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Made in us
Lone Wolf Sentinel Pilot






Texas

 Kanluwen wrote:
Dynas wrote:
I wonder if they Malanthrope will be added to the Feeder Tendrils strategem. Only time will tell.

Is the Malanthrope in the Codex?

No. It very likely will not be.


I know its not in the codex but eventually FW will drop 8th ed Imperial Armor books. The Malanthrope has the same shroud rule that the venomthrope has. Both models have tendrils on their face. Just seems logical is all.

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Made in ca
Tough Tyrant Guard






Malanthrope has a better shrouding than Venomtrope as it can affect monstrous creatures

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Regular Dakkanaut




Here is my question.

The carnifex option that gives it -1 to hit when targeted by shooting specifically states that it does not work with the Venomthropes shroud ability.

However, if I remember correctly, the malanthropes spore cloud ability is called something different, and therefor these bonuses could stack!?

Is this correct, -2 to hit on my carnifexes would be too amazing.
   
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Lone Wolf Sentinel Pilot






Texas

EldarExarch wrote:
Here is my question.

The carnifex option that gives it -1 to hit when targeted by shooting specifically states that it does not work with the Venomthropes shroud ability.

However, if I remember correctly, the malanthropes spore cloud ability is called something different, and therefor these bonuses could stack!?

Is this correct, -2 to hit on my carnifexes would be too amazing.


Malanthrope is called Shrouding Spores, so is Venomthrope, the only difference is Venomthrope only effects infantry, Malanthrope effects everything (prob due to size). I doubt they will stack. I know the Craftworld/eldar got some things that stack but it will probably get FAQ.

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Towering Hierophant Bio-Titan






 fartherthanfar wrote:
Malanthrope has a better shrouding than Venomtrope as it can affect monstrous creatures


So can Venomthropes now. A unit of 3+ affect monsters too, and a unit of 6 has increased shrouding range
   
Made in ca
Tough Tyrant Guard






They wont stack as the mycetic spore ability says it doesnt stack with shrouding spore which is the name of malanthropes ability

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Lieutenant General





Florence, KY

https://www.warhammer-community.com/2017/11/03/codex-tyranids-preview-units-nov-3gw-homepage-post-2/

Tyranid Units

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Dakka Veteran






 Ghaz wrote:
https://www.warhammer-community.com/2017/11/03/codex-tyranids-preview-units-nov-3gw-homepage-post-2/

Tyranid Units


Almost all known already. Except that Lictors do not have IB anymore.
   
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Barpharanges






Limbo

Not a lot of actual news in this preview, but things of note:

As Astmeister noted above: it's nice that Lictors/Deathleapers no longer have IB. Makes a ton of sense.

Thing I noticed: "The Thornback is the master of shock-assault. In addition to causing mortal wounds to nearby models when it charges, this beast hits on a 3+ (going up to a 2+ if Old One Eye is around)." So I'm gonna guess the Thornback comes with the Tusks biomorph standard, unless the Thornback randomly has WS3+.

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Dakka Veteran






 Jin wrote:
Not a lot of actual news in this preview, but things of note:

As Astmeister noted above: it's nice that Lictors/Deathleapers no longer have IB. Makes a ton of sense.

Thing I noticed: "The Thornback is the master of shock-assault. In addition to causing mortal wounds to nearby models when it charges, this beast hits on a 3+ (going up to a 2+ if Old One Eye is around)." So I'm gonna guess the Thornback comes with the Tusks biomorph standard, unless the Thornback randomly has WS3+.


Tusks give the Fex simply +1A on the charge. Apparently all Carnifex variants hit on 3+ after charging due to Living Battering Ram. So I am not sure what benefit the Thornback actually has in comperison with VanillaFex.
   
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Limbo

Oh. right. Forgot they added that rule into Living Battering Ram.

Remember kids: Reading skills are important!

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Made in gb
Longtime Dakkanaut




Yeah thornbacks are one of the things I hope are detailed in review vids tonight.
   
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Dominating Dominatrix





https://imgur.com/a/0S7OG
   
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Towering Hierophant Bio-Titan






Thornbacks get two special rules:

Enemy infantry don't benefit from cover against it's shooting, and when they charge infantry they do D3 mortal wounds with Living Battering Ram
   
Made in mx
Towering Hierophant Bio-Titan




Mexico

 Astmeister wrote:
 Jin wrote:
Not a lot of actual news in this preview, but things of note:

As Astmeister noted above: it's nice that Lictors/Deathleapers no longer have IB. Makes a ton of sense.

Thing I noticed: "The Thornback is the master of shock-assault. In addition to causing mortal wounds to nearby models when it charges, this beast hits on a 3+ (going up to a 2+ if Old One Eye is around)." So I'm gonna guess the Thornback comes with the Tusks biomorph standard, unless the Thornback randomly has WS3+.


Tusks give the Fex simply +1A on the charge. Apparently all Carnifex variants hit on 3+ after charging due to Living Battering Ram. So I am not sure what benefit the Thornback actually has in comperison with VanillaFex.

IIRC the Thornback deals extra mortal wounds to infantry and has ignore cover.

This message was edited 2 times. Last update was at 2017/11/03 16:18:34


 
   
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Lone Wolf Sentinel Pilot






Texas

These Genestealer infestation nodes. Is this something that is model already? ARe those the little quarter size doo dads everyone use for objective markers. I see that being kinda of need, place them on all the objectives and use them to pop up when needed.

Also, would the 4+ armor save be worth it for giving up the extra move?

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Terrifying Doombull




Dynas wrote:
These Genestealer infestation nodes. Is this something that is model already? ARe those the little quarter size doo dads everyone use for objective markers. I see that being kinda of need, place them on all the objectives and use them to pop up when needed.

Also, would the 4+ armor save be worth it for giving up the extra move?

Since the advance and charge can be combined with other tyranid movement shenanigans, likely not.

As for the nodes, they seem terrible. They have to be behind your screen to not be wiped off the field by anyone wandering in via deep strike (or whatever). Destroyed if a single enemy is ever within 9" is just ridiculously vulnerable.

And yeah, I assume the tri-orifices with tentacles are supposed to be the 'nodes.'

This message was edited 1 time. Last update was at 2017/11/03 18:43:27


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Oozing Plague Marine Terminator





Dynas wrote:
These Genestealer infestation nodes. Is this something that is model already? ARe those the little quarter size doo dads everyone use for objective markers. I see that being kinda of need, place them on all the objectives and use them to pop up when needed.

Also, would the 4+ armor save be worth it for giving up the extra move?


Don't play nids myself, but if you already get an invul, the extra movement is much better than situational 4+ saves.
   
Made in ca
Enigmatic Chaos Sorcerer





British Columbia

Pending changes to the Sporocyst. It might be a good way to protect your Genestealer blob to ensure as many get slingshot in by SL as possible. (Using Lictors/Sporocysts to push out the 9" deployment buffer)

 BlaxicanX wrote:
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Barpharanges






Limbo

 Nightlord1987 wrote:
Dynas wrote:
These Genestealer infestation nodes. Is this something that is model already? ARe those the little quarter size doo dads everyone use for objective markers. I see that being kinda of need, place them on all the objectives and use them to pop up when needed.

Also, would the 4+ armor save be worth it for giving up the extra move?


Don't play nids myself, but if you already get an invul, the extra movement is much better than situational 4+ saves.



I'd say it's dependent on how you're running the Nids.

If you're having them foot slogging across the board and/or getting Swarmy sling-shotted across the table, the extra advance is useful.

If you're Deepstriking them via Trygon Tunnel or Lictor pheremone trail, you don't really _need_ that additional movement.

I'd say it's a fair balance.

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Tunneling Trygon





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 Jin wrote:
 Nightlord1987 wrote:
Dynas wrote:
These Genestealer infestation nodes. Is this something that is model already? ARe those the little quarter size doo dads everyone use for objective markers. I see that being kinda of need, place them on all the objectives and use them to pop up when needed.

Also, would the 4+ armor save be worth it for giving up the extra move?


Don't play nids myself, but if you already get an invul, the extra movement is much better than situational 4+ saves.



I'd say it's dependent on how you're running the Nids.

If you're having them foot slogging across the board and/or getting Swarmy sling-shotted across the table, the extra advance is useful.

If you're Deepstriking them via Trygon Tunnel or Lictor pheremone trail, you don't really _need_ that additional movement.

I'd say it's a fair balance.

Agreed. Deepstriking stealers are facing chaff more often then not anyways so getting an extra pip of save is worth it - means you have more left after the chaff to do damage to the backfield. The advance and charge just isn't as necessary as you aren't advancing the turn they show up. In subsequent turns you still have plenty of movement plus potential hive fleet, onslaught or CP if you absolutely need more move later.

So depends on if the 4+ costs points and whether you value an extra save against basic weapons. Personally having used extended carapace back in the day, its well worth losing the advance and charge if they are already midfield or better. Getting better save vs bolters and such on overwatch, better saves vs chaff units in close combat, possible 3+ save from Jorm fleet for camping an objective. Seems worthwhile to me if its free.

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Longtime Dakkanaut





Auckland, NZ

I think the infestation nodes seem situational, but decent.
If you're up against an assaulty army, or one with a bunch of deepstrikers, then yeah, there's no point in using them.

On the other hand if you're up against a gunline, then you can give up a turn of movement for a turn 1 redeploy. Makes it a bit harder for that gunline to castle up in the corner opposite to where you've dropped most of your units.

It's just another option for deploying your genestealers.
Sure you'd be much better off deepstriking them in with a trygon, but the infestation nodes are free.
   
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Lethal Lhamean




Birmingham

Arson Fire wrote:
I think the infestation nodes seem situational, but decent.
If you're up against an assaulty army, or one with a bunch of deepstrikers, then yeah, there's no point in using them.

On the other hand if you're up against a gunline, then you can give up a turn of movement for a turn 1 redeploy. Makes it a bit harder for that gunline to castle up in the corner opposite to where you've dropped most of your units.

It's just another option for deploying your genestealers.
Sure you'd be much better off deepstriking them in with a trygon, but the infestation nodes are free.

This is what I was thinking, situationaly good but I'll take extra options over loosing options anyday.
   
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Daemonic Dreadnought





Eye of Terror

Someone asked a couple pages back what the next Codexes will be.

Blood Angels
Dark Angels
Chaos Daemons

... all before Christmas (at least that's what I heard.)

Which sets up an interesting question: Blood Angels versus Tyrannids. I really like what I am seeing for Tyrannids, what can GW do to make BA actually stand a chance against them?

   
Made in gb
Longtime Dakkanaut




Arson Fire wrote:
I think the infestation nodes seem situational, but decent.
If you're up against an assaulty army, or one with a bunch of deepstrikers, then yeah, there's no point in using them.

On the other hand if you're up against a gunline, then you can give up a turn of movement for a turn 1 redeploy. Makes it a bit harder for that gunline to castle up in the corner opposite to where you've dropped most of your units.

It's just another option for deploying your genestealers.
Sure you'd be much better off deepstriking them in with a trygon, but the infestation nodes are free.


This is the main way to use them I'm seeing, or keeping a unit back as a counter strike unit, node behind you lines in a few places able to pop up a reinforcement on whichever flank looks like it will need it
   
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Tunneling Trygon





The House that Peterbilt

leopard wrote:
Arson Fire wrote:
I think the infestation nodes seem situational, but decent.
If you're up against an assaulty army, or one with a bunch of deepstrikers, then yeah, there's no point in using them.

On the other hand if you're up against a gunline, then you can give up a turn of movement for a turn 1 redeploy. Makes it a bit harder for that gunline to castle up in the corner opposite to where you've dropped most of your units.

It's just another option for deploying your genestealers.
Sure you'd be much better off deepstriking them in with a trygon, but the infestation nodes are free.


This is the main way to use them I'm seeing, or keeping a unit back as a counter strike unit, node behind you lines in a few places able to pop up a reinforcement on whichever flank looks like it will need it

Yeah being able to plop down a node in and among the gaunts during deployment when facing heavy shooting army ain't bad, they lose a turn of shooting, you lose a bit of turn 1 movement. I personally have ran out of room trying to get hormies, terms and stealers all deployed in and around my malathropes, this gives me some breathing room. Also yeah keeping some stealers in your back pocket for your gunline counter charge ain't bad either.

There's some stratagems though that combo with the lurking genestealers to keep in mind. There is one you can see from the twitch stream yesterday that for 1 CP you can bring a unit that is in reserves in and plop it next to a lictor rather then the normal way that unit is setup. So it works with lurking stealers, but only once a turn, costing a CP and requiring a lictor.

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Liche Priest Hierophant





Bergen

If you want full batalion on 2000 points you want lictors anyway.

   
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Humming Great Unclean One of Nurgle






The nodes are a free upgrade, so it's really hard to see how they could be bad. Besides, I think people are overstating how much a drawback the 9" poof is. If your enemy is going out of their way to move into range that is a tactical win that you didn't pay any points for. If the enemy doesn't have to go out of their way to destroy it you probably placed the node poorly or it's late enough in the game that it doesn't matter anymore.

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Battleship Captain





https://youtu.be/yI_SZljKcGc

Full codex review is up.
I wonder what promted GW to include so many weapon costs into the base cost of the models.

Lots of minor points drops. Few really big ones, notably the Haruspex dropped like 80pts.

This message was edited 1 time. Last update was at 2017/11/04 04:10:54



 
   
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Yellin' Yoof on a Scooter





 Sim-Life wrote:
https://youtu.be/yI_SZljKcGc

Full codex review is up.
I wonder what promted GW to include so many weapon costs into the base cost of the models.

Lots of minor points drops. Few really big ones, notably the Haruspex dropped like 80pts.


The haruspex dropping that many points is awesome. He seems pretty negative about the codex, but I think the changes are amazing. Tons of options and some great improvements where we needed them. Overall feeling very positive about the strengths.
   
 
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