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FlashbackJon

PostPosted: Tue Apr 24, 2007 9:38 am


Azimaith
Theres no guarantees when your talking about randomly rolled probabilities.

No but you CAN calculate 99% odds, and you did that incorrectly - but the correct way actually works in favor of your argument, so I ignored it and focused on averages instead. At your vanilla gaunt statistics, it would take a lot more more than 50 attacks to give a 99% chance of doing 1 wound - sad, huh?

(For the record, assuming a flat chance of 2% per attack to cause a wound, a whopping 100 dice only give you a 86% chance of causing one wound.)

Quote:
Also the calculations are not off. To hit a Terminator you need a 4+(50%), then a 5+ to wound (33% apprx.), followed by a 2+ save (16%) to fail. The result is .0246

Whats being misunderstood here (partly my fault) is that I didn't say *.026%* chance. They have a little under 3% (2.6) to do it.

So my calculations aren't off. Its just easy to insert a % sign in there when there isn't one.

That's not at all what's being misunderstood - I got your math. wink

Your calculations are off because he specifically referred to "supergaunts":

Quote:
A super gaunt would be a waste of time anyhow, that would be a 16 point model. Your referring to a gaunt with adrenals and toxins, not all available upgrades. Thats a 66% to hit (WS5), 50% to wound (S4), and a 16% to fail a save giving you a .0528 (Or slightly more than 5%).

Yep and yep, there ya go. I chose a more logical supergaunt than he likely did.

Quote:
The sons can move and shoot, its unlikely they *won't* get shooting at them.

The Sons are worse at moving and shooting than normal terminators and have shorter range weapons (that is, no heavy weapons) to boot.

The gaunts can practically get into assault from outside the 1k Sons shooting range. They only need ONE model within 19" to 24", and if that model is out of LOS the 1k Son is SOL (that's fairly clever, I may reuse that). Their fleet move already ignores difficult terrain, so they can utilize cover - and if slap some flesh hooks on for an additional point, we can even use impassable terrain.

Quote:
We weren't referring about close combat prowess, we were saying they were very tough to kill. Just about anything is low in close combat prowess compared to tyranids.

The premise of this entire argument is that 1k Sons Terminators were a poor choice of Terminators (of all available Terminators) to demonstrate the combat prowess of Tyranids.

Quote:
Thats all assuming they don't just shoot at your gaunts. They can move and fire at maximum range. Thousand sons is obviously not a power house of an army. Just about anyone with a chaos codex can vouch for that, but it doesn't mean they aren't hard to kill.

As above, on a non-Fantasy-Battle table (that is, one with the prescribed amount of terrain for a battle of 40k) the chance of slow-and-ponderous combi-bolter-wielding shooters getting even one turn (and one turn at most) of shooting against leaping beasts is pretty slim.

I
Regardless, I think we both agree that he was using anecdotal evidence that has no bearing on the viability of Tyranid troops but rather his brother's aptitude with dice.

I assume this went uncontested? biggrin
PostPosted: Tue May 08, 2007 9:56 am


im looking for genestealer cult rules on the internet. anyone know where i can find them? i tried to google it but all i came up with was an adaptation of the rules for 4th edition but i need the original rules as found in the old white dwaff. the no longerr have any copies of the issue in stock so i need help.

Dark-Kratios


FlashbackJon

PostPosted: Tue May 08, 2007 10:04 am


Are you playing second edition for some reason?
PostPosted: Wed May 16, 2007 10:46 am


hi

is this list eligible for play?

Tyranids 998points

HQ

Flying Tyrant
winged
scything talons
venom cannon
153

Hive Tyrant
catalyst
barbed strangler
barbed strangler
Toxin Sacs
guard
172
Core
Hormagaunts
x16

Hormagaunts
x16

Devourer Gaunts
x16

Genestealers
x8

Heavy
Screamer Killer
bioplasma


and any ideas?

Stumpy2000


Reddemon

PostPosted: Wed May 16, 2007 6:31 pm


O.O

Dude.... how do you keep everyone in Synapse range. I'd say grab a few warriors for the sanapse coverage, though not a bad list if their all in range
PostPosted: Sat Jun 16, 2007 8:11 am


I think the Hive Tyrant with Wings is effectinve but using the winged Gaunts seem to make expensive Gargoyles, It is rather stange that people seem to use them though.

Semoset


Clockwork_Creep

Dangerous Lunatic

7,150 Points
  • Treasure Hunter 100
  • Forum Sophomore 300
  • Person of Interest 200
PostPosted: Sat Jun 16, 2007 8:16 am


I was going though the Nid codex yesterday. Mostly because I'm teaching a couple friends of mine to play, and one wants to use nids. But anyway, It said nothing of the Hive Tyrant having Synaps control, which wigged me out for a second. Its supposed to isn't it?
And I would assume that the psychic things, Zoanthropes?, that they would have it to. Am I wrong, or are the Nids just above the rules of common sense?
PostPosted: Sat Jun 16, 2007 7:40 pm


Hive Tyrant and Tyrant Guard, Zoantrathopes (sp?), Warriors, and I think Lictors all are synapse creatures.

Something I learned today though is that something very effective for Tyranids is to have endless supply of Genestealers.

ninja On that note, can someone tell me how to avoid being killed by an endless supply of Genestealers?

Xenos Mortium


Arcadian

PostPosted: Sat Jul 21, 2007 9:13 pm


The Hive Tyrant, Broodlord, and Warriors are all synapse creatures. Zoanthropes can take synapse as a psychic power.

(The Hive Tyrant has "Synapse Creature" listed in its psychic powers.)

As for an 'endless supply of genestealers,' this is not true. You can have an endless supply of gaunts, if they're 8 points or less.

If you're having difficulty against an army that is only genestealers - which can be done, then take as many guns as you can. You won't beat them in combat, so sit back and shoot and hope you kill them all.

Just watch out for the Broodlord. He likes to pop out from behind you.
PostPosted: Sun Jul 22, 2007 12:39 am


Xenos Mortium
Hive Tyrant and Tyrant Guard, Zoantrathopes (sp?), Warriors, and I think Lictors all are synapse creatures.

Something I learned today though is that something very effective for Tyranids is to have endless supply of Genestealers.

ninja On that note, can someone tell me how to avoid being killed by an endless supply of Genestealers?


As the las person said, you can have an army of them, but not endless. And the solution is an undless supply of bolter rounds. Tactical squads are my best friend against nids.

On that note, what army is trying to do the surviving here?

King Kento


Hoxtalicious

Greedy Partner

PostPosted: Sun Jul 22, 2007 3:00 am


King Kento
Xenos Mortium
Hive Tyrant and Tyrant Guard, Zoantrathopes (sp?), Warriors, and I think Lictors all are synapse creatures.

Something I learned today though is that something very effective for Tyranids is to have endless supply of Genestealers.

ninja On that note, can someone tell me how to avoid being killed by an endless supply of Genestealers?


As the las person said, you can have an army of them, but not endless. And the solution is an undless supply of bolter rounds. Tactical squads are my best friend against nids.

On that note, what army is trying to do the surviving here?
Imperial Guard most likely, which can remedy Nid hordes by the liberal application of heavy bolters and ordnance, plus maybe a squishy shield of 30+ conscripts to keep something big and nasty at bay for some time.
PostPosted: Sun Jul 22, 2007 9:01 am


Lt. Brookman
King Kento
Xenos Mortium
Hive Tyrant and Tyrant Guard, Zoantrathopes (sp?), Warriors, and I think Lictors all are synapse creatures.

Something I learned today though is that something very effective for Tyranids is to have endless supply of Genestealers.

ninja On that note, can someone tell me how to avoid being killed by an endless supply of Genestealers?


As the las person said, you can have an army of them, but not endless. And the solution is an undless supply of bolter rounds. Tactical squads are my best friend against nids.

On that note, what army is trying to do the surviving here?
Imperial Guard most likely, which can remedy Nid hordes by the liberal application of heavy bolters and ordnance, plus maybe a squishy shield of 30+ conscripts to keep something big and nasty at bay for some time.


Plus mabey a tylenol tablet or two. Nids give me a head ache.

Nuclearwinter


Arcadian

PostPosted: Mon Jul 23, 2007 1:04 am


Poison Mine Clusters make swiss cheese out of hordes of guardsmen. Even frag does, as well.

It's very difficult to outnumber 'nids. And those 30 conscripts aren't going to last long when they lose combat to a monstrous creature a couple rounds in a row. And has psychic scream.
PostPosted: Tue Aug 21, 2007 8:11 am


One of the best anti-stealer list i've ever come across was either a space marine army with as many heavy bolter you could fit in and a couple of assault cannons on dreadnoughts. An d as an extra a counter assault squad to keep the broodlord tied up. That or a Tau list with dozens of fire warriors and a couple of hammer head with smart missles and ion cannons. (although that was in the old tau codex...). And no offense but conscripts are the worst idea possible for genestealers, they may be able to pop one or two but, genestealers, hormagaunts and especially monsterous creature will kill em in about two turns (if the fex is built right.)

Mutant Platypus


Mutant Platypus

PostPosted: Tue Aug 21, 2007 8:14 am


plasma also slaughters nids, especially in marine lists because the overheat rarely kills anyone.
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