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 preview tyranides

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yul

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MessageSujet: preview tyranides   Dim 29 Oct - 23:28

"New week, you’ll be able to order a Tyranid codex worthy of the might of the Great Devourer, packed with updated rules, new ways to build your army and no fewer than SEVEN Hive Fleet Adaptations – new army-specific rules designed to represent the horrific diversity of the Tyranid swarms.

These Hive Fleet Adaptations will cover the most well known of the Tyranid Hive Fleets – Behemoth, Kraken and Leviathan – as well as developing the background for four more – Gorgon, Jormungandr, Hydra and Kronos. All the adaptions have been designed to be fun, thematic, and powerful; Hydra, for example, can re-roll hits in close combat against units they outnumber (which, with Tyranids, shouldn’t be too tricky!)."
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MessageSujet: Re: preview tyranides   Dim 29 Oct - 23:36

not sure if this is allowed. but i guess since im just a fresh ripper either nobody will care or i'll just get removed.
so here goes nothing.

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

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MessageSujet: Re: preview tyranides   Lun 30 Oct - 11:54



lordhikaru said:
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.


lordhikaru said
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



seeg said
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

Read more: thetyranidhive.proboards.com/thread/53797/new-codex-rules-preview-info?page=33#ixzz4wx5pENKr

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.


lordhikaru said:
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.


Rumours coming in hot and heavy.
lordhikaru said:
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

lordhikaru
gigasnail Avatar
5 hours ago gigasnail said:
That's a good point; range on acid spray?

Stats on fleshborer hive?

BL devourers?

Deathspitters w/ slimer maggots?
18 inch on spray.

i am listing only difference.pls remember that ... pointless for me to recall entire page and rewrite them out when 80% tp 90% are the same

lordhikaru
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

lordhikaru
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

Read more: thetyranidhive.proboards.com/thread/53797/new-codex-rules-preview-info?page=30#ixzz4wwpc5IUG


lordhikaru said:
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

lordhikaru said:
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.


lordhikaru said:
Kitane Avatar
6 hours ago Kitane said:
Details about instinctive behaviour and Shadow in the warp would be great.

Also are Shrikes still in the codex? Thank you...
No Shrikes.

lordhikaru said:
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



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

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
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MessageSujet: Re: preview tyranides   Lun 30 Oct - 17:23


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MessageSujet: Re: preview tyranides   Lun 30 Oct - 21:11


Tyranid Codex Preview: Synapse, Instinctive Behaviour and the Shadow in the Warp

The new Tyranids codex is one of the most radical updates the army has ever received, from the seven new Hive Fleet Adaptations to a range of tweaks to the army designed to make every option in the book feel powerful and viable.

The core of these changes is a new set of abilities, tweaked significantly from their Index versions to allow for more flexibility while still remaining true to the spirit of the army. You’ll find your Tyranid army is more manoeuvrable, more dangerous to enemy Psykers and even more resilient to Morale tests than ever before.



For starters, Shadow in the Warp now affects all enemy Psykers within 18″ as opposed to 12″, while Synapse works on all friendly units from the same hive fleet within 12″ rather than 8″.




While Synapse coverage is easier to achieve than ever, thanks to this boost in range, Instinctive Behaviour has been changed in order to be less punishing:




Firstly, Instinctive Behaviour only triggers when the unit in question is more than 24″ away from a Synapse unit. This allows you much more flexibility when moving your units, and essentially gives single-model units (like the Trygon) a 24″ Synapse range, as they don’t need to worry about Morale anyway!

Secondly, Instinctive Behaviour doesn’t force you to ONLY shoot or charge the nearest unit; instead, you suffer penalties to your charge rolls and shooting. This means that in the later rounds of the game, when the enemy may have crippled your Synapse coverage, you’ll still be able to maintain a level of control over your army.

In short, the Tyranids are no longer an army that depends quite so heavily on Synapse to win, and guaranteeing 100% Synapse coverage at all times is no longer completely necessary. Significantly, monstrous creatures that work best when operating away from the bulk of your army, like the Haruspex and Mawloc, are much more free to do so.
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MessageSujet: Re: preview tyranides   Mer 1 Nov - 19:07

If you’re looking for a points-efficient way to fill your HQ slot, the Neurothrope is a great way to do it, now a separate unit rather than an upgrade to the Zoanthropes! Like its incarnation in the Index, the Neurothrope can heal your Zoanthropes by draining the lives of enemies with Smite, but it can now also cast an additional power from the Hive Mind discipline. We’d suggest equipping yours with the brutal Soul Hunger Warlord Trait and the terrifying Psychic Scream power from the updated Hive Mind discipline to punish enemy players who use Psykers, and perhaps hearken back to the good old days of the Doom of Malan’tai, a Zoanthrope character much beloved by older Tyranids commanders.






As if having a massive monster for an HQ wasn’t cool enough, the Hive Tyrant has got even better! Firstly, all Hive Tyrants have had their Psychic Barrier save improved, now offering them a 4+ invulnerable save and making them considerably more durable against high-AP weapons. Combined with the Hyper Adaptive Biology Bio-artefact and the Adaptive Biology Warlord Trait, your Hive Tyrant is going to be exceptionally hard to put down.






It gets better! All Hive Tyrants now have an improved Synapse range of 18”, a Toughness stat of 7 (up from 6), and winged Hive Tyrants can drop in from above like other teleporting and flying units.



We’ve covered a couple of Bio-artefacts above, but these weapons really are worth spotlighting on their own. There are loads of ways to equip your Tyranids characters, but some of the most unusual are the monstrous shooting weapons available to Hive Tyrants, turning these colossal beasts into bio-battle tanks.

Having trouble with Daemons? The balethorn cannon is devastating against the servants of the Dark Gods, cutting right through their invulnerable saves!



Looking to stack up wounds while keeping mobile? The slimer maggot infestation is for you:




Struggling to kill enemy monsters and other high Wounds, high Toughness foes? The miasma cannon is horribly effective:





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MessageSujet: Re: preview tyranides   Mer 1 Nov - 23:11













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MessageSujet: Re: preview tyranides   Jeu 2 Nov - 15:52

Ben moi j'attends l'avis du grand spécialiste des cafards de la ruche Caraman... Gondhir !

Comme ça je saurais ce qu'il me mettra dans la tronche à l'avenir...

HANS MULLER flower
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MessageSujet: Re: preview tyranides   Jeu 2 Nov - 17:17

que des armes toutes en finesse. je crois que guigui va devenir frenetique du jeudi soir
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MessageSujet: Re: preview tyranides   Jeu 2 Nov - 18:22

et hop, encore une couche:

One of the most grisly (and useful!) Stratagems from the new codex is Feeder Tendrils. For the cost of a Command Point, you’ll be able to recycle a dead enemy character into more precious Command Points for yourself! Suddenly, every enemy character becomes a potential liability.




Psychic Barrage allows Zoanthropes to pool their powers and unleash a devastating psychic bombardment, punishing foes who group multiple small units together.





Pathogenic Slime is a brutal ability that’ll make your ranged monsters even deadlier. A Carnifex with four devourers with brainleech worms using this ability will be pumping out 24 Strength 6 shots, each dealing 2 damage – perfect for overwhelming Terminators, Primaris Space Marines and other tough targets.




Hyper-toxicity is a hive fleet-specific Stratagem that works fantastically with Genestealers or Hormagaunts, allowing them to stack up damage on even the toughest of targets.




The Deepest Shadow is a particularly insidious Stratagem for Hive Fleet Kronos. With it, you’ll be able to disrupt enemy Psychic tests at a key moment. Combine this with the Soul Hunger Warlord Trait (previewed yesterday) and The Shadow in the Warp (previewed Monday) and psykers will think twice about trying to Smite you!



Finally, Caustic Blood is a great way to give a swarm of Termagants a devastating send-off, making a 40-strong block of these lesser bio-organisms an even less appealing prospect to fight.

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MessageSujet: Re: preview tyranides   Ven 3 Nov - 11:47

Tout cela à l'air bien méchant. Twisted Evil

J'attend toutefois d'avoir le codex entre les mains avant de faire pipi partout ^^
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MessageSujet: Re: preview tyranides   Ven 3 Nov - 14:59

gondhir a écrit:
Tout cela à l'air bien méchant. Twisted Evil

J'attend toutefois d'avoir le codex entre les mains avant de faire pipi partout ^^

À ton âge tu te fais déjà pipi dessus... Laughing
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MessageSujet: Re: preview tyranides   Ven 3 Nov - 15:17

c'est une arme biologique, c'est fluff
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MessageSujet: Re: preview tyranides   Ven 3 Nov - 17:33

Zoanthropes are the psychic artillery of the Tyranids, and in the new codex, they provide a deadly source of Smite attacks, make a potent linebreaker unit (thanks to Psychic Barrage), and are an always-useful source of synapse.
Zoanthropes positioned near a Neurothrope can re-roll 1s on their Psychic tests, so getting off a key Smite – or a more costly psychic power – is much easier. Larger broods of Zoanthropes also inflict additional mortal wounds when they use Smite; a unit of 6, for instance, deals an additional 3!

Venomthropes are a key part of any Tyranids battleline. As before, they force an enemy’s attacking units within their shrouding spores to suffer -1 to hit, but unlike in the Index, larger broods of Venomthropes can shroud Monsters and other units too! As if that wasn’t useful enough, Venomthropes also deal D3 damage with their shooting and melee attacks, meaning any unit trying to clear out your cover in close combat is in for a very nasty surprise.

Genestealers are already a great Troops option in any Tyranids list; they hit hard, they move fast, and their invulnerable saves are always welcome when hunting characters with high AP. In the new codex, Genestealers can be equipped with new biomorphs to further improve them; acid maw, for instance, allows you to give one Genestealer a powerful close combat weapon, while extended carapaces forces Genestealers to give up Swift and Deadly, but improves their save to a 4+.


Lictors have received a small but significant change that makes them far easier to use in any Tyranids army. Lictors (and Deathleaper!) no longer suffer from Instinctive Behaviour – after all, as vanguard organisms, these creatures are designed to operate away from the rest of the swarm for extended periods of time. Dropping a Lictor in your opponent’s backfield is now a very reliable distraction strategy and a great way to deal with lone ranged units, psykers and support characters.


Finally, as you may have noticed in our White Dwarf preview, the Carnifexis receiving two new variants along with a range of new biomorphs. You’ll be free to choose whether you want to customise a Carnifex of your own from the flexible base unit or pick a more specific battlefield role with the Thornback and Screamer-Killer.
The Thornback is the master of shock-assault. In addition to causing mortal wounds to nearby models when it charges, this beast hits on a 3+ (going up to a 2+ if Old One Eye is around). Both the Thornback and the standard Carnifex can take enhanced senses, a new biomorph that gives them a BS of 3+. What’s more, this increase in Ballistic Skill is accompanied by an improvement to devourers with brainleech worms, which have their shots doubled to Assault 6. In short, the famous “Dakkafex” is back – and particularly powerful in a Hive Fleet Kronos army.
Screamer-Killers, on the other hand, have a more insidious purpose. In addition to deadly scything talons, these guys have a lethal bio-plasmic scream that’ll tear enemies apart at range, while their mere presence forces your foes to add 1 to their Morale tests.
All Carnifexes benefit from a new biomorph called spore cysts, an upgrade that forces enemies to subtract 1 from their hit roll, simulating the effects of a nearby Venomthrope. Of course, if you’d rather give your Carnifexes even more shooting power, the spine banks add 4 more shots at Strength 5.
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yul

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MessageSujet: Re: preview tyranides   Ven 3 Nov - 21:55

le schéma Hydra me plaît énormément, mais je les trouve tous bien au final, à voir comment ça donne peint par le studio...







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maulwurf
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MessageSujet: Re: preview tyranides   Ven 3 Nov - 22:55

kronos c est les joueurs du stade toulousain qui ont ete assimilés
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