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Some questions on the units in the 8.4 rules...

 Post subject: Some questions on the units in the 8.4 rules...
PostPosted: Wed Oct 24, 2007 12:35 am 
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Hey gang.  I was about to start playing in an Epic map campaign with the new 8.4 'Nid rules, and I had some questions on the thought processes behind some of the changes from the older lists.

1)  AA fire.  It would appear that the only AA now in the list is the Dominatirx (1xAA5+, 30cm), the Mieotic Spores (1xAA5+, 15cm), and the Gargolyles (1xAA6+, 15cm).

Thats IT?   :p   I hope there are some misprints in there...   :D   The Dominatrix, well, I would hardly ever use her.  450 points of utter fragility...a lot of my opponents field Cobras, Shadowswords, Deathstrikes, etc.  She just won't last.  Not and be useful, anyway.

That leaves the Spores, which are ALWAYS Instinctive (i.e. ONLY allowed to Hold or Engage, which is useless...), and thus simply drift around 10cm per turn hoping like hell the enemy comes within their range (for 150 points!), and Gargoyles (???  What...are they flying up there and clogging up the engines?) who will often be hitting on 7+ or even 8+ (Double move plus the -1 Penalty for shooting at disengaging aircraft after flak-rushing them).  Useless.

Was this list even tested against serious air power?  I.e. the Royal Ork Air Force, heavy Tau/Eldar/Empire air power, etc.?

I think this is FAR too little and FAR to ineffective air defense.  Even my Feral Orks have much better (AA5+ MW on the Wyrdboyz!).  

What are the authors (and others) thoughts on this?  Is it meant to be this bad?

2)  Zoanthropes...and, to a lesser extent, Biovores.  The only Light Vehicles in the list, which means that they can be picked out of most Swarms (Warrior Brood + Gaunt Swarms + Zoanthrope = Dead Zoanthrope, every time.  Ditto if you put him in an AV formation, i.e. Tyrants and 'Fexes).  Basically, the enemy simply shoots the crap out of the formation with the appropriate weapon (AP or AT), but then, instead of all the OTHER type being wasted, they pound it all into the LV's.  Thats REALLY bad for their survivability, and couple with the overall uselessness of a 30cm AP4+ shot as their only real weapon...

Does anyone even consider buying these guys anymore?  Zoanthropes, I mean...the Biovore actually has a decent weapon.  Why did the Zoanthrope lose all AT and AA ability?  Is there a justification for that?  I was under the impression Warp Blast, in 40k, was a really nice Tank Killer, and, as a Psychic Ability, its probably the only thing in the Tyranid list/fluff thats fast enough (speed of thought) to target Aircraft.

3)  Bio-Titans...from the original list I started using, i.e. 7.1 on the SG site, to this...at this point, every Bio-Titan has lost fully half of their regenerative ability AND all of the "on foot" Bio Titans have lost 25%-33% of their DC as well (2 points across the board), the Hierodule being the lone exception to that last.

Thats an ungodly nerf to something that already had zero defense against TK weaponry.  Nearly every army, if not every one, can simply wipe these guys off the map with a single volley from certain units...the aforementioned Cobras (BP TK d3!), Shadowswords and Deathstrikes (2+ TK d3 or d6!), not to mention Titan-mounted weaponry.  Even just some dedicated MW fire can obliterate these guys.

What am I missing here?  Whats the thought process behind this?  Because right now, unless you happen to KNOW your opponent isn't fielding this stuff, there is very little incentive to bring these big boys to the party...

4)  And a minor quibble...the Trygon.  A DC2 War Engine-sized Ravener, but it doesn't have a single MW attack in CC?  That seems a bit goofy, considering the Carnifex, Haruspex, Broodlord, and Lictor all have MW attacks in CC...what caused you to leave this guy out, especially after he lost a DC, Reinforced Armor, his Flamer Template MW, and still remanined the same cost?

Just some questions...I'd love to hear other peoples' thoughts on the matter.  Maybe I'm just not using these guys right, or something, but these seem like some glaring issues to me.   :)


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 Post subject: Some questions on the units in the 8.4 rules...
PostPosted: Wed Oct 24, 2007 1:18 am 
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1 - Tyranids are supposed to be weak on AA. It's one of the features of the list.

I also think that Gargoyles as AA is silly.


2 - I like Zoanthropes.

Their warp blast was changed to represent the two different modes of fire that it gets in 40k. The long range warp blast is an infantry-killer (Small template, moderate strength, AP3), whilst the short ranged blast is a tank killer (S10 AP2).

Thus it gets an AP attack for its ranged weapon, and a MW attack in a firefight.

Zoanthropes are about the worst choice you could pick for AA in 40k; Their range is just 6" when firing the high strength warp blast at an aircraft... if your opponent leaves his aircraft within 6" of a Zoanthrope then he deserves to lose it!

It made far more sense to pass AA to the Meiotic Spores, models that were created for 40k with the express intent of giving the Tyranids some 'passive' AA power.


3 - Bio Titans have always been very fragile in this edition of the Epic as compared to previously. Little to say here.


4 - I agree the Trygon should have MW attacks. His DC is about right though.

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 Post subject: Some questions on the units in the 8.4 rules...
PostPosted: Wed Oct 24, 2007 1:30 am 
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Whereas they may be supposed to be weak, I think this is a bit too weak.  It should be no problem for an opponent who owns a decent amount of aircraft to tailor a force to hammer a 'Nid player.

As far as Warp Blast not being good at AA, well, that may be the case in the new Apocalypse rules...but nothing says the rather fragile aircraft requires the high-strength attack to bring down either.  

Perhaps it might be a bit better if the Mieotic Spores were a bit less "wander around the board very slowly and uselessly."  Or significantly cheaper, at least.  Or possibly even available in smaller swarms (although then you get into the case of overloading on activations).

So, basically its just a case of park the Spores over the expensive unit and hope the other units can survive with Gargoyles hitting on 7+'s?

Perhaps some other units might be given the same AA attack the Dominatrix has?  Might make the overly-nerfed Titans a bit more attractive...

Although I do understand the reasoning behind the Zoanthropes shooting better now, thanks.  Just still can't see wasting points on them.  Maybe in larger point games.   :;):


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 Post subject: Some questions on the units in the 8.4 rules...
PostPosted: Wed Oct 24, 2007 8:03 am 
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1. Yeah, it is poor, but now nids have now AA on every unit and they surely put blastmarkers all around. Spores are annoying activation boosters, so really not in smaller units.
Also nids have that small advantage, if few aircrafts shoots your swarms, so what, it really don't hurt much to your meat shield. They can allow few planes to come.:)

2.Nids are swarm, use combined formations, then LVs will manage. :)

3.Yes, they are weak, but unstoppable+fearless is good combo and they really have to be killed to stop them.

4.It could really have one. :D

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 Post subject: Some questions on the units in the 8.4 rules...
PostPosted: Wed Oct 24, 2007 11:07 am 
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It should be no problem for an opponent who owns a decent amount of aircraft to tailor a force to hammer a 'Nid player.


Any army can be tailored to fight specific armies... but that's not really in the spirit of the game now is it?


As far as Warp Blast not being good at AA, well, that may be the case in the new Apocalypse rules...but nothing says the rather fragile aircraft requires the high-strength attack to bring down either.  

The low strength attack is what, strength 5?

So the Zoanthrope needs a 6 to hit, a 6 to damage the plane (Assuming a front armour of 11), then a 5 or a 6 to bring it down... and your range is 12".

Pretty pathetic at killing aircraft really...

Far better to make useful stats for the Tyranids' real AA unit, the meotic spore.

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 Post subject: Some questions on the units in the 8.4 rules...
PostPosted: Wed Oct 24, 2007 12:21 pm 
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AA on gargoyles is weak I agree. Possibly they should be 30cm AA same as Furies in the Chaos list.

Note all this has been debated before and at one point TK1 spores were even suggested (gasp).
Arguments against gargoyle on the basis that it is 'silly' are ridiculous and frankly after all this time just wilful obstinance and denial of background:
http://www.tacticalwargames.net/cgi-bin....d192932
http://www.tacticalwargames.net/cgi-bin....d193099

Some people seem to have very concrete views of exactly how B-grade science fiction should work... I say leave it to GW to define the imaginary space dinosaurs... :D  

More to the point to me is tournament game balance. From that point of view Gargoyles are an easy and acceptable way of showing that the tyranids are a swarming seething mass of organisms in the land and air, without complicated mechanisms. A difficult terrain test for aircraft against bugs would probably produce similar results but of course it would be much much more effective.

From a balance perspective spores are basically useless for air defence unless you have a bug artillery army. Hard to justify them racing around like gargoyles unfortunately, and  characterful assault oriented bug armies suffer for it. Hence it may be a good idea to actually extend the range on Gargoyles, unless someone can think of a way to make the meiotic spores actually useful in the tournament scenario and so far no-one has.

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 Post subject: Some questions on the units in the 8.4 rules...
PostPosted: Wed Oct 24, 2007 12:48 pm 
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(Charad @ Oct. 24 2007,08:03)
QUOTE
1. Nids have now AA on every unit and they surely put blastmarkers all around.


100points for 4xAA6+ is quite expensive and 15cm is too short to discourage any plane to come and kill.

Also nids have that small advantage, if few aircrafts shoots your swarms, so what, it really don't hurt much to your meat shield. They can allow few planes to come.:)


Against Tau and the 45cm MW2+ TK(D3) of one of the Tiger shark, it hurts a lot.
Any army have planes that are a threat to the nids.


I really feel that some AA is missing in the nids army. I do believe that giving the scout ability to the meiotic spore is a good idea. 150points or maybe 200 for 6 of them and they are now a good deal.






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 Post subject: Some questions on the units in the 8.4 rules...
PostPosted: Wed Oct 24, 2007 1:03 pm 
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(Hena @ Oct. 24 2007,11:37)
QUOTE
Actually no. The Tyranids should have almost useless AA: We played with it for a very long time and no-one complained. IMO adding AA to Gargoyles just makes the Tyranids being able to give BM to every plane that comes close to them. That is wrong.

In this sense the only Meiotic Spores and Dominatrix AA would be good.

I've used Meiotic Spores in my Tyranid lists and had good feels from them. There is two reasons why they are used.

1. It gives some AA to slower swarms.
2. It's cheap activation to stall when needed.

Yes you love your artillery I know.

I'm more interested in attacking tyranid armies like Jervis originally intended. These currently have little effective AA and you would strip it away completely. Nice for your Dactylis but not for anything else.

As for your first comment, no one in your own little group may have complained but that certainly is not the case in general. Here complaints about how easily Phoenix's and other aircraft can wreck bug armies are common.

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 Post subject: Some questions on the units in the 8.4 rules...
PostPosted: Wed Oct 24, 2007 2:49 pm 
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1.

I'm happy with the 'nids having weak AA. Also, there is fluff on Gargoyles being used in an AA role and I think a 6+ AA value represents their effect nicely. They may be 100 points for 4, but remember you're not just paying for the AA, you're paying for gaunts with jump packs AND AA.

2.

LV 'nid creatures  are no different than LV buggies in an Ork list. If they're dieing off too quickly then you need combined swarms or a swarm of all LVs.

On the Zoanthropes, don't underestimate the MW FF ability. And from what people have said about the 40k rules, I'd say its EA stats represent it nicely.

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 Post subject: Some questions on the units in the 8.4 rules...
PostPosted: Wed Oct 24, 2007 2:52 pm 
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(Hena @ Oct. 24 2007,07:37)
QUOTE
IMO adding AA to Gargoyles just makes the Tyranids being able to give BM to every plane that comes close to them. That is wrong.

I disagree.  A pilot strafing a swarm is bound to have to maneuver, roll and evade if there's a cloud of gargoyles around. That 1BM seems appropriate.

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 Post subject: Some questions on the units in the 8.4 rules...
PostPosted: Wed Oct 24, 2007 3:04 pm 
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Seeing it the same way like dave. gargyles in AA represents their swarmy approach, like swarms of ravens and doves today, just more frightening :D

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 Post subject: Some questions on the units in the 8.4 rules...
PostPosted: Wed Oct 24, 2007 3:26 pm 
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(Soren @ Oct. 24 2007,15:04)
QUOTE
Seeing it the same way like dave. gargyles in AA represents their swarmy approach, like swarms of ravens and doves today, just more frightening :D

And packing guns... *laugh*

I'll respond in more depth later today.

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