Tyranid FAQ
http://www.games-htt...ranids_2010.pdf
Blood Angels
http://www.games-htt...Angels_2010.pdf
Nid and BA FAQ out now! (View original topic)
Anglacon
Posted 30 June 2010 - 09:00 AM
TaintedSpam
Posted 30 June 2010 - 10:14 AM
The BA FAQ is relatively minor.
Man, the Nid FAQ is sweeping!
No more popping troops inside vehicles with Spirit Leech, and you can take cover saves. (we knew this was coming!)
Hive Tyrant's Guard becomes a retinue (he can't leave it, and he's no longer an IC!)
Mawloc can place on top of models with the "Terror from the deep rule"
ICs CANNOT join units that take a spore!
Shadow of the Warp doesn't affect Psykers inside of vehicles.
Lash Whips work differently. Base Contact models are I1 first, before modifiers. If they furious charged, they're I2. If they're Banshees their still I10.
Acid Blood is resolved at each initiative step.
Man, the Nid FAQ is sweeping!
No more popping troops inside vehicles with Spirit Leech, and you can take cover saves. (we knew this was coming!)
Hive Tyrant's Guard becomes a retinue (he can't leave it, and he's no longer an IC!)
Mawloc can place on top of models with the "Terror from the deep rule"
ICs CANNOT join units that take a spore!
Shadow of the Warp doesn't affect Psykers inside of vehicles.
Lash Whips work differently. Base Contact models are I1 first, before modifiers. If they furious charged, they're I2. If they're Banshees their still I10.
Acid Blood is resolved at each initiative step.
Prophaniti
Posted 30 June 2010 - 12:02 PM
For me, the tyranid faq was a pleasant surprise as they actually addressed known issues rather than just putting errata nobody cared about. For the most part, nothing was really shocking as they simply clarified the rules as most were playing them anyways apart from a few items.
1. They made mawlocks even crappier by giving cover saves to the underground attack. If you ever see one of these in play again I'd be suprised.
2. Addressing the Doom issue was interesting because I honestly thought it would go the other way. Now that embarked troops are immune, and cover saves are allowed, I honestly feel that again, you will not likely see this model used anymore or at the very least rarely.
3. The shadow in the warp not affecting models in vehicles is the only new clarification i really have an issue with. Its ok for models to cast all day from them, but the reverse isn't true? So a librarian with a psychic hood using it from a vehicle is just fine, but the reverse being untrue doesn't sit right with me.
Beyond those things, nothing really changed from the way we were playing nids at the store anyways; it just cemented them as legal and right.
1. They made mawlocks even crappier by giving cover saves to the underground attack. If you ever see one of these in play again I'd be suprised.
2. Addressing the Doom issue was interesting because I honestly thought it would go the other way. Now that embarked troops are immune, and cover saves are allowed, I honestly feel that again, you will not likely see this model used anymore or at the very least rarely.
3. The shadow in the warp not affecting models in vehicles is the only new clarification i really have an issue with. Its ok for models to cast all day from them, but the reverse isn't true? So a librarian with a psychic hood using it from a vehicle is just fine, but the reverse being untrue doesn't sit right with me.
Beyond those things, nothing really changed from the way we were playing nids at the store anyways; it just cemented them as legal and right.
styx
Posted 02 July 2010 - 08:46 PM
Doom was just out of control with the ability to affect squads in transports. For 90 points and you could place him in a pod to ensure you can suck up some instant wounds and beef him up. I am glad they put it in it's place.
As for the cover saves, those was a surpise, both for Doom and the Malwac.
Still not sure what I think about the warp scream. I can see both sides on this. If anything GW beefed up the value of putting troops in transports. Perhaps a sales ploy to get more vehicles sold.
As for the cover saves, those was a surpise, both for Doom and the Malwac.
Still not sure what I think about the warp scream. I can see both sides on this. If anything GW beefed up the value of putting troops in transports. Perhaps a sales ploy to get more vehicles sold.
Catwell57
Posted 04 July 2010 - 03:35 AM
I'm just surprised that tyrant guard now count as a retinue, as if that needed to be done, i can see how if might keep the tyrant alive a bit more those there is a plus side, but not having the ability to put IC's in a spore pod with another unit that's just down right retarded, why should any other codex that has the ability to take a pod of some kind be able to configure the passengers as they like with no restrictions but bugs can't. i dont even play bugs nd that irked me in a bad way.
Nax
Posted 04 July 2010 - 09:06 PM
Because in the marine codices, a Drop Pod is a machine/vehicle. In the Tyranid Codex, the Mycetic Spore is a giant sentient egg that the creatures are spawned/hatched inside and released from. Tyranids don't chill out in the hiveships and decide who is going in what pod before its launched down to the planet
Orkimedies
Posted 04 July 2010 - 11:07 PM
But they are the Tyranids... they could just hatch a leader beast with a brood couldn't they?
Honestly that is the worst ruling I've seen in a while, why should you not be able to put a Tyranid prime with a group of warriors in a spore pod? Makes no sense at all.
Yet the blood angels can have flying dreadnoughts and gliding land raiders?
Honestly that is the worst ruling I've seen in a while, why should you not be able to put a Tyranid prime with a group of warriors in a spore pod? Makes no sense at all.
Yet the blood angels can have flying dreadnoughts and gliding land raiders?
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