Quote: (Chroma @ 22 Jan. 2009, 01:54 )
One variable you seem to be leaving out, Jeridian, is that Tyranid infantry, unless assaulting, should almost *always* be lurking in cover... and using the Tournament Scenario terrain guidelines for setup of the battlefield, there should be a *lot* of cover to hide in... that throng of Gaunts having 5+ or 4+ cover saves is really going to reduce the number of kills they take, and now the enemy is ready to be snacked on.
I'll chime in again and say that I agree with Jeridian's analysis. I'm well aware that this was my first game under the current rules and I will certainly playtest more, but seeing my Tyranids lose assaults by +5-6 because of the casualties really felt... inappropriate.
And during my game vs. Flogus, he never had to shoot/assault at 'nids in cover as they were so numerous they couldn't
all fit in buildings/forests. Also, since Tyranids are supposed to be the ones doing the engagement, the cover saves will generally go to the opponent's troops.
Synapse, Independant and Uncommon creatures feel perfect. Even Common broods are balanced with regards to their power/cost ratio. It's just that, when you've taken 2 turns of heavy shooting and you finally manage to engage the enemy, you'd expect something different than "OK, I've killed 7 Gaunts, now try and win this fight."
Why would 'nids casualties affect them more in assault? Surely losing a Gaunt to enemy fire or losing it to a CC/FF hit should make no difference to them? If anything, the 'nids should get even more "berserk" and heedless of their casualties once they close to the enemy.