UPDATES - looking back at this one a month later I'd bump up the Maleceptor, Gargoyles and Termagants to Tier 2 for certain, probably both flavours of Hierodule as well. The walking Hive Tyrant probably should also get a Tier 1 seeing as he's near auto-include in competitive lists with the free stratagems currently!
absolutely, when I went for another nid army, I intentionally picked up the OG, very old, skinny legged metal biovores. They aren't stellar by any means, but they were nostalgic for me and at least looked better that anything they've done since with them. Actually I never even took them off their big square bases, nobody has ever minded.
I have been holding out for new biovore models for 3 years and I hope they are here soon. I have ironically got to a modelling skill level now where I could kitbash them but if they're about to drop maybe I won't.
There is a printable model that is absolutely amazing and fits right in with the rest of a nid army. Old models like that should be allowed in tournaments. Update your damn models GW.
If I had a nickel for every time Auspex Tactics has said that a unit was "skewed more towards durability than damage" in the 10th edition reviews I'd be rich.
They might almost be cheap at that point. The vid ignored their full wound RR and the option for RR1 on saves or to hits in melee, which put them far above the ranged ones in a brawl. It's much more than just an extra attack and -2AP. The ranged ones still aren't shooting well, but having 2/3rd of their ranks with heavy weapons and being able to use everything on their turns with fall back/shoot/charge saves their damage output.
With all the introductions of key words I think a good balance option is a key word addition to the melee. It’s a new route to go other than points or flat dmg buffs
@@richmcgee434 Yeah with mathhammer the melee Warriors do serious damage. I was going to go all Ranged Warriors until I did the math. Also opponents might underestimate their threat. Also probably great in a Tyrannocyte.
@@jcalle2 Maybe. They might still be a little too much at D1, though. While they're clearly much better in melee than the ranged ones (shocking, right?) they aren't really more durable and they do nothing until they get there beyond offering Synapse. Don't think ranged warrior shooting will scare anyone much (maybe horde orks?) they're at least going to nick some scratch damage off targets now and then while they try to get in close and start doing their fall back-shoot-charge thing so they can exploit their full profile. Feels like both units are paying some fairly serious Synapse tax.
I’ll be testing out the Hierophant soon! Excited to see what it can do. I think it pairs quite well with the Neurothrope, getting bonuses to hit against battleshocked units. Perhaps not great if you want to be targeting the units that are still claiming objectives, but could legitimately skew you toward aiming to table with its damage output further increased by better hit rolls. Certainly worth a try!
Biovores also let you send spore mines into your opponent's deployment zone which gives you both behind enemy lines and/or engage on all fronts, but also the spore mines can deploy a teleport homer. And screening out a 25mm base is simply not something a lot of armies can do. If your opponent lacks the resources to screen their literal entire deployment zone, 2-3 Biovores is a borderline undeniable 40VP from behind enemy lines and deploy teleport homers.
screamer killers points were deliberately set high. they didnt want it being a tier 1-tier 2 unit because of its cheap availability in leviathan. they want you to buy the other carnifex kits and the haruspex kits. wouldnt be surprised if their points cost stays high for a while...
When you see things like Aeldari fire pryzms with 2 x 60” S14, AP-3, 6D shots and a stats tougher than a screamer killer only costing 125 points it just makes your blood boil…
I haven't played in about 10 years, but I kinda have to check in with my cute little bugs from time to time. Very nice and interesting overview. Also wonderful to hear that "can it kill marines" is the the nr. 1 factor in how useful a unit really is
For the deathleaper it should be noted as far as i understand. Its fear of the unseen can also affect all battleshock tests. It can also stack with the nerotyrants psychic terror ability.
@@parzaius9 as above (a characteristic change is entirely separate from a roll modifier) But beyond that it's strictly untrue. The -1 to +1 limit unlike the reroll limit is explicitly stated for each type of roll. Hence why in the armour save section it only says a max modifier of +1, so y'know AP actually does stuff. It's only on the hit, wound and save rolls. Advance, battle shock, number of attacks, damage, unit abilities (such as deadly demise and other sources of MW that use a roll) have no such stipulations. Idk how many of those can be altered by +1 modifiers but there's no limit to how much they can be unless you can point out a section that says otherwise.
Couple of reason. 1 is points and weapons costs in 10th. 2nd is with more model refreshes due soon they might do a new kit, well 2 new kits each mirroring the unit choices.
to give two focused units one for melee one for range they have compleaty separate abilities melee one need +2 movement +1 S and remove 15 points from them then they are worth it GW is charging Synaps at a high cost but not charging good leadership at high cost it makes no sense
I think the goal was to make warriors with all-melee-no-guns a legitimate alternative option without overloading a single datasheet... Of course, given their current high points cost they most definitely failed to do this, but I can see a world in which they cut the melee warriors' points and make them genuinely worth taking.
@@jakobknudsen6864 My pet theory is that the points costs were supposed to be switched for these two units, but as usual Games Workshop didn't proofread their work.
One of the biggest reasons for Biovores to be in Tier 1, which is the fact that (currently) the spore mines they create can be used to complete several of the secondary objectives immediately upon spawning.
@@Neptunesplayground0 Rules commentary. "If a disembarking model is so large that it is not possible to set it up wholly within 3" (typically because it is itself larger than 3" in all directions), set that model up with its base within 1" of that Transport’s base (or hull), and not within Engagement Range of any enemy models." Technically speaking because neither is a fortification nor has a wounds characteristic >12 you could build a entire list of warlord + matryoshka doll tyrannocytes with sporocysts as the inner most unit (At least I haven't seen anything in the rules for transports or reinforcements that would prevent an embarked transport with an embarked transport ad infinitum).
I tired this yesterday, it was fun, and funny, and created a nice little choke point on the board, but did very little to influence the game other than that haha and costing around 250 for a cyst win a pod probably would’ve been spent better elsewhere
@@FelixNesbitt yeah it's novel but there's far too many shortcomings for it to have real influence on the game. Hive defenses theoretically gets you lots of shooting but it's at the discretion of your opponent and the gun is kinda shit anyway (funny how in the free war gear edition they took away it's ability to take cannons and actually nerfed it's shots/ap) Seed mucolids could help make an actual choke point with a load of spores but due to out of phase interactions you can't use it off hive defenses. In the first place flavour and balance wise it shoulda kept the ability to deploy itself in the mid board anyway.
A thing about Rippers. A lot of both (short) ranged and melee attacks for the point cost(60 attacks in one turn for 70 points). Sure, they only hit on 5+, but with Swarming Instincts(Sustained Hits1 vs Infantry and Swarm units) or Hyper Aggression(Lethal vs Monster and Vehicles), lots of dice rolls targeting 6s is really all you need. 24 wounds to chew through for the enemy as well, for just 70 points.
As is the haruspex has the same damage output vs tanks as fire prisms and predator annihilators under OoM, at a comparable cost. Obviously the vehicles have ranged threat, where the haruspex has to navigate the battlefield.
Subscribed for the great in depth overview of all the Tyranids, as a new player I came to see all the units in their glory but I'm staying for the informative videos
The cool thing with tyrannofex worh acid spray. You could setup for overwatch so basically you get a other go to shoot d6+6 so you pretty much are double dipping. This can very powerful and sneaky if your opponents are not careful. Definitely one of my favorite models id love to run two one with acid spray and the other for the rupture cannon. The raveners would be good for holding your home objective turn 1 and 2 and rapid ingress them to redeploy to interupt enemy units.
I'm late to the party but I gotta speak up for my melee Warriors cuz I think you did them dirty. Factoring in the twin-linked and optional reroll-ones to hit, 3 Warriors will kill 3.9 marines on average per Fight phase. If you add the Swarming Instincts you most likely will use against a marine army, you take down 4.7 marines. For 90 points, that's one of the most efficient marine-killers in the Tyranid army right now, second only to Genestealers (led by Broodlord). It's true in 10th edition shooting is a big deal, but if you add the flexibility of reroll-ones saving throws when you really need to stick on an objective, I'd take this unit in almost any list.
Melee warriors are TRASH. Raveners are way better. Theyre very nearly as good in melee, move way faster, get a ranged attack, and can deepstrike. All while costing 5 points less per model. There is no reason to use melee warriors instead of Raveners which is why melee warriors are ranked so low. They simply dont do anything another unit cant do better.
so what? most other things are also AP2. redemptor dreadnought fist is AP2 for example. AP2 is basically what AP3 used to be in 9th. A lot of the weapons that got reduced down to AP2 also gained devastating wounds. So even then theyre not strictly worse than AP3.
@@Khobai Redeptor Dreadnoughts are over a hundred points cheaper. The FW monsters are the literal biggest monsters the Tyranids can field. Imagine if Primarchs or Baneblades or Greater Daemons or any of that noise had AP -2. You know who in the Nid army has better than AP -2? A carnifex. 1/3rd the points (and size), but your run of the mill carnifex has better AP than the absolute pinnacle of massive nid monstrosity. Strength 20, but just can't seem to figure out how to get through a 4+ save. And that's to say nothing of how the FW nids lost their Strike/Sweep profiles. They're literally using giant, sweeping scythe-arms, but for some reason: nope! Tiny blue guy with a sword that's 1/10 the size of the Hierophant? That gets a sweep.
@@Khobai However this is a tyranid tier list. Where fw nids were mentioned. And the badness of their stats and points are relevant. If you have a take on another faction's fw, feel free to find the appropriate video and post it there. Just because everyone is bad doesn't make the nid choices magically not bad.
Imo Neurogaunts just don't fit in at all at Tier 3. They are awful. If they were super cheap maybe, but at 45pts you are nearly as expensive as a unit of Barbgaunts, I just can't see them doing anything useful. They die to a stiff breeze, can't fight their way out of a paper bag, and can't shoot. At the very best they are a speedbump but they do it even worse than our terrible ripper swarms who at least mess with OC. Solid Tier 5 IMO.
Yup. That range and potential number of hits for such low cost. And they are fairly durable with decent accuracy on top of that, once in a good position. To top it off, they have some nice utility with the slow effect.
I did nids twice before in different editions. I wanted to try something a bit different in 10th. This video made me so nostalgic, lol. Thanks, Auspex.
Last week I was playing a game and threw a ripper swarm in because I had 35 points left over that I didn't know what to do with. On turn 2 I suddenly realized that the rippers had a shooting attack. So I got 12 victory points from the rippers deploying teleport homer in the other guys deployment zone. I now like ripper swarms.
I didn't think a unit needed a shooting attack to technically be eligible to shoot. Because eligibility is determined before you select which ranged weapons you'll shoot with.
I think the trygon is better than Tier 3. You can rapid ingrease it and the enemy can't really outscreen due to 3" shock. In my opinion it is a big threat against loads of units which camp the homebase marker
Tervigon provides Lethal to all nearby Termagant units. Edit: Also, Hive Guard at tier 3? A tough, multi-model unit that can shrugh off most small arms fire and even withstand some of the heavier hits fairly well(a 3 damage hit is not enough to kill a model, so requires quite a few successful hits and wounds to take down a model). It also means they can take up to 15 wounds and still not being forced to take Battleshock test due to model loss, while most monstrous units will either be dead by then, or forced to take them every turn. They are infantry, so can benefit from Venomthropes stealth aura. Shockcannons are strength 7, so wounds most infantry on a 3+, and wounds vehicles on a 2+ regardless of toughness. Hitting on a base 3+ as well. 2 shots per model, and each one that goes through is 3 damage. The AP is not amazing, but the weight of shots and the potential damage from each successful one can quickly overwhelm any target. On top of that, it is one of your best options for Fire Overwatch Stratagem. I mean, compare it to the Tyrannofex with the Acid Sprayer(which is ranked in tier 2). Tyrannofex(200 points) Acidsprayer: Range 18, 7-12 shots, automatic hit, Wounds most infantry on 3+, and most vehicles on a 5 or 6+, each succesful wound is 2 damage. Cant benefit from Hyper Adaptations. 6 Hive Guard(200 points): Range 24, 12 shots, hitting on 3+, wounding most things on 3+ or 2+, each succesful wound is 3 damage.
for those wondering the point of the sporocyst, this edition it can fit in a tyrannocyte and use rapid ingress to drop *behind* enemies for some fun nonsense.
whys the neurotyrant tier 2? it doesnt seem very good to me. its not particularly survivable, its melee isnt very good, its got an okay ranged attack and some okay abilities but nothing really stands out as being good enough to be tier 2. i think its tier 3. I probably wouldve put venomthropes at tier 2 above the neurotyrant since the defensive buff from venomthropes seems compulsory in any nid list thats running multiple non-monster units.
Melee warriors have twin linked (rerolling all wounds) and can choose to either reroll 1s to hit or rerolls 1s to their save. They shouldn't cost as much as they do, but their melee is quite decent despite being damage 1, more of a tier 4 unit if you ask me.
The tyrannofex is probably tier 1 not tier 2; its certainly higher tier than a Neurotyrant. Tyranids dont have a whole lot of other anti-tank besides zoanthropes and the tyrannofex and zoanthropes fill slightly different roles. The zoanthropes are good generalists while the tyrannofex's rupture cannon can damage things that zoanthropes struggle against like T12+ vehicles.
@@tiberiumnp8030 zoanthropes work great as anti-tank generalists for the most part and pose a huge threat to tanks upto T11. But theyll struggle with T12 or higher. you can certainly make a strong case for taking both zoanthropes and tyrannofex to make sure all your bases are covered. And I think both of those are great purchases right after leviathan for new nid players.
@@tiberiumnp8030 the 2d6 damage makes it very random though thats the only reason the tyrannofex isnt solid tier 1 probably. I still think its lower tier 1 though.
I've been perusing the tyranids datasheets and I'm kind of underwhelmed. They seem to have 2 or 3 very strong options and the rest are just... meh. Also 10th is leaning very heavy into leaders joining squads but tyranids get next to no generic leaders to buff their pretty poor infantry. I think a few flavors of warrior prime that can equip to all manner of squads would really benefit them.
I vaguely recall a similar situation before the 9th codex - other factions had leaders like lieutenants or captains that would boost all units within an aura, while nids could only boost their warriors with a prime, termagants with a tervigon etc
I'd personally rate Hive guard with shock cannons at Tier 2. May have Anti vehicle 2+, but screw shooting at vehicles. With BS3+, S7 and Damage 3, they are freaking great for dealing with enemy 3-wound infantry. Its the most accurate D3 gun in the nid army outside of Venom Tyrants. And if you decided to select the hive fleet adaption for sustained fire against infantry, you can even score extra hits vs said infantry units. I've taken a squad of 3 shockcannons in every game with my Tyranids so far, have seen them easily cripple/wipe out things like eradicators, blade guard, other zoans/venomthropes. The threat of their BS 4+ overwatch forced some inceptors to deep strike much further away as well. AP-1 might be underwhelming for some, but not to me. Frankly, just about everything you'd want to shoot a shock cannon at is already going to have a 3+ save or better anyway (either vehicles or heavy infantry), and cover rules can't ever give better than 3+ either, so just assume 90% of your targets will be rolling 3+ save and plan for it. Even the likes of terminators will be dropped to 3+, and each failed save is a dead one. These things are a near auto include for me.
Still not convinced on the Carnifex, most people seem to rate them but they are Tier 4 or 5 for me. Sure the 2 you put with One One Eye will be decent, but without the leader buff.....hitting on 4's is not good, with the heavy venom cannon now useless and the stranglethorn cannon average 125 points seems too high, particularly if you look at the Haruspex at the same points, not even close (suspect the Haruspex is undercosted though......). Hopefully the codex will bring some of the options back like enhanced senses.
Honestly I really like tyranids this edition, but I do have one main problem. Shadow in the Warp sucks. Even with the neurotyrants buff it’s a useless army ability if your fighting Custodes, Necrons, GSC, Sisters, Grey Knights, Dark Angels and most Space marines, and god forbid your agaisnt another tyranid player. It really feels like shadow should be the detachment ability and adaptability should be our faction ability
In one hand, the Toxicrene might be my favorite model in 40k. I wish they were decent. But in the other, that model is a horror to move around the table, so it's kind of nice that it sucks so bad no one uses it.
Rippers to me are mostly distractions and guard dogs. 12 wounds for 70 points ain't bad. I either uses them as a first wave to get gunned down and help my hormagunts get in. Or I leave them in the back line as cheap guard dogs to buy time for my hive guard artillery camp if something is coming for them.
I'd love to see an army list that uses three sporocysts! I asked that a lot in 9th edition ... I can really see it being a psychological piece. Plonk three of them down, and discourage light infantry units from moving into its line of sight. I really see it as being more of an annoyance than a direct threat, but I do think they could be great! Great video, keep up the awesome content :)
I think Maleceptor should be higher up. Had 3 games recently with a Maleceptor in the opponent's list and it was stand out MVP in all 3 games. 4+ invulnerable save, high toughness, high wounds and 5+ feel no pain stratagem makes it extremely hard to shift. Its 18" ranged attack is good versus everything because it has such a high number of attacks D6 + 3 and blast meaning on average 7-8 attacks), Strength 10 wounding most things on 2s and 3s, with ap -2 damage 3. It tended to average about 9 damage per turn. I played a few games this weekend and it quite consistently deleted smaller vehicles like impulsors, dreadnaughts. It even one-shotted a unit of 5 terminators worth 205 points. The Maleceptor is only 165! I think it should go up to like 190 points. The only limitation is the 18" range but honestly thats not very short and with good positioning would be in range of most of the board.
Auspex didnt even rank the mighty Neurogaunts because he was knew they fell into their own tier above everything else, being the single best unit in Warhammer 40k.
Hierodules in tier 4 is quite harsh, they are actually reasonably efficient for the points and the scythed especially is a perfect rapid ingress target if you aren’t running OOE’s squad because of its 12” move
Not agree at all about Termagants and gargoyles. With reactive move for the first ones and move shoot move for se second one with OC2, they are very important for objectives ( stealing during oponent turn and 22" moving )
A unit of gargoyles + winged prime is a good unit in my opinion. They are very fast, reasonable in melee, has deep strike, synapse, and endless swarm. A very good points scoring unit. I have only used it once but it proved very effective. I want to run 2 or even 3 squads of these to see how they play.
@@UnliVW Actions aren't in the core rules, but the Leviathan mission pack has several objectives that effectively still use them. They basically say "pick a unit that's eligible to shoot and not battleshocked, they can't shoot or charge this turn, at the end of the turn they score the objective". They don't mention OC at all, so there's nothing stopping OC0 units from doing them.
FWIW, the cost difference between ranged and melee warriors is only 20/40, and you've omitted the twin-linked on the melee bioweapons. Between full RR wounds, the extra attack and AP and the RR1 choice for saves or melee to-hit in the Fight phase, they're far better in a brawl than their cousins. Still too expensive by comparison, but if the ranged ones only got 1/3rd of their numbers with heavy weapons instead of 2/3rd the two would probably be pretty close to equally effective overall. The ranged ones are still pretty piss-poor shooters, salvaged more by their datacard ability letting them use everything on their turns than the quality of their guns.
They ARE only allowed 1 heavy weapon. The app confirms this. Can only select one per 3 And youre right. The mee warriors shred 2× - 3× as much damage in melee
@@scolack123the app also allows you to put 99 bio cannons on the Hierophant. The app is a glitchy mess. I'll stick to the rules until they put out an FAQ.
@@scolack123the app does not confirm this. The rules in the ap, as well as their index, states that it can have BOTH barbed and venom cannons. 1 per 3 models. PER weapon. Was the same in 9'th.
@@scolack123 If it was 1 per three of either the barbed or venom, it wouldn't be written the way it is. Every other option like that is written as smth along the lines of "For every 3 models in this unit 1 model may replace their [weapon] with one of the following: -x -y" Take a look at the way the wargear options for carnifexes, hive tyrants or tyrannofexes is written. They clearly had already established that formatting while making the datacards. Then take a look at how larger units like infantry squads phrase their wargear options. Are you really gonna suggest that a unit of guardsmen who take a special weapon can't have a vox-caster or swap out the HWT's gun? Cause that's what your interpretation of the formatting would mean.
Question: since the core rule mechanic seems to allow bodyguard squad to gain Leader's keywords, does this mean they get Synapse keyword as well, effectively increasing its range?
@@RodelleLadiaJr Thanks. So things like Tyrant Guard wont extend Synapse then, only Neurogaunts. The way keywords are assigned to bodyguards seems a bit lackluster.
It's fucking criminal that the Hive Tyrants don't have psychic attacks. The Flyrant is my favorite Tyranids model but he's wayyyyy too overpriced for what he currently does.
A shame the Tyranid Prime didn't have its "fluff stats" so that it could easily cut a Terminator in half. However, to be fair, if everything else had fluff stats, 40k games would only last less than one round with both sides annihilating each other with oppressive force.
This list is MASSIVELY sleeping on the Raveners and Trygon. Also the Pyrovore. Points per damage they’re some of our most efficient, plus a bunch of fun tunnely rules. Can’t see any reason to build a list without at least one Trygon.
I can see myself taking Pyrovores every game, ideally in strategic reserves. So cheap for how great they can be! If I can fit a whole squad of 3 it's awesome, but even just filling up a list with 1 or 2 will have it's use!
If you attach a winged tyranid prime to a 6 man warriors with melee weapons, can they rapid ingress from reserves using the primes deep strike ability? If so, that’s pretty good no?
Salvaged by the fact that you can build a less stupid-looking model out of the real carnie kit. Waste of plastic, the new model. Could have and should have been something useful like a plastic lictor.
Sucks that the Winged Prime is not great, the sculpt is properly menacing to me. I wish the Leviathan options were a little better across the board. If the rippers had OC 1, I'd be open to paying more points for them and fielding them.
My biggest issue with the model is that assembling it was terrifying. Pushing the arms in, I was constantly on the verge of snapping them. For the most part the push-fit models were amazing, but the WTP was infuriating.
thats likely due to the % of infantry units being much higher in that mode, but its also rare for a combat patrol to have more than 2 infantry units so its mostly edge case anyways
I'm confused about the biovore rules. Can you use his ability to spawn "free" spores? Or did you have to pay for the cost of every spore you want to launch when planning your army?
After a game of 10th using melee swarm list I had around. I found it quite odd that Broodlords no longer have Synapse, which really hurts the viability of melee swarm as they were the Frontline access to Synapse. Also, inb4 run shooty bugs... the whole idea of bugs standing back to vomit ammo at you seems to miss the point of bugs as a theme. After all this game needs a valid horde melee threat, to pressure the gunlines.
Huh, maybe that's what the melee Tyranid Warriors are for - if you drop them with a Tyrannocyte in the right spot they could maybe keep your Genestealers and Hormagaunts within Synapse range, and potentially charge up and get stuck in next to them in the next turn? And the Tyrannocyte itself can attempt to charge right away, I believe? You could also drop a Neurotyrant (without bodyguards, though) and that has its 12" Synapse-granting ability that should be able to hit a couple of units even if they charge a good distance. Other than that if you put a Winged Prime in a unit of Gargoyles, they can move 12" plus an extra 6" after shooting so that would probably keep your frontline melee units in range, too, especially if you gave it Synaptic Linchpin. Edit: I was just messing around in the app and apparently you can still give Synaptic Linchpin to a Broodlord even though the model itself doesn't have Synapse. Seems like a Broodlord or a Parasite of Mortrex could get enhanced into a Synapse creature that way. I don't know if that's intended but it seems to be the case according to the enhancement description.
@Auspex Tactics what are you thinking about the tyrant guard with the hive tyrant are so easy targets for anti psi, infantry, monster attacks? Still Tier 2?
The saddest part about the warriors is not just that they are grossly overcosted, but also the fact that they lost ALL wargear options for no good reason. They went from a ultra flexible unit (even when just looking at the mele profiles) with Talon, Claws, Dual Swords, Sword/Whip and the fact that you could pair with another set of weapon to... "mele weapon". This is why I HATE 10th. More than the constant dumbing down of the rules, more than the erasure of subfactions, more than the locked unite size, it's the wargear gutting and "everything is free" that kills the edition for me. They couldn't even be bothered to make a couple of wargear variant for that unit, they couldn't even bother to make 2 mele "unite" with it, it's all flushed down the toilet for a mediocre unit that lost all flexibility. I hate it so much.
I feel you. I don't really have it in me anymore to get salty like I used to back in 8th, but 40k has been steadily becoming more and more diluted for years now. I'll check the new edition out, but I'm ready to switch to OPR at any moment.
@@RanVor Yeah... I'm always on the way to just stop playing that game. I'll stick around for some hobby (that was always my favorite part anyway), but even that gets destroyed by the switch toward all monopose no option GW is doing. The real heartbreaking part here is to watch all the 8th babies that never knew real 40k cheering for the systematic destruction of a system they don't care about. I'm more mindblown by the number of people hyped for this trainwreck of an edition than the fact that GW made it in the first place.
Don't forget axing the footslogging Prime, despite the fact that the box comes with bits for one. Also the fact that a number of other factions retained their selection of weapons. It feels like someone had a deep-seated grudge against Warriors for some reason.
My buddy Dave is SOOOO pumped for Nids in 10th, I don't really like them, but he's a great friend of mine and if he's happy, I'm happy. I can't comment on competitive-ness of Nids, I'm sure they'll do well! I just don't want to see my buddy bummed about his army like I did in 9th. He had Highs, he had lows, and at the end he wasn't even playing them. If 10th fixes anything, I hope it fixes his heart.
I have a doubt about barbgaunts. Its stated can divide fire to make slow five units, but regarding rules, unit same weapon must be target to the same target. Ergo cannot divide shots?
A single weapon cannot divide shots, 5 models with the same weapon can, also a single model with multiple weapons can shot each weapon at a different target.... not sure why no one replied to this yet
Still really, really bummed the dimachaeron is gone ._. Also what is it with GW and hating Warriors/Primes... But at least the Carnifexes and Leapers seem good from the units I really like.
Incorrect. If a nuerotyrant with gaunts is shot at, the whole unit is T3 until that unit is done firing. If all the gaunts are dead when the next unit shoots them, then it's T8.
I must be wrong about this because every youtuber is talking about it, but the barbaunt ability says "after this unit has shot, select ONE Infantry unit hit by one or more of those attacks...". Either they've changed the index description on the 10th 40k app, or that means that only one unit can be affected by the debuff, not every unit hit by an attack. Is that right?
No, it’s say “..if an enemy unit was hit by one or more ….” Doesn’t mention selecting one, only if they’re hit. They’ve not changed anything so not sure where you got it from
@@ryantw4943 It says it on the games workshop 10th ed 40k app. I can see here that it exactly says "In your shooting phase after this unit has shot, select one enemy infantry unit hit by one or more of those attacks...". It says "after this unit has shot", so does that restrict it to one unit?