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Post by purestrain on Feb 27, 2022 23:53:30 GMT
"Discord leak of today is that Hive Fleet psychic powers are a thing and are free, all Hive Fleet psykers know their relevant Hive Fleet psychic power. And the Leviathan psychic power is that a unit in your army gets the benefit of a Synaptic Link from your army, in addition to any other Synaptic Link and regardless if that Synaptic links has already been triggered." The powers are free? As in they have no WC cost? I'm confused. As in the same as cult creeds, where each hive fleet gets a baked in psychic spell before you select any.
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Post by zimko on Feb 28, 2022 2:45:54 GMT
As a chaff unit it's a good profile. Chaff suddenly doing damage is big. If they're 6ppm and suddenly do that kind of dmg out of the blue, I'd pick every game. After losing move twice via SL, having an auto-6 and charge starting on the line is kinda huge? Hormagaunts are not meant to be chaff, this is a misconception from people who have only played since the utterly terrible 5th edition cruddex and everything that followed. Termagants are chaff. Hormagaunts are supposed to be murderous glass cannons that die easily but slaughter things they manage to get in melee with. At minimum, they could be chaff with no upgrades but should be upgradeable to a level that they are better in combat than ork boyz. No excuse for boyz to get 3 attacks at WS 3+ but Horms cannot. Before cruddace, hormagaunts were superior to boyz in melee. And no, before anyone says that is Genestealers role, that is not correct. Genestealers are elites that are supposed to be one of the most premiere melee units in the entire game, to the extent that using them against basic troops is a waste of time because of the sheer overkill when hormagaunts can slaughter those troops for cheaper. I will wait to see the full picture because we still don't have a lot of relevant info including points costs, adaptive physiologies, Hive fleet traits and so forth, and on the bright side I checked the dakka leaks and they did state that scything talons are AP -1 which allayed some of my concern, but I am not happy about WS 4+. And the reason the stratagem for advance 6 and charge is annoying is because hormagaunts should have that in their profile as the Bounding Leap ability to begin with, it shouldn't be restricted to one unit per turn at the cost of resources. I'm perfectly fine with the stratagem for bonus attacks. Ok, yes 20 years ago you could spend a ton of points to make 16 pt per model hormagaunts that were able to move VERY fast, and blender most of what they touched. But then they redid the models to what they still are today and they're tiny dude. They're just termagants with talons now. The hormagaunts you remember were these big 'aliens' looking monsters with long talons. Where have you been for 20 years? Hormagaunts have been chaff for longer than they were blenders.
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SNA
Ripper
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Post by SNA on Feb 28, 2022 4:39:56 GMT
Hormagaunts are not meant to be chaff, this is a misconception from people who have only played since the utterly terrible 5th edition cruddex and everything that followed. Termagants are chaff. Hormagaunts are supposed to be murderous glass cannons that die easily but slaughter things they manage to get in melee with. At minimum, they could be chaff with no upgrades but should be upgradeable to a level that they are better in combat than ork boyz. No excuse for boyz to get 3 attacks at WS 3+ but Horms cannot. Before cruddace, hormagaunts were superior to boyz in melee. And no, before anyone says that is Genestealers role, that is not correct. Genestealers are elites that are supposed to be one of the most premiere melee units in the entire game, to the extent that using them against basic troops is a waste of time because of the sheer overkill when hormagaunts can slaughter those troops for cheaper. I will wait to see the full picture because we still don't have a lot of relevant info including points costs, adaptive physiologies, Hive fleet traits and so forth, and on the bright side I checked the dakka leaks and they did state that scything talons are AP -1 which allayed some of my concern, but I am not happy about WS 4+. And the reason the stratagem for advance 6 and charge is annoying is because hormagaunts should have that in their profile as the Bounding Leap ability to begin with, it shouldn't be restricted to one unit per turn at the cost of resources. I'm perfectly fine with the stratagem for bonus attacks. Ok, yes 20 years ago you could spend a ton of points to make 16 pt per model hormagaunts that were able to move VERY fast, and blender most of what they touched. But then they redid the models to what they still are today and they're tiny dude. They're just termagants with talons now. The hormagaunts you remember were these big 'aliens' looking monsters with long talons. Where have you been for 20 years? Hormagaunts have been chaff for longer than they were blenders. You are very confused and mixing up several different editions and adding in some total nonsense fabrication. The metal 2nd edition hormagaunts could not be upgraded. They were 8 points and they just were very fast and were outright blenders. The 3rd and 4th edition hormagaunts COULD be upgraded for points, but these were the ones with the current models you're trying to say are chaff, and those upgrades also did not affect their speed (they just always were very fast that's the whole (please do not swear) point of hormagaunts), with the upgrades they were just killier. Something tells me you never played the game during any of these editions since you don't really seem to have a clue what you're talking about. Also the whole idea that "hormagaunts have been terrible chaff because of cruddace longer than they've been proper hormagaunts so there's no need to fix them" is just preposterous on the face of it, and also wrong since we've had cruddace stats for 12 years but good tyranids for 15 years prior to that.
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Post by purestrain on Feb 28, 2022 6:28:22 GMT
The game has existed for 9 editions, so horms have been chaff units a lot longer than they were blender machines, get over it, you're the only one that cares.
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Post by dc0315 on Feb 28, 2022 9:12:01 GMT
The game has existed for 9 editions, so horms have been chaff units a lot longer than they were blender machines, get over it, you're the only one that cares. I still remember Hormagaunts as SNA describes them and i care. Who are you to state nobody cares??? Maybe you dont, but we do! And hes also right that since 2nd edition, Hormagaunts have been blenders for far longer than they've been more expensive chaff!
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Post by r34dy5t34dydr4w on Feb 28, 2022 9:27:04 GMT
The game has existed for 9 editions, so horms have been chaff units a lot longer than they were blender machines, get over it, you're the only one that cares. Hormagaunt Lives Matter. ™
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Post by tylertt on Feb 28, 2022 10:04:59 GMT
News on Powers & Levi Power
Psychic Powers [NEW] • The hive fleet powers are known by every psyker in the faction without taking up a slot. [NEW] • Leviathan psychic power: choose an synaptic link from your army whose unit is alive (including one that has already triggered) and another unit from your army. The unit gains the benefit of that synaptic link in addition to any links it's currently benefitting from. [NEW]
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Post by ddt on Feb 28, 2022 11:42:11 GMT
I think Gargoyles should get their Flamespurt attack back.
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Post by bolk on Feb 28, 2022 13:24:41 GMT
The game has existed for 9 editions, so horms have been chaff units a lot longer than they were blender machines, get over it, you're the only one that cares. I still remember Hormagaunts as SNA describes them and i care. Who are you to state nobody cares??? Maybe you dont, but we do! And hes also right that since 2nd edition, Hormagaunts have been blenders for far longer than they've been more expensive chaff! Ok, that makes two of you. Seriously though, make your opinions known, but take it down a notch of two. Hormagaunts were killing machines many editions ago, but later editions they haven't been, and nothing so far indicates they will be in the next codex. So making such a big deal over nothing doesn't help anyone.
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Post by yoritomo on Feb 28, 2022 13:28:07 GMT
Regarding hormagaunts:
I think everyone needs to take a second and settle down. There is no need for insults or the overall tone this discussion has taken.
I’ve played tyranids since the launch of the 2nd edition codex. I don’t think I’d ever describe them as “blenders”. Also, close combat worked entirely different in 2nd edition. I don’t think a fair comparison between modern hormagaunts and 2nd edition hormagaunts can be made.
That said, hormagaunts have been a workhorse in the tyranid army longer than the tremagant has. And given how 8th/9th edition is reaching back to classic 40K I wouldn’t be surprised to see some hormagaunt love in the new codex.
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Post by bolk on Feb 28, 2022 13:30:22 GMT
Ok, yes 20 years ago you could spend a ton of points to make 16 pt per model hormagaunts that were able to move VERY fast, and blender most of what they touched. But then they redid the models to what they still are today and they're tiny dude. They're just termagants with talons now. The hormagaunts you remember were these big 'aliens' looking monsters with long talons. Where have you been for 20 years? Hormagaunts have been chaff for longer than they were blenders. You are very confused and mixing up several different editions and adding in some total nonsense fabrication. The metal 2nd edition hormagaunts could not be upgraded. They were 8 points and they just were very fast and were outright blenders. The 3rd and 4th edition hormagaunts COULD be upgraded for points, but these were the ones with the current models you're trying to say are chaff, and those upgrades also did not affect their speed (they just always were very fast that's the whole (please do not swear) point of hormagaunts), with the upgrades they were just killier. Something tells me you never played the game during any of these editions since you don't really seem to have a clue what you're talking about. Also the whole idea that "hormagaunts have been terrible chaff because of cruddace longer than they've been proper hormagaunts so there's no need to fix them" is just preposterous on the face of it, and also wrong since we've had cruddace stats for 12 years but good tyranids for 15 years prior to that. Many here hasn't played Tyranids at that time, Warhammer wasn't that popular back then as it is today. And how Hormagaunts used to be 13+ years ago doesn't matter, it's how they will be in the next codex that matters. There's no need to get salty about it, this isn't Dakkadakka.
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Post by joysan76 on Feb 28, 2022 14:24:02 GMT
Eons ago, when the tyranids come out, hormy was very different by now
they was surely stronger, probably they was intednend to be anti normal infantry leaving to genesteaer the role to destoy heavy armoured infantry
in the far past they was also differents from the gant gene, they was Hormagaunt, is not something i said but that was told in very old articles
obviusly in the far past tyranids was limited a denizen of units
the change of rules, the add of new units, caused their changes, we may like it or not but it's the game evolution and the changes of the people behind tyranid army evolution (and obviusly losing the concept creator in gw we lost a lot)
now...
we must see qhat the new rules will brng, personally with octarius news + BoB, i had the chance to try an hormy army that i found fun usng a custom fleet and psichc link powers, my hope is taht our codex let us do the same, using basic or custom fleet resources+stratagems+specila rules to play with everything
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Post by infornography on Feb 28, 2022 14:38:24 GMT
My take on hormagaunts is that since I started in 5th, I have only ever known them as cheap melee fodder. In some codecies, with some investment, they could be cheap melee fodder that could do something back, but they have always been cheap melee fodder in my experience.
I wish I had played in 3rd and 4th which by all accounts were our two coolest codecies, but I can't speak to that time.
Genestealers were the cheap(ish) melee blenders who could do serious damage and were troops. Their biggest challenge has always been delivery which sometimes we have been given for them and sometimes ... not.
That said, if horms are getting the upgrades it sounds like they are getting by the rumors I think that will put them in a decent place to put out substantial melee damage but still be cheap and fragile. They still won't be "blenders" but I'm fine with that. It sounds like they will get either 3 or 4 attacks at S3 and maybe even a little AP. Then AG on top of that to give them some more speed and punch. Across 30 bodies that adds up! My hope is that they will get those upgrades without costing WAY TOO MUCH and be what they should have been. Fast melee punch that dies to a stiff breeze but come in such numbers that it will take an awful lot of breeze to stop them from hurting you back.
Until we see the whole codex though, including points costs, it could really go either way.
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SNA
Ripper
Posts: 9
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Post by SNA on Feb 28, 2022 15:05:16 GMT
The game has existed for 9 editions, so horms have been chaff units a lot longer than they were blender machines, get over it, you're the only one that cares. In the last line of the post directly above this I literally pointed out the exact number of years Tyranids had good codices vs bad ones - 15 to 12. So no, they have not been chaff "a lot longer", not even the majority of the time. If you're going to be an (please do not swear) by saying no one cares as if you speak for everybody, try to at least not be objectively wrong while doing it.
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Post by swarminghurts on Feb 28, 2022 15:25:06 GMT
Uhh, you guys..
Tyranids are more competitive now than those 2 months 7 flyrants were a thing. Having had an artillery based theme, then swarm, stealer sling, hive guards again, now crusher stampede. All of these lists have been super fun and brutal to play. We got a 2nd nid army, GSC, who fill in the gaps we might have while running classic nids, we got a new model in sight and stuff like dules, harpies, warriors, haruspex, who were as bad as (please do not swear) for multiple years are now (please do not swear) crazy good. Wtf are we whining about again? Been playing since 3rd and believe me, stealers were blenders, gants have never been. Have you guys seen the size of hormogaunts in that space marine 2 trailer? They're like small dogs with tails and rabbit legs. They should not be used to kill stuff. For the past 8 years, all hormogaunts have ever done is tarpitting tanks or running up to objectives with their above average movement speed. Thats it. Why sweat about it. We'll see what it brings.
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