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[F-ERC] Translation of the French Tyranid Army

 Post subject: [F-ERC] Translation of the French Tyranid Army
PostPosted: Wed Jan 07, 2009 11:12 am 
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I have to say, I prefer the French list - it is more like a 'proper' Epic list, and fits in with the game.
I've given up on the the current UK list, as every time I played it, it felt like I wasn't playing Epic, but a totally different game. And every time I had a new opponent, we spent at least an hour explaining how all the extra rules worked.
An Epic list should be simple, and shouldn't change the main game rules a lot. The French list scores highly on both these requirements.
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 Post subject: [F-ERC] Translation of the French Tyranid Army
PostPosted: Wed Jan 07, 2009 1:21 pm 
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Quote: (Hena @ 07 Jan. 2009, 10:05 )

If Black Legion list is not considered (which have them a lot, but at least here almost none actually think it's good thing), how are they common?

Yes I'm a chaotic players ^^ so for me 0-x it's common. And I just want to say that the 0-X limitation system is well known by players. It's common in the player thinks (thoughts ?? help my translation ^^)

And if we compare with the others lists like you do, in this Tyranids list you could see that only Trygon/Ravener swarm is limited. The only other limitation is the dominatrix as SC automaticaly limited to 0-1. Not so heretical, isnt' it ?
So :
Tyranid : 1 (2 if we count SC)

For the defense of the limitation system it's far more evident too use than to pick 1/3 points max in Synpases creature, 2 common brood groop to 1 uncommon brood group, 1/3 max in independant. It's too a limitation system but far more complex in fact
Too many complexifications. The reading of the current list it's hard to understand for a new player in my opinion.

Now my goal is not to break your fantastic work. Just reading your critics on that list to do the right corrections.





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 Post subject: [F-ERC] Translation of the French Tyranid Army
PostPosted: Wed Jan 07, 2009 1:29 pm 
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My point is that a limit of 1 trygon/ravener formation per 1500 points is identical to a 0-2 limit for 3000 points, but has the advantage of working in smaller and larger games as well.

I see no downside from doing it this way - it's no more complicated.

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 Post subject: [F-ERC] Translation of the French Tyranid Army
PostPosted: Wed Jan 07, 2009 3:40 pm 
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Quote: (zombocom @ 07 Jan. 2009, 12:29 )

My point is that a limit of 1 trygon/ravener formation per 1500 points is identical to a 0-2 limit for 3000 points, but has the advantage of working in smaller and larger games as well.

I see no downside from doing it this way - it's no more complicated.

I understand your meaning Zombocom. Just a  different approach for the same result.
Something else disturb me. The limitation system of 0-X is made for 5000pts games. I'm not sure to be comprehensible so an exemple :

Exemple Limitation system with a 0-2 limitation
From 1 to 5000 points you have 0-2 formations max
From 5001 to 10000 points you have 0-4 formations max
From 10001 to 15000 points : 0-6 formations max

Now 1/1500pts restriction
From 1 to 1500 : 1 formation
" 1501 to 3000 : 2 formations
" 3001 to 4500 : 3 formations
" 4501 to 6000 : 4 formations
" 6001 to 7500 : 5 formations
" 7501 to 9000 : 6 formations
" 9001 to 10.500 : 7 formations
Etc

Ok under 3000pts it's pretty good and I agree with you but over 6000pts it's horrific
I'm not sure to be comprehensible !

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 Post subject: [F-ERC] Translation of the French Tyranid Army
PostPosted: Wed Jan 07, 2009 3:49 pm 
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Quote: (Lionel @ 07 Jan. 2009, 07:27 )

-Meotic Spore, creation of a new tyranid organism on the ground who control the spore (like a control tower on airport). That will be a WE with no move with 3 or 4 DC, for 200pts. The rules for the Meotic spore don't change, just some clarifications about the attacks of the spores which will be after the approaching move of the aerial units.


If you do this, you can completely delete the meiotic spore cloud special rule.  Give the control tower a "meiotic spore" weapon that has the same effect:

Weapon, range, firepower, notes
Meiotic Spores, Unlimited, AA8+, Number of attacks equals the number of aircraft.

(8+ to-hit is 6+ followed by 5+ - the same as the current 5+ followed by 6+ special rule.)


Regarding the unit, we experimented a lot with Synapse Nodes that were similar to this and there are some potential complications with this plan.

With 3-4 DC the control tower can be very effective at holding or contesting objectives so you'll probably need to designate it as a brood rather than Synapse or Independent.

Also, as a formation on the board, it adds an activation.  This can allow the Tyranids added ability to delay activating potentially vulnerable formations in the early game.




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 Post subject: [F-ERC] Translation of the French Tyranid Army
PostPosted: Wed Jan 07, 2009 3:58 pm 
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Quote: (Lionel @ 07 Jan. 2009, 14:40 )

Ok under 3000pts it's pretty good and I agree with you but over 6000pts it's horrific

To be fair, a lot of things get pretty horrific at over 6000 points.

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 Post subject: [F-ERC] Translation of the French Tyranid Army
PostPosted: Wed Jan 07, 2009 5:02 pm 
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And Tournament armies are never bigger than 5000 points.

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 Post subject: [F-ERC] Translation of the French Tyranid Army
PostPosted: Sat Jan 10, 2009 8:17 pm 
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Last evolution of the list. This is always a test list. Sorry it's in French

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 Post subject: [F-ERC] Translation of the French Tyranid Army
PostPosted: Tue Jan 13, 2009 7:55 pm 
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I have to agree with Reaver that the indication of 9.xx and the continuing discussion would seem to indicate that the current Tyranid direction has stalled. or is just stagnent at this point.

The French list is how I was thinking quite independently yesterday as how I would re-tool the list to make it a horde list again. I mean, we have this factastic list template and there we all are trying to re-invent the wheel over and over again.

No spawning is good, a whole layer of rules removed and well rid of.

Chroma is right that a tunneling rule exists and works and could easily be used/adapted.

The point about impassable terrain is a good one. I believe the desired effect is to allow tyranids good mobility for their tanks etc. Walker would do the same, you just add a note tat Tyranid Walkers that fail the check stop moving but are not destroyed and do not attack that activation.

If you really want a rule to indicate that they don't stop attacking why not just say that a Tyranid formation that includes Synapse automatically counts a loss in an engagement as a tie. Boom, Roll attacks again. You attack a better formation and you are likely to just get chewed up, you attack a weaker formation and you will chew through them, but will probably take enough damage to be broken.

I don't like the single move broken retreat much.

Otherwise an excellent list guys!
Cheers!
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 Post subject: [F-ERC] Translation of the French Tyranid Army
PostPosted: Tue Jan 13, 2009 10:03 pm 
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Quote: (Tepoc @ 13 Jan. 2009, 18:55 )

The point about impassable terrain is a good one. I believe the desired effect is to allow tyranids good mobility for their tanks etc. Walker would do the same, you just add a note tat Tyranid Walkers that fail the check stop moving but are not destroyed and do not attack that activation.

Despite my usual anti-special-rule stance, I think ignoring difficult terrain entirely is better for nids than walker, since the number of rerollable dice that need to be rolled slows the game down when big formations of AVs or WEs run through terrain. KISS and make them immune to dangerous terrain tests entirely to speed the game up.

I'd still have them stopped by impassable terrain, simply because it could represent some really weird things for nids to be walking through (An ocean, a lake of lava, a pillar of rock 500 miles high...)

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 Post subject: [F-ERC] Translation of the French Tyranid Army
PostPosted: Tue Jan 13, 2009 10:14 pm 
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It fits because ALL Tyranids are in essence Infantry when it comes to movemend.

It is one thing to sit in a vehicle and steer it than to be the vehicle itselfe :)




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 Post subject: [F-ERC] Translation of the French Tyranid Army
PostPosted: Tue Jan 13, 2009 11:36 pm 
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Quote: (zombocom @ 13 Jan. 2009, 21:03 )

Quote: (Tepoc @ 13 Jan. 2009, 18:55 )

The point about impassable terrain is a good one. I believe the desired effect is to allow tyranids good mobility for their tanks etc. Walker would do the same, you just add a note tat Tyranid Walkers that fail the check stop moving but are not destroyed and do not attack that activation.

Despite my usual anti-special-rule stance, I think ignoring difficult terrain entirely is better for nids than walker, since the number of rerollable dice that need to be rolled slows the game down when big formations of AVs or WEs run through terrain. KISS and make them immune to dangerous terrain tests entirely to speed the game up.

I'd still have them stopped by impassable terrain, simply because it could represent some really weird things for nids to be walking through (An ocean, a lake of lava, a pillar of rock 500 miles high...)

I'm honestly floored...

As this is essentially the idea for the "agility" special ability that I proposed *years* ago, and it was eventually shot down as "Yet another special rule"...

I cannot believe how things have come full circle.




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 Post subject: [F-ERC] Translation of the French Tyranid Army
PostPosted: Wed Jan 14, 2009 1:32 am 
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Quote: (Chroma @ 13 Jan. 2009, 22:36 )

I'm honestly floored...

As this is essentially the idea for the "agility" special ability that I proposed *years* ago, and it was eventually shot down as "Yet another special rule"...

I cannot believe how things have come full circle.

Well, this list has less special rules than our one, so another very short special rule isn't the end of the world here (since it's basically in this list anyway...)

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 Post subject: [F-ERC] Translation of the French Tyranid Army
PostPosted: Wed Jan 14, 2009 4:35 am 
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I can. These lists are so long is development that people pop in and out all the time with ideas. Doesn't mean they're all good ones but if something starts popping up all the time from different sources it might have some value as an idea.

Though I do agree, It sure cuts down the die rolling if they just move through it.

Maybe something just generic and easy to remember like all Tyranids instead of taking dangerous terrain tests reduce their speed by 5cm when moving through terrain (tendancy to lurk).

Cheers!
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 Post subject: [F-ERC] Translation of the French Tyranid Army
PostPosted: Thu Jan 15, 2009 10:40 pm 
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Just noticed this list and since I am not to happy with the latest V9.1 I will give this a try and post results. Going to play this evening and looking forward to the game.

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