Dave wrote:
SpeakerToMachines wrote:
1) Really expendable gaunts. Tyranids should really not care about losing gaunts; Give the termagants and the hormagaunts the Grot rule, and nerf their combat ability down to a more realistic level (ie, drop Hormagaunts CC5+, they are just about twice as good in CC as your average guardsman, and drop gaunts to FF6+, their guns are barely pistol range and they have no squad heavy weapons) They'll still be taken, infiltrating grots with move 20, yes please.
I had a hard enough time getting people to playtest the list when you halved the number of gaunt casualties in an assault.
It made assaults extremely easy for the bugs. There was no need to prep and support wasn't necessary. Having Gaunts not count at all would be a return to the v9s of the list and then some. I don't think it would work and I don't think I'd have many people willing to test.
I would
Note the simultaneous nerf to the gaunt statline. Yes, it makes a Tyranid FF engagement winnable, but it will not inflict significant casualties, relyin on numbers and BMs to win by a small margin - simultaneously shedding dead gaunts. The Tyranids need the heavy hitters to get into CC, which also exposes them to hit allocation.
Anyway, it's just a suggestion.
Dave wrote:
Quote:
2) Terror Genestealers. Genestealers need a deployment option that actually works; Scout screening is all they are good for now. Another option would be to give them Teleport, like the Lictors, so they can arrive in the enemy backfield in turn one. Frankly, with no long-range artillery or air assault options, the enemy deployment zone is far too hard to affect for Tyranids in turn one. Personally, I'd like them to be able to Teleport, but only into Area Terrain. That will provide a sense of lurking doom in the buildings and forests of a Tyranid-infested world.
Can you explain why they need to affect the enemy deployment zone in Turn 1? With IG being a regular opponent I feel the bugs can weather turn 1 and still have assaults ready to go turn 2, even after all those artillery batteries fire.
Practically all armies have ways of shaping the enemy deployment; If not, it becomes much too easy for any enemy to deploy optimally - guard arty no longer need scout screens and AA support, Eldar can start mounted in Wave Serpents for a full 55cm engage range, Horde armies can clump up with impunity and refuse flanks...
This is still possible if the enemy
chooses not to bring aircraft, or long range artillery, or teleporters, but the Tyranids really only have Lictors for this purpose, and they are, frankly, not scary.
Dave wrote:
Quote:
3) Mycetic Spores. Some sort of deep-strike ability to let the Tyranids threaten the entire board.
Here was my first pass:
viewtopic.php?f=21&t=21851My personal view would be to leave mycetic spores for a separate vanguard list, I like the feel of the carpet of bugs much more than the spore rain. But, it's an option.