Post by gloomfang on Jul 18, 2012 6:00:59 GMT
Anyone have any good stupid Nid tricks they have learned?
Here are some of the ones that I have figured out.
1) Hormaguants have a BS3. No idea why, but they are just as good at shooting as warriors. It becomes an even stupider trick when they overrun an aegis line and start using the Quad-gun to shoot down flyers.
2) Tyrannofexes are much more deadly when being charged then when charging. By a LOT! Standard Tyranofex Gets 2 WoD attacks.
3) Raveners Acute Senses do nothing. Absolutely nothing. Can't Outflank for any reason.
4) Units with Move Through cover and Fleet might as well just move the 6". It is roll 3d6 and you can reroll any die that you want. (Statisticly it is a 6/6 chance of getting a 6).*EDIT I got this wrong as Fleet does not allow rerolls of normal moves, only Runs. Runs are 1D6.
5) Even stupider: Hormagaunts have Move through Cover, Fleet and Bounding Leap. So when running through Difficult Terrain they roll 4D6 and can re-roll any of the die. (Statisticly 8/6 chance of getting a 6).
6) Per RAW Hive Guard can no longer allocate wounds to units that are out of LOS. They can target them, but they can allocate wounds to them. So they roll to hit and nothing happens (pg.16 Out of Sight).
7) Mycetic Spores count as a denial unit if close enough to an objective. (Not a vehicle).
9) Spore mine clusters can destroy enemy Gun Emplacements before the game even starts. Fortifications are supposed to be placed before terrain is placed and that is well before deployment.
10) Carnifex with Frag Spines now have a S3 blast weapon shooting attack.
And finally...
11) The Harpy, despite being a flying creature, has no guns that can actually shoot at flyers.
Here are some of the ones that I have figured out.
1) Hormaguants have a BS3. No idea why, but they are just as good at shooting as warriors. It becomes an even stupider trick when they overrun an aegis line and start using the Quad-gun to shoot down flyers.
2) Tyrannofexes are much more deadly when being charged then when charging. By a LOT! Standard Tyranofex Gets 2 WoD attacks.
3) Raveners Acute Senses do nothing. Absolutely nothing. Can't Outflank for any reason.
4) Units with Move Through cover and Fleet might as well just move the 6". It is roll 3d6 and you can reroll any die that you want. (Statisticly it is a 6/6 chance of getting a 6).*EDIT I got this wrong as Fleet does not allow rerolls of normal moves, only Runs. Runs are 1D6.
5) Even stupider: Hormagaunts have Move through Cover, Fleet and Bounding Leap. So when running through Difficult Terrain they roll 4D6 and can re-roll any of the die. (Statisticly 8/6 chance of getting a 6).
6) Per RAW Hive Guard can no longer allocate wounds to units that are out of LOS. They can target them, but they can allocate wounds to them. So they roll to hit and nothing happens (pg.16 Out of Sight).
7) Mycetic Spores count as a denial unit if close enough to an objective. (Not a vehicle).
9) Spore mine clusters can destroy enemy Gun Emplacements before the game even starts. Fortifications are supposed to be placed before terrain is placed and that is well before deployment.
10) Carnifex with Frag Spines now have a S3 blast weapon shooting attack.
And finally...
11) The Harpy, despite being a flying creature, has no guns that can actually shoot at flyers.