No one has brought up the Tyranids yet. I guess they
will be one of the last armies to be discussed.
Anyway, I play Tyranids in 40K and there are 2 units
that are missing. The Ravengers and Tyrants. The
Ravengers are snake-like fast attack units that have
decent short-ranged firepower and good CC skill. The
Tyrants are CC specialists but their main purpose is
to protect Hive Tyrants. I think these 2 units would
help round out the Tyranids even more.
Ravenger
Move:20cm
Save:6+*(fixed)
CAF:+4
Weapons: Devourer
Range:25cm
ATT:2
THR:5+
TSM:-1
Notes:Infantry, Hunt
5 stands per unit 200 points 2 Victory Points 3 Break
Agile snake-like creatures with Hunt instinct. They
always receive a fixed save.
Tyrant
Move:10cm
Save:4+
CAF:+8
Weapons:CC only
Range:N/A
ATT:None
THR:N/A
TSM:N/A
Notes:Knight/Infantry, 1 Wound, Regenerates
3 stands per unit 150 points 2 Victory Points 3 Break
Special Unit
Slightly smaller than Hive Tyrants they are used to
guard and protect the Dominatirx and Hive Tyrant. So
any firing on Tyranid HQ's will be absorbed by the
Tyrants first. They can never be more than 5cm away
from the HQ they are protecting. They have 1 wound and
can regenerate on a 4+. A Tyranid player make take 1
Tyrant unit for every 5 Hive Mind points. They can
only be attached to HQ's and if the HQ they are with
somehow is destroyed they are removed from the game as
well.
I am looking forward to the Tyranid Discussions.
Darius
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Received on Sat May 04 2002 - 14:07:43 UTC