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[UPDATE!] Tyranids v9.2.1

 Post subject: [UPDATE!] Tyranids v9.2.1
PostPosted: Sun Sep 27, 2009 1:40 am 
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Epic isn't 40k, it's not designed to have "OMG Uberhigh stats = AwEsOmE".

The maths shows genestealers are better in CC than berzerkers. What the actual stats are doesn't matter.

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 Post subject: [UPDATE!] Tyranids v9.2.1
PostPosted: Sun Sep 27, 2009 2:02 am 
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I think I'm scared of genestealers now after reading their stats in this thread, they're dead 'ard!


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 Post subject: [UPDATE!] Tyranids v9.2.1
PostPosted: Sun Sep 27, 2009 2:21 am 
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Quote: (GlynG @ Sep. 27 2009, 11:02 )

I think I'm scared of genestealers now after reading their stats in this thread, they're dead 'ard!

Not really

I find they get shot up well before they have a chance to make any impact. They have to combine their advance with other threats (such as teleporting Lictors) to really have any chance of reaching the enemy. A sound general on the opposition should be able to account for these situations to make sure such units do not get into contact with anything vitally important.




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 Post subject: [UPDATE!] Tyranids v9.2.1
PostPosted: Sun Sep 27, 2009 2:43 am 
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What's interesting is that Genestealers have basically identical stats to rough riders.

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 Post subject: [UPDATE!] Tyranids v9.2.1
PostPosted: Sun Sep 27, 2009 3:13 am 
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Quote: (frogbear @ Sep. 27 2009, 02:21 )

I find they get shot up well before they have a chance to make any impact.

The thing is, the enemy *can't* ignore them... they are forced to deal with them or suffer nasty consequences; that's part of their utility in EPIC, not just their actual stats.

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 Post subject: [UPDATE!] Tyranids v9.2.1
PostPosted: Sun Sep 27, 2009 5:09 am 
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Quote: (Chroma @ Sep. 27 2009, 12:13 )

The thing is, the enemy *can't* ignore them... they are forced to deal with them or suffer nasty consequences;

Totally agree. Their impact should not always be viewed in their attacks, otherwise you will be dissapointed when they get shot up   :;):




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 Post subject: [UPDATE!] Tyranids v9.2.1
PostPosted: Mon Sep 28, 2009 11:01 am 
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You know Genestealers are good when they are never left alone and always take a lot of fire the moment they are in a threatening position and they have quite a large threat range.


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 Post subject: [UPDATE!] Tyranids v9.2.1
PostPosted: Wed Sep 30, 2009 10:48 am 
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Just to note the link on page 1 is broken.

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 Post subject: [UPDATE!] Tyranids v9.2.1
PostPosted: Mon Oct 12, 2009 10:30 pm 
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Hi all

After a couple of years off epic our small gaming group is once again dusting off the old figures and about to embark on a new campaign starting this weekend when six of us will do battle. I'm planning on using my nids so will use v9.2.1 for the first time in anger.

Couple of quick questions and apologies in advance if the answers to these are buried away in the recent posts. I'll try to make the questions yes or no stylee..

1. can independent swarms made up of broods contest and claim objectives?
2. Should I be playtesting the round up for gaunt assault casualties?
3. Raveners, better to playtest them with CC 3+ or 4+?

The rest of the rules I have to say look much improved since I last played. Great effort by Chroma and the rest of you!

Cheers
Lightbringer
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 Post subject: [UPDATE!] Tyranids v9.2.1
PostPosted: Mon Oct 12, 2009 10:46 pm 
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Quote: (Lightbringer @ Oct. 12 2009, 22:30 )

1. can independent swarms made up of broods contest and claim objectives?

Yes, Synapse *creatures* and Independent *swarms*, regardless of composition, can claim/contest objectives (except for Lictors).

There may be changes to there being Independent "brood" creatures, as some have been finding it confusing.

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2. Should I be playtesting the round up for gaunt assault casualties?

Round up, and note that it is total *Gaunts*, not seperate totals of Hormies and Termies, that are halved.
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3. Raveners, better to playtest them with CC 3+ or 4+?

Go with CC4+... and I'd say FF6+.

All that said, there's a high likelihood of an update in the very near future.

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 Post subject: [UPDATE!] Tyranids v9.2.1
PostPosted: Tue Oct 13, 2009 1:03 am 
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Another note to say that the pdf link on page one is still broken

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 Post subject: [UPDATE!] Tyranids v9.2.1
PostPosted: Tue Oct 13, 2009 1:34 am 
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Quote: (fattdex @ Oct. 13 2009, 01:03 )

Another note to say that the pdf link on page one is still broken

Should be good now.

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 Post subject: [UPDATE!] Tyranids v9.2.1
PostPosted: Tue Oct 13, 2009 2:59 pm 
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Since you're apparently working on a list update any possibility of adding a second Carnifex variant in to the list Chroma; a more shooty one? I'll be using new style tyranid models with the list and would like to use shooty carnifexes as well as just close combat ones. The new style thing meaning I won't be using any of the older tyranid assault vehicles, though I'm completely behind their being in the list for others to and I'd prefer to use this rather than the Leviathan list.

If not I'll probably just unofficially add such a unit in, but thought I'd ask as they are a flexible unit that can be fielded in both ways in W40k so it would be appropriate. I know some count carnifexes as one or other of the assault vehicles, but the differing saves and speeds mean this doesn't sit right with me.


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 Post subject: [UPDATE!] Tyranids v9.2.1
PostPosted: Tue Oct 13, 2009 3:01 pm 
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Quote: (GlynG @ Oct. 13 2009, 14:59 )

Since you're apparently working on a list update any possibility of adding a second Carnifex variant in to the list Chroma; a more shooty one?

It's highly likely that I'll be adding a "shooting 'Fex" in the next version.

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 Post subject: [UPDATE!] Tyranids v9.2.1
PostPosted: Tue Oct 13, 2009 5:51 pm 
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It is worth Chroma sticking witht he LV warriors for now but removing the ravenor from the swarm? So it forces mixed inf/AV swarms as per the fluff and simply removes the non fluffy ravenor problem (or just up their cost by 25 points, same effect :) ).

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