this as sick as it seems to be lol.

Oops forgot to add: This is 5 Fighter Ace Flyrants, 20 Warp Charge and all cheeze...... wow! Just to note Id never feild this unless somone asked for it but just wow!!

This message was edited 1 time. Last update was at 2014/11/20 17:25:18


 
   
 
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