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[OLD] Tyranid Army List v10.1

 Post subject: Re: Tyranid Army List v10.1
PostPosted: Tue Nov 27, 2012 6:44 pm 
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Ulrik wrote:
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.


It isn't out of the question but I haven't seen any evidence that the "synapse is not needed for every formation" system is broken, just opinions saying it should be one way or another.

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 Post subject: Re: Tyranid Army List v10.1
PostPosted: Tue Nov 27, 2012 9:40 pm 
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Dave wrote:
It isn't out of the question but I haven't seen any evidence that the "synapse is not needed for every formation" system is broken, just opinions saying it should be one way or another.


Purely for balance reasons your system might be easier to balance. I really liked the idea of all Tyranid swarms having a synapse creature, except the exceptionally independent Lictors and Genestealers. But it's a matter of preference. I'd have liked to see more synapses, but either way is a valid design choice.


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 Post subject: Re: Tyranid Army List v10.1
PostPosted: Tue Nov 27, 2012 10:03 pm 
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mspaetauf wrote:
lovely....
that actually means I painted about 30 infantry stands for nothing :{[] :{[] :{[]


Have a look here. Tournament tested and approved in the UK:

http://epic-uk.co.uk/wp/army-lists/

http://epic-uk.co.uk/lists/Epic-UK%20Ty ... 0Codex.pdf


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 Post subject: Re: Tyranid Army List v10.1
PostPosted: Wed Nov 28, 2012 8:15 am 
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stompzilla wrote:
mspaetauf wrote:
lovely....
that actually means I painted about 30 infantry stands for nothing :{[] :{[] :{[]


Have a look here. Tournament tested and approved in the UK:

http://epic-uk.co.uk/wp/army-lists/

http://epic-uk.co.uk/lists/Epic-UK%20Ty ... 0Codex.pdf


Disclaimer: I have nothing against epicUK, it's great that you have such a strong tournament scene. Cheers to that!

BUT! This is a netEA development thread, why do you post this here. Trying to get players away from helping develop this list isn't very helpful. Of course you should commercialize your list, but trying to do so in the netEA tyranid development thread/subforum potentially diluting the development effort is kind of rude in my opinion.


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 Post subject: Re: Tyranid Army List v10.1
PostPosted: Wed Nov 28, 2012 10:28 am 
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I think stompzilla was just trying to be helpful :)


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 Post subject: Re: Tyranid Army List v10.1
PostPosted: Thu Nov 29, 2012 12:25 pm 
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Dave wrote:
You can't swarm back more than you started with, that'd get pretty hard to balance.


one more question on that subject!

the way this reads means if I buy a small swarm with tyranid warriors, that swarm can never be more than 8 bases (6 gaunts, 2 warriors). Is this true?

the way I read the rules is that I can only swarm once there is something in my pool, but it doesn't matter where I add my stands. So if I have 2 swarms and one gets shot to pieces and subsequently pulls back to my "Blitzkrieg" objective, I can add the killed stands to the other, still intact swarm. Yes or no? :)

cheers,


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 Post subject: Re: Tyranid Army List v10.1
PostPosted: Thu Nov 29, 2012 12:45 pm 
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You're reading it right it's supposed to be an army wide limitation. Any one applicable formation can spawn more than it's starting number.


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 Post subject: Re: Tyranid Army List v10.1
PostPosted: Thu Nov 29, 2012 1:47 pm 
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mspaetauf wrote:
Dave wrote:
You can't swarm back more than you started with, that'd get pretty hard to balance.


one more question on that subject!

the way this reads means if I buy a small swarm with tyranid warriors, that swarm can never be more than 8 bases (6 gaunts, 2 warriors). Is this true?

the way I read the rules is that I can only swarm once there is something in my pool, but it doesn't matter where I add my stands. So if I have 2 swarms and one gets shot to pieces and subsequently pulls back to my "Blitzkrieg" objective, I can add the killed stands to the other, still intact swarm. Yes or no? :)

cheers,


No, and yes.

Brood creatures go into a pool when they die. They come out of that pool and get added to synapse formations when they swarm. One formation could swarm back all the losses for the entire army given enough time, but that would leave the other formations with just non-brood units.

The only limiting factor is what the formation starts with for kinds of units. If a formation doesn't start with Gargoyles, it can't swarm them back.

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 Post subject: Re: Tyranid Army List v10.1
PostPosted: Mon Feb 25, 2013 11:17 pm 
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I guess the Tyranid list updates are dead for now, oh well we'll keep trying out the lists that exist so far but sure would be nice to finally have a EA official decision.


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 Post subject: Re: Tyranid Army List v10.1
PostPosted: Mon Feb 25, 2013 11:40 pm 
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We're almost at the year mark, an update will be out after that based on the games from my group and Mosc's. If you want something approved the most helpful thing you can do is post some batreps.

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 Post subject: Re: Tyranid Army List v10.1
PostPosted: Tue Feb 26, 2013 12:36 am 
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Ok that sounds good and we'll try and get some batreps up eventually. We play lots but don't really record it or post it although we've taken tons of pics in the past. Thanks for the reply.


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 Post subject: Re: Tyranid Army List v10.1
PostPosted: Tue Feb 26, 2013 5:53 am 
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Recording it'd give you a voice in what happens. It honestly doesn't add much time, especially since you just need general impressions.

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 Post subject: Re: Tyranid Army List v10.1
PostPosted: Wed Mar 06, 2013 9:22 pm 
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4K Onachus vs Iyanden report posted:

viewtopic.php?f=84&t=24771

Personal thoughts on the Tyranids:
- Nice unstoppable horde feel. The fearless leaders that autorallies and immediately start swarming gaunts is very frustrating to deal with. It certainly emphasizes the need to wipe out the brood, or don't bother at all.
- I have a hard time seeing the point of the Gargoyles - the AA kamikaze attack seemed both fluffy and useful to me. The Zoanthrope AA zap on the other hand feels odd, but that may just be because I image the long-range zaps more as random lightening and less as beams.
- Any ideas on how to model a Broodlord? There are no "legacy" miniatures for it. Did the Broodlord even exist in the earliest fleets? Genestealers are not particularly fearsome without Leader and Inspiring, true, but why not just reduce the cost so the Tyranids can include a bunch of throwaway broods?
- The Dominatrix still seems like Deathstrike bait. Of course, it survived in both the games I've played against Onachus so far, so that may be mere appearance. There are certainly plenty of other targets to worry about.


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 Post subject: Re: Tyranid Army List v10.1
PostPosted: Wed Apr 10, 2013 3:43 pm 
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So I'm thinking of taking the v10.1 list out for a test run. Can I just confirm that the below is a valid list?

1 Nexus Swarm - Dominatrix - 350
2 Hierophant - 525
3 Tyranid Swarm - 2x Warriors & 6x Hormagaunts/Termagants + Zoanthrope - 225
4 Lictor Swarm - 3x Lictors - 150
5 Tyranid Swarm - 2x Warriors & 6x Hormagaunts/Termagants + Zoanthrope - 225
6 Trygon Swarm - 5x Trygons - 375
7 Tyranid Swarm - 2x Warriors & 6x Hormagaunts/Termagants - 200
8 Harridan Swarm - 2x Harridans - 275
9 Tyranid Swarm - 2x Warriors & 6x Hormagaunts/Termagants - 200
10 Harridan Swarm - 2x Harridans - 275
11 Tyranid Swarm - 2x Warriors & 6x Hormagaunts/Termagants - 200

Not alot of shooting involved with this list, but it is a get up and shout in the face of hte opposition. I have the less than a third spent on the Dom & Bio-titan, but I'm not sure on the additional number of war engines that I seem to be able to fit in (4x Harridan & 5x Trygon) if this is fine I'll give this list a go.

Tim


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 Post subject: Re: Tyranid Army List v10.1
PostPosted: Wed Apr 10, 2013 3:58 pm 
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Looks good to me. Can you keep track of spawning totals for me?

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