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[OLD!] Tyranids v9.1

 Post subject: [OLD!] Tyranids v9.1
PostPosted: Mon Nov 03, 2008 10:45 pm 
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Greeting Broodlings!

Here is a pdf of the updated Tyranid v9.1 rules!  

It incorporates many of the recent suggestions and changes *AND*, finally, a quick reference sheet!

Please take a look to see if there are any typos or problems and get playing!

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 Post subject: [OLD!] Tyranids v9.1
PostPosted: Mon Nov 03, 2008 11:02 pm 
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Thanks Chroma. The quick reference is real handy.

I just caught these for next time:
- There's a missing "/" in the Harridan's Twin Bio-Cannons.
- With the 2008 Errata the Biovore no longer needs the Indirect Fire note.

Also, to you and or Jaldon. I understand with the downgrading of the Bio-cannon for the Exocrine we wanted the Bio-cannon stats for the Dom and Hierodule to remain the same. But renaming them to twin bio-cannons bugs me because the models don't have twin bio-cannons.  Couldn't we just call them "Heavy Bio-cannons" or something?

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 Post subject: [OLD!] Tyranids v9.1
PostPosted: Tue Nov 04, 2008 3:28 pm 
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Thanks for all the work Chroma.

Just a bit disappointed I can't take my hierophants in a brood of 3 anymore (not that I tried it before  :whistle: )

Great job with the quick reference sheet.

Regards,
D.

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 Post subject: [OLD!] Tyranids v9.1
PostPosted: Tue Nov 04, 2008 3:47 pm 
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Quote: (Hena @ 04 Nov. 2008, 02:11 )

Why there is +1 to engage and rally instead of +2? That change wasn't on Jaldons posted updates.

It was here proposed here:

http://www.tacticalwargames.net/forums/ ... 21;t=13223

I still think that Hierophants Bio Cannons need to be downgraded as it's just too good.


To the 4+/5+ stats?




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 Post subject: [OLD!] Tyranids v9.1
PostPosted: Tue Nov 04, 2008 4:30 pm 
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Sorry to hijack slightly but how do synapse nodes work? They have no movement and cannot infiltrate.

D.

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 Post subject: [OLD!] Tyranids v9.1
PostPosted: Tue Nov 04, 2008 4:36 pm 
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Quote: (daemonkin @ 04 Nov. 2008, 15:30 )

Sorry to hijack slightly but how do synapse nodes work? They have no movement and cannot infiltrate.

Think of them as a static Tyranid "location"; since they have a 0cm movement, they can be garrisoned during setup in the Tournament scenario, so they can be used to guard objectives or act as a "forward base".

Does that make sense?

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 Post subject: [OLD!] Tyranids v9.1
PostPosted: Tue Nov 04, 2008 4:43 pm 
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One question how does the vituperator use planetfall with no spaceship available? I'm guessing this is another 'free' planetfall type arrangement.


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 Post subject: [OLD!] Tyranids v9.1
PostPosted: Tue Nov 04, 2008 5:22 pm 
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I've been lobbying for the introduction of a Hive Ship to the list (With attendant Drop Spores) for ages.

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 Post subject: [OLD!] Tyranids v9.1
PostPosted: Tue Nov 04, 2008 5:26 pm 
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Quote: (Hena @ 04 Nov. 2008, 11:14 )

This was the proposed changes in the end
http://www.tacticalwargames.net/forums/ ... 21;t=13303
and the only +1 was left off.

OK. Well, we now have something to argue about. :))

Although considering that Jaldon was thinking of bumping the 'nid Initiative down to 1+ I think that maybe the +1 to Engage and Rally was just missed when the changes were posted.

At any rate, for all my games with 9.1 (about 6) I have found the +1 to Engage and Rally to be fine. +2 was too powerful with it's automatic retaining engage.

To the 4+/5+ stats?

Yes.

I haven't used them so can't comment. I'm just looking to get rid of the "twin" on weapons that aren't twins on the model.




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 Post subject: [OLD!] Tyranids v9.1
PostPosted: Tue Nov 04, 2008 5:38 pm 
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Having had 8 failed activations in my last game I see your point but I don't see it as being a huge problem. When I fail I just make sure I protect my synapse and stick to cover. Or if I'm already doing that I just regroup.

A great example of this is what I did with Assault Swarm 2 throughout my last game:

http://www.tacticalwargames.net/forums/ ... 84;t=13889

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 Post subject: [OLD!] Tyranids v9.1
PostPosted: Tue Nov 04, 2008 5:45 pm 
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I think 1+ initiative is too good for Tyranids.

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