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Norn Queen Report #3

 Post subject: Norn Queen Report #3
PostPosted: Sun Jul 30, 2006 4:49 pm 
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That'd be OK. 1x AP3+/AT3+ wouldn't be bad. That'd give them more fire power then you'd expect. For 250 points and some nice melee capacity too.


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 Post subject: Norn Queen Report #3
PostPosted: Sun Jul 30, 2006 6:43 pm 
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I wouldn't be adverse to seeing two shots from the bio-cannons.

It means that you have to go as high as a Hierophant before you can get four attacks (Which are no longer MW shots), and you lose the option of taking the more effective template weapons (If they're to use the Inferno Gun stats that is).

Two shots from a 250 point Bio-Titan seems somewhat underwhelming. to me, with Template weapons being an obviously superior choice under most circumstances (Anything after turn 1 and the range has closed basically).


Should be same as multiple templates of barrage (eg one hit per stand).


Interestingly the AMTL Inferno gun does not include this proviso, and I have been playing it 'as-written' as it were (I have a twin inferno gun Warhound, the thing eats infantry units for tea).





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 Post subject: Norn Queen Report #3
PostPosted: Sun Jul 30, 2006 7:17 pm 
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You're not allowed to over-lap the flame templates unless you HAVE to essentially (You must hit the maximum number not hit by the other template). I don't know how this interacts with the 'can only be hit once' bit. But it seems reasonable that it would only be able to hit once.

Limiting the flame-template to just 1 max is fine. I still think the Biocannon deserves to be at least a 2x weapon. Two of them is still worse then a Warhound with 1x TLD and 1x VMB. Same range, the Warhound gets 4x 3+/5+ and 4x 5+/3+, definitely better especially yagainst mixed-target formations.


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 Post subject: Norn Queen Report #3
PostPosted: Sun Jul 30, 2006 7:40 pm 
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I think the wording has been written to try and avoid character sniping, rather than preventing double-hits. They are two completely seperate weapons, rather than a combined barage..

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 Post subject: Norn Queen Report #3
PostPosted: Sun Jul 30, 2006 8:34 pm 
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I've seen him post at Dysartes.com :)

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 Post subject: Norn Queen Report #3
PostPosted: Mon Jul 31, 2006 9:09 pm 
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Mini-Update:


- Scythed Hierodule:
- Acid Spray /15cm / AP2+/AT6+ / Ignore Cover
- Large Scything Talons: +2 MW CC attacks.

- Barbed Hierodule:
- Twin-Linked Bio Cannon 2x / 45cm / AP3+/AT4+ / Ignore Cover


- Trygon:
- Large Scything Talons: +2 MW CC attacks.
- Bio-Electric field / D3 shots /20cm / AP3+/AT6+ / Ignore Cover
- Invulnerable Save, Teleport.

- Harridan:
- Twin-Linked Bio Cannon 2x / 45cm / AP3+/AT4+ / Ignore Cover
- Scything Talons: +1 MW CC attacks.

-Vituraptor:
- 2x Bio Cannons 2x / 45cm / AP4+/AT5+ / Ignore Cover
- Spore Cannon /Template / AP5+/AA5+ /Ignore Cover
- 2x Monstrous Claws - +1EA TK (d3)



- Hierophant:
- Huge Scything Talons: +3 MW CC attacks.
Additionally, the Hierophant must select two forelimb biomorphs from the Bio-Titans biomorphs list.



- Hydraphant:
- Huge Scything Talons: +3 MW CC attacks.
- Warp Blast /30cm /AP4+ AT4+ AA5+
- Bio-Plasmic Breath /Template /MW 5+ /Ignore Cover
Additionally, the Hierophant must select two forelimb biomorphs from the Bio-Titans biomorphs list.




Bio-Titan forelimb biomorphs:

- Bio Cannon 2x / 45cm / AP4+/AT5+ / Ignore Cover
- Ripper Tentacles - +d3EA
- Monstrous Claws - +1EA TK (d3)
- Pyro-Acidic Spray - Template, AP5+/AT6+ Ignores Cover



Changes:

- Scythed Hierodule changed from Massive to Large Scythes.
- Barbed Hierodule loses its Scythes.
- Bio-Cannons made 2x shots.
- Hierodule made modular.
- Thrown the Vituraptor & Hydraphant in there.





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 Post subject: Norn Queen Report #3
PostPosted: Mon Jul 31, 2006 10:12 pm 
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(Hena @ Jul. 31 2006,22:05)
QUOTE
I don't think that teleport is a good idea. Node + 2 trygons to take and hold enemy blitz on turn 3 is nasty idea.

Actually, all an opponent has to do is kill the Lesser Node and that "tactic" is kaput... "I fire and don't target the war engines" and everything goes on the Node... and no Node, no Synapse holding the Blitz...

Still, I think it should be infiltrator for the Trygon...

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 Post subject: Norn Queen Report #3
PostPosted: Mon Jul 31, 2006 10:22 pm 
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I might think that MWTK(1) would possible to separate this from haruspexes?


Possibly, but one of the hallmarks of the Scythed Hierodule is its high number of CC attacks. How about 2x MWTK(1).

I don't think that teleport is a good idea. Node + 2 trygons to take and hold enemy blitz on turn 3 is nasty idea.

Though TBH, the 2 Trygon blitz claim would be pretty easy to turn around and swat in most cases.

I'm still going to stand on the side of a Teleport Trygon for a day or two longer I think, it's just a matter of costing such an ability correctly, and it adds a huge ammount of flavour to the list.

How are Teleport Trygons any more powerful than Teleport  Terminators?

Again, I might go with MWTK(1). Also would like the possibility of breath template, but that's just me :D.
I'd rather leave the flying TK weapons to the Vituraptor. How about moving back to 2x MW attacks instead.

No breath templates for the Harridan. :)

Perhaps change that to Spore Cannon to breath weapon, like others.

Eh, they have radically different abilities (I've left the Hydraphant as the only Breath Template MW for now).


I'm hoping that the talons aren't missing EA. IMO the name is wrong (as the models don't have any such weaponry). As the idea I gather is to say that these are monsters in CC and half attacks are MW. Except for a note text I don't have a good solution now.

I'm not sure what to call the big stabby front legs other than 'Huge Talons', as that's where the attacks come from on the Hierophant apparently. It's just a matter of symantics anyway.

Call them biomorps, instead of forelimb. So that conversions can run wilder

You really want those background-defying breath weapons don't you! :D

"My Hydraphant has Bio-Plasmic Breath & two Breath Weapon Biomorphs!"

:;):

I was only saying forelimb because that is both the arrangement on the old model, and the arrangement on the new FW model (Which will of course require converting anyway).

Counts-as is your friend?





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 Post subject: Norn Queen Report #3
PostPosted: Mon Jul 31, 2006 10:33 pm 
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I still don't like the Hiroephants +3MW attacks.  That means if he has two of the big arse claws he will have

6 3+ CC attacks
3 3+ MW CC attacks and
2 3+ TK(D3) CC attacks.

Way to choppy, even  for a nid

I also agree that the heirodule should be TK attacks.  It helps seperate it fromt he Trygon.  One is anti big stuff (with 4 S10 attacks), the other is anti swarm (with 5 S8 and D3 S4 attacks)

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 Post subject: Norn Queen Report #3
PostPosted: Mon Jul 31, 2006 10:44 pm 
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That is quite choppy, but he will die die die unless he reaches CC.

Not just FF, CC.

It's a very rare occurance against any halfway competent enemy, and when it happens, your investment should be rewarded.

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 Post subject: Norn Queen Report #3
PostPosted: Mon Jul 31, 2006 10:49 pm 
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I'd be good with making the CC attacks on the Scythed Heirodule and the Hierophant be TK(1) shots. Most of the other enemies in that power-catagory are TK weapons, at TK(1), so it seems reasonable.

For the 'singling out of the node': Remember you can pick out WEs from normal Tanks. Not the other way a round. If I have a unit with 2 Shadowswords in the front and a Hydra behind them and you fire on them, you HAVE to hit the shadowswords first. The only thing is if I have something else infront of those SHTs you can pick out the SHTs from the lot. The ability to target WEs does NOT allow you to ignore them and shoot at the rest of the formation.


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