tag:blogger.com,1999:blog-2320541665600624608.post1578592184706372319..comments2023-04-15T10:40:46.482+01:00Comments on From The Fang: New Tyranid Codex - Unit Reviews - TroopsFrom The Fanghttp://www.blogger.com/profile/01043549318855295914noreply@blogger.comBlogger7125tag:blogger.com,1999:blog-2320541665600624608.post-81853144761512738272014-02-13T13:41:59.457+00:002014-02-13T13:41:59.457+00:00'Stealers - on open ground or charging into co...'Stealers - on open ground or charging into cover these guys will get mullered but there's some good stuff they can still do: no IB means that they can get to (through cover or by outflanking) and hold distant objectives without needing synapse. Not efficient, but can win games. They can assault when infiltrated but only if your opponent moves first* and are excellent at supporting other units already in combat, like Lictors who can bundle in first using their hooks.<br /><br />*the Infiltrate USR specifies "...cannot charge in the first turn" and Pg9 of the BRB states "...a turn always means player turn unless specifically refers to a game turn" which Infiltrate does not. The first player's infiltrated models can't assault, but the second player's can.<br /><br />Rippers - underrated, IMO. With the loss of spores, Rippers are now the best unit for deep striking with spinefists to disrupt mid-field or back-line enemy units. Plonk them in, 3-4 bases, that's 12-16 S3 shots, twin-linked. The choice is forced upon the opponent to either ignore the Rippers which will result in another round of 12-16 re-rolled shots followed by a potential assault which then prevents that unit from firing at the incoming main force, or do they target the Rippers as a potential threat which again is less incoming fire for your foot-gribblies to wade through. Obviously they work much better if some synapse can be brought up to control them but there's still a 50% chance of them charging the intended unit anyway. Rather than eating themselves. Beh.Maulerhttps://www.blogger.com/profile/13271498633548533248noreply@blogger.comtag:blogger.com,1999:blog-2320541665600624608.post-45492321394233446172014-01-24T18:45:10.451+00:002014-01-24T18:45:10.451+00:00Sorry about that, missed it in the scoring units s...Sorry about that, missed it in the scoring units section. Thanks. I will probably never field rippers again :(Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-2320541665600624608.post-89039370029095317972014-01-23T08:49:10.461+00:002014-01-23T08:49:10.461+00:00I'm afraid they still aren't scoring. Swar...I'm afraid they still aren't scoring. Swarms still can't take objectives so I can't see a reason for their points cost. <br /><br />Page 123 of the rulebook: "There are a few exceptions, however, when a unit of troops does not count as scoring..... If it has the Swarms special rule"<br /><br />It really ought to say this under the Swarms special rule itself but I'm afraid it's in there if you know where to look. Your friend with the Tau army will probably thank me for pointing this out even if you don't!From The Fanghttps://www.blogger.com/profile/01043549318855295914noreply@blogger.comtag:blogger.com,1999:blog-2320541665600624608.post-70688999527184720132014-01-23T02:29:21.526+00:002014-01-23T02:29:21.526+00:00I have already had good success running devourer g...I have already had good success running devourer gaunts with a front line of regular fleshborers (1 squad of 15 devs + 10 fleshborers at only 160 pts). The Ripper Swarms are now scoring units, however. Nothing in their profile or their USRs keep them from being scoring units now. The previous edition, swarms could not take objectives, and Rippers are no longer "mindless" so I am guessing that is the reason for their cost increase. I have had success in keeping a squad in reserve and walking them on the board to hold an objective in my own line against a non-mobile Tau army that a friend plays.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-2320541665600624608.post-62137271795840127252014-01-19T21:39:21.297+00:002014-01-19T21:39:21.297+00:00Good review and I agree with your observations. I ...Good review and I agree with your observations. I fully expect Troops to still just be Tervigons and Termagants. Loss of Mycetic Spore really hurt Devourer armed Gaunts thoughOrphichttps://www.blogger.com/profile/07144866492822133318noreply@blogger.comtag:blogger.com,1999:blog-2320541665600624608.post-23285848968490527752014-01-19T17:32:34.651+00:002014-01-19T17:32:34.651+00:00I actually like the hatch idea, and you can totall...I actually like the hatch idea, and you can totally model it up to be some sort of burrowing tunnel. I think tyranids are overlook fortifications because they were of little use before, but since there is no rule that I am aware of that stops them from shooting weapon emplacements (correct me if im wrong), it is something that should be seriously considered, if only for the LoS blocking it can provide.Grumpy Guardsmanhttps://www.blogger.com/profile/17589097813598490581noreply@blogger.comtag:blogger.com,1999:blog-2320541665600624608.post-48403752369300474292014-01-19T17:24:22.819+00:002014-01-19T17:24:22.819+00:00Good article. I think nids can work, just with som...Good article. I think nids can work, just with some assistance. I wrote an article about this a while back, but I'll say it here again. I think that Tyranids are the prime army to benefit from escape hatches. It might not be fluffy, but it fixes their number one problem - being blown off the board by turn three. Warriors and Hormagants are good, but obviously if they are all dead by turn three from slugging it across the board, they are useless. So, what to do? Get two bastions and two escape hatches. Deploy the bastion on the edge of your deployment zone. Place the hatch 12" in front and just slingshot two units at a time into your enemies deployment zone. It means that you could have 40 Hormagants and two flyrants in their midst turn one. Okay sure, you can't charge off the bat, but it's a huge problem for your opponent. Meanwhile, just keep loading up units into the bastion and slingshots in them across. Synergises well with walking Ravaners as you will have a huge amount of combat units in your enemies face in a position to charge turn two. <br /><br />Some additional reading:<br />http://40kwarzone.blogspot.de/2013/12/getting-most-out-of-new-escape-hatch.html<br />http://40kwarzone.blogspot.de/2013/12/something-interesting-change-to.htmlCrAzY424https://www.blogger.com/profile/04046206772087768569noreply@blogger.com