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In a game where there is the escalation special rule(troops and infiltrators deploy, everything else in reserves) what happens to gaunts? It doesn't seem fair for them to fail there leadership test and run off the table in the first turn because your not allowed to deploy a synapse creature lest it be an infiltrating broodlord if you want them to move, it just seem to give gaunts a horrible disadvantage in games with this rule. Is there any counter rules I'm missing?
learning new things every day
This will be my first reply so here it goes
Escalation: I went to Komplete Fanatic 2005 with my 1850pts list, and 3 out of the 5 missions had the special Escalation rule used in them.
The way Escalation work there was that according to the 4th eddition rule book all basic infanty that do not have transports are deployed.
To find what is a basic infantry unit, at the back of the rule book it lists every race and their units put into catagories. Infantry : Jump-infantry : Beasts : Monstrous creatures : Vehicles : Artillery.
This ment I could put all my Zoanthropes and Tyranid Warriors on the table as well as the Broodlord, Lictors, Genstealers, Gaunts, rippers and I think Biovores. Units that cannot be put down are the Hive tyrant, Hormagaunts (Beasts), Raveners, Gargoyles and the
Note: Warrriors with leaping still count as basic infantry , the codex states this under leaping in the Biomorph section.
I hope this helps fellow Nid players strugling with the Escalation rules.
I played a 1000 pt Escalation this weekend. Without the hormagaunts, Hive Tyrant and Carnifex I was in trouble.
The hormagaunts are the fastest troops and rely on the 12" setup and potential 12" move and 12" charge. Having them come in later is pointless and really hurt my chances of winning.
Having the Carnifex and Hive Tyrant not on the board is even worse. There are no MC's on the board to scare my opponent and draw shooting so the first turn he just kills all the little stuff.
In general, escalation will be very close to impossible for the Tyranids to win.
To be fair warPEZ, if you're entire strategy is based upon horagaunts assaulting effectively 36 inches onto the board on turn 1 then you probably deserve to lose. Escalation puts everyone in the same boat. You shouldn't rely on just one unit to win the game.
Thanks for assuming my strategy. That isn't my strategy. I've never made a turn 1 assault in my gaming history.
I was making a comment that hormagaunts are useless in escalation because it removes the advantage that they have... the same advantage that you pay points for. Since most players play Marines or shooty armies they usually have tons of troops on the board which don't move and shoot a lot. If your hormagaunts start off the table they will be worthless because they can't assault until they have faced two rounds of shooting. Two rounds of shooting is usually enough to take out 8-16 hormagaunts. Normally you expect a turn 2 assault from hormagaunts and with escalation you probably won't get any assaults. That's all I'm saying. Maybe I say all of this because shooty armies never move towards Tyranids (if they're smart).