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[List] New WIP list: 5.7 posted

 Post subject: [List] New WIP list: 5.7 posted
PostPosted: Wed Dec 14, 2005 9:48 am 
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I've thought about a problem in upping the respawning cost of uncommon to 3 pips.

It meas that on average you will get one uncommon per dice rolled (compared to the old just under two).

This could steer people away from uncommonroop choices and just field common.  Resulting in a field of gaunts.

I've done a quick list on my nid builder.

3 LSNs each with 2 dacto-exocrines, for blast markers
9 mycetic spores
& 5 warrior broods each with 19 horma/termi gaunts

I'm not sure how well it would play but I'm sure it will be annoying to play against, too many warm bodies to kill.

If we are to keep 3 pips uncommon then I would suggest a slight points redution (say 5pts/model), to tempt people to use uncommon broods even if they don't grow back so quick.

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 Post subject: [List] New WIP list: 5.7 posted
PostPosted: Wed Dec 14, 2005 10:47 am 
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Quote (ragnarok @ 14 Dec. 2005 (07:48))
I've thought about a problem in upping the respawning cost of uncommon to 3 pips.

It meas that on average you will get one uncommon per dice rolled (compared to the old just under two).

This could steer people away from uncommonroop choices and just field common. ?Resulting in a field of gaunts.

I've done a quick list on my nid builder.

3 LSNs each with 2 dacto-exocrines, for blast markers
9 mycetic spores
& 5 warrior broods each with 19 horma/termi gaunts

I'm not sure how well it would play but I'm sure it will be annoying to play against, too many warm bodies to kill.

If we are to keep 3 pips uncommon then I would suggest a slight points redution (say 5pts/model), to tempt people to use uncommon broods even if they don't grow back so quick.

Before we change anything again (ie points values) I would suggest we play with this and see if it actually turns out to be a problem.

Massed gaunt hordes are very vulnerable to artillery and clipping firefight attacks.

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 Post subject: [List] New WIP list: 5.7 posted
PostPosted: Wed Dec 14, 2005 11:08 am 
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Quote (Hena @ 14 Dec. 2005 (08:50))
Actually not to clipping as we don't break. Clips may kill few extra but thats the only help.

Edit: Though hordes are rather bad at catching fast skimmers (Eldar, Tau). Or at least I get to test this soonish :D.
Edit2: Can they even kill those outside 15cm range?

In my experience yes to clipping becasue gaunt hordes still lose combats and extra units for doing so... - even if you don't break you can still be too knackered by a FF to counter attack with any success.

It can be a catch 22. If you bunch up so that you can resist a firefight attack... then the artillery gets you... if you spread out to avoid the artillery then the firefight gets you ? :down: ?:D

Oh and a unit has to be within 15cm to kill an enemy unit in an engage action, if that is what you are asking?





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 Post subject: [List] New WIP list: 5.7 posted
PostPosted: Wed Dec 14, 2005 11:27 am 
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Quote (Hena @ 14 Dec. 2005 (09:50))
Edit: Though hordes are rather bad at catching fast skimmers (Eldar, Tau). Or at least I get to test this soonish :D.

I tore apart a necron Eques formation in a FF, just using termagaunts (6), gargoyles (3) and warriors (3), against N0-1.

Killed half of them and got the other in combat res.

15 5+ FF attacks isn't to be scoffed at.

A hoard of hoards can just cover so much table that it is bound to get someone.

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 Post subject: [List] New WIP list: 5.7 posted
PostPosted: Wed Dec 14, 2005 1:54 pm 
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Quote (Hena @ 14 Dec. 2005 (06:21))
Except that Hydraphant and Dominatrix don't have agility. Also the problem with that is that now Hierophant can actually enter into buildings (which is silly). In this way the agility is not so good on WEs.

With regard to the Hydraphant and Dom, well, based on the current models, they are low and bulky (and their "knees" are a mere 5mm above the ground!) and I don't see them being agile or able to leap small cliffs in a single bound; they seem more ponderous to me and I don't think they should have agility.

As to the Hierophant "in" buildings: I visualize that more as it *on* the building, like a great big lurking spider!  Not running through the halls pulling fire alarms!  *laugh*

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 Post subject: [List] New WIP list: 5.7 posted
PostPosted: Wed Dec 14, 2005 1:55 pm 
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Quote (ragnarok @ 14 Dec. 2005 (08:48))
This could steer people away from uncommonroop choices and just field common. ?Resulting in a field of gaunts.

And isn't that the "horde of tooth and claws" that people want to see?

I don't think I could do without my Uncommons!  *laugh*

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 Post subject: [List] New WIP list: 5.7 posted
PostPosted: Wed Dec 14, 2005 4:46 pm 
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While we are on the subject of customised models for Bio-Titans, I have just completed a Hydraphant (converted from a 40K Hive Tyrant), but without Bio-Canons. :down:

This means creating another one with them and scraping me old one; unless ?:cool:

As with other Tyranid creatures you leave it open that the Bio-Titans (Dom, Hydraphant) can have optional weapon mixes similar to the Hierodule and Venom-fix.


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 Post subject: [List] New WIP list: 5.7 posted
PostPosted: Wed Dec 14, 2005 6:48 pm 
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Don't forget the hierophant in that list. :D What sort of option are you thinking of?

Replace 2 CCTk(1) attacks with bio cannons, or have the biocannpns as upgrades sp you get the cannons and the close combat attacks.

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 Post subject: [List] New WIP list: 5.7 posted
PostPosted: Wed Dec 14, 2005 10:15 pm 
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Why don't we have both?

A diverse eco system is a healthy one.

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