Interesting topic.
I can see the reasoning in an Army Champion wanting to keep playtesting, ideas and interest concentrated on one 'main' Tyranid list.
But I also understand that with a project like Tyranids there are hugely differing opinions on how it should be done- tonnes of special rules, bare minimum special rules, dozens of slightly different unit types, a basic unit type that several models can represent, etc, etc.
Just to throw fire on the debate, I'm working out my own variant Tyranid list too... Hopefully, taking the best bits from v9.2.1, from other lists, from 40k, from my head, etc, etc.
I agree with the simplyfying on unit types.
There is essentially a:
-Combat Beast= Carnifex, Haruspex -Gun Beast= Venomfex, Malefactor, Exocrine
This allows the Tyranid player to choose slug or fex depending on model preference. It doesn't alienate the older players slug models, and it doesn't put off new players who like the fex and find the slug a fugly, silly model.
It also means less variables when balancing the list. Your working out a 'combat beast', not half a dozen slightly different combat beasts.
I also agree with the comments that Epic is about formations/activations, and that breaking the very basic structure of the Epic ruleset to shoehorn an army in isn't appealing. If an army can't fit into Epic without Epic being re-written to fit it (as evidenced by different army list structure, different Victory conditions, different unit/formation rules, etc) somethings wrong.
A back to basics of preset formations with limited options (like most of the official lists) is my preference- and again it's much easier to balance. It even stresses in the rulebook that the Tournament Army Lists are the most 'common' armies, but outside of Tournaments, armies can vary hugely. Marine Tactical formations could include a Devastator stand, etc, player's discretion. But tournament lists need limits. The ideal of Epic list design is to make the most accurate protrayal of a race with the bare minimum of new special rules. If the existing Special Abilities/Weapons can be combined to make it, it's better.
Spawning is another tricky issue. It's a cool name, but it's deceptive in that Nids aren't actually being born on the battlefield. It represents severely wounded or feral Tyranids being rounding up by Synapse creatures and controlled to fight again. Semantics aside, I also believed it was intended to allow Tyranid players to have an 'endless tide of tooth and claw', the iconic living carpet of Termagants and Hormagaunts- without having to buy a bucketload of OOP models, or having to write an army list consisting solely of Gaunts. In practice, Gaunts are the last thing you want to spawn, it inevitably brought back Raveners, Carnifex (and back in v9.1 my favourite was reborn Heirodules). The opponent could often feel cheated when I rolled some dice and the big monster they just killed rears up again. I've restricted Spawning to Termagants/Hormagaunts and simplyfied it considerably.
Just a few other minor things to throw out there for critique.
+1 To Engage/Rally. +2 seems overkill. Tyranid Warrior= Infantry... Ravener (infantry)= only available with Trygon (and then generally as Tunnellers) AV/War Engines don't take Danger Terrain tests, but do suffer -5cm move penalty for each move in Danger Terrain. Synapse/Brood- Brood within 15cm of Synapse are Expendable. Brood are non-scoring, that's it, no more complex. Lictor- FF4, with MW Extra Attack. Also infantry. So he can use Cover Saves like a Lictor should (6+ RA normall), MW gives him his balls back. Aerial Spore Mines have Scout. Few other niggles I can't remember right now.
|