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[OLD] Tyranid Army List v10.1

 Post subject: Re: Tyranid Army List v10.1
PostPosted: Fri Aug 03, 2012 11:23 am 
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 Post subject: Re: Tyranid Army List v10.1
PostPosted: Fri Aug 03, 2012 11:49 am 
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BlackLegion wrote:
There are rumours that the Pyrovore will get new rules to make it an AA unit.


This is the old-school slug list, so no pyrovores for you here either flamethrowing or AA.

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 Post subject: Re: Tyranid Army List v10.1
PostPosted: Fri Aug 03, 2012 11:53 am 
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carlos wrote:
BlackLegion wrote:
There are rumours that the Pyrovore will get new rules to make it an AA unit.


This is the old-school slug list, so no pyrovores for you here either flamethrowing or AA.

The Brood Lord and Meiotic Spores should probably be deleted then.

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 Post subject: Re: Tyranid Army List v10.1
PostPosted: Sat Aug 04, 2012 9:03 am 
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carlos wrote:
BlackLegion wrote:
There are rumours that the Pyrovore will get new rules to make it an AA unit.


This is the old-school slug list, so no pyrovores for you here either flamethrowing or AA.


Ah sorry thought that this is the Leviathan thread :D

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 Post subject: Re: Tyranid Army List v10.1
PostPosted: Tue Nov 27, 2012 9:15 am 
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in the tyranid list it says under "Hive Mind":

Synapse Swarms ignore brood units for the purposes of determining formation strength during tiebreak.

can someone please explain to me what that means? What's tiebreak. I'm sure 'nids don't play tennis, right? ;)


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 Post subject: Re: Tyranid Army List v10.1
PostPosted: Tue Nov 27, 2012 9:44 am 
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It's what happens when a Grand Tournament Scenario game goes to the 4th turn without a winner (and a 4th turn doesn't come up).
"Each player scores a number of victory points equal to the full points value of any enemy formations that have been
completely destroyed, plus the full points value of any enemy formations that are broken and have been reduced to half strength or less, plus half the value of any formation reduced to half strength or less but is not broken, plus half the value of any formation that is broken but is above half strength. Whoever has the higher points score is the winner. For the purpose of this rule, a formation’s ‘strength’ is equal to the number of units in the formation plus the (remaining) damage capacity of any war engines."

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 Post subject: Re: Tyranid Army List v10.1
PostPosted: Tue Nov 27, 2012 10:51 am 
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so this rule is actually a benefit to the Tyranid player? Becaues if all those expendable units don't count for tiebreak, then only synapse creatures count;

in other words - if from my small swarm of 6 gaunts and 1 hive tyrant only the tyrant is left at the end of the game my opponent doesn't get the points for this swarm, because it's still above half strength?


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 Post subject: Re: Tyranid Army List v10.1
PostPosted: Tue Nov 27, 2012 10:55 am 
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Yes, but if all the gaunts remain and the Tyrant is dead, he scores full points.


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 Post subject: Re: Tyranid Army List v10.1
PostPosted: Tue Nov 27, 2012 10:56 am 
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If I'm reading it correctly, it could be a benefit or a hindrance. You could only have 1 hive tyrant left and don't give points, or have all gaunts and no hive tyrant and count full points.

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 Post subject: Re: Tyranid Army List v10.1
PostPosted: Tue Nov 27, 2012 12:11 pm 
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another question, about swarming:

it says that brood units that are destroyed go into the pool. So does this mean I cannot swarm without units in the pool?

In other words - say I start the first turn, have no destroyed units so far, but have 3 formations who can swarm.

Can I use marshal to add additional units, or do I have to wait until my opponents shoots some of my brood creatures so that I have some in my pool?

cheers,


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 Post subject: Re: Tyranid Army List v10.1
PostPosted: Tue Nov 27, 2012 12:43 pm 
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"have to wait until my opponents shoots some of my brood creatures so that I have some in my pool" is the answer.

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 Post subject: Re: Tyranid Army List v10.1
PostPosted: Tue Nov 27, 2012 12:50 pm 
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lovely....
that actually means I painted about 30 infantry stands for nothing :{[] :{[] :{[]


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 Post subject: Re: Tyranid Army List v10.1
PostPosted: Tue Nov 27, 2012 1:42 pm 
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You can't swarm back more than you started with, that'd get pretty hard to balance. You can always try larger infantry swarms for the extras, or bigger games.

The Hive Mind part about tiebreak is meant to be a check on their ability to swarm back the little stuff. If brood creatures were counted the 'nid player would be able to affect the outcome of the tiebreak.

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 Post subject: Re: Tyranid Army List v10.1
PostPosted: Tue Nov 27, 2012 1:51 pm 
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I guess adding a Leviathan-style "synapse for every formation" system is out of the question?

That only Genestealers and Lictors can operate without synapse nodes is the main reason I prefer Leviathan over Onachus, but now that Zombo has mostly quit development that list seems to have died.


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 Post subject: Re: Tyranid Army List v10.1
PostPosted: Tue Nov 27, 2012 1:59 pm 
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mspaetauf wrote:
lovely....
that actually means I painted about 30 infantry stands for nothing :{[] :{[] :{[]

If you cameo a little with the epic uk list, you will find a use for every single one of those infantry stands. In that list infantry is pure ca$h.

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