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Warpshadow.com • View topic - Tyranid Codex: Dactylis


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 Post subject: Tyranid Codex: Dactylis
PostPosted: Sun Feb 21, 2010 3:28 am 
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The Red Terror
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 Post subject: Re: Tyranid Codex: Dactylis
PostPosted: Sun Feb 21, 2010 8:16 am 
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Broodling
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I think it works as an apocalypse datasheet, but I'm not an expert on these things.

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 Post subject: Re: Tyranid Codex: Dactylis
PostPosted: Fri Mar 29, 2013 8:13 pm 
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Biomass

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Where did you find the info on this


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 Post subject: Re: Tyranid Codex: Dactylis
PostPosted: Sun Mar 31, 2013 4:00 pm 
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Great Devourer
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Hi Demon_Fox, welcome to the posting world of Warpshadow. I hope you enjoy the warm embrace of synapse. :D

Hive Node made up these rules as how he would represent the dactylis in games of 6th edition 40k. The dactylis is a war engine sized tyranid artillery piece in the Epic games, and there was a 40k scale version of it made too. Does that answer your question?

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 Post subject: Re: Tyranid Codex: Dactylis
PostPosted: Sun Mar 31, 2013 7:30 pm 
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Biomass

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So they are completely usable rules for a game of 40k? Is it an updated old codex page? and if so where can i fand the old page for proof so i can use it in a game.


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 Post subject: Re: Tyranid Codex: Dactylis
PostPosted: Mon Apr 01, 2013 3:23 pm 
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 Post subject: Re: Tyranid Codex: Dactylis
PostPosted: Mon Apr 01, 2013 3:49 pm 
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Biotitan
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Hive Node: I like the concept. It's a longer range MC replacement for the Biovore, but I recommend a few changes for it.

1. The range is funky. It should be 60" or 72", in keeping with standard 12" increments. But I would alter it to also have a minimum range of 12" or 24". That way if it fails IB you can still lob things at the closest enemy unit that isn't right up in your grill. Fluffwise, it seems difficult to tone down the arm snap, so having a minimum range seems to fit.

2. The Bomb Mites should run for the nearest enemy non-vehicle model, period. Treating them like normal infantry doesn't ring true. They want flesh and they want it BAD. Also forcing them to charge the nearest enemy non-vehicle unit would be a good tweak.


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 Post subject: Re: Tyranid Codex: Dactylis
PostPosted: Mon Apr 01, 2013 11:55 pm 
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Harpy
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Some thoughts...

* Rending claws: until they change the core rules again, I don't think these fill much of a function on MCs; you're already striking at AP2, S6 wounds everything on no worse than a 6+, and if you really want to hurt a heavy vehicle you'll do much better doing smash attacks at S10 with AVP rerolls than with the off chance of getting the +d3 on a '6'. Probably unnecessary.

* Bomb Mites: although I think the concept is interesting, it overlaps heavily with spore mines; if you're going to do that, its generally better to either incorporate the existing thing or adapt the existing thing to fit your new thing. Would you consider having the the "bomb mite" be something like a meotic spore sac (FW), where it hits at your proposed S6 AP4 large blast, but drops a deepstrike formation of d6 regular spore mines (S4 AP4) on a 6"+ miss.

* Costing: these guys are a direct comparison to broods of Biovores for role, field position, effectiveness, etc; they are anti-massed-infantry with some minor character-sniping (stupid 6e barrage rules) and anti-light vehicle capability. Would I rather have 135 points of biovores, or spend a bit more, lose one large blast, but get them all at +2S and fielded by a MC with more resilience, higher Ld (to resist Instinctive Behavior), better CC stats, etc? I know which one I would take. My only thoughts are to upcost the Dactylis (Biovores are costed very competitively for what they do IMHO) or change its role so it's not in direct competition.

Nice beasty! It was nice to see the Malefactor (Tervigon), Exocrine (Tyrannofex), and Haruspex (Tervigon w/ crushing claws?) make a come-back in the current codex, but the Dactylis was conspicuous in its absence.

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 Post subject: Re: Tyranid Codex: Dactylis
PostPosted: Mon Sep 14, 2015 2:48 am 
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Biomass

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Just to clarify, this is for the interior of a Tyranid ship, not just for Tyranid terrain.


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 Post subject: Re: Tyranid Codex: Dactylis
PostPosted: Mon Sep 14, 2015 10:15 am 
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Little One
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just a thought....

why not make it a mucolid spore launcher? functions exactly the same as a biovore's spore mine launcher, but fires mucolids instead... so S8 AP3 blast, generates a single mucolid instead of d3... that spore can assault after being generated.


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 Post subject: Re: Tyranid Codex: Dactylis
PostPosted: Mon Sep 21, 2015 4:28 am 
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Not Loukang
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Location: (French) Paris Suburb
Hello mates,

If the evolution pattern is respected, then like the Exocrine and Haruspex which downsized from Gargantuan to Monstrous creature, the Dactylis should also follow that trend. Being smaller in size, it seems odd that it would fire Mucolid which (when inflated) could barely fit in its belly. So having 2 weapons that fires spore mines cluster should be more "realistic".

Cheers,

Lak

PS: Winter is coming so I am back to hibernation;)


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