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Thread: Tyranid Rumour Summary Mark IV

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    Chapter Master The Dude's Avatar
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    Tyranid Rumour Summary Mark IV

    After discussion with other Warseer members and Mods, I have come up with the following Summary which I think fairly describes the rumour situation without entertaining wishlisting and supposition.

    It is not my intention to imply that only these rumours may be discussed, only that these are the ones I have determined to be strong enough to put in a summary.

    People should feel free to post and discuss anything that they hear, regardless of the source, but the Summary will only ever include those rumours which I feel deserve to be here.

    General info

    Release 16 January 2010

    Written by Robin Cruddace (author of IG Codex) and is 96 pages long.

    Phil Kelly has also said we can expect to see "4 new species never seen before in a codex, one dwarfing the Carnifex." Most solid sources agree this large species is likely the Trygon.

    The Incoming Tyranids article on the GW website makes mention of new Tyranid Species.

    Codex Cover – Art by Adrian Smith

    http://www.warseer.com/forums/attach...9&d=1254136277

    Box art background:

    http://www.warseer.com/forums/attach...9&d=1254475533

    http://www.warseer.com/forums/attach...8&d=1254475499

    Studio army will be in Hive Fleet Leviathan painting scheme with red weapons (as on cover and new box art).

    All unit entries will have new artwork.

    Some pics from the product brief:

    http://www.warseer.com/forums/attach...1&d=1260390474

    http://www.warseer.com/forums/attach...4&d=1260386832

    Rules

    Army-wide Special Rules and Biomorphs

    Reds8n has said we can expect to see many new and improved psychic abilities in the book.
    Scryer in the Darkness tells us The Shadow in the Warp is now 12" range on 3d6, causes Perils of the Warp on double 1 or 6 and is free for Hive Tyrant, Tyranid Warriors and Trygon Alpha.

    Synapse Creatures: units within 12 inches are fearless. No eternal warrior.

    Feral behaviour: each Tyranid unit not in range of a Synapse creature has to pass a morale check or falls back to instinctive behaviour. Melee-creatures move as fast as possible to the next enemy, while shooting creatures go for the next cover and shoot at the nearest enemies. What they do is said in their entries.

    Biomorphs: They grant general special abilities now. Examples: Toxin sacs grant you poisoned attacks (4+), adrenalin glands grant furious charge, etc. An Injector grants Instant Death on each to wound roll of 6. I don't remember them all, though.

    Weapon symbionts are supposedly no longer modified by the creature that wields it. There are heavy variants of most of them for the bigger creatures.

    Venom Cannon now gets a 3" blast. They suffer an additional -1 penalty against vehicles. So, a glancing hit is - 3, a penetration - 1. Heavy Venom Canon, is as above plus S9.

    BramGaunt tells us One pair of Scything Talons grants rerolls on all 1's to hit, and two pairs grant rerolls to all to hit rolls.

    Stickmonkey tells us the Lash whip may be changed to be able to target specific models in close combat. BramGaunt tells us it reduces the initiative of all models attacking the bearer to 1.

    Scryer in the Darkness says Boneswords will be power weapons that cause Instant Death on a failed Ld roll. If a pair of Boneswords, Ld test is taken on 3d6.

    BramGaunt tells us Crushing Claws grant d3 additional attacks.

    Special characters including Old One Eye are rumoured to return. Phil Kelly explained that they are not meant to be individuals, but more like mutated survivors from a big war. Robin Cruddace has supposedly said they may give special rules to the whole army. BramGaunt tells us The Red Terror will not appear in the Codex.

    Phil Kelly has implied the Tyranids will get an increased anti-tank capability

    HQ

    Hive Tyrant – Stickmonkey tells us Tyrants are likely to get more psychic powers and a 5+inv save as default.
    - WS8, I6.
    - Starts of with a pair of scything talons, a tentacle whip and a Bonesword.
    - May be given wings or heavy carapace (2+ armour save)
    - May chose from 4 different psychic powers:
    - Mental scream: all enemy units within 18" have to pass Ld check. If they fail, they suffer the difference between the roll and their Ld as casulties with no armour saves allowed.
    - Lifeleech: one unit within 12 " suffer D3 autohits S3 AP2. for each casulty they suffer, the Hive Tyrant is granted one Wound, up to a maximum of 10
    - One that forces a unit to do a morale check or to fall back.
    - One shooting attack.
    - He may be given tactical advances, for example to grant one standard unit outflank and +1 to reserve rolls.
    - Has lots of weapons available.

    Swarmlord - Armed with 4 Boneswords, costs more than a LR.
    - WS9
    - Invulnerable saves passed against Wounds from him have to be rerolled.
    - He may buff one unit within 18 inches with Preferred Enemy, Furious Charge or two other special abilities.

    Tervigon –Made by combining the Carnifex and Trygon kits.
    - Creates 3d6 Termagants with standard loadout each movement phase, even if he's in close combat.
    - If he dies, Gaunts near him suffer heavy losses.
    - Has its own psychic powers

    Alpha Warrior - WS 6, which he passes to a unit of Warriors he joins.

    The Parasite of Mortrex - A hit and run monster with wings.
    - Each enemy unit outflanking may suffer casualties: your opponent names one model within the unit, it has to pass a Toughness test. If it fails it is killed and the Tyranid player gets D6 Ripper Swarms. He may do the same to victims he kills in close combat.
    - Has The Shadow in the Warp standard

    Tyrant Guard – According to a GW product brief they get Rage and Furious Charge if their Tyrant is killed.
    - Each Hive Tyrant may be given a Tyrant Guard

    Elites

    Hive Guard - Brood size 1-3
    - BS4
    - Impaler Cannon: Range 24" S8 AP4 Assault 2. supposedly does not need LOS

    Lictor – Official GW retail product release says they will have increased stats such as 3 Wounds, reduced points cost, and no 0-1 Limit.
    - 1-3 per slot, they act together as one unit. Deploy like Marbo
    - Grant +1 to reserve rolls. Deep striking units do not scatter if deployed within 6” of a Lictor, as long as it was on the table for at least one turn

    Death Leaper – WS9, I 7, and Rending on 5+.
    - Named Character
    - Deployed like a Lictor, but may retreat and redeploy text turn

    Zoanthrope - Broods of up to 3
    - Warp field grants 3+ Inv save
    - Psychic powers: warp lightning and warp lance. Warp Lightning is S6 AP3 3 blast, Warp Lance is S10 AP2 Assault 1, lance at 18 inches
    - Has The Shadow in the Warp standard

    The Doom of Malantai - Last survivor of a swarm destroyed by the Eldar of Craft World Malantai. It sucked the souls out of the Crystal Matrix and killed almost all of its citizens.
    - After using its strong 5 " template psychic shooting attack it suffers D3 wounds with no saves allowed.
    - May leech up to 10 wounds, and the strength of its psychic attack increases to the number of wounds it has left
    - Has The Shadow in the Warp standard

    Pyrovore – Official GW retail product release says they will have a similar statline to Tyrant Guard, and their Pyro Acid spray is S6 AP4.
    - I1 A1 ignores Armour in CC

    Venomthrope - Appears to have 4 lashwhips, possibly toxic sacs similar to a Malanthrope, and is rumoured to be a psyker. The GW Newsletter confirms it has Poisoned attacks (2+). BramGaunt says it and will grant a 5+ cover save to all units within 6” and possible also give them defensive grenades.

    Ymgarl Genestealers - Brood size 5 - 10, no Broodlord for them
    - They are NOT a named unit. basically, they are Genestealers, which can morph: they may increase their Attacks, Toughness or Strength characteristic at the beginning of each close combat phase
    - Special rule: "Hibernation": note one piece of terrain. When the Genestealers become available, they are placed in this piece of terrain. They may move, shoot and charge

    Troops

    Tyranid Warriors - WS 5, 3 Wounds 4+ Armour save
    - If led by an Alpha Warrior they use his WS
    - lots of options

    Genestealers - Mostly the same as before, less options
    - Point cost lower than Grey hunters
    - No way to boost their armour save
    - Have Infiltrators and Fleet

    Broodlord – Upgrade for Genestealers.
    - Uses old profile, at point cost of a Long Fang with HB
    - May have two psychic powers: Confusion, which makes both player roll a D6 and add the Ld of a model chosen by the Tyranid player. If the result of the Tyranid player is the same or higher, the chosen miniature may not attack in this close combat phase. The other ability reduces the Ld characteristic of surrounding enemies by 1

    Termigants – Fleshborer S4 AP5 Assault 1
    - For every 10 Gaunts, one may be upgraded with a S2 flamethrower that wounds against the Strength characteristic

    Hormagaunts – Points cost halved
    - Brood size 10 - 30
    - WS3, S3, I5, 2 Attacks, Ld 6
    - Infantry
    - May be given toxin sacs and adrenalin glands
    - Fleet and “Quick” 3D6 pick the highest for Fleet

    Ripper Swarm

    Fast Attack

    Winged Tyranid Warriors

    Winged Ripper Swarm

    Gargoyles – minimal increase to Initiative.
    - points cost halved
    - Toxin Sacs supposedly available
    - Poisoned attacks: Each roll of 6 to hit and to wound automatically causes a wound.

    Raveners - Two pairs of scything talons
    - May have a thorax swarm: thorax swarms are a special weapon, the ammunition is chosen at the beginnig of the game. 3 different flamer variants

    Harpy – Monstrous creature.
    - Flying, Trygon-sized creature that acts as a bomber
    - It may deploy Spore mines at a unit it flies over

    Spore Mines – See Biovore

    Heavy Support

    Carnifex – Some vague talk about them getting some sort of “Tank Shock” like rule allowing them to charge through other units (causing wounds) to engage units on the other side.
    - 1-3 per slot which must be armed the same
    - WS 4, BS 3
    - Cannot boost Initiative, and it is almost sure that cannot go above 3+Sv
    - When charging, increase Initiative by 2. If purchase adrenaline, grants I4 and S10.
    - S9 in profile
    - Two pairs scything talons and 4A as standard

    Biovore – A pic from an official GE product brief shows the following (with thanks to jamesterjlrb for transcribing):

    Quote Originally Posted by jamesterjlrb View Post
    WS3, BS3, S4, T4, W2

    Equipment and Biomorphs

    Hardened carapace, Claws and teeth

    Spore Mine Launcher: Range 48" str. 4, Ap 4, Assault ?[assume 1], Large [blast]

    *If after the first template in the ????[possibly barrage?!] [has been] determined, there are no enemy models within 6" of the [template, do] not resolve the attackbut instead place a number of spore mines equal to the number of biovores in the unit, in base contact w[ith each other] on the spot wher the central hole would have landed. T[he mines] follow the rules for spore mines detailed in the Living Brood [special rule].

    Special Rules

    Biovore

    Instinctive behaviour-Lurk

    Spore Mines

    Living Bomb: Each spore mine is treated as an [individual] unit. Spore mines are always ignored for the purposes of [all] mission objectives. Spore mines are not subject to I[nstinctive] Behaviour, never go to ground voluntarily or ??? fall back. At the beginning of the Tyranid movement p[hase each] spore mine moves D6" in a direction determined by r[olling the] scatter dice. (Tyranid player chooses the direction if a hit [is rolled].

    If a spore mine suffers a wound, touches an enemy mo[del, hits] impassable terrain or it ends any movement phase with[in 1"] of an enemy unit, it immediately explodes. Place the centr[al hole] of the large balst marker over the spore mine and resolve [it at] a strength 4 and ap of 4. Spore mines that drift off the [board or] into a friendly unit are immediately removed from play.

    Spore mine clusters
    Fluff about how spore mines don't always need biovores drop from sky (like last codex)

    Orbital Deployment: Spore mine clusters are always deployed in the following manner. After both sides have selected their deployment zone but before any units are deployed, all of your spore mine clusters must Deep Strike onto the board. If any scatter off the board or into impassable terrain then the entire cluster is destroyed as described in the 1-2 result on the deep strike mishap table. After they have landed the spore mines in the cluster are then treated as individual spore mines as described in the living bomb rule.
    Trygon – May be upgraded to a Trygon Prime, making it a Synapse Creature with an improved Bioelectric attack.
    - Official GW retail product release says if it lands on a model when Deep Striking it counts as having assaulted that model/unit.
    - WS6, S6, 6 Wounds and 6 Attacks
    - Bioelectric attack: Range 12",S6, AP5, Assault 6
    - If upgraded to an Alpha Trygon, attack is 18" and Assault 12

    Mawloc – Cheaper and less CC oriented than standard Trygon.
    - Has a large Red Terror style mouth, so possibly a Swallow Whole rule. May possibly have Hit & Run.
    - According to the official GW retail product release, when Deep Striking any model touched suffers a S6 AP2 hit and survivors are pushed out the way as the Mawloc emerges. At the end of any subsequent Tyranid movement phase it can re-burrow and will automatically arrive the next Tyranid turn using its special DS rules.

    The official GW retail release says three new Apocalypse data sheets for the Trygon/Mawloc in WD February. One of these will supposedly include the ability for Raveners to DS through the Trygon tunnel without rolling for Reserves and Assault after.

    Tyrannofex - Walking weapon battery
    - Fleshborer swarm: S4 AP5 Assault 20
    - Pyroacid spray: S6 AP4 flamer template, used exactly like the Hellhound
    - Capsule cannon: Range 48", S10, AP4, Assault 2
    - Monstrous Creature with high Toughness

    Dedicated Transports

    Spore Capsule - Can be taken by lots of units
    - transports 1 MC or up to 20 Infantry
    - Deep Strike. Transported unit disembarks immediately.
    - Completely immobile. Can't move, run, assault, regroup or pursue.
    - WS and BS 2 Toughness 5 or 6 and 3 Wounds. 3 attacks S 6.
    - has a 6" Assault 6 S6 shooting attack

    Minis

    New box are for Tyranid Warriors:

    http://www.warseer.com/forums/attach...3&d=1256316512

    http://www.warseer.com/forums/attach...0&d=1257076227

    New Battleforce box (46 plastic models) Released 5 Dec 2009 - £60.00 / US$105 / 85,00€ / Oz$165.00 Contains:
    3 Warriors
    8 Genestealers
    16 Hormagaunts
    16 Termagants
    3 Ripper Swarms

    Rear of box:

    http://www.warseer.com/forums/attach...6&d=1259901844

    Hormagaunts (12 plastic models) Released 12 Dec 2009 - £15.00 / US$24.75 / 19,50€ / Oz$41.00 No Biomorph sprues included in the box.

    http://www.warseer.com/forums/attach...4&d=1260203392

    Termagants (12 plastic models) Released 12 Dec 2009 - £15.00 / US$24.75 / 19,50€ / Oz$41.00 - 3Biomorph sprues included in the box.

    http://www.warseer.com/forums/attach...5&d=1260203392

    Spore Mines (9 metal models - Direct Only) Released 2 Jan 2010 - £10.00 / US$16.50 / 13,00€ / Oz$28.00

    http://www.warseer.com/forums/attach...7&d=1260387518

    Trygon / Mawloc (Plastic kit) Released 16 Jan 2010 - £30.00 / US$49.50 / 39,00€ / Oz$83.00 Supposedly compatible with the Carnifex Kit.

    http://www.warseer.com/forums/attach...6&d=1260202884

    Trygon:

    http://www.warseer.com/forums/attach...7&d=1260202285

    Mawloc:

    http://www.warseer.com/forums/attach...5&d=1260202657

    Sprues:

    http://www.warseer.com/forums/attach...7&d=1260202953

    http://www.warseer.com/forums/attach...8&d=1260202953

    Gargoyles (10 plastic models) Released 16 Jan 2010 - £18.00 / US$29.00 / 22,75€ / Oz$48.00

    http://www.warseer.com/forums/attach...1&d=1260202473

    http://www.warseer.com/forums/attach...2&d=1260204653

    http://www.warseer.com/forums/attach...3&d=1260204653
    http://www.warseer.com/forums/attach...4&d=1260204792

    http://www.warseer.com/forums/attach...5&d=1260204827

    http://www.warseer.com/forums/attach...6&d=1260204840

    Sprues:

    http://www.warseer.com/forums/attach...1&d=1260203243

    http://www.warseer.com/forums/attach...2&d=1260203243

    http://www.warseer.com/forums/attach...3&d=1260203278

    Raveners (3 plastic models) Released 16 Jan 2010 - £27.00 / US$44.50 / 35,00€ / Oz$74.00

    http://www.warseer.com/forums/attach...9&d=1260202418

    http://www.warseer.com/forums/attach...9&d=1260204461

    http://www.warseer.com/forums/attach...0&d=1260204461

    http://www.warseer.com/forums/attach...1&d=1260204461

    Sprues:

    http://www.warseer.com/forums/attach...9&d=1260203138

    http://www.warseer.com/forums/attach...0&d=1260203138

    Venomthrope (Metal Blister - 1 Model) Released 16 Jan 2010 - £12.00 / US$20.00 / 17,50€ / Oz$33.00

    http://www.warseer.com/forums/attach...2&d=1260202533

    Hive Guard (Metal Blister - 1 Model) Released 16 Jan 2010 - £12.00 / US$20.00 / 17,50€ / Oz$33.00

    http://www.warseer.com/forums/attach...0&d=1260202454

    http://www.warseer.com/forums/attach...4&d=1260208161

    Pyrovore (Metal box set) Released 16 Jan 2010 - £20.00 / US$33.00 / 26,00€ / Oz$55.00

    http://www.warseer.com/forums/attach...6&d=1260203448

    http://www.warseer.com/forums/attach...8&d=1260202342
    Last edited by The Dude; 11-12-2009 at 22:58.
    The Tale of Guilders

    That's just... like... your opinion, man.

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    Chapter Master The Dude's Avatar
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    Re: Tyranid Rumour Summary Mark IV

    The last thread has gotten a bit... messy.

    This post will be reserved for any spill over from the first one.

    Please keep discussion on the rumours. By all means doubt them if you will, but do not get into protracted arguments about their veracity, and do not beg for more. It demeans all of us.
    The Tale of Guilders

    That's just... like... your opinion, man.

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  3. #3

    Re: Tyranid Rumour Summary Mark IV

    I'd like to add something I was in the process of typing out for the last thread, but was stymied because of the lock. It's just a word of caution on how we should look upon these rumours (and the new book itself), and why we should refrain from "omg, my fex sux now".

    Quote Originally Posted by silverstu View Post
    Seems like everything has been reworked a bit-and it's going to take a while to get our heads round everything- nothing works quite like it used to. I love this radical re-work -it's seems built for fun and the whole codex seems to be totally fresh with plenty to investigate and try out. I think it should keep nid players entertained for quite a while.
    I couldn't agree more.

    The 3rd Ed Codex was a complete re-work of the 2nd/BBB version (innovative weapon strength/rate of fire system etc), and it was all the better because of it. It was far from perfect though, with the mutation and DIY Hive Fleet systems being convoluted and simply better than the core list. There were plenty of "this unit is pointless" entries as well. Thus Tyranid lists began to look the same (Flying Tyrants, cheap DIY cc Carnifexes weighing in at a little over 100 points, a few cheap Gaunts to tie up opponents for a turn).

    For 4th, they tried to fix the play issues (MC costs, ID problems) and tried to do so within the framework the 3rd Ed version had set out. They also threw in plenty of fluffier, "more Tyranid" options, like Elite Carnifexes, Genestealers that were actually dangerous etc. Unfortunately, all this did was accelerate the way the army was leaning from the latter stages of the 3rd Ed book - take as many MCs as possible (now with excellent shooting as well), and the compulsory Troops units. Despite efforts to drag Warriors, Gaunts and so on up to standard, the improvements to the already established "competative" units were enough to keep said dominant units at the top of the heap. Thus, lists quickly began to look the same again (and even more interestingly, like enhanced versions of the 3rd Ed lists), featuring a Flying Tyrant, a ground Tyrant, as many pop-per-point Carnifexes as possible and those few Troops you have to take.

    The list has become stagnant. Now, this might be a problem with an online world-wide gaming community impressing onto itself the "optimal setup", or it might be a problem with actual play leading players (almost all players) to favour certain (very similar) builds. I suspect both have a hand in it.

    This might not sound like such a bad thing if you look at it in a "hey, we're reasonably competative and I've already bought my 8 MCs" way, but honestly is it a good state for the Tyranids to be in? The most diverse and dynamic racial grouping in the GW franchise reduced to a cookie cutter, totally predictable setup? It wasn't good enough for GW when they re-did the 2nd Ed/BBB list, and they recognised that it was an emerging problem when they did the 4th Ed book (they just failed to actually address the issues, rather they used band-aids that we sloughed off after a year or so). It's not good enough for them (nor should it be for you) now. Hence, we get a complete re-tool (perhaps the biggest one to date?).

    Creatures are having their roles refined and adapted. Multiple new entries are being included to shake force composition up to the extent that Tyranid players now have so many options there are much more likely to be several effective builds (always a gamble - you can never truly bet on this, and historically world wide gaming communities are very good at "breaking" things, no matter how well tested). It's a ground-up re-design with the pieces (hopefully) developed to fit together, rather than an attempted re-balance of a list that ultimately doesn't fit together.



    In closing, we're getting a brand new army list. Not a re-hashed or edited version of the last one, but something so different it may as well be completely new. Don't compare it to what you had, because you'll confuse yourself. GW are doing this because they want to push the Tyranid army in a certain direction, and unfortunately the current lists haven't been able to do that to a level GW finds satisfactory. Here's to hoping that 5th brings us a new era of dynamic and varied Tyranid swarming.

    Om nom nom...
    Last edited by TheShadowCow; 11-12-2009 at 11:41.
    Quote Originally Posted by dangermouse425 View Post
    Q: How many Tyranids players does it take to change a lightbulb?

    A: CHANGE?! CHANGE?! NO! NEVER!
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    Re: Tyranid Rumour Summary Mark IV

    @TheShadowCow

    You've convinced me.
    I think your post makes sense and i think the best thing we can do is regard the new codex as a new army. Maybe we should try to embrace instead of compare the old and the new.
    The current book will be a part of the past soon and some people will not like what happened to their army, which is a pitty, but most will adapt and find a lot of fun ways to play the army.

    I think Cruddace is pretty bold in his changes. Some things are pretty shocking, but i think overall the 'Nids future is pretty bright.
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    Re: Tyranid Rumour Summary Mark IV

    Worked out the average fleet roll for 3 dice is 4.96".
    Average for one die is 3.5"

    1 dice:
    16% chance of any particular number.

    3 dice:
    6 = 42%
    5 = 28%
    4 = 17%
    3 = 9%
    2 = 3%
    1 = 0.5%

    I have some questions for you rumor people:
    So do the drop capsule things score? If they scatter onto enemies, do they get into cc immediately?

    How many shots does the new VC shoot?

    Are broodlords still IC's, or hidden sargeants?

    What about the rippers!?!!

    EDIT: Cruddace is the man! I'm already very happy.
    Last edited by Deathpepper; 11-12-2009 at 11:50.
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    Chapter Master Mr_Rose's Avatar
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    Re: Tyranid Rumour Summary Mark IV

    Minor correction to the OP; the transliteration of the Biovore entry is slightly incorrect: The "living brood" rule referenced does not exist in the original text as far as I can see and should probably reference the "Living Bomb" part of the Spore Mine rules.
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    Chapter Master Idaan's Avatar
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    Re: Tyranid Rumour Summary Mark IV

    So apparently the Tyranids too have destroyed an Eldar Craftworld. Well who hasn't by now.
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    Thinker of Thoughts Hellebore's Avatar
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    Re: Tyranid Rumour Summary Mark IV

    Quote Originally Posted by Idaan View Post
    So apparently the Tyranids too have destroyed an Eldar Craftworld. Well who hasn't by now.
    Don't worry, when the eldar get a new codex they too will have managed to destroy an eldar craftworld.

    It seems GW have decided that they need to reinvent their armies to keep selling miniatures. To me that says their core demographic aren't buying the same products continuously, because they already own them. Despite their attempt to target an age group that should be continuously cycling through the same products.

    I think they are going to have to increase the size of the table back to 8'x4'. The size of a 1500 pt army these days is just silly. The tyranids may end up even more horde-y than the orks and guard.

    From an aesthetic perspective I wish they'd come up with better names for their new creations. I didn't like Cruddace's names in the guard codex much either, bane wolf and devil dog are silly (the latter moreso). Tervigon, mawloc, and tyrannofex? Anyone who understands the importance of nomenclature should realise that you can't just take sections of one name and stick it in another, because portmanteauing portmanteaus is a dumb idea.

    Personally I'm glad Eternal Warrior has actually been curtailed for once rather than being expanded.

    The plastics look good too. The plastic gargoyle wings look perfect for chaos raptor conversions.



    Hellebore
    Last edited by Hellebore; 11-12-2009 at 11:38.
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    Chapter Master Scryer in the Darkness's Avatar
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    Re: Tyranid Rumour Summary Mark IV

    Just a few quick things on the topic of "named characters" before I head out the door to a Xmas party (Xmas in Summer rocks!).

    The Winged Horror is the Parasite of Mortrex, and the uber Zoanthrope is the Doom of Malantai, listed as the "Terror of Mal'anathi" in The Dude's Summary, no doubt some foreign language variation going on... basically the Badass of That-Place-That-Got-Decimated. The last survivor of a Hive Fleet destroyed by the Eldar of Craftworld Malantai, it sucked the souls out of the crystal matrix of the Craftworld's Infinity Circuit and killed almost all of its citizens.

    Both these big gribblies have The Shadow in the Warp for free as do regular Zoanthropes.
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  10. #10

    Re: Tyranid Rumour Summary Mark IV

    I love the new news (and updated first page ...thanks The Dude )

    can someone confirm that for models that dont have set models that

    Tyrannofex = carnifex + tyrant?
    Winged Horror = winged tyrant?

    just wondering as i don't own the new tyrant model and thought it was metal, which could make it difficult to merge with the fex kit

    atleast gw is going to get their moneys worth for re-using kits.

    i look forward to playing with the re-styled nids, even if a few of the powers seem over the top.

    only gripe i have is with having to have all carnies in the brood have the same weapons, though i can undestand it (imo would be pretty overpowered to have a brood of 3 run down the field, putting wounds on the gunfex, so the hth fexs are undamaged for combat with their new rules that we have seen)

    the new nid psychic powers look great

    i can see lifeleach getting used alot before a combat

    it will be interesting to see if living weapons (fleshborers, devourers) or spinefists keep their special rules as in the current dex.
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  11. #11
    Chapter Master Bloodknight's Avatar
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    Re: Tyranid Rumour Summary Mark IV

    It says the Eldar destroyed the swarm, not the other way round. Heavy Eldar losses to Tyranid forces are not unheard of. Iyanden comes to mind.
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  12. #12
    Chapter Master mchmr6677's Avatar
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    Re: Tyranid Rumour Summary Mark IV

    Quote Originally Posted by Deathpepper View Post
    Worked out the average fleet roll for 3 dice is 4.96".
    Average for one die is 3.5"
    Actually, this should be looked at not by averages but instead by the chance to get a higher roll then normal. A single die allows a 50% of either a 3 or less or a 4 or more. The "quick" rule would grant hormies a 88% chance of moving 4" or more. This should improve overall speed enough to actually make up for the loss of the extra charge distance.
    Quote Originally Posted by Meriwether View Post
    I ran through my field yesterday, just for fun (because of this topic.) Knee-high grass and dead goldenrod from last fall -- no problem. Then I hit a small wild rose bush I didn't see with my left foot and badly failed my difficult terrain test.
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  13. #13
    Chapter Master BramGaunt's Avatar
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    Re: Tyranid Rumour Summary Mark IV

    Quote Originally Posted by Bloodknight View Post
    It says the Eldar destroyed the swarm, not the other way round. Heavy Eldar losses to Tyranid forces are not unheard of. Iyanden comes to mind.
    It says some phrases later that the Zoanthrope in question eradicated most of the population of the Craftworld. =)
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  14. #14
    Chapter Master MistaGav's Avatar
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    Re: Tyranid Rumour Summary Mark IV

    Jeeze they really are getting a crap ton of new stuff. You've now got a good 4-6 units in each category competing for spaces though I guess it will all depend on what style you like. I can't help but feel they are adding 'too much stuff' like they did with guard, it's great we get choice but I think this is an example of too much choice IMO
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  15. #15
    Chapter Master Bloodknight's Avatar
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    Re: Tyranid Rumour Summary Mark IV

    Which means that there's some population left, I think . As I said, the Nid's are what made Iyanden the Ghost Warrior army. Nothing new here, except that it's now two CWs, not one.
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  16. #16
    Thinker of Thoughts Hellebore's Avatar
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    Re: Tyranid Rumour Summary Mark IV

    Quote Originally Posted by BramGaunt View Post
    It says some phrases later that the Zoanthrope in question eradicated most of the population of the Craftworld. =)
    Which is harder to swallow than 1000 space marines doing it. A highly psychic race built around psychic engineering with shielding to protect their souls from a chaos god get's owned by a floating snotball?

    As an aside the Broodlord's multiwound statline gives me hope that in the redux of the eldar codex they will give us the uber exarchs we should have, rather than the crappy sergeants that exist now. The broodlord is effectively a daemon prince squad upgrade.

    Hopefully precedent for multiwound uber exarchs.

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  17. #17
    Chapter Master Bloodknight's Avatar
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    Re: Tyranid Rumour Summary Mark IV

    The floating snotball, however, basically cuts the Eldar off from the Warp which makes psychic defense a lot harder, I think.
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  18. #18
    Chapter Master Dead Man Walking's Avatar
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    Re: Tyranid Rumour Summary Mark IV

    Quote Originally Posted by Idaan View Post
    So apparently the Tyranids too have destroyed an Eldar Craftworld. Well who hasn't by now.
    Someone has to do it! :skull:
    Don't play someone and then throw a hissy fit they were WAAC and not a Theme player. Ask your opponent what kind of game they are looking for and learn to play both ways. Excluding players is killing this hobby.
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  19. #19
    Brother Sergeant Deathpepper's Avatar
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    Re: Tyranid Rumour Summary Mark IV

    Are rippers scoring? Fleet? Use up FOC slots?

    Does the venomthrope guy really have 4 lashwhips? I could see keeping him next to herds of MC's, then having him hold a powerfist sargeant down while the MC's beat him to death.

    Do carnifexes/other MCs have instinctive behaviors?
    Last edited by Deathpepper; 11-12-2009 at 11:54.
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  20. #20
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    Re: Tyranid Rumour Summary Mark IV

    First of all, I would like to thank The Dude, Scryer, Bram, Stick and all the others that have worked so tirelessly to bring us these... and a big, fat rasberry to GW for making us wait this long for all this info

    Seriously, with this much info pouring out so quickly it's going to take a bit for me to think all all the possibilities I have to work with now.

    Hmm... a few impressions though (subject, of course, to change as more info comes in):

    Feral behavior: for the most part a big upgrade, allows us to remain mostly effective without synapse at least near the beginning, could be a problem holding objectives near the end as the holders start raging or running for cover (unless, of course, the desired object is where the objective is)

    Different size weapons: Meh, a simplification for 13 yos, Doubt it will have much of a gameplay difference.

    Venom cannon: personally think this is completely unnecessary, other armies have S9, 10 long range weapons without negative chart modifiers and havn't broken the game yet. The small blast template seals it's fate for me, as I have terrible luck with those

    Hive tyrant starting with 5+ invuln is better than it was, hope he can buy the zoan 3+ though

    special chars: goofy names (but I expect that from GW), need to see special rules.

    Time to cogitate some more

    @ Deathpepper, broodlords have never been ICs, in fact, 4th 'Nids had no ICs, wil have to see on new dex
    Last edited by shayvaanhto; 11-12-2009 at 12:17.
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