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[NEW!] Version 8.2

 Post subject: [NEW!] Version 8.2
PostPosted: Mon Jul 02, 2007 11:31 pm 
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Well, I didn't play any EPIC this weekend, but I was able to do some work on the Tyranid list, so here's version 8.2:

Corrected

Initiative 1+

Changes

Synapse (x) values increased
Biovore FF6+ and 30 points
Some special rules' wording reduced (Thanks Hena!)

Additions

Hierophants = fearless, 275 points
Hydraphants get Ripper Tentacles, +2CCEA, first strike

I think that's it, so dig in and digest!

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 Post subject: [NEW!] Version 8.2
PostPosted: Tue Jul 03, 2007 6:54 am 
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Looks good thanks Chroma :)

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 Post subject: [NEW!] Version 8.2
PostPosted: Fri Jul 06, 2007 8:27 am 
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Definitely no removal of fearless from hierophant!

I kinda see where Hena is coming from  but I don't think increasing the DC on phants is the right approach.

Will provide ideas/justifications later after alcohol wears off. (Just passed exams... :D)

Have game(s) organised for Sunday again.

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 Post subject: [NEW!] Version 8.2
PostPosted: Fri Jul 06, 2007 10:44 am 
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(Hena @ Jul. 06 2007,07:45)
QUOTE
Some more text removal. I'm aiming to fit the xenopsychology in one page :).

That would be great  :)

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 Post subject: [NEW!] Version 8.2
PostPosted: Wed Jul 11, 2007 12:15 am 
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(Hena @ Jul. 06 2007,08:45)
QUOTE
Some more text removal. I'm aiming to fit the xenopsychology in one page :).

----

Relentless second paragraph.

Tyranid formations swarms receive Blast markers as normal, but
ignore their presence for the purposes of suppression and
never count as having more Blast markers than the enemy in
assaults. Instead of breaking, a Tyranid swarm that has as
many Blast markers as units removes those Blast markers and
becomes instinctive (see "Instinctive" below) until the start of
the next turn; its link to the Hive Mind has been severed and
it is unable to perform its functions
. As well, Tyranid swarms
that lose an assault are treated in the normal fashion:
suffering "hack down" hits and making withdrawal moves,
but become instinctive, instead of breaking, until the start of
the next turn. ? ? ? (It is advised you mark such swarms
appropriately.)
Swarms that become instinctive due to any
reason other than losing an assault do NOT receive a
withdrawal move nor do they suffer "hack down" hits.

----

Instictive

The hordes of creatures that make up a Tyranid swarm are
not a mass of individuals, but are merely cogs in a great
biological machine. Even the higher order creatures like Hive
Tyrants and Tyranid Warriors are more resonators of the Hive
Mind's will than actual leaders; without the Hive Mind's
guidance they lack the foresight and initiative that a Junior
Officer cut off from his Command might utilize when
battlefield conditions change
. ? ? ? ? As well, some Tyranid
creatures have no mind at all, they merely undertake purely
automatic behaviours or undirected activity as they devour all
that comes near them.

Such creatures are considered to be instinctive. A swarm
containing instinctive creatures may only take Hold actions
and suffers -2 to any Initiative tests they make, in addition to
any other applicable modifiers. Additionally, instinctive units
may neither control nor contest battlefield objectives, though
they may still lend support to assaults, accumulate Blast
markers, and attempt to spawn in the End Phase.

----

Hi all, I am back, it's been a long time since my last post. Actually I am not even sure if I posted over here already  :D
I like the example of the junior officer, I admit it's not necessary, but if there is no real need to remove it I vote to leave it there.

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 Post subject: [NEW!] Version 8.2
PostPosted: Wed Jul 11, 2007 12:17 am 
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(Hena @ Jul. 06 2007,06:07)
QUOTE
Ok heres the thing with the WEs now.

1. Hydraphant should be biggest.
2. Dominatrix should be bigger than Vituperator.

Those two points was my basis then I made the new Dominatrix stats. However due to changes in Hydraphants DC, that isn't true anymore. So what to do. Change DC on Dominatrix down to 4? Vituperator down to 3 and Harridan to 2? Other option is to put 5DC Dominatrix, but I don't like that as it doesn't make Hydra to be rather more clear about it's size.

I think that the best way would be return 6 and 8 DC on phants and remove fearless on Hierophant. Put the Hydras critical to Hiero as well. And remove the Ripper Tentacles from Hydra. Eg. make them as they used to be.

With the cost rising on both, I expect them to be better not worse. I advocate leaving them as they were, or as they are now weapon-wise and rising their cost a bit again.

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 Post subject: [NEW!] Version 8.2
PostPosted: Wed Jul 11, 2007 12:52 am 
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My comments in the list:
I've been playing with an old 7.x (1 I think) old list since I didn't have access to the forum for a long time, so I find some changes at first sight quite drastic, but breathing deeply and trying to discern the motives, I'm fine with a lot of them. That being said, I see the list has moved towards close combat, shooting in many cases as been eliminated or made not such a good choice, it still exists but not as before.
In this, I have to mention, zoanthropes lost their AT attack, why is that?
Also malefactors are not a very good choice anymore, at least at the level I've studied them.
I love the gargoyle AA, even though warp blast has lost it's AA capacity I think the gargoyle it's both fluffy and adequate, not overly strong unless you take a lot of them and they are pricey for a common brood, so it's a give and take thing.
The spores look a bit weak, I have to try them tough. I play vs a lot of Ork firepower, meaning more than the usual number of fight-bommas so, the gargoyle solution sounds good. The vituperator also suffers from AA loss, but I'm fine with that.
On the WE side, I like what was done with the Hierodules in general.
What I DON'T like that much is the fact that the bio-titans are not as good as they were before. Specially since they have to survive in CC, I'd rather have them with the same abilites at more cost than the current state of them.
And what happened to the Dominatrix? it got a reduction in DC too, I think the Invulnerable save should come back to help stabilize that.
The regeneration capacity is good as it is now, the full DC number of dice was a bit too good.
The increase in some broods for spawning purposes is a bit too steep, if you take into account the sapwning reduction capacity too.
It just doesn't feel like the sea of claws and fangs anymore, the horde feeling gets hurt by that. I'd say either return the oiginal spawning capacity of synapse groups OR returh the original spawning value of broods.
Well, that's it, I hope this feedback form someone returning to the group is valuable with respect to someone "new" to the changes lately made to the list.

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 Post subject: [NEW!] Version 8.2
PostPosted: Wed Jul 11, 2007 1:11 am 
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(ObiWan @ Jul. 11 2007,00:52)
QUOTE
Well, that's it, I hope this feedback form someone returning to the group is valuable with respect to someone "new" to the changes lately made to the list.

Thanks for the comments, ObiWan!

I hope to respond in more depth soon.

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 Post subject: [NEW!] Version 8.2
PostPosted: Wed Jul 11, 2007 10:10 am 
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If you ready please make a pdf from this list so i can stick it in the armylist compilation thread :)
If you have no pdf converter simply send it to me and i will do it.

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