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[BatRep] Imperial Guard vs Tyranid 8.1

 Post subject: [BatRep] Imperial Guard vs Tyranid 8.1
PostPosted: Sat Jun 16, 2007 11:47 pm 
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(Zzzap @ Jun. 16 2007,23:38)
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If they are to be placed early and up front then they need to be tougher. Especially if they can not take or contest objectives themselves. After they are only a threat to an opponent if there is another swarm to grab up the spawn.


With "Hold" you can still shoot, so spawned Broods with guns can still place Blast markers/kill things.

If you teleport them to "out of the way" places in the beginning, then they can produce "pockets" of infection; their presence still denies the "They Shall Not Pass" condition. ?The enemy needs to decide to whether they want to deal with them now or wait until they get worse. ?

The Lesser Nodes can act as "spawn boosters" for other swarms that get near them, generating Broods that can be picked up in the next turn, essentially, doubling the spawning ability of a nearby swarm.

If the wording is changed to "Instinctive" does this mean they can claim objectives? If so, one shot sends them mindless and they can't claim objectives.


"Instinctive" would be the exact same rules effect as the current "Mindless"; I've just had people ask, "Well, if it's mindless, how can it do anything?" With them "instinctive", it makes sense that they can move, or shoot, or support, but that they can't do anything "important" for the Hive Mind; they just hunker down, nesting or lurking. ?"Mindless", the name, would be removed and changed to "Instinctive".

Anything with "Mindless" would be have "Instinctive" instead as the name of the special ability, just a more precise word for the ability.

I guess I am still confused as to their purpose in the list. Basically, they are spawn enhancers now, a location of recent Tyranid infection/growth; a toe-hold that approaching swarms can use to strengthen themselves.

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 Post subject: [BatRep] Imperial Guard vs Tyranid 8.1
PostPosted: Sat Jun 16, 2007 11:52 pm 
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Thanks. That makes the concept clearer to me now and suggests some strategies as to their usage.

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 Post subject: [BatRep] Imperial Guard vs Tyranid 8.1
PostPosted: Sun Jun 17, 2007 10:42 am 
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Thanks for the report, it did seem a balanced game. I can't wait to be able to get my models out to test this latest version of rules.

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 Post subject: [BatRep] Imperial Guard vs Tyranid 8.1
PostPosted: Sun Jun 17, 2007 11:41 pm 
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Yes I'm looking forward to using the new rules too ... well, once my minis are at last all assembled :D Good report ZZZap


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 Post subject: [BatRep] Imperial Guard vs Tyranid 8.1
PostPosted: Tue Jun 19, 2007 2:16 pm 
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(Dobbsy @ Jun. 17 2007,23:41)
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Yes I'm looking forward to using the new rules too ... well, once my minis are at last all assembled :D Good report ZZZap

The new rules have really made a difference in the playability of the Tyranid list. I think that are some units that may need a tweak here and there, but it is a much better army list now on the whole.

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 Post subject: [BatRep] Imperial Guard vs Tyranid 8.1
PostPosted: Tue Jun 19, 2007 4:14 pm 
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Zzzap, I'm curious, now that you have had a battle with 8.1 which units are you thinking may need a tweak?

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 Post subject: [BatRep] Imperial Guard vs Tyranid 8.1
PostPosted: Tue Jun 19, 2007 7:55 pm 
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"BM of shame"

heh

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 Post subject: [BatRep] Imperial Guard vs Tyranid 8.1
PostPosted: Wed Jun 20, 2007 11:20 pm 
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(Lightbringer @ Jun. 19 2007,16:14)
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Zzzap, I'm curious, now that you have had a battle with 8.1 which units are you thinking may need a tweak?

OK.

A couple of problems really.

1. The Tyranid Warrior groups are a bit too small now with the Synapse Limits. I support having a Synapse limit, I just think it is a bit too restrictive. I think the Tyranid Warrior should be Synapse (8).

2. I think in order to keep the assault focus on the army I would consider giving the Ravener an extra attack in CC. If not this then reduce the cost.

Based on a game we are in the middle of right now that I will post later the following additional tweaks.

1. Give the Tyranid Warrior Infiltrate. My reasoning for this is that while I favor eliminating the Out of Coherency assaults, the Tyranid warrior formation should be good at CC assaults and encouraged to do this. As it is you are at an advantage to take Termagaunts and try to clip like Eldar. IMO if the Tyranid Warrior was Infiltrate he would not slow down Raveners and you could get some real tidal wave assaults and it would benefit the players to build an army accordingly. It would feel more Tyranidy.

2. The Hierophant. I agree with the rationale given for reducing the DC to 4 but it makes the unit difficult to field and over encourages the use of the Hydaphant. IMO it would be appropriate to give it "Fearless". I know there is a dispute regarding this, but I think "Fearless" would be the better approach. As it is it can be beneficial for a IG Infantry Co. to leave cover to FF a Hierophant since he is not fearless and they will probably get hackdowns. This feels gamey to me. They would be less interested in leaving cover if there were no hackdown benefit. Besides to quote Chroma, "It is a frikking Bio-titan"

3. The Harridan. I have noticed that somewhere along development she became unable to transport anything but Gargoyles. Gargoyles can fly along side of her. She would be much more effective if she could carry a few slower units like Termagaunts or Raveners and then build the rest of the swarm out of Gargoyles or other slightly faster units.

There might be more later, but those are the ones that come to mind.

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 Post subject: [BatRep] Imperial Guard vs Tyranid 8.1
PostPosted: Fri Jun 22, 2007 10:02 pm 
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(nealhunt @ Jun. 19 2007,19:55)
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"BM of shame"

heh

Yep, that's my way of describing the failure to activate.

As you know this happens to me many more times than the odds would indicate.  :blush:

However, fortunately I tend to make up for it by rolling an inordinate amount of crits :devil:

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