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[OLD!] Tyranids v9.1

 Post subject: [OLD!] Tyranids v9.1
PostPosted: Wed Nov 12, 2008 7:56 pm 
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Quote: (Dave @ 12 Nov. 2008, 13:51 )

I'd rather take the extra minute (tops) to roll for a few extra rally checks than have the +2 to Rally. +1 is good enough.

Agreed and the extra time is minimal.

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 Post subject: [OLD!] Tyranids v9.1
PostPosted: Wed Nov 12, 2008 8:07 pm 
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Quote: (Hena @ 12 Nov. 2008, 18:55 )

Whole point of many changes to v9 was reducing rolling in end phase.

You'll only need to roll that "extra" die for non-broken Swarms within 30cm of the enemy... so you'll be rolling one less Spawning die for them in that case, so it breaks even.

I found +2 to be too good, at +1, I still rarely fail Rally tests with Bugs.

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 Post subject: [OLD!] Tyranids v9.1
PostPosted: Wed Nov 12, 2008 8:21 pm 
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Quote: (Hena @ 12 Nov. 2008, 19:11 )

Mmm, no. With spawning you roll once. With rally you roll twice. Rolling two different dices gets surprisingly confusing (have tried that before in this case).

Rally you roll twice?

With two different dice results, white = rally, red = spawning, or anything else to differentiate them.

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 Post subject: [OLD!] Tyranids v9.1
PostPosted: Wed Nov 12, 2008 8:29 pm 
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Quote: (Hena @ 12 Nov. 2008, 19:11 )

I disagree as I keep failing them with +2. Nearly third of my rallies tend to fail. Never mind that Tyranids don't really "break" (as it used to be). So it merely represents it more truthfully. They are better at that than Marines or should be.

You keep failing them with +2?!  Get some new dice... *laugh*

With +2:

Unbroken, enemey >30cm away: auto-rally, no need to roll
Broken, enemy >30cm away: auto-rally, no need to roll
Unbroken, enemy <=30cm, auto-rally, no need to roll
Broken, enemy <=30cm, Rally 3+

If 1/3 of your broken, near the enemy swarms fail... well, that's just the odds!

With +1:

Unbroken, enemey >30cm away: auto-rally, no need to roll
Broken, enemy >30cm away: Rally 3+
Unbroken, enemy <=30cm, Rally 2+
Broken, enemy <=30cm, Rally 4+

If I had my druthers, Bugs would auto-rally, but keep their Blast markers as normal... now *that* would reduce rolling!  *laugh*




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 Post subject: [OLD!] Tyranids v9.1
PostPosted: Wed Nov 12, 2008 9:04 pm 
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You've got to admit Hena those are some crap dice you've got. Perhaps get a set of casino dice from the US? :)

You have to admit though just because you can't roll a 3+ rally for toffee does not mean you need a bigger modifier!




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 Post subject: [OLD!] Tyranids v9.1
PostPosted: Mon Dec 01, 2008 4:06 am 
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Well so far we don't like the latest list very much but instead of going into detail on the entries themselves my main comment is that when designing a list one of the most important elements (IMO) is that everything that is available to a Tyranid player should have it's uses.

In other words every unit should have something that makes it desirable to have in your army but that is not present in the current list. One example is that I see almost no reason to take anything other then Hormagaunts because for their points cost they are the best common brood and since the major change of needing two commons for every uncommon brood these are the best selection. So now my Termagaunts, Raveners and Gargoyles will most likely never end up on the table again. There are many other entries that are of little use but we will play a few more games first before we go into more detail.

By the way we usually play Tyranids vs the Imperial Gaurd probably the hardest army for the Tyranids to face due to the sheer amount of firepower that is unleashed at them but we will also be trying out the Eldar, Space Marines and Orks.
I for one would like to see the list completely revamped but we'll see if it really makes any difference since I don't see GW making any great moves to release anything for EA any time soon.


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 Post subject: [OLD!] Tyranids v9.1
PostPosted: Mon Dec 01, 2008 4:21 am 
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Quote: (Roberious @ 01 Dec. 2008, 03:06 )

One example is that I see almost no reason to take anything other then Hormagaunts because for their points cost they are the best common brood and since the major change of needing two commons for every uncommon brood these are the best selection.

Hormagaunts have no Firefight value... they are useless against skimmers and can't support other assaults... that's two big strikes against using only them, in my books.

Termagants have FF, Gargoyles have AA, and Raveners have better CC *and* have armour on the offensive... all those seem like good reasons to take them to me.

What else don't you like about the current Bugs list?

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 Post subject: [OLD!] Tyranids v9.1
PostPosted: Mon Dec 01, 2008 3:18 pm 
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Agreed on the Hormagaunts.

Termagants are great for support and even help you get more attacks in an assault. They can be used to fill gaps in coherency between the infiltrating Hormagaunts and the slow Synapse creatures while still getting an attack.

Going into more detail would be helpful. Especially since we can then explain uses for units that you might perceive as weak and or useless.

My regular opponent is Guard and having played 9-10 games against him we are now starting to even out in terms of wins. I use a common brood heavy list and have found the key to winning is in not over extending the swarms.

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 Post subject: [OLD!] Tyranids v9.1
PostPosted: Mon Dec 01, 2008 4:12 pm 
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I just noticed... Why do the Synapse creatures still have a synapse value? They no longer need it under the new spawning system, right?

EDIT: If so, the Dominatrix Critical Effect chart should be modified as well.





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 Post subject: [OLD!] Tyranids v9.1
PostPosted: Mon Dec 01, 2008 4:17 pm 
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Quote: (Hojyn @ 01 Dec. 2008, 15:12 )

I just noticed... Why do the Synapse creatures still have a synapse value? They no longer need it under the new spawning system, right?

I just looked at the pdf, I don't see any Synapse values at all in v9.1.

They are still Synapse creatures, so have the "synapse" note, but there's no modifiers or such; and the Dominatrix can lose this via the crit, so She can no longer lead a swarm.




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 Post subject: [OLD!] Tyranids v9.1
PostPosted: Mon Dec 01, 2008 4:22 pm 
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Quote: (Chroma @ 01 Dec. 2008, 15:17 )

Quote: (Hojyn @ 01 Dec. 2008, 15:12 )

I just noticed... Why do the Synapse creatures still have a synapse value? They no longer need it under the new spawning system, right?

I just looked at the pdf, I don't see any Synapse values at all in v9.1.

Silly me, I was looking at a 9.0 version I had modified and renamed myself...   :whistle:

Please ignore me then, it was just my useless post of the day.  :p


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 Post subject: [OLD!] Tyranids v9.1
PostPosted: Mon Dec 01, 2008 4:40 pm 
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Perhaps get a set of casino dice from the US?


I have some if anybody wants them.  They roll a lot of '1's and '2's (which is why I NEVER use them for gaming anymore).  ePilgrim watched me in a rare moment of insanity launching dice into a trash can after some abysmal rolls.   :vo

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 Post subject: [OLD!] Tyranids v9.1
PostPosted: Mon Dec 01, 2008 9:12 pm 
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Quote: (Chroma @ 01 Dec. 2008, 03:21 )

Hormagaunts have no Firefight value... they are useless against skimmers and can't support other assaults... that's two big strikes against using only them, in my books.

Termagants have FF, Gargoyles have AA, and Raveners have better CC *and* have armour on the offensive... all those seem like good reasons to take them to me.

What else don't you like about the current Bugs list?

Yes but the cost difference between these broods just seems way off, I believe that the Termagaunts and Hormagaunts shuold be the same cost since the plus side of the Hormagaunts is the infiltrate ability so you can get into assault much quicker when Termagaunts will just hold you back. Raveners just cost to much altogether and again as I said because you now need two Commons for every Uncommon (no idea why that was changed, doubled infact?) I will spend the points on the lower cost broods.

I find it strange that there are not more who don't like this list or is it that the few Tyranid players that even play with them don't have opponents who are generally good players?


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