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The Tyranids Goto Page: [] [<] 1 2 3 ... 4 5 6 7 8 9 ... 88 89 90 91 [>] [>>] [»|]

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Grohlsworth

PostPosted: Sat Oct 23, 2004 3:27 pm


sephirothclone000
I actually heard from Games Workshop u dont need your opponents permission to take old one eye. The Staff told me. Call ur games workshop. See if the staff was lieing or telling the truth.
ive checked the codex and you dont need permission which is cool. BUT you can only use old one eye in an army of 1500pts OR LESS!!!! yes you did read that right and no its not a typo 1500pts or less. oh and it also can regenrate which is always fun to watch the crys of frustration when you blast holes in a big nasty carnifex just to have it get up and resume opening space marines like tin cans biggrin
PostPosted: Tue Oct 26, 2004 1:11 pm


Grohlsworth
sephirothclone000
I actually heard from Games Workshop u dont need your opponents permission to take old one eye. The Staff told me. Call ur games workshop. See if the staff was lieing or telling the truth.
ive checked the codex and you dont need permission which is cool. BUT you can only use old one eye in an army of 1500pts OR LESS!!!! yes you did read that right and no its not a typo 1500pts or less. oh and it also can regenrate which is always fun to watch the crys of frustration when you blast holes in a big nasty carnifex just to have it get up and resume opening space marines like tin cans biggrin
Fun.

Tojju


Drachyench

PostPosted: Tue Oct 26, 2004 1:44 pm


Yep, tyranids DON'T need to be chosen by opponent also, gives you a mad opponent though.
PostPosted: Wed Oct 27, 2004 8:50 pm


Using either of the special monsters doesn't need to be agreed on by the opponent? COOL! Gimme! biggrin

Joshmaul


Grohlsworth

PostPosted: Thu Oct 28, 2004 2:55 pm


yeah its great to see the look on your opponents face as the red terror swallows his expensive farseer in one go without him getting a chance to hit back but after a while they just refuse to fight your tyranids
PostPosted: Thu Oct 28, 2004 3:37 pm


Grohlsworth
yeah its great to see the look on your opponents face as the red terror swallows his expensive farseer in one go without him getting a chance to hit back but after a while they just refuse to fight your tyranids
should have seen the funny armageddon battle. Tyranids swarmed in assiting the orks, and commissar yarrick was eaten alive by the red terror xd

Cagalli Yura Attha


General VonCarstein

PostPosted: Thu Oct 28, 2004 3:48 pm


i dont use the red terror but one time, old one eye got 7 attacks and killed my brothers khorne berserkers in one fatal swoop! i love my tyranids. ive modified them into one horrible mass of destruction.
PostPosted: Thu Oct 28, 2004 3:54 pm


Since I never found an opportunity to play, I have to ask: does anyone have a custom species that's actually more points-efficient for what it does than the standard types? When I was first considering 'Nids, I came up with some stuff that I thought was pretty scary... until I looked at it and realized it was too damn expensive pointswise. I'd like to avoid a repeat of that.

Kamdas


Cagalli Yura Attha

PostPosted: Thu Oct 28, 2004 3:58 pm


considering there's a limit on the number of mutants you can have... no one has made a SPECIES.
However, as a "lead" hormagaunt, I did convert one to stand upwards for my pal, it looks like the Grid alien from the AvP movie. 3nodding
Acid Blood is ONE of its mutations.
PostPosted: Thu Oct 28, 2004 4:14 pm


everything has a basic point cost, the sad part is, you cant do anything really cool without it costing a ton of points.

General VonCarstein


Kamdas

PostPosted: Thu Oct 28, 2004 9:19 pm


VonCarstein
everything has a basic point cost, the sad part is, you cant do anything really cool without it costing a ton of points.

Tell me about it. I pulled together a breed of Gaunts that could roll four attacks per capita, but they still sucked because they cost sixteen points a pop and two of the four rolls were with s3 Devourer fire, which meant no Fleet-O'-Claw.

I could have sliced a few points off by cutting the toxin sacs, but two s2 shots, an s3 CC attack and s4 plasma loogie still wouldn't have been worth it.

As long as we're on the subject of modded subspecies (and their fully legal rules), what's your opinion on bio-plasma loogies in general?
PostPosted: Fri Oct 29, 2004 4:14 am


Kamdas
VonCarstein
everything has a basic point cost, the sad part is, you cant do anything really cool without it costing a ton of points.

Tell me about it. I pulled together a breed of Gaunts that could roll four attacks per capita, but they still sucked because they cost sixteen points a pop and two of the four rolls were with s3 Devourer fire, which meant no Fleet-O'-Claw.

I could have sliced a few points off by cutting the toxin sacs, but two s2 shots, an s3 CC attack and s4 plasma loogie still wouldn't have been worth it.

As long as we're on the subject of modded subspecies (and their fully legal rules), what's your opinion on bio-plasma loogies in general?
again, i'm confused. i'm sure the nid codex specifies a limit on mutant nids so that you cant field an army of them, only one or two.
and the bioplasma is needed for combat ready aliens such as the grid alien custom job I made

Cagalli Yura Attha


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PostPosted: Fri Oct 29, 2004 6:52 am


Cagalli Yura Attha
Kamdas
VonCarstein
everything has a basic point cost, the sad part is, you cant do anything really cool without it costing a ton of points.

Tell me about it. I pulled together a breed of Gaunts that could roll four attacks per capita, but they still sucked because they cost sixteen points a pop and two of the four rolls were with s3 Devourer fire, which meant no Fleet-O'-Claw.

I could have sliced a few points off by cutting the toxin sacs, but two s2 shots, an s3 CC attack and s4 plasma loogie still wouldn't have been worth it.

As long as we're on the subject of modded subspecies (and their fully legal rules), what's your opinion on bio-plasma loogies in general?
again, i'm confused. i'm sure the nid codex specifies a limit on mutant nids so that you cant field an army of them, only one or two.
and the bioplasma is needed for combat ready aliens such as the grid alien custom job I made
I think the rule gos thus: OIF you choose to edit or make your own Tyranids, you can only field a total of 12 species.
PostPosted: Fri Oct 29, 2004 10:39 am


not so, you can use all the tyranid species, but the more species you have cuts down on the number of mutants you can have, like this: i dont use gargoyles, biovores or rippers, or raveners for that matter, so that allows more mutanys because i have less species. if the number of models in a unit is equal to or exceeds the # of species in your hive, you are allowed one mutant. if it is double the number of species, you get 2 mutants and so on. with stuff like warriors, if their WOUNDS exceeds the # of species you get one mutant, but like i said, that is for the stuff with multiple wounds. i hope this long rant has cleared things up for you.

General VonCarstein


Kamdas

PostPosted: Fri Oct 29, 2004 11:07 am


It goes both ways. If you have any subspecies built with the coustom species rules rules behind the Codex's picture insert, you're limited to twelve total species as opposed to a Codex-issue 'Nid army's thirteen. Regardless, your limit on mutated 'Nids (with their nifty mutant-only Acid Blood and such) is based on brood size: the unit must have enough wounds that (number of wounds / number of species) >= number of mutants.
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