tag:blogger.com,1999:blog-600589111118264680.post2611696880218246829..comments2024-03-10T21:35:32.778+11:00Comments on 3++ is the new black. | Kirb your enthusiasm!: Armies in 5th: Tyranids Part 3: Midfield coreAnonymoushttp://www.blogger.com/profile/07693773850422698445noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-600589111118264680.post-58110769970214325882010-03-22T04:23:17.934+11:002010-03-22T04:23:17.934+11:00Excellent write up.
Tervigons are awesome, easily...Excellent write up.<br /><br />Tervigons are awesome, easily my favorite new addition even when compared to Hive Guard and Trygons. They do so much that it's hard for me to think of anything that makes them worth replacing.<br /><br />Catalyst is sweet, but I'm warming up to Onslaught too. Hive Guard only have that 24" range, with onslaught they can hit just about anything with a good run roll. It's even better with Zoanthropes.Chumbalayahttps://www.blogger.com/profile/15543857960730597490noreply@blogger.comtag:blogger.com,1999:blog-600589111118264680.post-27389426616658470892010-03-21T13:50:03.503+11:002010-03-21T13:50:03.503+11:00FNP does provide some insane survival levels in re...FNP does provide some insane survival levels in regards to point cost. A teramguant squad in cover suddenly suffers a 25% death rate from bolters (this was what was able to save me in a game versus Smurfy's bikers for example). Otherwise it makes more durable units, more durable (i.e. MCs, Warriors, Raveners, etc.) and forces the opponent to use double strength and AP2/1 weapons if they want to take them down. It becomes a trade-off with Onslaught though if you take both. Being able to run T-Fexes in front of your army and still shoot can provide a lot of survivability for the rest of your army through cover saves, particularly against armies w/o much ranged AP2/1 guns.<br /><br />Agree on the MC/tank sense and this harks back to what Tyranid shooting is all about. Stop movement = easy to hit in combat. Termaguants aren't your "assault force" but having 4+ squads of 5pt models which score, WS3, poison, furious charge, counter-attack, Ld10, etc. Ya I'll take that. As you said, for 500 points? Done.Anonymoushttps://www.blogger.com/profile/07693773850422698445noreply@blogger.comtag:blogger.com,1999:blog-600589111118264680.post-84805817997919752912010-03-21T01:44:43.453+11:002010-03-21T01:44:43.453+11:00I find myself favoring Catalyst so far for a suppo...I find myself favoring Catalyst so far for a support power. FNP gives your gribblies durability, and helps them to resist No Retreat! wounds. Then something nastier piles into it.<br /><br />I think that generally, the Warriors benefit the most out of Feel No Pain, since it's pretty much ignoring small arms fire and standard melee past that. <br /><br />In a pinch, Tervigons are still mosntrous creatures when it comes to taking out nearby tanks, but I'd keep them out of melee past that. No sense in handing off No Retreat! wounds, since I'm a wee bit doubtful of Termies in combat, even if they have some buffs.<br /><br />Every time I think about a list without Tervies...well...for ~500ish points, it's just a bloody solid support core.<br /><br />As usual, good roundup.Raptor1313https://www.blogger.com/profile/16909802419382710809noreply@blogger.com