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Tyranid AA

 Post subject: Tyranid AA
PostPosted: Sat Nov 10, 2007 8:03 pm 
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(Markconz @ Nov. 10 2007,10:34)
QUOTE
Yes thanks for posting the batreps and hope to see more, though (as you say) clearly your opponents were inexperienced. That eldar list btw - voidspinners were separate I hope? Also 3 rangers is illegal?? Just one guardian formation also makes it too easy to eliminate the avatar threat in my experience - and no wraith gate or storm serpents with all those warp spiders?

But anyway it can take some competant thrashing of formations by air before you start to see how impotent the bugs really are from that sort of attack. As you say non-mixed swarms can help (but that has it's own problems in terms of flavour and construction technicalities).

No, the Voidspinners were all in a single Formation.  He enjoys dropping 3 Templates on me.   :)   Unfortunately, I taught him the error of that tactic as well...with the requirement to drop the first template on the most models possible, then the other 2 come off that, I simply bunched up 6 or so Disposable Gaunts at one end of my formation, and kept the Synapse as far away from them as possible, and the rest of the Swarm more spread out.  So he was forced to drop the first template there, the second one flopped over and hit more little guys, the third had nowhere useful to go.  Next time he may very well keep the Void Spinners seperate, or just take 2 of them.

Normally he does take a Wraithgate.  But I think his plan this time was "sit and shoot till my eyes bleed, then mop up whats left."  As for the Guardian formation, hell...I might not have taken one at all.  I might simply have bought more EoV's instead...Cobras, maybe.  Downgrade the Warlock to a Phantom or even 2 Revenants, and bring even more BP weaponry, especially MW/TK BP stuff.  Screw the Avatar.  Go for pure killiness and mobility.

I think I would have went for something like:

Phantom or Revenants
2 Void Spinners
2 Cobras
2 Storm Serpents
5 Falcons
5 Falcons
8 Warp Spiders
8 Warp Spiders
And then a tiny Farseer/Guardian squad to sit way in the back and provide Farsight.

But, he had his own plan.  If he had been more aggressive with it, I think the game might have turned out VERY differently.

As for the Rangers, meh.  In the campaign, we fight games with random sizes, so we end up making our lists on the fly.  He had 75 points left over, and probably wasn't thinking about it.  I sure wasn't.  It was no big deal.  Although they WERE very annoying with their ability to pick out the Warriors in the Swarm.


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 Post subject: Tyranid AA
PostPosted: Sat Nov 10, 2007 8:14 pm 
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(Hena @ Nov. 10 2007,10:40)
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The cost was dropped due to that range. But I want to emphasize that Tyranids should not be capable of equal air defense than Orks. And your proposal was perhaps even better. Note that you can get 3 of these for the price of 2 swarms before. If the 30cm is really (and I mean really, 'cause at the moment I don't see the reason) wanted then the to-hit can only be 6+.

Edit: Heck the cost could be 75 if the 100 points is too much?

Well, I'm not sure about this.  Let me explain my thinking.

I, for one, would be very hesitant to spend 200-300 of my Independent points for air cover this bad, especially if they don't even count as activations.  Its just pure wasted points IMO.

Hence my proposal to keep it at 30cm, make it cost 150, but actually allow it to be a normal Activation.  Most people aren't going to waste more than 150-300 points on these, i.e. 1-2 spores.  Plenty of armies out there can field 150-point Junk Activations en masse if they feel like it.  Tyranid players won't, simply because of it coming out of the Independent points.

Now, for your suggestion, where you can't even activate them, and they outright suck,  :;):  if they didn't come out of the Independent section I might be much more ok with it.  Simply add a line under "Hive Nest" that allows you to buy 1-3 Mieotic Spore Clouds for 100 each.  Then they can function more like you want...simply drift 2d6 or 3d6 cm in the initial phase of each turn, not counting as Activations.


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 Post subject: Tyranid AA
PostPosted: Sat Nov 10, 2007 8:37 pm 
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(Hena @ Nov. 10 2007,19:17)
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Nah, I disagree with the whole Hive Nest (it's another thing that should go from the list). So would it change things if they came from the uncommon brood cost section (but this would meant that they would not have brood() in the notes)? Other thing is to drop the regen and put the cost down even more...

Ok, now I know you are outright insane.   :;):   :laugh:

The Brood Nest is one of the coolest things in the entire list.  Even my opponents think so.  It is VERY flavorful for the 'Nid list, while not being terribly useful (I usually only have 1-2 formations with Synapse in range, and usually only for a turn or two).

If that left the list, I would be, well, heartbroken.

If the cost came down even more, say, to 50 points for the Spores without Regen, I would think most people would buy 2-3 of them, but probably not many more (assuming its still Independent points we are talking about).

That might be about right.

I dunno...its all just talk until some playtesting is done.  I won't be doing any, as I am in the campaign, so I am sticking with the fixed list, flaws and all.  But you guys can test it out.


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