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Post by eeknight on Jun 30, 2012 20:29:44 GMT
Now that I've had a chance to read the rules cover-to cover I'm cautiously optimistic.
I tend to run fast CC lists and there's a lot here to like. Rippers and termagants are much better tarpits. I was worried my hormies were going to be useless, I don't think that will be the case. Not being able to charge with infiltrating Genestealers first turn hurts, but I think the changes to fleet wind up being a bit of a wash. Raveners with spinefists might be fun, now that running is not an option, and they have a beastly threat radius. Gargoyles now become some very cheap, hard-hitting devils too. My harpy might see some action.
For players who like a deathstar formations, think of a Dakka Tyrant with preferred enemy flanked by a couple of rupture cannon t-fexes and a few hive guard, devilgaunts in a nice line in front aided by a Tervigon. That's some nasty synergy going.
I'll have to play some games to see what the psy powers do, I've found that in Fantasy the magic makes the game a bit too random at times.
So, to sum up, I'm champing at the bit to hit the table with a slightly tweaked list.
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Post by bigpig on Jun 30, 2012 20:30:12 GMT
let me get this straight, they turned us in to a garbage shooting army backed up by flying stuff? all foot slogging CC choices are junk? This is the first edition that players aren't going to be afraid of genestealers? CC Carnifex is more junk then ever? Do they realize it's impossible to score a destroyed with a VC and HVC now (AP4 and -1 to chart) and we'll have to Hull Point vehicles to death with them? whatever. Foot slogging stealers are still scary. If you don't have to move through cover you may even be able to clear the combat zone on spread out opponents and take no attacks in return. Outflanking stealers are what took the hit. CC carnifex now have a 13" average threat instead of 12" and the potential for even higher. They can get into combat now. Yes, krak grenades are a threat but they are only ap4 so, 10man squad of marines, 6 hits, 3 wounds, 2 saves, 1 wound. Big deal.
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Post by bigpig on Jun 30, 2012 20:32:33 GMT
Now that I've had a chance to read the rules cover-to cover I'm cautiously optimistic. For players who like a deathstar formations, think of a Dakka Tyrant with preferred enemy flanked by a couple of rupture cannon t-fexes and a few hive guard, devilgaunts in a nice line in front aided by a Tervigon. That's some nasty synergy going. I like your thinking on this deathstar formation. It has serious potential, though I wonder if you need both rupture cannons. Maybe an acid spray on the second one?
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Post by Davor on Jun 30, 2012 20:46:43 GMT
I am like most people, being negative, but are we not Tyranids? Are we not suppose to ADAPT? Is this not THE TYRANID HIVE, so as ONE we can come up with ideas how to ADAPT to 6th and the new Errata/FAQ? I for one will try and stop being pesamistic now and try to learn new stratagies and adapt, and HAVE FUN. I even made a new thread (well changed the title so we can learn in it. thetyranidhive.proboards.com/index.cgi?board=general&action=display&thread=39253 What we should know about Tyranids with the new... ) and we can learn and adapt new stratagies in there. Already picked a few pointers. So let us not despair, but start to learn and adapt just like how our FLUFF says. We on the forums here are after all The Hive Mind, so let us know whine but NOM NOM NOM.
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Post by fleetofclaw on Jun 30, 2012 20:48:01 GMT
let me get this straight, they turned us in to a garbage shooting army backed up by flying stuff? all foot slogging CC choices are junk? This is the first edition that players aren't going to be afraid of genestealers? CC Carnifex is more junk then ever? Do they realize it's impossible to score a destroyed with a VC and HVC now (AP4 and -1 to chart) and we'll have to Hull Point vehicles to death with them? whatever. Foot slogging stealers are still scary. If you don't have to move through cover you may even be able to clear the combat zone on spread out opponents and take no attacks in return. Outflanking stealers are what took the hit. CC carnifex now have a 13" average threat instead of 12" and the potential for even higher. They can get into combat now. Yes, krak grenades are a threat but they are only ap4 so, 10man squad of marines, 6 hits, 3 wounds, 2 saves, 1 wound. Big deal. re: stealers. Opponents with half a brain are going to be occupying cover with the threat of infiltrating stealers to contend with. Overwatch made weathering a genestealer assault that much easier to do, especially for high volume of fire squads. Not to mention the potential of genestealers failing to even cover the charge distance. What makes me sick is the possible, though lower probability, situation of completely failing a charge, even at a measily 12" total threat range. Like it or not you are going to have situations where one of your stealers stubs his toe and you stand in the open, your lack of genetalia flapping in the wind to get shot to pieces. re: cc fex. Right, why not have a trygon there? Run in to a vehicle? Again, smash with Trygon.
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Post by El Bombastico on Jun 30, 2012 21:10:21 GMT
I'm just glad boneswords weren't nerfed and will still wound termies.
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Post by bigpig on Jun 30, 2012 21:18:11 GMT
Foot slogging stealers are still scary. If you don't have to move through cover you may even be able to clear the combat zone on spread out opponents and take no attacks in return. Outflanking stealers are what took the hit. CC carnifex now have a 13" average threat instead of 12" and the potential for even higher. They can get into combat now. Yes, krak grenades are a threat but they are only ap4 so, 10man squad of marines, 6 hits, 3 wounds, 2 saves, 1 wound. Big deal. re: stealers. Opponents with half a brain are going to be occupying cover with the threat of infiltrating stealers to contend with. Overwatch made weathering a genestealer assault that much easier to do, especially for high volume of fire squads. Not to mention the potential of genestealers failing to even cover the charge distance. What makes me sick is the possible, though lower probability, situation of completely failing a charge, even at a measily 12" total threat range. Like it or not you are going to have situations where one of your stealers stubs his toe and you stand in the open, your lack of genetalia flapping in the wind to get shot to pieces. re: cc fex. Right, why not have a trygon there? Run in to a vehicle? Again, smash with Trygon. Good players always hid in terrain when stealers were around. This is not changed. Overwatch isn't that big a deal TYPICALLY (there are exceptions). Using MeQ, 10man squad, 10 shots at BS1, just under 2hits average, 1 wound. I agree that the chance of completely flubbing charge range does suck but I don't think it makes them unplayable. Lets get a few games under our belt before making these sweeping declarations. Remember fleet lets you reroll the charge dice. Do take trygon over carnifex
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Post by Inquisitor Stingray on Jun 30, 2012 23:20:56 GMT
The Broodlord having no BS value ...just boggles my mind. Really? Broodlords evolved from Genestealers, which also have BS0. BS0 means that they are incapable to shoot, and that's because they are specifically bioengineered to be CC specialists. Trully mind-boggling... I think you're missing the point, and being sarcastic about it doesn't help. As for the fluff aspect, the lack of Balistic Skill makes sense, but seeing as how our Broodlords have a fair chance of rolling a psychic power that they can't use for drat, just made me wonder.
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Post by Davor on Jun 30, 2012 23:28:10 GMT
Do we actually need to roll to hit with psychic powers? I just stopped reading the BGB so maybe I missed it, but I think as of now, if the power passes, and it is not negated "by the witch power" the power is then applied. No more further rolls are needed.
If I am wrong, please give me the page number where it says you need to roll to hit.
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Post by webebuggin on Jun 30, 2012 23:41:34 GMT
I went through book with local owner and two others we could find nothing about the powers without shooting profiles needing to roll to hit so when we play tested my broodlord took psychic shriek. And he wrecked face. Psychic shirk is nightmare fuel against low leadership units!
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Post by Inquisitor Stingray on Jun 30, 2012 23:52:46 GMT
Well, in fifth edition the rules made a distinction between Psychic Power and Psychic Shooting Attacks, the latter requring a Balistic Skill value. Perhaps things are different now. It's not a must have for our Broodlords, but it would help a bit.
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Post by N.I.B. on Jul 1, 2012 0:15:26 GMT
I went through book with local owner and two others we could find nothing about the powers without shooting profiles needing to roll to hit so when we play tested my broodlord took psychic shriek. Witchfire, page 69. Roll to hit, unless Blast, Large Blast or Template weapon.
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Post by Davor on Jul 1, 2012 0:20:40 GMT
Well, in fifth edition the rules made a distinction between Psychic Power and Psychic Shooting Attacks, the latter requring a Balistic Skill value. Perhaps things are different now. It's not a must have for our Broodlords, but it would help a bit. I hate to say this Stingray, so please no disrespect. THIS IS NOT 5th EDITION. We have to go by what is written for 6th edition. Just as I told people when I got into 5th edition, I don't care how 4th edition was played, I am playing 5th now. Same goes for 6th. We can't go by 5th editon rules because alot has changed. So far I haven't read any rules for Psychic Shooting Attacks so not sure if that exsists in 6th. Please give me some time to read the rules. Also please people give out page numbers where we can find these rules when you try to prove a point please. Makes it easier to find when we look it up.
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Post by webebuggin on Jul 1, 2012 0:24:14 GMT
Nib is correct there it is witchfire. Damn so how the Heck do broodlords hit anything!
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Post by Davor on Jul 1, 2012 0:27:50 GMT
Nib is correct there it is witchfire. Damn so how the Heck do broodlords hit anything! Well according to what I have read so far, BL casts the power, if it is activated by passing the Ld test, then the target gets to deny the power. If failed the power is cast automatically, no rolls needed further. Where does it say the BL would need a roll to hit? *edit* time to get off the net and read the BGB some more now. Off to page 69 and some more. *edit again* Ah I read the rules, and it looks like the BL can't cast it because it's a shooting attack. So it looks like the BL will be only to use either his powers or RANDOM powers and not Psychic Shriek. That is a really big miss on GW part there, but oh well, my spincters already being used to being screwed by GW so it doesn't hurt anymore. Oh well. SIUBK I guess.
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