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Talonwinter

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Everything posted by Talonwinter

  1. I am looking for hive Guard. Metal or fine cast is ok. I am also looing for the impaler gun's from the new plastic kits. Willing to trade or something. Have space wolf Items can trade for things.
  2. Can you pay at the store to get the lower price?
  3. I may be able to make that myself.
  4. THe pics are new and the info is last year right?
  5. Whats everyone's thought on the new Codex? Competitive at all?
  6. tyranofex is 185 pts. rupture cannon is 47 or 49.rupture cannon profile is heavy 3, s10 ap-3 d6 damage. thats all. no more funky "if it hits both..blablabla"exocrine with all wargear is 210 or something like that. minor points decreasevenomthropes and zoans are still fielded as units of 3venomthropes when in grp of 3 also affect monsters. when in a grp of 6, the aura becomes 6". the carnifex biomorpth that gives -1 to hit to enemy shooters does not stack with venomthrope. said biomorph is 10 pts. genestealers remain the same. but have an option of getting +1 armour but they lose swift and deadly. (wtf GW)there is a relic for any character that gives either +1S, +1A or +1T during fight phase. roll dice to see which buffharuspex is something around 220 pts with wargear. not sure if any rules changed
  7. Psychic scream, WC5, Targets nearest enemy within 18" does d3 mortal wounds. if the target is a psyker, also roll 2d6. if the value is higher than the enemy psyker's leadership, the enemy psyker loses 1 spell at randomparoxysm WC5, target enemy unit within 12" of the psyker fights last. (there's a whole big ass block of text here talking about exceptions and what not)*cant remember the name* target unit within 36" of the psyker essentially gains synapsehere's a bunch of random (please do not swear)old one is is now 9 wounds. 200 pts. hits of 6 generate one additional attack. can be equipped with a scything talons relic that +1s ap-3, 3dmg, +1 attack. uses behemoth warlord traitswarmlord is t7, 12w, 4++. his blade parry makes it 3++. no other notable change i think. uses leviathan warlord traithivefleet gorgon warlord trait: enemy units within 3" of the warlord at the end of the turn take 1 mortal wound each on a 4plushivefleet behemoth warlord trait: on 6's to wound he deals an additional damagehivefleet leviathan warlord trait: after deployment but before start of game, redeploy your warlordtyrannocyte is now 100 pts. 5pts for each deathspitter.hivefleet kronos stratagem: 2cp, when an enemy psyker attempts to cast a spell, make it use only 1 dice to rollhivefleet behemoth stratagem: 2cp, choose on unit. roll a d6 for each charging model. for each 6 deal 1 mortal wound to the enemy unit it charged. for monsters its on a roll of 2+2cp stratagem: choose one unit. at the end of the shooting phase it shoots again. (cannot target monsters)maleceptors total pointage including wargear is 172. T7, 12W
  8. Some more rumors. "chapter tactics"behemoth: reroll failed chargesKraken: can charge after falling backGorgon: reroll 1s to hit for fight phasejormungandr: always have cover bonus (i'm not sure if i read this right)hydra: reroll misses against units with less models during fight phasekronos: reroll 1s to hit for shooting, IF the unit doesnt moveLeviathan: looks to be the same as salamander tactic but i'm not 100% sureNeurothrope is now HQ, a character and no longer part of a zoanthrope unit. zoanthropes within 6" of a neurothrope reroll 1s for psychic tests. the spirit leech thing now only heals 1 wound for a zoanthrope unit withint 6"here's the bit lots and lots of ppl will go nuts aboutthere are now 3 seperate carnifex entries. 1.) Carnifex 2.) Screamer killer 3.) Thornbackcarnifex including 2x monstrous scything talons clock in total at 83 pts.. the 2 pairs of monstrous scything talons for carnifexes are 15 pts, 1 pair is 14 pts. yes.. i know. dont ask me why.there are individual upgrades for basic carnifexes. +1BS, +1 attack on the charge, -1 to hit from enemy shooting. on the charge carnifexes and screamer killers now get +1 WS on top of the current battering ram rulescreamer killers come stock with "bio plasmic scream" which is 0 points, 12" assault 6(not sure on the number), S7 ap-1, 1damage. screamer killers come stock with 2 monstrous scything talons as well. 90 pts in totaldont have much info on the thornback other than at the end of combat roll d6 for each enemy unit in combat with it. on 6 deal 1 mortal
  9. From the Tyranid Hive;about an hour ago seeg said:our hive tyrant is now t7, 12W. wings will have deepstrike. has a base 4++. down one attack. didnt manage to see the pointage or the wargear options. no idea if monstrous rending claws are still a thing.carnifex are t7 as well. slight cost reduction. didnt get to see anything else.maleceptors deal 3 mortal wounds if we roll a 6 on that weird aoe ability. it knows 2 spells and can cast and deny 2 spells. also t7. also 4++. i roughly remember 2 more things1 is a stratagem tied to a fleet whose name i cant remember.start of psychic phase, choose one enemy psyker (cant remember if there's a range or if its from one of our own psykers). Targeted enemy psyker uses only 1 dice to roll his spells and a warlord trait: if an enemy psyker within x inches (cant remember the range) fails his cast he suffers d3 mortal wounds. i'm sure i missed something else here. my memory sucks ass.
  10. The issue is you can get a digital copy at midnight. I have my codex on my tablet so making a list is not had to do that morning. Their is not that many gotcha rules with them letting leaks out before hand. It's not going to make people unhappy. I personal like getting to play the new army before the person knows all the tricks it can do. It goes both ways.
  11. The new Tyranids focus is crazy good. Swarmlord can take a IK knight out by himself 7 strength 8 attacks that do d6 wounds. Scary vs large targets. his auxiliary powers are good to a free move for a unit in the shooting faze before charging makes getting heavy hitter or large units into combat very easy. H-gaunts and Genestealer are movement 8. Very Fast in combo with the swarmlord power that is a 8inch move+d6 run+8 inch move and 2d6 charge. that is a max 34 inch charge range.. That's crazy turn one. Genestealser got the GSC treatment and can be made to hit on 2 and a full squad of 20 get 80 attacks with 6's being rend-4. A full unit hitting a IK will severely hurt it in one round of combat. To be finish off by something else. Tyranids will be a fast combat army with mid range shooting. Should be fun to play and play against. Can't wait for 8th to drop. Should be fun.
  12. I second this my Nids are Hungry.
  13. Killing knights and other super-heavy's just got a lot easier. Str 5 weapons wound them on 5+ and with rending you can make their saves a lot less. Also they degrade a lot when damaged. Tyranids even got a boost with trygons being able to maybe kill them in one round of combat. Before our only option 5 flyrants with e-grubs and then you had to be lucky. Melta is going to be king in killing them true but lots of heavy bolters will do the job as well. T8 is not quite the same as it is now. many armies will have the tools to kill them in shooting or in combat. Ork will drown them in combat with wounds. Loos like Tyranids will do the same as well. Fire warriors can would them at 30 inches on 5+ with there basic troop. seams good to me. lots of wounds re going to be tossed about on both side I feel.
  14. Bonesword likely -3 rend and d3 damage on a 6. Biggest news is Trygon may be a Lord of War choice. MULTIPLE D6 DAMAGE ATTACKS FROM A TRYGON! And it looks like they get at least 4 attacks from the "destroy a knight in a single lucky round of combat." Another important development is the Super Heavy Detachment, which has the restriction of units from the same faction. So, we've seen 4 (?) of the 14 detachments, so I'm willing to bet there are specific FOCs that restrict to faction and give a hefty command point bonus, which will give you plenty of benefit from your faction specific stratagems. I know not everyone is into this, but I am happy with 8th as it stands and I have enough armies to enjoy competitive play EVEN if I can't bring the exact Tyranid fluff force that I want to a tournament. There's something here for everyone, and it is certainly different enough from AoS for me.
  15. From a guy on DAKKA I thought a good sum-up of the latest race article. Hmmm. Seems like a virtual port of Chaos Daemons AOS rules. Which is good in my opinion. GENERAL THOUGHTS: Sounds like were about to loose our random for the random god rules, good. Downside we'll probably loose all the wargear options not currently available in the existing model kits. Which effect Slaanesh and Tzeentch more that the others tow sine they don't usually have melee weapons to proxy in. So good by ether blades, lash of despair, and other weapon themed gifts and rewards. Also, free summoning, invulnerable saves stacking to 2++, and flying circuses. Removing instant death takes us right back to the 4th edition codex where everything was immune to it. So all of the Chaos Daemon multi-wound models get a boost but especially our elite units. The Greater Daemons seem to be getting a significant bump in durability, with 15+ wounds and hopefully they are not still T6. That could make non flying greater more viable. Although I'd like Daemon Princes to have more wounds, capping the wounds at 10 would allow non-flying Daemon Princes to be viable again. SLAANESH: Piercing Claws: Spoiler: Slaaneshi daemons got to keep rending attacks at AP-4. I was almost certain that they would be just a flat AP-1, and 2-3 attacks. If we're lucky they might still have base attacks at AP-1. Probably not but I dream, right? Not as good as 7th Edition rending since you always get a 6+ save and can potentially improve the save, and it doesn't say they auto wound. At S3 they only wound T4-5 on a to wound roll of 5+, and T6+ on a 6+. Good thing they're getting bonus attacks for being taken in large units. That said I really hope fiends got a strength increase and/or more attack to help the girls crack open vehicles. Graceful Killers: Nearly a straight port over from AOS, but now effects units of 20+ rather than effecting units of 10+ of 6+ wound roll; and units of 20+ on a 5+ wound roll. So a bit weaker. Quicksilver Swiftness: Oh please let this be the same as AOS. Where its either "run and charge" in the same turn or "run and charge" with a 2D6 run. The striking first in combat rule could just be "always strike first" unless the enemy unit has the same rule, like it was in fantasy. Or more likely its a dice roll to steal the charge, kind of like rolling to seize is now. Keeper of Secrets: I'm excited for this one, if they follow AOS then she's moving 12" a turn before advancing. She going to have at least as many wounds as the LOC so 16 at minimum. Probably only a 5+ invulnerably save and no armor. But maybe a -1 to hit modifier within a certain radius due to its disturbing beauty. Masque: I guess now that all the other characters are also unable to join units...she's better now? Or at least your no more penalized that taking any other herald. Chariots: With increased wounds and a single toughness value for the model these might actually do something in combat for the first time since the 4th edition! Sadly, since AP-4 rending still exists the 40K version probably wont be causing mortal wounds when its charges. KHORNE: So Khornate daemons receive +1 attack and +1 Strength in combat if they charge or are charged. Probably applies to all Khorne daemons, and possibly is the new mark of Khorne as well. Bloodthirster: I'm calling it now the BT will be hitting and wounding on a 2+, and doing D3, D6 or a flat 6 depending on the weapon. If a Lord of Change the least durable of the Greater Daemons has 16 wounds, the BT will have 18+, and a 2-3+ armor save. TZEENTCH: Tzeentchian Daemons: +1 to their invulnerable saves. Possilbly also the new mark of Tzeentch as well, given Rubics were revealed to have a 5+ invulnerable save. Lord of Change: 4+ invulnerable save and 16 wounds. So two more wounds than the new Tzeentch Battle-tome version. Horrors: They're still Psykers. They also are able to deal with some of the tougher enemy units. Blue Horrors and Brimstone Horrors: Require that you save some Reinforcement Points to split out of their parent unit. So no more free models. Seems fair but I rarely used summoning anyway. NURGLE: If they port over the -2 to hit in the shooting phase, and the -1 to hit in the combat phase for 20+ model units Plague bearers will be quite scary. Especially if they port over some of the mortal wound causing disease abilities. Or at least cause D3 or D6 damage. Great Unclean One: Since Glottkin in AOS has 18 wounds, and they say in the article the LOC has 16. The GUO could easily 20+ wounds and T8. Disgustingly Resilient: Nurgle Daemons ignore wounds on a roll of 5+. Another straight port over from AOS and essentially FNP. Yeah, so there your new mark of Nurgle Mischief Makers: Allows Nurglings to deploy near enemy models and engage them quickly. Sounds like a scout move.
  16. If it is like AOS it is just 2d6 only. No leadership involved. Smite looks to be nasty for single model units. MC and lone model beware. Wonder what Shadows in the Warp will do now for Tyranids? Hopefully help shut down powers like it use too.
  17. Flame templates will be good on tyrants still doing d6 haywire hits most likely. Not to bad. Will be interesting to see how they will but our big guns Tfex and the Hive Guard guns. If the lascannon is the most powerful gun than Grav weapons may have taken a nerf. Which they needed greatly. Will be interesting to see tomorrows info on movement but I not seeing how that's is needing a whole day on. I rather have info on other subjects.
  18. In the new edition, the rules team were keen to have the profile work harder – to better distinguish between the different units so that, for example, Eldar will run faster than Guardsmen, and Hormagaunts run faster than both.""" Hormagaunts run faster than both.!!! they are movement 7 at lest.
  19. If any of the GSC people drop let me know as they are what I want to play. I am going for top GSC this year in the ITC. SO far I am off to a good start with two 1st place wins.
  20. You may want to have the GSC players ask the question on there army. There are some question about deployment and things counting as moving vs being placed in the deployment phase.
  21. Wouldn't a FMC just use skyfire. then it wouldn't matter.
  22. This came up at a tournament and the to and me where both unsure how to answer it. He ruled it did but was unsure. Can psychic scream hit FMC when they are swooping? Anyone know for sure? Fliers have a hard to hit rule but FMC do not. And the BRB say thins that snap-fire can auto hit page 23ish I believe. Just needing to make sure.
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