Login |  Register |  FAQ
   
Post new topic This topic is locked, you cannot edit posts or make further replies.  [ 140 posts ]  Go to page Previous  1, 2, 3, 4, 5 ... 10  Next

[OLD] Tyranids v9.2!

 Post subject: [OLD] Tyranids v9.2!
PostPosted: Sun Feb 22, 2009 2:29 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
Well is see Gaunts as cannon-fodder. Huge numbers to bulk up a swarm (to gain outnumbering bonus in assaults). If they kill something the better. But the real killing comes from the bigger bugs.




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


Top
 Profile Send private message  
 
 Post subject: [OLD] Tyranids v9.2!
PostPosted: Sun Feb 22, 2009 2:33 am 
Brood Brother
Brood Brother
User avatar

Joined: Wed May 28, 2008 3:15 pm
Posts: 1316
Location: Stockholm, Sweden
First of all, thanks for an interesting evolution. Many changes seem promising, but am i interpreting "rounding down" right if 1 dead gaunt counts as 0 for assault resolution, 3 as 1 and so on?

/Fredmans

_________________
Follow my Epic painting projects: Tyranids vs Steel Legion and Inquisition vs Lost and the Damned @
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=7&t=14636


Top
 Profile Send private message  
 
 Post subject: [OLD] Tyranids v9.2!
PostPosted: Sun Feb 22, 2009 3:00 am 
Brood Brother
Brood Brother
User avatar

Joined: Wed Mar 07, 2007 7:04 pm
Posts: 901
Location: New Haven, CT
Quote: (BlackLegion @ 22 Feb. 2009, 01:29 )

Well is see Gaunts as cannon-fodder. Huge numbers to bulk up a swarm (to gain outnumbering bonus in assaults). If they kill something the better. But the real killing comes from the bigger bugs.

Yes, I agree with what you're saying, but I'm not sure that it addresses my original point: gaunts were even more useful when they could serve as meat shields for the warriors.  They were cannon-fodder before, their utility as cannon fodder has diminished because the (Now) LV tyranid warriors can now be targeted by AT fire.  

If part of the intent of the 9.2 changes was to diminish the usefulness of gaunts... fine.  Chroma suggests that part of the idea was to allow for more sniping against warriors: I'm not sure how this will play out... though I guess my basic concern is that the more the army list skews toward large brood creatures and large groups of synapse creatures, the more it becomes a 'monsters, inc.' list -- bio versions of imperial guard armored columns -- rather than a tyranid list intended to represent billions of bugs carried in millions of landing ships.

... that said, given the shortage of plastic gaunts, perhaps the 'monsters inc.' list is more practical.





Top
 Profile Send private message  
 
 Post subject: [OLD] Tyranids v9.2!
PostPosted: Sun Feb 22, 2009 4:15 am 
Brood Brother
Brood Brother
User avatar

Joined: Fri Jun 24, 2005 3:06 pm
Posts: 9684
Location: Montréal, QC, Canada
Quote: (Carrington @ 21 Feb. 2009, 03:20 )


Independent Swarm Ambiguities: Harridans and Trygons and Gargs, oh my.

Some issues with independent swarms whose component bugs are still brood creatures: vis harassment and Subterranean swarms.
Harridan>> non synapse creature.  But gargs still brood creatures...  Is it intentional that the Harridan be tethered to a ground formation or a vituperator?

Trygons and Raveners=tunnelers, cool.  But they're still denoted as brood creatures in the unit description: presumably we need a tunneling synapse creature, or these boys have to become non-brood.[/b][u]

Read the swarms rule again... it's Brood creatures that are not in an Independent Swarm that test for "control range"; those that *are* in an Independent Swarm, don't have to test... so Subterranean and Harrassment Swarms can move and attack normally... they just take Blast markers for casualties as there's no Synapse present.

No need for tunnelling Synapse.




_________________
"EPIC: Total War" Lead Developer

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


Top
 Profile Send private message  
 
 Post subject: [OLD] Tyranids v9.2!
PostPosted: Sun Feb 22, 2009 5:08 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
So that's the reason that there is no Independent stated in the notes section of the unit :)

But i think the Tyranid Swarms section has to be rewordet to make it more clear.
Else Synapses would "steal" Brood creatures from Independent Swarms. Or is this intended?

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


Top
 Profile Send private message  
 
 Post subject: [OLD] Tyranids v9.2!
PostPosted: Sun Feb 22, 2009 6:06 am 
Brood Brother
Brood Brother
User avatar

Joined: Wed Mar 07, 2007 7:04 pm
Posts: 901
Location: New Haven, CT
Quote: (BlackLegion @ 22 Feb. 2009, 04:08 )

So that's the reason that there is no Independent stated in the notes section of the unit :)

But i think the Tyranid Swarms section has to be rewordet to make it more clear.
Else Synapses would "steal" Brood creatures from Independent Swarms. Or is this intended?

Good points. A further iteration re 'stealing' brood creatures: do independent brood creatures -- gargs and raveners, for example -- respawn?  Do they respawn to a synapse and then become regular brood creatures?  In terms of modeling, is it necessary to distinguish brood creatures bought as independent from their dependent brethren?


Top
 Profile Send private message  
 
 Post subject: [OLD] Tyranids v9.2!
PostPosted: Sun Feb 22, 2009 2:30 pm 
Brood Brother
Brood Brother

Joined: Fri Sep 14, 2007 10:15 am
Posts: 461
Location: UK
On closer inspection I'm even less impressed, sorry.

Everything has been nerfed, especially the stuff that was sub-par to begin with.
Best way to show this is my 9.1 list.

Hive Group 1xDominatrix. Synapse 475
No competitive change (thankfully), though the change to the Bio-Plasma is pretty boring- simplicity can be good in moderation, but it's not the sole goal of game design, otherwise we can play chess.

Attack Group 1xHive Tyrant. Synapse 100
No competitive change (thankfully), looking to be my only reliable Synapse outside of Dom.

Assault Group 3xWarrior. Synapse 150
Assault Group 3xWarrior. Synapse 150
Light Vehicle- the death cry of a unit. Well, these are utterly pointless now. I can get more resilient vehicle synapse in the form of Hive Tyrants, and faster in the form of Winged Hive Tyrants. If I have to shell out on protective vehicles (Carnifex, Haruspex) for the Warriors, I might as well replace the Warriors with more resilient Synapse. A real shame- I like horde nids, not Nidzilla.

Infestation Group 1xSynapse Node. Synapse 125
Nerfed to 3 DC instead of 4, same cost. No idea why, but this theme of random nerfage runs throughout the list. I'll still keep it as a great blitzkrieg protector.

Gargoyle Flock 4xGargoyle. Brood 100
Nerfed to 3 units instead of 4, same cost. Shrug.

Termagant Cluster 4xTermagant. Brood 75
Termagant Cluster 4xTermagant. Brood 75
Termagant Cluster 4xTermagant. Brood 75
Termagant Cluster 4xTermagant. Brood 75
Termagant Cluster 4xTermagant. Brood 75
Nerfed to 3 units each instead of 4, same cost. Could be worse, they could be Hormagaunts- simultaneously boosted in pts and nerfed to 3 over 4...
I'll take them, purely because I have no choice.


Carnifex Cluster 3xCarnifex. Brood 125
Mercifully avoided the nerfs.

Bio-Artillery Cluster 2xDactylis. Brood 150
Speed 20cm- so can no longer garrison, so weapon range is suspect. They where a so-so choice for me before, now they serve no purpose. Gone.

Heirodule Cluster 2xBarbed Heirodule. Brood 250
These will have to be 2 separate choices, so forcing more Gaunts. I'll take this one on the chin, as it does reduce Nidzilla and 'encourage' more hordes. A stealth nerf is that needing 9 they will never respawn.

Genestealer Swarm 6xGenestealers. Independent. 150
Spared the nerf, but kind of pointless before (watch Genies trying to hurt a Skimmer Spaff Eldar army). I put them in for spare pts, so I'll keep them for the same reason.

Bio-Titan Swarm 1xHeirophant Titan. Independent. 275
Bio-Titan Swarm 1xHeirophant Titan. Independent. 275
Spared the nerf, they are still the best units in the list.

Lictor Swarm 3xLictor. Independent. 150
Lictor Swarm 3xLictor. Independent. 150
Hit with the nerf bat, no longer scoring, no longer able to reliably kill the one unit they charge. I guess the nerf is partly justified, they where amazing rear line harassment units, suicidal but boy did they take down what they hit.


I started on a 9.2 list but frankly lost interest whilst going through the above wave of nerfs. Whether it was the disappointment that I built and painted Warriors, Dactylis and Lictors for no reason, or just that this list is basically half the 9.1 list when the 9.1 list struggled to win before I don't know.

Can someone point me to the boosts or positive changes that 9.2 got?





Top
 Profile Send private message  
 
 Post subject: [OLD] Tyranids v9.2!
PostPosted: Sun Feb 22, 2009 3:12 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Jun 24, 2005 3:06 pm
Posts: 9684
Location: Montréal, QC, Canada
Quote: (Jeridian @ 22 Feb. 2009, 13:30 )

Termagant Cluster 4xTermagant. Brood 75
Nerfed to 3 units each instead of 4, same cost. Could be worse, they could be Hormagaunts- simultaneously boosted in pts and nerfed to 3 over 4...
I'll take them, purely because I have no choice.

You did notice that Termagants counts as "half" for kills in assaults and that Hormagaunts have two attacks instead of one now, I hope... so they've both been improved.  The the reduction of clutches to "three" is because of the, very faint, hope of a Tyranid sprue re-release.

Any "assault focused" unit is going to have difficulty with "Skimmer Spaff Eldar army"... I'd love to hear a plausible reason for giving a firefight value to Genestealers or Lictors... but I don't think you'll be able to.

_________________
"EPIC: Total War" Lead Developer

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


Top
 Profile Send private message  
 
 Post subject: [OLD] Tyranids v9.2!
PostPosted: Sun Feb 22, 2009 3:23 pm 
Brood Brother
Brood Brother

Joined: Fri Sep 14, 2007 10:15 am
Posts: 461
Location: UK
You did notice that Termagants counts as "half" for kills in assaults and that Hormagaunts have two attacks instead of one now, I hope... so they've both been improved.  The the reduction of clutches to "three" is because of the, very faint, hope of a Tyranid sprue re-release.


Aye, I did, but if you introduce a nerf for every boost you end up with the same net result- and the previous net result for Gaunts was that they where poor.

If the reason for reduced 'clutches' is purely model-wise, then why the inherent pts rise?

Any "assault focused" unit is going to have difficulty with "Skimmer Spaff Eldar army"... I'd love to hear a plausible reason for giving a firefight value to Genestealers or Lictors... but I don't think you'll be able to.


Flesh Hooks? The Screamer-Killer Carnifex somehow squeezes a Firefight out despite only having Scything Talons.

Top
 Profile Send private message  
 
 Post subject: [OLD] Tyranids v9.2!
PostPosted: Sun Feb 22, 2009 3:28 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Jun 24, 2005 3:06 pm
Posts: 9684
Location: Montréal, QC, Canada
Quote: (Jeridian @ 22 Feb. 2009, 14:23 )

If the reason for reduced 'clutches' is purely model-wise, then why the inherent pts rise?

Because it's easier to drop points if it's a problem than to raise them.  So, both Gaunt types got a boost and a point "increase"... I'm pretty sure people would've initially balked if they were 50 points a clutch... but playtesting may show that to be valid.

Heck, with the "nerf", "Assault Groups" might be better priced at 100 points, but, again, I'd want to see game results, not just "LVs suck!"

_________________
"EPIC: Total War" Lead Developer

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


Top
 Profile Send private message  
 
 Post subject: [OLD] Tyranids v9.2!
PostPosted: Sun Feb 22, 2009 3:30 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Jun 24, 2005 3:06 pm
Posts: 9684
Location: Montréal, QC, Canada
Quote: (Jeridian @ 22 Feb. 2009, 14:23 )

Flesh Hooks? The Screamer-Killer Carnifex somehow squeezes a Firefight out despite only having Scything Talons.

I'd love it if the Scream-Killer had no firefight... but the Carnifex is supposed to represent a "merging" of various types, so we don't need to stat up a whole bunch of Carnie phenotypes... I think I've got a list of five or six "Carnifex variants" already, but adding them will just muddy the waters at this time.

_________________
"EPIC: Total War" Lead Developer

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


Top
 Profile Send private message  
 
 Post subject: [OLD] Tyranids v9.2!
PostPosted: Sun Feb 22, 2009 3:56 pm 
Brood Brother
Brood Brother

Joined: Fri Sep 14, 2007 10:15 am
Posts: 461
Location: UK
Because it's easier to drop points if it's a problem than to raise them.  So, both Gaunt types got a boost and a point "increase"... I'm pretty sure people would've initially balked if they were 50 points a clutch... but playtesting may show that to be valid.

Heck, with the "nerf", "Assault Groups" might be better priced at 100 points, but, again, I'd want to see game results, not just "LVs suck!"


Perhaps playtesting outweighs theoryhammer- but we only have finite time to play games (well I do) and filling that time with games using units (such as Light Vehicles) that I know are gonna bomb seems a waste.

I can see your dilemma- how can you truly test if Unit X is rubbish if no-one touches it in the first place, but what players choose to take and choose to avoid will have to do.

I for one, know that a formation of Gaunts with Light Vehicle Warriors is asking for a quick slap of AT fire to neutralise it. Being targetable by both AP and AT is worse than just AP, and especially so when your Synapse is LV and your formation is not- I don't need playtesting to see that, nor can I justify my time and enjoyment playing such a game where it will inevitably happen to my detriment.


I'm sorry to be downbeat, but I see very little improvement in the 9.2 and lots of nerfs.

I'll likely stick with 9.1, perhaps nerf the Lictors and Heirodules as 9.2 (to appease my opponents) and add the Reverse 30cm Spawning rule (closer to enemy gets Spawn boost).

Top
 Profile Send private message  
 
 Post subject: [OLD] Tyranids v9.2!
PostPosted: Sun Feb 22, 2009 4:03 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Jun 24, 2005 3:06 pm
Posts: 9684
Location: Montréal, QC, Canada
Quote: (Jeridian @ 22 Feb. 2009, 14:56 )

I'm sorry to be downbeat, but I see very little improvement in the 9.2 and lots of nerfs.

Note that in v9.2, a Synapse Swarm that loses its Synapse creatures is *NOT* destroyed in assaults or after moves; it can still act and be picked up in the End Phase by another Synapse creature... that's a big improvement over v9.1.

I for one, know that a formation of Gaunts with Light Vehicle Warriors is asking for a quick slap of AT fire to neutralise it.

Any AT fire going at the Warriors' swarms is less going for your Bio-Titans!  *laugh*  And you could stick a couple of Zoanthropes or Raveners in there... that's still a clawful swarm!  (Well, unless you don't have the models/proxies.)

I'll likely stick with 9.1, perhaps nerf the Lictors and Heirodules as 9.2 (to appease my opponents) and add the Reverse 30cm Spawning rule (closer to enemy gets Spawn boost).
I'd still like to see batreps/playtest results from such match-ups... but try to play some games against non-skimmer armies on occasion... you're fighting the *worst* possible opponent for Bugs... so you're bound to be frustrated!

Thanks for your input, Jeridian.

We shall continue to evolve.

_________________
"EPIC: Total War" Lead Developer

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


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic This topic is locked, you cannot edit posts or make further replies.  [ 140 posts ]  Go to page Previous  1, 2, 3, 4, 5 ... 10  Next


Who is online

Users browsing this forum: No registered users and 8 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