The question is whether GW really believes that that don't have any competition. If they believe that then I think it's pretty obvious that that is their biggest problem.
It would explain a lot of otherwise odd decisions.
I just think they don't know what they're doing. When something is good, they have no idea why. When something is bad, they have no idea why. More importantly, they seem to lack the capacity to understand if something is good or bad.
Indeed. Most egregiously, psychic powers; it seems like they sometimes price them, particularly witchfire powers, like they were regular guns instead of ones that have a half chance of plain not working, and equal chances of being stopped or blowing up in your face, before you even get to rolling to hit etc.
Comparing the Maleceptor and Toxicrene is a good example of this; the Toxicrene has a gun that fires sentient poison gas, with a neat little special rule that gives it armourbane vs open topped and damaged vehicles. It also has a special rule that makes all of its poisoned attacks inflict instant death on a to-wound of a six. It costs 160pts.
The Maleceptor loses that awesome gun, plus all it's other poison stuff, to gain a WC2 power that it can use three times. Except it's not one WC2 roll to use it on up to three targets; RAW it takes six warp charges to fire three times. Worse, it's a Focussed Witchfire so you're actually aiming to get three 4+ rolls per shot, so that's nine dice to use its bonus feature to full effect. And it still has to roll to hit with BS3 after all that. How any points cheaper is it for this crippling disadvantage, you ask? 45. Well that's a rel… Wait it's 45 points more?!
Halos Nach TariffCan you blame me?I'm too famous.Registered Userregular
edited November 2014
So, ahem, lets all stop complaining about new Tyranid releases for a minute because:
Mycetic Spores are back, with a vengeance.
More expensive but they don't take up a FoC slot, can be dropped empty, can carry any unit which will fit in them, more guns, same protection from deepstrike mishap and better stats. Plus they can move around and stuff as an added bonus.
The kit also allegedly makes two more models; some sort of shooting platform and maybe a giant spore mine or something? IDK, there are no scans of those.
But regardless, this pretty much fixes a whole host of issues with the nid book; namely having to walk up the board under withering fire. You can drop OS Tervigons onto objectives, or double-template Tfexes onto entrenched troops, a whole host of options become actually useable.
Oh, and as an added feature you could technically deploy a Tyrannocyte inside another Tyrannocyte (ad infinitum) and have some sort of deep-striking auto-wall which fills the board with dumb looking pods.
Halos Nach Tariff on
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VanguardBut now the dream is over. And the insect is awake.Registered User, __BANNED USERSregular
Okay, that actually makes me a bit interested in getting back into 40k. I thought the removal of the mycetic spores was the dumbest thing ever in the new codex.
Would a Tervigon be able to poop out Termigants after deploying by Tyrannocyte?
Inquiring minds want to know....
Your sig was too tall.
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Halos Nach TariffCan you blame me?I'm too famous.Registered Userregular
Yes, you deploy the Tervigon once the cyte had deep struck, and then the Tervigon can spawn Termagants during its movement phase.
The other potential builds in the kit are a Sporocyst and a Mucolid Spore.
The components are such that it looks like you can build either 1 Tyrannocyte or 1 Sporocyst + 1 Mucolid.
The Sporocyst is an immobile, spore mine generating weapons platform, with the same gun options as the Tyrannocyte, plus it boosts the synapse range of nearby synapse creatures. It looks like they can fire each gun at a seperate target, but can't overwatch, or something.
The Mucolid Spore is a giant spore mine, but it explodes at S8 AP3 (sans blast I think), still with +1S for each Mucolid in the brood. And they can assault zooming/swooping Fliers/FMCs.
Here's the other two - one's an immobile creature that spawns spore mines (plus once a game it can shoot a giant spore). The other are just giant spore mines, S8 AP3 as a base with other mines upping the strength like regular spores and can assault flyers.
Both the drop spore and the artillery platform also have 5 guns - devourers, upgradable to venom cannon or barbed stranglers. They shoot the close target within their fire arc but can target different units.
First thought on seeing the Mucolid spore cluster:
"Sweet! Easy plastic Enslaver conversion!"
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tzeentchlingDoctor of RocksOaklandRegistered Userregular
Gotta say, the design of those models is pretty fantastic. GW's sculpts really are getting pretty good.
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-Loki-Don't pee in my mouth and tell me it's raining.Registered Userregular
If only they got their rules in check and fixed their batshit insane pricing over here I'd look into picking my Tyranids up again, because those are fantastic.
Would anyone be interested in doing another charity army for Child's Play? Haven't got anything specific in mind, just putting out feelers. If there's enough interest I'd be willing to run it again (maybe knowing it's for charity will encourage people to not make me hate them so much).
You know I'll throw down for charity if you'll have me.
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Halos Nach TariffCan you blame me?I'm too famous.Registered Userregular
I can probably motivate myself to paint another model for you.
Although again I'm still in the UK, so if long-distance postage is going to throw a spanner in the works I'm fine if you decide to leave me out.
Do Warlords have to be on the table to use their Warlord trait?
I'm playing around with Dark Eldar lists and since our group picks a trait to use on our Warlords instead of rolling I'm eyeing the various reserve manipulation traits. Plans would change if I can't reserve my Warlord to take advantage of his bonus.
Do Warlords have to be on the table to use their Warlord trait?
Yes.
Do you know what page it says that? I read through the warlord section and didn't see anything. The closest thing I could find is a requirement for the Warlord to be alive (of course) but I didn't look elsewhere in the rulebook yet.
Oh man. Deep striking Tyranids and moving closer to my local gaming store means its a good time to get back to playing. A shame that the GW site mentions you need to buy the white dwarf for the new model rules though, really hope they have the sense to also include them in the box.
Only slightly 40k related, but has anyone ever bought from that Geek Chic furniture place? I have a hunch they wont ship to Canada, but there is some nice shit there that I might finally have some room for.
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Halos Nach TariffCan you blame me?I'm too famous.Registered Userregular
The rules for the Toxicrene/Malceptor are not in the box, I'd imagine the spore pod kit will be the same.
A strange choice given that the rules for the various new fantasy kits are in their boxes. If I had to guess I'd say that there's going to be some sort of upcoming suplement/campaign book or something with all these new rules in there.
And speaking of new rules the rumours are still rumbling that the Nid release is not over yet; with a plastic Zoanthrope/Venomthrope kit upcoming, which apparently also contains components for a 'Neurothrope', allegedly some sort of Broodlord style unit upgrade for Zoanthrope with Doom of Malantai-style powers.
Interesting the rules aren't in the box, but the new stuff is in the new campaign "Sheild of Baal: Leviathon" - apparently the wierd page references in the white dwarf are due to the fact they've not updated the rules references from the campaign book. Book is like Storm claw but also sounds a bit like a supplement at the same time, it's got the new unit rules, some new Tyranid formations and an updated warlord table for Leviathon fleets - plus updated City of Death rules and some altar of war missions.
Looks like the Zoanthropes and Venomthropes don't share a lot of bits. Looks a bit like they might even have different tails.
Tastyfish on
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Halos Nach TariffCan you blame me?I'm too famous.Registered Userregular
Here are the Venomthropes:
Kinda cool, although they're a little too bulky for my liking, but hey, less likely to snap into a million tiny pieces.
The Neurothrope apparently has a unique power 'Spirit Leech' 18", WC1, target enemy unit must take a Ld check on 3D6 and suffers wounds for each point the test was failed by (ignoring armour and cover). Each wound caused also adds 1 dice to your pool for Warp Blasts, whatever that means.
Which sounds pretty decent to me, a less stupid Doom plus a buff to Zoanthropes, even if it does make the Malceptor even more useless in comparison.
Wonder if the Neurothrope is mastery level 3, having spirit leach, warp blast and whatever other spell the rest of his brood has. Seems like it might get a little complicated if he's a wizard in a unit of wizards, but not part of their brotherhood - unless his wounds just go into a general purpose 'warp blast pool' that can be used by multiple units.
Based on the rules phrasing it seems like you'll Spirit Leech first and then use the dedicated warp charges to power shooting from the rest of the unit of Zoanthropes
Your sig was too tall.
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Halos Nach TariffCan you blame me?I'm too famous.Registered Userregular
Seems that way, some people are wondering if it'll add to the number of shots the broods Warp Blast gets, but I think it's more likely just to grant like, extra warp dice which can only be used to manifest Warp Blast/lance.
I do wonder if the Neurothrope itself will still keep Warp Blast though, it may have Spirit Leech instead possibly?
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-Loki-Don't pee in my mouth and tell me it's raining.Registered Userregular
Yet again, if those rules and prices were fixed I'd be buying this new Tyranid shit in a heartbeat. So good.
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Dr_KeenbeanDumb as a buttPlanet Express ShipRegistered Userregular
Dr_KeenbeanDumb as a buttPlanet Express ShipRegistered Userregular
So I'm going to do nids. Partly because of new models and partly because I'm starting to feel like an asshole every time I put my IG army on the table.
I'm going to buy this. Really the only question I have is how many Termigants am I likely to want to have on hand for the Tervigon to shit out?
So I'm going to do nids. Partly because of new models and partly because I'm starting to feel like an asshole every time I put my IG army on the table.
I'm going to buy this. Really the only question I have is how many Termigants am I likely to want to have on hand for the Tervigon to shit out?
Last game I played, I got 27. I would say ~20 is a good amount.
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Halos Nach TariffCan you blame me?I'm too famous.Registered Userregular
Yeah, around 20 seems a reasonable number, although some games you won't necessarily want to be spawning every turn, and of course you will occasionally get the first turn triple-1 roll.
You want 30 on the table to make him a troop, and then about 30 extra, minimum.
Source - Close to 100 games with 2x Tervigons.
Everyday I wake up is the worst day of my life.
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Mr_Rose83 Blue Ridge Protects the HolyRegistered Userregular
edited November 2014
So there's a special edition HH book IV.
…which I may or may not have just bought… along with a bunch of Thallax and a Castellax to round it out to the free shipping band…
Not sure if :bigfrown: or
Chance of not getting doubles on three dice is (6*5*4)/(6*6*6)= 55% more or less.
Average number of termagants per spawn is 3*3.5 = 10.5
So basically each tervigon is going to spawn once or twice a game, averaging around 16.25 a game in total.
Set of twenty is a fairly good amount for spare termagants, as is the 50 models per Tervigon guideline when you're taking into account the troop unlock as well.
That's what count's as models are for. Rules say if you can't place the models or run out of termagant models the excess is discarded - if you've still got some count's as termagant models, then you've still got termagant models because those models count as termagants.
I've generally found that I don't want to spawn on turn one anyway, so there's a few casualties to pad out the spares when it comes to the turn two/three spawns, but if you're allowed to put devourer gaunts down RAW then I see no reason to not use a couple of obvious bullet catchers in the odd occasion when you're missing a few proper models.
I played a game with my Nids yesterday. Glorious Victory for the Hive Mind, many Space Sharks had their biomass absorbed. MVP goes to Meltface the Exocrine who killed 7 Marines in cover with one shot. Living Artillery Node is still amazing for that scatter reroll, turned a 6" scatter into a direct hit. I'm really looking forward to the Leviathan book.
I've had Tervigons keep Spawning until turn 7. Bring ALL the spare gaunts you have. ALL OF THEM
Posts
Indeed. Most egregiously, psychic powers; it seems like they sometimes price them, particularly witchfire powers, like they were regular guns instead of ones that have a half chance of plain not working, and equal chances of being stopped or blowing up in your face, before you even get to rolling to hit etc.
Comparing the Maleceptor and Toxicrene is a good example of this; the Toxicrene has a gun that fires sentient poison gas, with a neat little special rule that gives it armourbane vs open topped and damaged vehicles. It also has a special rule that makes all of its poisoned attacks inflict instant death on a to-wound of a six. It costs 160pts.
The Maleceptor loses that awesome gun, plus all it's other poison stuff, to gain a WC2 power that it can use three times. Except it's not one WC2 roll to use it on up to three targets; RAW it takes six warp charges to fire three times. Worse, it's a Focussed Witchfire so you're actually aiming to get three 4+ rolls per shot, so that's nine dice to use its bonus feature to full effect. And it still has to roll to hit with BS3 after all that. How any points cheaper is it for this crippling disadvantage, you ask? 45. Well that's a rel… Wait it's 45 points more?!
Nintendo Network ID: AzraelRose
DropBox invite link - get 500MB extra free.
Mycetic Spores are back, with a vengeance.
More expensive but they don't take up a FoC slot, can be dropped empty, can carry any unit which will fit in them, more guns, same protection from deepstrike mishap and better stats. Plus they can move around and stuff as an added bonus.
The kit also allegedly makes two more models; some sort of shooting platform and maybe a giant spore mine or something? IDK, there are no scans of those.
But regardless, this pretty much fixes a whole host of issues with the nid book; namely having to walk up the board under withering fire. You can drop OS Tervigons onto objectives, or double-template Tfexes onto entrenched troops, a whole host of options become actually useable.
Oh, and as an added feature you could technically deploy a Tyrannocyte inside another Tyrannocyte (ad infinitum) and have some sort of deep-striking auto-wall which fills the board with dumb looking pods.
Inquiring minds want to know....
The other potential builds in the kit are a Sporocyst and a Mucolid Spore.
The components are such that it looks like you can build either 1 Tyrannocyte or 1 Sporocyst + 1 Mucolid.
The Sporocyst is an immobile, spore mine generating weapons platform, with the same gun options as the Tyrannocyte, plus it boosts the synapse range of nearby synapse creatures. It looks like they can fire each gun at a seperate target, but can't overwatch, or something.
The Mucolid Spore is a giant spore mine, but it explodes at S8 AP3 (sans blast I think), still with +1S for each Mucolid in the brood. And they can assault zooming/swooping Fliers/FMCs.
Both the drop spore and the artillery platform also have 5 guns - devourers, upgradable to venom cannon or barbed stranglers. They shoot the close target within their fire arc but can target different units.
You're in luck because the buyer I had lined up just backed out. Now's your chance, buy buy buy.
"Sweet! Easy plastic Enslaver conversion!"
Hormagaunts
Termagants
Genestealers
Warriors
Hive Guards
Carnifex
Anyone interested?
(Location: Europa).
Would anyone be interested in doing another charity army for Child's Play? Haven't got anything specific in mind, just putting out feelers. If there's enough interest I'd be willing to run it again (maybe knowing it's for charity will encourage people to not make me hate them so much).
Although again I'm still in the UK, so if long-distance postage is going to throw a spanner in the works I'm fine if you decide to leave me out.
I'm playing around with Dark Eldar lists and since our group picks a trait to use on our Warlords instead of rolling I'm eyeing the various reserve manipulation traits. Plans would change if I can't reserve my Warlord to take advantage of his bonus.
Yes.
3DS: 1650-8480-6786
Switch: SW-0653-8208-4705
Do you know what page it says that? I read through the warlord section and didn't see anything. The closest thing I could find is a requirement for the Warlord to be alive (of course) but I didn't look elsewhere in the rulebook yet.
Only slightly 40k related, but has anyone ever bought from that Geek Chic furniture place? I have a hunch they wont ship to Canada, but there is some nice shit there that I might finally have some room for.
A strange choice given that the rules for the various new fantasy kits are in their boxes. If I had to guess I'd say that there's going to be some sort of upcoming suplement/campaign book or something with all these new rules in there.
And speaking of new rules the rumours are still rumbling that the Nid release is not over yet; with a plastic Zoanthrope/Venomthrope kit upcoming, which apparently also contains components for a 'Neurothrope', allegedly some sort of Broodlord style unit upgrade for Zoanthrope with Doom of Malantai-style powers.
Interesting the rules aren't in the box, but the new stuff is in the new campaign "Sheild of Baal: Leviathon" - apparently the wierd page references in the white dwarf are due to the fact they've not updated the rules references from the campaign book. Book is like Storm claw but also sounds a bit like a supplement at the same time, it's got the new unit rules, some new Tyranid formations and an updated warlord table for Leviathon fleets - plus updated City of Death rules and some altar of war missions.
Looks like the Zoanthropes and Venomthropes don't share a lot of bits. Looks a bit like they might even have different tails.
Kinda cool, although they're a little too bulky for my liking, but hey, less likely to snap into a million tiny pieces.
The Neurothrope apparently has a unique power 'Spirit Leech' 18", WC1, target enemy unit must take a Ld check on 3D6 and suffers wounds for each point the test was failed by (ignoring armour and cover). Each wound caused also adds 1 dice to your pool for Warp Blasts, whatever that means.
Which sounds pretty decent to me, a less stupid Doom plus a buff to Zoanthropes, even if it does make the Malceptor even more useless in comparison.
I do wonder if the Neurothrope itself will still keep Warp Blast though, it may have Spirit Leech instead possibly?
http://www.blacklibrary.com/Home/free-to-download.html
3DS: 1650-8480-6786
Switch: SW-0653-8208-4705
I'm going to buy this. Really the only question I have is how many Termigants am I likely to want to have on hand for the Tervigon to shit out?
3DS: 1650-8480-6786
Switch: SW-0653-8208-4705
Last game I played, I got 27. I would say ~20 is a good amount.
Source - Close to 100 games with 2x Tervigons.
…which I may or may not have just bought… along with a bunch of Thallax and a Castellax to round it out to the free shipping band…
Not sure if :bigfrown: or
Nintendo Network ID: AzraelRose
DropBox invite link - get 500MB extra free.
Average number of termagants per spawn is 3*3.5 = 10.5
So basically each tervigon is going to spawn once or twice a game, averaging around 16.25 a game in total.
Set of twenty is a fairly good amount for spare termagants, as is the 50 models per Tervigon guideline when you're taking into account the troop unlock as well.
I've generally found that I don't want to spawn on turn one anyway, so there's a few casualties to pad out the spares when it comes to the turn two/three spawns, but if you're allowed to put devourer gaunts down RAW then I see no reason to not use a couple of obvious bullet catchers in the odd occasion when you're missing a few proper models.
I've had Tervigons keep Spawning until turn 7. Bring ALL the spare gaunts you have. ALL OF THEM