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![[Post New]](/s/i/i.gif) 2014/11/04 17:35:24
Subject: Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Decrepit Dakkanaut
UK
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Sir Arun - because GW is trying to release more kits across more army lines at the same time. With a faster turn-around and trying to do more armies one after the other that likely means that they can't do everything all at once like they used to. So they have to spread things out - the only difference now is that because of Chapterhouse Studios court case GW won't put the models into the codex (because that just gives competition time to fill the gaps whilst GW works on other things); so they get left out and we wait.
This isn't a problem other companies have to worry about - even Privateer Press (arguably GW's biggest competition ) can leave a year or more between releasing models and the rules for hte models in a book and not worry about significant 3rd parties making alternative models and stealing a significant market share.
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![[Post New]](/s/i/i.gif) 2014/11/04 17:40:06
Subject: Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Boosting Space Marine Biker
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Fortunately tentacles are pretty easy to make with GS/Milliput.
Getting a pod AND a spore out of the kit shouldn't be too difficult. I hope. I like the extra normal spores too.
The price will be a limiting factor but hey, GW.
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![[Post New]](/s/i/i.gif) 2014/11/04 17:43:23
Subject: Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Grim Dark Angels Interrogator-Chaplain
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Haters gonna hate. I like the new releases- it makes Tyranids much more of a threat now that they can drop pod stuff in. That and their drop pods can float towards the nearest target and try to eat them!
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![[Post New]](/s/i/i.gif) 2014/11/04 17:47:39
Subject: Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Decrepit Dakkanaut
UK
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Price is always a limiting factor - but I like that GW does let us have more bigger things in the army as an option. I mean its not like we can demand that GW both lowers the points cost and real world price of bigger and bigger models.
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![[Post New]](/s/i/i.gif) 2014/11/04 17:49:49
Subject: Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Pragmatic Primus Commanding Cult Forces
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Overread wrote:Sir Arun - because GW is trying to release more kits across more army lines at the same time. With a faster turn-around and trying to do more armies one after the other that likely means that they can't do everything all at once like they used to.
I think one thing that people commonly fail to take into account regarding GW is their manufacturing limitations. They constantly have to make hard choices about whether to produce this kit or that kit, like any other manufacturer.
Although I wouldn't be surprised if this wave of stuff was moved up the schedule somewhat because of many customers' reactions to the current codex. Automatically Appended Next Post: angelofvengeance wrote:Haters gonna hate. I like the new releases- it makes Tyranids much more of a threat now that they can drop pod stuff in. That and their drop pods can float towards the nearest target and try to eat them!
People I played against used to think my spores were a PITA. If I had been able to MOVE them, they would have been twice the PITA. Although note that Tyrannocytes can't charge.
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This message was edited 1 time. Last update was at 2014/11/04 17:52:35
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![[Post New]](/s/i/i.gif) 2014/11/04 17:55:08
Subject: Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Wraith
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GWs logistics issues is not the customers concern; in commercial goodies, perception is reality, more so when the company treats it's customers as estranged acquaintances.
If GW wants to move to the PP style of releases, they also need a War Room style app and make the rules A LOT cheaper. And better. Otherwise, it's going to just alienate more customers and just be more nickel and diming. You know, the thing that hadn't been working for 12+ months now.
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Shine on, Kaldor Dayglow!
Not Ken Lobb
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![[Post New]](/s/i/i.gif) 2014/11/04 18:00:55
Subject: Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Decrepit Dakkanaut
UK
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War Room was almost a disaster at launch (esp as free options up till that point worked better and went down when WR went up) - if GW went for that I hope they'd do the launch better than PP.
I can agree that GW could and really should consider making rules a lot cheaper (I recall £12 codex) so that the game is easier to get into. It's ALWAYS going to be the bigger, more expensive game simply by higher model count - but the ycould make the getting started costs lower and make the game more appealing to new players (although they've a long legacy of being expensive right back to their most early days - so they might never shake that perception)
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![[Post New]](/s/i/i.gif) 2014/11/04 18:02:51
Subject: Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Towering Hierophant Bio-Titan
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Sir Arun wrote:So Tyranid players got like almost half a dozen new units and their 8 month old codex is already outdated.
My codex isn't outdated. It's looking better than ever with a printout of the Tyrannocyte datasheet in it.
And I doubt I'm the only one liking this new release schedule. GW giving us new content a few times a year rather than once every 4 years is hardly something to complain about.
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![[Post New]](/s/i/i.gif) 2014/11/04 18:05:06
Subject: Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Decrepit Dakkanaut
UK
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xttz wrote: Sir Arun wrote:So Tyranid players got like almost half a dozen new units and their 8 month old codex is already outdated.
My codex isn't outdated. It's looking better than ever with a printout of the Tyrannocyte datasheet in it.
And I doubt I'm the only one liking this new release schedule. GW giving us new content a few times a year rather than once every 4 years is hardly something to complain about.
I'm loving it too - big floating tyranid monstrosities hailing down sporemines or transports along with a slew of gunshots and blast templates!
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![[Post New]](/s/i/i.gif) 2014/11/04 18:05:29
Subject: Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Pragmatic Primus Commanding Cult Forces
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Let's not let anyone derail the thread.
Regarding the Mycolid tentacles, I'm pretty sure that there will be ways to acquire extras of those bits.
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![[Post New]](/s/i/i.gif) 2014/11/04 18:16:33
Subject: Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Sneaky Lictor
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TheKbob wrote:GWs logistics issues is not the customers concern; in commercial goodies, perception is reality, more so when the company treats it's customers as estranged acquaintances.
If GW wants to move to the PP style of releases, they also need a War Room style app and make the rules A LOT cheaper. And better. Otherwise, it's going to just alienate more customers and just be more nickel and diming. You know, the thing that hadn't been working for 12+ months now.
You're bringing down the thread, dude. Please take this elsewhere. Plenty of threads on this forum where people are unhappy with GW. Take your pick.
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![[Post New]](/s/i/i.gif) 2014/11/04 18:20:16
Subject: Re:Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Gargantuan Gargant
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An example of OCD on my part, I edited the best available photos, rescaled the Datasheets for better printing, and put them up on my blog
http://yourlordandmaster.wordpress.com/2014/11/04/tryannocyte-mucolid-spore-cluster-and-sporocyst-stats-and-release-date/
I really do love the new floaty design aesthetic, but I also realized that it serves to make all previous crashed pod designed models obsolete. The triple threat natue of the kit is showing that GW is getting more savy with model design as well. One box instead of Three saves a lot of shelf space, while cutting down on number of products to be stocked by two, something retailers will appreciate.
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![[Post New]](/s/i/i.gif) 2014/11/04 18:27:57
Subject: Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Decrepit Dakkanaut
UK
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More importantly it also means less moulds to cast - plastic moulds are very expensive so any chance they can get to combine kits is going to be taken - its why we are seeing way more of these two-in-one kits.
Neat thing for tyranids is that because of our nature a lot of these kits leave us loads of spare parts to make more cool nids or to decorate our models up with.
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![[Post New]](/s/i/i.gif) 2014/11/04 18:30:53
Subject: Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Regular Dakkanaut
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Sinful Hero wrote: Redemption wrote:Yes, and you normally don't measure from the weapon's barrel for a MC either, but the Instinctive Fire rule changes that as well.
RAW, it's just another rule of GW's usual quality, I suppose, but the intention of it only firing at what the (fixed) weapons can see seems pretty clear.
Not sure if I agree with that RAI. It shows no intention of it working that way- no mention of arcs or anything for that matter. A living creature can move around to make all guns get a shot on the closest enemy.
Measure from barrel, nearest target, what's the issue?!
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![[Post New]](/s/i/i.gif) 2014/11/04 18:32:35
Subject: Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Gargantuan Gargant
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There is definitely an economic incentive for GW to move in this direction with their models as much as they can.
Aside from Necron dual purpose kits previously GW seemed contnet to just slap another sprue in a box to attach to already exixsting kit (Rhino, Lemun Russ, Falcon).
It's a step in the right direction
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![[Post New]](/s/i/i.gif) 2014/11/04 18:33:14
Subject: Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Lieutenant General
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rtb01 wrote: Sinful Hero wrote: Redemption wrote:Yes, and you normally don't measure from the weapon's barrel for a MC either, but the Instinctive Fire rule changes that as well.
RAW, it's just another rule of GW's usual quality, I suppose, but the intention of it only firing at what the (fixed) weapons can see seems pretty clear.
Not sure if I agree with that RAI. It shows no intention of it working that way- no mention of arcs or anything for that matter. A living creature can move around to make all guns get a shot on the closest enemy.
Measure from barrel, nearest target, what's the issue?!
The problem is that's how you do it for a vehicle, not a monstrous creature.
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'It is a source of constant consternation that my opponents cannot correlate their innate inferiority with their inevitable defeat. It would seem that stupidity is as eternal as war.'
- Nemesor Zahndrekh of the Sautekh Dynasty Overlord of the Crownworld of Gidrim |
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![[Post New]](/s/i/i.gif) 2014/11/04 18:36:45
Subject: Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Fixture of Dakka
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rtb01 wrote: Sinful Hero wrote: Redemption wrote:Yes, and you normally don't measure from the weapon's barrel for a MC either, but the Instinctive Fire rule changes that as well.
RAW, it's just another rule of GW's usual quality, I suppose, but the intention of it only firing at what the (fixed) weapons can see seems pretty clear.
Not sure if I agree with that RAI. It shows no intention of it working that way- no mention of arcs or anything for that matter. A living creature can move around to make all guns get a shot on the closest enemy.
Measure from barrel, nearest target, what's the issue?!
Shooting through itself basically. Tyrannocyte can move, but the Sporocyst(who also has five cannons) is Immobile.
But MCs don't have firing arcs like vehicles, they shoot 360*. Automatically Appended Next Post: Ghaz wrote:rtb01 wrote: Sinful Hero wrote: Redemption wrote:Yes, and you normally don't measure from the weapon's barrel for a MC either, but the Instinctive Fire rule changes that as well.
RAW, it's just another rule of GW's usual quality, I suppose, but the intention of it only firing at what the (fixed) weapons can see seems pretty clear.
Not sure if I agree with that RAI. It shows no intention of it working that way- no mention of arcs or anything for that matter. A living creature can move around to make all guns get a shot on the closest enemy.
Measure from barrel, nearest target, what's the issue?!
The problem is that's how you do it for a vehicle, not a monstrous creature.
Instinctive Fire outlines that for the Sporocyst/Tyrannocyte you measure from the barrel to determine closest to the gun.
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This message was edited 1 time. Last update was at 2014/11/04 18:37:43
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) 2014/11/04 18:43:15
Subject: Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Myrmidon Officer
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I'll be waiting for PuppetsWar or Chapterhouse or other companies to produce third-party Mucolid sculpts with alternate (or metal-bendable) poses.
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![[Post New]](/s/i/i.gif) 2014/11/04 18:53:47
Subject: Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Battlefortress Driver with Krusha Wheel
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Im all for tyranids getting better, but drop pods are a HUGE problem in this edition. They need to be not able to even contest objectives, or give you linebreaker for what they do and how many points they are, its broken. here is my space marine drop pod army. Blow 12 pods off the board by turn 5 or lose the game, Hope you dident have something else you needed to shoot more.
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warhammer 40k mmo. If I can drive an ork trukk into the back of a space marine dread and explode in a fireball of epic, I can die happy!
8k points
3k points
3k points
Admech 2.5k points
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![[Post New]](/s/i/i.gif) 2014/11/04 18:57:08
Subject: Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Nihilistic Necron Lord
The best State-Texas
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Orock wrote:Im all for tyranids getting better, but drop pods are a HUGE problem in this edition. They need to be not able to even contest objectives, or give you linebreaker for what they do and how many points they are, its broken. here is my space marine drop pod army. Blow 12 pods off the board by turn 5 or lose the game, Hope you dident have something else you needed to shoot more.
A single Tyranid drop pod nearly 3x the cost of a Space Marine drop pod.
Space Marine Drop pods may be a problem this edition, but I do not foresee The Tyranid ones having the same impact as they are much more expensive and not objective secured.
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![[Post New]](/s/i/i.gif) 2014/11/04 19:04:08
Subject: Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Fixture of Dakka
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rtb01 wrote: Sinful Hero wrote: Redemption wrote:Yes, and you normally don't measure from the weapon's barrel for a MC either, but the Instinctive Fire rule changes that as well.
RAW, it's just another rule of GW's usual quality, I suppose, but the intention of it only firing at what the (fixed) weapons can see seems pretty clear.
Not sure if I agree with that RAI. It shows no intention of it working that way- no mention of arcs or anything for that matter. A living creature can move around to make all guns get a shot on the closest enemy.
Measure from barrel, nearest target, what's the issue?!
As it has been said many many times already in the thread.. Thats not how MC's function. Sorta surprised at the lack of MC rule knowledge in an army that has tons of MCs! You don't measure from barrels and you don't calculate firing arcs.. You simply take your ruler and measure from the MC's base to the closest portion on the enemies base and then weapons fire regardless of how they are modeled. Exactly how it's been for a very long time because it's a MC not a vehicle.
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This message was edited 2 times. Last update was at 2014/11/04 19:06:57
Keeper of the DomBox
Warhammer Armies - Click to see galleries of fully painted armies
32,000, 19,000, Renegades - 10,000 , 7,500, |
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![[Post New]](/s/i/i.gif) 2014/11/04 19:07:35
Subject: Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Dakka Veteran
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Overread wrote:The only problem is that I don't see any venomthrope or zoanthrope release info in these leaks. So that either means:
1) They are GONE
2) They were simply out of production stock and will restock with the normal finecast models soonish
3) They are getting re-released by no big news about it
4) We are getting a 3rd nid wave.
probably number 3- there was a pic of the "coming next week" and it said "psychic horror" which suggests the Zoanthrope kit. [finger crossed].
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![[Post New]](/s/i/i.gif) 2014/11/04 19:09:16
Subject: Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Shadowy Grot Kommittee Memba
The Great State of New Jersey
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Sinful Hero wrote:
Automatically Appended Next Post:
Ghaz wrote:rtb01 wrote: Sinful Hero wrote: Redemption wrote:Yes, and you normally don't measure from the weapon's barrel for a MC either, but the Instinctive Fire rule changes that as well.
RAW, it's just another rule of GW's usual quality, I suppose, but the intention of it only firing at what the (fixed) weapons can see seems pretty clear.
Not sure if I agree with that RAI. It shows no intention of it working that way- no mention of arcs or anything for that matter. A living creature can move around to make all guns get a shot on the closest enemy.
Measure from barrel, nearest target, what's the issue?!
The problem is that's how you do it for a vehicle, not a monstrous creature.
Instinctive Fire outlines that for the Sporocyst/Tyrannocyte you measure from the barrel to determine closest to the gun.
No it doesn't, it states that each weapon fires at the closest unit in range and line of sight. It doesn't actually tell you how to determine range or line of sight, for that you have to refer back to the core rules, and the core rules tell us that a monstrous creature measures range and LOS from its base, not from its weapon.
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![[Post New]](/s/i/i.gif) 2014/11/04 19:13:31
Subject: Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Badass "Sister Sin"
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Sasori wrote:A single Tyranid drop pod nearly 3x the cost of a Space Marine drop pod.
35 vs 75... That's a little over 2 times, not 3 times.
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![[Post New]](/s/i/i.gif) 2014/11/04 19:23:02
Subject: Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Trustworthy Shas'vre
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To the people who keep talking about "this is how you measure it..."
PLEASE STOP.
Half of you are wrong. Do not comment UNLESS YOU ARE READING THE RULES IN the magazine.
AGAIN they do NOT follow normal rules
Thank you.
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DavePak
"Remember, in life, the only thing you absolutely control is your own attitude - do not squander that power."
Fully Painted armies:
TAU: 10k Nids: 9600 Marines: 4000 Crons: 7600
Actor, Gamer, Comic, Corporate Nerd
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![[Post New]](/s/i/i.gif) 2014/11/04 19:39:11
Subject: Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Pragmatic Primus Commanding Cult Forces
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I believe that it's the commentary from the WD editor that's causing the confusion.
The rules as listed in the dataslate -- if I'm making them out correctly -- are clear and work perfectly with normal MC rules.
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This message was edited 1 time. Last update was at 2014/11/04 19:39:55
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![[Post New]](/s/i/i.gif) 2014/11/04 19:44:37
Subject: Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Infiltrating Broodlord
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pretre wrote: Sasori wrote:A single Tyranid drop pod nearly 3x the cost of a Space Marine drop pod.
35 vs 75... That's a little over 2 times, not 3 times.
haha and it has 6 T5 wounds.
and it can transport more than just marines.
and it can move.
and it's CC attacks are AP2.
and it can smash.
and it can be equipped with 5 venom cannons.
soooo yah. hush now.
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![[Post New]](/s/i/i.gif) 2014/11/04 19:55:22
Subject: Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Battlefortress Driver with Krusha Wheel
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Sasori wrote: Orock wrote:Im all for tyranids getting better, but drop pods are a HUGE problem in this edition. They need to be not able to even contest objectives, or give you linebreaker for what they do and how many points they are, its broken. here is my space marine drop pod army. Blow 12 pods off the board by turn 5 or lose the game, Hope you dident have something else you needed to shoot more.
A single Tyranid drop pod nearly 3x the cost of a Space Marine drop pod.
Space Marine Drop pods may be a problem this edition, but I do not foresee The Tyranid ones having the same impact as they are much more expensive and not objective secured.
as said before, these for the points are FAR superior to a drop pod
if for nothing else, the 6 wounds at T5. not to mention smash, moving, and enough barbed stranglers to make every ork player in a 20 mile area cry.
Talking them down wont make people suddenly go "oh well guess no reason to take notice, they seem totally balanced and fine"
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warhammer 40k mmo. If I can drive an ork trukk into the back of a space marine dread and explode in a fireball of epic, I can die happy!
8k points
3k points
3k points
Admech 2.5k points
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![[Post New]](/s/i/i.gif) 2014/11/04 19:55:30
Subject: Re:Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Fresh-Faced New User
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This just made my morning so much better.
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This message was edited 1 time. Last update was at 2014/11/04 19:56:50
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![[Post New]](/s/i/i.gif) 2014/11/04 19:58:01
Subject: Tyranids get a Drop Pod, super spore mines and infiltrating spore mine factory (pics inside)
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Haemonculi Flesh Apprentice
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Wilson wrote: pretre wrote: Sasori wrote:A single Tyranid drop pod nearly 3x the cost of a Space Marine drop pod.
35 vs 75... That's a little over 2 times, not 3 times.
haha and it has 6 T5 wounds.
and it can transport more than just marines.
and it can move.
and it's CC attacks are AP2.
and it can smash.
and it can be equipped with 5 venom cannons.
soooo yah. hush now.
OK while I agree it is a nice unit and glad to have spods back in one form or another, listing its combat prowess is stupid since it can't assault. Paying for 5 venom canons makes it 100ppm.
That said I am more curious how the transporting works since it doesn't say they must disembark the turn it arrives. At least it hasn't been mentioned yet, meaning it could be used to hold 20 devil gaunts or dare I say genestealers inside until the next turn. This could only be decent again depending on wording. It's not technically a transport vehicle so I am wondering what happens when it dies with occupants and if assault vehicle would even be a requirement.
I am guessing disembarking is a requirement when it arrives to avoid these interactions but who knows with GW.
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This message was edited 1 time. Last update was at 2014/11/04 19:58:38
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