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Tyranids vs Marines - our findings

 Post subject: Tyranids vs Marines - our findings
PostPosted: Fri May 29, 2009 8:01 pm 
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So basically give ALL Space Marine ground units Infiltrators?


Perhaps something along those lines, but I don't know if just a double engage move would be enough and that if it were applied to all ground units it wouldn't be overpowered.

I was thinking something more along the lines of all marine characters also grant their formation infiltrators and can charge at 3x their speed. Or alternatively only allow detachments that are fully transported the ability.

Whether by granting infiltrators or some other method, I'm afraid that doing this would make air assaults MORE effective by giving units the ability to engage again without the need of packing up between engagements.

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 Post subject: Tyranids vs Marines - our findings
PostPosted: Fri May 29, 2009 8:07 pm 
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Giving all marines infiltrators is totally unjustified and would completely break the army. Mud marines are really not that bad, they're just very unforgiving of mistakes, and take a lot of practice to use right.

It's not just marines that find it hard to pull off engagements wherever they want - all ground based armies do, and that tactical difficulty is part of the fun of the game.




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 Post subject: Tyranids vs Marines - our findings
PostPosted: Fri May 29, 2009 8:27 pm 
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Word.

Dirtside Marines don't need much, ~200pts extra maybe.  :glare:



Still more balanced than Warhammer 40,000




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 Post subject: Tyranids vs Marines - our findings
PostPosted: Sat May 30, 2009 12:00 am 
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I apologise that my uneducated ramblings on Marines and Tyranids have caused such a ruckus. But, to twist the words of Socrates "an unexamined game is a game unplayed"  :smile:


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 Post subject: Tyranids vs Marines - our findings
PostPosted: Sat May 30, 2009 12:11 am 
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It's okay, you just happen to have touched on one of the like three issues Epic has. :)

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