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[OLD] Tyranid Army List v10

 Post subject: [OLD] Tyranid Army List v10
PostPosted: Wed Nov 09, 2011 4:32 pm 
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Alright, here we go: the old stuff list. If there was a model for it then it's in this list. The only exceptions being the Brood Lord, Meiotic Spore and Raveners.

This is the list as it'll appear in the compendium (Dobbsy, you have mail). I'll put together another thread for things I'd like to test out for possible inclusion in the list and Epic: Xenos (mycetic spores and the brood nest).


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 Post subject: Re: Tyranid Army List v10
PostPosted: Wed Nov 09, 2011 4:43 pm 
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Well done.


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 Post subject: Re: Tyranid Army List v10
PostPosted: Wed Nov 09, 2011 4:49 pm 
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Too busy to read it right now, but I second the well done!


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 Post subject: Re: Tyranid Army List v10
PostPosted: Wed Nov 09, 2011 5:04 pm 
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Congrats on a job well done!

But - what happened to only Lictors, Genestealers and Meiotic Spores being Independent? In this list there are tons of units (biovores, dactylis, gargoyles, raveners, trygons, maybe more) that appear both in independent swarms and in synapse swarms.


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 Post subject: Re: Tyranid Army List v10
PostPosted: Wed Nov 09, 2011 5:11 pm 
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Thanks guys.

Ulrik, the only difference between Synapse Swarm and Independent Swarm formations is that the Hive Mind rule applies to Synapse Swarms. So when the creatures that can be in both are in Synapse Swarms they'll be affected by the Hive Mind rule, and when they're in Independent Swarms they won't.

Think of it like Wave Serpeants/Falcons in the Eldar lists. When they're transport for Aspects they're initiative 1+. When they're transports for Guardians or in a Swords of Vaul formation they're initiative 2+.

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 Post subject: Re: Tyranid Army List v10
PostPosted: Wed Nov 09, 2011 5:17 pm 
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Why go down that route when there are alternatives that avoid that kind of weirdness? It's very possible in your list to end up with identical looking formations with very different rules. That's not elegant.

I'll have the New Stuff list up soon, and it won't have that sort of conflict.

The special rules take up an awful lot of space when written down, don't they? Something's going to have to go.

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 Post subject: Re: Tyranid Army List v10
PostPosted: Wed Nov 09, 2011 6:35 pm 
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Dave wrote:
This is the list as it'll appear in the compendium (Dobbsy, you have mail). I'll put together another thread for things I'd like to try for inclusion in the Epic: Xenos (mycetic spores and the brood nest).

Really? Are you implying that there will be an Old Skool Nid list and a variant for the supplement? Please say No.

zombocom wrote:
The special rules take up an awful lot of space when written down, don't they? Something's going to have to go.

They seems fine to me. In the Special Rules thread Dave defended his opinion fairly well.

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 Post subject: Re: Tyranid Army List v10
PostPosted: Wed Nov 09, 2011 6:39 pm 
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AoC, the list here will be the one in Xenos. I'd rather not introduce something else completely new (we've already got regeneration) just yet. My intention was to test the spores/brood nest a bit more before one was chosen to be added (if at all).

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 Post subject: Re: Tyranid Army List v10
PostPosted: Wed Nov 09, 2011 6:55 pm 
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Since Tunneller is intended to be used by both Squats and Tyranids, does the rule have to be part of the Tyranid speical rule set? That would cut the words by half, I think.

By the way, congratulations for getting a list out. Looking forward to playtesting this real soon.

/Fredmans


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 Post subject: Re: Tyranid Army List v10
PostPosted: Wed Nov 09, 2011 7:01 pm 
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I'm including Expendable and Tunneler for completeness at the moment. It's just easier to include them in the list right now rather than in a separate doc. They'll be supplement special rules in Xenos as multiple lists will use them, when that comes out they'll be moved to the front of the book to live.

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 Post subject: Re: Tyranid Army List v10
PostPosted: Wed Nov 09, 2011 7:21 pm 
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I don't play Tyranids myself but it will be good to have one established, widely accepted list for an army that was one of the six main armies included in Epic 40K.

Nice work

James


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 Post subject: Re: Tyranid Army List v10
PostPosted: Wed Nov 09, 2011 7:51 pm 
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Looking forward to see how this develops! I'll see if I can get in some playtest games in the near future!

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 Post subject: Re: Tyranid Army List v10
PostPosted: Wed Nov 09, 2011 8:34 pm 
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Will try and get some time to read this today.

Well done on getting it to this stage.

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 Post subject: Re: Tyranid Army List v10
PostPosted: Wed Nov 09, 2011 9:02 pm 
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So I just looked over the list format.

Its more Ork than Nid. I do not like the Ork style especially since only 1 of 2 formation use the style? And there are a lot of Independent Swarms! Or maybe it just looks full since all the Titans are there and what not. What was wrong with buy pods of creatures and sticking them together to make formations? Then you had to atleast buy units in certain numbers? In this list you can do anything? No Structure or theme really. Oh and I still think it should be named Behemoth. ::) ;)

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 Post subject: Re: Tyranid Army List v10
PostPosted: Wed Nov 09, 2011 9:20 pm 
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The 9.2.1 method put a lot of responsibility on the player to design a legal list, rather than just having the list enforce itself.

You had to choose Synapse Clusters and make sure you didn't go over 1/3 of your total. If you wanted uncommon's you could only buy one for every two common clusters. You also had to make sure that you didn't go over the 1/3 limit for independents.

All that involved a lot of number checking by the player just to enforce limited numbers of synapse, lots of brood creature and slightly less uncommon brood creatures. I went with the Ork system like the EpicUK and EpicFr lists to simplify. The only thing you have to check now is the 1/3 limit for big WEs (like most of the core lists do). Limited Synapse is enforced by the formations' core units and limited independents by the 1:1 ratio. I left uncommons unrestricted for the time being, but if that proves too good we can limit them as well.

I'll note that the core units I chose are based off of two of the plastic 'nid sprues (which would have two Warriors, four Termagants and two Hormagaunts), and the E40k blister pack contents. The theme of the list is lots of small stuff. Nearly half of your army will be Tyranid Swarms. The other half will either be fire support (Biovores, Exocrine or Dactylis), deep striking formations (Lictors or Trygons), fast attack (Genestealers or Harridans) or line breakers (the Bio-Titans/Dom). It's meant to be a generic core list like SM/IG/Orks, not overly themed to the extent of the White Scars or Speed Freaks.

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