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[Old!] Tyranids v9.0

 Post subject: [Old!] Tyranids v9.0
PostPosted: Mon Jun 30, 2008 4:16 pm 
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Then I'm glad I asked, my opponents would have been seriously frustrated having every critter killed coming right back at them. :)

/Fredmans

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 Post subject: [Old!] Tyranids v9.0
PostPosted: Mon Jun 30, 2008 4:18 pm 
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Winged warriors were present up until about a year and a half ago.

On the burrowing Trygon, it's been discussed but I don't believe it's been tested. Chroma thought of making them independent but I think there were some nay-sayers. I think he's saving that for another list.

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 Post subject: [Old!] Tyranids v9.0
PostPosted: Fri Jul 04, 2008 12:19 pm 
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In 40K I believe Trygons can appear behind enemy lines along with termagants who burrow up and deep strike in. I would like to see something like this but as I have yet to build up my force to even have a game with them I cannot know if making Trygons Synapse would make them too good. The 40K models are too cool for school  and make me want to start tunnelling!

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 Post subject: [Old!] Tyranids v9.0
PostPosted: Fri Jul 04, 2008 12:22 pm 
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Make them teleporters that will be out of command after the first assault?

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 Post subject: [Old!] Tyranids v9.0
PostPosted: Fri Jul 04, 2008 2:10 pm 
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How about as a Synapse Brood :- 1-2 Trygons with Synapse 1. May only have gant/gaunt as broods and no uncommon broods? Trygons and any broods with them gain Teleport

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 Post subject: [Old!] Tyranids v9.0
PostPosted: Fri Jul 04, 2008 2:11 pm 
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Quote: (daemonkin @ 04 Jul. 2008, 12:19 )

In 40K I believe Trygons can appear behind enemy lines along with termagants who burrow up and deep strike in. I would like to see something like this but as I have yet to build up my force to even have a game with them I cannot know if making Trygons Synapse would make them too good. The 40K models are too cool for school  and make me want to start tunnelling!

A variant Tyranid list in the works has a "Burrowing Brood Swarm" formation in it that involves Trygons and Raveners, but it won't be being released for playtesting until the "core" Tyranid list is closer to being finalized.

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 Post subject: [Old!] Tyranids v9.0
PostPosted: Sun Jul 06, 2008 3:47 pm 
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Quote: (Hena @ 06 Jul. 2008, 08:14 )

Chroma, how about adding a note about the typo of Hive Tyrant spawning to first post?

Done.

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 Post subject: [Old!] Tyranids v9.0
PostPosted: Fri Jul 11, 2008 2:09 am 
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Hi,
I find that the only unit that needs a tweak is the Genestealers, they either need to have MW weapons since they are supposed to be combat monsters or at least up their CC to 3+. I think both would make sense otherwise they just aren't true Genestealers IMO. And I still believe the Bio Titans should either have Regeneration again or some sort of Warp Field which allows it to take a few hits before loosing DC or a better save similar to the Eldar Void Shields. We'll keep trying out the newest list but we all feel (including my opponents) that these few items need attention. If we see any other items that seem weak or to powerful we'll be sure to mention them.
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 Post subject: [Old!] Tyranids v9.0
PostPosted: Fri Jul 11, 2008 2:17 am 
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At two attacks per stand (with an average of one hit per stand) that come BEFORE your opponent can do anything about them, I'd say they are close combat monsters. There is no need to make them MW, there claws aren't power weapons in 40k and there strength is not above 6.

I do miss regeneration though, and feel than some WEs cost too little given their extra DC and attacks from the DC increase as well.




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 Post subject: [Old!] Tyranids v9.0
PostPosted: Fri Jul 11, 2008 2:45 am 
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In 40K they have the rending ability and a higher then average WS. I just find them a bit useless in the latest version of the rules, 2 attacks is ok but the 4+ CC still seems rather low. I still think they need some tweaking and a cost increase if necessary.

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 Post subject: [Old!] Tyranids v9.0
PostPosted: Fri Jul 11, 2008 2:20 pm 
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Quote: (Roberious @ 10 Jul. 2008, 21:09 )

Hi,
I find that the only unit that needs a tweak is the Genestealers, they either need to have MW weapons since they are supposed to be combat monsters or at least up their CC to 3+. I think both would make sense otherwise they just aren't true Genestealers IMO.

I agree that they might need tweaking, but in the opposite direction. I think Genestealers are too good in CC. First Strike plus one extra attack is a lethal combination.

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 Post subject: [Old!] Tyranids v9.0
PostPosted: Fri Jul 11, 2008 2:23 pm 
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How are you using them that you find them useless? They've been stated the way they are for at least a year now.

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 Post subject: [Old!] Tyranids v9.0
PostPosted: Fri Jul 11, 2008 2:25 pm 
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Quote: (Dwarf Supreme @ 11 Jul. 2008, 09:20 )

I agree that they might need tweaking, but in the opposite direction. I think Genestealers are too good in CC. First Strike plus one extra attack is a lethal combination.

Oh that's only because you let me get them into an assault. :p

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