Good Idea for Tyranid Node Model |
dafrca
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Post subject: Good Idea for Tyranid Node Model Posted: Thu Aug 07, 2003 6:03 am |
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Joined: Thu Feb 13, 2003 6:02 pm Posts: 10956 Location: Burbank, CA, USA
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On the playtest board one member posted this idea. Thought it was a good one.
quote: -------------------------------------------------------------------------------- Originally posted by Markconz
Just an idea about what to use for these...
Three devourer guns from the 40k gaunts box would make a good looking spore chimney. Few 40k tyranid players use the devourers so they would be easy to pick up cheap. 18 in a box = 6 hive nodes.
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_________________ "Every Man is a But Spark in the Darkness" - Cities of Death, page 59
Come fight me, if you dare...... http://dd-janks.mybrute.com
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netepic
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Post subject: Good Idea for Tyranid Node Model Posted: Thu Aug 07, 2003 9:22 am |
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Joined: Thu Feb 13, 2003 4:26 pm Posts: 7016 Location: Southfields, London, England
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Can someone please fill me in on what the Hive Nodes do please?
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dafrca
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Post subject: Good Idea for Tyranid Node Model Posted: Thu Aug 07, 2003 2:33 pm |
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Quote (netepic @ 07 2003 Aug.,01:22) | Can someone please fill me in on what the Hive Nodes do please? | Sure, in this version of Epic Jervis has given the bugs the ability to "spawn" or call back units that have been "killed" or that have been "lost" when they are too far from a synapse creature. This spawnig is an action the tyranid player takes with a synapse creature.
The Synapse Node acts as a special kind of synapse creature. To quote from the list "... is almost like a terrain feature, based on the spore chimney?s made by Forge World. It can?t move or attack after is appeared, by can act as a synapse creature for a swarm, and can be used to spawn more Tyranid creatures. "
Jervis gave them the teleport ability and because they have a move of zero they can garrison. This is a powerful unit if used correctly.
Hope that helps.
dafrca
_________________ "Every Man is a But Spark in the Darkness" - Cities of Death, page 59
Come fight me, if you dare...... http://dd-janks.mybrute.com
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Legion 4
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Post subject: Good Idea for Tyranid Node Model Posted: Thu Aug 07, 2003 3:37 pm |
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Joined: Thu Feb 13, 2003 5:13 pm Posts: 36989 Location: Ohio - USA
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Neat idea! ?
I would imagine, the G/W Epic version will look like the F/W 40K model. ?
So I also imagine that both G/W & F/W will make a model in Epic scale... if that makes any sense? ? 
_________________ Legion 4 "Cry Havoc, and let slip the Dogs of War !" ... "People sleep peaceably in their beds at night only because rough men stand ready to do violence on their behalf."
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nealhunt
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Post subject: Good Idea for Tyranid Node Model Posted: Thu Aug 07, 2003 3:44 pm |
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Purestrain |
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Joined: Thu Feb 13, 2003 10:52 pm Posts: 9617 Location: Nashville, TN, USA
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I also posted this to the playtest forum, but I intend to quarter walnut shells and mount them in a similar fashion to a spore chimney.
_________________ Neal
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Legion 4
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Post subject: Good Idea for Tyranid Node Model Posted: Thu Aug 07, 2003 3:52 pm |
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Joined: Thu Feb 13, 2003 5:13 pm Posts: 36989 Location: Ohio - USA
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I've used 'Nid Hierodule/phant parts for weird alien terrain bitz ... looks cool ... 
_________________ Legion 4 "Cry Havoc, and let slip the Dogs of War !" ... "People sleep peaceably in their beds at night only because rough men stand ready to do violence on their behalf."
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dafrca
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Post subject: Good Idea for Tyranid Node Model Posted: Thu Aug 07, 2003 4:29 pm |
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Quote (nealhunt @ 07 2003 Aug.,07:44) | I also posted this to the playtest forum, but I intend to quarter walnut shells and mount them in a similar fashion to a spore chimney. | Neal, I would love to see this once you get one done.
dafrca
_________________ "Every Man is a But Spark in the Darkness" - Cities of Death, page 59
Come fight me, if you dare...... http://dd-janks.mybrute.com
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nealhunt
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Post subject: Good Idea for Tyranid Node Model Posted: Thu Aug 07, 2003 6:41 pm |
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Purestrain |
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Joined: Thu Feb 13, 2003 10:52 pm Posts: 9617 Location: Nashville, TN, USA
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Heh. Nids are fairly far down the list as of right now. ?I have to:
- Finish Orks - Finish SMs (I counted up points, and discoverd I had 8K pts basecoated, so maybe it won't take long)
- Paint and base my Stormboyz Nob conversion for the contest. - Touch up my Boarboyz/Squiggoth formation for the contest. - Paint my Slaanesh LR conversion for the contest. - Touch up my Slaanesh Reaver for the contest. - Touch up my Blood Axe Gargant for the contest.
- Photograph all of it.
I rather doubt that all the contest stuff will get done.
After all that, it will be a toss-up between IG and Nids.
Coupled with the fact that I could take your "paint by segments" rant and replace "cat" with "3-yr-old son" and it may be a very long time... ?
_________________ Neal
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dafrca
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Post subject: Good Idea for Tyranid Node Model Posted: Thu Aug 07, 2003 7:42 pm |
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MaksimSmelchak
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Post subject: Good Idea for Tyranid Node Model Posted: Mon Sep 01, 2003 8:13 pm |
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Joined: Sun Feb 16, 2003 4:43 pm Posts: 7258 Location: Sacramento, California, USA
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Neal,
Heh. Nids are fairly far down the list as of right now. I have to: |
My priority list was somethng like this until last weekend:
1.- Work on E-A Jopalli IG 2.- Work on E-A Orks 3.- Work on E-A Feral Orks 4.- Work on SM Silver Skulls 5.- Work on everything else.
Then my friend and I decided to run a game at CONQUEST and my priorities changed to:
1.- Work on Tyranids for CONQUEST. 2.- Leave everything else for after CONQUEST!
In the end, it worked out pretty well because I managed to get 80+ Tyranid pieces to a game-playable state (meaning they look good, but need more detailling before I'll be satisfied.).
Then the irony of all ironies hit, we decided that we didn't need my Tyranids after all and decided to use Kristian's armies! Doh!
Shalom, Maksim-Smelchak.
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MaksimSmelchak
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Post subject: Good Idea for Tyranid Node Model Posted: Fri Sep 05, 2003 4:40 pm |
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Jackhammer
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Post subject: Good Idea for Tyranid Node Model Posted: Mon Jan 05, 2004 11:07 pm |
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Joined: Thu Feb 06, 2003 9:36 pm Posts: 466
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Now I know it's not out yet, but I was wondering of anybody had any info on how many mistakes/typos have crept into the new EpicA rulebook? I'm expecting a few this being GW, but am hoping they aren't as bad as I've heard the new Necromunda rulebook was. Hopefully a few of you guys have seen pre-release copies or got a indication from whats up at the vault to know how the rulebook has shaped up in this regard.
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stormseer
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Post subject: Good Idea for Tyranid Node Model Posted: Mon Jan 05, 2004 11:52 pm |
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Joined: Fri Feb 14, 2003 9:52 pm Posts: 4598 Location: Suffolk, UK.
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but am hoping they aren't as bad as I've heard the new Necromunda rulebook was. |
..Lol.... aren't we all...
_________________ www.darkrealmminiatures.com
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pixelgeek
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Post subject: Good Idea for Tyranid Node Model Posted: Mon Jan 05, 2004 11:56 pm |
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Quote (stormseer @ 05 2004 Jan.,14:52) | Lol.... aren't we all... | Not me. I've seen the preliminary copy of the rules (as can almost anyone who wants to download it from the Vault) and while I haven't seen the Necromunda book in question I think that the Epic rulebook is quite well done and has had some very good volunteer editing by some of the members of the Epic Forum.
_________________ Guns don't break formations. Blast Markers break formations.
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iblisdrax
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Post subject: Good Idea for Tyranid Node Model Posted: Tue Jan 06, 2004 1:22 am |
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Joined: Mon Oct 13, 2003 10:54 pm Posts: 3381 Location: First star to the right, and straight on till morning.
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I dont think it will be that bad, considering that most of the rules have been up in the Vault for a while. Most of the typos and mistakes have been picked out and commented on.
my 2cents
iblisdrax
_________________ "Have Leman Reuss, will travel"
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