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Post by halosnachtariff on Dec 7, 2009 11:50:22 GMT -5
For those interested the new Tyranid units are available to pre-order on the GW website, complete with pictures.
The new sets include the plastic Trygon (with Mawloc alternate build, basically a giant Red Terror), Plastic Gargoyles, Plastic Raveners, a Metal 'Toxathrope' with lots of lash whips, poisonous attacks and it provides nearby tyranids with cover, a metal 'Hive Guard' which looks kinda like a Tyrant Guard but with a big gun which can fire without line of site and a metal 'Pyrovore' which looks like a huge Biovore and is termed a 'Flame belching artillery creature.'
I would provide pics/links but the site is down atm... Will modify my post when it comes back up...
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Post by Ymmot (M.I.A) on Dec 7, 2009 12:23:43 GMT -5
yay plastic gargoyles!
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Post by halosnachtariff on Dec 7, 2009 13:43:39 GMT -5
Okay, here are the pics: Trygon: Mawloc variant: Plastic Raveners: £27 , and not all that different from the current metal ones. Plastic Gargoyles: Pyrovore: Hive Guard: Venomthrope: All I can say is that for £30 I'll definantly be picking up a Trygon (or two...) and probably alsi a Venomthrope, and maybe some Hive Guard. Looks like it's going to be an expensive January...
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Post by Spinning Head Guy on Dec 7, 2009 14:05:26 GMT -5
The Venomthrope is just sooooo damn sexy!
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Post by halosnachtariff on Dec 7, 2009 14:25:44 GMT -5
I would say it's probably the most impressive of the new models, despite the trygons intimidation factor there's just so much movement in the Venomthrope sculpt.
I'll be picking one up regardless of rules.
Also here are some interesting tidbits from a GW newsletter:
•Hive Guard can fire 2 str8 shots a turn and don't need line of sight. •Hormagaunts are 'lightning fast assault troops' and cost half of their current points. Not sure whether this means an actual increase to speed or not... •Venomthropes bloated Toxin Sacs allow them to wound any foe on a 2+.
That's all i got...
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Post by ElegaicRequiem on Dec 7, 2009 17:26:37 GMT -5
Mawloc variant: Tyranids: Making little kids crap their pants with fear since Jan '10. These do indeed look cool... with plastic gargoyles, I may need to get a 500 point raiding force for my other stuff to kill...
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Post by halosnachtariff on Dec 7, 2009 18:03:01 GMT -5
The only thing I don't like about the Mawloc is it's little stubby arms. But I guess the fact that I could model it devouring a terminator whole kinda makes up for that...
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Post by WestRider on Dec 7, 2009 23:07:20 GMT -5
The little antenna thingies on the Mawloc's head kind of bug me, but other than that, I am totally down with all of these. Definitely getting a couple boxes of Ravs, and probably magnetizing, since they come with multiple chest-plates for the different Gun options. Might convert for Hive Guard instead of using the actual Model, but I think the Pyrovore is what's finally going to break my resolve to keep my Nids all-Plastic.
I'm torn on the Venomthrope. It looks totally cool, but it also looks like it's going to be an absolute nightmare keeping it intact in the case and preventing it from falling over on the table all the time.
Gargoyles are great, and if I hadn't already set a precedent of my Flying Nids all having insect-type Wings, I'd be all over those, at least two boxes, possibly three.
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Post by halosnachtariff on Dec 8, 2009 6:20:04 GMT -5
All my flying 'nids have Bio-plasma jetpacks, so I'm kinda stuck on the Gargoyles too...
Anyway the Mawloc's antenna thingies; the only ones that I don't like are the two sticking straight out of his head carapace, the rest I quite like.
As for the Venomthrope I think making the lash whips removable is the way to go for storage/transport, but it is gonna need some huge weight on the base to keep it stable. Then again it isn't all that much bigger than a Zoanthrope, and they don't fall over despite the massive heads...
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Post by WestRider on Dec 8, 2009 18:50:51 GMT -5
Speak for yourself. I actually stopped using 'Thropes because of how often they hit the table. Working on converting some with Plastic and Putty heads so I can get 'em back into my force.
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Osaze
Lieutenant
Posts: 102
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Post by Osaze on Dec 8, 2009 21:50:09 GMT -5
The Trygon made me crap my pants. So these are availible in January then, eh?
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Post by WestRider on Dec 8, 2009 22:38:00 GMT -5
Yep, new Dex and Models all hit January 16th. And if you'd simply stand up to the Ministry's tyranny, you would have one less problem with the Trygon
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Osaze
Lieutenant
Posts: 102
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Post by Osaze on Dec 8, 2009 23:03:32 GMT -5
Yep, new Dex and Models all hit January 16th. And if you'd simply stand up to the Ministry's tyranny, you would have one less problem with the Trygon And cleaner pants
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Post by ElegaicRequiem on Dec 9, 2009 0:35:26 GMT -5
What the heck is going on in here? I leave for a few hours, and pants heresy is running rampant.
The more I look at the mawloc, the more I want it... It's too awesome.
*Panatchute volunteers drop in next to Osaze, and offer him a clean pair of pants.*
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Post by ElegaicRequiem on Dec 12, 2009 14:52:50 GMT -5
Oh. and the trygon/mawloc looks like it's about six or seven inches tall. Scary.
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Post by halosnachtariff on Dec 12, 2009 19:58:37 GMT -5
I've had a chance to look at the new Trygon and it's even more impressive in reality than the picture makes it, fairly large model but I don't think it's so large that it will be difficult to transport.
Also it turns out there are actually 3 Trygon strains: the standard one which can deepstrike straight into an enemy unit and it counts as an assault, the Mawloc which can deepstrike into an enemy unit causing a s6 AP3 (ish) blast and can re-burrow itself to deepstrike again next turn. And finally the 'prime' variant which is an HQ choice with a bio-electric field, it presumedly gets psychic powers too.
There are some units in the codex which models haven't been made for too, including a large flyer which drops spore mines and a HQ 'Tervigon' which spawns 3D6 termagaunts every turn, but if it rolls a double it cannot produce any more for the remainder of the game.
Special characters too including a Zoanthrope style psyker which engulfed the infinity circuit of a craftworld and so has super psychic powers. And a winged monster which can 'parasite' units which ome in by outflanking, causing rippers to spawn inside them!
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Post by ElegaicRequiem on Dec 13, 2009 0:23:27 GMT -5
Deep striking into units as an assault, then burrowing again is the scariest thing around. I'm getting one.
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Post by Adam Selene on Dec 13, 2009 1:12:17 GMT -5
gona get some just for the training ring, let my conscripts know what their in for
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Post by Makarova (M.I.A) on Dec 13, 2009 9:17:19 GMT -5
The Mawloc model scares me. Good job, GW. Happy to see Gargoyles too, even if I don't play or plan to play Nids.
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Post by ElegaicRequiem on Dec 13, 2009 13:20:17 GMT -5
Between the HQ trygon, the mawloc, and the plastic gargoyles, I think I'm going to start a small force of 'nids.
Hmm... Does that mean I win at 40K, or lose? I suppose if I have to ask, I lose.
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Post by ssgtdude (M.I.A) on Dec 13, 2009 19:06:16 GMT -5
I'm hearing some stuff from the tournament guys that the Nid army will be the army to beat for a few years to come.
I remain skeptical as I am sure there are things we can do to counter it. Not to mention that there will always be things that need to be FAQ'd as well as clearified.
I can see from the deep strike that it is going to become more important for me to keep my OOF and my Astropath alive the entire game now instead of just two turns and using them for a wound soak.
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Post by ElegaicRequiem on Dec 13, 2009 23:17:08 GMT -5
Well, the OoF at least.
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Post by halosnachtariff on Dec 14, 2009 5:31:01 GMT -5
It seems that although there are lots of fancy new things iwth crazy rules going round that the tyranid staples, warriors, carnifexes, hormagaunts etc. are also getting radically changed.
Warriors are now troops, with 3 wounds and a 4+ save, and the option to have a HQ 'alpha warrior' which grants his improved I and WS to nearby warriors. However synapse no longer grants immunity to instant death, so missiles and powerfists are back in the running.
Carnifexes can be taken in broods of 3 and will apparently be more combat orientated, but with a greatly increased point cost.
Hormagaunts are much cheaper but look to have lost their 12" charge range, gaining instead 3D6 (pick the highest) for their run roll.
Not only this but all the weapons and biomorphs appear to have changed in function eg. scything talons no longer add 1 attack but instead allow the model to re-roll any 1's on the hit roll, a second pair allows for the re-roll of all misses. Toxin sacs no longer add +1 S but instead grant poison attacks, ensuring you're always hitting on a 4+.
In fact it has beens stated that Tyranids no longer have a mutable stat line dependant on what biomorphs they have, they're stuck with what they've got, any carnifex you see for example, will always be 'SX TY with a Z+ Sv' (I don't know the actual values yet obviously...)
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Post by Rolling Thunder on Dec 14, 2009 8:45:05 GMT -5
January 16th?
Right. I'm going to need to build.....two more Valks, and two more Merc teams by then. I'm not taking this behemoth on with anything short of my full Mercenary list. Actually, I suspect this will highlight some of the flaws in my current list. Like the fact my army is optimised to kill MEQs....
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Post by ElegaicRequiem on Dec 14, 2009 8:49:22 GMT -5
Stabilizing the statline is a very good move. Dealing with a completely changable force without all the representation on the mini was the real nightmare of facing 'nids.
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