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Old 20-11-2009, 20:19   #841
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Default Re: Tyranid Rumour summary Mark II

Originally Posted by zandramas View Post
You think they are too short? or bulky? i supposed that the weapons are some of the normal ones, deathspitter, spinefist, devourer whatever, arent they?
Too squat and short IMO still I want to see the rules before I decide on my purchasing.

As for the weapon..... No
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Old 20-11-2009, 20:23   #842
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Default Re: Tyranid Rumour summary Mark II

Rumored Heavy Support de-facto warrior variant with effective anti-tank weaponry, perhaps.
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Old 20-11-2009, 20:36   #843
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Default Re: Tyranid Rumour summary Mark II

Rampant Speculation but, how about crushing claws and a flamer template gun that hits like a spore mine!!
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Old 20-11-2009, 20:45   #844
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Default Re: Tyranid Rumour summary Mark II

Originally Posted by itcamefromthedeep View Post
Consolidating from close combat to close combat will be just as frustrating now as it was in 4th edition. Not necessarily overpowered, but frustrating. There was a reason for consolidating into combat to be removed.
It was only frustrating when you were on the wrong end of a random unit of anything going through half of your army. If it were to be applied to Genestealers, it would make sense given what they are, and how effective in CC they are supposed to be.

Originally Posted by Stickmonkey View Post
IF...and its a big IF...C into C were returned in some form in the Nid Dex. it would come with a cost. unlike in 4th where everyone "just could" your frustration stems from having the rules at the time used against you, it seems. A Nid special rule would be no different than other special rules.

IMO removing c into C in 5th makes no sense..."whoops pull it up men, those tau are right there, lets make sure they have a chance to shoot us or run away before we lay into em with our mighty chainswords...we want to be fair."
This. FTW.

Originally Posted by Lostzilla View Post
The place where I play has every fu**king 35p rhino on the universe placed and shooting with their troops inside. And taking objectives, of course (that adds one turn to remove the models from the table).
2nded. My FLGS, and my immediate play group all use boatloads of transports to the max. Even the casual players. Everybody uses firepoints.

Originally Posted by Brimstone View Post
I like the original Tyrant Guard, models are not good but they are the correct size and stature for their role.

The current models are the reverse good looking but completely the wrong size so I'm not keen.

This also applies to the Hive Guard IMO love their weapon but still not keen.
Agreed. The new ones look right, but are a touch small. Somewhere between where they are and the Hive Tyrant would be appropriate. 3 of them in a plastic kit would rule, but will never happen.

Also, you've seen the Hive Guard? Why aren't you saying anything about them? What advantage is there to anyone to just do the "I know something you don't" routine?
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Old 20-11-2009, 20:54   #845
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Default Re: Tyranid Rumour summary Mark II

Originally Posted by brassangel View Post

Also, you've seen the Hive Guard? Why aren't you saying anything about them? What advantage is there to anyone to just do the "I know something you don't" routine?
I don't think its a case of "I know something you don't", he is clearly under strict pressure to keep most of the information to himself, what with Games Workshop's rumour policy nowadays.

Besides, does this lack of concrete information not interest or excite you, even slightly? In times gone by we would know all about the models and many of the rules way before the release - the actual release itself being nothing more than a footnote for some people.

Once more, I would like to emphasise my sincere gratitude to Brimstone, Scryer in the Darkness, The Dude and Stickmonkey for their contributions, I udnerstand you are under severe restrictions as to what you can disclose - your words have proven both intruiging and tantalising - I just hope you're getting well paid for getting people excited with this slower trickle of rumours!
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Old 20-11-2009, 20:56   #846
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Default Re: Tyranid Rumour summary Mark II

Originally Posted by brassangel View Post
Also, you've seen the Hive Guard? Why aren't you saying anything about them? What advantage is there to anyone to just do the "I know something you don't" routine?
*facepalm*

EDIT -
Originally Posted by Tiller5 View Post
I just hope you're getting well paid for getting people excited with this slower trickle of rumours!
LOL! That would be awesome! Anybody who can hook me up on that front let me know.
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Old 20-11-2009, 21:15   #847
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Default Re: Tyranid Rumour summary Mark II

I tell you, the actual rules for lashwhips better be phenomenal or as Ricky says, "Lucy, you got some 'splaining to doooo." Or maybe they arent lashwhips at all....
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Old 20-11-2009, 21:20   #848
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Default Re: Tyranid Rumour summary Mark II

Originally Posted by Brimstone View Post
I like the original Tyrant Guard, models are not good but they are the correct size and stature for their role.

The current models are the reverse good looking but completely the wrong size so I'm not keen.

This also applies to the Hive Guard IMO love their weapon but still not keen.
I wasted a lot of money on the original guard, as I used Warrior bodies and applied the shield arms to them, hating the normal bodies.
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Old 20-11-2009, 21:27   #849
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Default Re: Tyranid Rumour summary Mark II

To respond to the complaints of holding back. In my case, I finally capitulated to a NDA. Meaning, if I disclose more than GW likes it could legally result in consequences to my company, and by extension myself. To say the least of my sources. It's hard to judge this, since we dont work directly with GW, but the people I meet do work with them...and so on. Its a thin line here, and I have been very fortunate in my role lately getting more involved with operational processes, and especially since my love of Nids and 40k is completely coincidental to my job, this all just fell together.
My NDA is not all inclusive, so there are some things I can comment on or allude to, especially when the source of the info is far enough removed, but things like photos, even discussions of photos, and specifics of rules...absolute no no, now. They want to control when and where that information comes out. And while I personally dont agree with their marketing stances lately...it is what it is.
I doubt I'll be privy to actual rules before anyone else, it doesnt make sense to our line of work and the level of contact we have.
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Old 20-11-2009, 21:38   #850
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Default Re: Tyranid Rumour summary Mark II

Originally Posted by Stickmonkey View Post
IMO removing c into C in 5th makes no sense..."whoops pull it up men, those tau are right there, lets make sure they have a chance to shoot us or run away before we lay into em with our mighty chainswords...we want to be fair."
40k ceased making any semblance of sense when stopping to fight made you go faster. That's been around since 2nd edition at the latest.

Your example above makes about as much sense as the Tau putting their guns down and running forward to play fisticuffs with Khorne Berzerkers instead of using their guns.

It makes about as much sense as Hormagaunts charging Dire Avengers so quickly that the Gaunts go from out of the Avengers' range into close combat before the Dire Avengers can raise their guns to fire.

Let's stop arguing sense, shall we? This is 40k, after all. The world where guys in tank-tops can charge across open ground into machine gun fire and survive.

---

The big problem I saw with consolidating into new combats showed up in a 4th ed game I played years ago. I played Eldar against Dark Angels (all in power armor, as it happens). My army got pummeled on the way across the table, but on turn 4 my Wraithlord and Avatar charged into his lines and proceeded to high-five their way through the entire Dark Angels deployment zone, giving me the win. Another game (coincidentally also against Dark Angels, but Ravenwing this time), those same two MCs slingshotted their way from bike squad to bike squad so quickly that he ran out of models on turn 3. Yes, mistakes were made. That doesn't make those games any less silly.

---

Consolidating into close combat will be absolutely brutal against shooty infantry armies, but do little if anything against mechanized forces.

It could happen, but I'll be disappointed if it does. Even on Genestealers. There are better ways of dealing with that unit's problems. There are less "gamey" ways. Ways that make more sense.
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Old 20-11-2009, 22:04   #851
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Default Re: Tyranid Rumour summary Mark II

I had something similar happen when I fought my friend's guard army in 4th, only it was a single ravener and a flyrant that hit his tank and heavy weapon line. 2 turns of the ravener benchpressing his tanks and the flyrant going on a murder spree over his guardsmen the two models had hopped their way to victory. It was nuts.

To this day my friend answers any appearance of raveners with battlecannons or larger.
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Old 20-11-2009, 23:48   #852
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Default Re: Tyranid Rumour summary Mark II

Originally Posted by Tiller5 View Post
Besides, does this lack of concrete information not interest or excite you, even slightly?
No, it gets me very annoyed actually. Its why I stopped posting in the rumour thread and why i'm considering getting all my Tyranid gear a week later and making very clear to my local GW why that is. Some of us need more than a few weeks to finance this hobby and I really don't appreciate this at all.

Originally Posted by Tiller5 View Post
Once more, I would like to emphasise my sincere gratitude to Brimstone, Scryer in the Darkness, The Dude and Stickmonkey for their contributions, I udnerstand you are under severe restrictions as to what you can disclose - your words have proven both intruiging and tantalising - I just hope you're getting well paid for getting people excited with this slower trickle of rumours!
Despite what I said above, I don't blame anyone who posts here nor do i expect them to get in trouble to do so. The Dude has done a good job with his thread, stickmonkey gives what he can as does Scryer. I blame GW solely.

Back to topic...
Is it possible for those who have seen the ravener sprues to give us a bit more info on what "options" come with them? And if we said a trygon did exist, what base size would we be looking at?
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Old 21-11-2009, 00:18   #853
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Default Re: Tyranid Rumour summary Mark II

Originally Posted by Vhalyar View Post
Malanthropes have exactly zero psychic powers. The only thing that's psychic is their ability to levitate; beyond that they have no powers.

Nothing in the new codew could really alter the Malanthrope, so go for it if you want him.
It has The Horror, Synapse and warp field. they are still considered psychic powers although they are passive

IO'll probably still get one though im unsure whether it will get used often especially if broodlords are allowing genetealers to be troops. Without a broodlord my army looks pretty scant
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Old 21-11-2009, 01:12   #854
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Default Re: Tyranid Rumour summary Mark II

my army is stealers so yeah. hope stealers score in some way.
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Old 21-11-2009, 01:22   #855
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Default Re: Tyranid Rumour summary Mark II

so i just on bols lounge and they have an apparent summary sheet. it looks highly fake. is it the one floating around the internet or a different one as it did not have many MC but some superpowerful guys.
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