Tyranid v6.2 List is here |
Jaldon
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Post subject: Tyranid v6.2 List is here Posted: Wed Feb 01, 2006 4:58 am |
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Joined: Thu Sep 04, 2003 6:38 am Posts: 720 Location: Utah, pick a Pacific Island the other half of the year.
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Chroma
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Post subject: Tyranid v6.2 List is here Posted: Wed Feb 01, 2006 5:44 am |
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Joined: Fri Jun 24, 2005 3:06 pm Posts: 9684 Location: Montréal, QC, Canada
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Gave it a once over so far and these concerns comments from my previous BatRep still seem to apply, other than Lesser Nodes being 1 DC WE:
Lesser Nodes are too cheap for what they do, heck for less points than a "greater" you could get three, with worse armour, but teleporting! In a 3000 point game I could get over *thirty* of them, garrison a bunch, teleport as needed, and leap-frog broods between them.
Making them WE doesn't greatly increase their vulnerablity, especially during the initial vulnerable "teleport" as they'll be the only target there anyway, and if they are "sniped" with a swarm, the swarm can still be sent over to some other synapse if possible. To really make them more vulnerable, I'd recommend making them, wait for it, LVs. There's already precedent for large organic creatures being LVs with the Feral Ork Squiggoth. As well, they probably need a point increase to 50 at least, even with the increase vulnerablity. Keep their stats the same (well, maybe add Thick Rear Armour) and they should be good.
As advantageous as it is, I don't think I like the ability for the Nodes to send their broods way out of range. If that's the case, I'm just going to use them as a 30 point "garrison device" to get my brood war engines and rapid mobility troops that much closer to the enemy in the beginning and then scoop them up with other synapse in later turns. If you want them to be able to operate with a longer "coherency" then give them scout and read the following:
I feel that "synapse range" shouldn't be used as a secondary coherency range during movement, it greatly impedes infiltrators and basically forces one to take winged Tyrants just to keep up with a swarm. Since brood creatures "go native" once they leave synapse range, it would make sense that 'Gaunts goaded hungrily towards the enemy would *continue* to attack the enemy even if momentarily out of synapse range. The 5cm spawning range and loss of units outside of 15cm at the start of each turn should curb abuse of "stretching" formations. Of course, I'm still up for discussion of this.
Oh yeah, one more thing... Raveners are a little too cheap, both in points and spawning cost... and should probably be "Brood (2)" units or they're basically a no-brainer to respawn if available.
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Post subject: Tyranid v6.2 List is here Posted: Wed Feb 01, 2006 5:53 am |
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Joined: Fri Jun 24, 2005 3:06 pm Posts: 9684 Location: Montréal, QC, Canada
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Is the lack of invulerable save or reinforced armour on Carnifex intentional as they seem a *lot* weaker/more vulnerable than one would expect for the premiere Tyranid assault beast.
The Dominatrix seems to have lost the AA component of her bio-plasmic breath, actually, all the non-skimmer units with it have! ?I think having different stats with the same name is a no-no for Jervis.
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Post subject: Tyranid v6.2 List is here Posted: Wed Feb 01, 2006 6:01 am |
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Joined: Fri Jun 24, 2005 3:06 pm Posts: 9684 Location: Montréal, QC, Canada
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ragnarok
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Post subject: Tyranid v6.2 List is here Posted: Wed Feb 01, 2006 11:43 am |
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Joined: Fri Jun 24, 2005 2:43 pm Posts: 2084 Location: Reading, England
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Things I've noticed.
Hierodule 'b' seems to be a no brainer choice compared to 'a'.
It gives up one MWCC attack, to upgrade its acid spray to a disrupt flamer template, and gains a FF attack, which is much better than CC for a 15cm move creature
Exocrines, I still don't like how they (sit back and shoot units) are faster than carnies (charge forwards and die... er kill )
I would prefer that they were move 10cm or 15cm.
Haruspex and Carnies.
It seems that Haruspex have taken the Carnies roll from the old list (ie heavy armour with lots of MW attacks). Is thisyour plan?
Tyrant, I would still like to see RA on this guy (and the carnies) they are tough critters and should be tough, Without RA I can't see myself giving them wings (5+ save synapse!) which means the speed of the Haruspex is wasted.
Respawning. Can we change brood(x) to spawn cost(x). My reason is to do with using the same word over and over.
We have brood creatures, common brood uncommon broods and brood(x)
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Post subject: Tyranid v6.2 List is here Posted: Wed Feb 01, 2006 4:24 pm |
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Quote (ragnarok @ 01 Feb. 2006 (10:43)) | Respawning. Can we change brood(x) to spawn cost(x). ?My reason is to do with using the same word over and over.
We have brood creatures, common brood uncommon broods and brood(x) | Maybe just spawn(x) to cut down on words?
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wraeththu
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Post subject: Tyranid v6.2 List is here Posted: Wed Feb 01, 2006 6:13 pm |
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Joined: Mon Apr 19, 2004 6:34 pm Posts: 231
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Ok I will say first I have not closely followed the Tyranid list since back in v4.x. ?So some of my comments may be about stuff that was changed some time ago. ?But looking at this list I have a few comments.
Synapse Nodes: I agree with others that the lesser Synapse Node is too cheap at 30pts. ?Aren't Synapse Nodes supposed to have Teleport? ?I do not see it listed.
Hive Tyrant & Carnifex: Hive Tyrant and Carnifex should have Reinforced Armour. ?Having a 4+ is giving them as much save as a Space Marine. ?In the new 40k Tyranid codex, both the Hive Tyrant and Carnifex are very resilient. ?They are the Land Raiders of the Tyranid 40k list. ?I would rather make them as close to their 40k versions and increase the point costs over having cheaper weaker versions.
Expectorator: A 2BP Disrupt artillery piece with DC2 for only 150pts? ?That is really cheap. ?300-350pts is roughly correct for about 4 units of 1BP Indirect Firing artillery with no Disrupt. ?Making them DC2 also protects them more. ?It takes 2 BM to suppress an Expectorator. ?When firing at SM Whirlwinds or IG Basilisks you lower the formations BP by putting one BM on the formation. ?So I think the Expectorator should be back to 200pts, not 150pts. ?There is a mistype on the Expectorators name.
Exocrines: They are too cheap of artillery pieces as well for 1BP Indirect Firing, Disrupt. ?It seems odd that an army based on hand to hand as their primary form of attack having better and cheaper artillery than armies like SM and IG. ?The Exocrines should be at least be 75pts if not 100pts.
Gaunts: Why are Termagants Infiltrators? ?I can understand Hormagaunts being Infiltrators, but giving termagants infiltrate makes them the same as Gargoyles when they both assault. ?It seems like infiltrate was giving to the termagants just to bump up their value. ?I would rather lower the cost to 10pts. ?The spelling for the gaunts are Termagants/ Hormagaunts.
Raveners: How come Raveners do not have infiltrate? ?It seems Infiltrate would be a good way to represent the 40k abilities Deep Strike and Beast since they are not independent creatures.
Comments would be appreciated.
Thanks, -Audrey
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wraeththu
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Post subject: Tyranid v6.2 List is here Posted: Wed Feb 01, 2006 8:16 pm |
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Joined: Mon Apr 19, 2004 6:34 pm Posts: 231
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[quote="Hena,01 Feb. 2006 (12:30)"][/quote] Spawning DC3 fearless teleporter was a bit too good. So it was decided to make lesser smaller and non-fearless with teleport. And larger fearless without it. |
Ok. ?But Teleport is missing from the Lesser Node stat.
Expectorator: One has to remember that they don't take BMs. So they cannot be suppressed. Same is with every shooting tyranid. However they have maximum of 2 per formation, so that makes sure that it cannot have more than 4BP. I haven't used these actually as I've always found the exocrine B to be better. And the expectorators uses the points reserved for genestealers and biotitans. |
Sorry forgot about the whole ignoring BM thing. ?Which of course makes them even better artillery since then cannot be suppressed at all. ?But 4 formations of 4BP starts to make a scary shooty army. ?If the Expectorator isn't even being used much (now I don't about other players) then why not drop it from the list. ?So are other players using the unit or do most people play Exocrines?
Exocrines:
Perhaps they should be 75. They used to be... Please note that they have range of 45cm, which is short. IG artillery have range doubling (tripling) that. Also a lot of IG ranged weapons have range over 45cm which is our max range. But in general, there might be some point in reducing some ranged MW weapons. IMO, I don't think that SM is artillery army though.
45cm is shorter than the Basilisk but with Indirect Fire it goes to 90cm. ?90cm is 3/4 of the board. ?I would take 90cm 1BP Disrupt over 180cm 1 BP any day. ?I agree that SM are not an artillery army, I was referring more to the IG and using the Whirlwind as another example unit.
Raveners:
Price. Since they belong to common group they can be included into minimum of 25% cost. If they are too expensive, tyranids can create too forces without any small bugs. I like them more with the current stats than 25points and infiltrate.
It seems the idea would be to design units that operate as close as possible to their defined 40k counterparts not just aiming at cheap troops. ?I certainly would prefer having the ability and paying more points over having cheaper troops. ?Drop Infiltrating off of the Termagants and make them 10pts and add the Infiltrating to the Raveners for 25pts. ?That way you still keeps cheap troops in the army.