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[List] New WIP list: 5.7 posted

 Post subject: [List] New WIP list: 5.7 posted
PostPosted: Wed Dec 14, 2005 10:44 pm 
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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

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 Post subject: [List] New WIP list: 5.7 posted
PostPosted: Wed Dec 14, 2005 11:14 pm 
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Quote (Hena @ 14 Dec. 2005 (18:38))
Oh yea. Forgot. Still disagreeing about the hormagaunt move :D. Should 20cm.

If you are still using the hormi with 20cm move I would suggest you give it a points increase in youir games.

Compare it to another infiltrating CC 4+ like an ork kommando (25 points). The kommando also has some (not very good) shooting (30cm AP6/AT6, FF6) and scout. The hormi has no shooting but gains spawning ability, cannot be suppressed, and cannot be broken  (which is a huge benefit for creatures which rely on engage actions). All that for 10 points less - then you want to give it greater move as well ???

Not that I think the hormi will be getting extra move anytime soon (officially) :D  but if you are going to use it with that move I think you need to look at its points cost...

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 Post subject: [List] New WIP list: 5.7 posted
PostPosted: Wed Dec 14, 2005 11:32 pm 
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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?)

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 Post subject: [List] New WIP list: 5.7 posted
PostPosted: Thu Dec 15, 2005 10:52 am 
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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)

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 Post subject: [List] New WIP list: 5.7 posted
PostPosted: Thu Dec 22, 2005 1:15 pm 
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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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 Post subject: [List] New WIP list: 5.7 posted
PostPosted: Thu Dec 22, 2005 5:36 pm 
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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.

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 Post subject: [List] New WIP list: 5.7 posted
PostPosted: Thu Dec 22, 2005 8:37 pm 
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I was waiting to look this over until Maksim weighed in on its concepts for the "official" playtest list.  But since he seems reluctant to do so and Jaldon brought up some points that seemed important, I've gone back and looked at it in detail.

Editorial:  The BTS description is unclear as to whether a "dethroned" Dom counts as destroyed or if it is removed from the point total altogether.

The rules for combining synapse creatures are still unclear.  Also, there is no mention of interaction between the swarm rules and normal coherency.  This is absolutely critical if you are going to have SCs banding and disbanding.

The Spawning limitations are still not completely clear.  I can definitely see someone misreading the intent with the Marshall v Regroup distinction.  Plus, a comment elsewhere made me thing that the Dom's +1d6 would only count on a Marshall, but neither the Spawning rule nor the unit description would seem to indicate that it wouldn't get that bonus.

The breath weapon needs to be in a "template AND AA" format rather than the slash.

It wouldn't hurt to have a note in the Mycetic Spore entry that it's not really a unit.


Mechanics:  I also don't think Agility will ever be approved and that the conga line of special abilities for the Lictor is too much.

Other than that, I think it's largely an improvement (especially Regeneration and the attendant armor changes) and though I see some potential for abuse, I will wait on some playtest results before claiming it's a problem.


Concept:  Here I have a problem.  These items are all related.

First, I've been saying for a long time that the list can easily be fielded as a small, elite force.  That goes completely against the original intent of the list.  It is currently possible, without a great deal of effort to field 2/3 of points as WEs and fully 3/4 is possible.

Second, while I suggested that the %-points restrictions could be loosened, I think that taking Uncommon Broods all the way to 50% from 25% may have been too far.  I think they could easily stand to be 33% like the other categories.

Third, I dislike the WE creep in the list.  Harridans started out as DC2 and Vituperators as DC4, iirc.  They went up to 3/5 and now 4/6.  Heirodules went from DC2 to DC3.  Expectorators have been added to the list as a cheap WE, and DC4 at that.  The models aren't that big and the background doesn't seem to support it, either.

All that adds up to it being incredibly easy to field what is effectively an army of all bio-tanks and WEs.

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