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WestRider

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Posts posted by WestRider

  1. Found out that Solomon Kane was on Netflix. Glad I got around to seeing it, but also glad I didn't drop 10 bucks to see it in a theatre.

     

    One of the comments on it remarked that it felt more like a double-length premiere episode for a TV show than a standalone movie, and I think that has some merit to it.

  2. I'm pretty sure their special rules are just their Instinctive Behaviour, Fearless, and Swarm. Then the options are to add extra bases, buy Spinefists, Toxin Sacs, Adrenal Glands, and Deep Strike.

     

    That's based more on my recollection of the English version that leaked, but it matches up well with what's in the Spanish version there.

     

    So basically no real change, they still pretty much suck.

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  3. I heard Unwieldy elsewhere for Crushing Claws, which would keep it at 4 Base Attacks, at least. I see Crushing Claws more for Tyrant Guard (who actually benefit from the AP2), and maybe Tärvs.

     

    Living Battering Ram, I think someone said is that they do d3 HoW Hits instead of just one.

  4. I would have thought Silent Death. But it's been almost 20 years since I took Spanish, so I'm mostly just working off cognates.

     

    Honestly, other than big Fex Broods, and the Exocrine, I'm not really seeing much of anything in here that I'm looking forward to and didn't already use.

     

    Another thing I notice is that this would probably actually have looked pretty good if it had been one of the first Dexes out of the gate, when everyone was still fanboying over Foot Hordes and before Tau and Eldar cranked the shooting game through the roof.

  5. I would guess Fearless. That seems more likely for Nids than Stubborn.

     

    I have to say, there's a part of me that does find it kind of amusing watching all the people over on The Tyranid Hive who've spent the last 4 months going on about how this was going to be the BEST CODEX EVAR coming to the realization that those of us urging more moderate expectations were actually right and/or frantically grasping at ever more slender straws.

  6. Blinding Venom: If you don't shell out for Toxin Sacs, it's actually decent on Gargs after the Charge or when making a Disordered Charge, because "all their attacks" is just one S3 Attack anyhow, and Poison at any value will give you Re-rolls to Wound against T3. It's a nerf, no two ways about it, but I don't think that one is quite as bad as most people are thinking.

     

    Adrenal Glands: There seems to be a unified Biomorph List that things are buying from. I hope not, because if that's true, it would mean that Units with and without Fleet would pay the same for Adrenal Glands. That said, I'm looking forward to running a trio of Fleet Fexen :D

     

    There are a couple of threads going on over at the Tyranid Hive with a ton of information, more than I'm up for copying over. Especially since lots of it is just confirmation that much is still basically the same.

     

    I'm also really underwhelmed by the Psychic Power List. Lots of powers that could be useful if you could plan for them, but as a random table, it's kind of lame. Only Catalyst and Warp Lance really seem generically useful, the rest feel easy to get on a Unit that can't take good advantage of them.

  7. As far as I can tell, the only weird one is the Stompa, because Walkers don't use the normal Movement Speed bands. For anything else, because there's no exception, they'd be treated the same as passengers in a normal vehicle, so count as moving if it moved at all, and snap shots only if it went over 6".

     

    The fact that the Vehicle itself always fires as stationary doesn't interact with the Passengers at all, nor does the fact that the Vehicle is Relentless. That last bit is actually true of all Vehicles, not just Super-Heavies.

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  8. Because the Rules for how Crisis Suits buy weapons have changed, that's no longer optimal. Tho it ain't exactly terrible, either. But you can now buy two of the same weapon without just making it a single Twin-Linked one, so it's more common these days to take double Missile Pod or double Plasma Rifle than one of each.

     

    AP actually just posted a good write-up on Crisis Suits over on 3++.

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  9. I didn't go nuts. I picked up the Codex, the Psychic Power Cards, and the Haruspex/Exocrine, because I figure at least one of them has to be good, and I like both versions of the Model. Probably gonna grab a Crone when I get my tax return, but I want to wait and see the statline on that one first.

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  10. As far as I can tell, yes. Weapons Emplacements are fired pretty much as tho they're a weapon the Model is carrying, and there's nothing specifically limiting Ammo Runts to just the Big Gunz, they can be used by any Model in the Unit.

  11. One of AP's main points is that Combi-Weapons are likely to survive to the point where you get to use them, while H-Ks will often get killed off before you get the chance. This is kind of a big part of it for me. At this point, I mostly like H-Ks on platforms that are likely to survive up until the point where they're going to want to fire them off. This basically means Scout Sentinels. On them, I'm still down with the classic Multi-Laser or Autocannon+H-K setup, if you're running IG and for some reason don't want to spend all your FA slots on Vendettas.

     

    Outside of that, I can't really see a good platform for them anymore.

  12. It seems pretty plausible to me. Puts an MC in every slot, and it's been rumoured for a while that Old One Eye was moving to HQ. DeathLeaper in there as well makes sense, too.

     

    Bonesword and Hormagaunt profiles are visible in the Preview pages for the digital dex, along with a picture of The Red Terror, indicating it's actually going to be in the Dex: http://www.blacklibrary.com/games-workshop-digital-editions/Codex-Tyranids.html

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