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[NEW!] Tyranids 7.4

 Post subject: [NEW!] Tyranids 7.4
PostPosted: Wed May 30, 2007 4:01 pm 
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They've never reflected mycetic spores as defined in the background.  I think JJ picked the name as a way to shove a generic "spawn bonus" into the list.  He did similar things in other lists - inventing things out of whole cloth and then just picking something sort of, vaguely, kind of reflected in the background to justify it.  In this case, it was not a good pick.

That's a naming issue, though, and can easily be remedied.  The real question is whether the "spawn bonus" creates a balance problem.

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 Post subject: [NEW!] Tyranids 7.4
PostPosted: Wed May 30, 2007 4:07 pm 
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Hi guys

I've come into this a tad late I know after a holiday in the Yorkshire Dales!

Anyway - I managed to get a battle in just over a week ago against my mates Marines (2.7K). I'll not write a full report as such but I thought I would mention that I took 2 large nexus swarms as well as a Dominatrix & Trygons swarm and I resigned at the end of turn 3! Basically the marines had 7 activations left (including a damaged but operational Reaver) at this point to my 2!!

I was using 7.3.1 and my main feedback for 7.4 was going to be to increase the base speed of the Trygons as they did nothing whatsoever - thankfully this has been addressed!

The point of this? Well basically to redress the balance of arguments that big swarms equals impossible to stop - if marines can do it then anyone can!

On the subject of this latest discussion first off Chroma, many thanks for producing 7.4 - its yet another step in the right direction in my opinion. I cannot agree with a lot of the flack being directed at the current list - particularly the comments about unstoppable being a gamebreaker. I have lost my last 2 battles - one narrowly to orks and one where the marine popcorn simply ran me ragged! Both of these losses were against players who have played against my bugs for the last couple of years and have steadily got better at playing me to the point where our battles are close and edgy - usually with one turn being the make-or-break one. Sure they struggled at first but with each battle the results have swung away from me and I am now having to think long and hard about my army design and how I am to beat THEM!

I have not yet tried 7.4 but will do so for our next campaign turn in a few weeks time.

Unstoppable does make the nids unique, adds a ton of flavor to the army but is by no way broken.

As for lictors - maybe they should scatter or always teleport in first so that other teleporters (such as terminators) can respond.

Lightbringer
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 Post subject: [NEW!] Tyranids 7.4
PostPosted: Wed May 30, 2007 4:19 pm 
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(Lightbringer @ May 30 2007,16:07)
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As for lictors - maybe they should scatter or always teleport in first so that other teleporters (such as terminators) can respond.

I just thought of an interesting/humourous way to deal with Lictors:

Special Rule - There's something out there!

Those fighting the Tyranids tend to develop a strong sense of paranoia and mistrust about their surroundings; firing at shadows, tossing grenades into suspicious holes, and maintaining high levels of alertness against the concealed approach of the enemy, sometimes there's even something there!

To represent this, any Tyranid unit that arrives via teleport within 15cm of an enemy unit must immediately make a dangerous terrain test to see if they have been caught "sneaking under the wire" and destroyed.

A bit tongue-in-cheek, but what do people think?  Perhaps for the Tournament Scenario or something.

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 Post subject: [NEW!] Tyranids 7.4
PostPosted: Wed May 30, 2007 6:02 pm 
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(Hena @ May 30 2007,17:16)
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No more new special rules, thanks.

Well, if we're droping "Unstoppable" and "Spawnng", isn't there some room...   :D

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 Post subject: [NEW!] Tyranids 7.4
PostPosted: Wed May 30, 2007 11:52 pm 
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LOL! Chroma, you cheeky monkey :D


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 Post subject: [NEW!] Tyranids 7.4
PostPosted: Thu Jun 07, 2007 12:40 pm 
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It's an end of turn initiative test, so yes, you can.

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 Post subject: [NEW!] Tyranids 7.4
PostPosted: Thu Jun 07, 2007 12:47 pm 
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(Evil and Chaos @ Jun. 07 2007,12:40)
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It's an end of turn initiative test, so yes, you can.

This is correct.

Just like for Rally tests, the re-roll is allowed.

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 Post subject: [NEW!] Tyranids 7.4
PostPosted: Thu Jun 07, 2007 1:51 pm 
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(Hena @ Jun. 07 2007,12:48)
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So it seems to be written nowdays. I'm not very sure it's wise though.

Why's that Hena?  It's an "Initiative Check" and supreme commander lets you re-roll one, regardless of what it's for.

The Dom is fairly "rare" at the 3000 point level and Nids get nothing out of the leader portion of it.  What do you feel is the potential problem?

Most times, the re-roll is needed to follow-up assaults anyway!  *laugh*  Or failed... :)

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