We've been misreading the rules: Revisit the Maleceptor
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Post by gigasnail on Nov 27, 2014 0:49:11 GMT
Easy way to make the unit and power not suck? 3+ invul save on the brain bug, make the power a nova. Suddenly it's a great unit. Damn that was hard.
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Post by jackedup on Nov 27, 2014 2:06:02 GMT
Easy way to make the unit and power not suck? 3+ invul save on the brain bug, make the power a nova. Suddenly it's a great unit. Damn that was hard. Yeah, but the GW team has one or two designers who think on a whole non-competitive level.
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Post by gigasnail on Nov 27, 2014 2:55:56 GMT
there's a huge difference between a fluffy but non-competitive unit (i.e. it doesn't suck, but it's not a must-take) and something that is basically a 200 point boat anchor.
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Post by rehkal on Nov 27, 2014 3:09:19 GMT
If you want the model to not suck. Wait till next codex, suddenly it will be our best unit.
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Post by gigasnail on Nov 27, 2014 3:09:50 GMT
sadly.
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Post by seanster3000 on Nov 27, 2014 3:11:40 GMT
If a hit is scored resolve the rest of the power, if not the power has no effect. I would have never started discussing this if this was an actual rule written somewhere and not an assumption Except I'm not making an assumption here I'm following the rule as written. Refer back to my orignal post where I quote the rulebook stating that Witchfire Powers function exactly like a shooting attack thus needing To Hit.
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Post by seanster3000 on Nov 27, 2014 3:19:47 GMT
Again I gotta agree with Giga here. Competitively the Maleceptor isn't worth the glue used to build him. In beer and peanuts he is a marginal unit at best (I'll use him as Giga knows I'm a sucker for our (please do not swear) units). Giga and I will butt heads but the man knows his Nids that is for sure!
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Post by rehkal on Nov 27, 2014 4:13:48 GMT
I would have never started discussing this if this was an actual rule written somewhere and not an assumption Except I'm not making an assumption here I'm following the rule as written. Refer back to my orignal post where I quote the rulebook stating that Witchfire Powers function exactly like a shooting attack thus needing To Hit. Problem is Sean... Termagant and co think they are arguing FOR RAW. So telling him to go by RAW does no good.
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Post by Nightmare20 on Nov 27, 2014 6:00:24 GMT
I have no reason to believe that rolling to hit doesn't result in a miss when I fail to hit. Seems pretty ignorant to think GW would intend for us to roll dice with a predetermined outcome.
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Post by termagant on Nov 27, 2014 7:45:15 GMT
I would have never started discussing this if this was an actual rule written somewhere and not an assumption Except I'm not making an assumption here I'm following the rule as written. Refer back to my orignal post where I quote the rulebook stating that Witchfire Powers function exactly like a shooting attack thus needing TO ROLL To Hit. I have already discussed that part numerous times Asking for an action and asking for a successful result for that action are different things And the rules do not ask for a successful hit, that requirement is made in order to make To Wound rolls and actions that specifically require it like JotW Again, an example of rolls that in normal situations whatever all the possible results they don't affect the game but are still required by the rules? Tyrannocyte forced to fire deathspitters against a land raider This is the same, the roll To Hit is required but the possible results don't affect in any way the rest of the sequences for these powers But not having a precedence would not prove that this reasoning is wrong anyway, only that it is not common Want I want to play or obtain is irrelevant, the argument itself is what is being discussed The reasoning in the previous page, from a RAW point of view it wrong? If so where and why?
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Post by Yautja on Nov 27, 2014 16:36:00 GMT
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Post by jimmyp on Nov 27, 2014 16:50:42 GMT
Omg is this seriously still going, seen it played in 3 games on you tube and was seriously pants and waste of time. Just build the toxicrene and enjoy.
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Post by Yautja on Nov 27, 2014 18:10:11 GMT
Omg is this seriously still going, seen it played in 3 games on you tube and was seriously pants and waste of time. Just build the toxicrene and enjoy. That's exactly why they're arguing. The creature is a bad joke if it needs to hit. There is incentive by some to rule it doesn't need to.
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Post by brassangel on Nov 27, 2014 18:30:47 GMT
Right. If it does need to roll to hit, it's just a self-defeating WTF? unit. If it doesn't, then it's a durable Synapse guy that gives us more psychic shenanigans on a MC body (and thus can fight a little) out of the Elites slot.
The latter can be made to work. As we've seen with recent tournament results, Tyranids - when built around a strategy - can make even mediocre units incredibly useful.
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Post by daboarder on Nov 27, 2014 21:07:20 GMT
Right. If it does need to roll to hit, it's just a self-defeating WTF? unit. If it doesn't, then it's a durable Synapse guy that gives us more psychic shenanigans on a MC body (and thus can fight a little) out of the Elites slot. The latter can be made to work. As we've seen with recent tournament results, Tyranids - when built around a strategy - can make even mediocre units incredibly useful. why do I have to read your posts in the morning? seriously its just not fair.... again no, you want psychic MC shenanigans, take a bloody tyrant or tervigon, they both generate either more or the same number of powers princess
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