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Old 12-06-2006   #1 (permalink)
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Default 36" move omg

now how did it go, oh yea basicly your hourmaguants fleet 12" then charge 12" then sweeping advance 12". course this is plain stupid cos then they are gonna be out of synapsise range (well probably) and get shot to peices. plus it just isn't gonna happen. so has this ever happend and if one unit can move more in one turn then please post. post your thaughts on this here.
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Old 12-06-2006   #2 (permalink)
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how do gaunts fleet 12"? you mean move 6" and fleet 6"?...
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Old 12-06-2006   #3 (permalink)
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Originally Posted by DeAd_cOmMaNdO View Post
how do gaunts fleet 12"? you mean move 6" and fleet 6"?...
sorry, i should have been more clear. and yes that is what i meant.
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Old 12-06-2006   #4 (permalink)
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max sweeping advance roll is 6 so it's not quite that bad - considering they have to wipe out every model in the enemy unit too to get the massacre roll!

point is, if hormies assault first turn they are usually;
a) outside of synapse range, or very close to it!
b) most likely unsupported unless there's multiple broods and the 'nid player got lucky!

basically it's not a great tactic - even guardsmen can counter-assault un-morphed hormagaunts quite well and if you're really intelligent you'll simply realise that you're gonna lose a squad and instead of throwing more bodies into the bugs (like your opponent wants you to!) you instead gun down the nearest synapse gribblies!
now when the hormies finish off your unit in your assault phase, they'll be down to their horrid Ld 5 for any instinctive behavior tests at the start of their own turn, meaning the'll most likely either run away or else lurk and do nothing...

cheers!
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Old 12-07-2006   #5 (permalink)
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2 things. you cant morph nids anymore. shot down, gbye. they wouldnt waste the resources on individual gaunts, and it makes sense. if they are in close combat, synapse is out the window. it only applies when, at the START of your turn, any units >not in close combat< have to pass a ld check else fall back towards the nearest synapse. (or they can lurk)
if they get into close combat 1st turn, this is awsome! especially if its your turn. and its awsome with a small unit of throwaway hormagaunts. i did this once to a guard player, and he had to throw in 2 other squads to keep the other alive (badly placed command squad,) meaning that those thre squads werent going to be ripping up my smaller guys. disrupting his battle line and making them dance to your tune. or hissing, thats cool too. but you dont want to beat something first turn if you cant massacre into something else, else they will be out of synapse and die, like you said.
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Old 12-07-2006   #6 (permalink)
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You can always throw in some winged synapse to fly along with your horma-broods. You could try using winged warriors...but I use a winged tyrant...but maybe its just because I custom built the crazy thing and it looks cool to me I have a feeling someones going to yell at me for using a winged tyrant because of some inneficiency flaw but I love him/her/whatever it is so much and it ussually kicks peoples butts. Close combat too (Weird huh?)

So thats a way to keep up synapse even after the initial brawls, if the gaurd players pulling out of range.

And whats this about non mutatable nids? Did games workshop say Nids cant buy biomorphs or something now or just gaunts!? Is this going to be in a codex update or are my friends and I just in the stone ages lol
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Old 12-07-2006   #7 (permalink)
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Dan296: you can give hormagaunts bio-morphs - but only a very select few like the adrenal glands and/or toxin sacs... or else you can just leave them naked and get more lovely gribblies! (morphs are now simply basic unit options instead of the old seperate list )

and also in your example, the guard player actually did the worst thing possible by throwing in more units!!! maybe one small squad just to hold them up for the 'nid player's turn, but nothing more than is necessary... or else he should have tried to wipe out the nearest brain bug/s. (even if the bugs were to wipe out the last couple guardsmen in the guard assault phase, they'd be subject to the IB rules at the start of their turn provided the guard could have taken out all the nearby synapse!)
also remember that lurking tyranid broods counts as broken unit for objective claiming/scoring unit purposes meaning you can effectively ignore them while they're out of synapse range.

cheers!
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Old 12-09-2006   #8 (permalink)
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chia--to answer your question, no everything can buy certain biomorphs, but its limited to what unit type it is. for example, you cant give a gaunt scythed tail. also, you cant give everything every bioweapon, so no more gaunts with venom cannons or things like that, only spinefists, devourers, and fleshborers. no more hive nodes either, certain units are synapse creatures and they have to be within 12'' of those. the synapse creatures are hive tyrants (duh) broodlords (uber genestealers) warriors (also duh) and you can buy the synapse hive mind power for zoantheropes. you can look at all of the updates here
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Old 02-17-2007   #9 (permalink)
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Evil being 2:
just to answer your question, or maybe your comment...

any model/unit with the Beasts and Cavalry special rule gets that much movement now
IG: Rough riders
Chaos: Flesh hounds and Models with Daemonic Speed
Orks: Boarboyz
Dark Eldar: Warp beasts

Quickness:
Chaos Loard w/ Daemonic Speed and Infiltrate!
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