Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 77 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6  Next

[NetEA] Tyranids Month!

 Post subject: [NetEA] Tyranids Month!
PostPosted: Mon Dec 08, 2008 11:40 am 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire
Quote: (fredmans @ 08 Dec. 2008, 08:25 )

Hello. I find most revisions of the Tyranids so far to be good and quite like the 9.1 version. I have some small irks however, and since you asked for them:

Model/stats inconsistency:

Lictors are big, and have macro-weapon.
Carnifexes are even bigger, and have macro-weapon.
Trygons are huge, their claws are massive and.... no macro-weapon. Instead they have +2 attacks for a total of 4. Allegedly, this is good, but still somewhat disappointing.

I would not die if lictors lost it and trygons got it. Lictors still have about every other special rule anyway :p

Lictors should have Sniper on their CC attacks.

Units:
I think the ranged Carnifex should be available. Since most Tyranid players have to deal with conversions anyhow, I do not think models from a shelved range should be a limit.


I think the Hamman's world list should stick to the older stuff.

Leave the newer stuff for a Leviathan themed list (Which would drop the Bio-Tanks in exchange for more carnifexes and malanthrope, etc).

_________________
Currently doing a plastic scenery kickstarter


Top
 Profile Send private message  
 
 Post subject: [NetEA] Tyranids Month!
PostPosted: Mon Dec 08, 2008 11:47 am 
Brood Brother
Brood Brother
User avatar

Joined: Sat Nov 05, 2005 12:13 am
Posts: 8711
Location: Leipzig, Germany, Europe, Sol III, Orion Arm, Milky Way, Local Group, Virgo Supercluster, Universe
Quote: (Chroma @ 08 Dec. 2008, 02:52 )

One of Jervis's original "rules" for designing the Tyranids is "No ground transports"... so, no Bio-APCs of any kind.

Well...fluff wise the Trygon ISN'T a transport. It burrows a hole where smaller brood creatures can follow it through.

_________________
We are returned!
http://www.epic-wargaming.de/


Top
 Profile Send private message  
 
 Post subject: [NetEA] Tyranids Month!
PostPosted: Mon Dec 08, 2008 12:10 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire
Indeed Black Legion spake the truth.

_________________
Currently doing a plastic scenery kickstarter


Top
 Profile Send private message  
 
 Post subject: [NetEA] Tyranids Month!
PostPosted: Mon Dec 08, 2008 12:47 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire
Hena also spake the truth.

As long as the main set of special rules can be hacked down.

_________________
Currently doing a plastic scenery kickstarter


Top
 Profile Send private message  
 
 Post subject: [NetEA] Tyranids Month!
PostPosted: Mon Dec 08, 2008 12:52 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire
And oh yeah, as far as I'm concerned the main task this month is to reduce the number of special rules.

It's about Jervis' only guidance on the 'nid list in the last two years.

_________________
Currently doing a plastic scenery kickstarter


Top
 Profile Send private message  
 
 Post subject: [NetEA] Tyranids Month!
PostPosted: Mon Dec 08, 2008 2:06 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Jun 24, 2005 3:06 pm
Posts: 9684
Location: Montréal, QC, Canada
Quote: (Hena @ 08 Dec. 2008, 06:28 )

That would be really bad idea as it has 25cm move. Infiltrate + barge is nasty combination.

Well, if the Tyrgon *was* given "infiltrator", it's base move would be reduced.

_________________
"EPIC: Total War" Lead Developer

Now living in Boston... any EPIC players want to meet up?


Top
 Profile Send private message  
 
 Post subject: [NetEA] Tyranids Month!
PostPosted: Mon Dec 08, 2008 3:47 pm 
Hybrid
Hybrid
User avatar

Joined: Sat Feb 17, 2007 11:25 pm
Posts: 9539
Location: Worcester, MA
OK, I had my game on Saturday. It was a 4k game but I faced off against two armies (2k of guard and marine). It was close to your Crusade army list Chroma but not quite there (we had to use a Steel Legion HQ company due to models available). We also had a table that was only 3.5' so the board was somewhat narrow, to make up for the fact though we went corner to corner. Given all that I'm not sure how valuable a batrep would be, let me know. The game went to four turns and the Tyranids ended up winning by about 400 points, so it was a very close game.

Here are the thoughts I've collected since 9.1 came out, ranked by how important I feel they are.

1)
Under this iteration, what happens when a Synapse Swarm has no synapse creatures after it looses an assault? Or essentially, what happens when a synapse swarm becomes broken and has no synapse creatures?

The way it reads currently, they break, suffer hack downs if in an assault, withdraw, and must try to rally in the end phase.

If they do rally they stay way they are and if they are within 15cm of synapse creatures they join that swarm, bringing their blast markers with them. If they don't rally, they get a further withdraw move and then the same as above (bringing a number of blast markers with them equal to the number of units).

When these brood units join a new synapse swarm, there's also a chance that it can break with all the BMs they bring with them.

I have no problem with all that, we will need a note saying that a synapse swarm that becomes broken in the end phase cannot attempt to rally in that end phase. That will prevent the Tyranid player from rallying in an order that suits them best.

2)
I would like to see the Tie Breaker costs gone over and really see what people think of them. I think some additional text in that section to further explain how to calculate the total would be helpful.

3)
I think we need a note or a FAQ on how to handle expendable and non-expendable units caught under a Disrupt barrage. Brood creatures wouldn't yield a BM if hit but synapse creatures would.

4)
The last two sentences of the last paragraph under the Spawning special rule have a typo:

The Tyranid Player must finish spawning for each swarm
before moving on to the next,  until all swarms have made a
spawning attempt, choosing them  in any order. A swarm is not
required to spawn and may pass, not returning any units this
turn.



5)
On the reference sheet, the Harridan is listed as DC3. Also both it and the Tyrant don't have leader.

6)
These are minor things on the datasheets and are completely irrelevant will regards to how to play the game.

The Dom. doesn't have a Twin Bio-cannon, could we rename it to a Heavy Bio-cannon?

The Biovore no longer needs the Indirect Fire note with the 2008 update.

----------------
Hope that's what you were looking for.

OK, opinion time.

I like +1 engage and +1 rally. I'd like to see +1 to march though.

I think the Carnifex needs 4+ RA.

I like the idea of an independent tunneling (teleporting) Trygon. I believe you mentioned that it was slated for another list though, right Chroma? I think it could still have a place here though.




_________________
Dave

Blog

NetEA Tournament Pack Website

Squats 2019-10-17


Top
 Profile Send private message  
 
 Post subject: [NetEA] Tyranids Month!
PostPosted: Mon Dec 08, 2008 4:23 pm 
Hybrid
Hybrid
User avatar

Joined: Sat Feb 17, 2007 11:25 pm
Posts: 9539
Location: Worcester, MA
Quote: (Hena @ 08 Dec. 2008, 10:12 )

If it loses the assault and all synapses are dead, the swarm is immediately removed.

If that's what we're going with them it should be explicit.

... though once the assault is over both normal coherency and control range must be maintained. If a synapse group is destroyed in the assault then all brood creatures are removed.

_________________
Dave

Blog

NetEA Tournament Pack Website

Squats 2019-10-17


Top
 Profile Send private message  
 
 Post subject: [NetEA] Tyranids Month!
PostPosted: Mon Dec 08, 2008 4:55 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Jun 24, 2005 3:06 pm
Posts: 9684
Location: Montréal, QC, Canada
Quote: (Dave @ 08 Dec. 2008, 15:23 )

Quote: (Hena @ 08 Dec. 2008, 10:12 )

If it loses the assault and all synapses are dead, the swarm is immediately removed.

If that's what we're going with them it should be explicit.

If a swarm finds itself "out of formation" (either normal coherency, see EA1.7.4, or control range), the portion with the least Synapse creatures is removed. The only exception to staying in control range is during assaults: only normal coherency must be adhered to, though once the assault is over both normal coherency and control range must be maintained.

I thought that was pretty clear... a Synapse-less swarm has *nothing* in control range, so they must be removed... it can certainly be made explicit though.

_________________
"EPIC: Total War" Lead Developer

Now living in Boston... any EPIC players want to meet up?


Top
 Profile Send private message  
 
 Post subject: [NetEA] Tyranids Month!
PostPosted: Mon Dec 08, 2008 4:59 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Apr 20, 2007 1:49 am
Posts: 5569
I think the synapse rules need a rethink. They're clunky at the moment, and take up an awful lot of words.

_________________
http://www.troublemakergames.co.uk/
Epic: Hive Development Thread


Top
 Profile Send private message  
 
 Post subject: [NetEA] Tyranids Month!
PostPosted: Tue Dec 09, 2008 7:43 pm 
Brood Brother
Brood Brother
User avatar

Joined: Wed Nov 16, 2005 7:20 pm
Posts: 5483
Location: London, UK
The same debate occurred earlier in the year. Here is Neal Hunt's summary in the Tyranids v9.0 thread. Read Hena and Dave's replies below as well.

It seems that the intention is to remove the swarm which has no synapse creatures to control it. As worded there are essentially three points where the swarm is removed for being out of control (as opposed to out of formation):-
1) At the end of a move
2) At the end of an assault
3) In the end phase

So, if the swarm has not activated and is not broken, it is still allowed an activation even if all its Synapse creatures have died to enemy shooting, and thus the swarm may attempt one last assault, but automatically dies once the assault is completed.

That said, I agree that the wording need reviewing - if only to prevent people like me trying to preserve leaderless swarms by getting other Synapses into range.

_________________
"Play up and play the game"

Vitai lampada
Sir Hemry Newbolt


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 77 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6  Next


Who is online

Users browsing this forum: No registered users and 5 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  


Powered by phpBB ® Forum Software © phpBB Group
CoDFaction Style by Daniel St. Jules of Gamexe.net