AFTER ACTION REPORTDespite the whole "illegal" army problem, I was still able to try out a few things and to get a good feel of the 9.2.1 list.
SPECIAL RULESRelentlessAgain, +2 to Engage is wonderful and absolutely essential IMO, but +2 to Rally rolls is probably too strong. It makes sense that nids should be good at rallying, but seeing a Broken formation rally on 2+ feels... well, cheesy. Perhaps a +1 bonus and "Ignore the -1 penalty for enemy within 30cm" would be better... although it's pretty much the same thing, so I don't know.
1/2 casualties for GauntsIt's perfect. Several times during the games, it made a difference. I narrowly won assaults that I would have lost against units that should be a real threat to nids in assault (Shields of Vaul, Engines of Vaul).
Nids often keep BMs and don't have many ways of putting some on the enemy; on the other hand, they often get the +2 bonus for outnumbering. So assaults are generally resolved by casualties alone... and nids die too easily to ever win that kind of fight.
All the other special rule (Swarms, Expendable, Mobility and Spawning) are really good. ÂÂ
UNITSTyranid WarriorsThey're great as LV. It
feels right because the opponent has to choose between targeting the AVs/LVs in order to get at the Warriors (thus leaving the bulk of the formation intact and ready to assault) or targeting the Infantry in order to reduce the swarm's efficiency in assault.
As the cheapest and fastest Vehicle choice, Raveners are now a must-have to protect the Warriors. Perhaps too much so, but all in all I think it's OK.
All other unitsNothing to comment upon, all the units I tested feel balanced.
ARMY LISTNot much to add here either, it's quite balanced.
Raveners may be a bit expensive at 125 pts, but they
are good.
And even though I didn't use it this game: the Hierophant should cost 300 points. ÂÂ
