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Generalized Tyranid Feedback

 Post subject: Generalized Tyranid Feedback
PostPosted: Tue Nov 20, 2007 3:38 am 
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Well, after 5 or so games in the Campaign with the 8.4 list, I have some general feedback from both myself and my opponents.

Bear in mind we are not professionals...but all of us love Epic, all of us have multiple armies, and combined we have somewhere in the neighborhood of 100+ years of experience with Epic, 40k, and WFB.   :p   We generally know what we are doing.

In any event, here are the general comments.

Special Rules:
--Tyranid Swarms.  Works well, the 15cm Synapse Range is a nicely limiting factor.  People like that creatures outside of Synapse are simply removed.  Good stuff.  A+

--Instinctive.  Mixed reviews here.  Some people don't like that Instinctive Swarms can still lend Supporting Fire, but when I point out that they have a +2 activation difficulty AND the fact that the SR of 1 means I almost always go last, which would mean without Instinctive I would be playing with half an army most of the time, most people accept it.  It is definitely NOT confusing.  Overall, I think this rule works well to represent the Tyranid psyche.  I like the "last-ditch desperation assault" aspect of it, and the main problem that has been discussed (Instinctive swarms "bouncing" around and getting multiple actions/Supports/Withdrawal Moves) has never happened.  I did have a Swarm consisting of a Vituperator, 2 Trygons, and 8 Hormagaunts weather 3 sequential Assaults, then proceed to Hold, lay down some BM's with shooting, and lend support to a subsequent Warrior Swarm Assault, brutalizing the enemy, but a lot of that can be attributed to truly horrible rolling on my opponent's part.  Decent.  A solid B.  Better, IMO, than the other options discussed.  Don't really have any suggestions for improvements here.

--Relentless.  Works fine.  No issues.  A.

--Voracious.  Works fine also...and sort of necessary when your only SC option costs 450 points and is a giant TK-weapon target.  A.

--Regeneration.  Works ok.  Annoys some people, but its FAR less powerful than Void Shields, Holo-fields, and the like.  B+.

--Spawning.  I get the most complaints about Spawning in general.  Without it, the 'Nids would have to have either more general Speed or a lot better Shooting to compensate, and most opponents agree with that assessment.  Everyone can also live with Spawning in general...most think its very fluffy and a necessary evil.  NO ONE wants to see "automatic" Spawning.  Definitely need to keep the Rally test.  Other than that, the mechanism in place works fine, although I'd still like to see random Synapse points.  D3+1 instead of 3, D3 instead of 2.  Just a touch or randomness.  B+.

Overall, the Special Rules seem to work fine.  Very few alternate suggestions to change them have been presented by my group.  The biggest complaints seem to be about Instinctive and Spawning, but people tend to agree that changing those rules would require other changes in the list.  For example, using Markconz' suggestions for Instinctive (basically just being outright broken) would probably require a change in the SR of the army, so they at least have a CHANCE of going first.  Its very easy to drive 1-2 units Instinctive with simple Firefights before the 'Nid player even gets to move a model, every turn.  The current Instinctive rules mitigate that somewhat.  Changing that requires other changes.  My vote would be to keep it.

On to units.

Synapse:

--Dominatrix.  Well, I personally think its too expensive and too much of a giant bulls-eye to see regular use.  Costs as much (essentially) as a Warhound Formation, with the same total DC, but lacking the 4 Void Shields and their Firepower.  In order to keep it alive, you basically have to give it 1-2 Hierodule bodyguards, upping the cost even further.  OTOH, I don't really have any suggestions to improve it that wouldn't amount to it becoming too good.  I suppose, with 2 Hierodules at 700 points, its just as good as any other Heavy Titan out there, possibly even better.  I just have trouble sinking that much into one formation (in the same way I hardly every see people fielding Warlords).  Ah well.

--Harridan.  I've seen the discussions on its uselessness, and I disagree.  I think it has PLENTY of good uses.  Flying up next to something, dropping off 4 Gargs and some BM's on the target Formation, then Supporting the subsequent Assault from another Swarm...good stuff.  Super-fast end-around to claim objectives, also good stuff.  I think it should be kept as-is.

--Hive Tyrant.  Works fine.  Do NOT drop it to a 3+ non-RA save...just makes it too vulnerable to a stray shot.  You'd have to put so many meat-shields around it at that point it just wouldn't be worth it.  

--Synapse Node.  Should have Regen like every other Synapse WE, but I do get a lot of complaints about the Node/Dactylis Garrison Technique.  People think its too hard to take out.  Until someone pointed out TK Pinpoint Strikes from Orbit.   :p   Now opinions seem to be changing.  Regen or not, it seems to work fine.  Regen would just be for consistency's sake.

--Warriors.  Work great.  Don't change a thing.

--Vituperator.  Another superb unit.  Very, very different from all the others, providing variety.  Probably my very favorite Synapse unit, despite the fact that I NEVER hit anything with the Flamer Template.  Keep it just as is.

Independent:

--Broodlord.  Eh.  Whatever.  Awfully expensive for what he does.  If the 'Stealers need him to win a fight, well, you probably lost anyway.  He's fine in or out of the list.  I like him just for the sake of completeness and the coolness factor, but I have trouble justifying the 50 extra points.  Probably a good thing that way.

--Stealers.  These work pretty well.  Dangerous enough to make my opponent target them first when I Garrison them, but not heinous enough to really overwhelm anything (unless the opponent simply ignores them).   A superb cannon-fodder/distraction unit.  Mine usually end up ALMOST wiped out, then falling back and guarding my own objectives while everything else rushes forward.  Buys the other Swarms a round of not being shot to hell.  Great execution on the unit.

--Lictors.  Ugh.  I like how they work personally, but I definitely see the objections to the "all-or-nothing" aspect of them.  But, hey, thats how Teleporting units work.  If you make them too tough (RA, for example), while taking away their Killiness (losing the MW attack), I really think they would end up being even more useless.  You'll end up with BM's after Teleporting, get more when you get shot at before Engaging, then Engage with an extra Lictor or two (from the extra survivability) and kill half as much stuff.  I'd probably use them a lot less if this happened.  They need to be a THREAT to be effective, and 2-5 Teleporting Genestealers are not really a Threat.  Again, I like how they work right now.

--Hierophant/Hydraphant.  I think these work fine as-is.  Leave them be.  Or, instead of making them better (I saw a suggestion to add Invulnerable to them), make them a bit cheaper...250/350, perhaps.  Seems about right.

--Mieotic Spores.  I think these could be executed much better with my WE idea...see the Tyranid AA thread.

Brood Creatures:

--Biovore/Exocrine/Dactylis.  These units function fine, except for the Armor save on the Dactylis and Exocrine.  Its the exact same model as the Haruspex and Malefactor, and they cost more, so why is their armor SO much worse?  Go with a 3+ on both.  They should at least be Dreadnought tough.  Everything else is good, though, including ranges.

--Carnifex.  Another Ugh.  I am really in favor of making them reflect their 40k toughness with a 4+RA save, but, after playing with them for a few games now, I think it might make them too powerful.  Too good.  It would definitely require a points increase...to probably 125.  Perhaps an Invulnerable save would be the answer.  I am torn on this issue currently.

--Gargoyle.  Lose the AA attack, OR make it remove a base of Gargs if it hits (funny stuff there, humor is good), drop them back to Brood (1).  Keep the points the same.  They ARE worth more than Termagaunts, for the extra response move they get, but they are not Disposable, so that makes losing them suck.  If you want to bring them back and lose them again for more BM's, it shouldn't cost twice as much as the other Gaunts.

--Haruspex/Malefactors.  The Haruspex are perfect, the Malefactors are a bit...underwhelming.  OTOH, I see their uses, and I appreciate the fact that they fulfill two VERY different roles.  I've used both, and I like both, but I think its a shame that the Malefactors giant claws do NOTHING in a CC.  I'd give it Extra Attacks (+1) in CC...no MW, just an extra normal attack.  Not its job to CC, but, if engaged by the enemy, it should still be a Tyranid Monster with 2 big Claws.

--Hierodules.  Good as is, but either dump Thick Rear Armor from the one or add it to the other for consistency's sake.  Its the same beast with different arms.

--Ravener.  Dunno, have no models, never used it.  I probably wouldn't anyway, since its so expensive.  Can't really comment here.

--Gaunts.  Both are perfect as-is.  Great reflection of their 40k stats, to be sure.

--Trygon.  EVERY other WE has a 4+RA (oops...Harridan has a 5+RA).  Its 25 points less than a Hierodule, and has 1 less DC.  Dump the Inv Save, give it 4+ RA, and a single extra MW attack in CC to represent its giant Scything Talons.  A simple change.

--Zoanthrope.  I currently find these to be utterly useless.  For starters, their stats do not reflect their 40k counterparts.  In 40k, they have multiple wounds and a 2+ Warp Field save.  They should not be LV's.  They should be AV's, without RA.  Their weapon is a fairly accurate representation of what it is in the other game, but its not useful enough to me to justify wasting points on them (espcially since they can be picked out of AV or INF formations).  It was also very cool to have AA on them.  There is no reason that they couldn't have AV status with a 5+ or 4+ non-RA save and the same Energy Pulse as the Dominatrix.  I would actually find them worth fielding at that point, and would do so.  Make them 3 for 125 or 150 points...basically, with a Hive Tyrant, you should be having a tough time deciding whether you want to guard him with Carnifex, Haruspex, Malefactors OR Zoanthropes.  Right now, the Zoanthropes are completely out of the running, IMO.

Army List:

My opponents like very much the "standardized" format of the Tyranid list now.  I personally love it.  The restrictions and costs are all pretty spot-on, and I especially appreciate the fact that I can usually spend all my points, since its a multiple of 25.

There is NO reason to quibble over 5 point differences in units.  I find that truly asinine.  If something is worth 20 points, its worth 25.  If its worth 35, 3 for 100 works FINE.  I can come up with plenty more examples.  Having to buy each individual model for X points is tedious and pointless.  Except for the occasional cost, such as maybe a 25-point break on the Hiero/Hydraphant, or a 25-point increase on Carnis and Zoanthropes if the stats are bettered, I would leave everything as-is.

{rant on}One thing I really hated in the list reviews that have taken place are the quibbles over points costs.  Lowering a unit by a few points or giving it some odd-ass points value just irks me.  85 points for a Land Raider upgrade?  An extra Nob for 35 points?  A Gunfortress for 135?  Who came up with that?  Why not just make it 25, 100, 125, whatever, points, since I won't get to spend that 15 points at the end anyway?  Argh.  Aggravating.  Nothing can possibly be so fine-tuned, given the sheer amount of variables between lists and units that we deal with.  Get over it already.  Is that Land Raider worth 85 points against every army you can imagine?  Rounding, people, rounding.  Makes everyone's lives easier.{rant off}

Specific notes on the Army List:

--The Brood Nest gets very positive reviews.  People think its fluffy, cool, and useful, without being too good.  Keep it.  Good stuff.

--Synapse Groups.  1 Hive Tyrant is too damn fragile.  They die to stupid things.  Like Dangerous Terrain tests.   :p   Another entry needs to be added:  2 Hive Tyrants for 225 (or even 250) points.  I can already field 5 Spawning points (Tyrant and 2 Warriors) in a powerful Mixed formation for a price break of 25 points.  Why can't I lead my Swarm with the same thing that every single 40k Tyranid player uses, i.e. 2 Tyrants?  It makes sense, its hardly overwhelming, and you could charge extra for the privelage.  Make the Tyrant useful again, or at least less prone to stupid accidents.

Well, thats it.  My review of the current list.  I think its VERY well done, with minor quibbles here and there.  A few points costs, a couple units stat changes, maybe random dice on the Spawning again.  Simple stuff, fine-tuning.

YMMV, of course.  My opinions only.  More BatReps to come.


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 Post subject: Generalized Tyranid Feedback
PostPosted: Tue Nov 20, 2007 6:43 am 
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On the points values, I am inclined to agree with the 25 point increments in general, though I also think it is important that the power to points ratio matches reasonably well. Also remember that most of the examples you mention are already in the lists, they are not recently introduced changes (eg the ork ones).

2 Hive Tyrants might be worthwhile. I've wondered about that before myself.

Too much other stuff to comment on right now, but thanks for the feedback!

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 Post subject: Generalized Tyranid Feedback
PostPosted: Tue Nov 20, 2007 9:42 am 
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I will print out your summary for my gaming group to do some "propaganda" Nice comments and some very good conclusions.

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 Post subject: Generalized Tyranid Feedback
PostPosted: Tue Nov 20, 2007 10:44 am 
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(Kagetora @ Nov. 20 2007,02:38)
QUOTE
--Trygon.  EVERY other WE has a 4+RA (oops...Harridan has a 5+RA).  Its 25 points less than a Hierodule, and has 1 less DC.  Dump the Inv Save, give it 4+ RA, and a single extra MW attack in CC to represent its giant Scything Talons.  A simple change.

Note that in 40k, the Trygon has lesser toughness and less 'mass points' than a Hierodule, it also has an Invulnerable save in addition to its armour save.

I think the 2DC, 3+ / Inv. save is a good representation of this.


--Zoanthrope.  I currently find these to be utterly useless.  For starters, their stats do not reflect their 40k counterparts.  In 40k, they have multiple wounds and a 2+ Warp Field save.  They should not be LV's.  They should be AV's, without RA.  Their weapon is a fairly accurate representation of what it is in the other game, but its not useful enough to me to justify wasting points on them (espcially since they can be picked out of AV or INF formations).  It was also very cool to have AA on them.  There is no reason that they couldn't have AV status with a 5+ or 4+ non-RA save and the same Energy Pulse as the Dominatrix.  I would actually find them worth fielding at that point, and would do so.  Make them 3 for 125 or 150 points...basically, with a Hive Tyrant, you should be having a tough time deciding whether you want to guard him with Carnifex, Haruspex, Malefactors OR Zoanthropes.  Right now, the Zoanthropes are completely out of the running, IMO.


Here's a few facts from 40k to take into consideration:

- A Zoanthrope's range when shooting at aircraft is 6 inches.

- A Zoanthrope is more likely to kill itself than down an average armour 11 aircraft (I ran the numbers on this a while back).

- Their armour & invulnerable save in 40k is identical to that of an *upgraded* Hive Tyrant (Though they do have less wounds), so they deserve a semi-decent save in Epic.

Nothing can possibly be so fine-tuned, given the sheer amount of variables between lists and units that we deal with.  Get over it already.  Is that Land Raider worth 85 points against every army you can imagine?  Rounding, people, rounding.  Makes everyone's lives easier.{rant off}


They sure ain't worth 100pts. :D

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 Post subject: Generalized Tyranid Feedback
PostPosted: Tue Nov 20, 2007 2:46 pm 
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(Kagetora @ Nov. 20 2007,02:38)
QUOTE
--Harridan.  I've seen the discussions on its uselessness, and I disagree.  I think it has PLENTY of good uses...

--Vituperator.  Another superb unit.

Nice to see someone else come to this conclusion for once.  While there are certain force requirements if you're going to take the fliers (you need other big bugs to distract the MW/TK attacks), their sheer speed gives them substantial value in the list, imho.

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 Post subject: Generalized Tyranid Feedback
PostPosted: Wed Nov 21, 2007 2:22 am 
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(Markconz @ Nov. 20 2007,05:43)
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On the points values, I am inclined to agree with the 25 point increments in general, though I also think it is important that the power to points ratio matches reasonably well. Also remember that most of the examples you mention are already in the lists, they are not recently introduced changes (eg the ork ones).

Well, I am generally of the opinion that if something is worth it, people will pay extra.  If it isn't, give it a bit of a price break.  Make it more attractive.  But keep everything in nice, round numbers.

I mean, its ok in, say, WFB to be 10 or so points short in a 2k list.  In Epic, however, things are not bought in flexible numbers for the most part.  They are bought in fixed formation sizes and costs, with add-ons afterwards.  It seems a lot more annoying to end up short some of your points in Epic, simply because of this fact.  Thats all I am really getting at.  Round numbers.

Also, since every list is supposedly balanced for the Tournement Scenario, one should err on the side of expense in most instances.

Lets take the Ork Nob as an example.  35 points for an additional Ork Nob in several formations in each list.  What does a Nob add?  Another Unit (with a good save), making the Formation harder to break.  More attacks, making it killier.  And Leader, to remove BM's.  How much is this worth?

Well, the answer is, it depends on who you face.  Against an Eldar list with a ton of BM-placing (Disrupt) Nightspinners and Void Spinners, the Leader ability alone might be worth 50 points.  But, against another Ork Horde, or a 'Nid list, that same Nob might only be worth 25 points or so for his extra attacks, as removing BM's isn't as much of a concern in these instances.

So, should you compromise and make it cost some odd-ass amount, as in the 35?  In my opinion, no.  Thats just annoying.  If its worth, say, 50 in some situations, then its always worth 50 when one takes into account unknown opponents in the Tournament Scenario.  If its never worth 50, then, by all means, encourage its use by making it cost 25.  To think that 35 points is somehow perfectly (or even more) balanced than 25 or 50 is nothing but an exercise in arrogance, IMO.

But, all of this is just a rant based on my opinion.  Those costs are already in there, and likely will never change.  I'd just like that to not happen with the 'Nids or future lists.


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 Post subject: Generalized Tyranid Feedback
PostPosted: Wed Nov 21, 2007 2:39 am 
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(Hena @ Nov. 20 2007,08:22)
QUOTE
Few sporadic comments.

For spawning there is now several suggestions. I would hope you'd try to test if others work better in your opinion than some. Noteworthy is that my set and Chromas, don't have much difference on other points than the spawning. Rest is pretty same stuff (differences being mainly cosmetic).

For Meiotic Spores I added another option on how to do it. If you have comments on it, would be nice.

I obviously disagree with Tyrant and Carnifex saves, but that's life. Same can be said for the unit selection things.

Dactylis should have range of 45cm. At 30cm it's not worth to buy as Biovore is so much better. The saves need to be worse as they (as well as Exocrine) are the main firepower source of the list.

Trygons save is intentionally not 4+RA as it has invulnerable and fearless. I think that it's good to avoid fearless+RA combo on Tyranid list as much as possible (one reason why I disagree with Tyrant and Carni). It's also supposed to be less durable than hierodule so that's why there is less DC on it. For Macro claw, yes it could have one +1 MW with the rest being nonmacro (eg. same amount of attacks as it currently has).

For Zoanthrope I agree that it lacks on usability of the unit. It's niche at the moment is MW FF attack, but it's slow and vulnerable. LV status is good as it's not tough enough to be AV. Meaning that heavy bolter should be quite as usable to kill it as las cannon, not so with Carnifex for example.

Well, it simply seems as if you and I have very different opinions on how the 'Nids sholuld be.  As you say, such is life.   :;):

I'm sorry, but I will have virtually no opportunity to playtest the alternate suggestions.  For the campaign, I am limited to the 8.4 rules, so I am essentially playtesting those.  I am also in a WFB league, have a job, and a wife, and other hobbies, so I'm sort of strapped for time.

As far as my OPINIONS (and thats all they are) of those alternate rules you mention well..

--Your Spawning suggestion is ok.  I think, though, that instead of d3/d6, and then odd bonuses here or there, I would stick with all d3's for consistency.  D3 for base, d3 additional if no enemy within 30cm, d3+1 or 2d3 for certain Synapse formations, etc.  You are trying to make it too generic, and I thinkt he other system may be more elegant in the long run.

--The Mieotic Spores, well, meh.  I'm not even sure my idea is the way to go.  What I would REALLY like to see is every Bio-Titan having the Energy Pulse the Dom has, and dumping AA off Gargs.  Then we could pretty much do what we wanted with the Spores, and have 2 kinds of AA.  A static "umbrella" over the backfield (Spores) and a modicum of AA5+ on the advance from a couple of Bio-Titans.  I've faced a LOT of air-power so far, and even with utterly sucktacular AA, I've not suffered badly.  A big part of it is the points spent on Aircraft aren't useful for claiming objectives in most cases.  Makes the enemy that much easier to beat.  The more I play, the less concerned I am about the AA issue.

--If Dactylis had a 45cm range, my opponents would cry.  I love the Synapse Node/2 Dactylis Garrison.  If I could shoot him 90cm away with them before I Engaged, well, that would probably be overpowered.  And a 3+ save would still be worse than the 4+ RA Mals and Harus have.  But a 5+?  Why even bother?

--I can see your point on the Trygons (and, by extension, the Carnis) about the 4+RA and Fearless.  I just thought it was an odd inconsistency on the Trygon.  But one I can live with.  The more I play, the more I tend to agree 4+RA on Carnifex would be too good...would be really cool to give them an Inv save though.  Make them mini-Trygons, essentially.

--And I completely disagree about the Zoanthrope not being tough enough to be an AV.  With a 2+ save, it is virtually immune to Krak missiles and anything else AP3 or worse, regardless of Strength.  Lascannons kill it.  Just like they kill Vehicles.  As a LV, the Zoanthrope is such a liability its a waste of points.  As an AV, it would be useful.


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 Post subject: Generalized Tyranid Feedback
PostPosted: Wed Nov 21, 2007 2:42 am 
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(Evil and Chaos @ Nov. 20 2007,09:44)
QUOTE
Here's a few facts from 40k to take into consideration:

- A Zoanthrope's range when shooting at aircraft is 6 inches.

- A Zoanthrope is more likely to kill itself than down an average armour 11 aircraft (I ran the numbers on this a while back).

- Their armour & invulnerable save in 40k is identical to that of an *upgraded* Hive Tyrant (Though they do have less wounds), so they deserve a semi-decent save in Epic.

One more time...   :;):

Be guided by the fluff and/or 40k, not marching lock-step with it.

I really could give less than a rat's ass about what the Zoanthrope has in 40k for AA ability.  In Epic, it was cool, and it made it useful, infinitely more so than it is now.

Giving Zoanthropes the Energy Blast the Dom has would not only be cool, it would make them USEFUL.  More than just a waste of points, which they are now IMO.

Rules first.  Fluff later.   :;):


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 Post subject: Generalized Tyranid Feedback
PostPosted: Wed Nov 21, 2007 2:46 am 
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(nealhunt @ Nov. 20 2007,13:46)
QUOTE
Nice to see someone else come to this conclusion for once. ?While there are certain force requirements if you're going to take the fliers (you need other big bugs to distract the MW/TK attacks), their sheer speed gives them substantial value in the list, imho.

I couldn't possibly agree more, Neal.

ALL of the Bio-Titans are vulnerable, much more so than other WE's who have Shields or Fields.  They make up for this by being cheaper, and having the option of taking "bodyguards."  Trygons for the Vituperator/Harridan, Hierodules for the Dominatrix.

The Hiero/Hydraphants are on their own, but they are still cool and useful.

I find this to be a rather endearing trait of the 'Nid list.  I value my Titans enough to protect them with meat-shields.  Call me an old softie of a hive mind.   :p


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 Post subject: Generalized Tyranid Feedback
PostPosted: Wed Nov 21, 2007 6:16 am 
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Be guided by the fluff and/or 40k, not marching lock-step with it.

I really could give less than a rat's ass about what the Zoanthrope has in 40k for AA ability.  In Epic, it was cool, and it made it useful, infinitely more so than it is now.


Good point.  The whole "follow every 40K stat blindly" philospophy for Epic is ridiculous.


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 Post subject: Generalized Tyranid Feedback
PostPosted: Wed Nov 21, 2007 12:00 pm 
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(Kagetora @ Nov. 21 2007,01:42)
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Be guided by the fluff and/or 40k, not marching lock-step with it.

........

Rules first.  Fluff later.   :;):

That contradiction makes my head hurt with confusion humours.  :D

I would rather take a hollistic approach to the design process, drawing from every source possible, rather than start re-writing each creature's specialities... last time that happened (And it has happened before), the Tyranid army list (Especially the Bio-Titans) was practically unrecognizable as compared to both the background and 40k.

I really could give less than a rat's ass about what the Zoanthrope has in 40k for AA ability.  In Epic, it was cool, and it made it useful, infinitely more so than it is now.


It is the SINGLE WORST CHOICE for AA in the Tyranid army.

- It has a terrible short range.
- It is statistically more likely to kill itself than down an enemy aircraft (And that's assuming it does hit every turn with its 6 inch range!).
- It's not fast enough to intercept enemy aircraft.

Giving Zoanthropes the Energy Blast the Dom has would not only be cool, it would make them USEFUL.  More than just a waste of points, which they are now IMO.


Zoanthropes are tank-busters and heavy-infantry killers... they're not AA weapons.

You're trying to find a new role for the Zoanthrope (AA), rather than making better stats for its real role (Short ranged tank buster), whilst ignoring the purpose-evolved AA unit in the Tyranid army (The Meotic Spore Mine).


Personally, I love my Zoanthropes... 5+ MW in a Firefight is not inconsiderable... two clusters of them in a single FF-orientated swarm are very powerful!





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 Post subject: Generalized Tyranid Feedback
PostPosted: Thu Nov 22, 2007 2:37 am 
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If I did that, then the spawning could be same as it was pre 8.4. The complaint about it was that it involved rolling dices twice (which incidentally should bother people in 8.4 as well ... oddly though it doesn't ). So I put it as d3/d6 in order to make it work with one dice roll. So while you cannot test it, it is good to realise that it would give what you asked for in the first place .


Well, I never complained.   :;):   I LIKE rolling dice.  My opponents usually do as well.  I simply prefer a touch of randomness to fixed values.

If I were writing the rules, I would make it a Rally check, and if successful, roll the unit's Synapse value (2d3, d3+1, d3) plus any applicable modifiers (d3 for no ebemy within 30cm, d3 for the Brood Nest).  Its very simple, its consistent, and it goes quick.

"Ok, this unit needs a 3+ to rally.  They do.  I get d3 Spawn points, plus d3 for the Brood nest.  {rolls 2d6} I end up with 5."

Plunk down some models, let your opponent take a turn at Rallying.  Simple, quick, elegant.  If you wanted it simpler, just go with straight D3 Spawning across the board for every Synapse Group or partial Synapse Group, except for the Dom (and possibly the Tyrant/Warrior or 2 Tyrant Combos), who get 2d3.  That would also make my opponent's happy, as I would, on average, be Spwaning fewer models per turn.

Well it doesn't suit the background of the beasts. That enemy weapon is the part of the dominatrixes synapse critter in the back. Since that isn't on others ... I think that Tyranids good point is that they can ignore a lot of fire and since aircraft are in general weak on the weapons to balance them, they have certain problems against Tyranids to be effective . So I can see that being the balancing factor for sucky AA. But you just about convinced yourself that the AA on bio titans aren't needed .

I never said it was needed, or it fit the fluff perfectly.  I simply think it would be an easy solution to Tyranid AA.  2 types...Bio-Titan mobile AA and Mieotic Spore "umbrella" AA.  Again, simple, easy, and elegant.  If fluff is such a huge concern, limit it to the Synapse Bio-Titans, as their Psychic ability.

Save 5+ means that you cannot put them in place where they get fired upon. That should hurt the garrison tactic you spoke of. However with 30cm range, I don't see any reason to take them over Biovores, which are much more back for the buck at that point (with current 75 cost). For Exocrine the save perhaps could be 3+ as I have failed to see them much on table on any player.

I have yet to see the enemy actually go after the Dactylis specifically...for two main reasons.  #1, the Synapse Node can often just re-Spawn them, and #2, the Synapse Node is by far the more vital target.  30cm range is PLENTY...otherwise you have a Garrison on your Blitz objective dumping BM's a full foot into your opponent's half of the table.  Thats for the IG, not the 'Nids.  As far as the armor, I think it would be really nice to have the two Shooty Slugs get a 3+, with the Assault Slugs get the 4+RA.  Simple and consistent.

However they are still prime targets for low powered mass fire. Carnifex should shrug that off easily. That's the main point I think.

They are not as tough as a Tyrant or a Carnifex, no, but the 2+ Warp Field save makes them VASTLY tougher than a Biovore, the other LV in the list.  A 5+ RA doesn't come anywhere near reflecting this.  Making them AV's would.  I don't know the last time YOU tried to drop Zoanthropes with Bolter or Lasgun fire, but let me assure you...you'd be wasting your time.  Ditto with Heavy Bolters, Autocannons, etc.  If it ain't AP2, it ain't gonna work.   :)


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 Post subject: Generalized Tyranid Feedback
PostPosted: Thu Nov 22, 2007 2:46 am 
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That contradiction makes my head hurt with confusion humours.  

I would rather take a hollistic approach to the design process, drawing from every source possible, rather than start re-writing each creature's specialities... last time that happened (And it has happened before), the Tyranid army list (Especially the Bio-Titans) was practically unrecognizable as compared to both the background and 40k.


Not sure what contradiction you speak of.  All I said was worry about the Rules and whether they work first, then you can worry about fluff or 40k.  If you end up with something thats neat, and plays well, but doesn't fit the fluff 100%, IMO thats a far sight better than the opposite.

It is the SINGLE WORST CHOICE for AA in the Tyranid army.

- It has a terrible short range.
- It is statistically more likely to kill itself than down an enemy aircraft (And that's assuming it does hit every turn with its 6 inch range!).
- It's not fast enough to intercept enemy aircraft.

Zoanthropes are tank-busters and heavy-infantry killers... they're not AA weapons.

You're trying to find a new role for the Zoanthrope (AA), rather than making better stats for its real role (Short ranged tank buster), whilst ignoring the purpose-evolved AA unit in the Tyranid army (The Meotic Spore Mine).


Personally, I love my Zoanthropes... 5+ MW in a Firefight is not inconsiderable... two clusters of them in a single FF-orientated swarm are very powerful!


And you apparently can't see beyond 40k.  No offense.  40k is crap.  If we reflected every 40k unit accurately in Epic, I can think of a lot of changes we would need to implement.

I really fail to see the problem with re-envisioning a unit or two from 40k to Epic in order to make the Epic list better.  Zoanthropes are the perfect example.  90% of the list follows the 40k template very well.  Gaunts, Warriors, Genestealers, Biovores, etc.  If one or two units alter their role, and it makes the list better, I say go for it.

Tyranid AA could consist of Spores for Static AA and, instead of Gargs or Bio-Titans, re-envisioned Zoanthropes for mobile AA with the Swarms.  And so what if it doesn't match exactly with 40k?  If it works, it works.


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