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[I]Personal Observations about the Tyranid List.

 Post subject: [I]Personal Observations about the Tyranid List.
PostPosted: Mon Mar 20, 2006 8:27 am 
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First off, let me say right from the start, I'm not a veteran player. I have been playing for a little while against many of the armies available, and I feel I can play decently with my own army (Eldar) against most other armies.
Within the last 2 months, I've had the displeasure of playing againt Tyranids repeatedly. Some of the earlier problems was using the old Tranid list on the Specialist Games site. I'd suggest you guys should really try to make sure that the list there is updated as you refine the list.
After several games against the Tyranids, I have to say that they are the least fun army to play against. Before it is asked, yes I have lost every game against them. I don't think that this is the reason that I find them so unenjoyable to play against. There are other armies that I've played against and lost every game to that I didn't feel were 'broken' or did not have fun playing against.
Some of the problems I see with the Tyranid list are the stats of some of the units within the list. I know this is a work in progress, but a single point in this game can have a big impact and need to be closely looked at. Many units have stats that seem to be right on the money. Other just seem a bit off kilter. I'll give an example of one of them. Raveners have a Close Combat value of 4+, which is the same as a Carnifex. Other 'lesser' units have a 5+. Although the Ravener may be better in Close Combat than some of these 'lesser' creatures, I don't feel it is at the 4+ range...the extra point is a huge difference. This problem is typical of a few other units, but this serves as an example.
The main problem with the list to me is the 'Unstoppable' rule. The ability to totally ignore Blast Markers (one of the most basic concepts and rules of the Epic game) is a huge advantage. Much too huge! The 'Unstoppable' rules breaks such a basic rule that it requires other rules just to handle the problems that arise from including this rule (i.e. the Victory Condition rules). The benefit of never having to worry about breaking, never having to consider being supressed, and always having an automatic +1 to Combat Resolution should be paid for by every single unit that receives these abilities, but there seems to be nothing extra in the cost to account for this over similar units in other list (units with similar stats). This rule really REALLY needs to be examined.
I think something more along the lines of the Space Marine rule is in order. I understand that you are trying to get the 'feel' of the Tyranids, but background is never justification for rules that are broken. The situation that illustrated the problems inherent with this rule happened in the last game. A unit of Vypers without Blast Markers was fired on by the Tyranid player. Nothing was damaged by this shooting, but the unit received a Blast Marker. The Tyranid player retained the Initiative and assaulted the Vypers with a unit of Genestealers. The Vypers (Skimmers) were only able to cause a single casualty, and the Genestealers (having no Firefight value) weren't even able to touch the Vypers, yet received a +2 Combat Resolution for just being there due to the Unstoppable rule. With him outnumbering me, he had a total modifer of +3. I lost the Assault, and most of the formation to enemy units that couldn't even affect it that cost 60 points less! I've had opponents do some tricky things to turn a game against me, but I usually have to admire their cleverness. Not this particular trick.
Another thing with the rules that I would urge you to reconsider would be the Regeneration rule for War Engines. A War Engine being able to roll a d6 for each point of
starting Damage Capacity is a bit harsh. I agree with the idea of the rule, and how it fits into the 'theme' of the Tyranids, but I'd urge that the War Engine only be allowed to roll a d6 for each point of Damage Capacity that it has lost. Although I had dedicated Titan hunting formations in the form of Super-Heavy Grav Tanks, I found it hard enough to put any points against it's Damage Capacity. Then after using those formations to rack up a total of 4 points of damage capacity, it Regenerates 3 of them with its 8 rolls. I understand that it was some good rolling, but this was disheartening to say the least. Rolling 4 dice and seeing 1 or 2 points regenerate would have been enough.
I'd urge you to play against the Tyranids with some players who aren't trying to make it work fairly; players who are going to try to make it an overwhelming force to play against. See if you have fun. See if you think the army list is 'fine'. I intend to ask for help from other veteran player against the Tyranids and will be making major modifications to my list, and probably be adopting a mindset that isn't so friendly or fun to play against. I'd rather not, but until the list is fixed, I'd rather do that then play a game against an army that isn't fun to play against.
I know this is coming off pretty harsh, but I want you to see it from the 'other side of the fence'. I think you have a generally good idea, but some bad implimentation of it. I'd rather see a balanced, fun Tyranid army list to play against then to have to change the basic premise of the game (i.e. just be competitive - not fun) to play against it.
StoneFoxx
...waiting to hear just how 'wrong' I am.

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 Post subject: [I]Personal Observations about the Tyranid List.
PostPosted: Mon Mar 20, 2006 10:09 am 
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Although being a Nid-player myself, I too have the impression that the nids are a bit too powerful.
I like the idea of 'unstoppable' but never receiving blast markers is very, if not too tough.
As Stone-Foxx already mentioned: tyras can never be broken, are always better in assaults, don't receive -1 when retaining ... so they are far superior compared to other armies.

When having a look on the batreps so far most games are won by tyras and I have the impression that the only two armies they have to fear are necrons or tau.

My mate and I have stopped playing tyranids and use our other armies till the list becomes a bit more attractive to play against.

Don't get me wrong: The list looks nice and I really appreciate your work, but the list doesn't seem to be balanced yet.
Perhaps they need some real disadvantages, except from lacking long range firepower and flyers, that even out the 'unstoppable' rule?

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 Post subject: [I]Personal Observations about the Tyranid List.
PostPosted: Mon Mar 20, 2006 11:11 am 
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Hena, sorry I mixed that up! Sure I meant the normal -1 modifier on initiative for having BMs. Should re-read my posts more thoroughly.

I don't have specific suggestions on how to downgrade Nids.
I have thought about that alot but can't think of a good solution. I'd tend to make the nid units a bit more expensive point wise, but I like the hordelike effect of the army by having those sheer number of units which is only possible with having lots of cheap troops.

Perhaps you could limit the size of swarms? E.g. a swarm could consist of 10 models. This way you'd end up having more swarms and need more synapse. This way the swarm becomes more vulnerable in assaults and the synapse creature(s) are easier to hit as you can't shield them with enough troops from all sides.

Sorry, I don't have better ideas atm but I am not good at designing game mechanics, but perhaps anybody else here can help out and has better ideas!?

Just a question towards the other nid players here: Do you enjoy the actual list? Do your opponents enjoy playing against you?
Perhaps its just Stone-Foxx, my mate and me who have the feeling of nids beeing a nightmare to play against ...?

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 Post subject: [I]Personal Observations about the Tyranid List.
PostPosted: Mon Mar 20, 2006 2:25 pm 
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Stone-Foxx, you mention this on the Specialist boards:

Oddly (for a Tyranid army) there are almost no Guants of any description.


And it's got me a bit confused as at *least* 25% of the Tyranid army has to be made up of Common creatures like Termagants and such.

Would it be possible for you to post the point values and actual army lists your Tyranid opponents are using?  

I've found the initial games against Tyranids can be really tough as one has to completely change the way one plays, but once you figure that out, it's tough, but not impossible to beat the Bugs.  Your approach should almost be the opposite of fighting other armies: concentrate fire on destroying a single brood/formation at a time, instead of trying to suppress/blast marker various units.

I hope you can provide us with some more info!

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 Post subject: [I]Personal Observations about the Tyranid List.
PostPosted: Mon Mar 20, 2006 8:23 pm 
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Quote (Chroma @ 20 Mar. 2006 (13:25))
I've found the initial games against Tyranids can be really tough as one has to completely change the way one plays, but once you figure that out, it's tough, but not impossible to beat the Bugs. ?Your approach should almost be the opposite of fighting other armies: concentrate fire on destroying a single brood/formation at a time, instead of trying to suppress/blast marker various units.

I've reached the same conclusions, as witnessed in the few reports posted by Hena. It takes some learning.


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 Post subject: [I]Personal Observations about the Tyranid List.
PostPosted: Mon Mar 20, 2006 8:50 pm 
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Changing the unstoppable is very hard as it was done by JJ and as far as I know, he don't want it to change. I was suggesting to remove it from individual section (as far as I remember that was also spawned by your other thread) but that was no-no. IMO it would have been better to give them  ATKNF  instead of unstoppable *shrug*.

JJ (god love him), just like anyone else, can be wrong. I don't know how much JJ has played against Tyranids, but I think he might change his mind when faced by a 'competitive' player using the list. I would suggest that this be re-evaluated. The impact of this single rule is huge. It affects all assaults, weapon fire (though supression), Action rolls, etc. It affects almost every aspect of the game. It's a base rule of the game, and shouldn't be discarded with such a sweeping rule; at least not unless every unit that gets it pays a premium of points for it.
But note that the list (6.22) has got some fixes. Lesser node is raised to 50 points.

Maybe I'm not getting the right link, but the list I found labled 6.2.2 lower on this list of threads still shows this as being 30 points. It is different than the 6.1 list I have as reference, but maybe I still have the wrong one?
Stone-Foxx. Would you be interested in making some batreps (with a details on swarms in the beginning) to see what your opponent does? This way it is more easier to come up with specific downgrade suggestions. I would like to know if others play similar way as I do or completely differently.
I'd be happy to do this with future games against Tyranids. I'm not sure I'd be able to get an accurate army list, but I'll do the best I can. Maybe if you told me how you play using the list, I could give you a better idea if others use it in the spirit you envision.
And it's got me a bit confused as at *least* 25% of the Tyranid army has to be made up of Common creatures like Termagants and such.
Well, that's one of the problems with the list in my oppinion. Raveners should be considered 'Uncommon Brood Creatures'. If you look at their stats, they are an 'elite' choice compared to the other 'Common' Brood Creatures. The players I play against don't typically use any Guants (Gargoyles, Termagants, & Hormagaunts). I think they see these as just too 'weak' compared to the Ravener for the cost of a few more points. If you were to play more 'competitively' (i.e. out to win) what would you use?
...it's tough, but not impossible to beat the Bugs...concentrate fire on destroying a single brood/formation at a time, instead of trying to suppress/blast marker various units.
This is something that I endeavor to do. I never said its impossible to beat (although I haven't done it yet); I said its not a fun game against them. As far as concentrating fire, that is what I try to do, but with the small size of the average Eldar formation accompanied by the short range of their weapons (hence the need to move away after shooting) means it typically takes my whole army to reduce a Swarm, let alone kill it needing 5s & 6s to hit it. That's exactly why Blast Markers are so important. Imagine playing any other army and removing the Blast Markers from them...its not a fair direct comparison, but it illustrates the point. I don't think you'd have much 'fun' getting beaten repeatedly due to that rule, unless you are masochistic.
Any suggestions in how to downgrade nids? Vague handwaving does not help. I am most interested in specific suggestions.
I though I was pretty specific, but I can be more so. I've downloaded (what I believe to be) the most current army list. I'll go through it and try to make suggestions, as well as point out the parts I do think are currently 'right'.
First off, the Special Rules. I already stated that I totally and completely disagree with the Unstoppable rule. I do see the idea behind it, and I agree with the idea of this rule, just not the execution. I think some ideas on how you could change it would be to replace it with a Space Marine rule, possibly with a higher multiplier (say maybe 3 times the normal blast markers). Another idea (which I don't like as much) would be to allow them to ignore the effects of being supressed or broken by Blast Markers. That way, they'd not get any 'free' bonuses in assaults, would still suffer the -1 Action Test modifer, etc.
I also said I don't like the Regeneration rule. If I put a single wound on a Titan, it's more than likely to Regenerate that wound with 8 rolls. Consider facing a Warlord Titan with this rule...it would be a nightmare, and would definitely cost more points because of it. Tyranid Titans already get to ignore Blast Markers at a very cheap cost; this is icing on the cake. Consider the suggestion of only rolling a d6 for each point of Damage Capacity taken.
The Dominatrix looks a bit better with the toned down version in the newer list, but is still a bargain for 500 points. As a side note, I don't really like the Template range scattered so thickly throught the list...the amount of units that can get hit with a single weapon shot is terrifying. Maybe a 20cm range would be more appropriate, or 20cm counting as a Barrage weapon...? Again, consider facing this weapon with one of your own Swarms at close range. It could easily blanket every unit in the Swarm...that's a bit much I think.
The Harradin looks better in the new list, but is still a bargain. The Ignore Cover rule also scattered so thickly through the list is a little annoying, but I can at least understand that one.
The other units in the Synapse Creature portion appear to be the same. I did  notice the Hive Tyrant's extra attacks has been reduced by 1. Generally, I don't have too many problems with the Synapse Creatures, although I feel the War Engines are a bargain (too much so) for the rules they have and the points they cost.
Lictors, Heirophants, & Hydraphants seem almost the same, and I don't have a problem with the minor changes. The point cost for DC6 & 8 War Engines is a bargain. I'd like to see their cost brough in line with their abilities. The Genestealers seems to have gained an extra 5cm of movment and an addition melee attack for free. The movment coupled with the Infiltrator rule for free is a bit much. This unit was good enough for as it was for 25 points. Either it should be changed back or cost more points. I am suprised to see the Expactorator disappear completely.
The uncommon creatures are mostly unchanged. I'm not sure why the Malefactor deserves 2 extra MacroWeapon attacks in melee for free... I noticed the Biovore is reduced in cost. I agree with this, but I'd like to see its weapon changed to include Indirect (possibly with a range reduction to 30cm, so it would double to 60cm). Regenerating DC 3 War Engines for 100 points is rediculous to me, especially when they can be brought back after the headache of killing them by an opponent using the Spawn Action! Sometimes it really doesn't appear that you guys consider these things. Imagine respawned Super-Heavy tanks in an IG army. Not sure why the Exocrine deserves an extra MW melee attack for free, but whatever.
As far as the common creatures, I did notice that the point values changed. I think they are better, but I still firmly think the Ravener should be an Uncommon unit. Maybe it's just me, but I'm sick of facing Tyranids with only Ravener and not a single Gaunt... I also noticed the increased cost to bring one back with a Spawn action. I think that was necessary, and I'm glad to see it. If they were moved to the Uncommon area, reduced back to 20 points, and left as a Brood (2), I'd be happy. The rest of the common beasties seem unchanged except for the point cost, but I agree with the reduction for Termagants.
All in all, most of the units are okay for what they do, but the War Engines are undercosted across the board. The Unstoppable rule is what breaks this army down. It really needs to be changed!! If that was the only change, this list could be fun to play against. ...a little annoying consider the undercosted War Engines, but still enjoyable.
StoneFoxx

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 Post subject: [I]Personal Observations about the Tyranid List.
PostPosted: Mon Mar 20, 2006 9:15 pm 
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Quote (Stone-Foxx @ 20 Mar. 2006 (19:50))
I think they see these as just too 'weak' compared to the Ravener for the cost of a few more points. If you were to play more 'competitively' (i.e. out to win) what would you use?


The rest of the common beasties seem unchanged except for the point cost, but I agree with the reduction for Termagants.

Hey Stone-Foxx! ?Here are three batreps I did recently for Tyranids. ?I took, what appears to be, the exact opposite tack of the armies your friends are fielding and tried to show (and, I think proved) that an army of just the "least creatures" is far more dangerous than one with the bigger beast. ?Please give them a look over and see how they stack up in regard to your opponents' armies.

Vs Marines

Vs Necrons

Vs Black Legion

And a more "normal" Tyranid army:

Vs Eldar

Please let me know what you think!

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 Post subject: [I]Personal Observations about the Tyranid List.
PostPosted: Mon Mar 20, 2006 10:23 pm 
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Stone-Foxx:  If you go back through some of the recent threads, you will see that a lot of those issues have been discussed and a couple typos have been pointed out, too (lesser synapse nodes are supposed to be 50 points, not 30).  It's very difficult to look at an in-development list and accurately judge it when you are unaware of mistakes that the "regular" playtesters can immediately spot and disregard.

Jaldon has also discussed his overall direction for the army and some of the things you seem upset about are things that he has stated he intends to address.

I rather think that Unstoppable is here to stay, so it's a matter of working out a viable army with that rather than changing it.  I think that is possible, as E40K used a similar mechanic with blast markers and the Nids ignored those entirely as well.


Personally, if I had to pick a special rule to ditch, it would be Spawning.  I hate it.  The idea is to make the Nids feel like an unending horde but it completely fails, imho.  Instead, you end up with little groups of bugs that keep resurrecting.  Much more like Necrons than a sea of swarming biomas.

But one man's Spawning is another man's Unstoppable. :D

In any case, welcome to the boards.

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 Post subject: [I]Personal Observations about the Tyranid List.
PostPosted: Tue Mar 21, 2006 1:32 am 
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Hey I am back from the dead :down:

Unstoppable remains 'as is' unchanged I am happy with the way the rule works, and is very Tyranid in function. Also we have had very many playtest games using the rule and no opponent has had a problem with it, once they got over the initial shock.

The same applies to all of the Nid Special rules (save one) including Regeneration. Basically the Nids 'lack' long range weaponry and need to close to be effective and most of the special rules make this possible. Our experience in playtesting is that opponents attempt to 'fight' the Nids as if they were a 'normal' Epic-A army and get their heads quickly handed to them. Once they get over the initial shock, depend more on firepower, and time their assaults better, they began to gain victories over their opponents.

The SAVE ONE Rule I mentioned
Spawning, there just has to be a way to balance out the effects of Spawning and get the 'endless horde' feel that JJ wants to create. In broad terms, I do feel the Brood (x) route is the way to go to achieve this goal and that it is going to be in the cost of Myecetic Spores and in Varying the value of (x) that will get us there.

Stone-Foxx, most of the issues you have brought up, beyond the ones mentioned above, have all been brought up on the boards, and probably will be coming up again. Sorry but you are going to have to give it time as we can only adress one problem at a time, and you would find leaping ahead to fix "A" may very well end up being no fix at all.

The point is that what you may fix today, may very well end up being no fix at all later. Primary concern is to get the 'Special Rules' working the way we want them to, and then approach other sections of the list from there, thus giving us a solid baseline to work from. As spawning is the only real special rule I am the least bit uncomfortable with I am getting into addressing other issues while fiddling with Spawning on the way. This is only because I do not think a major change will be needed to get it where I think it will work.

As for getting it into the SG vault, if it were up to me it would already be in there, unfortunatly that IS out of my realm of control.

Jaldon :p

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 Post subject: [I]Personal Observations about the Tyranid List.
PostPosted: Tue Mar 21, 2006 3:23 am 
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Okay, lets get into this one more time...but first, thanks for the civil replies.
Hey Stone-Foxx! ?Here are three batreps I did recently for Tyranids...Please give them a look over and see how they stack up in regard to your opponents' armies.

Okay, I've now done that. Nice pictures, they certainly help with the battle reports. Unfortunately they only strengthen my belief that the Tyranid army list is in need of major work. None of the games looked very close at all. They seemed to be 'run-away' games for the Tyranids. You showed just how the Unstoppable rules don't work well. I would do exactly what you did (putting unit in overwatch for the single purpose of adding a BM to enemy units before assaulting them to assure a +2 CR modifier right from the start...really a +3 CR since you are almost always going to outnumber your opponents' formation) if I were trying to use the list just to crush the opponent.
You set up with the units or Termagants with a couple of Tyranid Warriors illustrates part of the problems I see with the Unstoppable rule. That particular rule allows you to manipulate the other rules of the game to get illogical results. Any army can have a formation fire on the enemy before assaulting it to place a blast marker, even with weapons that can't possibly affect it. No other army can do this and insure themselves of a +2 CR... I would tend to think that's a rule that needs a lot of work before its used; and that's only one of the problems caused by this rule.
All these battle reports did was re-affirm my belief that the list isn't a good list or a fun list to play against. The basic impression I got of what you opponents though was that they couldn't see a way of dealing with it.
I don't typically read battle reports, and if I do, it's going to be battle reports with Eldar (more to see how other use them and learn some of their tactics). I've now started reading some of the Tyranid battle reports. Most of them seem to be kinda lopsided games to me. Could anyone point me to a couple of battle reports where the Tyranids were not the winners?
As far as your comments Hena, I agree that the Genestealers are a bit over the top. 4+ with an extra attack or 3+ with a single attack would seem more appropriate to me. I disagree (after reading some of the battle reports) that the Synapse Creatures are over priced. I'd say they look much too cheap. As far as the worth of the WEs, I guess we have to agree to disagree. Considering their cost, that they can regenerate, ignore BMs, and many can be respawned...I think they are extremely cheap. The idea of spawning them makes me think about something: is there any rule to say that you have to spawn units you've 'paid' for? Can a WE be spawned if the model is available but wasn't part of the original list? I don't see anywhere that it states that, and I could see a 'competitive' player using the this 'interpretation'... As far as working on the Special Rules of the Tyranid list right now and leaving the unit specific until later, I understand that. You don't seem to be catching the fact that the main problem I have is with the Special Rules of the list!
Unstoppable remains 'as is' unchanged I am happy with the way the rule works, and is very Tyranid in function. Also we have had very many playtest games using the rule and no opponent has had a problem with it, once they got over the initial shock.

Okay, I'd consider my first two games to be the 'initial shock'. The others aren't initial shock...they're subsequent despair. I'd submit as a biased person in this regard, that how 'happy' you are with the way the rules work is kind mute. I'd be 'happy' if a lot of things were unbalanced in my favor with Eldar that others would find insane...or at the least be 'unhappy' with it. I think some of the other ideas I put forth are still 'very Tyranid in function'. As far as no opponent playtesters having a problem with it...I though all players were 'playtesters', and I have a problem with it. I've seen others on this post that seem to have problems with it. I would submit that players of other armies that do have a problem with it may not have come to this particular board and posted their problems with it. I'd submit that players that have problems with this list may not even post on or read these boards at all. As a person trying to create a balanced list, I would think you wouldn't shrug off someone elses impression of your list so off-handedly.
...most of the issues...have all been brought up on the boards...Sorry but you are going to have to give it time...Primary concern is to get the 'Special Rules' working the way we want them to...
Maybe its the grammer you're using, but this 'I'm happy with it', and 'getting the list to work they way I want it to', and 'I'm only planning on fixing the rules I'm uncomfortable with' really sets me off. Maybe you didn't mean it that way, but the way you say something says so much about your mindset. I might feel you had given it some consideration if you had used other key words such as 'fair', 'balanced', and 'needs to work'. If that is not your mindset, fine. But if it is, maybe you should re-examine how you are going about putting together this list. Is it meant to be the way you want it or is it meant to be fair and fun?
The point is...to get the 'Special Rules' working...then approach other sections of the list from there...
The reason I ran down the whole army list is that I was asked specifically to give 'specific suggestions' because 'vague handwaving does not help'. I listed all of my thoughts on every part of the army list specifically, both small and large. Since the beginning my problems have been (1) Unstoppable and (2) Regeneration. Regeneration is a much smaller problem to my mind; mostly I'm focusing on the Unstoppable rule. I agree that you have to get the Special Rules 'working' (hopefully in a fair manner) and then work on specific units. Unstoppable is a 'Special Rule'. I think this is exactly the time to discuss it, present alternate ideas to represent it, test them out, and abandon ideas that don't work in a fair manner. I tried to suggest alternate rules that would provide a similar feel (and wouldn't make the Tyranids a 'push-over' army). I very much would like to see a good, balanced, fair, fun to play Tyranid list. I think it's quite a ways from that at the moment. It appears from other responses that I'm not the only one who thinks we need to work on a few of the Special Rules.
Jaldon, I would urge you to try playing against your army list, and against players who are trying to abuse it. I would submit that it's the only way to make a fair rule or army list. I always try to consider playing against any suggestion I make. It keeps me from trying to make things 'my way' instead of fair. I've suggested a few rules on the SG board that would generally work against me. People told me their thoughts, and I dropped it since they didn't see it as fair. Maybe look at some of these battle reports that are so lopsided, and get an opponent familiar with Tyranids to use that force in that manner against you. See how you fare. Try making the recreation of those battles a little less lopsided. Then you'd be on the road to making a balanced list. Playing with the army list doesn't give you the best perspective of how the list if working.
StoneFoxx

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