Dave wrote:
Some changes from the games from the past year. More playtests are always welcome.
Will do

Dave wrote:
Special Rules
Changed Swarming so it grows with the # of synapse units. No more dice, just add up the Synapse Value in the formation. Halve it if broken or with 30cm, or don't swarm if both. Dropped Augmented Swarming as it's no longer needed now. This ought to make the bigger swarms more attractive, as their swarming ability grows linearly with the small formation.
It's also a strong incentive to add extra warriors, which is a good thing. Warriors were a bit sub-par in 10.1.
Dave wrote:
Stats- Dactylis and Exocrine dropped from CC4+ to CC5+ (making slightly more vulerable in assault)
I thought "always being dangerous in CC" was kind of a Tyranid feature?
Dave wrote:
Gargoyles got IC (armed with flamers in the old fluff, and trying to make them more appealing)
They needed something, for sure. Perhaps this is it.
Dave wrote:
Heirodule and Heirophant got some weapon swaps (making the 'dule less long range)
That's OK, the shooty 'dule was a bit of an oddity (although very useful).
- From a modeling perspective, it would be great if the main weapons symbiotes on the Bio-titans were "0-1x (pick 2)"
- What happened to the Hierophant Bio-cannon? It's the weapon used on the modern Hierophant, it seems natural that the precursors had it too. Especially since the original Hierophant kits comes with something that looks a lot like a bio-cannon...
Dave wrote:
Hormagaunts bumped from CC4+ to CC3+ (trying it out, people claimed they weren't as good as 'gants)
Good.
Dave wrote:
Trygon dropped from FF5+ to FF6+ (trying out for points issues)OK
Dave wrote:
Army List
[list][*]dropped Meiotic spores (focusing on old fluff, they can be in a new list)
Weren't there spores in the old fluff?
Dave wrote:
[*]all WEs now fall under 1/3 rule (addressing little WE spam)
Fine.
Dave wrote:
[*]only stealers and lictors can garrison (prevents Exocrine and Dactylis garrison)
The Dactylis and Exocrine Swarms needs a price drop, then. A major use for them was Overwatch guard against turn 1 deep strikes; Genestealers and Lictors aren't useful for that, and now the list has no effective protection against that type of attack. Also, having to start them in the deployment zone means an effective turn less utility, since they are so slow.
Dave wrote:
[*]Genestealers (removed mandatory brood lord)
Thanks!