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  1. #281
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    Oh, come January 16th I will be climbing out of my spawning pool and going all weak at the knees for the next incarnation of the Nids.

    I'm a bit peeved though that for what I want to order, it's $100AUD cheaper to order it from the UK (that's including shipping) than it is to go down to my local GW store and buy it.
    (Insert pouting fat lower lip here.)

  2. #282
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    This Came from warseer

    --------------------------------------------------------------------------------

    Hey guys. So I got to do a little light bug related Codex reading today ^.^ I know you have all kinds of rumors collected already but I'm gonna write it

    all anyway. This is what i remember from the Codex. As always if you don't belive me your own fault.
    And I am doing this after maybe hour of reading. So don't stone me if I get some WS or the names wrong or smth :P

    Additionally thank you to all you guys out there who helped me with the proper names. And again, this stuff is true, but it is based on my memory so there of course may be minor mistakes.

    I marked the second wave of changes green

    Tyranid army rules:
    - Synapse creature is pretty much the same except, and I cannot stretch that enough, NO more eternal warrior and before you ask: no nowhere, not on

    Genestealers, not on Hive Tyrants not on Trygons NOWHERE
    - there are no boss biker like wound groups for tyranids. Squads all need to take most weapon and morphes or none
    - Instinctive behavior is split into 2 classes of Tyranids:
    Lurkers: instantly take cover and shoot at the next target when they fail their check
    Hunters: get the "blood lust" rule from te rulebook (always move and assault next enemy)
    - Tyranids don't suffer normal warp attacks when rolling 11 or 66 on Psychic powers
    - Tyranids never have additional close combat weapons, their profile is all they get

    I'll get all the weapons and morphs out of the way first and ten just list the name in the entries.

    Weapons:
    (all weapons are assault so I'm not gonna mention that every time), I may have missed one or two simply because there are to many ^^

    Venom Cannon:
    R 36 S 6 AP 4 Assault 1 Blast
    get -1 on the tank damage chart

    Heavy Venom Cannon:
    R 48 S 9 AP 4 Assault 1 Blast
    get -1 on the tank damage chart

    Barbed Strangler:
    R 24 S 4 AP 6 Assault 1 Large Blast

    Stranglethorn Cannon:
    R 36 S 6 AP 4 Assault 1 Large Blast

    Fleshborers:
    R 18 S 4 AP 5 Assault 1

    Spinefists:
    R 18 S 4 AP 5 Assault X (X= Number of Attacks), always twinlinked

    Sting blaster:
    R 12 S 5 AP - Assault 1

    Spike blaster
    R 18 S5 AP 5 Assaukt 4

    Someother weirs sounding weapon:
    R 18 S 3 AP 6 Assault 2


    Texorin Bugs:
    3 fire modes, may be fired additionally to all oter weapons
    R Flaming S * AP - Assault 1, allways wounds on 2+ against non Tanks
    R Flaming S 5 AP 5 Assault 1
    R Flaming S 3 AP 6 Assault 1, rending

    Death blasters:
    R 18 S 5 AP 5 explosive

    Biomorphs:

    Toxin Sacs:
    ALL units may buy these, the squad gains poison attacks (4+)

    Adrenal Gland:
    ALL units may buy these, the squad gains Furious Charge

    Spore launcher:
    Grants Frag granades (only bigbugs)

    Injectors:
    To wound rolls of 6 cause the loss of all wounds instead of one


    Felsh hooks:
    Weapon R 6 S 5 AP - Assault 2

    All kinds of Chitin stuff:
    Ranging from 6+ Armor save to 2+

    Toxic blood:
    When this model loses a wound in melee the model that caused the wound must stand an I check or lose a wound with no AS allowed, tanks are hit on 4+ with a glancing hit

    (Eldar scream huray)

    Toxic miasma:
    All enemy units in CC range with this model must take a T check or lose one wound with normal AS (Eldar don't scream huray any more :P)


    Lashwhips:
    All enemy units in CC wit this model have I 1

    Boneswords:
    A model losing a wound by a horn sword must pass an LD test or is killed outright. If the wound was caused by a pair of horn swords he must use 3D6 for the check

    Scything talons:
    Models with scything claws may reroll 1s to hit, models wit a pair may reroll all to hit rolls

    Rending claws:
    give rending rule in CC

    Crushing Claws:
    Give +D3 attacks and lower own I to 1

    Regeneration:
    At the start of each turn the model recovers a wound on a 6

    Wings:
    Model flies

    HQ:

    Hive Tyrant:
    - has WS 8
    - Old profiles
    - No ward save as far as I recall
    - Shadows of warp: All psychers using their powers within 12 must roll 3D6, double 6 or 1 still result in an attack from the warp
    - comes with scyting claws and can equip about any weapon and morph in the book
    - may have two of the following psychic powers for free:
    The Horror: One enemy unit within 18 must take a panic test
    Life leech: R 18 unit recives D3 S 3 hits no AS, hive regains one wound for every lost wound caused this way
    warp scream: R 12 enemy units WS and BS is reduced to 1 for 1 round
    Dominate: Hive tyrants synapse range is 18 inches for one round
    - May buy any number of these abilities for some points:
    Unspeakable Horror: Units wishing to charge or shoot at the hive must pass an LD check or........ well Not shoot/attack
    Vicious mind: A core unit may flank and you get +1 to all reserve rolls
    Ancient enemy: All Tyranid units within 6 have arch enemy rule
    - May still buy a set of guards who stayed pretty much the same except their stuff does different things now (see biomorphs) and they have 2 wounds and get furious assault and blood lust when Papa is taken down

    Tervigon:
    WS 3 BS 3 S 6 T 6 W 4 I 1 A3 LD 10 AS 2+

    - may spawn 3D6 termagants per movement phase which may be activated as normal, but on a double number he can no longer spawn anything fromnow on
    - has spike blasters, is monstrous
    - termagants within 6 may use his LD and gain counterstrike
    - Has dominate psi power and may exchange it for:
    The catalist: a unit within 12 gains feel no pain
    The force: unit within 12 may run/sprint AND shoot

    Alpha Tyranid Warrior:
    WS 6 BS 5 S 5 T 5 W 4 I 5 A 4 LD 10 AS 4+

    - synapse creature, shadow of warp
    - may buy almost everything except the REALY heavy stuff
    - tyranid warriors in his unit may use his WS and I

    Elite:

    Hive Guards:
    WS 4 BS 4 S 5 T 6 W 2 I 2 A 3 LD 7 AS 3+
    - Carry Harpoons: R 48 S 8 AP 4 Assault 2, don't require LOS (just like swarmer missile systems of the Tau)
    - may buy some biomorps like wrenching claws and stuff


    Liktors:
    - have 3 wounds now
    - use cover, move through cover bla bla
    - gives +1 to reserve rolls and acts as an teleport homer within 6
    - apears anywhere on the table when available but may not move or charge that turn
    - has catchers claws and AP and scyting claws

    Zorantrophs:
    - have only 5+ armor but 3+ ward save
    - same profiles
    - have two psychic powers
    warp lightning: R 24 S 5 AP 3 Explosive 1
    Warp Lance: R 18 S 10 AP 1 Assault 1, Lance
    - Don't pay for psychic powers any more so relatively cheap

    Toxontroph:
    - Zorantroph profiles only with 2 attacks
    - has tentacle whips and toxic Miasma
    - has poison attacks 2+
    - all tyranid units within 6 gain a 5+ cover save, defesive granades and every enemy that charges them must test for dangerous terrain

    Pyrovore:
    - Biovore profile only 3 wounds
    - his attacks CC ignore armor saves
    - as a heavy flamer
    - when killed outright explodes in flaming acid and damages everyone around

    Troop:

    Tyranid Warriors:
    - 3 wounds now
    - scyting claws as a basic
    - may get all weapons except for the REALLY heavy ones
    - may have 2 melee biomorphes (check all the clwas in the list) even boneswords or pairs of boneswords
    - synapse creatures ofc

    Hormagaunts:
    - NO longer may charge 12
    - very cheap
    - 2A profile
    - fleet with 3D6 and use the highest result

    Termagaunts:
    - even cheaper
    - have two individual weapons
    Toxic stinger: R 18 S 3 AP 6 Assault 1
    Grapling choker: R Flaming S 2 AP - Assault 1, wounds against S not T
    - every unit allows one Tervigon to be played as core

    Genestealers:
    - same profile
    - not subjected to instinctive behavior
    - may buy a Brood Lord for almost 50 points who has more W, S, T, A, LD, WS....everything ^^
    may have one of two psychic powers: one that makes genestealers count as having frag granades and one that may hypnotise , meaning bot roll an D6 and add their LD. If you are higher, the enemy may not attack
    may buy some biomorphs like toxic blood

    ripper swarms:
    - may deep strike
    - when they fail instinctive behavior they eat each other (one wound per point failed)
    - not very expensive


    Fast Attack:

    Winged Tyranid Warriors:
    - only 5 points more expensive than normal ones but worse AS (5+)
    - fly obv ^^
    - no options to medium heavy weapons

    Gargoyles:
    - SO cheap they make stormboyz seem like grey knights against them
    - have FANTASY poison attacks in CC
    - Termagant profiles
    - have bug throwers
    - fly ofc

    Harpy:
    WS 3 BS 4 S 6 T 5 W 4 I 5 A 3 LD 7 AS 4+
    - monstrous creature, flyes, has a twinlinked Stranglethorn Cannon
    - every unit he charges gains -1 I
    - may shoot 3 spore mine on a unit he flyes over (like screamers) which causes a great blast S4 or 5 (don't remember) or three spore mines if he misses

    Winged ripper swarms:
    - well they are ripper swarms with wings, what else is there to say? ^^

    Bulk of spore mines:
    - 3-6
    - deep strike and... well what do spore mines do? land somewhere and explode near smth
    - explode in large blast S 4 AP 4 per guy

    Raveners:
    - still beasts
    - 3 wounds WS 5 and 4 A profile
    - scyting claws and wrenching claws as a given with a few options for exchange


    Heavy support:

    Carnifex:
    WS 3 BS 3 S 9T 6 W 4 I 1 A 4 LD 6 AS 3+
    - may be taken in squads of 1-3
    - pretty expensive
    - need I to mention that tey may buy freaking EVERYTING? :P
    - no more profile upgrades
    - have "Bulldozer Rule" that gives them +2 I on charge
    - Have Bio-plasma which is a shooting attack R 12 S 7 AP 2 Explosive 1

    Trigon:
    WS 5 BS 4 S 6 T 6 W 6 I 4 A 6 LD 8 AS 3+
    - may sprint
    - may deep strike and leaves behind a tunnel through which other units may deep strike in subsequent turns
    - may NOT charge the turn he deep strikes
    - bio electric field has R 12 S 6 AP - Assault 6
    - may be upgraded to alpha in which case he is a synapse creature, has LD 10, has shadow of warp, and is bio electric field has Assault 12
    - slightly more expensive than a carnifex

    Mawloc:
    WS 3 BS 0 S 6 T 6 W 6 I 4 A 3 LD 9 AS 3+
    - may deep strike, if he apears under a unit he places a large template there which has S 6 AP 2 ten moves all remaining models aside and is placed there (not in CC)
    - has fall back and sprint rule
    - may dig himself in again if he is not in CC in your movement to automaticly reapear in your next movement phase

    Biovores:
    - pretty cheap
    - may shott one spore mine each that explode like descrbed above

    Tyrofex:
    WS 3 BS 3 S 6 T 6 W 6 1 A3 LD 10 AS 2+
    - monstrous
    - has Texorin Bugs and ONE of the 3 following weapons :
    R 48 S 10 AP 4 Assault 2
    R 36 S 4 AP 5 Assault 20
    R Flaming S 5 AP 4 Assault 1, is shot like the inferno cannon of the imperial hellhound

    Stuff I missed so far:

    Mycetic Spore:
    WS 2 BS 2 S 6 T 4 W 3 I 1 A2 LD 4 AS 5+
    - deep strikes
    - may be bought as an transport option for most units (not trigon, Mawloc, Venators, everything with wings)
    - may carry 20 infantry guys or one monstrous creature
    - may shoot: R 6 S 6 AP - Assault 3
    - may not move
    - has tentacle whips


    Special Chars
    First on No EXACT profiles here. I spent more attention on the rest of the list.

    The Swarmlord (HQ):
    - bigger bader Hive Tyrant
    - Carries two enhanced boneswords
    - Whirl of blades: has a 4+ ward save in CC
    - May use two psychic powers per turn
    - may give one unit within 12 counterstrike, furious assault or sharp senses for one round

    One Eye (heavy support):
    - Carnifex char
    - Regenerates on 5+
    - has a small temper problem which lets him get additional attacks for hit "basic attacks" and sometimes go berserk[/color]
    - units within 12 may use his LD

    Horror of Malanai (Elite):
    - has stat line pretty similar to an alpha warrior with T 4
    - Supersonic scream: Every enemy unit within 6 must take an LD test with 3D6 and lose the amount of wounds they failed it by
    - whenever he causes wounds in any way he gains one wound up to the max of 10
    - Has S X where X is the number of his wounds
    - Psychic storm: can fire multiple DS 3 bolts with S equal to his wounds (so X)

    Death Leaper (Elite):
    - better Liktor
    - has some "disappear again" rule like the old sly marbo
    - VERY good at backstabbing people
    - VERY good at scaring people from behind for no reason ^.^

    Terror of Mantrax (HQ):
    - larger gargoyl
    - may shoot parasites at enemies tat can turn them into ripper swarms
    - every enemy non tank model that flanks must take a T test or become a ripper swarms if they fail

    Ymgarl Genestealers (Elite):
    - Genestealers which can Either morph up their S, T or A by one at the beginning of their turn
    - may start in "tranquil rest" which means they can ambush from a certain piece of terrain instead of beeing deployed (pretty likely to the old catachans)


    So that's it from me. If any questions arise please post them or send me a pm and maybe I will not overlook it and answer (if I can). Hope you enjoyed this

  3. #283
    Abbess Sanctorum
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    Anyone wanna have a go at properly translating it to English and editing out the WFB references, or should I?
    The mouth of the Emperor shall meditate wisdom; from His tongue shall speak judgment

  4. #284

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    well from these rules i going to go with a list like this

    high tryant + revs thing

    warrior alpha

    3 lictors

    vemonthorpe

    30 hormagunats

    20 termgaunts

    10 stealers with brood lord

    20 termgaunts

    6 warrirors

    6 warriors

    20 garagolys

    6 ravers

    trygon

    mawloc

    3 fexs

    this seems ok to me may drop a few things depending on rules though

  5. #285

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    Erm, is it just me or have the nids been nerfed?!

    Okay, I don't really believe that but these stats don't sound too impressive. Seems there is a push for ridiculous special characters, which I don't like at all.

    "- Synapse creature is pretty much the same except, and I cannot stretch that enough, NO more eternal warrior."

    This is a massive blow to half the nids. Warriors and everything else are now in for some major pain.

    "- Tyranids never have additional close combat weapons, their profile is all they get"

    Better be a pretty darn good profile then.

    "Pyrovore:- Biovore profile only 3 wounds"

    $33 paperweight anyone?

  6. #286

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    i like the sound of this, some weaknesses have been added/exgaerated but this is to balance the things that have got better/new, i like that biomorphs and guns don't change statlines now as that could get very confusing mid game as some could easily be 'forgotten' or vica verca.

    i don't play nid but face them alot and i'm going to like this new challange. lots of the new stuff seems powerfull but it will be fun to kill them!, and if the guard book is anything to go by the nid one will be balanced too

  7. #287
    Battle-Brother
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    Well if you only look at the negative aspects then yes they have been nerfed, but me who's less of a pessimist would like to point out the positive side of things.

    1. Toxic misma will kill hords quickly

    2. physic powers own

    3.ws 8 hive Tyrants!

    4. Trygons eat everything!

    Their are many more high points as well

  8. #288
    Brother-Sergeant
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    Wow - if this is the actual Nid list (and not the mis-print version), then I am looking forward to giving my friends a good working over. SOOOO many little bits of goodness there.

    I think everything that has been downgraded (Hormagaunts particularly) will have their points cost represent this, and it looks like GW are trying to make Raveners more of a viable option (although certainly not $$$-wise - I'm happy to use my old metal ones rather than pay Terminator prices for 3).

    I hope that the Pyrovore isn't just a Biovore with a different weapon. It looks like it's on a 60mm base in the photos. Maybe I'll have to cross that one off the order for the moment.

    Once again, I think I will be losing my soul to the Great Devourer.

  9. #289

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    From the sounds of it Cruddace really took the nerf bat to the fex. Base stat line with no way to upgrade it with a base price of 160? So same thing we have now for twice the cost before weapons and no extra wound, armor etc. Woot? It also sounds like all our uber cheap bugs will still poor a crap ton of wounds over to our bigger bugs so still not supporting the smaller units in CC. Plus Warriors got more expensive for an extra wound and loss of ID. Doesn't sound like they are going to be used anymore this edition than last. I guess we can use them to baby sit gaunt and gants again but now they are just easier to remove for the enemy than before.
    Last edited by Vepr; 12-13-2009 at 08:46 PM.

  10. #290
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    Quote Originally Posted by Vepr View Post
    From the sounds of it Cruddace really took the nerf bat to the fex. Base stat line with no way to upgrade it with a base price of 160? So same thing we have now for twice the cost before weapons and no extra wound, armor etc. Woot? It also sounds like all our uber cheap bugs will still poor a crap ton of wounds over to our bigger bugs so still not supporting the smaller units in CC. Plus Warriors got more expensive for an extra wound and loss of ID. Doesn't sound like they are going to be used anymore this edition than last. I guess we can use them to baby sit gaunt and gants again but now they are just easier to remove for the enemy than before.
    Am I missing something? Where did it say that the fexes were 160 points? And then weapons? If that's the case, why would you take them (when you used to be able to get 115 point Elite fexes)???

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