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Post by Russell on Nov 3, 2014 13:55:55 GMT -6
Mike chugs dick
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Post by jefferestinpeace on Nov 3, 2014 14:10:11 GMT -6
Mike ---> :-0 C====3 <--- Dick
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Post by Joelercoaster on Nov 3, 2014 14:34:11 GMT -6
I used the LAN once. It was pretty deec. Except for the warriors... haha. Pretty sure they did nothing all game.
I'd probably stick with the Terv to start... even as is it's a pretty decent defensive blob, and with Claws adds a real threat to armor. Well, a somewhat-threat. Enough of a threat that you can expect to crack small things easily. Combat robots would probably tear it up... throw gaunts at those instead.
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Post by Nick P on Nov 3, 2014 15:02:57 GMT -6
What's the node again? I think I read people over at the hive raving about it, but I don't recall the formation.
I'm loving everything we've gotten the least two weaks except for the maleceptor and the weird infiltrating artillery piece. But better drop pods? YES. Better spore mines that can slam flyers? MORE YES.
I like the idea of two pods with dakka fexen hitting the backfield on turn 2, with some spores deep striking in the midfield as well. Suddenly your opponent has to deal with S9 T6 12 TL S6 shot toting mofos in their backfield - threatening armor and infantry alike. And in front of them, are units of 3 mega spores ready to drop S10 AP3 hits like gang busters. Ignoring one will let the other dominate, but they can't take on both.
Also 20 dakka gants aren't bad in a pod - drop it into terrain, and even if they fail behavior rolls they'll shoot at whatever they're closest too. And if you drop in a prime and 18 dakka gants, you'll just delete infantry from the board.
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Post by Joelercoaster on Nov 3, 2014 15:15:24 GMT -6
Yeah, I'm thinking anything shooty in a spore, even sans synapse, is questionably useable. Especially with Flyrants flipping around the backfield.
The LAN gives all blast-type weapons Pinning, and if you're within Synapse of hte Warriors you can re-roll the scatter (making the Plasma Blast that much better).
It's a really solid formation, for a relatively low cost, and things that you already like (exocrine, biovores). The Warrior tax is... well... a tax... you can at least make a usable unit for 100 points (3 with a Strangler).
I think the Node is about 400 points? So it's pretty easy to plug into most lists. If you keep it in the frontal-backfield, with the 'Crine at the forward edge of Synapse so that he can reach things, it's a pretty nifty toy.
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Post by jefferestinpeace on Nov 3, 2014 16:12:21 GMT -6
The best part about the LAN is simply that it frees up more HS slots outside of HS; the perks are great of course, but that's the appeal to me at least.
The Infiltrating node is pretty sweet. Can have five guns, can launch spore mines, can launch the big spore mine once per game, and boosts Synapse Creatures' range for pretty god damn cheap. One of those in a list can end up being pretty dang useful.
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Post by Nick P on Nov 3, 2014 16:16:39 GMT -6
I think you see two nodes and at least 2 drop pods in most lists. The nodes can infiltrate into backfield objectives and hold them FOREVER and just create a non stop maze of spores to wade through if you want to remove it. And the drop pods are obvious - mine are going to be used on toxicrenes or true screamer killers - land, hit with plasma/spore poison, then charge in and wreak havoc.
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Post by Joelercoaster on Nov 3, 2014 16:42:12 GMT -6
I'm not seeing the benefit of the infiltrating spores over the drop pod spores... if it actually shot spore mines, that'd be something, but it's (I think?) a single spore placed within 6" each turn. Hardly a massive barrier. I'm sure it'll have some uses, though.
Being able to move the drop spores after DS has some serious in-game effects, though. With the survival boost, that's some pretty tasty stuff, there. Still wish it had a 6" synapse. But shrug.
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Post by jefferestinpeace on Nov 3, 2014 17:02:40 GMT -6
They place a Spore Mine Cluster of three spore mines which will be able to assault the turn the spawn, even after Infiltrating (barring an errata). That's pretty rad. For 100 pts you can also throw a bunch of pie plates around, almost eliminating the need for Biovores altogether. I think these will just force board control and force your opponent to make less than ideal choices. One in a list seems fantastically worth it, even two could cause some huge problems for people.
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Post by Joelercoaster on Nov 3, 2014 17:18:50 GMT -6
Ah, a cluster does instantly make things slightly different, as that's a potential S6 blast hitting enemy armor from turn 1. Probably not, but possibly.
Maybe as a "deal with me or suck it" unit, same as buying the giant spores on their own. Hmm.
I'm wary of the shooting, though. 5 S5 hits on the nearest enemy doesn't scream amazing (although that's more threats to rear AV10 early game, at least), and once you get the ball rolling, any blasts are likely to scatter into friendlies just as easily as hit (the problem with upgrading ye olde spore pods of yore). I can definitely see your point, but I don't think this is a replacement for Biovores... being able to snipe with barrage weapons is just too useful. And, you know, actually choose which target to shoot ... heh.
I guess I kind of see the Spore Pods acting as the same thing, especially since they can move now. Unlike Drop Pods, you don't have to land right on objectives to be a "look at me!" unit, which adds to tactical flexibility. Not to mention a bad scatter roll completely nullifying ObSec Drop Pods. Plus, you get to make Zerg Overlord noises every time you move them.
Then again, that's turn 1 pressure vs early-game pressure. Drop Spores will be a "I can move around and annoy objectives" threat, while Burrow Spores are "I'm slinging mines at you, HA!" threats.
Hmmmm I wonder if I could alter my existing conversion idea for spores to work passably with the new model? And what would I put in it, mmmm??? Choices, choices. Maybe an Exocrine. Just cause.
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Post by jefferestinpeace on Nov 3, 2014 17:43:19 GMT -6
God, it's just options. Different ways to play. And if the rumors pan out like they should, we could be getting more options in the weeks following. Nids are probably in the campaign which will probably mean a special character, new dataslates, new formations, maybe a Niddly FOC, and the "Psychic Horror" teaser could mean anything. It's seriously a good time to be Nids.
Except for the Maleceptor. You guys remember him? He's a fucking cockmonkey douchemachine. Fuck that turdly baggins.
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Post by Nick P on Nov 3, 2014 20:47:38 GMT -6
Maleceptor = meg. Shut up meg.
Love the gun pods and the spores and the drop pods, need to convert some up! Won't be able to swing 2-3 boxes of them and a toxicrene
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mike
Butts
Posts: 628
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Post by mike on Nov 4, 2014 0:07:22 GMT -6
This thread was better when everyone was crying.
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mike
Butts
Posts: 628
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Post by mike on Nov 4, 2014 0:14:54 GMT -6
I hear the new net list is 20 tyranocytes filled with semen.
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mike
Butts
Posts: 628
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Post by mike on Nov 4, 2014 0:18:11 GMT -6
Last night my girlfriend woke up to me crying out from a horrible nightmare, "Scourges aren't even AP2!"
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