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One_Wing
Feb 19, 2012

Handsome, sophisticated space elves.
The wraithguard/blades plastics are indeed lovely models - I’m almost tempted by a start collecting box, held back only by the fact I have no need for an additional wraithlord or farseer (and I should probably not buy anything else till my Wraithknight is built and painted.

The idea of some sort of ancient Aeldari temple on a maiden world full of abandoned wraithguard is kinda cool.

In other craftworlds news, I’ve been going through the codex (iPad edition due to aforementioned delivery annoyances) and a few things I hadn’t picked up on from the previews:

  • swooping hawks get to drop a round of grenades on a unit within 12 when they drop in, which is a neat bonus in addition to getting cheaper. This also applies to Baharroth, which is kind of tasty because his grenades average 1.5 mortals a time, he now looks like a potentially interesting buy at 110 points.
  • Banshees and Scorps are 1 point more than I saw suggested in previews (so 13 and 14 ppm). Still looking good at the price.
  • Farseers got cheaper (100 ppm). Bike farseers got a lot cheaper (135) and now look semi competitive, I might paint mine up.
  • Autarchs lost pretty much all their mix and match options, which makes me a bit sad. However, the foot autarch’s :black101:Star Glaive:black101: is basically just a power fist, which is really useful.
  • the stratagems page is where the spice is. Wow is there a lot of good stuff in there, the big one that I hadn’t seen in any previews is a 2 point one that allows a unit within 6” of a farseer to take a round of shooting at a unit that appears as reinforcements. Definitely going to want to try and run a brigade if you can because you are going to want a lot of CP.

My only gripe is that the remnants of power could have used an editing pass - it looks like some of them were written at the point where you could still mix and match Autarch weapons - for example, there’s one that is meant to replace a shuriken pistol or catupult, but there’s no current character model in the army that can take a catupult (unless it can apply to twins on bikes, which it doesn’t specify). There’s one weirdy like that in the stratagems too - an option to fire an anti air missile from an infantry missile launcher with benefits including +1 to hit, which applies to exactly two models in the army, one of which (reaper exarch) doesn’t benefit from hit modifiers.

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Thanqol
Feb 15, 2012

because our character has the 'poet' trait, this update shall be told in the format of a rap battle.
Wraithknights also got 100 points cheaper (!!), 402 down from 502, ghostaxes on Wraithblades are now only 16 ppm down from 23. They both look like valid options now.

One_Wing
Feb 19, 2012

Handsome, sophisticated space elves.

Thanqol posted:

Wraithknights also got 100 points cheaper (!!), 402 down from 502, ghostaxes on Wraithblades are now only 16 ppm down from 23. They both look like valid options now.

The base cost of the wraithknight stayed the same - the default heavy wraithcannons cost 100 points total.

The big drop is that the sword is 35 points cheaper, and starcannons are vastly more reasonably priced. I’m likely to try mine out with the sword / starcannons load out once it’s painted up.

OhDearGodNo
Jan 3, 2014

Do we still mention :china: that GW isn’t completely evil?

Phyresis
Nov 2, 2004

I can't sleep, I hope I stay awake

Cause I've been running, running, running all day

Long nights, no peace

I feel like everybody's eyes on me

Corrode posted:

How pathetic do you have to be to have that happen and be like 'did I overreact?'

Well, he is a Warhammer 40,000 player. :smug:

One_Wing posted:

My only gripe is that the remnants of power could have used an editing pass - it looks like some of them were written at the point where you could still mix and match Autarch weapons - for example, there’s one that is meant to replace a shuriken pistol or catupult, but there’s no current character model in the army that can take a catupult (unless it can apply to twins on bikes, which it doesn’t specify). There’s one weirdy like that in the stratagems too - an option to fire an anti air missile from an infantry missile launcher with benefits including +1 to hit, which applies to exactly two models in the army, one of which (reaper exarch) doesn’t benefit from hit modifiers.

The stratagems are so loving good. I'm sure we'll be seeing the tears soon. The shuriken catapult thing is pretty hilarious, but the skyfire missile is clearly intended specifically for Guardians. They just didn't tag it, probably for Reapers and possible futureproofing.

Schadenboner
Aug 15, 2011

by Shine

Corrode posted:

How pathetic do you have to be to have that happen and be like 'did I overreact?'

I think that's probably one of them "rhetorical questions" we done learned about at that there fancy city school?

:bahgawd:

TKIY
Nov 6, 2012
Grimey Drawer

The Bee posted:

Which units need the most changes? I know the current Tyranid meta seems to be tons of Genestealer hordes, but that's all I'm really aware of.

I can't help but wonder if, with 3 troop options existing in the form of both Gant types and Warriors, Stealers themselves might get bumped to Elite or something.

Well almost everything need the points adjusted compared to the new codexes, but Tyranids are loaded with trap choices right now and have no reliable anti armour anywhere in the list.

Being melee focused is fine but then they need a reliable delivery method and units that can actually affect things like Russes and flyers when they get there.

ANAmal.net
Mar 2, 2002


100% digital native web developer

Serotonin posted:

Just going to leave this here



Being a dick about LoS and then proxying empty bases would actually be hilarious to do to someone as a joke, and I might try pulling this poo poo next time I'm playing someone I don't care about (so pick-up games or TheChirurgeon).

PierreTheMime
Dec 9, 2004

Hero of hormagaunts everywhere!
Buglord

TKIY posted:

Well almost everything need the points adjusted compared to the new codexes, but Tyranids are loaded with trap choices right now and have no reliable anti armour anywhere in the list.

Being melee focused is fine but then they need a reliable delivery method and units that can actually affect things like Russes and flyers when they get there.

With Trygons and Tyrannocytes Tyranid have the most reliable delivery they’ve ever had, but I do agree more anti-tank is absolutely necessary. More would be great, but this is the first codex where you can be where you intended and not be at a massive disadvantage. Both options are good units, though the Tyrannocyte is overcosted.

A lot of the weapons that used to be a decent anti-tank choice just have no hope of wounding the new “creature” tanks and haywire affects now being a mortal wound is almost laughable when your target has 10-14+. It would be great to see Pyrovores come out with a concentrated fire melta-like shot and hopefully a Warp Blast psychic power that didn’t suck poo poo (a ~40% chance for the power to work was miserable). We’ll see, but based on how some of the other non-imperial codices have fared I’m hopeful.

PierreTheMime fucked around with this message at 15:55 on Oct 28, 2017

One_Wing
Feb 19, 2012

Handsome, sophisticated space elves.
Right, I think this is what I'm doing for my game tomorrow. Apologies for manual formatting, Battlescribe doesn't have the new values in it yet:

pre:
Detachment: Brigade
Keyword: Biel Tan

Unit                                    Equipment                                                                   Cost
HQ:     1x Farseer                      Witchblade, Mind War, Doom                                                  100
HQ:     1x Autarch                      Star Glaive, Powershield, Phoenix Gem, Fate's Messenger Warlord Trait       77
HQ:     1x Warlock                      Singing Spear, Jinx/Protect                                                 40
Troops: 5x Dire Avengers                Exarch with extra catupult                                                  64
Troops: 5x Dire Avengers                Default Exarch                                                              60
Troops: 5x Dire Avengers                Default Exarch                                                              60
Troops: 5x Dire Avengers                Default Exarch                                                              60
Troops: 5x Rangers                      Long Rifles                                                                 60
Troops: 20x Guardians                   Shuriken Catupults                                                          160
Fast Attack: 7x Swooping Hawks          Lasblasters, Exarch with Hawk's Talon + Power Sword                         98
Fast Attack: 1x Vyper                   Bright Lance, Shuriken cannon                                               80
Fast Attack: 3x Windriders              Shuriken Cannons                                                            84
Heavy Support: 4x Dark Reapers          Reaper Launchers, Exarch with AML                                           111
Heavy Support: 4x Dark Reapers          Reaper Launchers, Default Exarch                                            108
Heavy Support: 1x Night Spinner         Shuriken Cannon                                                             145
Elites: 6x Howling Banshees             Exarch with Executioner                                                     81
Elites: 6x Striking Scorpions           Default Exarch                                                              84
Elites: 5x Wraithguard                  Wraith Cannons                                                              200
Dedicated Transport: 1x Wave Serpent    Twin Bright Lance, CTM, Shuriken Cannon, Spirit Stones                      172
Dedicated Transport: 1x Wave Serpent    Twin Starcannon, Shuriken Catupults, Spirit Stones, CTM                     155
TOTAL   1999
Plan is to Webway Assault the Guardians and Wraithguard. Some stuff up there (i.e. Mind War) i'm testing out rather than being sure it's good yet.

Just to give an idea of the aggregate effects of all the points drops, Battlescribe has this coming out to 2394 pts under index values.

I'll hopefully put up a trip report after the game.

xtothez
Jan 4, 2004


College Slice

PierreTheMime posted:

With Trygons and Tyrannocytes Tyranid have the most reliable delivery they’ve ever had, but I do agree more anti-tank is absolutely necessary. More would be great, but this is the first codex where you can be where you intended and not be at a massive disadvantage. Both options are good units, though the Tyrannocyte is overcosted.

A big mobility issue is that the Tyrannocyte is pretty much the only transport still limited to a single unit. It means that dropping cheap units like Pyrovores is a waste of time, and trying to bring along characters like Primes is way too expensive. Trygons are of course limited to troops only, so no Primes or Broodlords tagging along there.

I really hope that's something they address alongside the point cost.

Post 9-11 User
Apr 14, 2010
Okay, guys, all of you.

Time out!

It's one thing to talk about the thigh gap of Carnifeces, AKA Carne Asade Enorme Stupdendo, but, please, let us not talk about their butt gap.

You've really set me on edge. This talk is just inappropes to teh MAXXX. Stahp it. "I just got a lil' dizzy, I may hafta call 911."

PierreTheMime
Dec 9, 2004

Hero of hormagaunts everywhere!
Buglord

xtothez posted:

A big mobility issue is that the Tyrannocyte is pretty much the only transport still limited to a single unit. It means that dropping cheap units like Pyrovores is a waste of time, and trying to bring along characters like Primes is way too expensive. Trygons are of course limited to troops only, so no Primes or Broodlords tagging along there.

I really hope that's something they address alongside the point cost.

I do agree, but since they haven’t used a bulky-style system in this edition I’m not sure where the best place to limit characters would be. Deploying multiple units would be great and would really change up the meta, but how many Broodlords is too many to have in 9” on turn 1?

Liquid Communism
Mar 9, 2004

коммунизм хранится в яичках

Post 9-11 User posted:

Okay, guys, all of you.

Time out!

It's one thing to talk about the thigh gap of Carnifeces, AKA Carne Asade Enorme Stupdendo, but, please, let us not talk about their butt gap.

You've really set me on edge. This talk is just inappropes to teh MAXXX. Stahp it. "I just got a lil' dizzy, I may hafta call 911."

But how can we not? I mean, it's clear and obvious that the Tyrannids are suffering from a woeful deficit in the posterior arsenal. A terrible shame, given how obviously superior the Orks are in this department. 10,000 years of power squats and the Space Marines still can't bounce a cred-chit like one ov da boyz.

goose willis
Jun 14, 2015

Get ready for teh wacky laughz0r!
My friend and I both hate genestealers and everything about them and we're really hoping that Tyranids get some anti-heavy infantry that don't have anything to do with them

Like just give the warriors/shrikes some multi-damage weapons already

xtothez
Jan 4, 2004


College Slice

PierreTheMime posted:

I do agree, but since they haven’t used a bulky-style system in this edition I’m not sure where the best place to limit characters would be. Deploying multiple units would be great and would really change up the meta, but how many Broodlords is too many to have in 9” on turn 1?

I guess the simplest solution is to give them a transport capacity totalling ~20 wounds, and you can fill it with infantry until that runs out. That's 3 Broodlords with no cover, or 1 with a decent 'stealer escort.

Genghis Cohen
Jun 29, 2013

One_Wing posted:

The wraithguard/blades plastics are indeed lovely models - I’m almost tempted by a start collecting box, held back only by the fact I have no need for an additional wraithlord or farseer (and I should probably not buy anything else till my Wraithknight is built and painted.

The idea of some sort of ancient Aeldari temple on a maiden world full of abandoned wraithguard is kinda cool.

In other craftworlds news, I’ve been going through the codex (iPad edition due to aforementioned delivery annoyances) and a few things I hadn’t picked up on from the previews:

  • swooping hawks get to drop a round of grenades on a unit within 12 when they drop in, which is a neat bonus in addition to getting cheaper. This also applies to Baharroth, which is kind of tasty because his grenades average 1.5 mortals a time, he now looks like a potentially interesting buy at 110 points.
  • Banshees and Scorps are 1 point more than I saw suggested in previews (so 13 and 14 ppm). Still looking good at the price.
  • Farseers got cheaper (100 ppm). Bike farseers got a lot cheaper (135) and now look semi competitive, I might paint mine up.
  • Autarchs lost pretty much all their mix and match options, which makes me a bit sad. However, the foot autarch’s :black101:Star Glaive:black101: is basically just a power fist, which is really useful.
  • the stratagems page is where the spice is. Wow is there a lot of good stuff in there, the big one that I hadn’t seen in any previews is a 2 point one that allows a unit within 6” of a farseer to take a round of shooting at a unit that appears as reinforcements. Definitely going to want to try and run a brigade if you can because you are going to want a lot of CP.

My only gripe is that the remnants of power could have used an editing pass - it looks like some of them were written at the point where you could still mix and match Autarch weapons - for example, there’s one that is meant to replace a shuriken pistol or catupult, but there’s no current character model in the army that can take a catupult (unless it can apply to twins on bikes, which it doesn’t specify). There’s one weirdy like that in the stratagems too - an option to fire an anti air missile from an infantry missile launcher with benefits including +1 to hit, which applies to exactly two models in the army, one of which (reaper exarch) doesn’t benefit from hit modifiers.

I agree with your conclusions from the list there - really mystified by the autarch change, as they've never made a model with any such weapon, it seems rather arbitrary, especially given the fluff is still there of autarchs taking bits of aspect kit as they progress. But I agree the weapon is good, it just restricts footslogging autarchs to a purely command role. And that's not bad, given the path of command rule and the cheap price (71 Pts).

Stratagems seem to have a few really nice ones, deep strike ambush, deep striking, the -1 to hit and (for guardians) 4++ defensive stratagems all seem clutch.

I think a lot of armies will gravitate towards shooting power rather than using the assault units. To a certain degree that's true of most competitive armies I think - shooting is just so much more predictable. But eldar units especially will always struggle with numbers, toughness and sheer number of attacks, which can't be fixed with special rules, even if some of them are cool and potentially powerful. Example: striking scorpions. Mandiblasters are a nice chance to maybe put down a couple mortal wounds. Deepstrike, +1 to hit units in cover - nice bonuses. But punch wise, they are assault marines. Fine, given their cost. But they have no special weapons and these are supposed to be the elite vanguard unit. It's a little anaemic. Fair enough, eldar are a mostly shooting army.

My personal favourite unit is shining spears, and fortunately they seem pretty drat good. Not too expensive for their cost. Not too many attacks, but their shooting hits drat hard as well as their charge. And there are two stratagems which will help them: Warriors of the Raging Winds (:rock:) will let them hit hard and extend their reach to 22"+2d6 rerolling; Feigned Retreat costs 2 command points, but will let them charge after falling back, which might be vital.

panascope
Mar 26, 2005

Thanqol posted:

I just assembled the new Start Collecting Eldar box and wow! These models are amazing!

The wraithblades with swords are awesome. After loving up and mixing up all the legs/waists when it turns out they're meant to stay together, I said gently caress it and did what I could with the chaos. The result was five unique and awesome stances that makes the entire squad look like elite martial artists in the middle of a sword kata. The Wraithlord is also a phenomenal kit, there are so many cool ways to build the thing. Since I'm going to go for a long-overgrown Eldar statues look for my guys, I did the Wraithlord in the most passive arms-by-sides stance I could and the thing looks gorgeous. It's just got a serenity to it which seems all the more powerful knowing I could have assembled it in another kung fu pose.

Just from the vibe of how all those models looked assembled I instantly came up with the lore for the army; they're an Eldar martial arts temple hidden in a rainforest. The Wraithblades are the martial artists proper who are sincerely happy to teach anyone who comes near them their secret combat techniques (via practical demonstration), the Wraithguard with D-Scythes are the janitorial staff for the temple who wander around with their cosmic death-dealing megabrooms atomizing dust/animals/trespassers etc.

For sure I'm going to pick up another two boxes; three start collecting boxes, another unit of Wraithguard, and two wave serpents gets me a sick 2000 point army.

Post pics

TheChirurgeon
Aug 7, 2002

Remember how good you are
Taco Defender

ANAmal.net posted:

Being a dick about LoS and then proxying empty bases would actually be hilarious to do to someone as a joke, and I might try pulling this poo poo next time I'm playing someone I don't care about (so pick-up games or TheChirurgeon).

lol if you think I won't just shrug and steamroll you anyways

TKIY
Nov 6, 2012
Grimey Drawer
Other Tyranid units needing overhaul:

Haruspex
Tyrannofex
Toxicrene
Maleceptor
Crone
Harpy
Pyrovore

Lots of potential in these units but none of them really work on the manner they should for their points cost.

I'd love for Rippers to have a use in the list too.

Artum
Feb 13, 2012

DUN da dun dun da DUUUN
Soiled Meat
Word on the street is that smite is indeed capped at 3 in chapter approved.

One_Wing
Feb 19, 2012

Handsome, sophisticated space elves.

Genghis Cohen posted:

I agree with your conclusions from the list there - really mystified by the autarch change, as they've never made a model with any such weapon, it seems rather arbitrary, especially given the fluff is still there of autarchs taking bits of aspect kit as they progress. But I agree the weapon is good, it just restricts footslogging autarchs to a purely command role. And that's not bad, given the path of command rule and the cheap price (71 Pts).

Stratagems seem to have a few really nice ones, deep strike ambush, deep striking, the -1 to hit and (for guardians) 4++ defensive stratagems all seem clutch.

I think a lot of armies will gravitate towards shooting power rather than using the assault units. To a certain degree that's true of most competitive armies I think - shooting is just so much more predictable. But eldar units especially will always struggle with numbers, toughness and sheer number of attacks, which can't be fixed with special rules, even if some of them are cool and potentially powerful. Example: striking scorpions. Mandiblasters are a nice chance to maybe put down a couple mortal wounds. Deepstrike, +1 to hit units in cover - nice bonuses. But punch wise, they are assault marines. Fine, given their cost. But they have no special weapons and these are supposed to be the elite vanguard unit. It's a little anaemic. Fair enough, eldar are a mostly shooting army.

My personal favourite unit is shining spears, and fortunately they seem pretty drat good. Not too expensive for their cost. Not too many attacks, but their shooting hits drat hard as well as their charge. And there are two stratagems which will help them: Warriors of the Raging Winds (:rock:) will let them hit hard and extend their reach to 22"+2d6 rerolling; Feigned Retreat costs 2 command points, but will let them charge after falling back, which might be vital.

FWIW Autarchs are 77 - for some bizarre reason their force shield has a separate points cost. Still a fine unit for the bubble (plus average 2 extra command points if your warlord in a brigade), and having something that can roll into a combat and actually kill a few things if the enemy gets to your line is nice. It’s also quite easy to kitbash a glaive on - apparently me many years ago was prescient, because I swapped on the glaive from the dire avenger exarch sprue when I was building my autarch. Mind you, I also added a shuriken catupult, so I’ve been scouring my bits boxes for a suitable arm swap.

I agree that in general Eldar melee units aren’t quite killy enough for the role. Mostly I’ve been using assaults to deny turns of shooting, and at least banshees are extremely well designed for that. Across the army, it basically feels like a bunch of things (Autarchs, melee aspects, storm guardians, hell even the Avatar) have one fewer attack on their stat line than they need. It was especially frustrating in the index book, because if you went over to Dark Eldar almost everything did, in fact, have one more attack.

Agree on shining spears, their points drop is absurd and they look amazing now (and a definite exception to the not killy enough in assault thing). Will probably need to buy some.

goose willis
Jun 14, 2015

Get ready for teh wacky laughz0r!

Artum posted:

Word on the street is that smite is indeed capped at 3 in chapter approved.

What do you mean

JoshTheStampede
Sep 8, 2004

come at me bro

goose willis posted:

What do you mean

Meaning you’ll only be able to cast three smites a turn.

goose willis
Jun 14, 2015

Get ready for teh wacky laughz0r!
That seems like a pretty arbitrary limit but OK

Artum
Feb 13, 2012

DUN da dun dun da DUUUN
Soiled Meat

goose willis posted:

What do you mean

The solution to smite spam lists being limiting smite to 3 casts per psychic phase rather than every psyker.

Pendent
Nov 16, 2011

The bonds of blood transcend all others.
But no blood runs stronger than that of Sanguinius
Grimey Drawer
Where are you hearing this from?

goose willis
Jun 14, 2015

Get ready for teh wacky laughz0r!
I'd think a less arbitrary way of doing it would be that repeat castings of the same power can still be attempted, but it gets increasingly difficult with each re-cast, like -1/-2 to the result of the psychic test, flavor it as the warp being wild and not enjoying being repeatedly used for the same thing because it's too orderly or something

Pendent
Nov 16, 2011

The bonds of blood transcend all others.
But no blood runs stronger than that of Sanguinius
Grimey Drawer

goose willis posted:

I'd think a less arbitrary way of doing it would be that repeat castings of the same power can still be attempted, but it gets increasingly difficult with each re-cast, like -1/-2 to the result of the psychic test, flavor it as the warp being wild and not enjoying being repeatedly used for the same thing because it's too orderly or something

I think it was Bulbasaur that came up with that a while ago in here and I agree that it's a much more elegant way to go about things. GW apparently prefers the brute force approach recently though.

Dr Hemulen
Jan 25, 2003

The problem with a number like 3 is that it doesn't scale with points at all.

goose willis
Jun 14, 2015

Get ready for teh wacky laughz0r!
All you need to do is just make cheese lists with three smite sources in 500 point games and do it so many times that Games Workshop has to address the issue

Genghis Cohen
Jun 29, 2013

One_Wing posted:

FWIW Autarchs are 77 - for some bizarre reason their force shield has a separate points cost. Still a fine unit for the bubble (plus average 2 extra command points if your warlord in a brigade), and having something that can roll into a combat and actually kill a few things if the enemy gets to your line is nice. It’s also quite easy to kitbash a glaive on - apparently me many years ago was prescient, because I swapped on the glaive from the dire avenger exarch sprue when I was building my autarch. Mind you, I also added a shuriken catupult, so I’ve been scouring my bits boxes for a suitable arm swap.

I agree that in general Eldar melee units aren’t quite killy enough for the role. Mostly I’ve been using assaults to deny turns of shooting, and at least banshees are extremely well designed for that. Across the army, it basically feels like a bunch of things (Autarchs, melee aspects, storm guardians, hell even the Avatar) have one fewer attack on their stat line than they need. It was especially frustrating in the index book, because if you went over to Dark Eldar almost everything did, in fact, have one more attack.

Agree on shining spears, their points drop is absurd and they look amazing now (and a definite exception to the not killy enough in assault thing). Will probably need to buy some.

Wow, that was not clear about the autarch's points cost! Wonder why they didn't list it in his equipment then? It only appears under special rules, which generally don't have a points cost, e.g. the psykers' identical rune armour rule. Autarch is the only unit with that rule, besides Yriel whose points cost includes kit - there is no reason for it to be a separately costed item.

(Weirdly vexed about that, for some reason)

Shining spears are a cool idea. The models, if they still sell them, are based on the old jetbikes. I don't mind them at all, but I replaced their stubby tech-lances with actual lances from a fantasy dark elf kit. If I was buying some now, I'd be tempted to do the same but use the new jetbikes kits as a base. The proper models have cool details in the design of their armour (resembles medieval tilting armour in shape) but don't look too different at arm's length.

Lovely Joe Stalin
Jun 12, 2007

Our Lovely Wang

goose willis posted:

All you need to do is just make cheese lists with three smite sources in 500 point games and do it so many times that Games Workshop has to address the issue

What?

goose willis
Jun 14, 2015

Get ready for teh wacky laughz0r!

Where are you hearing this from?

LordAba
Oct 22, 2012

by FactsAreUseless

HardCoil posted:

The problem with a number like 3 is that it doesn't scale with points at all.

So pretty much like the Sisters special rules for the last million years! Perfect!

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
If I wanted to run Tyranids with mostly Warriors, Tyrants, and Fexes, how hosed am I?

goose willis
Jun 14, 2015

Get ready for teh wacky laughz0r!

Strobe posted:

If I wanted to run Tyranids with mostly Warriors, Tyrants, and Fexes, how hosed am I?

That is exactly what my friend is doing and I am keeping both of you in my heart and mind while we wait through these difficult days

The Bee
Nov 25, 2012

Making his way to the ring . . .
from Deep in the Jungle . . .

The Big Monkey!

Strobe posted:

If I wanted to run Tyranids with mostly Warriors, Tyrants, and Fexes, how hosed am I?

Fexes lack accuracy or volume for proper hits. Warriors lack damage. Tyrants are at the perfect wound breakpoint to be hosed by character rules.

R0ckfish
Nov 18, 2013

Strobe posted:

If I wanted to run Tyranids with mostly Warriors, Tyrants, and Fexes, how hosed am I?

Just wait a couple of weeks and we will know what the codex has changed.

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goose willis
Jun 14, 2015

Get ready for teh wacky laughz0r!
During games with my friend I've learned to focus fire entirely on his Old One Eye because his tyrant is much easier to take down and isn't as damaging

Also I just ignore his shrikes until they get close enough that I can power-fist them to death

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