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Armored Shell



Armored Shell

Armored Shell


Type: Attachment
Faction: Tyranids
Cost: 2
Shields: 1
Signature/Loyalty:
Traits: Wargear. Biomorph.

Attach to an army unit you control.
Reaction: After attached unit is assigned damage by an attack, prevent all but 2 of that damage.

Set: The Warp Unleashed Number: 128 Quantity: 3
Illustrator: Guillaume Ducos
Recent Decks Using This Card:
Want to build a deck using this card? Check out the Warhammer 40,000: Conquest Deck Builder!


7 Comments

I am actually really interested in this one. While it is only really good against elites....it can but put on anything elites or not. 

It also puts Lurking Hormagaunts in a position where they can continuously tank onto OOE, even if you have no Shields.

    • bolomolo likes this

I like the idea of this card, but have two problems with it:

  • It's really hard to find space for 2 cost attachments in Tyranid decks, because the 1-cost Regeneration and Ymgarl Factor are useful regardless of what you drop them on and you usually want HVC as your higher-cost attachment because it offers two shields. That said, at least this is significantly better than something like Acid Maw, since it props up Tyranid's generally higher health rather than relying on their generally terrible attack values.
  • This card does not open up any new deck-building space (for instance, it doesn't make the low-health flying units that Tyranids are swimming in recently any more useful, because it kicks in after Flying), which means that it's generally going to just serve as a swap for an attachment or event that likely would be more generically useful and less expensive. At which point you have to wonder, is it worth playing at all?

One of the things that make me saddest about the Tyranid faction here at game's end is that they never got an attachment tutor a la Earth Caste Technician. Their units are generally a little on the lower-power side, but they've got a ton of potentially interesting attachments that can boost any unit into a potential threat if played at the right time. Yet with no way to dig for those attachments they're stuck relying on luck of the draw, which in turn means they can't afford to include too many of their attachment options because a hand full of attachments with no creatures is a game-loser.

I always felt that tyranids were supposed to be even more of a resource bully than eldar. That the shear amount of cards they could get in command was supposed to help with the less than amazing card power. But that never really panned out. 

    • Ultramarine likes this
Photo
Ultramarine
Oct 05 2016 02:20 PM

I always felt that tyranids were supposed to be even more of a resource bully than eldar. That the shear amount of cards they could get in command was supposed to help with the less than amazing card power. But that never really panned out. 

 

That's because aside from Stalking Lictor, all other synapse units get one or less command icon.  If they all had more than one command icon they'd guarantee to win 2 planets every turn for sure.  But, like everything else with the Nids, disappointment seems to be the norm. 

Even with one hammer, especially early game, and if you are not playing against Eldar, you can almost always get 3 command struggles.

I got a rock.

 

--The Hivemind

    • XaosChaos likes this