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40K: Point – Counterpoint On Tyranids

2 Minute Read
Jul 4 2012
Warhammer 40K

So DID Tyranids really get a boost in 6th Edition? Two veterans weigh in.

Tyranids Still Suck Eggs
1. No change through charging through cover, still I1
2. Removing casualties from the front pushes squads back, increasing needed assault distance
3. Overwatch means you get shot on your turn as well as your opponents.
4. Overwatch removing casualties from the front pushes squads back, increasing needed assault distance
5. No assault from outflank
6. No assault after run/fleet (previous average 15 inches, new average 13)
7. Thanks to Krak Grenades all Marines Str 6 vs. MC 8. While Fearless, cannot go to ground
9. No way to effectively deal with flyers, as vector strike is base strength+d6, the best you will get will be glance on a 4+. Forget about hurting a Stormraven.
10. It is actually easier to put a wound on a Flying Hive Tyrant when he is flying than on the ground, thanks to grounding checks. (about 1% easier)
11. Focused Fire will shred hordes even partially out of cover, meaning you will have to be hiding all the time.
12. Overall reduced cover saves.

Tyranids are Awesome
1. Vector strike makes the flying Nids a real threat
2. Smash means all your big bugs can kill whatever they reach
3. Tyranids will be fielding HUGE numbers of psykers
4. Fear on big bugs
5. Hammer of Wrath on big bugs
6. Dual Force Orgs at 2k make the bugs brutal at larger point sizes

So, which is it? If you have battlefield stories to tell, lets hear em.

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Author: Larry Vela
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