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Synapse help
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Old 07 Dec 2008, 05:07   #1 (permalink)
Shas'Ui
 
Join Date: Dec 2005
Posts: 990
Default Synapse help

Alrighty, so I'm running a 2000 pt. The list contains two 6 man broods of warriors and a Hive Tyrant (with guards) as my synapse (no thropes, I got two fexes and biovores). The problem I have is that I have solely hormagaunts (80 of the little buggers) and can't figure out how to utilise their speed without having them run out of synapse range. Is the only solution wings on my Tyrant or warrior?

Thanks,
-RS
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Old 07 Dec 2008, 05:33   #2 (permalink)
Kroot Shaper
 
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Default Re: Synapse help

Not quite the only solution...you could always infiltrate a Broodlord. You could also put your synapse creatures as far forward in your deployment zone and run them during your shooting phase, pray that you roll a 6 and things could work out alright. In all seriousness though, only winged HT/Warriors are truly going to be able to keep up with Hormagaunts.
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Old 07 Dec 2008, 05:35   #3 (permalink)
Shas'Ui
 
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Default Re: Synapse help

Hmm well it looks like a may very well be buying some possessed marine wings for my wee little warriors... anyone else have a solution?

-RS
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Old 07 Dec 2008, 11:09   #4 (permalink)
Shas'La
 
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Default Re: Synapse help

Don't move all your gaunts out of synapse range. With 30, you can probably run forwards while keeping them in synapse range by leaving a 'tail' leading back to the synapse creatures. I'm no expert on Tyranids, but if they don't have to worry about snapse while in cc, get the front of the brood into cc and then pile-in for a few turns ^_^

Problems with this strat include the increased vulnerability of the brood to fire possibly driving it back or breaking synapse, and the reduced punch on the charge.
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Old 07 Dec 2008, 15:31   #5 (permalink)
Kroot Shaper
 
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Default Re: Synapse help

A "tail" would work, but I for one would always feel that the ones left behind would be wasted attacks. And yes, Tyranids do have to worry about synapse in CC. In synapse...we might be taking additional wounds for being fearless. Out of synapse, we run the risk of sweeping advance because you just can't count on making that already low Ld check. Of course, those points only matter if you lose.

If you win and wipe out the enemy unit/sweeping advance them you could always try to consolidate back torwards your nearest synapse creature.
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Old 07 Dec 2008, 16:56   #6 (permalink)
Shas'Ui
 
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Default Re: Synapse help

Well actually, we don't worry about synapse in CC, it states that IB doesn't effect models already in combat. And at least hormies have a good initiative, so you'd have to get unlucky to get sweeping advanced, and if they fall back, they go right to the warriors and regroup. I'm gunna try this tail thing, and if it doesn't work I guess I'll be buying some wings.

Thanks guys!
-RS
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Old 07 Dec 2008, 20:05   #7 (permalink)
Kroot Shaper
 
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Default Re: Synapse help

Right, Instinctive Behaviour doesn't affected them in CC, but Synapse does. Synapse is the thing that makes them immune to instant death, auto pass Ld tests except psychic, and detonates spore mines. Particularly the auto pass Ld tests is what I was referring to.
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Old 07 Dec 2008, 20:30   #8 (permalink)
Shas'Ui
 
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Default Re: Synapse help

Right, Right. Do you think one flyrant is enough synapse to keep up with my speedy hormies? Because I have 2 5 man broods of warriors and I was wondering if I will need to give them wings too...

-RS
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Old 07 Dec 2008, 20:34   #9 (permalink)
Shas'Ui
 
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Default Re: Synapse help

If your opponent can kill the flyrant before you get into cc, then it is not. Otherwise it is enough. This of course depends on your enemy's list.

So how lucky do you feel?
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Old 07 Dec 2008, 21:16   #10 (permalink)
Shas'Ui
 
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Default Re: Synapse help

What I'm more worried about is my tactical viability with only have one very mobile synapse node. That means that I will have to have ALL 80 of my gaunts with 12" of that flyrant, as the warriors will be to slow to keep up. I'd like to be able to fan my gaunts out a bit.

-RS
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