fluger Posted January 21, 2014 Report Share Posted January 21, 2014 Unless the new FAQ changes things a Tyrant cannot leave the guard, only join (well its arguable I guess but without specific provisions and the old FAQ and rules as precedent you won't get much traction). *note, I ain't mad at you, just mad at that dex. Quote Link to comment Share on other sites More sharing options...
Last_Bullet Posted January 21, 2014 Report Share Posted January 21, 2014 I disagree... pg 46 Shieldwall- A single Hive Tyrant may join a unit of Hive Guard exactly as of an were an Independent Character. Tyrants can leave the Guard behind. Quote Link to comment Share on other sites More sharing options...
WestRider Posted January 21, 2014 Report Share Posted January 21, 2014 It only says you can Join like an IC. It does not say that you can do anything else like an IC. Quote Link to comment Share on other sites More sharing options...
Lord Hanaur Posted January 21, 2014 Report Share Posted January 21, 2014 He's not required to start in it but once he joins he's locked in it? It would say that, I think. I'd have zero problem with him splitting off later. Quote Link to comment Share on other sites More sharing options...
Guest Posted January 21, 2014 Report Share Posted January 21, 2014 He's not required to start in it but once he joins he's locked in it? It would say that, I think. I'd have zero problem with him splitting off later. Agree here. I think joining as an IC assumes leaving as an IC, as ICs that can't leave units aren't treated as ICs, those are characters or have special rules that specifically cover it (like the techmarine gunner for the TFC). -Pax Quote Link to comment Share on other sites More sharing options...
WestRider Posted January 22, 2014 Report Share Posted January 22, 2014 It's exactly the same wording as the previous version that was confirmed to work that way in the FAQ. 1 Quote Link to comment Share on other sites More sharing options...
Guest Mr. Bigglesworth Posted January 22, 2014 Report Share Posted January 22, 2014 Agree here. I think joining as an IC assumes leaving as an IC, as ICs that can't leave units aren't treated as ICs, those are characters or have special rules that specifically cover it (like the techmarine gunner for the TFC). -Pax You know what they say about assuming. He doesn't gain IC or any other attributes of ic, only that he can join. Quote Link to comment Share on other sites More sharing options...
Lord Hanaur Posted January 22, 2014 Report Share Posted January 22, 2014 shrug. Im ambivalent, honestly. If they FAQ that, okay. But until then I dont think it would bother me. Quote Link to comment Share on other sites More sharing options...
winterman Posted January 22, 2014 Report Share Posted January 22, 2014 http://bloodofkittens.com/blog/2014/01/21/tits-tournaments-competitive-tyranid-results/ Tasty posted up his observations about bugs from his three games at TSHFT. His (and MikhailLenin's) opinion on the flyrants as disappointing was interesting, as it matches my own view but goes against the group-think. When TastyTaste mentions a need for more long range shooting it make me wonder if its worth going that route without sacrificing the heavies. So consider perhaps adding some of the following to a 2-3 mawloc build instead of flying tyrants and tervigons. Tyrant with venomcannon or strangler + miasma cannon or devourer. The ability to take two 36" range weapons outside of heavy and in a compulsory slot may be worth it to thin down the opponent a bit. Multiple 100 point warrior units with barbed strangler Tervigon with miasma cannon (if not taken on the tyrant) Harpies (something MikhailLenin had but Tasty did not) Hive Guard (not really long range unless onslaughted but not too bad) Biovores (Tasty already considered these) Quote Link to comment Share on other sites More sharing options...
WestRider Posted January 22, 2014 Report Share Posted January 22, 2014 I think Biovores are definitely a solid option. Good against most Troops, and a miss can generate enough Spore Mines to be a non-ignorable threat to Vehicles. I haven't tried Mawlocs yet myself, but I've seen a lot of speculation about actually aiming for something that's likely to cause a Mishap (along with a significant amount of damage, of course, don't just throw them at Land Raiders), because on a 4+ on the Mishap Table, you just go right back into Reserves instead of having to sit around for a Turn to Reburrow. And if you're trying to break up a Castled Opponent, they're unlikely to be able to find anywhere worse to put you on a 2-3 than where you landed anyhow, so only a 1 is really bad on the Mishap Table. 1 Quote Link to comment Share on other sites More sharing options...
busbina Posted January 22, 2014 Author Report Share Posted January 22, 2014 I got to place them 2/3 times. And it comes down to putting the in the middle of no where and getting hit again on turn 4 or putting them next do something that can fight them. I put them next to my plague bearers and plague marines which did like 4 wounds to them, and locked them in combat. I thought it would be better than getting hit again. Quote Link to comment Share on other sites More sharing options...
Guest Posted January 22, 2014 Report Share Posted January 22, 2014 I think Biovores are definitely a solid option. Good against most Troops, and a miss can generate enough Spore Mines to be a non-ignorable threat to Vehicles. Saw them in a game. Certainly interesting. Notable that spore mines don't explode if you shoot them. Was rather surprised by this. Does mean that you can't kill them all off with 1 shot by having 1 explode the unit, but does make them less threatening. Might have it wrong, just how the two players read it. -Pax Quote Link to comment Share on other sites More sharing options...
WestRider Posted January 22, 2014 Report Share Posted January 22, 2014 @Busbina: That's probably the best option if you get to place. Even that's not foolprof, tho, since they've got Hit & Run and I4, so they can be hard to keep locked in. @Pax: No, they don't explode except when they Charge and get into Close Combat. For a larger Cluster, especially, it can be nice, because it takes more than just a Storm Bolter from some Rhino with nothing better to do to completely neutralize them. Quote Link to comment Share on other sites More sharing options...
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