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[Old!] Tyranids v9.0

 Post subject: [Old!] Tyranids v9.0
PostPosted: Fri Jul 11, 2008 4:39 pm 
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The same can be said of Lictors - 2x First Strike attacks in CC, one of which is MW is just "monsterous" - but with weak armour and no FF or shooting, it is possible to manage them - however, I still believe that a cunning player can still avoid being "managed" - and as a one-off attack against virtually anything it is going to hurt :p

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 Post subject: [Old!] Tyranids v9.0
PostPosted: Fri Jul 11, 2008 5:03 pm 
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I think a low strategy value goes a long way towards balancing the Lictors. Still not sure they should a MW though.




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 Post subject: [Old!] Tyranids v9.0
PostPosted: Fri Jul 11, 2008 8:16 pm 
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SR1 is pretty rough, making them the only list I've seen slower than the IG (aside from other IG).

Against Marines, Black Legion or Eldar, Lictors best tread very carefully since if they show up in a good position to Engage they will just get shot to bits.

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 Post subject: [Old!] Tyranids v9.0
PostPosted: Sat Jul 12, 2008 5:54 pm 
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Quote: (Dave @ 11 Jul. 2008, 14:23 )

How are you using them that you find them useless? They've been stated the way they are for at least a year now.

Well put it this way, I always take them and they have never earned their points at all. If I try and use them to hold an objective then a few blast templates and their gone. So then I try and use them to assault but with an average 4+ CC and lowsy save I fine that 90% of the time they will loose combat especially against well armoured enemies. I don't believe they should be like 40K but atleast have a bit more punch. Minimul would be a 3+ CC value IMO.

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 Post subject: [Old!] Tyranids v9.0
PostPosted: Sun Jul 13, 2008 1:09 am 
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Quote: (Roberious @ 12 Jul. 2008, 12:54 )

Quote: (Dave @ 11 Jul. 2008, 14:23 )

How are you using them that you find them useless? They've been stated the way they are for at least a year now.

Well put it this way, I always take them and they have never earned their points at all. If I try and use them to hold an objective then a few blast templates and their gone. So then I try and use them to assault but with an average 4+ CC and lowsy save I fine that 90% of the time they will loose combat especially against well armoured enemies. I don't believe they should be like 40K but atleast have a bit more punch. Minimul would be a 3+ CC value IMO.

Robert

I have a healthy respect for Genestealers. Dave has managed to take down my Warhounds with them.

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 Post subject: [Old!] Tyranids v9.0
PostPosted: Sun Jul 13, 2008 4:32 am 
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Quote: (Roberious @ 12 Jul. 2008, 12:54 )

Quote: (Dave @ 11 Jul. 2008, 14:23 )

How are you using them that you find them useless? They've been stated the way they are for at least a year now.

Well put it this way, I always take them and they have never earned their points at all. If I try and use them to hold an objective then a few blast templates and their gone. So then I try and use them to assault but with an average 4+ CC and lowsy save I fine that 90% of the time they will loose combat especially against well armoured enemies. I don't believe they should be like 40K but atleast have a bit more punch. Minimul would be a 3+ CC value IMO.

Robert

Small (what people call "popcorn") formations of GS need to be well supported or taking on horribly inefficient close combat units. At 150 points they're going to die real quick if they're not.

They're remarkably tough in good cover (as are most infantry) so try to maximize their save before then get into the thick of it. Once there try to have them supported.

With good support you'll usually get them out of the combat as the victors. However, they still might be broken and you'll only get one other good assault out of them.

They have pulled off some miracles for me (broken a full household of Knights and taken down a pair of damaged Warhounds) but then again I've seen them get crushed by 5 Warbuggies. :p

Even if you're playing them right it'll still come down to the dice, as it always does.

As to using them to hold objectives, I don't think that's their intended purpose. You'd be better using something that's a bit sturdier. Get them into an assault with some support and they'll earn their points.




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 Post subject: [Old!] Tyranids v9.0
PostPosted: Fri Jul 18, 2008 4:02 am 
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Few, if any , formations in Epic-A do well standing on their own. Go against a player that uses any kind of Combined Arms tactics and even the best formation is doomed.

As to Genestealers and Lictors.

Genestealers make good flank guards when there is cover available. Are good at forming an area defense behind swarms to prevent those nasty Teleports and deep strikes. And make a great trip wire force to block FF assaults from slaming your swarm hard. In all the above cases they are operating close to much bigger friends.

Lictors earn their points in twoways. When not on the table an opponent tends to look for what they can do in the next phase, and are nervous about broken formations moving too far from non-broken friends. They are best deployed in cover or near covering terrain where the enemy cannot open up on them right away with direct fire. This forces the opponent to react to them or pay a heavy price for ignoring them.

They love to eat broken formations...........

One thing about "Getting your points worth". Sometimes, like Sentinel Walkers, it isn't what they destroy but more what they do that earns them their points. Doing that is up to the player and not the designer.

All of them are worth their points IF one uses them right.

Jaldon :p

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 Post subject: [Old!] Tyranids v9.0
PostPosted: Fri Jul 18, 2008 11:59 am 
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Question regarding spawning:

I determine all my spawning points for each brood. Is there a limit to what creatures I can spawn? If I have not bought the brood creature initially can I spawn one in the end phase? Eg a strike group (vituperator) gets 5 spawn points + 2 for synapse = 7 points can I then spawn a hierodule (brood 7) even though I initially did not have any hierodules in my army list?

I know this may not be the best use of spawning points but its just to illustrate.

D.




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 Post subject: [Old!] Tyranids v9.0
PostPosted: Fri Jul 18, 2008 2:05 pm 
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Gotcha! I will have read more before posting silly questions. There goes my idea of spawning what I need for the following turn be it fire support or combat monsters!

Sort of like Tomb Kings in Fantasy where you can only resurrect what has been killed, no more unlike Vampires where your army can grow.

Thanks Hena.

D.




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 Post subject: [Old!] Tyranids v9.0
PostPosted: Fri Jul 18, 2008 2:32 pm 
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Quote: (jaldon454 @ 17 Jul. 2008, 23:02 )

One thing about "Getting your points worth". Sometimes, like Sentinel Walkers, it isn't what they destroy but more what they do that earns them their points. Doing that is up to the player and not the designer.

All of them are worth their points IF one uses them right.

I couldn't have said it better myself. Sentinels are the perfect example. I don't expect them to kill anything nor do I expect them to live long. I take them for their other capabilities, liking screening.

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 Post subject: [Old!] Tyranids v9.0
PostPosted: Fri Jul 18, 2008 2:50 pm 
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They're great for crossfire, or if you save them for the end of a game they're great for making your opponent waste an activation to deal with them.

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 Post subject: [Old!] Tyranids v9.0
PostPosted: Fri Jul 18, 2008 3:28 pm 
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Lictors can pretty easily crack open their points in Leman Russes if you Engage on a flank. And even if you lose the Strategy roll and the Russes turn and obliterate them you've still made 650points dance to your tune for a turn.

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 Post subject: [Old!] Tyranids v9.0
PostPosted: Sun Jul 20, 2008 4:06 am 
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Quote: (jaldon454 @ 18 Jul. 2008, 04:02 )

Are good at forming an area defense behind swarms to prevent those nasty Teleports and deep strikes.

Up against teleporting Terminators they don't stand much of a chance.


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 Post subject: [Old!] Tyranids v9.0
PostPosted: Sun Jul 20, 2008 10:04 am 
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They don´t have to stand a chance.

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