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Thread: Tyranid Tactica 6th Edition

  1. #21

    Re: Tyranid Tactica 6th Edition

    Now, I don't have the book but maybe people who do can confirm. Hive Tyrants can give you Preferred Enemy. If Preferred Enemy also affects shooting attacks now, then Hive Guard and Tyrannofexes with Rupture Cannons just got buffer re-rolling to hit.
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  2. #22
    Chapter Master Archibald_TK's Avatar
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    Re: Tyranid Tactica 6th Edition

    Quote Originally Posted by DeviantApostle View Post
    Now, I don't have the book but maybe people who do can confirm. Hive Tyrants can give you Preferred Enemy. If Preferred Enemy also affects shooting attacks now, then Hive Guard and Tyrannofexes with Rupture Cannons just got buffer re-rolling to hit.
    It's reroll the rolls of 1 to hit and 1 to wound. It's a buff, but not significant enough that I would consider fielding a walking Tyrant to babysit them instead of a Flyrant IMO.
    Is it a bird? Is it a plane? No, it's a miniature gallery!

  3. #23

    Re: Tyranid Tactica 6th Edition

    Quote Originally Posted by wyvirn View Post
    I heard that Venomthropes giving defensive grenades also gives Snap Fire to nearby units.
    That is incorrect.

    However, defensive grenades give a unit Stealth (+1 to their cover save) as long as the shooting is coming from 8" away or less. So, pending FAQing, a Venomthrope will give a unit a 4+ cover save as long as they are within 8" of the shooters. They could easily FAQ that away by saying a Venomthrope's defensive grenades grant Shrouding (+2 to cover) instead of Stealth, but as it stands you can get the 4+.

  4. #24
    Chapter Master Souleater's Avatar
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    Re: Tyranid Tactica 6th Edition

    Nid FAQ is up.

    No list of weapon changes.

    Hive Tyrants are mastery level one.

    Venomthropes remove bonus attacks for charging. And 5+ cover save from the cloud.
    Last edited by Souleater; 30-06-2012 at 10:49.

  5. #25

    Re: Tyranid Tactica 6th Edition

    Venomthropes are indeed crippled - no defensive grenades anymore means no Stealth within 8" .. oh, and the attacker loses his bonus attacks only when attacking the Venomthrope brood, not on every assault within the spore cloud area ..


    (besides .. hi everyone, being a long-time lurker, I finally decided to participate )

  6. #26
    Chapter Master Archibald_TK's Avatar
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    Re: Tyranid Tactica 6th Edition

    Quote Originally Posted by Souleater View Post
    Nid FAQ is up.

    No list of weapon changes.

    Hive Tyrants are mastery level one.

    Venomthropes remove bonus attacks for charging. And 5+ cover save from the cloud.
    So only the Swarmlord can use Hallucinations, Invisibility and Vortex of Doom. Tyranids can't use their own BS with emplaced weapons, which is logical but kind of hurts in the AA department.

    I've read the FAQ for my 3 armies, after reading the Necron one I was like "BORN TO BE KING, WE'RE THE PRINCES OF THE UNIVERSE", after reading the Tau one I was like "Oh, there were some quite interesting rules", after reading the Tyranids one I was like "I love my Necrons and my Tau". Overall, I found it to not be a particularly exciting FAQ :/
    Is it a bird? Is it a plane? No, it's a miniature gallery!

  7. #27

    Re: Tyranid Tactica 6th Edition

    wheres the link for the bug faq?

  8. #28
    Chapter Master Souleater's Avatar
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    Re: Tyranid Tactica 6th Edition

    Indeed, haven't gotten around to Necron one yet. LOL, just read the Necron one. You can disembark troops from a vehicle that travels 36"....!



    In other news, Lash Whips now roll-off against other fixed initiative effects. Handy against Banshees (who I doubt we will be seeing that often) and if it can be used against Hammer of Wrath it is a nice de-buff.

    http://www.games-workshop.com/MEDIA_..._6th_Ed_V1.pdf


    Still, for the moment Boneswords ignore armour saves, thankfully!
    Last edited by Souleater; 30-06-2012 at 11:45.

  9. #29

    Re: Tyranid Tactica 6th Edition

    I see venom cannons still suck against vehicles.

    I also didn't see this mentioned (I am really tired though) if a unit has preferred enemy and has scything talons... what happens? Scything talons already let you reroll ones in combat? Anyone see anything that fixes this?

  10. #30

    Re: Tyranid Tactica 6th Edition

    Quote Originally Posted by Commissar Merces View Post
    I see venom cannons still suck against vehicles.

    I also didn't see this mentioned (I am really tired though) if a unit has preferred enemy and has scything talons... what happens? Scything talons already let you reroll ones in combat? Anyone see anything that fixes this?
    No fix needed. You only reroll a roll once, no matter how many reroll sources you have.

  11. #31

    Re: Tyranid Tactica 6th Edition

    Quote Originally Posted by snottlebocket View Post
    No fix needed. You only reroll a roll once, no matter how many reroll sources you have.
    Then what is the point of your tyrant buffing your little nids if they already have scything talons? Or the point of a swarmlord? This needs to be fixed. Even if it is "rolls of 2" rather than one.

  12. #32
    Chapter Master Souleater's Avatar
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    Re: Tyranid Tactica 6th Edition

    Or they allow it to work like double Scythe Talons and re-roll all misses.

  13. #33

    Re: Tyranid Tactica 6th Edition

    will laugh if people try to assault my mycetic spores thinking they will be easy kills now, the little tickle fest from overwatch may not be much but having 2 str10 ap2 attacks in cc along with lash whips could have funny results

  14. #34

    Re: Tyranid Tactica 6th Edition

    Quote Originally Posted by Souleater View Post
    Or they allow it to work like double Scythe Talons and re-roll all misses.
    I don't get how something so significant could get overlooked in the FAQ.

  15. #35

    Re: Tyranid Tactica 6th Edition

    Don't forget that Preferred Enemy now also works for shooting. While we lose some cc power, especially when our models are equipped with scything talons, we gain other benefits. At least in my army lists there aren't that many scything talons, so I'd think that is ok.

    (oh and .. hi ^^ - been a long term lurker that now decided to write here and there )

  16. #36

    Re: Tyranid Tactica 6th Edition

    So Tyranids, who are generally known for (and heavily depend on) their psykers, are now the only army in the game that does not have access to a Mastery Level 2 psyker, other than a 300 point special character...

    Basic librarians can go to level 2, but Hive Tyrants and Zoanthropes are far too inferior. Out of curiosity, what happens if you roll a Warp Charge 2 psychic power? Is that psyker just useless for that game?

  17. #37

    Re: Tyranid Tactica 6th Edition

    Quote Originally Posted by Siphen View Post
    Out of curiosity, what happens if you roll a Warp Charge 2 psychic power? Is that psyker just useless for that game?
    In this case you need to re-roll (in the same discipline)

  18. #38

    Re: Tyranid Tactica 6th Edition

    Quote Originally Posted by Siphen View Post
    So Tyranids, who are generally known for (and heavily depend on) their psykers, are now the only army in the game that does not have access to a Mastery Level 2 psyker, other than a 300 point special character...

    Basic librarians can go to level 2, but Hive Tyrants and Zoanthropes are far too inferior. Out of curiosity, what happens if you roll a Warp Charge 2 psychic power? Is that psyker just useless for that game?
    You re-roll until you get a power you can use.

    All the tyranid psyker can use the same amount of powers as before, I don't see the problem here. Also, whinning about psykers in an army that can get up to 17 (!!) in a single FoC is a little pointless...

    Also, the hood has lost a LOT of range and is only useful against ofensive powers while Perils of the Warp is still the same.

    The whole psykers section is a BIG buff for tyranids
    Dwarfs: 2W-0D-0L
    Skaven: 4W-1D-0L
    Sisters of Battle: 2W-0D-1L
    Necrons: 2W-0D-0L / (5th: 3W-3D-1L)
    (Tyranids: 6th: 1W-0D-0L / 5th: 9W-4D-9L) (Army sold)

  19. #39

    Re: Tyranid Tactica 6th Edition

    Sucks about them killing that Venomthrope easter egg.

    I'm glad they tried to fix Spore Mines (although I suppose it remains to be seen whether there are any loopholes left in those rules).

    It kind of looks like Spore Mines still give KPs, which is mega dumb. On the other hand, for people that want to make null deployment lists, it kind of looks like Spore Mine Clusters will count as deployed units to help you get up to the minimum 50% deployed requirement.

    Quote Originally Posted by Commissar Merces View Post
    I don't get how something so significant could get overlooked in the FAQ.
    I don't understand why you think this needs to be "fixed". There's no general trend for the rules to grant bonus effects when two different upgrades overlap to give the same effect.

    That would be like Eldar claiming Guide + Twin-linked weapons should give +1 to hit.

    Just use the Preferred Enemy for shooting, or on models that don't have Scything Talons in combat.

  20. #40
    Commander Doomseer's Avatar
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    Re: Tyranid Tactica 6th Edition

    I'm a bit disappointed with the subtle change to Venomthropes, I've been singing their praises until now. The loss of the defensive grenade aspect previously granted to friendly units within 6" along with the changes to dangerous terrain makes them yet another overcosted unit. Did they really need to do that? Will have to wait and see.

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