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Zoanthrope Stats

 Post subject: Re: Zoanthrope Stats
PostPosted: Wed Feb 16, 2011 3:33 pm 
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A counterpoint to that is truescale models for Tyranids don't exist, so a player is left to proxying their Lictor/Zoanthrope/Biovores models as INF and ignoring the basing restrictions, converting a bunch for their army or PMing people.

'nid plastics might not be the right size, but they do exist. Creating stats so people have to squeeze 3 on a base seems rather like a hard-line 40k interpretation when a precedent for making them LVs exists (the Attack Bike).

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 Post subject: Re: Zoanthrope Stats
PostPosted: Wed Feb 16, 2011 3:46 pm 
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Dave wrote:
A counterpoint to that is truescale models for Tyranids don't exist

I wouldn't expect that situation to last forever, whilst the 'nid plastics probably will remain OOP forever.

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Creating stats so people have to squeeze 3 on a base seems rather like a hard-line 40k interpretation when a precedent for making them LVs exists (the Attack Bike).

They're a lot easier to kill than an Attack Bike (Worse armour and Worse Toughness).

I put three Lictors on standard Epic bases when I built my army, and they fit just fine.

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 Post subject: Re: Zoanthrope Stats
PostPosted: Wed Feb 16, 2011 3:50 pm 
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Heh, that's a page out of Gram Wendy's business plan.

If they're a lot easier to kill than an attack back we could just give them worse armor than an attack bike in EA.

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 Post subject: Re: Zoanthrope Stats
PostPosted: Wed Feb 16, 2011 4:03 pm 
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For comparison here the Attack Bike stats:
T4(5), W2, Save 3+

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 Post subject: Re: Zoanthrope Stats
PostPosted: Wed Feb 16, 2011 4:12 pm 
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Dave wrote:
Heh, that's a page out of Gram Wendy's business plan.

I resent that insinuation, especially since I've been arguing they should be infantry for about two years at this point.


Here's another thing:

Lictor : T4, W2, Sv5+
Ogryn : T5, W3, Sv5+

A Lictor is considerably easier to kill than a single Ogryn.

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 Post subject: Re: Zoanthrope Stats
PostPosted: Wed Feb 16, 2011 4:15 pm 
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Also Ogryns have Feel no Pain which gives them an additional 4+ save.

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 Post subject: Re: Zoanthrope Stats
PostPosted: Wed Feb 16, 2011 4:22 pm 
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There was nothing malicious in that comment, at least it wasn't intended on my part. I'm observing that if you make a list with units in it people are going to want those units, that's what the model is. What do you begrudge about that?

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 Post subject: Re: Zoanthrope Stats
PostPosted: Wed Feb 16, 2011 8:28 pm 
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We have with the current models roughly speaking 3-5 Warriors to a stand and 1 Lictor, Zoanthrope or Biovore. I'd like to see all medium beasts as the same classification (having said that Tyrant Guard would be an exception and have LV in lieu of a special rule to represent shielding ability). If you had no models, just descriptions, I believe they would be Inf.


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 Post subject: Re: Zoanthrope Stats
PostPosted: Wed Feb 16, 2011 9:42 pm 
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Infantry and LV both work for these three. They appear in singles, justifying LVs, but they also appear in packs and aren't that big, justifying infantry. 3 Lictors to a stand is an infantry unit, as a lascannon can't really threaten them. 1 Lictor to a stand is an LV as it can be taken out both by heavy bolters and lascannons.

It should be a pure balance concern, if we want the units to be tough, dangerous and expensive, they should be infantry. If they should be weaker and cheaper, they can be LVs.


How tough a unit is only matters when considering if it is LV or AV.


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 Post subject: Re: Zoanthrope Stats
PostPosted: Wed Feb 16, 2011 9:59 pm 
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Again there is always the option to introduce Heavy Infantry as unit type.
- Can be hit by both AP and AT fire.
- Moves like Infantry (with all the cover benefits this includes).

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 Post subject: Re: Zoanthrope Stats
PostPosted: Thu Feb 17, 2011 12:26 am 
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BlackLegion wrote:
Again there is always the option to introduce Heavy Infantry as XXXXXX

(quote edited by the NO SPECIAL RULES committee)

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 Post subject: Re: Zoanthrope Stats
PostPosted: Thu Feb 17, 2011 12:57 pm 
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BlackLegion wrote:
Again there is always the option to introduce Heavy Infantry as unit type.
- Can be hit by both AP and AT fire.
- Moves like Infantry (with all the cover benefits this includes).


The nid Mobility rule already makes LV do this.

It's the "can be killed by AT" and the side effects that has that we're against, not the movement effects.


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 Post subject: Re: Zoanthrope Stats
PostPosted: Thu Feb 17, 2011 2:54 pm 
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Ulrik wrote:
It should be a pure balance concern, if we want the units to be tough, dangerous and expensive, they should be infantry. If they should be weaker and cheaper, they can be LVs.

And, again, I agree with Ulrik. It comes down to what you want to represent with the unit and how its capabilities work in terms of balance.


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 Post subject: Re: Zoanthrope Stats
PostPosted: Thu Feb 17, 2011 3:08 pm 
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nealhunt wrote:
Ulrik wrote:
It should be a pure balance concern, if we want the units to be tough, dangerous and expensive, they should be infantry. If they should be weaker and cheaper, they can be LVs.

And, again, I agree with Ulrik. It comes down to what you want to represent with the unit and how its capabilities work in terms of balance.


Agreed, and all the varient list developers have agreed that the tougher infantry way is the correct way to go. Obviously it's down to an AC to make a call, but it would be nice if we could work out a "definitive" set of infantry stats to suggest as the alternative, and to be used by the varient lists in the meantime.


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