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[I]Personal Observations about the Tyranid List.

 Post subject: [I]Personal Observations about the Tyranid List.
PostPosted: Tue Mar 21, 2006 11:10 am 
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Stonefox: Have to disagree with warengine costs. a) they have complete lack of void shields or similar b) have nothing short of pathetic shooting.

Pre-regeneration I dropped dominatrix stone dead in less than 2 turns. With ORKS! I have never-ever took out any warmachine of similar size(say warlord) with so much ease. Honestly it didn't even take much of an effort...Regeneration atleast would have allowed it to force me to employ tad more firepower to get rid of that thing on turn 2. Now it was practically point&click and it's dead.

And as noted their firepower is sorely lacking. Dominatrix: 30cm AP4+/AT4+/AA5+ shot plus short range MW5+ template...Wopedoo. That's hardly impressive. Bio cannons scattered around: 45cm MW5+ shots. Yes ignore cover but still one 5+ shot(6+ if you double as most bugs do). Scary...NOT! Similary those template weapons suffer as 6+ after double is not much.

Yes I know they are good in CC but frankly CC isn't that much of use as it requires to get into b2b which is not that easy. And not that many turns you can even be in CC during game...

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 Post subject: [I]Personal Observations about the Tyranid List.
PostPosted: Tue Mar 21, 2006 12:25 pm 
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Well, after all, Stone Foxx has a point - the list is not really fun to play against. But we should keep in mind that it is not yet balanced or finished.

Sadly I do not have any other suggestions than changing the Unstoppable rule into something less unstoppable.

I've yet to figure out a way to beat the Tyranids with my SM. I think I could do it by maxing out the anti-Tyranid weaponry but that doesn't feel right for me. It would be ok for the one-off game but we should keep in mind it is meant for GT games or tournament environment. When I have to devise my army solely with the focus on one opponent to even have a slight chance of beating it something is wrong in my opinion :p

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 Post subject: [I]Personal Observations about the Tyranid List.
PostPosted: Tue Mar 21, 2006 1:56 pm 
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Quote (Morg @ 21 Mar. 2006 (11:25))
Well, after all, Stone Foxx has a point - the list is not really fun to play against. But we should keep in mind that it is not yet balanced or finished.

I don't agree. I've enjoyed facing the Tyranids, mainly due to their unique feel. Unstoppable is the big thing and seems to work well.

I agree that Unstoppable means that the things that generally work well don't work against Tyranids, and that Tyranids get to do all kinds of neat tricks, like teleporting 10 Lictor formations on an opponent's rear with no BMs, but I believe these problems can be fixed without losing Unstoppable.


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 Post subject: [I]Personal Observations about the Tyranid List.
PostPosted: Tue Mar 21, 2006 2:36 pm 
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The only thing I dont like in these special rules, as a nid opponant, is the lesser node. There is a lot of way to use it against the spirit of the army ( cheap activations, easy spawning, BTS refusal,... ).

Yes it can be killed easily, but with teleport you can often hide it well, as it is a sole unit.

As you have understood, I dont like it and do not understand why the nids need such a thing...

For the other things, well everything could be balanced through costs/stats modifications, I think


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 Post subject: [I]Personal Observations about the Tyranid List.
PostPosted: Tue Mar 21, 2006 2:47 pm 
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Quote (Hena @ 21 Mar. 2006 (11:33))
As I now have the Marine army almost done I might be able to get a game done where I play with my marines and opponent plays with my nids. Only thing missing still is the opponent and time to do this :D.

Well I might grab that offer during summer.

BTW. Regarding that unfun part. I enjoyed my game against bugs when I played. Even if it was nightmarish game where I got duly kicked but frankly gaming table itself favored bugs from beginning(so narrow that genestealers could charge from garrison in a get-go. Regardless of where I deploy my troops).

Yes unstoppable is one nasty rule but I would rather find a way to make bugs fun&balanced with it than without. For all the problems it causes it's still so...Bug-like :D

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 Post subject: [I]Personal Observations about the Tyranid List.
PostPosted: Tue Mar 21, 2006 4:03 pm 
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Having fun or not is always subjective - I always enjoy shoving around lead miniatures :)

But an almost sure defeat is no real incentive to play against the Tyranids. Agreed, the SM list has their problems anyway and seems to be the worst list to face the Tyranids. But in that they are a good indicator on how well the Tyranid list works.

I don't perceive the unstoppable rule as bug-like... rather lemming-like :p

On a sidenote: I think spawning is a nice feature and needs to be enhanced. Make it automatic at a reduced rate (half the dice?) and still allow the dedicated action.

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 Post subject: [I]Personal Observations about the Tyranid List.
PostPosted: Tue Mar 21, 2006 5:31 pm 
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Quote (Morg @ 21 Mar. 2006 (15:03))
I don't perceive the unstoppable rule as bug-like... rather lemming-like :p

Blast markers represent effect on troopers morale when they are hit. The thing with bugs is that when they are under control of synapse they do not KNOW fear. They do not hesitate due to enemy fire. They will sacrifice themselves without hesitation.

Therefore no BM's is actully quite characterfull.

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 Post subject: [I]Personal Observations about the Tyranid List.
PostPosted: Tue Mar 21, 2006 6:45 pm 
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Pre-regeneration I dropped dominatrix stone dead in less than 2 turns. With ORKS! I have never-ever took out any warmachine of similar size(say warlord) with so much ease. Honestly it didn't even take much of an effort...Regeneration atleast would have allowed it to force me to employ tad more firepower to get rid of that thing on turn 2. Now it was practically point&click and it's dead


Tneva you should be compairong the dominatrix to something like a pair of warhounds though (same cost) not something 350 points dearer.I have had warhounds torn apart by ork shooting in 1 activation (and warhounds cannot spawn a few hundred points of friends back)

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 Post subject: [I]Personal Observations about the Tyranid List.
PostPosted: Tue Mar 21, 2006 7:46 pm 
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Okay, back again.

I'm trying to set up a game of my own against a Tyranid player (two different games against two different players, actually) to try out some of the suggestions I've received about army composition and tactics specifically against Tyranids.

Hena, none of my annoyance in the last post was directed towards you, or any other poster really. It was directed to Jaldon. His way of off-handedly discarding my impressions, ideas, and comments was what I found annoying. If he's the leader of the Tyranid list project, he should definitely be more open to suggestion if he really wants to make a balanced army list. ...oh, and I'll start adding the extra lines between paragraphs. :D

As far as the WE Regeneration, I give...fine, okay, you win...it was a much smaller second point anyway. My main problem has always been and still is the Unstoppable rule. As I stated before (repeatedly), I think the idea behind the rule is good and very bug-ish. I don't think the rule itself in its current form works well. I suggested alternate ideas, but it doesn't seem that anyone has even really registered it. Everyone seems pretty set that its fine to them, and alternatives do not even need to be considered.

I personally like the idea of using the Space Marine rule with a 3x multiplier...with the size of most swarms, tripleling that to break a formation it damn difficult. That not a popular idea, and I can understand why. You want them never to be broken or suppressed.

The other idea worked even more in line with the rule you already are using and was aimed at giving you almost everything you want while fixing the 'colateral' problems that are caused by the rule as it stands now. That idea was that the Tyranids receive Blast Marker, but ignore the effects of Broken & Supressed. No more free bonus to Assaults. No more ignoring modifers to activations, etc., etc. I'd even go so far as to say all Tyranid formations automatically loose all Blast Markers during the Rally phase. You basically have all of the benefits that you seemed to be trying for, but none of the free advantages that just aren't fair to ever other army that must deal with them.

The rest of my so called 'problems' with the Tyranid list are very small. I feel certain they can be dealt with by an opponent, or that they will be fixed as the playtesting proceeds. I understand its still 'under construction'. I just think this 'foundation' special rule needs to be fixed before you build anything else on it.

I have no personal attraction to Tyranids. I've never had a desire to play them. I do have a desire to play against balanced list, and think the Tyranids make a wonderful opponent for my Eldar forces. I'd really like to see a good list turned out. That is why I'm so adamant about changing the Unstoppable rule. Maybe if you aren't going to play against the Tyranids as you playtest these rules, consider allowing the opponent to ignore Blast Markers while you use their rules as written in the basic rulebook? It might give you a better perspective of how they aren't working well curently (especially if you opponent is crafty enough to capitolize on the colateral problem they cause).

StoneFoxx

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 Post subject: [I]Personal Observations about the Tyranid List.
PostPosted: Tue Mar 21, 2006 8:35 pm 
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Quote (tneva82 @ 21 Mar. 2006 (11:31))
Quote (Morg @ 21 Mar. 2006 (15:03))
I don't perceive the unstoppable rule as bug-like... rather lemming-like :p

Blast markers represent effect on troopers morale when they are hit. The thing with bugs is that when they are under control of synapse they do not KNOW fear. They do not hesitate due to enemy fire. They will sacrifice themselves without hesitation.

Therefore no BM's is actully quite characterfull.

Here is my 2 cents.  I think the Tyranid should still take blast markers.  Reason being, the game mechanics relies on blast marker  to reflect some of the real life situation but it also has abstract part of it that affects the game in a profound way.  For example, each formation has to roll for initiative to see whether they can carry out the order or not.  I understand the Tyranid is 'unstoppable' but it doesn't mean that it can always carry out its order in a timely fashion.  You may think that the way Tyranid moves makes blast markers unnecessary but the games that I have fought Tyranids (twice, but more to come) and pretty much shot all the swarms that is on the board.  What really kills me is their ability to carry out their order.  A initiative rating of 2+ is as good as the space marine but I doubt the bugs (brood or synapse) have that kind of cohesiveness to carry out their order 83% of the time.  Defnitely not reflected in their point cost.

Secondly, blast marker is also a factor in Assault.  I think the ability to keep spawning is bad enough.  Giving the Tyranid another +2 in the result roll pretty much make'em invincible.  I dont blieve unstoppable is quite the same as invincible?

Just my 2 pennies...






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 Post subject: [I]Personal Observations about the Tyranid List.
PostPosted: Tue Mar 21, 2006 8:39 pm 
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Quote (dptdexys @ 21 Mar. 2006 (17:45))
Pre-regeneration I dropped dominatrix stone dead in less than 2 turns. With ORKS! I have never-ever took out any warmachine of similar size(say warlord) with so much ease. Honestly it didn't even take much of an effort...Regeneration atleast would have allowed it to force me to employ tad more firepower to get rid of that thing on turn 2. Now it was practically point&click and it's dead


Tneva you should be compairong the dominatrix to something like a pair of warhounds though (same cost) not something 350 points dearer.I have had warhounds torn apart by ork shooting in 1 activation (and warhounds cannot spawn a few hundred points of friends back)

Dominatrix is tyranids biggest baddest war engine. With DC8. I wouldn't call comparison to scout titan as entirelly accurate...

But anyway the point was that the tyranid war engines a) aren't(or atleast weren't before regeneration) that tough(if ork shooting can drop them stone dead faster than they can do that to warlord titan it's pretty obvious which one of those is lot tougher) b) don't have much in way of long range firepower.

So these combined makes claim that they are too cheap seem pretty odd IMO. If you push price up you approach warlord price fast and in return you get...Poorly armed bio-titan that can be shot down in less than 2 turns by orks? Regeneration isn't too unreasonable idea to help it out.




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 Post subject: [I]Personal Observations about the Tyranid List.
PostPosted: Tue Mar 21, 2006 9:17 pm 
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The warlord should be tougher and have better fire power/range its 70 % more expensive


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 Post subject: [I]Personal Observations about the Tyranid List.
PostPosted: Tue Mar 21, 2006 9:20 pm 
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Quote (dptdexys @ 21 Mar. 2006 (20:17))
The warlord should be tougher and have better fire power/range its 70 % more expensive

Did I say otherwise? I'm saying however that calling bio-titans as cheap isn't exactly most sensible thing. Afterall if you price it up then it starts to be close in price with worser abilities...Is that reasonable then?





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