Purestrain |
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Joined: Mon Jul 28, 2003 10:43 pm Posts: 7925 Location: New Zealand
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I'm waiting for the new list before I make too many comments... but I'm in agreement with most of what you say Farseer E.
RE: Bio-titan 3+ RA save - yes I concur this is too tough. I would like to see them tried with 4+ RA and the regeneration rule ported from 40k (in end phase role D6 for each point of damage suffered - on a six the point is recovered). I also think the crits need a bit of work. There is too much book keeping involved in them at the moment.
RE: bio-arty. yes it needs some serious weakening: 5+AP/5+AT indirect disrupt for biovores (poss 30cm range). 1BP Indirect disrupt for Dactocrines (poss 45cm range).
RE: nodes - haven't playtested but Maksims ideas sounds good in theory.
RE: Raveners and gargoyles - gargoyles need a harridan ? I think toning down the harridans armament and stats a fair bit and making it slightly cheaper would be a good idea too. It is an extremely powerful flying WM at the moment, 4+RA is probably over the top for a flyer as well. I will wait till next version before going into much detail though. I ?have some ideas for raveners to make them more interesting... but I'm waiting for the next list version for them as well. I'm trying the list without flying tyrants/warrirors as I don't think these should be necessary.
RE:Dom cannon - I agree lets represent what the mini actually has - dorsal cannon - titan killer would be my preference. Once again I am waiting for the next version of the list before evaluating the dom in detail.
RE: Gaunts; The changes I would like to see are: TERMIS: up to 5+ FF and 15 points (better reflects their armament and makes them worth taking, also helps reach the minimum 25% as you say, and makes them more reasonable as a spawning choice). HORMIS: Movement down to 15cm (same for ravs), so they can garrison (very important). They move no further than termis or eldar guardians in 40k - except in the final charge move (represented by infiltrate in epic). These creatures speed ability therefore works more like a cheetah - they can make a super fast move for short distances to chase down prey (the boudning charge), but their metabolism cannot keep it up for extended periods. GARGOYLES: Back up to 5+FF. RAVENERS: Waiting till next version.
TYRANTS: As per the discussion on the old list, make tyrants represent the epic model (and current 40k model). Ie bonesword, lashwhip (defensive weapon) armament. Ditch the guard as they don't work well in any form tried so far (they fight but don't 'guard' at all), and probalby shouldn't be included in this subdual phase list anyhow (Jervis has given the ok to ditch them). Give RA (tyrants are too vulnerable at the moment), lose invulnerable save (RA fits better). ?The overall effect is to make the tyrant more survivable, but not so overpowered in close combat:
Hive Tyrant (HT) (100 points) Type: Armored Vehicle Speed: 15cm Armour: 4+ Close Combat: 2+ Firefight: 4+
Weapon Range Firepower Bone Sword (Base Contact) Assault weapons, Macro-weapon, Extra attacks (+1) Venom Cannon 30cm AP5+/AT6+
Notes: Commander. Synapse Creature. Fearless. Reinforced Armour. (May add skimmer, change to a 25cm movement, reduce AV to 5+RA for +50 points).
SPAWNING: ?For the last couple of games I have been playing that it takes two points to spawn an uncommon brood creature, as it seems unbalanced to our group otherwise. Should take more effort to pop back a carni than a few gaunts. I haven't used hierodules but I think they should either not be spawnable or spawnable at 2 points per DC.
The overall feeling among our group is that bugs are heading in the right direction, but there is still too much of an elite feel amongst many of the bigger bugs, instead of a swarm of chitin feel. We would rather tone down the bigger bugs and have more of them, instead of a few super units.
In my last game I also tried stats for Lictors and GS that were more in line with their current 40k abilities, ie one 2+ first strike for each unit instead of its current attacks, and Lictors were 150 for 3 instead of 150 for 2. On the old forum I argued that MW were overpowered for Lictors (they are stealthy predators not walking tanks), and MW should be confined to monstrous creatures (tyranids, carnis and above). Having 3 Lictors is more fun that only 2 as well Plus 3 is a good bug flavoured number... (3 pairs of limbs!).
Anyway those are my thoughts... I look forward to playtesting the next list.
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