Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 43 posts ]  Go to page Previous  1, 2, 3  Next

Tyranid v6.2 List is here

 Post subject: Tyranid v6.2 List is here
PostPosted: Wed Feb 01, 2006 9:52 pm 
Brood Brother
Brood Brother
User avatar

Joined: Mon Apr 19, 2004 6:34 pm
Posts: 231
Quote (Hena @ 01 Feb. 2006 (15:11))
I actaully agree with exocrine being 75pts. Dropping expectorator... I don't have much to say. Perhaps if it is not being used much. I'm not sure it's possible to make the exocrine B to be 50 points without dropping the disrupt, which is something that I would not like to do really.

I agree I think the stats for the Exocrine B are fine as they are. ?I wouldn't want to see disrupt dropped either. ?Just raise the cost to 75 pts.

-Audrey

_________________
My Oubliette: http://audreysoubliette.wordpress.com
Old archive: http://oubliette.tranquility-base.us/


Top
 Profile Send private message  
 
 Post subject: Tyranid v6.2 List is here
PostPosted: Wed Feb 01, 2006 10:42 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Jun 24, 2005 2:43 pm
Posts: 2084
Location: Reading, England
I think we have to be careful not to make the list to swarmy.  If we are not careful it might be possible for people to make lists than can be shot to peaices and still have enough warm bodies to crush the enemy in weight of number.

For example
6 warrior groups
80 termigaunts
7 stealers
2 Lictors
2 Lictors
5 spores

2K7 on the dot and nine activations

Each warrior + termigaunt brood is 16 models strong

Oh to have 80 termigaunts :D

_________________
Tyranid air marshal


Top
 Profile Send private message  
 
 Post subject: Tyranid v6.2 List is here
PostPosted: Thu Feb 02, 2006 1:53 am 
Brood Brother
Brood Brother

Joined: Thu Sep 04, 2003 6:38 am
Posts: 720
Location: Utah, pick a Pacific Island the other half of the year.
I am sorry I am in a bit of a rush today, I have a meeting at the big HQ at 7:00pm with the CO.

I ripped the list apart, and tore it down to the low levels it is at so we could concentrate on building some of the elite units back up.

I agree with a lot that has been posted already. The AA loss is intentional, Carnies are a tough call right now as how to reflect their durability and keep the cost down, it just may not be possible.

Some list SNAFUs crept in (of course).

Lesser Node should have teleport.

I'll give a better response later, if I get back soon enough, of tommorrow.

Life intrudes..................

Thanks All :;):

Jaldon :D

_________________
Brave sir Robin, when danger reared its ugly head he bravely turned his tail and fled, Brave sir Robin.


Top
 Profile Send private message  
 
 Post subject: Tyranid v6.2 List is here
PostPosted: Thu Feb 02, 2006 6:55 am 
Brood Brother
Brood Brother

Joined: Thu Sep 04, 2003 6:38 am
Posts: 720
Location: Utah, pick a Pacific Island the other half of the year.
Lesser Nodes are too cheap for what they do, heck for less points than a "greater" you could get three, with worse armour, but teleporting! In a 3000 point game I could get over *thirty* of them, garrison a bunch, teleport as needed, and leap-frog broods between them.

Making them WE doesn't greatly increase their vulnerablity, especially during the initial vulnerable "teleport" as they'll be the only target there anyway, and if they are "sniped" with a swarm, the swarm can still be sent over to some other synapse if possible. To really make them more vulnerable, I'd recommend making them, wait for it, LVs. There's already precedent for large organic creatures being LVs with the Feral Ork Squiggoth. As well, they probably need a point increase to 50 at least, even with the increase vulnerablity. Keep their stats the same (well, maybe add Thick Rear Armour) and they should be good.


I have been thinking of raising their cost to 50pts also, but I hadn't thought of the LV idea, and this may be a very good place to use it.

I feel that "synapse range" shouldn't be used as a secondary coherency range during movement, it greatly impedes infiltrators and basically forces one to take winged Tyrants just to keep up with a swarm.


At this time I still do as it prevents players from throwing their Swarms all over the place and using the hand off tactic I explained before. However I do want to write a rule allowing them to leave Synapse Coherency for an assault, as this allows them to remain flexible while reigning in the use of the Hand Off.

Oh yeah, one more thing... Raveners are a little too cheap, both in points and spawning cost... and should probably be "Brood (2)" units or they're basically a no-brainer to respawn if available.


At thsi time I do not want to change their point costs, but I would consider trying them as Brood(2)

Is the lack of invulerable save or reinforced armour on Carnifex intentional as they seem a *lot* weaker/more vulnerable than one would expect for the premiere Tyranid assault beast.


Intentional, I really don't want to go back to RA, and the 3+ seemed too tough combined with Invul. Save. I may just go back to 50pts and 3+ with Invul. Save to see how that works.

The Dominatrix seems to have lost the AA component of her bio-plasmic breath, actually, all the non-skimmer units with it have! I think having different stats with the same name is a no-no for


We could always give them a different name later, and this may be going too far in cutting back on the AA, but I want to try it.

Hierodules critical should be killed, eg same as synapse node. That would make it a bit easier to kill and make it slightly less good for 100pts.

Yes I agree, as I am still working on a re-work of all the criticals for the WE this will be added.

Hierodule 'b' seems to be a no brainer choice compared to 'a'.

I will study this closer to see if I agree or not, and then reply, as you may have a point. Suggestions as always are welcome.

It seems that Haruspex have taken the Carnies roll from the old list (ie heavy armour with lots of MW attacks). Is thisyour plan?


Foolish man you actually think I have a plan :(8:  My plan is to try and allow for more bugs from the Uncommon list, but I am begining to think that this may not be possible in the 'assault' catagory and the Carnie may have to go back up some in ability and cost (see above on Carnie)

Tyrant, I would still like to see RA on this guy (and the carnies) they are tough critters and should be tough, Without RA I can't see myself giving them wings (5+ save synapse!) which means the speed of the Haruspex is wasted.


(See Carnies above) I want the Tyrant to remain vulnerable at this time as protected properly opponents have a hard time getting a shot at them. Well at least in the battles we've had lately. This only makes it harder when they do get a shot at them.

Respawning.
Can we change brood(x) to spawn cost(x). My reason is to do with using the same word over and over.

It was changed to this Brood(x) too make it simpler, and most who have seen it think it is, so I am hesitant to go back to what wasn't.

Synapse Nodes:
I agree with others that the lesser Synapse Node is too cheap at 30pts. Aren't Synapse Nodes supposed to have Teleport? I do not see it listed.

Above I stated it shoould go up to 50pts, and that I like the idea of making it LV.

Hive Tyrant & Carnifex:
Hive Tyrant and Carnifex should have Reinforced Armour. Having a 4+ is giving them as much save as a Space Marine. In the new 40k Tyranid codex, both the Hive Tyrant and Carnifex are very resilient. They are the Land Raiders of the Tyranid 40k list. I would rather make them as close to their 40k versions and increase the point costs over having cheaper weaker versions.


It would seem that they will be heading back in that direction as I am begining to see no other recourse for them and keep them cheap. Hopefully you will have seen what I wrote above concerning them.

Expectorator:
A 2BP Disrupt artillery piece with DC2 for only 150pts? That is really cheap. 300-350pts is roughly correct for about 4 units of 1BP Indirect Firing artillery with no Disrupt. Making them DC2 also protects them more. It takes 2 BM to suppress an Expectorator. When firing at SM Whirlwinds or IG Basilisks you lower the formations BP by putting one BM on the formation. So I think the Expectorator should be back to 200pts, not 150pts. There is a mistype on the Expectorators name.


As some have stated that they don't use this beastie, I would have no problem removing it. I really don't think it is needed.

Exocrines:
They are too cheap of artillery pieces as well for 1BP Indirect Firing, Disrupt. It seems odd that an army based on hand to hand as their primary form of attack having better and cheaper artillery than armies like SM and IG. The Exocrines should be at least be 75pts if not 100pts.


I'd like to try them at 75pts first before jumping to 100pts, as I'd rather scale them back and try to keep them below 100pts.

Gaunts:
Why are Termagants Infiltrators? I can understand Hormagaunts being Infiltrators, but giving termagants infiltrate makes them the same as Gargoyles when they both assault. It seems like infiltrate was giving to the termagants just to bump up their value. I would rather lower the cost to 10pts. The spelling for the gaunts are Termagants/ Hormagaunts.


I rather like the idea of dropping infiltrate from the Termies and dropping them to 10pts. Greater seperation as I hadn't really noticed the Gargoyle/Termagaunt comparison before. Thanks :)

Raveners:
How come Raveners do not have infiltrate? It seems Infiltrate would be a good way to represent the 40k abilities Deep Strike and Beast since they are not independent creatures.


It may seem so, but I want to try and keep their points down. If made infiltrate then 25pts would be in the cards for them (at least).

First I do want to thank all for their comments.........

Questions
(1) Should we just drop the Expecorator?
(2) Hiredule/Trygon Stat Suggestions (Remember 100pts)
(3) Exocrine 75pts with...
(a) Same stats
(b) Different stats

Thanks Again All

Jaldon :p

_________________
Brave sir Robin, when danger reared its ugly head he bravely turned his tail and fled, Brave sir Robin.


Top
 Profile Send private message  
 
 Post subject: Tyranid v6.2 List is here
PostPosted: Thu Feb 02, 2006 10:36 am 
Brood Brother
Brood Brother
User avatar

Joined: Fri Jun 24, 2005 2:43 pm
Posts: 2084
Location: Reading, England
I have a crazy idea for our bio tanks.  I'm still try to flesh it out.

But what about giving them RA and make them LVs.  We do have background referances of carnies and tyrants being takendown my massed heavy bolter fire.

The only problem I've come up with for this idea are the bigger bio tanks, they shouldn't be LVs, they are just too big for that, but that means a tyrant could be sniped from amongsts them with AP fire.

_________________
Tyranid air marshal


Top
 Profile Send private message  
 
 Post subject: Tyranid v6.2 List is here
PostPosted: Thu Feb 02, 2006 3:35 pm 
Brood Brother
Brood Brother
User avatar

Joined: Sat Nov 05, 2005 12:13 am
Posts: 8711
Location: Leipzig, Germany, Europe, Sol III, Orion Arm, Milky Way, Local Group, Virgo Supercluster, Universe
My suggestion f?r the Trygon (Hierodule B) still stands:


For the "Trygon" perhabs this stats, as it reflects the FW rules better?

Hierodule ?B? (Trygon)
Type/Speed/Armor/CC/FF
WE / 15cm / 4+ / 4+ / 3+
Weapons/Range/Firepower/Notes
Bio Shock/ (15cm) / small arms, Disrupt
Big Claws / Base Contact / MW / +1 attacks
notes: DC-3, Reinforced Armor, Walker, Brood (6), Teleport
Critical: : Roll 1D6 and consult the following chart;
1-5:  The creature loses one DC and one of it?s Monstrous Claw attacks
6: The Hierodule is killed

The teleport ability reflects, that the Trygon is most of the time under the earth, following its synapse creature. So no brood-points are needed in the first place to "summon" it to the surface.
Trygons in the death-heap can be re-spawned with 6 brood-points as usual.

_________________
We are returned!
http://www.epic-wargaming.de/


Top
 Profile Send private message  
 
 Post subject: Tyranid v6.2 List is here
PostPosted: Thu Feb 02, 2006 5:17 pm 
Brood Brother
Brood Brother
User avatar

Joined: Mon Jan 30, 2006 11:44 am
Posts: 52
I find that there is some mistypes (or not ^^) in the first pdf you post :

- No teleport for lesser nodes
- Carnifex looses invulnerable save AND its armour down to 4+
- Hydraphant have synapse :O
- 0+ is not clear :;):

With this version, we see one more time an attenuation of some troops with an augmentation of their points. I wonder when it will stop?


I really don?t understand why you want this augmentation for the haruspex. I?m going to make a comparison with the chosen unit from the chaos army. OK there is an infantery and an armoured vehicule, they haven?t the same utility, it?s different, blabla bla blablabla?. But :

Haruspex ?A? (respectivly Chosen)
Move Armor CC FF
20cm (15cm) 4+(4+) 4+(3+) 3+(3+)
Weapons
Cluster Spines (15cm) small arms
Acid Spray 15cm MW5+ Ignore Cover (2 X 30cm 4+AP/6+AT)
Big Claws Base Contact MW +1 attacks (the same extra attack)

Notes: Walker, Reinforced Armor, Brood (3) (thick rear armor, Reinforced Armor, Teleport)

I think I don?t need to convince you that chosen>>Haruspex. For information, chosen costs 65 pts. I know it is just an example, we can?t compare two unit because they aren?t in the same army? But knowing that it is not the only example (definitively), why raise the price of the haruspex ? It doesn?t seem so justified. Maybe its move may be lessen, but 20cm is important with the consideration of garrison.

For the Carnifex, I really dislike the fact it looses its ?unbreakable? aspect. At 40k, we call them ?gros con? with my friend, in cause of the fact you can shoot him with whatever you want, as many time you want, he NEVER die. With this version, he is too ?fragile? according to the background. Though, the new stats are fine for the price (maybe a little too weak, I think 30 points would suit better).

Intentional, I really don't want to go back to RA, and the 3+ seemed too tough combined with Invul. Save.

Well, do you know probability calculus ? 4+ RA means that 75% of hits are saved, 3+ & invulnerable save means that 72.22% of hits are saved. And what do you think about a 5+ double renforced armour (you could reroll twice instead of once) for 70.37% ?


You tone down Haruspex and Carnifex and you not touch the hierodule? I do not know what changes we can made to stop the abuse (I lack of experience to do this), but it is clearly the army's 'bug'. If you want to keep it at 100 pts, the entire unit must be rethink in my point of view. With an Haruspex at 75 see the difference between the 2, for only 25 pts. But if you see that there is a problem with hierodule, it is at least the first step.



For the termagaunts, I really like the idea of a very cheap troop. I think it is a good point to cut infiltrator for them.

However I do want to write a rule allowing them to leave Synapse Coherency for an assault, as this allows them to remain flexible while reigning in the use of the Hand Off.

It is a perfect idea ! ! ! BANZAI shots are back ! Good news.


Finally, I have a question. I know it is explained, but I?m not sure :
The tyrannid warriors MUST be deploy in groups of three for the synapse formation ? I?m not allowed to split it and make three synapse formations of one nid warrior (or 2 formation, with one and two) ? If the answer is yes, why this restriction ? I really don?t understand the reason.




_________________


Top
 Profile Send private message  
 
 Post subject: Tyranid v6.2 List is here
PostPosted: Thu Feb 02, 2006 5:27 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Jun 24, 2005 2:43 pm
Posts: 2084
Location: Reading, England
I think the reaon is to reduce out activations of the enemy.  A single warrior and half a dozen termies or so costs less than 200pts and is a great spoiling attack unit.

Slam into an enemy formation, lose but take a few enemy with you (and add BMs to the formation) retreat fearless warrior into enemies half of the table.

Now your opponent can either waste a formations shots killing a single stand (whilst you have another dozen similiar units) or watch it spawn back the lost units and repeat the attack on turn 3.

_________________
Tyranid air marshal


Top
 Profile Send private message  
 
 Post subject: Tyranid v6.2 List is here
PostPosted: Thu Feb 02, 2006 5:58 pm 
Brood Brother
Brood Brother
User avatar

Joined: Mon Jan 30, 2006 11:44 am
Posts: 52
well, in fact we do only '2000-pts' game and your reflexion concerns game with more points I think (2700-pts no?). In a '2000-pts' game, this rule means precisely that you will activate only fiew time (except with lesser node), 5 or 6 MAXIMUM. Well for a swarmy army it is a problem because my opponent and I, with chaos, eldars and dwarves (sorry squats), we activated 7 time in a turn (this an average).
It is surely different in 2700 game, but not that much I think.

Now your opponent can either waste a formations shots killing a single stand (whilst you have another dozen similiar units) or watch it spawn back the lost units and repeat the attack on turn 3.

Yup, is it really a problem? Moreover, with your warrior you'll respawn 3-4 gunts not all ;).

In fact, I find the real problem : 3D6 instead 1d6 for respawn. But with the new rule brood rule, it becomes more and more difficult to spawn.




_________________


Top
 Profile Send private message  
 
 Post subject: Tyranid v6.2 List is here
PostPosted: Fri Feb 03, 2006 2:21 am 
Brood Brother
Brood Brother

Joined: Tue Jan 17, 2006 11:17 pm
Posts: 54
My opinions:
-loose the expectorator
-keep exocrines at 75, 1 BP
-keep RA on carnis
-keep AA on the titans, maybe 6+ if you want, but don't delete it (do you have any idea how difficult is to defend against 9 fighters?)

kind regards.

_________________
In Omnia Paratus


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 43 posts ]  Go to page Previous  1, 2, 3  Next


Who is online

Users browsing this forum: Google [Bot] and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  


Powered by phpBB ® Forum Software © phpBB Group
CoDFaction Style by Daniel St. Jules of Gamexe.net