AFTER ACTION REPORTWell, another brilliant victory for Flogus... and another humiliating defeat for me. ÂÂ
Even though it was my first game with the V9 Tyranids, I was quite surprised, not to say disappointed, by a few things.
- Tyranids are fragile
Actually, I don't mind Tyranids being vaporized by enemy shots/barrages like they were in this game. What troubles me more is that, because of their inexistant armour, Tyranid common broods invariably suffer
tremendous losses in assault and have to face insurmoutable differentials in combat resolution (5 or 6 points). With almost no
Leaders to remove BMs and no
Inspiringunit besides the Broodlord, Tyranids
must inflict lots and lots of damage just to have a chance a winning the assault by a small margin.
- Tyranids are slow
Which is paradoxical are most basic troop have a 20 cm move or more. But synapse creatures, and Tyranid Warriors in particular, are too slow. Why does the TW only have a 15 cm move? Why not 20cm? I fail to see how this would be broken or unbalanced...
Very few Tyranid formations can't Garrison and have to cross the whole table in order to contact the enemy, so why add insult to injury by making them so slow? If Flogus had played IG or Siegemasters instead of Marines, I think he could have easily stayed out of reach and shot at me for 3 turns.
- Tyranids can't assault, Tyranids can't rally
+1 for Engage and Rally rolls is nice... but insufficient IMO. +2 would really be appreciated, as right now a single BM makes it really hard to assault. Keep in mind that, after a failed activation, Tyranids can't do anything besides removing their BMs. They certainly can't shoot as most of their units have no ranged weapons... and those who do only have a 15 or 30 cm range.
There are plenty of good things, though! ÂÂ

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- The "horde of teeth and claws" is there, no question about that! The army really feels like a wave of small monsters accompanied by a few bigger ones.
- The Expendable rule is great to simulate the fact that Tyranids don't care for their losses. You really have to destroy 80% of a formation of common broods before it breaks.
- The force organization feels perhaps a bit complicated at first, but it's really nice and flexible once you get used to it.
- I really liked the Spawning rule and the fact that you can redistribute your losses where they are needed. I think it could do with a small boost, though. A simple 2D3+1 instead of just 2D3 would be good IMO.
- The stats and costs globally feel right.
SUGGESTIONS
- Relentless = +2 to Engage and rally rolls.
- Expendable = "Expendable creatures killed in assault do not count towards assault resolution". If this is deemed too strong, perhaps something like "Only half the Expendable creatures killed in assault count towards assault resolution."
- Give Leader and 20 cm move to Tyranid Warriors.Also, I tried to make the report as exhaustive as possible. Perhaps I made blatant mistakes and it's the reason why I lost, so please tell me what I did wrong! ÂÂ
