Flyrant survivability turn one.
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Aug 27, 2012 16:45:06 GMT
6s to hit is still a wonderful thing.... From what I have noticed, grounding tests are not that big of a deal, and keep in mind, I run one x2 scytal flyrant.... You must have crazy luck, as any unit that can put out 6 shots have a 1/3 chance to wound your Tyrant on a 2+. 6 Grots can do it.
|
|
|
Post by bloodborne on Aug 27, 2012 17:22:27 GMT
it's been discussed at length in my LGS, apparently units can only put out 1 grounding test per shooting unit... means it doesn't matter how many models in a unit get a 6, you only take one test(I've been testing on all shots previously) and yes, I do in fact have the luck of the devil in regards to saves.... I just can't hit worth a damn
|
|
|
Post by fleetofclaw on Aug 27, 2012 18:08:53 GMT
it's been discussed at length in my LGS, apparently units can only put out 1 grounding test per shooting unit... means it doesn't matter how many models in a unit get a 6, you only take one test(I've been testing on all shots previously) and yes, I do in fact have the luck of the devil in regards to saves.... I just can't hit worth a damn You're anecdotal evidence aside, grounding makes any unit with shooting a viable threat against a flyrant, which is a bummer. As for turn 1 survival? Start him on a skyshield. Sent from my Nexus S 4G using proboards
|
|
|
Post by bloodborne on Aug 27, 2012 19:38:07 GMT
viable... yes, threatening, not as much as you might think... grounding tests are not something I fear for my flyrant. Especially if you couple it with biomancy or leech essence.
|
|
|
Post by coredump on Aug 27, 2012 22:57:52 GMT
You must have crazy luck, as any unit that can put out 6 shots have a 1/3 chance to wound your Tyrant on a 2+. 6 Grots can do it. Not quite: With 6 shots, there is only a 66% chance of getting a hit Then a 33% chance of failing the Grounding test So only a 22% chance of being Grounded, and only a 18.6% chance of grounded+wound Of course, once grounded, most play it is now much easier to hit; and possible to assault. And that can be painful. The the real cost is often opportunity costs. How many units shooting are you going to 'waste' on a flyrant? When you could be aiming them at all those other Nid broods that you can hit on 3+ instead of 6+.
|
|
|
Post by demoric on Aug 28, 2012 2:28:14 GMT
One thing that is additionally useful is that fmc benefit from area terrain, and no longer take dangerous terrain tests.
|
|
Anax
Gaunt
Posts: 14
|
Post by Anax on Aug 28, 2012 8:29:36 GMT
The irritating thing about small arms fire is when the enemy has an opportunity, to ground the flyrant with something that couldn't even wound it. (Like s3,4 shots when it's buffed up to t8,9). I know, I know...don't let them have the opportunity.
|
|
|
Post by labinnac on Aug 28, 2012 10:01:28 GMT
My flyrant was not hit at all yesterday the only damage he took was when I glided him hoping to assault and well I kind of shot the guy up and couldn't assault...what a waste. But yeah keep him out of range, behind cover, out of LOS etc that's what I did and my flyrant actually survived the whole time keeping his last wound (thank you 3+ armor save and (please do not swear) rolls from friends)
|
|
|
Post by nidzy on Aug 28, 2012 23:16:52 GMT
it's been discussed at length in my LGS, apparently units can only put out 1 grounding test per shooting unit... means it doesn't matter how many models in a unit get a 6, you only take one test(I've been testing on all shots previously) and yes, I do in fact have the luck of the devil in regards to saves.... I just can't hit worth a damn Is this how others are playing it? I have been playing that I roll a grounding check for each 6 rolled. Is this clear in the book? I lent mine out and wont have it for a week!
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Aug 28, 2012 23:28:32 GMT
"If a FMC that is Swooping suffers one or more hits from a unit's Shooting attack..." pg.49 So no matter how many hits a unit scores, only one Grounding test.
|
|
|
Post by Jestar on Aug 29, 2012 1:33:08 GMT
"If a FMC that is Swooping suffers one or more hits from a unit's Shooting attack..." pg.49 So no matter how many hits a unit scores, only one Grounding test. Yes. So that squad of 30 boyz, or an IG blob only force one grounded test. MSU isn't so great for Flyrants, lots of units shooting means more grounding tests.
|
|
Anax
Gaunt
Posts: 14
|
Post by Anax on Aug 29, 2012 14:24:27 GMT
Thank you 60mm, you just made my flyrant a happy bug.
|
|
|
Post by Harvey on Aug 29, 2012 14:36:16 GMT
Things about Flying Hive Tyrants:
1. Always deploy him with some kind of cover or somewhere where he will be out of range of most weapons turn one. With devourers he has an effective range of 42 inches which is plenty to sit back in safety and be in range of what needs to be shot your first turn.
2. Stay away from mass short fire weapons when flying/swooping. While 6 crack missiles firing at you appears more threatening, 20 Bolters from 2 separate squads will do a (please do not swear) ton more just from forcing grounding tests.
3. Flying Hive Tyrants make excellent cover. Just like a bird flying into a windscreen putting a Flyrant right in front of that devastator squad can really help get your grounded big bugs up the board not to mention be a hilarious distraction. Just keep the prior point in mind.
4. Grounding test are over rated. Don't get me wrong, they are still bad so don't go flying around dick slapping without a care. When used correctly a Flying Hive Tyrant will rarely have to make more than 1 test per game.
5. Combat = Good. As tempting as it might seem to have your Flyrant spend the game Vector striking, there is are two other places where he is actually safer. One is in reserve being useless, the other is in combat. Obviously don't charge the thunder hammer terminators, abuse it's speed, maneuverability and the fact that he's a god dam Hive Tyrant to go eat a devastator squad or thunderfire cannon.
6. Buff him up. Out of all the Pykers Tyranids can have, a Flyrant is the best, even better than the Swarmlord. No matter what powers you get, a Flying Hive Tyrant has the maneuverability to use it where it will be the most effective. Even better if you have another Psyker passing out Endurance.
7. You can't duck under a 2 ton flying monstrosity. Remember that while vector strike counts as firing one of it's weapons it does not actually count as a shooting attack. It functions the same way as chariot sweep attack that states you don't get cover saves.
8. How do i shot web? As mentioned before, vector strike counts as using a shooting attack. As do psychic shooting attacks/Witchfire. Keep this in mind before purchasing 2 ranged weapons as you might not ever use them both.
9. Wings are not rigid. Despite how big they are, the wings on the model of a flying hive Tyrant don't count for line of sight when being shot at. Think of it as the Hive Tyrant folding it's wings in. With this knowledge in mind it's a lot easier to keep him obscured or even hidden.
10. Not a good leader. Despite his power and flexibility a Flying Hive Tyrant is commonly a lone wolf, it is highly recommended he be treated like a fast attack or heavy support when writing a list. Due to all the 6th ed rules that revolve around leadership, you really don't want your Warlord/HQ off on the other side of the table not supporting the rest of your army.
That's all I've got for now.
|
|
|
Post by N.I.B. on Aug 30, 2012 9:17:26 GMT
Use area terrain for 5++ saves while ignoring any dangerous terrain test. You don't even have to be 25% obscured, a molecule of the base touching is enough.
|
|
|
Post by wisdomseyes1 on Sept 2, 2012 4:59:25 GMT
What some of you are saying is wrong, you can swoop turn one if the Flyrant is on the table. But you can't start "swooping" meaning that going second is a huge "er mer gerd, my tyrant was just there and now it's not"
|
|
This web site is completely unofficial and in no way endorsed by Games Workshop Limited.
Adeptus Astartes, Age of Sigmar, Battlefleet Gothic, Black Flame, Black Library, the Black Library logo, BL Publishing, Blood Angels, Bloodquest, Blood Bowl, the Blood Bowl logo, The Blood Bowl Spike Device, Cadian, Catachan, the Chaos device, Cityfight, the Chaos logo, Citadel, Citadel Device, City of the Damned, Codex, Daemonhunters, Dark Angels, Dark Eldar, Dark Future, the Double-Headed/Imperial Eagle device, 'Eavy Metal, Eldar, Eldar symbol devices, Epic, Eye of Terror, Fanatic, the Fanatic logo, the Fanatic II logo, Fire Warrior, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, the Hammer of Sigmar logo, Horned Rat logo, Inferno, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khemri, Khorne, Kroot, Lord of Change, Marauder, Mordheim, the Mordheim logo, Necromunda, Necromunda stencil logo, Necromunda Plate logo, Necron, Nurgle, Ork, Ork skull devices, Sisters of Battle, Stormcast Enternals, Skaven, the Skaven symbol devices, Slaanesh, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Talisman, Tau, the Tau caste designations, Tomb Kings, Trio of Warriors, Twin Tailed Comet Logo, Tyranid, Tyrannid, Tzeentch, Ultramarines, Warhammer, Warhammer Historical, Warhammer Online, Warhammer 40k Device, Warhammer World logo, Warmaster, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Blood Bowl game, the Warhammer world, the Talisaman world, Age of Sigmar and the Warhammer 40,000 universe are either ®, TM and/or © Copyright Games Workshop Ltd 1975-2020, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.