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| Tyranids The Great Beast Has Come; The Devourer of Worlds. |
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| | #11 (permalink) |
| Senior Member Join Date: Jan 2005
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| | #12 (permalink) |
| Senior Member ![]() Join Date: Sep 2005 Location: Stirling, Scotland Age: 24
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Whoops, did I title this thread 'Warp Blast'?? Sorry, I did in fact mean Field. Thanks for fixing it! Well, this dilemma always hits me when I'm writing up a list. Am I sinking too many points into a single HQ choice? But, is my opponent going to take lots of star cannons, making this vital? And what if there's no good cover? BUT, what if he dies from lascannons/powerfists anyways?? :wacko: Here's how I basically run my HT: HT w/ wings, 2x scythes, toxin sacs, flesh hooks: 147 points HT w/ wings, 2x scythes, toxin sacs, flesh hooks, WF: 182 points That is a 25% increase in cost. If only it gave him a 5+ or 4+ invulnerable, then there would be no inner turmoil about this!
__________________ Armies: Tyranids: 2500 pts Imperial Guard: 1000 pts Witch Hunters: 1000 pts |
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| | #13 (permalink) | |
| Ahhhhh.... ![]() Join Date: Apr 2006 Location: Toronto Age: 27
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Rep Power: 56 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Quote:
One more thing I would like to add since it later came into my mind. Tyrants have a natural Toughness of 6, and any range weapon that needs to wound on a 3 or less, hence the S7+ weapons normally would have lower than AP2s. Which would further negates the usefulness of W.Field.
__________________ Anima Tactics - try it out! Last edited by nekochen; November 21st, 2006 at 18:43. | |
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| | #14 (permalink) | |
| Member Join Date: Jan 2006 Location: Southfield, MI USA Age: 34
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I run mine with toxic miasma and implant attack. combined with warpfield makes him a buzzsaw at killing enough troops to make back his points and more. recently he killed over 645 points of nightlords that got too close to him.. I have yet to see the down side of taking warpfield on a flying tyrant. | |
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| | #15 (permalink) |
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I take Warp feild on my tyrant, but I don't think its essential. AP3 weaponry is rare, but I find many players load up on ap3 weapons because power armour is so common. The four-missile launcher devestator/ havok squad is a pretty common choice, and it's terrifying without WF. The feild is also great for when facing massed small arms fire, or massed non-PW close combat attacks, doubling your chances of surviving a bolter or chainsword wound. the invulnerable save gets trash-talked for being so lousy, but don't write it off. Your four-wound tyrant is gonna get lots of chances to try its invulnerable save. Having said that, the super-cheap no-WF flyrant is a powerful choice because its soo cheap for what it can do. My final recommendation: take WF, but if you don't then keep that tyrant nice and cheap. |
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