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Posted: Tue Jan 20, 2009 12:25 pm
TheDarkHooded Broodlods don't have fleet and a brood of Genestealers with him can't move with the fleet rule becuase the Broodlord doesn't have the special rule to T,T Huh, I could have sworn he -did- have fleet. Don't have my codex available to me, though. sweatdrop
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Posted: Tue Jan 20, 2009 9:12 pm
I'm pretty sure they give up fleet for infiltration.
It could be the other way around, but they can still run, just not charge the turn they run. ;D
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Posted: Wed Jan 21, 2009 2:12 am
Shinobi_8745 I'm pretty sure they give up fleet for infiltration. It could be the other way around, but they can still run, just not charge the turn they run. ;D And Infiltration IMO is the reason why he isnt slowing them down.
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Posted: Wed Jan 21, 2009 3:23 am
True.
Though I have no clue of how infiltration works now in 5th edition, whenever I use my only infiltrating unit (Kommandos) I use Snikkrot, and his rules are pretty simple when it comes to the infiltration part, when available he moves in from ANY table.
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Posted: Wed Jan 21, 2009 1:37 pm
Infiltration has essentially remained unchanged, Shino.
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Posted: Wed Jan 21, 2009 9:05 pm
Caleidah Infiltration has essentially remained unchanged, Shino.Yup ^_^ So really, the Brood Lord isnt boning over the Genestealers. He's just more "Imma pop out and maul you nao, kthxbai."
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Posted: Sun Jan 25, 2009 4:17 pm
Well DarkHooded, here are some tips from a Tau player about how to defeat him. He sounds like he play Stagnant Tau, so he wont be too difficult to get to.
1. Dont try to out gun him he may only hit you half the time but that's still twelve str5 ap5 hits downing yout basic troops.
2. Do what the Orks do, bring lots of boyz, (well in your case gaunts), we are downing twelve at 30 inches away we then get to rapid fire at fifteen inches away causing twenty four hits on average, which will make you cry for a bit, but you will swiflty change to tears of joy when your broken up squad of gaunts slaughters his firewarriors and sweeps twords the second squad.
3. Carnifexes, I hate CCfexs but love gunny ones, (prolly cause I alway fit in my Hammerhead twisted ) but anyway xp if your gaunts wont get the job done these guys will, (also they cant shoot at you if you are in CC!)
4. His Crisis suits, They will jump and jump and jump, he probably has a flamer and or burst cannon on them. Meaning he'll play cat and mouse with you. Use any Gaunts not tied up in the fight you assault, he moves a total of twelve inches you can charge for a total of twenty four, just tie him him down and wait for heavier hitters to arrive.
As for your Psycher bugs, anything that doesnt get into CC doesnt scare a Tau player. Well cut it down and move on. So if you can you might want to replace all the Psychers with Carnis. Or get a Ravener in there those are always fun (well not for me >.<)
Subject change
As a Tau player looking to start Nids what should I know? I love the ways Carnis look and making a unique Tyrant always appealed to me. Edit
Id want it heavily close combat oriented
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Posted: Sun Jan 25, 2009 5:18 pm
TheDarkHooded And I'm wondering, is there any staples that a Tyanid player needs? Like maybe a Winged Tyrant? Or a Brood with a specific bio-morph? Which bio-morphs help Tyranid players most? Those are my questions on Tyranids. I love the game, I love to play, I just.... I need guidance, since I've yet to see Tyranids totally trump another army~~~ ANY army. Don't worry too much about not winning; I didn't win a single game in the first, oh 6 months or so when I started 40k. Takes a bit to learn the capabilities of everyone else's units and plan accordingly. Tyranid staples? Flyrants and Genestealers. You picked a tough time to start Nids, with the release of 5th, Nids took alot of hits in effectiveness. Glancing no longer outright destroys tanks, so the Venom Cannon lost usefulness, Rending got nerfed, so CC vs. tanks has gotten harder, and the new No Retreat rules seriously bone your big critters when they have swarm support, and even hurt your swarms. Currently, Gaunts and Hormies are not fully effective across the board, so 'Stealers are your only real versatile troop choice. Against Tau in particular, Raveners and Hormagaunts work wonders because of their sheer speed. Flying tyrants are the big gun in your army, and he's going to see alot of fire because of it, equipping them with a Warp Field is probably the best survivability upgrade they can take. Careful about biomorphs. In general it's better to have more bodies than more biomorphs, becasue those upgrades rack up points fast. Extended carapace is neccessary on 'Stealers unless you plan on having a moving cover screen of Gaunts in front of them. Also, Rippers, Biovores and to a lesser extent Lictors and Warriors are subpar, proxy them to learn how they work before buying the models. Desperado de Anarquia 1. Dont try to out gun him he may only hit you half the time but that's still twelve str5 ap5 hits downing yout basic troops. Or a mass of mid-strength fire that could hurt his big critters. Desperado de Anarquia 2. Do what the Orks do, bring lots of boyz, (well in your case gaunts), we are downing twelve at 30 inches away we then get to rapid fire at fifteen inches away causing twenty four hits on average, which will make you cry for a bit, but you will swiflty change to tears of joy when your broken up squad of gaunts slaughters his firewarriors and sweeps twords the second squad. Rapid fire does not work that way. he can rapid fire at 12", not half weapon range. Considering the Gaunts in question will have 6+ saves and the Fire Warriors have 4+, it's not really an auto win for Gaunts. Desperado de Anarquia 3. Carnifexes, I hate CCfexs but love gunny ones, (prolly cause I alway fit in my Hammerhead twisted ) but anyway xp if your gaunts wont get the job done these guys will, (also they cant shoot at you if you are in CC!) This is silly. Tau love CCfexes. For the simple reason that Carnifexes are slow, slow slow. They can run, yes, but even with run they'll take 3 turns to cross the board. that means plenty of time to shoot you, but you can't do anything until they hit you. Shooty fexes on the other hand, are a threat even when they aren't in assault range, and once they get there, are still more than capable of tearing any Tau unit a new one. A widely used Carnifex configuration is the Devilfex- 2 sets of twin-linked Devourers and enhanced senses. Conveniently under 115 points, so it can be used as an elites choice in games of 1500 points or more. Pumps out 8 S6 shots at BS3 that re-roll both to-hit and to-wound. Avoid the Venom Cannon; the S is nice, but it's not great at taking out heavy infantry or tanks, and it's ridiculously expensive. Desperado de Anarquia 4. His Crisis suits, They will jump and jump and jump, he probably has a flamer and or burst cannon on them. Meaning he'll play cat and mouse with you. Use any Gaunts not tied up in the fight you assault, he moves a total of twelve inches you can charge for a total of twenty four, just tie him him down and wait for heavier hitters to arrive. Gaunts can't charge 24". They have a range of 13" to 18", depending on the Run roll. Hormies can charge up to 24", again dependent on a maximum roll for Running. Desperado de Anarquia As for your Psycher bugs, anything that doesnt get into CC doesnt scare a Tau player. Well cut it down and move on. So if you can you might want to replace all the Psychers with Carnis. Or get a Ravener in there those are always fun (well not for me >.<) Not entirely true. Tau have arguably the worst Morale in the game, and against Psychic Choir style 'Nids, Zoanthropes can become pretty scary. Desperado de Anarquia As a Tau player looking to start Nids what should I know? I love the ways Carnis look and making a unique Tyrant always appealed to me. As above, Flyrant, Warp Field. Probably two sets of Scything talons and Flesh Hooks. If you want to load it down some more, Toxic Miasma, Adrenal Glands for WS, and Implant Attack
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Posted: Sun Feb 08, 2009 9:06 am
You forgot to also increase the initive of the flyrant and its strength, as well as bioplasma for that extra attack, the total in points will come to 218. run hormagaunts and CC warriors with leaping around him though and your enemy will have problems being shoot the monster, the horde or the warriors which if you made right are wrost than geenstealers, if you run them in a full unit of 9 or 2 units of 4-5. This with a baby fex and a barbed/crushing claw fex and 2 vanguard units of stealers (preferably tendler feeders for the past on ability) will make a fast, deadly and more over protected army. This is part of my army list and for the last 3 years the wrost it has done is tie a game.
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Posted: Sun Mar 08, 2009 12:43 pm
It has been heavily hinted at that the Tyranids will get a plastic Trygon as their big Apocalypse release. No word as to when that might be. sweatdrop
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Posted: Tue Mar 10, 2009 12:49 am
Lady Blodwynn It has been heavily hinted at that the Tyranids will get a plastic Trygon as their big Apocalypse release. No word as to when that might be. sweatdrop As much as I lurv me Nids... I WANT THE HEIROPHANT INSTEAD >:[
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Posted: Mon Mar 30, 2009 2:51 pm
Hello, I am building my Tyranid forces, and I need to know how this looks so far. 1 Hive tyrant ( I am not too sure what he'll have on him, I bought an unassebled older edition one, for price.) 2 Carnifices (one has dual scything talons, scythe tail, spineback, and tusked already assembled, other unassembled) 3 Warriors 7 Genestealers 10 Termagaunts 10 Hormagaunts. How does this look, and what would you suggest? Im shooting to have around 1k-1.5k list going on. Codex and most of them have yet to arrive yet, so Im looking for suggestions before I begin assembly, like I did with my marines.
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Posted: Mon Mar 30, 2009 6:32 pm
Seems nice start - from experience against tyranids a couple or three of zoanthropes seems to complement carnifexes nice with serious firepower. More genestealers would be nice too.
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Posted: Mon Mar 30, 2009 7:34 pm
Also highly effective: Zoanthropes serving only as support units, done thusly. With the new combat resolution, leadership can really ******** over a unit quickly. So how do you -really- screw them over? Assault them with a "sure thing" victory unit and pelt the hell out of them with Psychic Scream. So: A single Fex charging a squad of Marines. You make, oh, two casualties. They don't inflict any wounds. Normally, they'd only be a -2 on their LD. Ld6. Respectable, but beatable. With two stacked Warp Screams, they're suddenly Ld4. That, my friend, is game changing.
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Posted: Mon Mar 30, 2009 8:49 pm
Rippers. Lots and lots and lots and lots lots and lots and lots lots and lots and lots lots and lots and lots lots and lots and lots lots and lots and lots lots and lots and lots lots and lots and lots lots and lots and lots lots and lots and lots lots and lots and lots lots and lots and lots lots and lots and lots lots and lots and lots lots and lots and lots lots and lots and lots lots and lots and lots lots and lots and lots lots and lots and lots lots and lots and lots lots and lots and lots lots and lots and lots of Rippers.
And your set.
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