Saturday, June 30, 2012

6th Ed Tyranid FAQ

Interesting to note that all tyranid psykers are mastery level 1 except the swarmlord.  Each psyker may exchange powers they come or purchase with discipline powers. 

A tervigon (with dominion) can but catalyst and onslaught and exchange dominion and onslaught for biomancy, telepathy, or telekenesis.  Mastery level 1, but up to 3 powers.

Zoanthropes can give up lance and blast for 2 others.

Broodlords can give up aura and gaze for 2.

Tyrants must take 2 from the normal list and then can swap them for 2 others.

DoM can give up cataclysm for 1 discipline power.

Swarmlord gets all 4 tyranid powers and can swap up to 4.  Looks like I'm getting the new kit lol.  Paroxysm + 3 biomancy powers anyone? 

Not much else has changed.  Deathleaper has 2+ cover now, but most cover has moved to 5+.  Broodlords can chellenge sarges and then hypnotize them.   Tyrants with guard are now treated "exactly as if they had the IC rule", but the guards can take the "look out sir" rolls. It still appears outflanking genestealers cannot assault when they arrive.

Playtesting the bugs today.  More feedback to come post games.

45 comments:

  1. DE FAQ: Yup, my entire DE army build has been invalidated.

    Even with WWP's, you must still deploy half your units.

    Allies may not use the WWP.

    You may not assault out of a WWP....

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    1. WWP just got FAQd... :( No assault from WWP, damn, I just wanted to try that list... no luck I guess. And what is this madness that no more Null Deployment (if I heard the rumor correctly)? Still waiting for the book to arrive but I'll miss my Null Deployment Nidz... :s

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    2. Yup, WWP will only be useful in a short range shooting game, maybe Wracks with liquifiers or warriors coming out of the portal. Between that change and snapfire wyches just went from must have to bookend displays.

      The more I go over the 6th Ed rules, the more I realise they may as well discontinue any non Space Marine line. For everything I find that screws an army I play, I find a line that says something like unless they have ATSKNF, or except for drop pods, etc.

      Frustrating as all hell to see the game evolve over 3 editions into a mostly balanced and quick playing game, and have them seeming ball stomp everything in one swoop. I really hope my test games prove me wrong, but I see this being the 4th Ed shooting line lists again.

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    3. Shot answer, yes the pendulum swung more towards shooting. I'll expand on my playtests later.

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    4. That's really bad new for Nidz I guess being (or wanting to be) the premiere assault army... They still suck without grenades and now with overwatch... I just don't know what GW was thinking...Lictors still seem to be eseless. Pyrovores are for what. I just don't get it...

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  2. GK FAQ: Not much new except...

    Units with combat squadding may split and still share the same transport. So you can take 10 purifiers and split them into 2x5 all in one rhino or LR with IC's attached to each squad.

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  3. Expect all the GK complaints to focus on Necrons now.

    Night scythes are now the only flying transport that can disembark while zooming and the units inside are immune to the str10 hit if it's destroyed.

    Mindshackle lords can challenge characters and make them punch themselves.

    Warscythes are ap1 (+2 vehicle damage) and armorbane (2d6 pen). They now explode open topped vehicles on a 3+.

    Glances can't stun or shake anymore and living metal now works on 50% of the damage chart.

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  4. I thought the Nid FAQ was exceptionally meh.

    Bit annoyed at tyrant/Swarmy & Guards being 2 KPs after it was only just included as 1KP in the last FAQ.

    With the Rulebook not exactly being Nid friendly, lots of folks hoped there would be some loving in the FAQ...but alas no.

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  5. That's my gut feeling for now but I want to play it out extensively. The new assault ranges alone may make it worth it, but I think 5+ cover, 5+ FnP, overwatch, and still no assault grenades will outweigh our positives.

    If that is the case, and my DE WWP army is unplayable as is, people are gonna get real sick of seeing my GK all the time lol.

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    1. Being a Nidz and DE player myself I can feel your pain... I have a feeling that Nidz did not get the treatment many of us expected. I'm still interested in the reference section of the Rulebbok on how Nidz weapons are modified (e.g. does Boneswords give 5++ as rumoured, or what AP are they, etc; Will Hive Guard get that Interceptor and / or Skyfire rule, and so on.) But I fear nothing great will happen to our beloved Nidz :S

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    2. No 5++ from power weapons. They ignore armor saves but str8 still ID warriors.

      Hive Guard do not get interceptor or skyfire.

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    3. Thanks for the info. This all starts to make me a sad panda. But of course, I'll go into some playtesting once I have the rulebook to see if the situation is that bad as I fear - or even worse :) Jokes aside, I'm really curious to see how 6th will turn out.

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  6. Well at least you have some fall back armies...

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  7. Just saw the reserve rule about no charging, realised it'd impact your WWP as it does my outflanking Genestealers. I played an Armageddon game last weekend at my local club, 25,000 each side and my stealers came on, multi-assaulted a Deathstrike, three whirlwinds and a Bombard and destroyed them all. I guess if they were going to use that rule one last time that's the memory to take with me [they were flamed to death the next turn, ha, ha!]

    Meanwhile re. the Nid FAQ

    Just saw this:
    Tyranid FAQ
    Q: Are Tyranid units inside buildings (ie the Bastion) subject to instinctive behaviour tests? Further, are they able to manual fire emplaced weapons? (p33)

    A: No to both questions

    So my hope was that the purchasing of Aegis Defence Lines, Bastions and fortifications etc would herald a new renaissance in folk creating their own xenos equivalents to get the benefits but by doing it old school hobby style on the cheap and with some exciting creativity. Obviously a Tyranid Bastion equivalent in my case mighty be a nice challenge. But apparently the FAQ implies that only Imperial folk can use the weapons emplaced within - BOO! I was looking forward to using spare deathspitters and Tyrannofex weapons to represent the weapons attached within. But if the nids can't use them that sucks.

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    1. They still have automated weapons which are bs2 and you can use any of the forts, they're just saying you can't fire with your BS3 or BS4 if you're a Nid.

      The aegis defense line may be good since area terrain is now 5+ cover.

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    2. Is an Aegis Defense Line mandatory for a 'Nid list now? As far as I can see, there are only three weapons capable of downing a Zooming flyer: Impaler Cannon, Brainleech Worms and Impaler Cannon. Really, a limited number of shots per turn.

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    3. Nidz can't get allies. Nidz don't have grenades. Nidz can't have invus. Nidz can't fire emplaced weapons. Nidz don't have vehicles. Nidz don't have transports and armor. Nidz don't have long range weapons. Nidz don't have Flyers. Nidz don't have AA weaponary. Nidz don't have mass AP3 shooting. Nidz don't have melta.

      EVERY OTHER race in the games does have most of these.

      Am I the only one who feels that Nidz are a little bit like playing a completely different game from the rest of the armies? o.O

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  8. I still think Nids look pretty good. Look at the part of the FAQ that covers Boneswords... Wait, they dont! Therefore they still ignore all armor saves! Shrikes and Warriors with LW/BS just got scary. Tyrants with armored shell and Hive Guard are now practically unstoppable. Put 3 Guard, get one model in cover and they all benefit, and then add FNP which cant be ignored by any shooting. Thats going to destroy armies when it hits!

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    1. Aren't they limited to AP3 because they are considered as being power weapons? Just checked that, Codex explicitly says that "No armour saves can be taken against wounds inflicted in close combat by a Tyranid with a bonesword."
      So, no armor saves. Nope. None. They just cut through AP2 nicely. Shrikes will be awesome with that nice I10 bonus attack...

      Though I think no more reroll for poison is going to nerf Genestealers even further... :(

      Guess the " poison weapons always wound on a fixed number unless a lower number would be required" statement is only true for cc attacks as poison shooting weapons have no S value.

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    2. Poisoned rerolls are in. Genestealers are 4+/4+ against MEQ, 3+/3+ against GEQ to wound. Poisoned trygon is 3+/3+ to hit 2+/2+ to wound.

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    3. That is awesome, I read somewhere that they were out but this is great news!

      What about poison shooting for DE? I think they still have no reroll to wound. But are they wounding GEQ and Eldar on 3+ now even with 4+ poison shooting? Would be great :)

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  9. Our FA slot - well Shrikes and Gargoyles, definitely got better, but I'm not convinced on MC flyers until I get a few games with them; the possibility of getting shot down by something that could barely wound you is really annoying (I think I worked it out that 18 lasgun shots could knock an MC flyer from the air.

    Doesn't look like we have any effective antiair other than the flyer MCs either.

    FNP on 2+ MCs will definitely be awesome!

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    1. Would have been nice if they added an amendment that Flying Tyrant can take Gargoyles and Troops, but that opportunity to create an (almost) all-flying swarm is still lost. Maybe for 7th ed. codex we will have this - or some huge badass flying Heavy MCs as well :)

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  10. Quick question: what happens if you choose a Biomancy power for Broodlord power that involves shooting? Broodlords are BS0... how do they utilize Smite or Life Leech? Is there anything in the rulebook that permits witchfires withc BS0? If no, than can you reroll if you end up with a power a psyker cannot use? Or, if that happens, Broodlords just simply suck?

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    1. This actually happened. BS0 in the BRB says absolutely no ability to fire. Nothing we could find indicated rerolling so my BL was stuck with a power he can't use which sucks and needs to be FAQ'd or something.

      I will tell you, alternating between endurance (FNP, regen) and iron arm (+d3 str/t, EW) was funny on the BL. I got him up to t7 against guard who could no longer hurt him.

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    2. I see the potential in these powers and I would use them on the BL but there is the fact that powers are generated randomly... So there is quite a good chance that BL will end up with a power it cannot use. I hope this will be FAQ'd soon enough.

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  11. "Swarmlord gets all 4 tyranid powers and can swap up to 4. Looks like I'm getting the new kit lol. Paroxysm + 3 biomancy powers anyone?"

    The FAQ says swap all or none. still 4 Random Biomancy powers on Swarmy should give him something useful since there are only two powers that you do not really want.

    Could also buy +2 Powers on Tervigon for 3 random powers or give a brood of 3 Zoanthropes 6 random powers (could get duplicate). Not sure if it would be any use though...

    Poison got better, especially on Monsters. Shooty Tyrant with PE Bubble and Guard can now target special weapon models with a 'to hit' roll of 6 so you can start killing melta and stuff. Might as well replace the Genestealers with Gaunts though...

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  12. Yeah I caught the psy power thing last night. So it's all Nid powers or all discplines. Interesting to also note that "all powers are cumulative unless noted".

    Know what that means? With multiple tervigons, broodlords, or zoanthropes, you could fairly easily get MC's up to str10/t10 with Iron Arm which alse bestows eternal warrior. Suck it GK! Hoods cannot be used on buffs either. Just runic weapons and Runes of Warding.

    Enfeeble stacks too so you could slap termies down to s2/t2 for s4 thunder hammers hah.

    More on this later in greater detail.

    Not sure on precision fire from a tyrant since he "counts as an IC with the guard" but does not have the character rule.

    I would always include genestealers for broodlords, but they may be 5 man squads now in the back as buffers/scorers.

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    1. You can't get MCs to S10/T10 because Iron Arm targets the Psyker :( So they can only cast Iron Arm on themselves if I read it correctly. Zoanthropes cannot use it on anyone else but themselves saving them trom S8 instakill but since you cannot mix Tyranid and Discipline powers, they cannot be used as Iron Arm + Warp Lance.
      Since Iron arm ONLY affects the Psyker that cast it, it's only usable on MCs really...
      Or trying to roll good and creating az Iron arm / Smite Zoanthrope group and go Terminator hunting.
      Would be great is Psykers could buff each other but no, that's not the case :(

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    2. Ahh yes you're right, it's self only. Ahh well. Even if you get +2 on a t6 MC, it's now immune to str3/4. The important thing here is it gives the psyker eternal warrior.

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    3. "Not sure on precision fire from a tyrant since he "counts as an IC with the guard" but does not have the character rule"

      They probably only meant to give the Tyrant the IC rule for opponents shooting/fighting him. However what they wrote gives him the IC Rule while he is will the guard for the purposes of precision shot/strike. Frankly Tyranids are so bad anyway I will take what ever bonus I can.

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    4. Nids aren't great by most standards but I think DE got hit harder than we did.

      My new article details some cool things we have now. It will just require us to change and adapt lists and playstyles like most other armies will.

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    5. Found the text in the FAQ. A dakka tyrant with guards gets to allocate 6's to hit.

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  13. Even the FAQ and 6th ed. cannot justify the Strangleweb (and it's point costs) on Gaunts and the existence of Pyrovores... Maybe if we can really have double FOC above 2k then I would give them a try for a suicide deep strike "kill one unit and die" approach (after taking 3x3 HG and 2x3 Zoanthropes), but they are just still meh...

    Another thing not addressed by the Nid FAQ: If the It will not die USR grants regen on 5+, why o why did they not change ot for Nidz like "Tyranid with Regeneration has the "It will not die" universal special rule."

    Another opportunity wasted :(

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    1. Opportunity wasted, but they probably stack now. So a monster with regen gets wounds back at the beginning of the movement phase on a 6. Then give it endurance and it gets another wound back at the end of the turn on a 5+.

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  14. Do MC's gain cover from area terrain again? I couldn't find that restriction in the book. Do Trygons have a 5+ cover in woods now?

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    1. TLoS, but only 25% coverage needed. Good luck debating 25% on a trygon, but one tree should do it.

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    2. Are you sure? Page 91 under area terrain states " models in area terrain receive a 5+ cover save, regardless of whether or not they are 25% obscured."

      Is there somewhere else in the book I missed that treats MC's differently? It is a big book and I've only had it a few days.

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  15. Area terrain doesn't require the unit to be obscured at all, no exceptions for MC's. A Tervigon with FNP camping an objective in a forest is - a happy camper :) As a sidenote, seems MC's lost Fearless. Even though Tyranid MC's (and all other armies I guess) kept Fearless in the FAQ, it seems like an oversight. My point is a non-Fearless MC can go to ground in area terrain for a 3+ cover save (Go to Ground is now +2 to cover).
    Fearless now means you can never to to ground, so no ground hugging for objective camping Termagants in synapse.

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  16. A tervigon (with dominion) can but catalyst and onslaught and exchange dominion and onslaught for biomancy, telepathy, or telekenesis. Mastery level 1, but up to 3 powers
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  17. Are you sure? Page 91 under area terrain states " models in area terrain receive a 5+ cover save, regardless of whether or not they are 25% obscured."
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