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Tyranid AA weapons

 Post subject: Tyranid AA weapons
PostPosted: Mon Jan 29, 2007 10:43 pm 
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While I like the idea of an Invulnerable save on the Zoanthrope, I think it could have a MW FF attack? (5+?)

At the moment it offers nothing that other units can't do more effectively (In CC it's rubbish, at range there are Biovores).

I'd also change its basic armour save to 4+ (In 40k it has a 2+ armour save & a 6+ invulnerable save... that's approaching Terminator levels of protection. 4+ is quite justified.)


EDIT: Jaldon proposed the Zoan should get walker IIRC.





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 Post subject: Tyranid AA weapons
PostPosted: Tue Jan 30, 2007 1:46 pm 
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I don't want to add MW to FF in order to keep the Macro mainly as close combat ability.


A strength 10 AP2 hit would normally qualify to be a Macro Weapon! :)

As ever, I'm on the side of the rules/background... and having lost AA I think they need more of a boost than just a pip of armour save (With the proposed stats I doubt I'd ever take them... they need something unique in the Tyranid army, and that'd be a MWFF attack IMHO).


Other than that I'm cool with all the proposed changes that have happened as a result of introducing Meotic Spores.





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 Post subject: Tyranid AA weapons
PostPosted: Tue Jan 30, 2007 2:04 pm 
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Aye I know, but that's a special case due to the Demolisher's intended battlefield purpose.

The Zoanthrope's purpose on the field is in killing Terminator-class infantry or destroying tanks...

MW status please. :)

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 Post subject: Tyranid AA weapons
PostPosted: Tue Jan 30, 2007 3:34 pm 
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Sounds cool (I'm confident that there are many better buys than the current Zoan now his AA is gone)

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 Post subject: Tyranid AA weapons
PostPosted: Wed Jan 31, 2007 11:43 am 
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(Evil and Chaos @ Jan. 29 2007,19:30)
QUOTE
Soren: Nah. Opens up all kinds of questions.

"Why does this massive swarm of 50 bases have the same AA attack as this one Warrior base over here??"

etc.


I think it's a good idea to have Meiotic Spores... since we have the model! :)

AA stays the same but area covered is definitely smaller.

maybe make it an upgrade option?

Let?s even discuss about it. If majority says no, kay, no problem with it.  :blush:
It keeps things simple and we don?t have to mention about "static" air defence (which is rather useless when playing an fast "Assault" army.

Soren.

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 Post subject: Tyranid AA weapons
PostPosted: Wed Jan 31, 2007 3:37 pm 
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I'm thinking that the spores move with winds instead of troop movements.


While that's mostly true, they also have the ability to impell themselves short distances in order to contact and destroy their targets.

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