Dylan4President
11-04-2014, 01:45 PM
Hi folks just wondering what your thoughts are on the new Tyranid creatures? The Toxicrene definitely seems the better of the two, although Poison (2+) isn't maybe that amazing in the context of our other MCs wounding most things on a 2+ anyway. Granted, in theory it can kill a Wraithknight with one strike, but if you manage to get a Toxicrene into assault with something like a Wraithknight or Riptide then your opponent is playing it wrong.
The Toxicrene might be an effective horde killer, with its ignoring cover large blast and (albeit one-use only) Toxic Miasma; but then again, hordes aren't the problem for Nids, vehicles are. And what's with most of of our bio-engineered weapons of close destruction having the same Weapon Skill as a Guardsman?! And they're soooo slow...
Am I missing something about the Maleceptor? It's more expensive than 4 Zoanthropes (!) and its main psychic attack seems awful. Its ability to choose a specific target within a unit is dependent on you harnessing 3 or more Warp Charges. To obtain 3 Warp Charges you'll need to be rolling six or seven dice to guarantee any chance of success. So its ability to 'shoot' three times in one Psychic Phase is dependent on you having around 20 Warp Charges a turn- none of which are going to any of your army's other psychic powers.
It's psychic power is classed as a focussed witchfire- I presume you still have to roll to hit on its mighty Ballistic Skill of 3? (I haven't seen anything about it hitting automatically.) If you do manage to hit then your opponent will be taking a Leadership Test on three dice (brings back bad memories of Mindshackle Scarabs!). You're probably aiming for character with this- many of whom have Leadership 10- so they have a fair chance of making their roll. If they do fail, then they're not even removed from play, they simply suffer D3 wounds. Most main characters are on three wounds or more, so you're then hoping to roll a 5 or 6 on your wounds roll! And then they get their invulnerable saves...
So why would you ever use this bug? Any suggestions or comments on either creature would be appreciated. Thanks.
The Toxicrene might be an effective horde killer, with its ignoring cover large blast and (albeit one-use only) Toxic Miasma; but then again, hordes aren't the problem for Nids, vehicles are. And what's with most of of our bio-engineered weapons of close destruction having the same Weapon Skill as a Guardsman?! And they're soooo slow...
Am I missing something about the Maleceptor? It's more expensive than 4 Zoanthropes (!) and its main psychic attack seems awful. Its ability to choose a specific target within a unit is dependent on you harnessing 3 or more Warp Charges. To obtain 3 Warp Charges you'll need to be rolling six or seven dice to guarantee any chance of success. So its ability to 'shoot' three times in one Psychic Phase is dependent on you having around 20 Warp Charges a turn- none of which are going to any of your army's other psychic powers.
It's psychic power is classed as a focussed witchfire- I presume you still have to roll to hit on its mighty Ballistic Skill of 3? (I haven't seen anything about it hitting automatically.) If you do manage to hit then your opponent will be taking a Leadership Test on three dice (brings back bad memories of Mindshackle Scarabs!). You're probably aiming for character with this- many of whom have Leadership 10- so they have a fair chance of making their roll. If they do fail, then they're not even removed from play, they simply suffer D3 wounds. Most main characters are on three wounds or more, so you're then hoping to roll a 5 or 6 on your wounds roll! And then they get their invulnerable saves...
So why would you ever use this bug? Any suggestions or comments on either creature would be appreciated. Thanks.