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AbusePuppy

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Everything posted by AbusePuppy

  1. It seems like you should be able to. Reserve points seem to be treated like any other points expenditure, so it stands to reason that you would be able to would be able to sideboard them. Although if that's your plan, I would think that simply dedicating the points to reserve initially would be the preferred option.
  2. Well now I know you're just making this all up out of your dreams.
  3. East fix: make the baby paint for you. Done and done.
  4. I'm not gonna name any names, but MAN am I having some flashbacks right now. Yeah, GW doesn't seem to understand the concept of redundant gear. It's... weird.
  5. Exactly so. What detachment a model is part of is irrelevant to its status on the ally chart- all that matters is what faction it is a part of, i.e. what codex the unit is drawn from. So cram those models into the Tyrannocytes regardless of which detachment you took them in, the bugs ain't care.
  6. And as we all know, FW has a proven track record of excellent and functional rules that make sense.
  7. Tyranids have no Battle Brothers (even the Genestealer Cult are merely Allies of Convenience, unless I'm remembering wrong) so it's not actually relevant.
  8. Just because they don't use a slot doesn't mean they aren't part of a detachment. Dedicated transports and many other units can be part of a detachment but not use a slot. If you mean can they be included in any detachment you please, such as formations that don't list them as an option, then the answer (by way of implication from the Imperial Guard FAQ) is no. They can only be included as part of a Combined Arms or Leviathan detachment, unless I'm forgetting another non-formation detachment Tyranids have access to. Ally levels are based on a model's listed faction, not the detachment it is part of. It is possible to have models with more than one faction in a detachment (such as some of the Forge World detachments from IA4 or a War Convocation), though this is more the exception than the rule.
  9. Why would the Emperor exclude a full half the population from candidacy when the very existence of the Imperium rested on maintaining a steady influx of recruits? Big Emps was kinda an idiot when you get right down to it. The last thing this game needs right now is more over-complicated rules on models that won't get used anyways. The issues with Terminator survivability are really more of issues with the types of firepower that GW puts in the game and on the pricing of Terminator models. If Grav weren't absolutely everywhere, if S6 shots in volume weren't cheaper than rent in Kentucky, and if Terminators weren't consistently priced at 3x the cost of a Space Marine with only 2x the durability (or less) it wouldn't be an issue. Giving them an extra wound could certainly work, but it would put them extremely close to Centurions in terms of mechanics and Space Marines are already a barely-differentiated mass of guys in big suits.
  10. I think that movement (and assaults) in the game are fast enough that shooting doesn't need a general-purpose nerf of any kind. However, we have been looking at some houserules for our group, first and foremost being the South Coast GT FAQ rules. Some of it is inapplicable/unneeded since the release of the General's Handbook, but some of the others are still helpful- for example, measuring base-to-base for models, not allowing multiples of the same modifier to stack, and Deadly terrain not automatically killing Monsters and Heroes. We've also had a lot of contention over rolling off initiative each turn of the game, but we haven't abandoned it yet. Personally, though, I don't like it very much because of the possibility of "double turns" and whatnot, which I feel can often swing a game in ways that aren't very much fun.
  11. ITC doesn't allow more than one unit of superheavies (except for Knights), that's why it wouldn't work.
  12. I haven't, but a friend of mine has. The FAQ update improves it slightly (since you no longer have to roll to hit with its psychic power, a major obstacle at BS3) but it's still one of the worst units in the Tyranid codex. Weak defenses, a power that is almost strictly worse than Psychic Shriek AND Scream, low combat stats, and a hefty price tag make for a unit that is just lackluster in almost every possible arena. If you just want to use the Malefactor model, I've seen it used as both a Tervigon and a Tyrannofex, as Edosaurus mentions.
  13. The Maleceptor is so bad I doubt anyone would complain.
  14. Erm. The problem with land Raiders is not that the explode for S10 AP2 hits on their occupants, it's that there are fair too many categories of weapons (Melta, Haywire, Destroyer, etc) that can easily destroy them without much regard to their stats.
  15. Just slap your opponent with a big ol' stack of dollar bills and then concede the game, it's basically the same thing. :P
  16. Yeah, that would be a perfectly acceptable WC1 spell, if not all that impressive of a thing, but at WC2 it's hot garbage.
  17. How, exactly, will the sideboard work? I'm somewhat curious. Do you get to see your opponent's list, and then sub in your 500pts however you want? Do you know just their faction before deciding how to alter things? Can your sideboard be used to change your declared allegiance for the army? Etc.
  18. It specifically refers to units that re-enter the game after being destroyed, such as the Gargoyles from some formations. Units that suffer the Delayed mishap result are not affected.
  19. The Tyrant Guard are a decent unit, if a bit too expensive for what they do (though not by a lot.) Their problem is that they don't really bring anything useful to the "standard" Tyranid army these days- and, in fact, they are reliant on hanging out with a walking Tyrant, who is essentially a stone around the neck of any list these days.
  20. The fact that he can be part of a Cast of Players is pretty nice. It means that, for a 10pt tax, you can give the whole unit Shrouded without any need for activating a psychic power or anything, which covers their biggest weakness. If the Troupe units weren't equipped so horribly, they would be worth using. Being able to Run+Charge is really big, but having only a small handful of special melee weapons makes them not worth it. Also, the fact that neither Eldrad nor the Jester can do the Run+Charge thing is... kinda harsh. Caress is generally accepted as the superior melee option, yeah. It's numbers against things are just really, really high (especially with benefit of Prescience or the like.)
  21. This isn't about how good powerful units are- this is about forcing an already-weak codex to take horrible, horrible units (TWO of them!) in order to punish them for how bad they are. It's just not fair to all the Eldar, Tau, Space Marine, and Daemon players if the Tyranids aren't playing down by 200+pts every game.
  22. The "official" rules for conversions seem to be pretty strict- 90%(?) Wyrd models and no proxies (other than Emissaries/Avatars.) How closely do tournaments in the northwest actually adhere to these rules? I was looking at possibly doing a Dreamer crew that would need a lot of work done to make Lord Chompy, but Wyrd doesn't really seem to have any models that could be anything like an acceptable base for the project.
  23. I don't know if you guys have noticed, but GW has consistently made Storm Bolters useless for like ten years running here. This is nothing new.
  24. I don't like the look of the flyer so far. It makes the Stormwolf look aerodynamic in comparison, and the dual front ramps are kinda goofy. Are we to assume that it has two completely separate troop compartments on the inside of it, or that the thing has actual hallways between the two halves? Do Deathwatch recruits sometimes get lost inside their flyers? "Yeah, just take a left at the junction, past the power couplers and the litany of the Emperor's Fury. Then hang right, keep on going to the end and you can't miss it."
  25. The spiteful part of me wants the DW marines to be just as hilariously overcosted as the current batch of DW guys are. Because really, what this game was lacking was another power armor faction with lots of gear and units that overlap with other codices.
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