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[NEW!] Tyranids 7.4

 Post subject: [NEW!] Tyranids 7.4
PostPosted: Sun May 20, 2007 2:29 am 
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Greetings Broodlings!

After a bunch of reading, writing, re-reading, and re-writing, I've put together a 7.4 version of the Tyranid army list. ?Thanks for all the input and comments everyone!

Lots of little changes, which probably add up to big changes too. ?*laugh*

I'm posting this here primarily to get people's feedback on the changes and then I'll eventually post if to Andy for inclusion in the Vault.

Removed

Winged Warriors, though the Tyrant can still get them. (Sorry to anyone who started doing conversions... *I* liked 'em, but most found them OTT.)

Multiple "styles' of Carnifex, there can be only one!

Regeneration from the "lesser" bio-war engines, now only the "big ones" get it.

AA from Zoanthropes; their shooting attacks are changed as is their armour.

Added

AA Gargoyles *AND* AA Spore Sacks, different tools for different jobs; this might be a contentious choice, but I'd really like to see some playtesting of these options. ?Gargoyles are also now Brood (2) under these changes.

Changed

Critical hits on the Bio-Titans are more "flavourful".

Critical hits on Hierodules kill 'em dead!

Hierodules are now Brood (7)... I'm *very* curious about this one.

Trygons, 25cm move, 100 points.

Some of the wording in the Special Rules, tried to tighten somethings up and clarify things, please read them over and let me know what I inadvertently screwed up.

Vituperator FF4+

War Engine Synapse count their full DC for BTS, so a Dominatrix at 1DC does nothing to help the enemy.

Made the Dom slightly more zappy in a firefight and She's gone to 0-1 (Sorry Hena!) as She's the "Queen" of the swarm

To Do

Put together a quick reference sheet.

There may be a few other things, but I'm too tired to remember them...





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 Post subject: [NEW!] Tyranids 7.4
PostPosted: Sun May 20, 2007 7:27 am 
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Great work - thanks Chroma!! :)

Looks pretty good at first quick squizz... about the only comment is that the Dom should lose AA from warp blast.

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 Post subject: [NEW!] Tyranids 7.4
PostPosted: Sun May 20, 2007 7:56 am 
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Looks good. :D  I personally like AA on dominatrix.

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 Post subject: [NEW!] Tyranids 7.4
PostPosted: Sun May 20, 2007 10:00 am 
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(Charad @ May 20 2007,06:56)
QUOTE
I personally like AA on dominatrix.

Who doesn't!  :D  

Warp blast isn't supposed to be AA though, so shouldn't be on this beastie either.

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 Post subject: [NEW!] Tyranids 7.4
PostPosted: Sun May 20, 2007 10:39 am 
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AA Gargoyles


SLAP! :D

More to come. :)

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 Post subject: [NEW!] Tyranids 7.4
PostPosted: Sun May 20, 2007 10:50 am 
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Meotic Spores:

I've playtested these with FF4+, and a MWCC 6+ attack.

The enemy didn't have aircraft though. :D


Hierophant:

You have it with a Twin Bio-Cannon.

This is wrong, it should be 2x Bio Cannons. Hierophants specifically have more shots than Hierodules, with slightly less accuracy.



That's it for now... I'm very happy with this version of the list!

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 Post subject: [NEW!] Tyranids 7.4
PostPosted: Sun May 20, 2007 11:04 am 
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thanks for the hard work Chroma!

i should be able to get E&C to play test it on Tues at are Club.

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 Post subject: [NEW!] Tyranids 7.4
PostPosted: Sun May 20, 2007 11:57 am 
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I played two games yesterday with pretty much this set of stats, Tyranids vs Space Wolves.

Nids won one, lost one. :)

Looking forwards to facing Pulsar's Eldar on Tuesday. :D

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 Post subject: [NEW!] Tyranids 7.4
PostPosted: Sun May 20, 2007 12:51 pm 
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Thanks Chroma!  :) I love this new version and most of the changes.

Quick comments (I had written a detailed reply... that got lost in the Warp  :angry: ) :

- Mindless (new ability on Mieotic Spores) : some French players have voiced their concerns about the possibility for a Tyranid player to unfairly claim/contest objectives by teleporting Synapse Nodes on turn 3. Why not give the Synapse Nodes the new Mindless ability to prevent such tactics?

- Hierodules still appear as Brood (6) in the .pdf

- I don't really like AA Gargoyles. Even with Brood (2), this makes them even better than what they are now compared to the other brood creatures (faster, better FF, 6+ armour... and now AA as well).

- Mieotic Spores are nice, but do they really need Disrupt and MW? Surely Disrupt is enough.

- Does the Warp Blast still need AA with AA Gargoyles and/or AA Spores in the list?


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 Post subject: [NEW!] Tyranids 7.4
PostPosted: Sun May 20, 2007 1:02 pm 
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- I don't really like AA Gargoyles. Even with Brood (2), this makes them even better than what they are now compared to the other brood creatures (faster, better FF, 6+ armour... and now AA as well).


I think that Gargoyles should probably lose their armour save (Why is it better than the other two guant types when it's basically meant to be the same creature, just with wings), lose the AA attack, and be set at Brood (1.5).

They'd still be worth it, and would no longer be a complete no-brainer.


The other option is to give all Gaunt-types a 6+ save, but if IG don't get a save, I don't think Gaunts should either.





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 Post subject: [NEW!] Tyranids 7.4
PostPosted: Sun May 20, 2007 2:21 pm 
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I think the removal of the save on gargoyles would be a good idea.  There is precidence for them being AA however in McNeil's Warriors of Ultramar.




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 Post subject: [NEW!] Tyranids 7.4
PostPosted: Sun May 20, 2007 2:27 pm 
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Well in Warriors of Ultramar the Gargoyles where chasing the Deathwatch's Thunderhawk. The Thunderhawk narrowly avoided a collison with a starting shuttle but the pursuing Gargoyles slammed into the shuttle bringing it down.
But the city was swarmed by big clouds of Gargoyles so avoiding them was near impossible.





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 Post subject: [NEW!] Tyranids 7.4
PostPosted: Sun May 20, 2007 2:55 pm 
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(BlackLegion @ May 20 2007,13:27)
QUOTE
Well in Warriors of Ultramar the Gargoyles where chasing the Deathwatch's Thunderhawk. The Thunderhawk narrowly avoided a collison with a starting shuttle but the pursuing Gargoyles slammed into the shuttle bringing it down.

Chasing a Thunderhawk you say?

Hmm maybe Gargoyles should go back to being aircraft again like they were in the previous epic rules...  :devil:  Ah well I'm happy with the current AA approach... 6+ save is fine too due them being zippy by current and previous fluff as has been explained before.

By the way - I thought those Meiotic (sp in list wrong?) spores were supposed to have no FF attack, but a good close combat attack (like 4+ or something?). Wasn't that the justification E&C or Neal or someone said (attacking a bomb with a chainsword is not a good idea...)?

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 Post subject: [NEW!] Tyranids 7.4
PostPosted: Sun May 20, 2007 3:33 pm 
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By the way - I thought those Meiotic (sp in list wrong?) spores were supposed to have no FF attack, but a good close combat attack (like 4+ or something?). Wasn't that the justification E&C or Neal or someone said (attacking a bomb with a chainsword is not a good idea...)?


Yep the list has the spelling incorrect.

My original proposal for this form of spore mine was something like:

FF4+ (Ejected small Acid Spore Mines)
CC6+, Macro Weapon (Small chance of it exploding in your face and killing the whole squad).


However, Chroma's gone with 'support craft' for the spore mines, which prevents them entering CC at all.

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