Now before even reading the batrep, here is my change ideas to Hena's latest Tyranid rules.
The basic philosophy here is: a) tyranids should stick to almost normal rules, to avoid lots and lots of special rules which both are confusing and can easily unbalance things b) tyranids should be something which work by 'we do not care about losses - if we lose 50 but kill 20 of you that is fine by us'. Thus, it is not about not being broken, not taking casualties or such, but for shaking these effects off.. The way to fight is like marching 3-4 (or more) formations to striking distance, and then enemy can only stop 1-2 of them at the start of the next turn before rest assault... and those stopped will span many units back.
And here we go, as changes to Hena's latest rules: - tyranids (initiative 2+) get +3 to engage and rally rolls (but now get -1 for retaining initiative). - all common (but not uncommon) brood creatures are disposable or 'grots' - synapse units should get leader (or at least all but tyranids) - if brood swarm loses all synapse units, it becomes broken (if not already). No other special rules apply to broken ones (except in the end phase), so if shot at they lose one per BM and so on. - in the end phase, before starting to roll for rallying, synapse units can adopt brood units within 15cm. If the synapse unit is not broken, it gets 1 BM if it adopts a broken brood unit or from a formation with BM. In the latter case, the target formation loses 1 BM. Thus, if a swarm adopts 4 remaining units of a broken formation, it gets 4 BM. After all adopting has been done, remove from the play all brood units without controlling synapse. Then start to roll for rally as normal.
- At the end of the end phase, roll for spawn as I proposed in other thread, but with d6+2 spawn points per 500 in army - thus in 3000 point battle, tyranids spawn 12+6d6 (average 33.5) spawn points a turn - that is like 300-500 points I guess... Like said in that other thread, spawning is limited by synapse units, broken formations cannot spawn and those within 30cm of enemy pay double.
(if two tyranid armies are fighting each other, the side which won strategy that turn handles spawning first)
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