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Post by wilson on Jul 20, 2014 20:01:07 GMT
Mauler, please would you confirm the Stone crusher has a 2+ or 3+ AS?
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Post by jaysic on Jul 20, 2014 20:04:53 GMT
It's 3+
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Post by Osedaxx on Jul 20, 2014 20:09:44 GMT
Can anyone confirm if the OOP Capiliary Towers/Spore Chimneys/Brood Nests still have rules? If not, do the old rules from the last Anphelion Project still count?
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Post by seanster3000 on Jul 20, 2014 20:10:34 GMT
Any word on Hierodules or the Hierophant?
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Post by wilson on Jul 20, 2014 20:15:06 GMT
It's 3+ Are you reading that from the book? I'm not ready to accept it
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Post by Osedaxx on Jul 20, 2014 20:18:52 GMT
"I'm not ready to accept it"
If that isn't the best summary of Tyranid players over these past 5 years I don't know what is lol.
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Post by swarm492 on Jul 20, 2014 20:37:38 GMT
Osedaxx, that statement, and your image go perfect together.
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Post by coredump on Jul 20, 2014 20:39:21 GMT
My take on the Dimathing
Basically immune to IB. (Ld10, no shooting) This is huge.
Against a unit, you get 8-10 S8 attacks, 1 S7 How, and .8 autohit S10 ID This equates to about 6+ dead marines on the charge. But it *also* equals 6+ dead bikers, or plague marines, or heck, 6+ dead wraith guard. You are still wounding T6 on a 2+
Subsequent rounds still net 7-9 S7 attacks, and .77 autohit S10 ID
Assuming you can avoid terrain, the Init6 should let you take out a lot of models before they get to strike.
But for those pesky Nobs or thunder Cav or paladins.... you can get S8 on the charge from above or.. Use the sickle claws for the same number of S7 attacks, were half will cause ID. In subsequent rounds, they will be S6, but still half will cause ID (that percentage goes down for T7+ targets...)
So thats the good news...
The bad news... you still need to get into combat. This model is really no faster than any other Fleet model, so its probably not getting into assault until turn 2 or 3, which gives the bad guys 1-3 turns to shoot it to death, and its still only T6 with a 3+ save. Luckily it has 6 wounds... but I still think you will have to keep to cover, and perhaps use catalyst or venomthropes to give it some help on the way over. The other 'problem' is that it really is deadly in combat. If fighting MSU, you will evaporate a combat squad like nothing, and then be open to getting shot again. (I know, that is kind of a 'good problem', but you still need to keep it in mind) Once it can 'digest' a model or two, that 4+ FnP should go a long way to helping out.
It would have been really great if the Dimathing started with one FnP token, or was a bit faster, or something.... But perhaps we have enough tools to help this get into combat.
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Post by swarm492 on Jul 20, 2014 20:54:30 GMT
For 200 points I think its a steal, we were paying that for trygons in 5th, and basically just as much now for CC bugs. Shes big, but not to big, just put a tyranofex in front of it and a venomthrope near by and repeat the last 10 years of tyranid foot slogging tactics.
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Post by hairam on Jul 20, 2014 21:26:25 GMT
Ohh, what strength/ap does the spore mines have? Could you elaborate a bit. I just love the model
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Post by Mauler on Jul 20, 2014 21:26:46 GMT
Most welcome! Haha Wilson, we can't have that! I was previously posting from my phone in the back of a car, I've just got home and need a shower but seeing as you require info I shall have to provide... The Stonecrusher: 30pts more than a standard 'Fex, +1S, -1A, no other stat changes. 1-3, MC. Carapace Chitin-rams & pair of Wrecker claws as standard. Can swap claws for Claw & Flail & can take spine banks, bio-plasma & scythe/mace tail 'morphs. Reinforced Carapace: all ranged hits are -1S when rolling to wound. Other three standard 'Fex special rules. Wrecker Claws: AP 1, Wrecker, Sunder. Wrecker: re-roll all failed pen rolls vs fortifications & immobile structures & +1 on building damage chart. If destroying walls/bulkheads as terrain remove that terrain piece. Sunder: re-rolls all failed pen rolls (all targets). Wrecker Claw & Flail: AP1 Sweep Attack, Instant Death Sweep Attack: instead of use the model's A stat in melee, make number of attacks equal to models in base contact Instant Death: lol WAT, BIG CLAWS, WHERE IS THE ARMOURBANE WTF I wondered...then saw... Carapace Chitin-rams: All HOW attacks are AP2. Also when targeted against a building, fortification & any ground vehicle all HOW attacks gain Armourbane and when targeted vs MCs & GCs that are not swooping gains the Monster Hunter USR. There. Nasty vs big targets and the -1S to ranged attacks is quite nifty. Chiillll Willsaaan. Thank youuuuuu! haha! so it's now down to 2A but keeps it's 2+ save? Not sure how I feel about that... how would you compare it to a normal fex? worth it? That is compared to a normal 'Fex so it's got it's normal 3+ save but has the -1S ranged attacks to kinda balance that out.
A bit of Mathhammering:
Vs AV11 armour: HOW clocks in at ~3 attacks, 3 hits, 3 pens automatically and roughly a 54.4% chance to get an explodes thanks to AP2's +1. Vs buildings: HOW clocks in at ~3 attacks, 3 hits, should be 2.5 pens at AV14 (also applies to AV14 vehicles) and will at least shake all models within with a rough 60% chance of wrecking it outright. Vs MCs: using a Wraithknight as an example: HOW clocks in at ~3 attacks, 2.5 hits, no save, 2.5 wounds. ('Fex takes 2.2 wounds in return on average...but then hits back...)
Vs AV11: WS3 vs WS1, 3+ to hit, 3 attacks on charge, ~2 hits, auto-pens, coupled with ~3 hits from HOW = dead vehicle without even considering AP1 Vs buildings: auto-hit, 3 attacks on the charge, 3 hits vs AV14, ~1 pen, coupled with 2.5 hits from HOW, 3.5 HP lost = mashed small building, mostly wrecked medium building w/one damage roll of 4 minimum (+2 AP1, +1 Wrecker) and I can't be bothered to work out the +reroll benefit Vs MCs (Wraithknight): WS3 vs WS4, 4+ to hit, ~1.5 hits, 1.3 wounds, coupled with 2.5 wounds from HOW = ~4 wounds (or ~2 wounds if the 'Knight has a 4++)
The Crusher seems to live up to it's name vs anything with an AV value...providing it can get there. The Carapace's -1S effect makes heavy weapons like lascannons no different (the -1S will only affect S8 weapons and below vs the 'Fex's T6 and AP1-2 is still a significant threat obviously), but almost immune to S3-4 small arms fire. The Flail will be utterly brutal vs MCs and infantry with it's AP1 ID, it should kill any MC in the game in a single round of combat unless the target has a ++ save...and that is almost half the cost of a Wraithknight, but of course, as always, it has to catch the target first.
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Post by bolk on Jul 20, 2014 21:40:04 GMT
Mauler, thank you.. for just everything, you have made my day good sir. The rules for this guy puts a smile on my face, not because he can get shot to hell and back. Because I feel that's what my opponent will want to do, instead of trying to use elite cc units against him. He feels like a giant rip your face off, mail the expenses to the victims family kind of beast. Are there rules for the capillary towers and spore chimneys? Stone crusher stats/ rules please/ points please! Mauler where have you gone with the updates? you're breaking my </3 Most welcome! Haha Wilson, we can't have that! I was previously posting from my phone in the back of a car, I've just got home and need a shower but seeing as you require info I shall have to provide... The Stonecrusher: 30pts more than a standard 'Fex, +1S, -1A, no other stat changes. 1-3, MC. Carapace Chitin-rams & pair of Wrecker claws as standard. Can swap claws for Claw & Flail & can take spine banks, bio-plasma & scythe/mace tail 'morphs. Reinforced Carapace: all ranged hits are -1S when rolling to wound. Other three standard 'Fex special rules. Wrecker Claws: AP 1, Wrecker, Sunder. Wrecker: re-roll all failed pen rolls vs fortifications & immobile structures & +1 on building damage chart. If destroying walls/bulkheads as terrain remove that terrain piece. Sunder: re-rolls all failed pen rolls (all targets). Wrecker Claw & Flail: AP1 Sweep Attack, Instant Death Sweep Attack: instead of use the model's A stat in melee, make number of attacks equal to models in base contact Instant Death: lol WAT, BIG CLAWS, WHERE IS THE ARMOURBANE WTF I wondered...then saw... Carapace Chitin-rams: All HOW attacks are AP2. Also when targeted against a building, fortification & any ground vehicle all HOW attacks gain Armourbane and when targeted vs MCs & GCs that are not swooping gains the Monster Hunter USR. There. Nasty vs big targets and the -1S to ranged attacks is quite nifty. Chiillll Willsaaan. So, I`m guessing the spine banks, bio-plasma and tail biomorphs cost the same as in the codex. But does it cost anything to swap to the flail?
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Post by xtztxtxz on Jul 20, 2014 21:40:31 GMT
Mauler, any chance you could post a list of what Tyranid units / formations / upgrades are covered in the book? Thanks for everything so far
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Post by Mauler on Jul 20, 2014 21:42:59 GMT
Ohh, what strength/ap does the spore mines have? Could you elaborate a bit. I just love the model Same cost as a Venomthrope, 3-6 Spores, FA choice. Infantry, Shrouded. Have to deep strike in between deployment and first turn. Move 3+D6", running is halved, not slowed by diff terrain, auto-detonate if charged, D6 S5 AP4 hits per Spore on charger.
If shot & killed, place D3+1 Spore Mines within 6" of slain Spore as a separate unit. Moving within 6" of a enemy unit (or at will in 'Nid shooting phase) may detonate the whole brood with on attack per model using 6" S5 AP4 Assault 1, Large Blast, Strikedown, Ignores Cover & Brood Bombs. Brood Bombs is basically the Biovore scatter but I assume it always scatters the full distance as there's no BS stat for the unit, if it misses enemies place D3+1 Spore Mines.
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Post by Yautja on Jul 20, 2014 21:43:43 GMT
Is the 'Wrecker Node Formation' not better? Standard Fex get D3+1 HoW. Potential 4 HoW *GRIN*
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