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Post by Eric formerly Eric on Oct 12, 2017 9:48:14 GMT -6
Yeah i just dont know what they will do with traits fluff wise. Like besides giving bonuses against certain armies (ie. Marines for behemoth, tau/BA for leviathan), what would be fluffy that could differentiate the hive fleets?
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Post by Nick P on Oct 12, 2017 10:12:52 GMT -6
I feel like Behemoth had a focus on swarms in the lore, so maybe a bonus for gants gargoyles and rippers, maybe better synapse control or longer synapse, that kind of thing. Kraken was more about being mutable, and adapting to everything the enemy threw at them - so maybe being able to take some upgrades for free, or getting something akin to the combat drugs bonuses, where you get to apply bonuses to specific units but can't double them up until you use them all, etc. And then Leviathan seems to have a bigger focus on the run up to the invasion - lictors, genestealers, spore mines, etc. Maybe they'll even have better tie in with GSC.
Not to say those are what I expect them to do, just that there are different types of options out there other than just bonuses vs opponents. I bet they get into some of the other hive fleets like Jormangundr and Moloch as well, probably giving one of the bonuses to monsters or something like that, one of them bonuses to flyers, etc.
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Post by Eric formerly Eric on Oct 27, 2017 10:38:42 GMT -6
White dwarf preview shows they have given separate profiles for each type of carnifex. It's illegible but it looks like there are several special abilities for the screamer killer.
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Post by Joelercoaster on Oct 27, 2017 20:33:21 GMT -6
Tyranids: Carnifex Edition
Sounds familiar xD
Does the SK get a strength boost? I'm having a hard time getting excited about a bunch of S6 mc's trying to carve armor. Rending claws for days!
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Post by Nick P on Oct 30, 2017 7:02:03 GMT -6
You can't read the preview datasheet unfortunately, but it sounds like they wanted to go back to giving every bit on that sprue a function in game - so the different heads all do something again, the spikes for the carapace do something again, and the different front plates (cysts, spines) do something as well.
So anyone who threw together whatever looked cool for 5th 6th and 7th edition is about to have to start chopping and cutting haha YAY THANKS GW
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Post by Eric formerly Eric on Oct 30, 2017 7:36:54 GMT -6
I knew there was a reason I magnetized the heads!
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Post by Nick P on Oct 30, 2017 7:41:54 GMT -6
Huge flood of rumor/leaks on Faeit and other places, seem to have stemmed from Tyranid Hive originally: natfka.blogspot.com/2017/10/huge-tyranid-leakrumor-compilation-its.html Lots of repetitive stuff in there, but the big take aways for me are that Tyrants are T7 W12 now, and have a 4++ stock (as do all the psykers it seems). So they aren't able to hide, but they have 2 extra wounds so they'll survive longer. GW did the whole "everything on the sprue has a purpose" thing, so carnifexes can get enhanced senses (+1 BS), tusks (+1S), spore cysts (-1 to shoot at), etc. again - and pairs of weapons are almost the same cost as single ones - 1 pair of monstrous scything talons is 14, 2 pairs is 15 for carnifexes. Screamer Killers are 90 points all in, basic carnifexes with no upgrades are 83 all in, neurothrope is a standalone HQ now and is only 45 points, so we're going to have more options and cheaper options for building different detachments. Tyrannofex gun is Heavy 3 now, lost its "if it hits twice blah blah blah" bonus and is streamlined, and still gets to shoot twice if it doesn't move - and dropped in points, to like 185 I think I saw, so its definitely going to see play in artillery based lists (like mine! ) Shrikes appear to be gone, which is brutal, but expected. Hive Fleet traits look solid - Behemoth is just a flat "reroll charges" which is going to be awesome for deep strike focused trygon lists like mine, others have -1 to hit outside 12" range like we've seen, bonus psychic damage/prevention across the army, ability to run and then charge back in, etc. Lots of shenanigans I'm excited for. One of the stratagems is 1 CP and all models that charged roll a D6, on a 6 the enemy takes a MW. So 30 gants charge, roll 30 dice, every 6 is a MW...AND THEN attack. Will be taking this every time for obvious reasons. Also a stratagem that for 1 CP lets you regain D3 CP whenever a genestealer/lictor/venomthrope/or toxicrene kills an enemy (not sure if its model or unit). So that's worth taking every time, with no downside. Lots to be excited about I think, I loved the index for Nids and it seems to have only gotten cheaper/better with the hive fleet traits, relics, expanded psychic powers, and unit options.
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Post by Eric formerly Eric on Oct 30, 2017 8:15:24 GMT -6
Niiiice. And we should get the official article for one of the fleets in like an hour.
Main issue with absence of shrikes is the lack of synapse in the fast attack slot. With the way the codexes are going, it makes sense, although I wish they/fw would just release a wings upgrade kit.
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Post by Nick P on Oct 30, 2017 9:41:12 GMT -6
Looks like one of the relics or psychic powers (hard to read some of the rumors) actually lets you gift synapse to a model within 36", so if you have that you can for a turn at a time give a unit of hormagants or raveners or whatever the ability to ignore instinctive behavior and pretend they're in synapse range. So that's something - and obviously you can still use the shrikes from the Index, which I plan to do.
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Post by Nick P on Oct 30, 2017 10:45:02 GMT -6
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Post by Eric formerly Eric on Oct 30, 2017 10:53:53 GMT -6
I like the range. 8" was brutal, and i dont think I ever affected enemy psychic tests with it. But i frankly liked being more punished for instinctive behavior, from a fluffy angle. Dude I am so pumped for this army though. I dont even know what i want to add. More trygons? Stealers? Tyrannofexes? This looks awesome. And if our ranged weapon options are actually good now? H venom cannons look solid. Twin linked devourers actually having double shots! Im also loving the behemoth tactic. Rerolling charges is gonna be huge.
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Post by Joelercoaster on Oct 30, 2017 11:13:50 GMT -6
I think I'm partial to the Kraken tactic - being able to re-charge, aka keep striking first, can be a huge advantage.
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Post by Eric formerly Eric on Oct 30, 2017 11:27:57 GMT -6
Idk how often it would come into play. Although it also combos nicely with fexes +1 to hit on the charge.
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Post by Joelercoaster on Oct 30, 2017 12:31:16 GMT -6
I'm leaning toward large gaunt units currently, which have staying power through bodies/synapse, but don't have a *ton* of punch per se... striking first is a both an offensive/defensive bonus (think back to taking +I adrenal glands in 3rd). It also reduces the effect of enemy charges (Kraken looks to be all about this between warlord/fleet traits). You get charged, your warlord can pop to let you strike first anyway, or next turn disengage and then strike first on your own charge (plus any charge bonuses you get).
Although the sea of mortal wounds from Behemoth does just sound dirty. And re-rolling charges is of course great. Options... so many good options.
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Post by Russell on Oct 30, 2017 12:37:39 GMT -6
oh god we're gonna talk about tyranids for another month aren't we
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