Page 1 of 2 1 2 LastLast
Results 1 to 20 of 32

Thread: Tyranid points values.

  1. #1

    Tyranid points values.

    Ok, im using the downloaded material from the GW website, but the entry for hive ship torpedoes (i.e firepower/range) seem to be missing, as are the points values for prow pyro acid batteries on the cruisers.

    Is there something im missing?
    Heres a bloody sig for you!

    You know who you are.

    Quote Originally Posted by Lordmonkey View Post
    Spirit, you are a bad, bad man

  2. #2

    Re: Tyranid points values.

    No one?

    Ill ask it in easier terms.

    A: What are the strength of torpedoes for the hive sihp?
    B: What are the points costs for pyro acid on a cruiser?
    Heres a bloody sig for you!

    You know who you are.

    Quote Originally Posted by Lordmonkey View Post
    Spirit, you are a bad, bad man

  3. #3
    Marine mechaace's Avatar
    Join Date
    Apr 2009
    Location
    Glasgow, Scotland
    Posts
    21

    Re: Tyranid points values.

    You know I never noticed, but you're right I can't find it either. Don't know if it's maybe been missed out in the downloadable one.

  4. #4

    Re: Tyranid points values.

    The torpedoes are Str 6 and the batteries cost 20 points.

  5. #5
    Marine mechaace's Avatar
    Join Date
    Apr 2009
    Location
    Glasgow, Scotland
    Posts
    21

    Re: Tyranid points values.

    Just out of interest, is there a source for that?

    I'm currently getting into BFG and I'd like to be able to point to a source if somebody says otherwise. I'm always just wary whenever somebody produces the "Yeah somebody said it on the internet" line for rules.

  6. #6

    Re: Tyranid points values.

    2007 (V1.5) FAQ (http://www.scribd.com/doc/11739418/-...othic-FAQ-2007)

    The rule saying they have no launch limit still holds as well.

  7. #7
    Marine mechaace's Avatar
    Join Date
    Apr 2009
    Location
    Glasgow, Scotland
    Posts
    21

    Re: Tyranid points values.

    Cheers.

    Just out of interest though, how come the rule saying they have no launch limit holds for the tyranids? I would've thought it would've been over ridden by the rulebook.

    Though with the Tyranids I can understand them just growing new craft.
    Last edited by mechaace; 01-05-2009 at 10:00. Reason: random mistakes

  8. #8

    Re: Tyranid points values.

    Well, the launch limit rule was out before 1.5, in 1.3 or something. I wasn't playing at that point though.

  9. #9

    Re: Tyranid points values.

    Quote Originally Posted by mechaace View Post
    Cheers.

    Just out of interest though, how come the rule saying they have no launch limit holds for the tyranids? I would've thought it would've been over ridden by the rulebook.

    Though with the Tyranids I can understand them just growing new craft.
    Because the rulebook sais "unless specified specifically in a fleet list, no one may have more fighters in play......"

    Thanks a lot for that one though. Not sure if S6 torps are worth it over s 8 45cm batteries though.
    Heres a bloody sig for you!

    You know who you are.

    Quote Originally Posted by Lordmonkey View Post
    Spirit, you are a bad, bad man

  10. #10
    Marine mechaace's Avatar
    Join Date
    Apr 2009
    Location
    Glasgow, Scotland
    Posts
    21

    Re: Tyranid points values.

    True, I was just under the impression that the current downloadable rulebook was more up to date than the Armada book and thought they might have missed it.

  11. #11

    Re: Tyranid points values.

    They're not. Tyranids need all the 45cm pyro-acid they can get.

  12. #12

    Re: Tyranid points values.

    Is a cruiser with 8 torpedoes worth it? 100 points for 2x4 bases of ordenance every turn seems quite good value for money to me.

    And as long as you keep it within 16-90cm the instinctive behaviour will be to reload anyway xD
    Heres a bloody sig for you!

    You know who you are.

    Quote Originally Posted by Lordmonkey View Post
    Spirit, you are a bad, bad man

  13. #13

    Re: Tyranid points values.

    Well, if you like boarding torpedoes. They eat escorts, but for other purposes assault boats and fighters are better, and you'll really do better with carrier Hiveships.

  14. #14

    Re: Tyranid points values.

    What so just hive ships and nothing else in a fleet? Surely the cruisers aren't that bad :/
    Heres a bloody sig for you!

    You know who you are.

    Quote Originally Posted by Lordmonkey View Post
    Spirit, you are a bad, bad man

  15. #15

    Re: Tyranid points values.

    They're not that bad, but Hiveships are extremely resilient, not that expensive, and have long-ranged batteries and loads of ordnance. What more do you want?

  16. #16

    Re: Tyranid points values.

    Hmm, i just have a feeling my gaming group wouldnt like it lol. And anyway i want to convert some cool looking ships so i'm gonna stick to 2 hive ships in 1500.
    Heres a bloody sig for you!

    You know who you are.

    Quote Originally Posted by Lordmonkey View Post
    Spirit, you are a bad, bad man

  17. #17
    Chapter Master
    Join Date
    May 2008
    Location
    the Webway
    Posts
    1,442

    Re: Tyranid points values.

    Tyranid escorts are very good. They're cheap, plus their tentacles are very nasty as well.
    CSM 4th edition: 7/1/4 (W/T/L)
    New DE Webway Portal: 2/1/0
    Hordes of Chaos: 14/2/7
    Saying the other guy was cheesy is a crutch so you don’t have to admit any personal failings. Make excuses! Don’t face painful truths, don’t improve, don’t ask for a friendly rematch, just be bitter and mutter under your breath how you should have won.
    -Tiger Raja

  18. #18

    Re: Tyranid points values.

    Hi everyone. Actually this is not a point question, but...
    Can anyone clarify the spore impacts ? A quick search did not reveal an answer, so I just ask:

    If an enemy ship gets in base contact with a Tyranid vessel it will suffer spore impacts, a blast marker is placed in contact with the two ships' bases [...]

    1. Does this also apply if the Tyranid only touches a ship on his way during the movement, or must he end up his movement in base contact?

    2. unshielded vessels suffer an automatic hit - does this include ships which shields only 'collapsed' by other blastmarkers yet?
    So if a ship with two shields gets in touch with three tyranid vessels, it would take ... two markers and one autohit? three (?) markers and one autohit? only two / three markers and no hit at all, if the generator is still fine?

    3. Do holofields roll their dice against this autohit or not?

    and to be sure:

    4. Tentacles & Claws will only attack in the Tyranid players turn, will they?

    Tyranids in the breakfast egg!
    thanks & greetings
    Noir

  19. #19

    Re: Tyranid points values.

    Warp Rift 17 has the official Nid Q&A, which deals with some of your questions I think:

    http://www.epic40k.co.uk/bfgmag/index.html
    WARP RIFT - The Battlefleet Gothic online fanzine.
    Available for download here:
    http://www.tacticalwargames.net/arch...mag/index.html

    GothiComp Hall of Fame

    Horizon's New Blog

  20. #20

    Re: Tyranid points values.

    You mean Warp Rift 18 ? I already consulted that. It contains only one post about the spore impact. And it's a funny one, because they seem to talk at cross purposes a bit. Here is the text:

    Q: Coming into contact with Spores is an automatic hit (ignoring holo/shadow fields) and batteries suffer the standard holofield shift, but do any other weapons such as bio-feeder tentacles ignore holofields? (I know it seems pretty clear in the book but a bud of mine was insistent on this)
    A: Holofields and Shadowfields work essentially the same way in all respects. They save against ALL strength-based weapons, Nova Cannon shots, any ordnance attacks and any kind of hit and run attacks, ramming and boarding. In this respect, attacks by feeder tentacles do NOT ignore holofields.


    So...?

Page 1 of 2 1 2 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •