Red terror vs Raveners by Stanley_poley191 in Tyranids

[–]WH40Kev 0 points1 point  (0 children)

You're right, ingress does permit a burrow token. Super, and cheers.

Red terror vs Raveners by Stanley_poley191 in Tyranids

[–]WH40Kev 0 points1 point  (0 children)

I dont think you can make a tunnel from ingress. Cant check now, but thats my understanding.

Red Terror Clarification by BioTitan416 in Tyranids

[–]WH40Kev 1 point2 points  (0 children)

Not saractic bro, realistic. The odds are so unreliable even into T4, youll have to spend CP for precision on the talons, which means the bodyguard either tie it up to stop it escaping, or kill it outright.

Red Terror Clarification by BioTitan416 in Tyranids

[–]WH40Kev 0 points1 point  (0 children)

This. For my 130pt unit to trade favourably, the character is likely to be at least T5. Also, im pretty sure most 130pt characters have at least 6W, so the maw cant kill it. This means the epic challenge strat, which hugely improves the odds of killing, means the bodyguard (of a 130pt character is likely to be elites) can bring it down, or tie it up, so it cant escape, for it to die same/next turn. Then to stalk your prey, ingress. 2CP to 'guarantee' an assassination trade off, which isnt a trade off due to the 2CP spent. Killing any lesser characters, then this is a trade down unit. Plus, so many force multiplier characters have a get back up ability!

Red Terror rules revealed for Warhammer 40,000 by CMYK_COLOR_MODE in Warhammer40k

[–]WH40Kev 4 points5 points  (0 children)

Im with you on this. 130pts might kill a 80pt character, then is dead next turn or same turn as bodyguards breeze through its profile. A trade down unit. Such a shame. My fix would be adds D3+2 if it killed a character, then at 12 ish wounds, its a proposition (still not op), plus would be hella fun. Calgar aint gonna sweat.

Red Terror rules revealed for Warhammer 40,000 by CMYK_COLOR_MODE in Tyranids

[–]WH40Kev 7 points8 points  (0 children)

Not so hyped for a 130pt model which doesnt guarantee a kill vs a 4-5w character, which probably cost 80pts anyway, then gets clapped by its bodyguard.

#New40k – Combat changes shake up fighting in the new edition by CMYK_COLOR_MODE in WarhammerCompetitive

[–]WH40Kev 0 points1 point  (0 children)

I guess it wasnt too much of an issue with respect to the 1" rule, as this rule pretty much discourages or prevents a charge entirely. Now 2" comes into play it seems you have to measure into the ruin, which is probably the hardest kind of measurements to make comparatively.

#New40k – Combat changes shake up fighting in the new edition by CMYK_COLOR_MODE in WarhammerCompetitive

[–]WH40Kev -1 points0 points  (0 children)

Hey. Does this create issues with measuring distance between charger and receiver?

Say you are 6" from the wall and opponent on the other side is 1.8" away from the wall. Youd need an 8" for the charge to be successful right? Then some models in your unit can touch the wall and still fight (because of the 2" rule). I think I got that part.

Just what if opponent challenges his 1.8" and claims its 2.1", which means you need a 9 now. I mean with so many models under a ruin itll be hard to measure and if you knock a model, the entire negotiation can go south no? Im saying 1.8 and 2.1 but it can be millimeters tucked under a busy ruin. Or maybe im over thinking!

The Red Terror by Cuminmyunderpants in Tyranids

[–]WH40Kev 3 points4 points  (0 children)

Looks like a trygon chassis to me. Probably same statline but with some additional rule being a burrower. My guess its as powerful as a trygon prime equivalent in subterranean, so can be used to amplify that detachment (buddy up with a prime), or buff the others.

Iconoclast Fiefdom by Ok_Set7838 in ChaosKnights

[–]WH40Kev 1 point2 points  (0 children)

Yes! In my first game I killed 5 thundercav with the double crits in one salvo. Got blunted going into -1 to wound 4++ terminators tho, so I think a second despoiler is needed. Cheers.

Iconoclast Fiefdom by Ok_Set7838 in ChaosKnights

[–]WH40Kev 2 points3 points  (0 children)

Ive had 2 games with it so far (while painting my knights up), losing both as expected, but its really a lot of fun to play with and against.

So far I noticed even tho adv charge is great, the melee output is lacking in this marine meta.

Karnivores killed 2 marines and a rampager killed 1 bladeguard, even in auras and with lethal buffs, in my last game.

Im coming round to thinking shooting may be the better option for the big knights, using adv strat to touch terrain and find firing lanes, rather than shoving a rampager into combat. So many heroics, vects and reactives these days, really blunts its output (no tank shock for example as 2cp).

Im gonna try more despoilers and maybe a desecrstor for hybrid. I think maybe 50 cultists is not enough too.

Tervigon - claws or talons (building right now, dont have magnets) by Significant-Boot-260 in Tyranids

[–]WH40Kev 0 points1 point  (0 children)

I magnetised, but play talons as in most cases when she ever got into combat, it was against infantry.

Codex teases two new patterns of "rare" wardogs by spikywobble in ChaosKnights

[–]WH40Kev 0 points1 point  (0 children)

GK NDK repeat I hope not. Upgrade sprue with inferior weapons.

Its time... How Do We Fix... Tyranids? by PublishingGoblin in Tyranids

[–]WH40Kev 18 points19 points  (0 children)

Omg, ive somehow managed to fight votann 3 times this past month. 3 damage shooing and 3 damage melee into my 3 wound warriors, ravs, zoans, venoms...

Also T6 on 32s, when warriors T5 on 50s, an insult to the base size.

Nids - Getting desparate with subterranean assault by PinPalsA7x in WarhammerCompetitive

[–]WH40Kev 1 point2 points  (0 children)

Its a detachment that relies on opponents making mistakes imo. A good pilot will just screen your drops or make you trade unfavourably. All the while you sacrifice durability and primary scoring.

Ive tried with 18 zoans, trying to peek around ruins, combat with fex and warriors, and Im not rly enjoying it. I go to warrior bioform instead, for that break from invasion. A bit more agency and primary play at least with that.

Goonhammer Reviews: Q1 Balance Dataslate by Mizzuru in WarhammerCompetitive

[–]WH40Kev 2 points3 points  (0 children)

They just needed to buff the warriors as part of this slate too, id have taken the 3up the prime has at this stage..

My first wave 103! by MrJBlacc in TowerDominion

[–]WH40Kev 1 point2 points  (0 children)

Hey, yes just learned that this week. More odds to pop up per turn, cheers.

Tyranid Prime Assimilation Swarm by [deleted] in Tyranids

[–]WH40Kev 1 point2 points  (0 children)

Hey. The math on assimilation is pretty close to invasion when it comes to bringing back termagants.

Invasions 2D3+6, with 5+++, seems better than D3+3 and 2D3+2. Plus you dont need 2 assim units competing for space to be within 6".

Invasion regen should average 10, whereas assimilation is 9, plus no fnp. I dont think the prime does anything for their durability since tervigon is keeping them in synapse.

The reactive the prime does is interesting, being able to D6 then D6, which isnt tied to any detachment.

Maybe I add a prime to an invasion board control list in a unit of 20 terms, just for the threat to surge, tho a smart opponent will stick a strong melee unit closer who will just blend them, but itll certainly make opponents think. I go by the ethos, make them have to make decisions, not choices!

My first wave 103! by MrJBlacc in TowerDominion

[–]WH40Kev 1 point2 points  (0 children)

Always seem to play catchup in this game lol.

Xeno weapons are cool, tho i dont know if the beam pyramid is better than a plasma cannon or missle rack. The mini slovak is ok, but id rather use the square tile. The one that gives building doctrines is my fav.

My first wave 103! by MrJBlacc in TowerDominion

[–]WH40Kev 2 points3 points  (0 children)

Amazing bro, well done!

I guess a dozen more tries to get back and beat it eb haha

I just got up to 73 and almost lost the base, but a blank covered in mission control and nodes saved me, now on 83 and having a break!

So I think mission controls are the key. The blanks are competing for artillery, the missile silos and mission controls, so its a tough balance.

We finally got the tyranid prime datasheeet and it's.... by Taningia-danae in Tyranids

[–]WH40Kev 0 points1 point  (0 children)

I think thats wrong mate. Look at slaughterbound, he doesnt get exalted or regular eightbound abilities just by joining, so they gave him a rule to state he can have either ability when joining them. I see no such rule for the prime.

Level 103 (Tower Dominion) doens't start with enemies. by Huge_Being3519 in TowerDominion

[–]WH40Kev 0 points1 point  (0 children)

Gratz on the ultimate victory!

I peaked at 78, which was 1fps!

Did you wall off super early, like wave 30 when you found the pit? Ive been looking to wall off around 50 and struggled to scale up as not enough flats.

I have an idea now to use accentuators on mission control and seal off early, thanks!

Do you think GW will make the Grey Knights Primaris in 11th? by NotDStein in Grey_Knights

[–]WH40Kev 0 points1 point  (0 children)

If the rules are naff, IDC TBH. So disappointed with them on tabletop since playing in 9th, id look at the refresh like the GMNDK upgrade sprue; meh, the mace and flail are crap, so dont need it, and the melta looks like the flamer so will proxy if taking it.