[List] New WIP list: 5.7 posted |
ragnarok
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Post subject: [List] New WIP list: 5.7 posted Posted: Wed Dec 14, 2005 10:44 pm |
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Brood Brother |
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Joined: Fri Jun 24, 2005 2:43 pm Posts: 2084 Location: Reading, England
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Well we already have both ceatures in 40k, so having both in epic isn't that much of a problem.
They could easily have different biomorph loads.
For example the hierodule has MW attacks.
The trygon could just have normal attacks and transport. Thus it is a choice between strong attacks or the gribblies being transported
_________________ Tyranid air marshal
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BlackLegion
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Post subject: [List] New WIP list: 5.7 posted Posted: Wed Dec 14, 2005 11:32 pm |
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Brood Brother |
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Joined: Sat Nov 05, 2005 12:13 am Posts: 8711 Location: Leipzig, Germany, Europe, Sol III, Orion Arm, Milky Way, Local Group, Virgo Supercluster, Universe
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Is this right?
SNG: 3. Fearless. Synapse Creature. Reinforced Armour, Thick Rear Armour (no Teleport?)
SNL: Scout. Reinforced Armour. Teleport. Thick Rear Armour (no Synapse Creature?)
_________________ We are returned! http://www.epic-wargaming.de/
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ragnarok
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Post subject: [List] New WIP list: 5.7 posted Posted: Thu Dec 15, 2005 10:52 am |
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Brood Brother |
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Joined: Fri Jun 24, 2005 2:43 pm Posts: 2084 Location: Reading, England
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Random thought, after reading though IA:update.
The barbed hierodule was first met after the Hamman's world consumption... (I'm bored at work)
_________________ Tyranid air marshal
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woodelf_dave
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Post subject: [List] New WIP list: 5.7 posted Posted: Thu Dec 22, 2005 1:15 pm |
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Brood Brother |
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Joined: Thu Aug 25, 2005 12:27 pm Posts: 72 Location: Edinburgh
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As a newbie to the Tyranids I have a few Qs that I`m hoping someone can answer :
Q1) At the start of a turn, which comes first, Teleportation or Going to Ground? Particularly important for the Lesser Synapse Node which could Teleport into an otherwise doomed group of Brood units.
Q2) Does the -1 To Hit modifier apply to Agile units in cover?
Q3) If a swarm starts a turn out of formation, may it try to ?spawn? into the gaps, without moving, to achieve coherency?
Q4) Bio-plasma Breath: MW5+ / AA5+??MW, ignore cover. I presume the note of MW, ignore cover, refers to MW5+ and not to AA5+?
Q5) I gather that the regroup function of a Hold action may not be used to spawn units?
Q6) Can Synapse creatures deliberately leave units behind effectively sacrificing them ?
Sorry if these seem stupid Qs to more experienced Tyranid players but these were the queries I had on a first read through of the new version of the list.
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Chroma
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Post subject: [List] New WIP list: 5.7 posted Posted: Thu Dec 22, 2005 5:36 pm |
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Brood Brother |
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Joined: Fri Jun 24, 2005 3:06 pm Posts: 9684 Location: Montréal, QC, Canada
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Q1) At the start of a turn, which comes first, Teleportation or Going to Ground? Particularly important for the Lesser Synapse Node which could Teleport into an otherwise doomed group of Brood units. | "Going to Ground" is the first thing you check for with Tyranids at the start of the turn so you, unfortunately, can't use teleporting Nodes to "leap-frog" your units forward.
Q2) Does the -1 To Hit modifier apply to Agile units in cover? |
Yes, any unit, infantry or vehicle, gets the -1 To Hit modifier if in cover,
agilty has no effect on that, it only applies to movement.
Q3) If a swarm starts a turn out of formation, may it try to ?spawn? into the gaps, without moving, to achieve coherency?
Since the rules state that formations out of coherency must move into coherency in their next action and the "move" part of a Marshal/Respawn action comes before the spawning roll, it is not possible to "spawn into the gaps".
Q4) Bio-plasma Breath: MW5+ / AA5+??MW, ignore cover. I presume the note of MW, ignore cover, refers to MW5+ and not to AA5+?
Since Aircraft never get cover, the
ignore cover only applies when shooting at ground units by default, but the MW does apply to the AA attacks.
Q5) I gather that the regroup function of a Hold action may not be used to spawn units?
Actually, the way I worded it is that
spawning replaces
regrouping in all situations, including Hold. ?Note, however, that all the special "spawn enhancing" effects are only useable when taking a Marshal action, not a Hold, so the max is 1D6 on a failed activation.
This may be a point of contention with some, but I don't think it's overpowering as all armies can take a Move, Shoot, or Regroup-style action when taking a Hold. ?
Q6) Can Synapse creatures deliberately leave units behind effectively sacrificing them ?
Just like with any formation you can "deliberately" leave units out of coherency at the end of a move and they are destroyed, though I'm not sure why you'd want to, unless you're just trying to shuffle units around. ?The risk and sacrifice of reducing your own units should probably be enough of a disincentive to prevent it in all but the most desperate situations.
Sorry if these seem stupid Qs to more experienced Tyranid players but these were the queries I had on a first read through of the new version of the list.
Thanks for asking them! ?I look forward to your input.