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[Old!] Tyranids v9.0

 Post subject: [Old!] Tyranids v9.0
PostPosted: Thu Jun 19, 2008 10:18 pm 
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(Dave @ Jun. 19 2008,21:18)
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Hive Tyrant has EA (+2) MW now, that's a typo I take it carried over from the Harridan?

That's a typo, should just be a single extra attack.

Also, the Vitoperator has Planetfall... have some ideas for the Phase III list Chroma? What about my Harridan's making planetfall?

Due to the changes in v9.0, the Phase III list will require an overhaul; it will most likely be overpowered in its current state and I don't recommend using it until it has been redone.

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 Post subject: [Old!] Tyranids v9.0
PostPosted: Thu Jun 19, 2008 10:20 pm 
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Uh, I have some minor concerns, but I'm sure you guys will deal with it. :)




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 Post subject: [Old!] Tyranids v9.0
PostPosted: Fri Jun 20, 2008 2:41 am 
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What would be overpowered about it? I figured adding +2 to the spawn roll the turn it arrives would be enough.  Otherwise, I was planning on using the 9.0 costs carried over to the Phase III army construction.

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 Post subject: [Old!] Tyranids v9.0
PostPosted: Fri Jun 20, 2008 3:05 am 
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(Dave @ Jun. 20 2008,02:41)
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What would be overpowered about it? I figured adding +2 to the spawn roll the turn it arrives would be enough. ?Otherwise, I was planning on using the 9.0 costs carried over to the Phase III army construction.

The possible "overpowered" thing would be that you've got a whole bunch of swarms right on top of the enemy and it's almost impossible to fail an attempt to assault with any of them, even if the enemy manages to shoot some of them up.  Plus, the Hive Ship spawning bonus may be over the top using the current spawning system.

The point values for units may have to change in the Phase III list to compensate for that advantage. ?In a Phase IV list, the enemy has some time to shoot up the approaching swarms and/or maneuver away, but doesn't really have the luxury in a Phase III list.

If it's for the "experimental" Sunday, go for it; I'd just prefer to see Phase IV testing instead is all.





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 Post subject: [Old!] Tyranids v9.0
PostPosted: Fri Jun 20, 2008 3:47 am 
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Having not used the phase III list I can't really comment on it.
But as for the V9.0 list itself I like it alot more over the old list, especially the change to the biotitans. Leader on the synapse makes sense as I'm sick of them being plastered with blast markers (with my whole 2 games with them :p )
Good call with the spawning streamlining I like this version alot better. So overall I'm a big fan of the new list.

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 Post subject: [Old!] Tyranids v9.0
PostPosted: Fri Jun 20, 2008 2:26 pm 
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(Chroma @ Jun. 19 2008,22:05)
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(Dave @ Jun. 20 2008,02:41)
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What would be overpowered about it? I figured adding +2 to the spawn roll the turn it arrives would be enough. ?Otherwise, I was planning on using the 9.0 costs carried over to the Phase III army construction.

The possible "overpowered" thing would be that you've got a whole bunch of swarms right on top of the enemy and it's almost impossible to fail an attempt to assault with any of them, even if the enemy manages to shoot some of them up. ?Plus, the Hive Ship spawning bonus may be over the top using the current spawning system.

The point values for units may have to change in the Phase III list to compensate for that advantage. ?In a Phase IV list, the enemy has some time to shoot up the approaching swarms and/or maneuver away, but doesn't really have the luxury in a Phase III list.

If it's for the "experimental" Sunday, go for it; I'd just prefer to see Phase IV testing instead is all.

Even under 8.4 I was usually able to assault with all of my dropped formations (4 of them with 3 warriors and 12 Termagants/Hormagaunts).

I would field a IV list but having never played it due to lack of models I'd rather go with something I'm more comfortable with.  I'll ask my opponents at the tourney and see what they think.  I'll either play my marines or Phase III without the Hive Ship spawn bonus.

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 Post subject: [Old!] Tyranids v9.0
PostPosted: Fri Jun 20, 2008 2:41 pm 
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Dave, what is your concern with the Phase IV rules as an entire set?  Do you really think it wouldn't be able to compete with it in a tournament setting?  The hour is growing late.

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 Post subject: [Old!] Tyranids v9.0
PostPosted: Fri Jun 20, 2008 2:44 pm 
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(Moscovian @ Jun. 20 2008,14:41)
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Dave, what is your concern with the Phase IV rules as an entire set? ?Do you really think it wouldn't be able to compete with it in a tournament setting? ?The hour is growing late.

I think his concern is lack of models in his collection!  *laugh*  

The Phase III list allows you to play Nids with a lot few model "types"... you just need to have a lot of basic infantry to get it to work.

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 Post subject: [Old!] Tyranids v9.0
PostPosted: Fri Jun 20, 2008 3:48 pm 
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Exactly, I got plenty of the the plastic broodlings and a small but growing amount of the bigger beasts.

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 Post subject: [Old!] Tyranids v9.0
PostPosted: Fri Jun 20, 2008 4:06 pm 
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(Chroma @ Jun. 19 2008,22:05)
QUOTE

(Dave @ Jun. 20 2008,02:41)
QUOTE
What would be overpowered about it? I figured adding +2 to the spawn roll the turn it arrives would be enough.  Otherwise, I was planning on using the 9.0 costs carried over to the Phase III army construction.

The possible "overpowered" thing would be that you've got a whole bunch of swarms right on top of the enemy and it's almost impossible to fail an attempt to assault with any of them, even if the enemy manages to shoot some of them up.

That's the problem I have playing against Phase III. Dave usually drops four formations right on top of me and I basically have to pray for luck going my way so that I don't lose too much in the initial bombardment and ensuing assaults.

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 Post subject: [Old!] Tyranids v9.0
PostPosted: Fri Jun 20, 2008 4:10 pm 
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(Dave @ Jun. 20 2008,10:48)
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Exactly, I got plenty of the the plastic broodlings and a small but growing amount of the bigger beasts.

You know, I do have plenty of more big bugs to trade.  :;):

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 Post subject: [Old!] Tyranids v9.0
PostPosted: Fri Jun 20, 2008 4:39 pm 
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Short and easy: I like the changes, it?s the right way for the bugs.

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 Post subject: [Old!] Tyranids v9.0
PostPosted: Fri Jun 20, 2008 5:18 pm 
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(Dwarf Supreme @ Jun. 20 2008,16:06)
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That's the problem I have playing against Phase III. Dave usually drops four formations right on top of me and I basically have to pray for luck going my way so that I don't lose too much in the initial bombardment and ensuing assaults.

I appreciate the input, but can we take discussion of the Phase III list to a different thread?   :)

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 Post subject: [Old!] Tyranids v9.0
PostPosted: Sat Jun 21, 2008 12:29 am 
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Never played 'Nids before, but am hoping to have a go on the "Sunday". Is this list going to test things sufficiently?

Independants
Aerial spores ? ? ? ?6x ? ? ? ? ? ? ? 150
GeneStealers ? ? ? 6x ? ? ? ? ? ? ? 150
Heirophant ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?275

Synapse
2x Attack (2x Hive Tyrant ea) ?400
Haridan ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? 200
Nexus ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? 175
Vituperator ? ? ? ? ? ? ? ? ? ? ? ? ? ? 300

Common
3x Gargoyles ? ? ? ? ? ? ? ? ? ? ? ? ? 300
1x Hormagaunt ? ? ? ? ? ? ? ? ? ? ? ? 50
2x Raveners ? ? ? ? ? ? ? ? ? ? ? ? ? ?250
2x Termagaunt ? ? ? ? ? ? ? ? ? ? ? ?150

Uncommon
Exocrines ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? 150
2x Carnifex ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?250 ? ? ? ? ? ?
Trygons (x2) ? ? ? ? ? ? ? ? ? ? ? ? ? ?200

What do you think? Should I change anything??

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 Post subject: [Old!] Tyranids v9.0
PostPosted: Sat Jun 21, 2008 1:08 am 
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Also got some questions and observations:-

1) ?Spawning
A minor language change, but I think the wording should read: At the start of the End Phase, roll 2D3 to determine the number of base ?spawn points? available to the swarms in the army, halving the number (round down) for if any swarms are within 30cm of an enemy formation.
However, compared with the amount of spawning the Synapse creatures produce, this seems rather limited, especially in larger games. Perhaps a compromise might be to use a D3 per "X" Synapse points.

Also, is there a limit to the number of creatures that can be spawned back onto a formation? (It seems reasonable that the Synapse value of the formation should provide some form of limit).

2) ?Expendable
I am unsure how this works now. It seems to suggest that swarms of Independant creatures are vulnerable to BMs, while other swarms only get BMs if the Synapse creature is hit. So a swarm made up of a Synapse creature and lots of brood creatures is virtually unbreakable. Is that correct??

3) Bio Titans
Have we lost "regeneration" on the Bio titans? It seems a pity. One thought I am sure may have been discussed elsewhere is that spawning points could be used to regenerate 1DC per War Engine.

4) Swarm organisation
So I have bought a pile of Synapse creatures. Am I required to create swarms according to the Synapse group titles, or can I create any number of swarms up to the limit of the synapse creatures available?





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