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Tyranid v6.1

 Post subject: Tyranid v6.1
PostPosted: Wed Feb 01, 2006 3:30 pm 
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>> The hierodules cost only 100 ? ? ? Is it a joke ? ? ? ? ^^

They are slow and cannot garrison because they are WEs.  That gives the enemy lots of time to deal with them before they are in range to be a threat.  It may still be too cheap, but that's why we are playtesting it.

>> If you keep the ? stay in formation rule ?, there is almost no use to be able to go out the synapse range.

The only use that was intended was that one Synapse Creature could spawn and "send" the new units over to another Synapse Creature.

>> The reorganisation option  is very dangerous in cause of the 5cm range. Indeed, your opponent can engage the 2 swarns in one assault.

How is that dangerous?  Engaging multiple swarms will help the Nids in assault resolution (more attacks, more units for outnumbering).    That means the enemy inflicts fewer casualties on the Nids.  Losing an assault doesn't "break" the Nids because they don't break.  They can act normally later in the turn.  The only positive benefit to engaging both swarms is that if you win they all have to retreat outside fo 15cm.  Unless there is a very important reason to do that, it's a bad idea.

>> 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.

Hormagaunts and Termagants don't have the same move - 15cm/20cm.

Infiltrate:  Not all synapse creatures are limited to 15cm move.  Infiltrate allows Hormagaunts to charge 40cm, keeping up with Harridans, Vituperators and Winged Hive Tyrants.  Even if Hormagaunts are in a formation with slow movement, Infiltrate allows them to ignore Zones of Control and engage exactly the targets they want.

>> With your rules, the nid army have a very bad maneuverability

They aren't supposed to be a maneuver-based army.  Hordes should use their outnumbering advantage to pin the enemy down and force them back.

Despite the lack of focus on maneuverability, Nids have access to plenty of fast formations (winged tyrants, harridans, vituperators, gargoyles) and a lot of "tricks" to their maneuver that may not be obvious at first.

I suspect that once you've played a few more games you will come to the conclusion that they have more flexibility than they appear to at first.

>> they spawn only gaunts,?

At the risk of picking on a newbie, this is just wrong.  At 25 points for mycetic spores, they can easily have enough dice to bring back 10-14 points of units in one action.

>> miecetic spores work only the turn we activate them or every turn after activation ?

They only provide one use.  For 25 points, they allow you to spawn back ~70 points of units on average.

>> 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.

The last sentence of the Spawning rule reads, "In all cases, the organization of the swarms is determined at the very start of the turn before anything else, like Teleports, Strategy Roll, etc..

>> 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) ?

That's true, but it is equally true of any 2 formations that are in close proximity.  A stand of Ork Boyz can be singled out even though it is completely hidden in the middle of a Uge Kult of Speed.

>> What a deception when I see the ?mythic? genestealer !... Are they so powerful ?

Yes, they are quite effective for 25 points.  The combination of their special abilities means they can threaten a large area.

>> The tyran is an AV ? ? ? So my opponent may choose to fire on him.

Don't put it in an all-infantry formation.  Make sure that a Hive Tyrant Swarm includes LVs and AVs.  A couple Carnifex "bodyguards" will keep the Tyrant from being picked off.

>> 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.

If a horde of only hormagaunts is engaged in a Firefight, it has no attacks.  The enemy can  choose to FF and be almost guaranteed to win, killing more hormagaunts from the assault resolution and forcing the swarm to retreat.

>> Ravener and Gargoyle seems less interesting in cause of the price (I really want a swarm of lesser bugs, even ineffective and unarmoured).

Armor saves are very effective in assaults.  Each armor save that succeeds effectively saves _2_ units - 1 from the save itself and 1  because of the modifier to the assault resolution (or kills an extra enemy if you win).  Just a few Raveners can make a big difference in the results of an assault.

Gargoyles have a bit of armor, but mostly they are just fast, making them one of the few Nid units that can truly redeploy.

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 Post subject: Tyranid v6.1
PostPosted: Wed Feb 01, 2006 3:55 pm 
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Quote (nealhunt @ 01 Feb. 2006 (14:30))
They are slow and cannot garrison because they are WEs. ?That gives the enemy lots of time to deal with them before they are in range to be a threat. ?It may still be too cheap, but that's why we are playtesting it.


With Synapse Nodes, either type, it's quite easy to garrison Hierodules, or any of the fast Brood creatures, and then move them up to be with a "mobile" synapse for the next turn.  A Hierodule can be garrisoned right up to the table midline with proper placement and firing into the enemy deployment zone with only a Double in the first turn!

The only use that was intended was that one Synapse Creature could spawn and "send" the new units over to another Synapse Creature.


How is that even possible?  Doesn't the spawning happen after the move-or-shoot part of Marshal is already decided and performed?  If not, then I *really* think spawning should be set up to replace regrouping, as it sets up the order of events quite nicely and prevents that kind of sending.

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 Post subject: Tyranid v6.1
PostPosted: Wed Feb 01, 2006 4:12 pm 
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With Synapse Nodes, either type, it's quite easy to garrison Hierodules, or any of the fast Brood creatures, and then move them up to be with a "mobile" synapse for the next turn.  


Yep. My bad.

How is that even possible?  Doesn't the spawning happen after the move-or-shoot part of Marshal is already decided and performed?


It takes 2 activations, so you are looking at subsequent turns.

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 Post subject: Tyranid v6.1
PostPosted: Wed Feb 01, 2006 5:44 pm 
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Thanx for your detailled answers. I?m happy because these answers prove that you understand, at least a fiew, what I mean when I write, even with my english (another time sorry for this).
I have plenty of reactions to do, but no time do them at this moment. I came back tomorrow.

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 Post subject: Tyranid v6.1
PostPosted: Thu Feb 02, 2006 11:09 am 
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They are slow and cannot garrison because they are WEs. That gives the enemy lots of time to deal with them before they are in range to be a threat. It may still be too cheap, but that's why we are playtesting it.

Lots of time ? Hum, for me the enemy has just one turn to deal with the hierodules (15cm+45cm+15cm = 75 cm, with this distance, you are in CC on turn 2). For garrison, I think you forgot lesser nodes as chroma said.

>> If you keep the ? stay in formation rule ?, there is almost no use to be able to go out the synapse range.
The only use that was intended was that one Synapse Creature could spawn and "send" the new units over to another Synapse Creature.

Well, in fact i?m not sure of the meaning of the word ?almost? when I read your answer. ^^

How is that dangerous? Engaging multiple swarms will help the Nids in assault resolution (more attacks, more units for outnumbering). That means the enemy inflicts fewer casualties on the Nids. Losing an assault doesn't "break" the Nids because they don't break. They can act normally later in the turn. The only positive benefit to engaging both swarms is that if you win they all have to retreat outside fo 15cm. Unless there is a very important reason to do that, it's a bad idea.
Well the use of engaging two swarms in one assault is to crushe 2 swarms instead of 1. Remember, my ennemy was eldars, he activated 3 formations at the same time and do a FF assault. So I ensure you that I have no chance with my nids.
Indeed, my formation was not broken, but there was only the synapse alone, so the only action my swarms would do on this turn would be marshall action to respawn.

Hormagaunts and Termagants don't have the same move - 15cm/20cm.
Thanx i?m not able to read it on my own? If I say that, it is because the ? normal ? synapses?s move is 15 cm, so when they engage, in cause of ?synapse range of 15cm? rule, HOR and TER can both move only for 30cm.

Even if Hormagaunts are in a formation with slow movement, Infiltrate allows them to ignore Zones of Control and engage exactly the targets they want.
Ok good point. I didn?t know that an infiltrator was able to ignore Zones of control (too much rules to learn, it takes time, I remember to you that I have only played two game,well one and a half in fact).


They aren't supposed to be a maneuver-based army. Hordes should use their outnumbering advantage to pin the enemy down and force them back.
I have no doubt about it and agree, but you understand than I?m a little bit disappointed when I see a very fun option of the nids cut that way. As I already say, a strait-forward horde is less funny, isn?t it ?

Nids have access a lot of "tricks" to their maneuver that may not be obvious at first.
Give some please, because with the two restriction, I didn?t find one legal tricks. (PLEASE ! ! ! !)

I suspect that once you've played a few more games you will come to the conclusion that they have more flexibility than they appear to at first.
I hope so.

At the risk of picking on a newbie, this is just wrong. At 25 points for mycetic spores, they can easily have enough dice to bring back 10-14 points of units in one action.
OK, I?m not clear in my post. I specify that a normal ?2000 pts? army list don?t spawn that much, if I compare with the 3.0 rules. But, it was a feeling I have BEFORE the game. I pointed in the last sentences of my previous post that I agree with the new spawn rule. First, in cause of the possible abuse of myecetic spore, second because nids spawn already enough with this rule.

The last sentence of the Spawning rule reads, "In all cases, the organization of the swarms is determined at the very start of the turn before anything else, like Teleports, Strategy Roll, etc..
O_O I?m very surprise because when we asked ourselves the question before the game begin, we read another time the entire rule and we didn?t find any answer. It is very weird. Excuse for this non-sense question (RTFR  ).

Yes, they are quite effective for 25 points. The combination of their special abilities means they can threaten a large area.
Well, in the other version, they have 2+ CC and cost only 16 pts. But it is true that they have now infiltrator and it changes a lot its possibilities. But they are very fragile and with only 3+, he can?t attack an armoured troop (even with a 5+ it is dangerous). They no have FF and if I learn a thing with my first game with the nids, it is a big drawback. What ? They have 2 attacks ? Not in 6.1, sorry. With 2 attacks, ok I take it with NO hesitation.
Don't put it in an all-infantry formation. Make sure that a Hive Tyrant Swarm includes LVs and AVs. A couple Carnifex "bodyguards" will keep the Tyrant from being picked off.
Yup, it was exactly what I did (5 termagaunts, 1 carnifex, 1 haruspex, 1 hierodule, 1 tyran). I?m not totally stupid ^^. But if you loose your bodyguard (Carnifex are not eternal)? ok you respawn it. One more time, it was a feeling BEFORE the game.

If a horde of only hormagaunts is engaged in a Firefight, it has no attacks. The enemy can choose to FF and be almost guaranteed to win, killing more hormagaunts from the assault resolution and forcing the swarm to retreat.
&
First off, the skimmer rules are not specific to tyranids. And now that you know how they work, you should realise why infact the hormagaunt is not always better than termagant. Tyranids can generate decent amount FF fire with larger swarms. Also on the keep in synapse range.
Yup too, I understand this when my opponent kick all my swarms. The only kills I did was from the termagaunts.

It should be changed so that on engage orders the brood may leave synapse range. It won't help with combining, but allow infiltrating units to move fully.
It is a VERY good compromise. I like it. I just found the fact some broods wasn?t be able to use all theyr move so silly? Moreover, it suits perfectly with the background (I find).

Keeping in line with min 25% of gaunts is counted from points, not models. Although 50pts less is not that bad really. However I usually use ~30 - 35% as they are good.
Yeah, I know, I?m a naugthy boy 8-). Moreover, for the next games I will take some raveners, so if I want the number, ? of army points won?t be too much. 35% ! ! ! It is a lot, maybe too much no ? You need synapses and uncommon broods are more effective than common, aren?t they ?

Genestealers are useful. With 2 attacks at 4+, moving 20cm and infitrate and first strike. Those things tend to kill their target formation. At least in my games they are usually always killed with extreme force before they can attack or after their forst attack.
See above. With 2 attacks at 4+ (so 75% of one hit, 25% of two hits), it is a far more interesting troop than the 6.1 version. Remember, I spoke about the 6.1 version.

Hierodule has been toned down somewhat in 6.2. However it still is too cheap.
What a bad news ! Though, I think it was necessary.

Well, now I?m jumping to the 6.2 list posted today. See you.
A last question : what do you call 'never' list?




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 Post subject: Tyranid v6.1
PostPosted: Thu Feb 02, 2006 11:32 am 
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Some  tactics I tried

Carnifex stamped
(before the toning down of the carnies but rumour is that they are going back to being RA).

Tyrant, 3 shooty carnifexi and three assault carnies.  It is a nasty formation if it gets into HtH, let your opponent know this, then garrision them right up on the half way line.

If your opponent belived you, or ever faced carnies in 40K (s)he will spend an excessive amount of time and activations trying to kill it.  Try to goad your enemy into a FF engagement.

You will probably lose, but having an all fearless formation means you wont take any extra casulties and get a free 30cm move towards the enemy.

Next action either spawn, if a bit low on bodies, or engage.

Big gunz
1 tyrant, 2 Exocrine A, 4 exocrine B

Get within 45cm and sustain
you get a AP4+ and AT5+ disrupt single template
and
8 MW4+ shots

I took apart a necron formation of Lord, 9 warriors and 3 immortals with this.

The barrage lays loads of BMs for hits, then the MW lay even more for killing the same units.

Combined arms
My usual infantry brood consists of
3 Warrior stands
6 Termigaunts
3 Gargoyles
3 Hormagaunts
3 Raveners
1 Zonathrope

It has a nice mixture of FF and CC attacks, I've taken down all skimmer formations with this set up.

Bio titans
Their close combat might not be all that against non WEs but the breath template is nasty, MW5+ ignore cover.  Its shear size means you could hit 2 formations, or get all of a smaller formation.

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