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Tyranid v6.1

 Post subject: Tyranid v6.1
PostPosted: Mon Jan 23, 2006 9:53 pm 
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Quote (Hena @ 23 Jan. 2006 (17:22))
And have you pointed out to CS that you might need mods for the EA Tyranids :D?

Ummm... I knew that... I was just waiting for an official anouncement. Since this is a while coming, I have added Jaldon to the moderators here. I will remove Maksim after a settlement/change-over time. Thanks.

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 Post subject: Tyranid v6.1
PostPosted: Mon Jan 23, 2006 11:35 pm 
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Location: Utah, pick a Pacific Island the other half of the year.
One more thing. Should we add some info on how to use the flame template? Perhaps a good starting point is the AMTLv2 with a slight modifications:


Doh, I feel so stupid, I worked on the AMTL and how to deal with template weapons and didn't even consider it for the Nid list. Thanks for the reminder, and if I forget to add it into v6.2 you are invited to kick me :(8:

For now assume #3 though I am tempted to make it #2 :devil: We will see how that works first.

Completely side points here Jaldon. But any news on SG with your being AC?


The 'Committee' voted me into the job, GJ Lane passed it on to me, and JJ has been notified of the change. It must be official though as my name has been added to the list of ACs.  

My e-mail adress has changed, and I will be updating my control panel here and at SG today, but for those parties not in the loop it's ........

jaldon54@comcast.net

Hope to have batrep done by Tuesday night, and thanks all for the help on the Nids..............

Jaldon :p

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 Post subject: Tyranid v6.1
PostPosted: Tue Jan 24, 2006 12:16 am 
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Just get the Battle report dopne and We will be happy. :D

Also now that you are offically a mod here and the AC, do we have to salute you?

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 Post subject: Tyranid v6.1
PostPosted: Tue Jan 24, 2006 12:51 am 
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Quote (ragnarok @ 23 Jan. 2006 (23:16))
Also now that you are offically a mod here and the AC, do we have to salute you?

Isn't it more a waving of claws and a gnashing of teeth?   :alien:

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 Post subject: Tyranid v6.1
PostPosted: Tue Jan 24, 2006 1:38 am 
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*Joins in celebration, nay Jubilation*

Hi, long time lurker, first time poster.  I just wanted to congratulate Jaldon, and to say thanks for the way that the list devolpment seems to have been totally re-invigorated.  Its certainly inspired me to get my act together and get some more games in with my beloved gribblies.  If I can find some suitable victims, I'll be sure to post bat-reps.


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 Post subject: Tyranid v6.1
PostPosted: Tue Jan 24, 2006 1:28 pm 
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Quote (Jaldon @ 23 Jan. 2006 (22:35))
My e-mail adress has changed, and I will be updating my control panel here and at SG today, but for those parties not in the loop it's ........

jaldon54@comcast.net

Jaldon. I dont think that your new email address is working. Right now, I am getting your email returned.

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 Post subject: Tyranid v6.1
PostPosted: Tue Jan 24, 2006 4:28 pm 
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Hi Guys,

Played a 6k battle last night using the 6.1 list against Space Marines.

A good game, espacially as my 'nids ate very well. We both thought the list is almost there with only a few of the units needing re-balancing. Certainly the ruling concerning brood creatures not leaving synapse range does restrict the 'Nids banzai charges, which is a good thing. Also the spawning rules worked well as did re-generation.

Specific Comments:

1) Hive Tyrants: 4 (TK) attacks is a bit OOT. Should the Tyrant Guard really get this attribute? Would think 2 MW and 2 normal attacks would do.

2) Lictors: Now that they can go round in larger groups the 2MW attacks, first strike make these creatures extemely lethal. 2 three stand Lictor units ate 10 whirlwinds and a Supreme Commander formation with landraiders. And that was just for breakfast!

3) The lyco-Exocrines are very strong artillery wise with the 2BP. I was only using 4 of these, but they caused significant amount of damage throughout the game, even though they were wiped out in the first turn. ?

General Comments

1) The 'Nid big boys are extremely tough. I think one of the reasons I won was the amount of firepower my Hydraphant and Carnifex formation (8 of them!) soaked up.

2) The break the Spirit rule certainly focuses the mind. My opponent quite rightly was trying to destroy my synapse units. Luckily I had a few spare and he was only able to do this in the last turn.

3) 'Nids are certainly susceptable to air power, especially when units are carelessly placed.


Regards


Gun_Hit


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 Post subject: Tyranid v6.1
PostPosted: Tue Jan 24, 2006 4:40 pm 
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Quote (Gun_Hit @ 24 Jan. 2006 (15:28))
1) Hive Tyrants: 4 (TK) attacks is a bit OOT. Should the Tyrant Guard really get this attribute? Would think 2 MW and 2 normal attacks would do.

I believe a lot of these things were changed in the 6.1 Armylist at the start of this thread, you seem still be using the first draft 6.0 release.

I highly recommend you review the differences and good eating!

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 Post subject: Tyranid v6.1
PostPosted: Tue Jan 24, 2006 6:24 pm 
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Oops, looks like we wee testing the 6.0 List  :blush:

Yep, would agree with most of the unit changes. Not happy that the Barbed Hierodule has now been dropped. Looks like I will stop creating new Bio-Titans until the 'Nid list is finalised  :angry:

Hopefully will run through the 6.1 list next Monday.

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 Post subject: Tyranid v6.1
PostPosted: Wed Jan 25, 2006 2:03 am 
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Also now that you are offically a mod here and the AC, do we have to salute you?


Grovelling on chiton and claws would suffice in place of a salute :laugh:

Not happy that the Barbed Hierodule has now been dropped. Looks like I will stop creating new Bio-Titans until the 'Nid list is finalised  


Well, at least not until the core units are pretty well balanced out. I really want them 'settled' in before moving on to other Nid possibilities. So not to give up Gun Hit, just patient.

The break the Spirit rule certainly focuses the mind. My opponent quite rightly was trying to destroy my synapse units. Luckily I had a few spare and he was only able to do this in the last turn.


Ahh the exact situation we are trying to create, glad to hear it is happening.

'Nids are certainly susceptable to air power, especially when units are carelessly placed.

A weakness they should have IMHO

Hopefully will run through the 6.1 list next Monday.


Don't let the 'shock' factor in the changes scare you, we had two pretty good games this weekend using v6.1, while not perfect it felt like a good start.

Please Note: I will be pulling doubles all week at work so my posting may drop off a bit, but I will still be looking in, just not as wordy as normal.

Life Intrudes

Thanks All

Jaldon :p

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 Post subject: Tyranid v6.1
PostPosted: Thu Jan 26, 2006 5:12 pm 
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Just to add that the DC 2 and 3 Creatures would be better if they were instant kill on a crit.

Regen would still work against normal hits after all, just not the crtical ones.


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 Post subject: Tyranid v6.1
PostPosted: Wed Feb 01, 2006 1:23 pm 
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Hello Jaldon (and the others too),

as you're quickly going to guess, I'm a ?English as a Second Language? friend. So first of all, thanks to you for your consideration. I hope that I won?t ?deceive you and that you?ll reach to read me, even if I do almost one mistake per word.

I?m totally a newbie with epic armaggeddon, but I know quite well wargames, especially ?gamesworkshop ones (like battle, blood bowl and 40k). So please don?t disparage my comments, because an ?ingenuous? eye is sometimes useful. Though, I?m not able to see how to make profit from an army list and to understand how to abuse. For example, I wouldn?t be able to imagine the ?rain of lesser synapse node? tech. ?

For my second game with epic, I choose the nid army because I like its background.
My feelings concerning the army list and special rules BEFORE the game :


- What a deception when I see the ?mythic? genestealer ! I really don?t see what use I can make with them. So I have taken none of them. If you can explain to me why I?m wrong and why they are so expansive et seem so ineffective, I would be very happy. Especially when I look to the 3.0 version given in the experimental rules. They are more expansive and have weaker stats (CC 2+ =>? CC3+) in your version. Are they so powerful ?

- Why you restrain the maneuverability of the nids so much ! Forcing the lesser bugs to stay in synapse range, and in normal coherency, during the course of an entire turn seems to make the nid army so boring ! A huge swarm in a ?cage? formation surrounding the synapses which moves strait forward, screaming ? CHARGEZ ! ! ! ! ! ! ! ? (in my tong ^^, because in the nids?s tong, it is near to ? iiiiiiiiiiiiiiiiiiiiiiaaaaaaaaaahhhhhhhh ?), this is what I feared. So we chose to keep the old rules and played with the rule ? you must stay in formation but you aren?t forced to stay in synapse range ? (3.0 rules), in order to see if this rule is an abuse or not.

- The hierodules cost only 100 ? ? ? Is it a joke ? ? ? ?

- The tyran is an AV ? ? ? So my opponent may choose to fire on him. He can?t hide himself among the lesser bugs ! Ok why not, but for the price, he is unbreakable ? Ah, 4+ and invulnerable save, that?s all ? ? No reenforced armour ? Ok he is more effective than a warrior but a warrior can hide himself, the tyrant not, and it is a big drawback. I have taken one to test it but I was very suspicious.

- The hierodules cost only 100 ? ? ? Is it a joke ? ? ? ?

- Why they cry about the hierophant ? He is still a huge brute (it makes sense ?). 6 life point, 8 attacks (2M), regeneration, 4+ reenforced armour, 25 cm. It seems very powerful no ? To me, it was the only interesting independant (in a ?2000 pts?-limited game)

- The hierodules cost only 100 ? ? ? Is it a joke ? ? ? ?

- Why take another gaunt than Hormogaunt ? They seems more effective. +5cm, 4+ in CC so if he reaches the close combat he can make damages. The other gaunt has only 6+CC and 5+FF. Ravener and Gargoyle seems less interesting in cause of the price (I really want a swarm of lesser bugs, even ineffective and unarmoured).

- What ! ! ! The spawning rule changes and now, it is simply impossible to spawn hierodule and very expansive to spawn another thing than gaunt. I understand the change because I see the possible abuse of lesser node and myecetic spores to create and unvulnerable army, but with a ? normal ? list, now, they almost can?t spawn. You cut another fun option of the nid army, what a pitty :?( ?.

- Have I already remarked that the hierodules cost only 100 ?


Well after one week of reflexion, without knowing what my opponent would play, I chose (1995 pts) :

- 15 Hormogaunts
- 15 Termagaunts (as you can see I have taken only 450 pts of gaunts, so less than ? of the army points, so I cheated. But I have taken 30/46 figs from the lesser bugs, so I keep the spirit : roll : )
- 2 Hierodules A
- 7 Haruspex A
- 1 Carnifex A
- 1 Hierophant
- 3 nid Warriors
- 1 Tyrant
- 1 Vituperator
- 3 lesser nodes

I guess it is a bad list and I don?t ask you to comment this list (but if anyone wants to point a problem, don?t hesitate).

My opponent chose to play eldars. He oriented his list on skimmer and firefigth. I suspect him to have chosen this because he knew that I would play Tyrannids, but I prefer believe the contrary (innocent until the proof of his culpability ?8-) ).

Brief report :

- first turn : he did 1 on his first strategy roll, me 6, so I begin to move first (pleasant for a nid player). I destroy his scouts and take control of one side flag and a strategic covered zone. Good beginning. We both approach each other rushing 45 cm for me 30 or 60 cm for him (damned they?re very fast these eldars !). I was surprised by the only fiew gaunts I lost during this first turn. He didn?t fire at me a lot during this turn. So I was pretty confident at this point ?of the game. In my mind, the most dangerous part of the game for the nids, the ? approach phase ? was finished. I would probably be able to kick him with my CC brutes on turn 2. But??

- second turn : ?.. I was so wrong ! Like I said already, I?m a noobs with epic. So I didn?t know the power of the ? retain initiative ? and ? commander ?? rules. He used his avatar and activated 5 formation before I activated anyone of mine and crushed 3 of my 4 main swarm because my swarm was near ?(in cause of the ? stay in formation rule ?). Indeed, I wanted to make a profit from the reorganisation of the swarm and the ? stay in formation rule ? forced me to have my units within the 5cm range. So he was able to engage two swarms in one assault. Surprisingly, even if the assaults was at FF range, I did some kills (about 8-10). But, I was devasted before I moved one troop.
Nevertheless, ?he killed none of my synapse(except one lesser node), none of the brutes (hierodules, hierophant and vituperator) and I keep 4-5 Haruspex. So almost all of my units would take a marshall action during this turn in order to respawn all my gaunts (he destroyed all of them), but in my point of view, it was not yet the end of the game, and?
?.. I engage his bikes with my vituperator enjoying the carnage I was going to make at CC range. But he answered to me : ? sorry, I?m skimmer so I pop up and choose the FF range ?. ?And me : ? WHAT ? ? ? ? ! ! ! Me I?m skimmer too so you can pop up at 10000 meters, I can follow you and engage you for a close combat, don?t I. ?. When he answered ? nope you can?t, even if you?re skimmer too. ? . I lit a cigarette, breathed the smoke and said ? ok, I give up, I can?t manage your vehicules with skimmer, let?s take a bier ? (he taked 1000 pts of troop whith the skimmer skill). Maybe I was wrong, but he already stressed me a lot with the activation of all his troops before me. So I have prefered stop the game.


My feelings concerning the army list and special rules AFTER the game :

- The hierodules cost only 100 ? ? ? Is it a joke ? ? ? ? ^^
- If you keep the ? stay in formation rule ?, there is almost no use to be able to go out the synapse range.
- The reorganisation option ?is very dangerous in cause of the 5cm range. Indeed, your opponent can engage the 2 swarns in one assault.
- What is the utility of infiltrator, especially for the hormagaunt ? Well ok, they gain 10 cm (15cm for the synapse, plus 15 cm for synapse range, they can move only 30 cm, not 40 cm when they engage). But it is very disappointing that the TERmagaunts and the HORmagaunts have in fact the same move.
- With your rules, the nid army have a very bad maneuverability, they spawn only gaunts,? In fact, I find that they have just drawbacks except the unstoppable rule. OK it is a big advantage, but is it justified to have so much limitations (lack of maneuverability, ranged fire, unable to figth against flying stuff, not especially fast, very ??fragile? due to the synapse, etc?) ? So, I very dislike the synapse and formation range rule and think that you shouldn?t have changed this rule. To me, bugs (at least lesser bugs) shoulnd?t be affected by these two rules. On the contrary, I totally agree with the new brood rule.


Questions :
- miecetic spores work only the turn we activate them or every turn after activation ?
- I suppose it is unpossible to teleport a lesser node on board to save a swarm out of synapse range at the beginning of a turn, but the rules are not clear about that point. Teleport rule and synapse rule take place at the same time : the beginning of the turn (so before the strategy roll), but what?s their order ? Specify it in the army list. For example, in the synapse rule : ? ? at the beginning of each turn, before any other events, assign?. ?
- If I merge two swarms and on the next turn affect all the bugs to one synapse leaving the other synapse alone, my opponent can choose to fire on the ? alone synapse ? swarm and kill it, even if this alone synapse is totally hidden among the bugs (surrounded by them) ?

ah, I forget : Excuse me for my english.





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