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Everlasting Chaos

PostPosted: Mon Jul 31, 2006 9:31 pm


Nevermind, found out. So better question. How would 3 unknown Tyranid samples increase their numbers to over 300 in a matter of days in a contained area with no other tyranids on the planet?
PostPosted: Tue Aug 01, 2006 3:47 am


Everlasting Chaos
Nevermind, found out. So better question. How would 3 unknown Tyranid samples increase their numbers to over 300 in a matter of days in a contained area with no other tyranids on the planet?
Think of the way some simple organisms reproduce with themselves by splitting in two.. It's never stated if Nids have males and females, merely that there is a 'hive queen' - and look at those spore things on the forgeworld site that look SUSPICIOUSLY like a lotus pod. No sign of normal reproducing.
If the Tyranids are just biomatter that is to be assigned as required, as suggested in older fluff, it's possible that the three genetic samples' instinctive behaviour was to reproduce. 300 samples in a few days is feasible.

Ophiuchus


Everlasting Chaos

PostPosted: Tue Aug 01, 2006 12:34 pm


Ophiuchus
Everlasting Chaos
Nevermind, found out. So better question. How would 3 unknown Tyranid samples increase their numbers to over 300 in a matter of days in a contained area with no other tyranids on the planet?
Think of the way some simple organisms reproduce with themselves by splitting in two.. It's never stated if Nids have males and females, merely that there is a 'hive queen' - and look at those spore things on the forgeworld site that look SUSPICIOUSLY like a lotus pod. No sign of normal reproducing.
If the Tyranids are just biomatter that is to be assigned as required, as suggested in older fluff, it's possible that the three genetic samples' instinctive behaviour was to reproduce. 300 samples in a few days is feasible.

Actually the spores released by those towers are designed to corrupt the native plants and animals of the planet. This causes the plants to grow spines and poisonous thorns, and the animals to become more aggressive. It essentially removes the home-planet advantage for the defending armies.
PostPosted: Tue Aug 01, 2006 12:38 pm


Quote:
Actually the spores released by those towers are designed to corrupt the native plants and animals of the planet. This causes the plants to grow spines and poisonous thorns, and the animals to become more aggressive. It essentially removes the home-planet advantage for the defending armies.

I wonder what would happen if they attacked a craftworld then...

Tojju


Hoxtalicious

Greedy Partner

PostPosted: Tue Aug 01, 2006 12:50 pm


Yahiko_Meogine
Quote:
Actually the spores released by those towers are designed to corrupt the native plants and animals of the planet. This causes the plants to grow spines and poisonous thorns, and the animals to become more aggressive. It essentially removes the home-planet advantage for the defending armies.

I wonder what would happen if they attacked a craftworld then...


They tried and failed, but at a heavy price. Lyanden if not mistaken, now home to the ghost armies.
PostPosted: Tue Aug 01, 2006 12:54 pm


Yeah, that would be Iyanden.
I really should brush up on my fluff.
I'm just far too broke to go buy all the damned books.

Tojju


Reddemon

PostPosted: Wed Aug 02, 2006 8:42 am


Your not the first one
PostPosted: Mon Aug 21, 2006 12:58 pm


Look at these new carnifex's on the forgeworld site.

here

they look pretty cool, i'd probably get one, 'sept for the forgeworld price tag ..... sad

those wrecker claws look awesome too.

Stumpy2000


Everlasting Chaos

PostPosted: Mon Aug 21, 2006 3:05 pm


Stumpy2000
Look at these new carnifex's on the forgeworld site.

here

they look pretty cool, i'd probably get one, 'sept for the forgeworld price tag ..... sad

those wrecker claws look awesome too.

Now if only they got some form of special rules.
PostPosted: Mon Aug 21, 2006 3:55 pm


Everlasting Chaos
Stumpy2000
Look at these new carnifex's on the forgeworld site.

here

they look pretty cool, i'd probably get one, 'sept for the forgeworld price tag ..... sad

those wrecker claws look awesome too.

Now if only they got some form of special rules.



Imperial Armour, my friend.


-Mykal

A.R.G.U.S Mykal


FlashbackJon

PostPosted: Mon Aug 21, 2006 9:17 pm


Stumpy2000
they look pretty cool, i'd probably get one, 'sept for the forgeworld price tag ..... sad

This ought to be Forge World's motto:

Forge World
They look pretty cool...
I'd probably get one...
...'cept for the price tag...
PostPosted: Mon Aug 21, 2006 9:53 pm


A.R.G.U.S Mykal
Everlasting Chaos
Stumpy2000
Look at these new carnifex's on the forgeworld site.

here

they look pretty cool, i'd probably get one, 'sept for the forgeworld price tag ..... sad

those wrecker claws look awesome too.

Now if only they got some form of special rules.



Imperial Armour, my friend.


-Mykal

I don't think I saw anywhere that mentioned the rules for that claw being in an Imperial Armour. And it normally tells you what book the rules would be found in.

Everlasting Chaos


Stumpy2000

PostPosted: Tue Aug 22, 2006 12:36 pm


Everlasting Chaos

I don't think I saw anywhere that mentioned the rules for that claw being in an Imperial Armour. And it normally tells you what book the rules would be found in.


It does say, its in a form of a link above the price next to the top picture.

Its also in the contents of the 2006 update, page 38.

Look Here

they look pretty cool
i'd probably get one
'cept for the forgeworld price tag
PostPosted: Mon Aug 28, 2006 9:33 pm


Okeyday. I'm in need of some serious assistance here! Willing to take any and all advice, because I need it badly.

I have a Tyranid army of about 1,500pts, and I've played about seven games in total.

Problem is, I've lost every single time. I can't hold a tactic together, and a lot of the times my army is too close combat ready and I don't have enough bio-weapons to hold off all the incoming fire...

I'm really new to this and meed some help. My two friends play Tau and Imperial Guard, and any suggestions would help a TON. crying crying

TheDarkHooded


Pontius Pirate

PostPosted: Tue Aug 29, 2006 12:01 am


TheDarkHooded
Okeyday. I'm in need of some serious assistance here! Willing to take any and all advice, because I need it badly.

I have a Tyranid army of about 1,500pts, and I've played about seven games in total.

Problem is, I've lost every single time. I can't hold a tactic together, and a lot of the times my army is too close combat ready and I don't have enough bio-weapons to hold off all the incoming fire...

I'm really new to this and meed some help. My two friends play Tau and Imperial Guard, and any suggestions would help a TON. crying crying


I don't really hold much stock in bio-weapons. They do their part, but they really aren't the shining jewel of the Tyranid armory. It takes some time, but once you understand all of the options a Tyranid player has (and they are ample), you simply have to identify the weaknesses of the opposing faction and outfit accordingly. Or in the case when you can't swap from battle to battle, make as balanced an army as you can.

For armies that have a lot of ranged power, use fast attack units. That means Hormagaunts, Raveners, and occasionally gargoyles. These are the best units for tying up firing lines quickly, especially against Tau and Imperial Guard. Make good use of cover while getting into a good position to blitz the enemy.
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