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[NEW!] Tyranids 7.4

 Post subject: [NEW!] Tyranids 7.4
PostPosted: Mon May 21, 2007 2:01 am 
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Haruspex - A priest in ancient Rome who practiced divination by the inspection of the entrails of animals.

Dactylis - A monocotyledonous grass of the family Gramineae (has only one species) .

Too funny!

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 Post subject: [NEW!] Tyranids 7.4
PostPosted: Mon May 21, 2007 3:33 am 
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(Evil and Chaos @ May 20 2007,23:33)
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Perhaps a joke about them looking like giant sperm or something?


They rather look like giant ******** (Testicles) to me.

Well, looking like testicles would certainly fit with "meiotic"!

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 Post subject: [NEW!] Tyranids 7.4
PostPosted: Mon May 21, 2007 10:29 am 
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Harridan --- Annoying old woman. :D


Right, back to the rules... :)

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 Post subject: [NEW!] Tyranids 7.4
PostPosted: Wed May 23, 2007 2:35 pm 
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A few of the guys here played several Nid games over the course of last weekend.  They used 7.1 and had several concerns.  I sent them 7.4 Monday morning.  They've looked it over and based on their concerns from 7.1 that weren't addressed, they had the following comments.  My editorial remarks are in brackets.

BTW, overall, they like the list and feel like it plays Tyranid-y.  Don't think this means they are trashing the whole thing.

=========

Dominatrix - If the symbiote is killed on a critical the unit should also lose synapse ability.  Without the part of the WE that gives it Supreme Commander ability it shouldn't still have synapse.  After all, this is a 6 followed by a 6.  That is a pretty bad crit.

[In one of the games they played, a Dom with 1DC left was critted.  The 6 removed SupCom but that was a minor effect.  The Dom lived and all the brood as well because it was still a Synapse.  In short, a "6-6" crit resulted in the best possible result for the Nid player, maintaining the maximum possible ability on the board.  An unlikely confluence of events to be sure but everyone involved felt like it was horrible.]

Nodes - This could still be a problem and needs playtesting.   Being able to drop a unit that cannot be broken to contest a blitz objective on the third turn is probably too tough.  It also means that a Tyranid player can ignore any defense of its blitz, freeing its entire army to race across the board.

Lictors - The size limits of Lictor formations are too large.  Unbreakable, units of 5 or 6 around objectives on turn 3 make it too difficult on opponent to battle over theses.  It skews hard fought games on turn 3.

Flame Templates - There are too many flame tempalte MW weapons in the army.  The flame template MW is roughly equal (in terms of number of units hit) to 2 Soopaguns.  yes, they have shorter range but are way too cheap.

Another weapon occasionally substituted for flame template MW is Acid Spray ignore cover.  IMO these weapons so nullify and opponent that uses cover as to make the game not much fun.  it would be more fun for an opponent to feel like he has a chance if he can just hold on in his cover long enough.

Raveners - the Raveners have been reduced too far IMO. They cost 30 points, have a 5+ armor, CC3+, FF6+ and they get no extra attacks. By comparison a Nob costs 35 points, has a 4+ armor, CC3+, FF5+, gets an extra attack in CC, 2 shots at range, and is a leader.

I know this is only one unit but in this case the unit has been ruined. Not to mention the fact that I made so many of them based on previous stats that were much more Nob like.

IMO the stats should be more like this for 30 points: Armor 4+, CC3+, FF5+, Extra attack +1 in base, brood 2. This would make the unit worth taking and it would give some nasties (not WE) in your army w/o being overpowered. I would even be OK with some form of limits in the army although that would seem a little artificial.

===

I watched the end of one of the games and I agree it was brutal.  5K, Nid v IG.  The IG chose almost freely from the Steel Legion and Siege IG lists to put together the list and was all the Siege horde/line/arty stuff backed by the really shooty bits from the SL list like Shadowswords and a Russ Company.  The Nids was a big-bug or Godzilla style army.  The Nids gutted them in the second turn.

These are seasoned grognards and none of us saw a way the IG could reasonably have held them off.  There was one particularly disastrous assault that broke a Shadowsword company due to a critical hit.  However, even if that company had killed the Dominatrix on the second turn, the Nids were in the enemy line.

The IG could have ground them down to a great extent, but they would not have had the units or speed to do that and also be able to contest objectives not on their own side of the board.  There were also 2 Nodes waiting to teleport in on turn 3.  The only possible strategy for IG was to go for attrition and everyone agreed that would probably have failed.

The Lictors were blamed as a significant factor because they simply hammered formations with their ZoC.  Part of that was undoubtedly the setup (5K on 6' board with IG means cramped formations).  However, that wasn't the only game and the comment was that they felt similarly abusive in other situations as well.  They even made the comment that they thought the previous version with more attacks but fewer models was better in certain ways.  Fewer models meant that firepower might actually mamange to kill them all off, even with the higher save at the time.  With larger formations, it was simply not possible to get rid of them.

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 Post subject: [NEW!] Tyranids 7.4
PostPosted: Wed May 23, 2007 3:05 pm 
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Nodes - This could still be a problem and needs playtesting.   Being able to drop a unit that cannot be broken to contest a blitz objective on the third turn is probably too tough.  It also means that a Tyranid player can ignore any defense of its blitz, freeing its entire army to race across the board.


I actually don't like Nodes as a concept (Why are the Tyranids expending vast ammounts of resources to construct a world-spanning subterrainian Synapse-network when they're going to eat the whole planet in one month?).

Game-wise, I never use them and still have a pretty good win record... I think they could do with being dropped entirely.

Lictors - The size limits of Lictor formations are too large.  Unbreakable, units of 5 or 6 around objectives on turn 3 make it too difficult on opponent to battle over theses.  It skews hard fought games on turn 3.

I find Lictors work well in burning off enemy activations (Enemy wins strategy roll, then firefights the Lictors to death), but I don't think they're game-breakers, as they're very expensive.

Flame Templates - There are too many flame tempalte MW weapons in the army.  The flame template MW is roughly equal (in terms of number of units hit) to 2 Soopaguns.  yes, they have shorter range but are way too cheap.

Pretty much fixed now I think, this is one of the bigger changes since 7.1, as there are only 3 flame templates left in the list now and they're all on big 'feature' creatures (Dominatrix, Vituraptor, Hydraphant).

Another weapon occasionally substituted for flame template MW is Acid Spray ignore cover.  IMO these weapons so nullify and opponent that uses cover as to make the game not much fun.  it would be more fun for an opponent to feel like he has a chance if he can just hold on in his cover long enough.

This has also been toned down IIRC.

What has Acid Spray now... Scythed Hierodule, and... I think that's it?

Raveners - the Raveners have been reduced too far IMO. They cost 30 points, have a 5+ armor, CC3+, FF6+ and they get no extra attacks. By comparison a Nob costs 35 points, has a 4+ armor, CC3+, FF5+, gets an extra attack in CC, 2 shots at range, and is a leader.

Raveners should have the same armour save as Warriors, as in background terms they are the same genus.

Thus, 4+ save.

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 Post subject: [NEW!] Tyranids 7.4
PostPosted: Thu May 24, 2007 12:57 am 
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Thanks for the input Neal!


(nealhunt @ May 23 2007,14:35)
QUOTE
Dominatrix - If the symbiote is killed on a critical the unit should also lose synapse ability.  Without the part of the WE that gives it Supreme Commander ability it shouldn't still have synapse.  After all, this is a 6 followed by a 6.  That is a pretty bad crit.


Yeah, a "6-6" should be a bad crit, but losing "synapse" does some weird things: is the Dom now considered an independent and not counted for BTS or double value for tie-breakers?

I've been considering a "psychic explosion" effect that could harm the Dom greatly without the loss of abilities.  I don't believe there's any other crit that removes abilities, except, perhaps, the Eldar Titans'.  I'll keep thinking about this one.

EDIT - what about "Loses supreme commander and all Broods under her control immediately go to ground."  Is that nasty enough?

Nodes - This could still be a problem and needs playtesting.   Being able to drop a unit that cannot be broken to contest a blitz objective on the third turn is probably too tough.  It also means that a Tyranid player can ignore any defense of its blitz, freeing its entire army to race across the board.


I've never had a problem using or facing Nodes, but I've never done a "mega-node" army to push them to the limit.

Since Nodes spend the whole turn "naked" they seem extremely vulnerable to me.  If you don't arrive in cover, which has its own risks, you're out in the open to get hammered by enemy fire.  If you've got a high investment in Nodes, you're going to have less activations on the table.  The enemy can attempt to surround your (or their own) objectives with zones of control.  There seems to me to be a lot of counters and downsides to the "Node rush" scenario.  

Has anyone actually seen it in play?

Lictors - The size limits of Lictor formations are too large.  Unbreakable, units of 5 or 6 around objectives on turn 3 make it too difficult on opponent to battle over theses.  It skews hard fought games on turn 3.

Wow, that is so odd, as massed Lictors have come to be seen as the biggest waste of 600 points in the Tyranid army around here!  *laugh*

If the Lictors can go first, yes, they can inflict some serious hurt on the enemy, but is so rarely seems to happen and they just die to the "6cm firefight".  They aren't fearless so combat resolution just seems to decimate them.
The Lictors were blamed as a significant factor because they simply hammered formations with their ZoC.  Part of that was undoubtedly the setup (5K on 6' board with IG means cramped formations).  However, that wasn't the only game and the comment was that they felt similarly abusive in other situations as well.  They even made the comment that they thought the previous version with more attacks but fewer models was better in certain ways.

In the older lists, they were 0-2 Lictor swarms of 2-5 models, are you really saying that the bump to 3-6 is that significant?  I really didn't like the cheaper, and effective, 100 point Lictor pair showing up as a "spoiler".

Neal, can you explain how the Lictors were "hammer"ing other formations with their zones of control?  Why wouldn't the harassed formation just engage them?  The Lictors have to arrive more than 5cm away from the enemy when they show up, so there's no way for them to counter-charge into base with the enemy, so the enemy can just firefight them away.  What was actually happening here that caused such problems?

As a caveat, I would say that Imperial Guard, with the Strategy Rating 2 is the army most susceptible to Lictor attacks, but in all my Tyranid playing, it's been rare for Lictors to get their points back in play.

Flame Templates - There are too many flame tempalte MW weapons in the army.  The flame template MW is roughly equal (in terms of number of units hit) to 2 Soopaguns.  yes, they have shorter range but are way too cheap.

Hmmm? there are only three flame template toting models in the army, all on Titan-class heavies: Dominatrix, Hydraphant, and Vituperator, how is that too many?  

The attacks, can, at best, hit on a 5+ while moving into range (one would probably engage if close enough to sustain fire).  As for the opportunity for maximizing hits, I'd say 2 Soopaguns has way more potential for damage!  The barrage template is of greater diameter than the "round end" of the flamer, and the secondary template from a 4BP MW barrage can be placed anywhere around the first template to do more damage.  With the flamer template, the Tyranid player has to do a lot more manoeuvring to hit large numbers of targets.

Another weapon occasionally substituted for flame template MW is Acid Spray ignore cover.  IMO these weapons so nullify and opponent that uses cover as to make the game not much fun.  it would be more fun for an opponent to feel like he has a chance if he can just hold on in his cover long enough.

Er? this: Acid Spray, 15cm, 2xAP3+/AT6+, Ignore Cover, Forward Arc on a single unit (Scythed Hierodule) is that much of a spoiler?!

As well, the Bio-plasma Breath does *NOT* have Ignore Cover.

Are you sure the latest Tyranid list is being used?


Raveners - the Raveners have been reduced too far IMO. They cost 30 points, have a 5+ armor, CC3+, FF6+ and they get no extra attacks. By comparison a Nob costs 35 points, has a 4+ armor, CC3+, FF5+, gets an extra attack in CC, 2 shots at range, and is a leader.

Wow again, even with their current stats, I'd take all Raveners instead of other Common Broods if I had the models!

To make them even better, what's the point of taking any 'Gaunts at all from a purely power gaming perspective?  You've got twice the survivability, getter CC, same FF for just twice the cost

I have never seen Raveners as weak; I still think they are extremely good!

I watched the end of one of the games and I agree it was brutal.  5K, Nid v IG.  The IG chose almost freely from the Steel Legion and Siege IG lists to put together the list and was all the Siege horde/line/arty stuff backed by the really shooty bits from the SL list like Shadowswords and a Russ Company.  The Nids was a big-bug or Godzilla style army.  The Nids gutted them in the second turn.

I'd really like to see the army lists used, though I find combining Steel Legion and Siegemasters together to be odd.  Were fortifications used?  What Strategy Rating did the Imperial army have?  Did so many formations on a smaller than usual table for the points cause a lot of intermingling?

I've found the "Godzilla" armies wither when faced with massive firefighting ability, which is what a Guard army should be bringing to the table.  I would *love* to see a battle report of this, or a similar fight.

Lastly, 5000 points is the upper range of the list, and I don't think it's seen much playtesting at all.

Thanks again for the input Neal!

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 Post subject: [NEW!] Tyranids 7.4
PostPosted: Thu May 24, 2007 10:30 am 
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(Chroma @ May 24 2007,00:57)
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I've never had a problem using or facing Nodes, but I've never done a "mega-node" army to push them to the limit.

Since Nodes spend the whole turn "naked" they seem extremely vulnerable to me. ?If you don't arrive in cover, which has its own risks, you're out in the open to get hammered by enemy fire. ?If you've got a high investment in Nodes, you're going to have less activations on the table. ?The enemy can attempt to surround your (or their own) objectives with zones of control. ?There seems to me to be a lot of counters and downsides to the "Node rush" scenario. ?

Has anyone actually seen it in play?

I've never seen it in play, but I can easily picture the following situation, even without a "mega-node" army list : come turn 3, both players usually have only a few, precious activations left on the board. Now if the Tyranid player teleports, say, 3 Nodes so as to claim or contest one or more objectives :

- either the opposing player takes care of the Nodes, killing them easily but "losing" in the process 3 activations that would certainly have been much needed for something else ;

- or the opposing player ignores the Nodes and concentrates on the bugs, thus leaving the Nodes to claim/contest several objectives.

All of this for 150 points.

It's not that they're overpowered or too hard to destroy, it's just that, even in small numbers, they have the potential to disrupt most of the opponent's strategy for almost no cost to the Tyranid player.

I agree with E&C : let's get rid of them. ?:)

EDIT: I hereby promote myself to Presidente Numero Uno of the G.R.O.S.S. (Get Rid Of Slimy NodeS) ! Can you tell I've been re-reading Calvin and Hobbes lately? ?:p






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 Post subject: [NEW!] Tyranids 7.4
PostPosted: Thu May 24, 2007 12:05 pm 
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I like the Node idea a lot. It's very nice addition to the E:A list and Tyranids in general. No there is no GW "official" fluff on them, but that is no reason for not to do the Nodes. As if we were to remove the Lesser Node, the Greater would still stay, right?


Nope.

I am proposing that we remove Nodes from the list entirely.




There are two criteria that need to satisfy me when I'm looking at what should be in an armylist:

1 - Does it make sense, in context with the background?

2 - Does the army need it on the tabletop?




For me:

1 - The fluff behind Synapse Nodes doesn't make sense... why is the hive mind investing truly gargantuan ammounts of resources in growing a Synapse Network under the earth over the entire planet, when the planet is going to be consumed in a few months? It doesn't fit with the Tyranid fluff, which is all about corrupting the plant-life that's on the planet already in order to leech all the nutrients from the soil, then harvesting all the plant life....


2 - Please justify to me the existance of these things on the tabletop, because all I see is cheap objective-grabbers with little to no other purpose.

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 Post subject: [NEW!] Tyranids 7.4
PostPosted: Thu May 24, 2007 12:26 pm 
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Well Zergs from StarCraft use Nydam-Tunnels which are akindof SynapseNodes as they can "spawn" creatures.
And Zergs are highly influenced by Tyranids (Overmind, Bioweapons, etc).

But what about BroodNests? Or are they allready incorporated in the "Spawning" rule?

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 Post subject: [NEW!] Tyranids 7.4
PostPosted: Thu May 24, 2007 12:39 pm 
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(BlackLegion @ May 24 2007,12:26)
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But what about BroodNests? Or are they allready incorporated in the "Spawning" rule?

Essentially, yes they are.

They'd be one of the main methods by which 'spawning' brings new creatures to the battle (Other than reforming scattered groups which have gone to ground).

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 Post subject: [NEW!] Tyranids 7.4
PostPosted: Thu May 24, 2007 12:43 pm 
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(Hena @ May 24 2007,04:36)
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That could be addressed in a FAQ. I think that it should be returned. The "autokill all brood" is not really something that I'd like at all. Effect is completely reversed of the "remove synapse".

Though adding the +1 damage and ... would be useful.


Well, "6-6" *is* supposed to be a catastrophic critical, the "autokill all brood" would represent the psychic shock brain-burning all the creatures linked to the Dom as the Symbiote explodes.

I think it's better to try and write lists without falling back to a FAQ explanation as much as possible, but I will consider it.

I'd like to drop the maximum size back to 5. I don't understand why up updated it to 6. Minimum of 3 I like as it forces the cost up to 150 points.


Because "6" is a nice Tyranidy number; how can that "one more" be that unbalancing?  If you like five in your swarm, just buy five, seems easy to me!   :D

It was pointed earlier that if you are within the ZoC of Lictors and engage, you are forced to move into base-to-base. You are not allowed to stay outside the 5cm range. So this is not actually correct.

Yeah, I now recall that, and I really don't like that interpretation of the rule.

Well, firefight with some other unit, and get that "zoned" formation giving support!  The Lictors still can't touch you since they can't reach anything with a counter-charge.  *laugh*

I might give them back the 4+ save. They don't have as good FF as the Termagant, they have better CC than Hormgaunt. And move slower than Gargoyle. But they have best engage range of all (55cm).

Well, Neal's proposal gave them 4+ save and FF5+ which I think is too much of a boost.  I'd be more inclined to give them the FF5+ as they actually can be pretty dang shooty up close.

It should be balanced at 5k as well. If it isn't then somethings wrong.

I agree, but it *is* the extreme high edge of the Tournament Scenario, and I don't think many people have played at that high of point value, so there is very little data in that regard.

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 Post subject: [NEW!] Tyranids 7.4
PostPosted: Thu May 24, 2007 12:55 pm 
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Well, Neal's proposal gave them 4+ save and FF5+ which I think is too much of a boost.  I'd be more inclined to give them the FF5+ as they actually can be pretty dang shooty up close.


Now, I thought that a general principle of Epic armylist design was normally not to include weapons/stats that come as options in 40k as part of the standard profile, unless that option was especially prevailent.


Raveners come with no ranged weapon by default, and I don't think I've seen anyone give them anything but Scything Talons & Rending Claws in months.


So for me, Armour Save 4+ (Same as the Warriors, as they're supposed to be the same genus), and leave FF at 6+ at best.

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