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 Post subject: "Most Improved" Tyranids! - Bell of Lost Souls
PostPosted: Tue Jun 20, 2017 12:07 pm 
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Biotitan
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Joined: Thu Dec 30, 2004 11:23 am
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Location: Cumberland, Maryland
Here ya go, from our friends at BoLS:

http://www.belloflostsouls.net/2017/06/ ... units.html

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 Post subject: Re: "Most Improved" Tyranids! - Bell of Lost Souls
PostPosted: Wed Jun 21, 2017 2:14 pm 
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Biotitan
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Location: Stratford ON
I defiantly want to put a huge blob of genestealers in a trigon tunnel lol.

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 Post subject: Re: "Most Improved" Tyranids! - Bell of Lost Souls
PostPosted: Fri Jun 23, 2017 6:27 am 
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Little One
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Joined: Thu Nov 15, 2007 11:49 pm
Posts: 122
Location: cincinnati, OH
I just played a 50 power game against necrons and with swarm lord support the genestealers were absolutely murderous! :mrgreen:


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 Post subject: Re: "Most Improved" Tyranids! - Bell of Lost Souls
PostPosted: Sat Jun 24, 2017 12:34 am 
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Little One
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Joined: Sat Aug 04, 2007 2:57 am
Posts: 156
Location: Odense, Denmark
The fun thing about the new rules are that you can use nearly every unit in the book now. I cannot really find any of them, I wouldn't put on the battlefield at some point. Sure, some are better than others, but the army also deals with a lot of synergy now, which I love.

It makes things fun. You can play vastly different army types, you can use units to improve others and the other way around. Also, themed armies can be fun. You can run large swarms, you can run nidzilla, you can run a mix.

For once I actually feel that Nids are Nids again, and not just 2 hive tyrants with twin-linked devourers and wings, backed up by tervigons and some small gaunt units because you need troops.

The trygon + 30 devilgaunts are actually a quite scary thought now.

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 Post subject: Re: "Most Improved" Tyranids! - Bell of Lost Souls
PostPosted: Sat Jun 24, 2017 5:19 pm 
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Little One
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unfortunately i have found a unit that i won't be putting on the tale all that soon. the zoanthrope has been pretty heavily nerfed and unless I'm missing somehing i don't really see much use for them right now :(


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 Post subject: Re: "Most Improved" Tyranids! - Bell of Lost Souls
PostPosted: Mon Jun 26, 2017 12:49 pm 
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Monstrosity
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grendel wrote:
unfortunately i have found a unit that i won't be putting on the tale all that soon. the zoanthrope has been pretty heavily nerfed and unless I'm missing somehing i don't really see much use for them right now :(

Put them in batches of four. They're pretty much as they were, but in a brood of four, they get some bumps.

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 Post subject: Re: "Most Improved" Tyranids! - Bell of Lost Souls
PostPosted: Mon Jun 26, 2017 7:22 pm 
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Little One
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Location: cincinnati, OH
yeah but i play power level and putting 4 down doubles the cost and for that price there are man other units that do the same things much better. For example take boilers cheaper and their shot has a chance with just one to do up to d3 mortal wounds an you only need to roll one six to do it. granted they serve different battlefield roles but the zoanthopes just seem to restrictive and weak for their power level. So unless and/or until i see either a rule change(unlikely) or more realisticly some tactics advice that i may be missing they will be staying in my box when i game.


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 Post subject: Re: "Most Improved" Tyranids! - Bell of Lost Souls
PostPosted: Tue Jun 27, 2017 11:33 pm 
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Broodling

Joined: Mon Mar 28, 2011 6:39 pm
Posts: 63
Location: Southern Utah
I played my first 8th and well first 'nid game since 3rd/4th on release day and I fielded a lot of really old models that are nice and small. Can we say baby Hive Tyrant from 2nd, yes we can. This did add some confusion to my confused my opponent and we both were learning the rules, so there is a possibility that we played incorrectly.

With that said however, the two Zoanthropes, one Neuropthrope unit I played drew a lot of firepower because of how much they have done in previous editions and with the 3++ save and being able to "heal" D3 wounds if they "smite" something to death, they lasted for quite a while.

Now for a part we might have gotten wrong. When casting my "smite" it says closet model, so the person that was showing me the new rules said that included models in combat as long as it was the closest model, so I used them to help take down a large character named Cawl (As someone that has never seen that army I had to trust that what he was doing with the army was correct, and if it is, then that guy is a beast and will tar pit a unit for a while.). Now, I haven't had a chance to really review the rules yet to make sure that is how you can use that power, but if that is really how that spell works I could see them used to soak up shots and assist in taking out larger targets.

Also, keep in mind that they get "smite" but can also select another power from the list. Thus you can have them cast the 5++ save on a unit, hit a unit with the -1 hit, or get a unit hauling with the movement power and as a group of 4 can cast two powers, you can smite and do the extra power and the 3++ helps keep that power on the table to use on units, and are Synapse to keep the fleet in line, not that it hurts much to have them out of synapse at the moment.

For me, I am looking at taking a unit of 5 because my group plays on the points system. If I was on the power system, I would take the full on 6 as I believe the two powers, Synapse, and ability to soak up damage helps the fleet as a whole.

Looking forward to playing more games to see how best to use them. Perhaps with Biovores spitting out spore mines for a mortal wounds combo team.


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