I initially thought cavalry but they I thought that
would be a new one since most tyranid units are
classed Infantry, vehicle, Knight/Infantry, Super
Heavy, Titan, HQ. I agree cavalry is suited. I think
the 35cm is better since Flesh hooks don't have the
range of the Devourer but Fleshborers do. Oh well.
Darius
--- antichrist666it <seimejote_at_...> wrote:
> --- In netepic_at_y..., darius spano <dmanspano_at_y...>
> wrote:
> > 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.
>
> I've made this unit too, and is very similar to
> yours...
>
> Move:20cm
> Save:none
> CAF:+4
> Weapons: Devourer
> Range:35cm
> ATT:2
> THR:5+
> TSM:-1
> Notes:Cavalry, Hunt
>
> The only differences are the armor save, weapon
> range and
> classification (cavalry instead of infantry)... try
> this too! ^^
>
>
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Received on Sun May 05 2002 - 13:12:06 UTC