Allow me to retort...
Dominatrix
I added the Invulnerable Save for the off chance of preventing a first turn TK kill, as in the new Tyranid Codex synapse creatures can't get "Instant Kill"ed, and this list was originally started before the new codex was out. ?Maybe if regeneration comes together, then IS is unnecessary.
Hive Tyrant
Yeah, I can agree with what you're all saying. ?I added Reinforced Armour to the Invulnerable Save, because these guys are supposed to be hideously tough to destroy. ?Which is preferable: RA or IS?
I can see the weapon load out being: Lash Whip and Bonesword (Base Contact) Assault weapons Macro-weapon, Extra attacks (+2) Venom Cannon 30cm AP5+/AT6+
And that's it. ?It's still two CC attacks at 2+, comparable to a Daemon Prince.
Synapse Node, Lesser
5+RA sounds good, they are "young". *laugh* ?I put the "spore clouds" in there just to give them a FF weapon, do you think they should only have CC and no FF ability?
Synapse Node, Greater
I think CC/FF6+ is fine, as a 3DC war engine, they do get 3 attacks as it is.
As to leaving 0cm synapse behind, with Scout on the Lesser and the 15cm coherency of a 3DC war engine on the Greater you'll have to be working to leave units out of coherency with them, so I think the normal rules should probably apply. ?It's usually pretty easy to leave a few scattered units back to maintain the link.
Tyranid Warriors
Warriors are very shooty and very choppy, the difference between them and Devastators is that all the 'Nid "heavy" weapons are assault weapons, so they can move and shoot with them! ?And to Assault Marines? well, everyone knows they got the shaft! ?*laugh*
What about the stats I posted for 200 points instead of 150 points?
As to "sticking together", the formation is the synapse creatures *and* the brood creatures, especially in the first turn, so I don't really think they need to stay within 5cm of each other, but, you're right, clarification would be good.
Bio-Titans and Bio-War Engines
Maxing out at RA4+ is probably the best way to go.
I think regeneration is a cool concept and will need a bit of work, but the threat of having a bio-titan killed in one shot is more than a balance for some healing!
Only the bio-titans and Synapse war engines should get it
Genestealers
I think these guys need to be absolutely lethal in close combat, and I don't think a single attack, even a 2+, reflects that. ?Honestly, I've had no luck at all with Genestealers, either they get attacked by skimmers, or enough enemy survive to pummel them out of existence.
2xCC3+ would be an improvement I could see.
Lictors
I still like the commander ability for these guys, it's what they *do*: leading the swarm to the prey? though they are usually distracted by butterflies and such (I almost always roll "1" when trying to use them for combined assaults). ?If they lose their MW attack, which they don't really deserve, and just have 2xCC4+ is that unbalanced? ?And they still die like flies to FF attacks.
The trick is not making the unit too cheap that it becomes a massive activation advantage or too expensive that it's never taken.
Termagants (Oh why couldn't they have renamed them Terma*gaunts* in the new Codex?!)
One of the things that Termagants got in the new Codex is "living ammunition" for their fleshborers, which means (for those who don't know 40k, please bear with me) that they get to roll two chances to wound with every hit of their S4 weapon? that's pretty good! ?And I think it deserves FF5+ and the 15 point cost. ?They can still screen, can do stuff (non-useful units wouldn't be produced by the 'Nids anymore!), and are still spawnable in plenty. ?As well, it allows a filling of the Common Brood requirement with just a little easier on the pocketbook.
At 10 points a pop, these guys are just too cheap, even with only CC/FF6+? they can make a swarm almost completely unstoppable for an opponent and I think that's one of the problems with the list. ?I know the army is supposed to be a massive ravening horde, but getting overwhelmed isn't always that fun? *laugh*
In regard to the "tooth-n-claw" horde, I'd like to make an aside: ?I think choosing the "Subdual" phase as the armylist focus was a mistake (Please don't strike me down, Jervis!) if that style of army is the true intent. ?Phase III (Attack) would seem to be much more suited to that kind of army, as the Tyranids haven't had the time or resources to create the more specialized bug. ?In reading the descriptions of the Phases, "Subdual" definitely lends itself to being more shooty and specialized.
If we really want to move it to more "horde" style, I'd have to make the, horrific, suggestion of 33% mandatory Common Broods? it would certainly fit the bill! ?But I think it might just be too extreme.
Gargoyles
First off, I think they should be skimmers as well, I don't see them landing much, but I think that was debated and, essentially, decided before I took a look at the list.
Second, I *like* bio-plasma having a game effect! ?It's a weird, weird thing, to say the least, and I like it being more than just filler. ?Statistically, 2xCC6+ and 1xCC5+ produce essentially the same results, and isn't it more satisfying to drop a horde of dice even if you're just picking up sixes? ?*laugh*
I think the should keep FF5+ as they are armed with the same deadly fleshborers as Termagants.
Hormagaunts
Hmmm? even with a 20cm move, they can still be garrisoned with Nodes, with Warriors right nearby, which is what I usually do with them. ?What about 15cm move, infiltrator, and the Raveners with 20cm move, no infiltrator?
Which brings us to the:
Raveners
What to do with them? ?*sigh* ?I agree the extra attack is too much for them, but, well, they're supposed to be *ravening* beasts! ?I could see a case to be made that they should be an Uncommon brood, but that would make filling the Common brood requirement next to impossible. ?So, what to do to make them a valid choice but not over-powering?
I think they need Infiltrator to fully represent them? they are fast attack beasts that are able to tunnel up right into the midst of the enemy! ?And with 3 Attacks (in 40k!), they can put out a lot of firepower as well. ?If we drop the +1EA, have them at 5+ armour with 15cm Infiltrator are they worth 30 points? ?More? ?Less? ?Would you take 2 Hormagaunts instead of them if you had the models?
I really think the Raveners need to be revisited? and just reading their entry in the new Codex, this line jumped out at me: "Vulnerable to heavy weapons fire"? is making them LVs the answer? ?(I'm a big fan of having "middle units" as LVs, I don't see it as a bug, but a feature!)
Carnifex - Screamer-Killer
As well all know, there are a bunch of different Carnifex sub-species out there now. ?The MBT ripping one is *not* the Screamer-Killer or Venomspitter we've got in the list, but the "Shovel-Tusker", essentially a living battering ram.
As to the Screamer-Killer, again, I *like* bio-plasma! ?*laugh* The S-K actually should have no FF value, it's the original Carnifex baby, and it don't shoot! ?*laugh* Dropping it down to +1CCMW attack and keeping the +1CCEA, would that balance out? ?Is it still scary? ?
Carnifex - Venomspitter
I agree that is should be CC5+ and FF4+ and will change it so in my next draft.
Exocrine - Lyco
The Dactos almost always seem like the better choice. ?Perhaps making the Bio-Cannon 2xMW5+, Ignore Cover would make the Lyco more attractive for 75 points.
Zoanthrope
I think there was talk of adding Invulnerable Save to them but I forgot to put it in. ?Is it a valid addition?
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