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HiveTyrant

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  1. Скример-киллер, очевидно, валить должен MEQ. И с этим, очевидно, он отлично справится. Кучка атак на 3+ с реролом единиц, если рядом одноглаз (а он теперь не выцеливается, так как персонаж), то с 2+ с реролом копеек - отличный вариант нанести все 5 атак противнику. С учетом -1 к хиту довести этих красавцев проблемы большой не составит, особенно, если их 5-6.
  2. Этот не может взять клешни и пушки. Тут только биоплазма.
  3. Шикарность, левиафан теперь топчик
  4. https://www.warhammer-community.com/2017/10...cenery-bundles/ https://www.warhammer-community.com/2017/10...omepage-post-2/ "Флоты едино" BEHEMOTH: Hive Fleet Attribute: Re-roll failed charges. Warlord Trait: A To-Wound roll of 6+ during the Fight Phase deals 1 additional damage. Stratagem: Brute Force (1CP) Use when a Benemoth unit successfully completes a charge. Roll a dice for each model in the unit that ended it's charge move within 1” of an enemy model. For each roll of 6+, the enemy unit suffers 1 Mortal Wound. If the charging unit was a Monster, it instead inflicts a Mortal Wound on a roll of 2+. GORGON: Hive Fleet Attribute: Re-roll 1's To-Hit during the Fight Phase. Warlord Trait: At the end of the Fight Phase roll a dice for each unit within 1”/3”* of the Warlord. On a 4+ that unit suffers a Mortal Wound. Stratagem: Hypertoxicity (1CP) Use during the Fight Phase. Choose a Gorgon unit equipped with Toxin Sacs. The biomorph does 1 additional damage on To-Wound rolls of 5+ instead of 6+. *Seeg said one, LordHikaru said the other. HYDRA: Hive Fleet Attribute: Re-roll all failed To-Hit rolls during the Fight Phase for units who outnumber their opponents. Warlord Trait: At the beginning of your turn roll a dice for each Wound your Warlord has suffered previously in battle, on a 6+ it regains that Wound. Stratagem: Endless Swarm (2cp)** Select a destroyed unit of Termagants, Hormsgaunts, Gargoyles, or any Hydra Infantry unit that has been completely destroyed. Add an identical unit to your army and set it up as reinforcements wholly within 6” of any board edge, and more than 9 inch from any enemy units. **Not sure if this is actually the Hydra stratagem, if it simply has a bonus when used by Hydra armies. The wording implies the later, but I couldn't find another trait that specifically mentions Hydra in the leaks. JORMUNGANDR: Hive Fleet Attribute: A unit with this adaptation (other than units that can Fly) always has the benefit of cover for the purpose of shooting attacks. If the unit advances or charges, however, it loses the benefits of this adaptation until the start of your next movement phase. Warlord Trait: Enemy units do not benefit from Cover against attacks made by the Warlord or friendly units within 3” of the Warlord. Stratagem: The Enemy Below (1CP) Use this Stratagem during deployment when setting up a Jormungandr Infantry unit. Instead of deploying normal set this unit up underground. When you set up a unit of tunnellers (Raveners, Trygon, Trygon Prime, or Mawloc) any number of units that have been set up underground may deploy with them. Place that unit within 3” of the tunneller and more than 9” away from any enemy units. KRAKEN: Hive Fleet Attribute: Units may charge after Falling Back. Warlord Trait: Choose a unit within 6” of the Warlord, it may fight first in the Fight Phase even if it didn't charge. Stratagem: Opportunistic Advance (1CP) Use in the Movement Phase. Choose a Kraken unit that does not have the Fly keyword. When Advancing you can double number you roll when determining how much to add to the unit's Movemnt characteristic. KRONOS: Hive Fleet Attribute: If a unit does not Move, it may re-roll 1's To-Hit when shooting. Warlord Trait: If an enemy Psyker within 18” of your Warlord fails a Psychic Test they suffer D3 Mortal Wounds. Stratagem: Against Shadows (1CP) Use when an enemy psyker attempts to cast a spell within 24” of a Kronos unit. That psyker can only use one dice for their psychic test. LEVIATHAN: Hive Fleet Attribute: Each unit may re-roll 1 failed To-Hit and To-Wound roll when it shoots or fights (needs exact wording before confirmation). Warlord Trait: After deployment, but before the first game turn, you may re-deploy your Warlord. Stratagem: War On All Fronts (1CP) Use during the Fight Phase. Select enemy unit within 1” of one Flying and one non-Flying Leviathan unit. You may re-roll all To-Hit and To-Wound rolls of 1 for attacks against the enemy unit made by friendly Leviathin units. "МНОГО ТЕКСТА" Still no instinctive behaviour update! It's killing me as the way it currently works has been the nicest way to play nids in ages! most of the artefacts are soso. but there is a 30 inch norm crown that negates the effect of IB, but doesn't give you anything else. 1cp the enemy below (jormungandr) use strat when jor inf set up, put it undergorund. whenever u set up raveners mawloc trygon or trygon prime. any no of its unit can be set up within the tunnels, 3 inch from burrowing unit ,9 inch away enemy. 1cp brute force (behemoth) use when benemoth unit complete charge . roll d6 for each behemoth charging model within 1inch of enemy. each roll of 6, 1 MW on enemy unit. 2+ for a behemoth monster charging (30 man gant charge in, roll d6 for all, on a 6 chuck a mw) 1cp war on all fronts (leviathan) fight phase. select enemy within 1inch of 1 flying and 1 nonflying leviathan unit. can reroll hits & wound rolls of 1 for levi attacks against the enemy unit 1cp Against Shadow (Kronos) enemy psyker attempts to cast a spell within 24 inch of kronos unit. that psyker can only use 1 dice for his psyk test. 1cp Hypertoxicity (Gorgon) fight phase. choose gorgon wiht toxin sac, the biomorph do 1 additional dmg on wounds roll of 5+ instead of 6 2cp Endless Swarm Select a destroyed unit of gants, horms, garg or any hydra inf unit that has been completely destroyted. Add an identical unit to your army and set it up as reinforcement wholly 6inch of any board edge , more than 9 inch from enemy 1cp Opportunistic Advance Use in move phase for advancing Kraken unit (noFly units), can double number you roll for advance and add to the move characteristic 3cp Call the Brood end of move. add a new unit of up to 5 genestealers, wholly within 6 of a brood or infestation node but more than 9 from enemy 3Cp adrenaline surge end of fight phase. select a nid unit from army, can immediately fight again 2cp Digestive Denial After deployment but before turn start. choose a piece of terrain othre than fortifciation. Units fullywithin or on this piece of terrain do not gain any bonus to their saving throws for being in cover..... lol if anyone piles their whole army onto one big terrain in their deployment. 2cp single minded annihilation end of shoot phase, choose inf unit, shoot again lol (devil gants/hiveguard lol) 1cp grisly feast morale phase. select ripper or haru. enenemy within 6 inch must add 1 to morale test 2cp pathogenic slime shooting phase. select nid mon. increase dmg of its attack by for this phase. lol 2dmg dakka flyrant/exo/tyrannofex 3cp sporefield after both armies deploy, add up 2 unit of spore mines as reinf, more than 12 inch from enemy 1cp invisible hunter move phase. lictor within 1 inhc of enemy. that model can fall back shoot and charge. 1cp power of the hive mind end of psyk phase, choose a nid spyker that casted earlier, can cast 1 additional power 1cp pheromone trail choose when nid inf set up as reinf/reserve. if got lictor on battlefield, you can set up wholly within 6 inch of lictor and more than 9 from enemy 2cp death frenzy use when nid char die, it can shoot again as if it were shooting phase, or fight again as if fight phase before its removal 1cp overrun use when nid unit destroys an unit in fight, and not within 3 inch of enemy. that you unit can forgo consolidation, but move and advance as if movement phase but cannot move within 1inch of enemy model 1cp voracious appetite fight phase, nid mon or character is chosen to fight.can reroll all failed wounds for that model til end of phase a thing to note is that the screamer killer's bioplasmic scream is free and part of the default wargear. whereas the carnifex's bioplasma is not free and is an option. (please do correct me if i'm wrong lordhikaru!) and just to reiterate cuz some ppl missed it in this ridiculously fast moving thread. swarmlord is NOT leviathan keyword. i caused some confusion from my wrongly reported warlord traits. swarmlord has the re-set up your warlord before the game starts one. the leviathan trait is in fact this: 1 per battle round. you can reroll a single hit/wound/dmg /advance charge or saving throw for the wl shadow in the warp is still the same the other 3 psychic spells i didnt write are the same as index. please refer to the compiled rumours thread. psk barrage need 3x3 zoans to shoot a point, all unit within 3 inch of that point rolls. 4+ unit suffer 3d3 mortal 1cp caustic blood start of fight phase.select nid unit, roll d6 when a model dies, on 6 enemy suffer mw 2cp rapid regen end of mov, heal d3 1cp scorch bugs shoot phase seelect nid, +1 to wound for all feshborer or fleshborer hive attacks 1cp feeder tendrils when gene lictor toxi venom kills a chara in fight phase, gain d3 cp 1cp implant attack use aft nid unit fight in fight phase. roll d6 for each wounded enemy model and not slain. 2+ suffer , model suffers a mw 1/3cp bounty of hive fleet artefact thing 1cp metabolic movement use in move , after a nid unit as movemed. you can move that unit again includ advance. however roll a d6 for every model, on a 1 , unit gets a MW. cannot shoot or charge that turn. old eyeball 200 pts. 9w character add 1 roll to hit if charged extra attack now on 6 only doesn't degrade tyrand our lord and savior T7 12 wounds -1attack 4++ synpase 18 inch dakkadevs are 6 shots That's a good point; range on acid spray? Stats on fleshborer hive? BL devourers? Deathspitters w/ slimer maggots? 18 inch on spray. zoan grouip of 6 +3 mortal wound damage on smit Tyrant guard plus 1 attack genes bs4 got flesh hook as option New ability: infestion -can put 4 nodes in ur own deploy area , if enemy near it , it disappears. u can pop up from any of the 4 nodes as per normal ds/reserve. either or option, lose run and charege but gain 4+ armor save gargs can ds, Haru mon no change but but like huge point drop 65-80 veno brood 3 or more gives cover to mons. 6 increases their range to 9 malecep 4++ , psyk overload now include on 6 due 3 mortals instead of 1 level 2 psyker carnifexes are aout right? Toxicr same ish \ tox lash are 2ap tyranofex same ish. \ a spray is 2d6, rupture is 3 strength 10 3ap d6 damage Exo same red terror -1attack -1wep skill Harpy: point same ish. Heavy venom canon are now d3 S9 Ap2 3damage tyranocyte: cheaper as deathspitter cheaper mawloc: same ish new wep, bio rattle Strength user, ap1 1 damage toxinspike, strenght 1 d3 damage , always wound on 2 but not on vehicles A lot of weapons cost are slightly cheaper and inbuilt into the base cost of units that only can have them. Stinger salvos are now 24 inches, so that is factored into every existing model that can have them. eg. slight cost increase for everything that has them Crone Lost 1 attack. Tentaclids are now 4 shot. Details about instinctive behaviour and Shadow in the warp would be great. Also are Shrikes still in the codex? Thank you... No Shrikes. Fleet WLT Traits Behemoth: WOund roll of 6 in fight phase. that attack +1 dmg Kraken: 1 friendly kraken unit within 6 of wlt, can fight first in fight phase even without charging Leviathan : 1 per battle round. you can reroll a single hit/wound/dmg /advance charge or saving throw for the wl. Gorgon: end of fight phase. roll d6 for every enemy within 1" of warlord. on 4+, that unit suffer a MW. Jormungandr: Enemy unit dont gain bonus to saving throw for being in cover by attacks from wl, or friendly Jormungandr units within 3 of wl. Hydra: Beginning of each of your turn, roll a dice for each wound WL suffered, on a 6, heal. Kronos: Enemy psyker fail a psychic test within 18 of your wl, they suffer D3 MW Warlord 1) First battle turn, before first turn, you can remove your warlord and set them up again. 2) Never suffer any hit roll penalties. Overwatch still on 6s. 3) Add 6" synapse 4) WL kill a character in fight, friendly hive unit in 3" , get to move as per normal again at end of phase. 5) Before battle start, choose opponent unit. WL reroll all failed hit rolls against that all units with the same dataslate. (etc. All obliterator squads) 6) After end of any phase, wlt take a wound, remaining of battle, all dmg to wl -1 Did a bit of reorganisation here... Hive Fleet traits (apply to everything) * complete* behemoth: reroll failed charges Kraken: can charge after falling back Gorgon: reroll 1s to hit for fight phase jormungandr: always have cover bonus (i'm not sure if i read this right) hydra: reroll misses against units with less models during fight phase kronos: reroll 1s to hit for shooting, IF the unit doesnt move Leviathan: looks to be the same as salamander tactic but i'm not 100% sure Psychic Powers * missing at least 3 powers* 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 random paroxysm 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 synapse warp blast is the same except at a unit of 6 it deals d3+3 instead of d3+d3 Warlord Traits *missing generic traits and 3 hive fleet specific ones* hivefleet gorgon warlord trait: enemy units within 3" of the warlord at the end of the turn take 1 mortal wound each on a 4plus hivefleet behemoth warlord trait: on 6's to wound he deals an additional damage hivefleet leviathan warlord trait: after deployment but before start of game, redeploy your warlord the jormungandr trait is the cover bonus itself. so it definately doesnt stack Stratagems *missing most stratagems* hivefleet kronos stratagem: 2cp, when an enemy psyker attempts to cast a spell, make it use only 1 dice to roll hivefleet 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+ the jormungandr stratagem is one giant cluster of weird ass sounding things. to give u an idea. before deployment u choose a unit(not monster) to deepstrike. it can deepstrike per normal rules but only from a 'tunnel'. then they go on to talk about what a 'tunnel' is. ravener, trygon and....one more thing... i cant remember... makes 'tunnels' 2cp stratagem: choose one unit. at the end of the shooting phase it shoots again. (cannot target monsters) Relics *missing most relics* there is a relic for any character that gives either +1S, +1A or +1T during fight phase. roll dice to see which buff its a relic venom cannon. same stats as a venom cannon except d6 shots. but if the target is within 12" it auto hits and always wounds on 2+ Units / Wargear <General> i dont have the numbers but there are many reductions in costs for big bug melee and ranged weapons. eg. massive scything are now 10pts. massive scything talons in a pair are cheaper too (cant remember exact number). monstrous scything talons are much cheaper too. carnifex comes stock with tresher scythe which is now zero points and is the same wording as the hive tyrant. which is, it makes its profile attacks, which in the codex is 4, and then also makes the tail attack, which is now 1d3 attacks. tyrant guard still suck. scything talons are still 0. rending claws are still 2. boneswords are still 4. crushing claws are 12 (yay i guess) carnifexes have a point reduction. exocrines have a minor one. tyrannocyte has a sizeable one too. warriors are still the same. zoanthropes are the same. haruspex has a big one. biovores are the same. the spore mine rules are the same too. hiveguard are either the same or has an inconsequential decrease in points. our hive tyrant is now t7, 12W. wings will have deepstrike. has a base 4++. down one attack [to 4]. didnt manage to see the pointage or the wargear options. no idea if monstrous rending claws are still a thing. hive tyrants can still take MRC Swarmlord does still have hive commander swarmlord is t7, 12w, 4++. his blade parry makes it 3++. no other notable change i think. uses leviathan warlord trait 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 trait Neurothrope 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" neurothrope is cheap as balls. i want to say 45 but i'm not 100% certain. 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++ maleceptors total pointage including wargear is 172. T7, 12W venomthropes and zoans are still fielded as units of 3 venomthropes when in grp of 3 also affect monsters. when in a grp of 6, the aura becomes 6". genestealers remain the same. but have an option of getting +1 armour but they lose swift and deadly. (wtf GW) no changes to raveners.. tyrannocyte is now 100 pts. 5pts for each deathspitter. exocrine with all wargear is 210 or something like that. minor points decrease 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" there are now 3 seperate carnifex entries. 1.) Carnifex 2.) Screamer killer 3.) Thornback carnifex 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 rule screamer 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 total dont 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 wound the carnifex biomorpth that gives -1 to hit to enemy shooters does not stack with venomthrope. said biomorph is 10 pts. for the carnifex biomorphs: -1 to hit from enemy shooting biomorph is 10 pts +1 attack on the charge is 8 pts +1 BS is 10 points ================================================================================ === 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++ thats all i managed to see i roughly remember 2 more things 1 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. also, i pm'ed a certain esteemed member of this forum with a screen shot. i requested him not to post it but hopefully he can now vouch that i'm not bullshitting. maleceptor is still 1 per unit base. its only 3 when u roll a 6 there seems to be a misunderstanding. hive tyrants will have 4 attacks.. not 3 its 4 attacks and then an additional tail attack on top of that They are the same datasheet. 170 for flying hive tyrant. Monstrous rending claws are still zero points. ok here we go "chapter tactics" behemoth: reroll failed charges Kraken: can charge after falling back Gorgon: reroll 1s to hit for fight phase jormungandr: always have cover bonus (i'm not sure if i read this right) hydra: reroll misses against units with less models during fight phase kronos: reroll 1s to hit for shooting, IF the unit doesnt move Leviathan: looks to be the same as salamander tactic but i'm not 100% sure Neurothrope 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 about there are now 3 seperate carnifex entries. 1.) Carnifex 2.) Screamer killer 3.) Thornback carnifex 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 rule screamer 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 total dont 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 wound 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 random paroxysm 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 synapse here'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 trait swarmlord is t7, 12w, 4++. his blade parry makes it 3++. no other notable change i think. uses leviathan warlord trait hivefleet gorgon warlord trait: enemy units within 3" of the warlord at the end of the turn take 1 mortal wound each on a 4plus hivefleet behemoth warlord trait: on 6's to wound he deals an additional damage hivefleet leviathan warlord trait: after deployment but before start of game, redeploy your warlord tyrannocyte 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 roll hivefleet 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 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 decrease venomthropes and zoans are still fielded as units of 3 venomthropes 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 buff haruspex is something around 220 pts with wargear. not sure if any rules changed hive tyrants can still take MRC warp blast is the same except at a unit of 6 it deals d3+3 instead of d3+d3 neurothrope is cheap as balls. i want to say 45 but i'm not 100% certain. the jormungandr stratagem is one giant cluster of weird ass sounding things. to give u an idea. before deployment u choose a unit(not monster) to deepstrike. it can deepstrike per normal rules but only from a 'tunnel'. then they go on to talk about what a 'tunnel' is. ravener, trygon and....one more thing... i cant remember... makes 'tunnels' didnt manage to see the tyrannocyte transport rules. sorry genestealers are still 12pts in total. 10 pts for body, 2 pts for rending claws Rupture Cannon: heavy 3, s10 ap-3 d6 damage I really hope T-fex still gets to fire twice. This might be the first time a Rupture T-fex could be an actual threat. yes.. exocrine and T-fex still get to fire twice if they stay still hivefleet tactics apply to everything swarmlord is t7, 12w, 4++. his blade parry makes it 3++. no other notable change i think. uses leviathan warlord trait ...Please tell me they didn't give the Leviathan Keyword to the guy who can come from any fleet and (to the best of my recollection) has only showed up with Behemoth in the fluff? regarding shrikes, i didnt catch it at all. not sure if cuz it was really not even there relics can only go on characters. i didnt manage to see trygon primes no changes to raveners.. out of reflex i didnt bother reading the toxicrene i didnt see anything about a lord of war the jormungandr trait is the cover bonus itself. so it definately doesnt stack for the carnifex biomorphs: -1 to hit from enemy shooting biomorph is 10 pts +1 attack on the charge is 8 pts +1 BS is 10 points doom of malantai was mentioned.......... in the fluff only so was the parasite Swarmlord does still have hive commander PHEW. I forgot how much time consuming this can be. A BIG THANK YOU TO seeg. As interesting as the new stuff sounds, I'm a little concerned at the absence of point reductions in what we've seen so far. Eldar had 3/4 of their units dropped in price, while many of ours seem to have remained about the same with some increases. Only the Haruspex has seen a sizeable improvement cost-wise. I'm hoping that in some cases (Tyrannofex especially) this is because their wargear options are cheaper or have been rolled into the unit cost. I'll be curious to see what the new costs are for things like MC weapons, medium infantry (Zoans/Tyrant guard especially) and the Swarmlord. i dont have the numbers but there are many reductions in costs for big bug melee and ranged weapons. eg. massive scything are now 10pts. massive scything talons in a pair are cheaper too (cant remember exact number). monstrous scything talons are much cheaper too. carnifex comes stock with tresher scythe which is now zero points and is the same wording as the hive tyrant. which is, it makes its profile attacks, which in the codex is 4, and then also makes the tail attack, which is now 1d3 attacks. tyrant guard still suck. scything talons are still 0. rending claws are still 2. boneswords are still 4. crushing claws are 12 (yay i guess) carnifexes have a point reduction. exocrines have a minor one. tyrannocyte has a sizeable one too. warriors are still the same. zoanthropes are the same. haruspex has a big one. biovores are the same. the spore mine rules are the same too. hiveguard are either the same or has an inconsequential decrease in points. talking about tyrant wargear made me remember one particular relic. its a relic venom cannon. same stats as a venom cannon except d6 shots. but if the target is within 12" it auto hits and always wounds on 2+ "Обновление инфы" Transport rules for our drop pod remain the same. Trygon prime is still heavy Swarm lord is 300. On 6s to wound he does one additional mortal wound Stranglethorn is 25 1x Devourer with brainleech is 7. Assault 6 1x deathspitter with maggot is 7. Assault 3 Monstrous boneswords are 20 Monstrous boneswords with whip are 15 Kraken relic: -1 to hit from enemy shooting Gorgon relic: after being wounded the first time gain 1T for the rest of the game Reaper of obliterax(bonesword/whip or monstrous bonesword & whip) on 6 to wound do double damage Neurothropes are 70 points all in IB indeed has a -1 to hit Malus for shooting. BUT only if u aim at something that isn't the closest unit Likewise it's -2 charge distance(I think) if u attempt to charge something that isn't the closest unit Monstrous rending claw relic: after killing a model, character gains rerolls to hit Thornbacks are base 70. Starts with 2 devourers with brainleech worm And a pair of monstrous scything talons And a chitin biomorph 108 total if my math is right It can swap the devourers with deathspitters with maggots It can swap the claws with a stranglethorn only. No other weapon options Can take -1 hit biomorph and the BS3 biomorph for 10 points each Devourers are 4. Not sure about the rest Swarm lord trait is the redeploy. He has nothing to do with leviathan
  5. Леви на самом деле шикарен. Отличный трейт для монстров. Стада карников можно выгуливать. А против толп мелочи отлично справятся всякие генокультисты, которым, думаю, некоторые стратагемы отлично зайдут - все нужные кейворды там вроде присутствуют...
  6. Шикарность, т7 тиран с 24 выстрелами из девуверов... Дайте 3! И еще свармлорда.
  7. Азаза, Книгг, эльдары лалки, даже ниды получили больше чаптертактик :D
  8. Опять кудахи от профана. Я вот киношку посмотрел, игра на понижение. Новенькое. Так там люди были 2 года в минусе, при чем осознано. На них смотрели как на идиотов со справкой. Но в один прекрасный день они стали в плюсе. Так и в жизни, ты можешь быть пять лет оффдиллером ГВ, но потом тебя выкидывают на мороз. :rolleyes:
  9. А так и было. Все кубки ТК же и получила ;)
  10. Новый стартер очень полезен, например, там все ок (попилю брудлорда из него)
  11. А можно мне в Алегрисе купить тогда продукцию с накруткой, равной накрутке, когда все начиналось, а не с той, которая сейчас? Думаю, намек понятен? Маржинальность бизнеса утконоса изменилась, это если ты лалка, и не понял намеков.
  12. Всегда можно начать несогласованную дуэль, а там, как уже читатели решат...
  13. Если никто не согласует со мной до вечера желание подуэлиться - нападу на имперский флот... Или нет. Буду сам решать, что делать, короче.
  14. План есть, состоит из шикарном и, но надо его реализовать...
  15. Чтобы через два года продать двд с режиссерской версией, офк.
  16. Ответ - объявляем поборника крестиком и кхорнитом и типа защищаем мирняк. Вот тебе прикрытие для остальных.
  17. Дюк, проблема примера с испанцами - это натягивание. Во-первых, Гайдамаки из одной "страны". Я не слышал, чтобы люфтваффе бомбили танки, например, ромеля, который вставал рядом с аэродром. Во-вторых, хронологические это не неделя вторжения. Эти события могли наступить и через месяц войны. У нас события все очень условно одновременное. События второго ивента не у всех мгновенно с окончанием первого. То есть, поборник мог высадиться на планете, собирать мясо пару-тройку дней, после подготовки в пару дней. И только в это время, зная что папы нет дома, гены решают атаковать. В-третьих, я не прошу варп корабля полностью. Достаточно мне будет серьезные повреждения нанести. Типа только один подошёл достаточно близко, его не успели того, и все равно он варп-двигателей смог унести только 20% императора, повреждения серьезные, требуют много внимания, выпустить вирус не получится, но много осталось живыми. Это как я вижу. Но если не хочешь, то готов с любым другим участником посоревноваться.
  18. Дюк, это корабли Гайдамаков, которые хотят погрузить тебе бесплатно прометий. Назови хоть одну причину открыть огонь.
  19. Так и планировалоась. Подлетаем максимально близко, выпускаем шатлы для абордажа другого судна, которые типа с ресурсами с челмруды (отличными генокрадными ресурсами офк). Потом внезапно шкварк варп-переходом, а на другой пока никто не понял - абордаж. Пара минут, чтобы присосаться и выпустить подарки - будет.
  20. У Гайдамаков нет боевого флота. Ещё раз - внезапный таран и включение варп-двигателей. Против хайв-шипов такая тактика очень успешно использовалась вроде против бегемота, на макряге, когда разваливающийся флагман утянул кучу всего с собой в варп. Учитывая, что транспорты могут подпустить близко, предательство пока не раскрыто - я правда не понимаю в чем проблема пару кораблей так подбить у имперцев. Это не силами боевого флота.
  21. С каких пор для тарана нужна особая боевая мощь? А запуск внезапный варп-двигателей в этот момент - совсем шик. А перед самоубийством выпустить кучу шатлов для абордажа соседнего кора[эх жаль]. Тактика же...
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