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Tyranids The Great Beast Has Come; The Devourer of Worlds.

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Old November 20th, 2006, 14:56   #1 (permalink)
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Default Is Warp Field Worth It?

Well that's the question. Specifically, on a winged hive tyrant, since walkers just take the carapace. I find that on the one hand, my flyrant is a BIG target, and he needs the protection. But the cost is so high, that I am never sure.

I think that 3 AP weaponry isn't very common, and that everyone's usually shooting 2 AP at him anyways. Plus, he's fast enough, that he should be able to make it to good cover. BUT, in combat especially, I feel so much safer knowing my baby's got the extra protection.


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Old November 20th, 2006, 16:22   #2 (permalink)
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Warp Field or Warp Blast? :ninja:
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Old November 20th, 2006, 17:17   #3 (permalink)
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If he's a melee winged tyrant, leave warp blast alone - you'll only get to shoot with it once, maybe twice in a game (and let's face it, one lone attack never hits anyway).

The warp field is better, a hefty - in price and armour - shield that also confers a tiny ward save. Nothing to be scoffed at when pie plates and lascannon shots would punch through it anyway.

Overall though, I'd say warp blast is a waste of points, you want your winged tyrant to be in combat doing what giant death monsters do best.
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Old November 20th, 2006, 17:23   #4 (permalink)
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I think he meant Warp Field..
He's talking about protection and tyrant walking on foot with carapace.. He hasnt mentioned once about warp blast :sleep:

I personally dont think Warp Field is necessary.
The only range weapons that will be able to puncture that 3+ armour save is missile launcher and starcannon, the others are all AP2 weapons. Paying that much points just to an added protection against these 2 weapons is a waste. Even in close combat, nowsday, over 50% of the people that plays 40k uses TONS and TONS of power weapon or power fist similiar weapon, even 1+ save wont save you from those attacks. Regular non-power weapon hits will have to go through that T6 before you roll your 3+ armour saves so it'll take away most of the hits making 2+ save not-so-useful.
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Old November 20th, 2006, 18:01   #5 (permalink)
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Changed the title to suit the question.
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Old November 20th, 2006, 18:46   #6 (permalink)
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Heres the question, Is warp field worth it?
Heres the answer, Yes. The inv save will protect you 16.6% of the time. The standard save in CC will let you save 83.4% of the time as opposed to the 66.8% the regular save affords. Thats a total of 33% extra protection. Well worth the points. Youd pay for guards on a walker right?
Now what else could you buy for the points? 3 hormies or 2 stealers or 7 spinegaunts. Not that much really is it?
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Old November 20th, 2006, 19:51   #7 (permalink)
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If we are talking about Math-hammer...
Most of weapons have lower AP as the weapon strengh grows, so you need to take in the strengh vs toughness before calculating the saves.

Weapons fired by Marines:
HvyBolter 3 shots - 22% chance taking a wound w/o W.Field, 11% chance taking a wound w/ W.Field. 11% difference.
PlasmaGun 1 shot - 44% chance taking a wound w/o W.Field, 37% chance taking a wound w/ W.Field. 7% difference.
Missile Launcher 1 shot - 55% chance taking a wound w/o W.Field, 9% chance taking a wound w/ W.Field. 46% difference.
Lascannon 1 shot - 55% chance taking a wound w/o W.Field, 46% chance taking a wound w/ W.Field. 9% difference.

As you can see, the only REAL protection you are getting is from being pummel by Missile Launcher, and all the above calculation is based on a Tyrant standing in open field which I am sure no one would do such a thing... If I am to include cover save into the above calculations then even a 6+ cover save would make the W.Field no difference to one Tyrant without it... again, except the Missile Launcher.

Close Combat from Marines (regular troop):
Regular 1 attack - 2.7% chance taking a wound w/o W.Field, 1.3% chance taking a wound w/ W.Field. 1.4% difference.
Power Weapon 1 attack - 8.3% chance taking a wound w/o W.Field, 6.9% chance taking a wound w/ W.Field. 1.4% difference.
Power Fist 1 attack - 42% chance taking a wound w/o W.Field, 35% chance taking a wound w/ W.Field. 7% difference.

The only protection you are getting in close-combat is from a power fist of a 7% increased chance.

Basically the 35 extra points you are paying is only to give you the edge against a missile-heavy army. If you save 35 points here and more points somewhere else, you could even pay for a few more Raveners. 35 points is 1/4 of a Winged Tyrant's base cost, worth it or not.. it's really up to everyone's own perspective.
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Old November 20th, 2006, 19:59   #8 (permalink)
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35points wont pay for 1 ravener! Remember you have to buy weapons ontop of its base cost
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Old November 20th, 2006, 20:13   #9 (permalink)
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Personally I don't like warp field - I see it's uses, but would much rather have half a dozen more Spinegaunts or almost 2 Genestealers.

I resign my winged Tyrant to death from the get-go, it just occupies the opponents shooting for a turn or two - in this respect I try to keep it as cheap as possible, whilst still remaining effective in combat should it manage to hit the enemies lines.
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Old November 20th, 2006, 22:48   #10 (permalink)
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Food for thought indeed!

I have always run Warp Field on my winged HT because it is a vanguard HQ and attracts a heck of a lot of fire from the food. A whole 35 pts for these nickel-and-dime percentage bonuses on saves has seemed worthwhile. The psych value from watching everything less than a lascannon splashing off the beastie has always been a highlight for me.

But 35 pts does buy nearly 2 enh carapace stealers, or 1 rending ravener. Or 7 spinies, for that matter. A little more circumspection in the HT's use plus 2 more rending wounds might be worth experimenting with.
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