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Nid v6.22 List

 Post subject: Nid v6.22 List
PostPosted: Wed Feb 15, 2006 3:06 am 
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Many Thanks to CS for hosting it while this old man figures out how to set up his own web page thingy

http://www.epic40k.co.uk/images/Tyranidv6.pdf

How do I make a quick double click?

Oh I guess it is, how'd I do dat

Sometimes I feel so stupid :80:

Jaldon :p

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 Post subject: Nid v6.22 List
PostPosted: Wed Feb 15, 2006 3:51 am 
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Looks good form a brief glance Jaldon (though I'm still unsure about the lack of 4+ RA for tyrants etc :D )   - thanks! Should the file really be named 6.22 instead of 6.2? Sorry I haven't been able to contributre much recently - for what its worth I have skimread much of the development work which has occurred over the past few weeks and I really like the direction the list is headed! :)

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 Post subject: Nid v6.22 List
PostPosted: Wed Feb 15, 2006 7:20 am 
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uhm why zoantrope had now aa5+?  with  30 cm range is the same as spore cannon except that spore cannon is a template weapon (so more effective)


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 Post subject: Nid v6.22 List
PostPosted: Wed Feb 15, 2006 7:48 am 
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uhm why zoantrope had now aa5+?  


Because I am of the opinion that the Nids should have trouble dealing with aircraft, and with typical Nid thinking the solution is more numbers. SO the Warp Blast is reduced to AA5+, making the Thrope cheaper, AA is removed from some units, and the Nids have to do the best they can with what they've got concerning aircraft defense.

I found nothing to change in the special rules section


Yea :blues:

Still missing the Flame template use.


Doh :(8:

Should the file really be named 6.22 instead of 6.2?

Yes

for what its worth I have skimread much of the development work which has occurred over the past few weeks and I really like the direction the list is headed!

Thank You, and I have had a lot of help, so also thank them.

Genestealers have CC3+?

Want to try it. Genestealers die awful fast once they go in, I am hoping this will offset it some.

But since bio titans don't really have knees, it should be changed to size of legs.

Hey I almost forgot to include it altogether, but I promised all to get it up by Monday. Ok I was still late, but heck I did remember to at least add it!

And perhaps 3 or 4 cm wide as bio titans should be more agile than their imperial counterparts.

At the moment I think they are agile enough to give it a go as they are and see what happens.

Also how about CC3+ for hydraphant and dominatrix? As they are quite expensive atm.


I think I would rather lower cost later then beef them up right now to get them up to their possible PV worth.

Nodes should have Thick Rear armour. As they don't have rear above ground.


Crossfire represents more then just weaker rear armor, like confusion (WHich can happen to biologics). Well that's my excuse anyways.

Thanks All

Jaldon :p

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 Post subject: Nid v6.22 List
PostPosted: Wed Feb 15, 2006 11:19 am 
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Is there a changelog anywhere around? I am not so firm in the old list, but I'd like to know what changed because I am likely to play against it in the future :cool:

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 Post subject: Nid v6.22 List
PostPosted: Wed Feb 15, 2006 12:17 pm 
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The Hydraphant is listed under Independend Swarms, but in its stats it says it is a Synapse.

So whats right?

And its HormAgaunt not HormOgaunt ;)





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 Post subject: Nid v6.22 List
PostPosted: Wed Feb 15, 2006 12:32 pm 
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Hi!
First, congratulations, the list improves with each new version.

Here are my thoughts and suggestions, though:

- hierodule B : Hierodule B is a bit too tough I think. I would remove the extra FF attack, as three 3+ FF attacks and 4+RA for 100 points is already very powerful.
- hierodule A is not very interesting : it has to go in CC and with 15cm it is nearly impossible. I would have given the bio-shock wave to him.
--> give the bio shock wave to hierodule A(without extra FF) and give the Acid spray to hierodule B

- Raveners  seems ok now ( we already tried them with brood 2 ), but in fact become very, very powerful when used to soak damages in assault. I would rework them starting with a 6+ armor save, as for me, common brood creatures have to be cheap, fragile and powerful in assault.

- In our last game the genestealer did not act, so I wont argue too much, but were they really underpowered with CC 4+?

On the special rules, I'm ok except that :
-garrisoning units with nodes can lead to abuses.
-being able to act after a withdrawal move is perhaps the biggest advantage the nids have when fighting another assault oriented army. Perhaps is it balanced, but it is really weird and can give the nid the mobillity they lack...

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 Post subject: Nid v6.22 List
PostPosted: Wed Feb 15, 2006 8:25 pm 
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With 2DC, the Harridan's "2-part" critical hit effect is moot as they both cause the same effect... death.




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 Post subject: Nid v6.22 List
PostPosted: Thu Feb 16, 2006 1:56 am 
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Dominatrix would be better to 50 points cheaper with commander. And give it 0-1 upgrade to supreme commander costing 50 points.  That way the supreme commander ability isn't in cost of all (possible) dominatrixes. Also I would drop the cost of biotitans (dominatrix, hierophant and hydraphant) by 50 or perhaps 100.


I really haven't been fretting the nitty gritty point costs yet, as was stated when I took over, and as the Special Rules are themselves looking pretty good (And thanks Hena I will be going over your nit picks that keep me in line, don't stop I appreciate it :) ) We will be moving on to data/points and I am not against lowering the Big WEs.

And finally lesser synapse nodes cost is 30. I assume that this is typo and use 50 in my game tomorrow.


Damn, like the publisher who tried to write the perfect book (true storey) after a host of proof readers went over it they sent it out only to learn they had spelled the title wrong :oops:

Yes it is 50pts.

With 2DC, the Harridan's "2-part" critical hit effect is moot as they both cause the same effect... death.


You are correct but keep it there for now as I may raise the Harridans DC to 3 (I am thinking about it anyways)

- hierodule B : Hierodule B is a bit too tough I think. I would remove the extra FF attack, as three 3+ FF attacks and 4+RA for 100 points is already very powerful.
- hierodule A is not very interesting : it has to go in CC and with 15cm it is nearly impossible. I would have given the bio-shock wave to him.
--> give the bio shock wave to hierodule A(without extra FF) and give the Acid spray to hierodule B


Hireodule, and some others, are going to need a long hard look to get right and fit into the proper points catagory, it is the next phase in the project.

- Raveners  seems ok now ( we already tried them with brood 2 ), but in fact become very, very powerful when used to soak damages in assault. I would rework them starting with a 6+ armor save, as for me, common brood creatures have to be cheap, fragile and powerful in assault.


This probably isn't going to change as 6+ just wouldn't fit the fluff, my concern with Raveners is the infiltrator ability making them too powerful. For now they keep it and we see what happens.

- In our last game the genestealer did not act, so I wont argue too much, but were they really underpowered with CC 4+?


They are one shot weapons in a lot of ways as they are often butchered after they are committed. Just that occurred in this weekends games using the CC3+ stat, the Genestealers went in and ended up very quickly lounging in the dead tray. The CC3+ may not survive muster, but I want to see how it works out.

-garrisoning units with nodes can lead to abuses.

There is no doubt it can, but you cannot Garrison Raveners/HormAgaunts even if the Synapse Node is there. Doing it to spawn them often requires the use of two things (1) Myecetic Spores, or you just don't get enough Brood creatures on the ground to make a difference.
(2) An opponent that ignores them and allows the Nid player to spawn with them before filling the Node full of holes.
So am I missing your point?

-being able to act after a withdrawal move is perhaps the biggest advantage the nids have when fighting another assault oriented army. Perhaps is it balanced, but it is really weird and can give the nid the mobillity they lack...


This is a major part of the fluff JJ wants and is unlikely to change. We have to work the army points around this fact, not try to change the rule to fit the army itself.

The Hydraphant is listed under Independend Swarms, but in its stats it says it is a Synapse.


It is not Synapse, just a typo. Boy I am getting good at making them ain't I :8:

For the time being lets give this list a few goes before diving into points changes/data changes and see what comes out the other end.

Oh, I did try an 'all Ravener' (No Terms or Hormos) army this weekend, it didn't work so well so maybe the 25pts is good for them.

Notification...........................

My posting is going to drop off the rest of this week, and early next week, as I am going to be working doubles again (No rest for the wicked). Also next week I am going to be disappearing for two, possibly three, days and will be offline, work again.

I will still be poking my nose in until then and will get back up to speed ASAP when I get back.

Thanks All

Jaldon :p

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 Post subject: Nid v6.22 List
PostPosted: Thu Feb 16, 2006 2:05 am 
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Quote (Jaldon @ 16 Feb. 2006 (00:56))
There is no doubt it can, but you cannot Garrison Raveners/HormAgaunts even if the Synapse Node is there. Doing it to spawn them often requires the use of two things

Actually, since the Synapse Node is a 0cm movement unit, you can garrison anything else with it that's part of the same formation/brood, regardless of speed or being a war engine.

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 Post subject: Nid v6.22 List
PostPosted: Thu Feb 16, 2006 4:08 am 
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Me bad was still thinking like the Lesser Node was still a WE. :blush:

Beat me up later :D

Now I hadn't thought about the implications here, could be a reason to make the LN a WE again. I would very much dislike the nid Army being able to Garrison all the bugs and then move up Synapse creatures to control them after they had assaulted. Could be a problem to consider addressing.

Thanks for pointing this out thurse!

Jaldon :p

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