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Talonwinter

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Posts posted by Talonwinter

  1. Although obvious, they should have included a note regarding Shadows in the Warp and Stubborn, as the two obviously interact and this is a very general FAQ forcused on clarification. My DA psykers get to ignore negative modifiers to Leadership for the purposes of Morale and Pinning tests. So for their example, the Librarian does not stop providing Ld 10 to the tactical squad if the faction is Dark Angels. The Librarian is still leadership 7 for any other leadership purposes.

    The only time this becomes a issue is with the warlord command trait that makes you use the units lowest Leadership.

  2. It's not a Formation, just an Aux Choice. So there are no Special Rules or benefits other than the overarching Detachment ones, but like I said on the previous page, it's the cheapest Aux Choice in any Decurion yet.

    Space Wolves Ferseion Wolves are a Aux Choice at 80 pts and have extra rules making them better.

     

    It would be odd for the Spawn not to have some kind of extra rule. If they can combine all together like wolves that would be nasty.

  3. Looking for a game At the Tacoma area Tuesday, Thursday and Friday or at OCC this Saturday.

    Prepping for the Washington state Finals at MUGU games in Everett WA on October 1 and 2nd.

     

    Looking for 1850 ITC based games. Mission 1,2,3,4, and 6 are needed.

     

    Trying to fine tune a new list. Looking for help in doing this.

     

    Thanks

    • Like 1
  4. You take the Karnn pack a core and two f the warforge with all the mauler-fiends that going o be a nasty close combat list.

     

    Looks like a decent group formation. With one OS core and good buffs in the other formation makes it a fun upgrade. Didn't see anything for spawn though.

  5.  

    out of 4chan

     

     

    Well, saw the Traitor's Hate stuff and talked about it to the redshirt. Supposedly it has datasheets for all renegade knight patterns seperatly instead of the single one from the box, i.e. Warden, Crusader and so on. Dedications are in.

    Kharn will get a new datasheet, but will mostly stay the same except for one change. Maybe the rumored Eternal Warrior, the guy refused to clarify that. He can be taken in CSM and KDK.

    Black Legion meta formation is the usual decurion stuff. Several formations combine daemons and CSM. It's all about BL and CS, so no stuff for other legions.

    The psychic disciplines are not god-specific and availiable to all psykers.

     

    Names of the new heretic Psychic Disciplines.

    Ectomancy (mmm, Ecto Cooler)

    Geomortis

    Sinisturm

    Heretech

     

    Rumored Heretech power:

     

    Howl of the Warp

    Warp Charge 2

     

    Blessing targeting a friendly unit within 18"

     

    Unit's ranged weapons become AP3, Gets Hot

    8SRqz8h.jpg

     

     

    This is a copy past from fulmination powers. I have a feeling a lot of the powers will be the same. A copy past from SM powers.

  6. It's not about timing. It's just a flat restriction. If they were in a Transport at the start of the Turn, they don't count for Curse of the Wulfen. Doesn't matter if they Disembarked before you roll for CotW or whatever, if they started the Turn in a Transport, they don't count for that turn,

    That the new faq? or in the rules somewhere that I am missing?

  7. This list is all about the double movement power. With a 50% chance (I think, someone can do the numbers) of getting it makes getting around real easy. Going first I get I have only a 1 and 6 chance of not getting some form of movement bonus. I can drop the wulfen in the drop pods if needed to put pressure on my opponent. With the speed of the army it makes hiding very hard. The wulfen unit are hard to kill and are a huge threat themselves. I been only having issues with Deathstars and I think the assassin is the answer to that.

     

     

    Cad

    lvl 1 Libby on jet pack

    5 blood claws with drop pod

    5 blood claws with rhino

    2 drop pods

    6x thunderwolves with 6 Storm shields, 2 Power Fist,

     

    Murderpack

    Wulfen with 5 Thunder hammer and Storm Shield

    Wulfen with 5 Thunder hammer and Storm Shield

    Wulfen with 3 Thunder hammer and Storm Shield, 2 with great axe and 1 auto gun

    Wulfen with 4 Thunder hammer and Storm Shield, 1 frost claws

     

     

    Culexus assassin

     

    The Question I have are does the assassin need a rhino for protection from shooting and Vector strike things?

    Does the New FAQ stop my Wulfen from using the drop pods.

     

    Also when do you roll for the Wulfen power as the new FAQ addressed it but as I is now. The order of operation I think allows me to roll after the drop pods come down but before Movement. I get to choice which I do but I am not 100% on this.

    I am needing to make sure as I don't ant to cheat someone.

     

    Tell me what you think.

     

     

    Read more: http://thetyranidhive.proboards.com/thread/51510/speed-wolves-assassian#ixzz4HXsRbI4c

  8. This list forgoes the murder pack that I really like. For the Imperial Fist Sky-hammer formation and a Wolf Cad detachment to get OS for a change in my list.

     

    Tau have been my bane as well as death-stars. The assassin hides in the rhino intel needed. Once the new FAQ goes live the rhino loses the bubble effect which is fine as the death-star has to get close first and the rhino is going to be next to the thunder wolves.

     

    The idea of the list is to drop in close say hi and make you make a choice about who you need to shot. Stopping over watch the turn my wulfen or thunder wolves charge is huge.

     

    Cad

    lvl 2 Libby on jump pack

     

    Wulfen with 5 Thunder hammer and Storm Shield

    Wulfen with 5 Thunder hammer and Storm Shield

     

    5 blood claws with drop pod

    5 blood claws with rhino

     

    2 drop pods

    6x thunderwolves with 6 Storm shields, 2 Power Fist,

     

     

    Skyhammer Annihilation Force

     

     

    2x(identical) assault squads 1 , jump packs, sergeants power axe

     

    1xDevastator Squads 2 multi-melta, vanilla sergeant, dedicated drop pod

    1xDevastator Squads, 2x heavy bolters vanilla sergeant, dedicated drop pod

     

     

    Culexus assassin

     

     

    I have ten units coming in on turn 1, if you count the drop pods. the Wolfen an thunder wolves should be charging turn 2 with back up from the sky hammer. Hopefully by stopping over watch to the unit charging.

     

    Tell me what you think.

    • Like 1
  9. Thanks for the game fulger.

    My list was in a way a really good counter to his for this mission.

    I had no drop pods in this list. Using only the Wolf strike formation Great pack with aux murderpack. It worked really well hit like a ton of bricks. with parts fast as all get out. Saddly the formations cool rules where worthless vs all tanks.

     

    I was attacker turn one.

    Yep the first game was way to fast. Went like deployed, roll wolfen power, roll charge range, game over. With a pure tank list was not much he could do.

     

     

    Game two I was the defender.

    He actually seized on me allowing me to charge him. Looking back I think he would not have done so. Also he reserved some stuff which lowered his damage output the first round.

     

    He blasted a lot of things and kept me from getting a easy secondary. Over all my list just has too many saves that if I make them he then lose large parts of his army. to my counter charge.

     

    As for the mission. Being able to get the secondary first turn needs to be looked at. Maybe saying you have to wait tell turn 2 or 3 to be able to do it. Would work better. Cause on turn one makes it was easy to take a commanding lead for the mission. Where the attacker has to kill most of your army to be able to score seam unfair. The defender should have to work to get his secondary as well not just have it on a silver platter. Making the defender endure a couple of rounds of fighting seams fair.

     

    I can see where having the defenders reserves coming in where ever you want can be a huge advantage. I was able to put my speeder in the rear arch of his Russ's every time the came in no issues. I think randomizing it like with the outflank table would make it more balanced.

     

    Something like:

    You can pick for them to come in on our long edge or use the table but you , must pick at deployment.

    1-2 left flank

    3-4right flank

    5-6 Any edge your pick

    This way you do get to set up perfect counter deployment.

     

    For points in our games.

     

    Round 1:: 24 - 6 Attacker Space Wolves win

     

    Round two 18 - 3 Defenders Space wolves Win

  10. 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.

    A unit of one has no issues hiding in back and 50 points for a 2w t6 model with decent attack stats is goo. I would take it over a lictor.

     

    You don't have to attach it to a flyrant endless you want some extra protection from getting seized on. Other wise the model is easy to hide and with feed it has no issue with leadership. I like it better for scoring then a ripper swarm. It has issues with grave but what doesn't. Hide behind a wall and only come out to play with something nice.

  11. Being able to have Tyrant leave Tyrant guard is a nice buff. I never caught that change from the last book to be honest. They are a solid back field unit that you can have your flyrants hide in now. That's not to shabby.

     

    a 2 wound t6 3 attack base with rending, feed that's scores sound good to me.

  12. I feel like we are digressing.

     

    You....survive shooting...by being in a unit.  Or better, being in melee.  Or using terrain.  Pretty much like every other HQ in the game I imagine.  I feel like you're asking questions to which you already know the answer.

     

    This isn't about how good Flyrants are, because we already know.  =)

    You made get out my book for the firts time in a long time. lol

     

    Honestly you can't dress him up as a good unit or even decent at that point cost.

     

    Can't believe you are using Shadows of the warp as a plus to take him. I don't think this rules been useful since the codex came out in any game I have played, maybe once..maybe. You know the amount of games I have played.

     

    Normal warriors have it as well so no need for him. for his point cost I can have 4 fully kitted out shrikes or warriors which is more survivable have more attacks and shooting.

     

    The relic is crazy expensive and is not that good.

     

    If what I am understanding 125 base + a for relic, for sword+lash, + Assault Grenades, shooting str 5, that's 195 ish with out poision which you will want. With 5 attacks on the charge cause the Nids don't get a bonus for having a gun and a weapon. The 2+ armor save is only for the combat phase so no tanking shooting. Having to spend almost 200 points for a IC with no ++.

     

    Paying 150 to 200 points for a guy that can't ignor ap2 armor and doesn't have some kind of ++ save. Even Sister have better HQ for cheaper that IC.

     

    Every army have supper cheap IC but Tyranids.

     

    As for the rule for this I question you can sacrifice a tyrant guard as a Hive tyrant joins them as a IC. The New FAQ for Tyranids say he can leave like a IC too. Which gives a simple answer to our problem here.

     

    A tyrant can sacrifice his guard which fits the point value need in the unit as well.

    • Like 1
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