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Tyranid v9.0 Changes

 Post subject: Tyranid v9.0 Changes
PostPosted: Sat Aug 16, 2008 1:42 am 
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Hena:Hierophant lost 2 shots if I'm reading that correctly :smile:. It used to have 2 x weapon as it now has twin weapon.


And Then Myself from the proposal post

Note these changes have no effect on the present rules as written in the tyranid list except as stated above.

Therefore the only thing that was stated as changed on the Hierophant were the AP and AT values and the change to a twin bio-cannon. The number of cannon was not changed as it was not stated in the reference for the Hierophant.

So its stat line would look like this now.........
2xTwin Bio-Cannon/ 45cm/ 2xAP3+/ AT4+

The highlighted parts show the changes made.

Agreed on how to use. My usual choice is Tyrant + 4 Dactylis. Though now with AA gargoyle, I usually stick one of those in there as well. However if someone gets to fire at them (IG arty for example) they can now spawn possibly 2 units back per turn.

Yes, that is exactly what I wanted, the chance that the Nids will be able to spawn two of them back. IF an opponent wants to shut down the Nid Arty they are going to have to do more then just shoot at it to shut it down. This is what I hope this will do, force opponents to go after the Nid Arty to shut it down, not just shoot at it.

In my games I usually have both. However with these spawn values, I will spawn Carnifexes after Harus/Malef as Carni is plain worse.

You would have a hard time convincing my friends of this as they feel the Carnifex is the better of the three, their reasoning being (1) The Carnifex is cheaper, (2) The Carnifex is Fearless, (3) The Carnifex is a cooler looking model.

In many ways it is what the players prefer more then the stats as an all fearless Swarm can be a powerful incentive all by itself. Not to mention scare the beegeebees out of an opponent!

Thanks All...........

Jaldon :p

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 Post subject: Tyranid v9.0 Changes
PostPosted: Wed Aug 20, 2008 11:14 am 
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Surely point 1 above is relevant since it is cheaper and therefore probably more numerous in lists to begin with therefore you have the possibility of respawning more back in later turns?

D.

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 Post subject: Tyranid v9.0 Changes
PostPosted: Wed Aug 20, 2008 11:37 pm 
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Fearless units are immune to damage for losing an assault, both the additional hits and being wiped out if already broken, for ending a withdrawal within 15cm of the enemy, and from the damage inflicted by Blast Markers if broken.

Expendable units do not generate a Blast Marker when they are destroyed or hit by a Disrupt weapon, that is it.

Carnifexes not only are expendable but they are also Fearless, and led by Hive Tyrants the entire Swarm then becomes fearless. Even if an opponent manages to break this Swarm in an assault the Nid player can leave it right where it is as about the only thing the Swarm cannot do is initiate an assault. So once they have established themselves in a position they are there to stay. Further, the Nid player can safely 'withdraw' the Swarm anywhere they wish as being broken isn't really all that bad for this type Swarm. With the Nid +2 Rally they are more then likely going to rally adding a further headache to the opponent as the formation will more then likely be in their face when they do. In effect they cannot really be stopped, unlike a Swarm of expendable creatures which can.

Making Carnifexes easier to spawn back would only make the above formation even worse to have to deal with then it is already.

Having both used it and faced it before the changes, and once since the changes, it is a powerful formation that can only be stopped if it is cut to pieces.

I disagree that they should be cheaper to spawn back then they are.

Jaldon :p

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 Post subject: Tyranid v9.0 Changes
PostPosted: Sun Sep 21, 2008 11:31 am 
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Hiya

I'm going to give these changes a go later today against an Eldar player (2K battle).

I have just gone through and noted the unit changes in my printed out list but am a little puzzled by the following change..

Zoanthrope: Change to Brood (3).

In 9.0 it already is Brood (3) - so where's the change?

Should I be trying Brood (2)??

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 Post subject: Tyranid v9.0 Changes
PostPosted: Wed Oct 15, 2008 7:35 pm 
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Seconded.  I've had 5 games or so with these rules and have very few issues with them.

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 Post subject: Tyranid v9.0 Changes
PostPosted: Wed Oct 15, 2008 9:53 pm 
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I'll see what I can do.  Any batreps I should look at as well?

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