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[UPDATE!] Tyranids v9.2.1

 Post subject: [UPDATE!] Tyranids v9.2.1
PostPosted: Tue Mar 17, 2009 5:21 pm 
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I'm really not sure this is necessary. The current system of army selection works just fine, why change it?

The proposed system is neither better nor worse, but it would require tests and adjustments if implemented. The current list seems to be close to completion, I say let's focus on making it perfect instead of introducing new (and unnecessary IMO) systems/rules.


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 Post subject: [UPDATE!] Tyranids v9.2.1
PostPosted: Tue Mar 17, 2009 7:54 pm 
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Yeah, just look at the version number, it's already quite long. :laugh:

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 Post subject: [UPDATE!] Tyranids v9.2.1
PostPosted: Wed Mar 18, 2009 4:12 pm 
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I'm fairly happy with the selection process, it's just sometimes easy to make a mistake and end up going over one of the points limits. Particularly if someone is coming from the less restrictive core lists.

I know I'm looking a bit ahead but when this main tyranid list is finished what variant lists are being considered. I know there's the Phase III seeding swarm list. I guess a Behemoth Armoured/Titan list is possible to put up against the other Titan lists.

I don't know whether this has ever been considered (and thrown out) but would a Hierodule brood (something like any 3 Hierodules for ~450pts) be something that could be added to the independents as trygons and harridans are now there. Roving packs of Hierodules are quite appealing and they are essentially unspawnable now.


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 Post subject: [UPDATE!] Tyranids v9.2.1
PostPosted: Wed Mar 18, 2009 4:25 pm 
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Quote: (arkturas @ 18 Mar. 2009, 15:12 )

I know I'm looking a bit ahead but when this main tyranid list is finished what variant lists are being considered.

There's a Phase III list, a Phase V list, a "Bio-Titan" list, and some Splinter Fleet lists that are in the works, as well as a Genestealer Cult list.

Still not sure v9.2 nails everything down, I'd really like to see more testing done before we get distracted by variant lists... that's the main reason I locked the Phase III discusion.

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 Post subject: [UPDATE!] Tyranids v9.2.1
PostPosted: Sat Mar 28, 2009 10:41 pm 
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We are trying out every list as they come out but I'll be honest that we're getting a little tired of playtesting and hope that one day soon a final, official list is produced. It would be great to see Jervis sit down and finalize the Tyanids and Chaos and maybe even develop a supplement, what a novelty. Anyways we still appreciate all the work that goes into the updates here and will continue to try out the new lists. We hope to do up a battle report one day and post it here at TC and we'll try and make it with an army with lots of variety to show the units in use on the table.

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 Post subject: [UPDATE!] Tyranids v9.2.1
PostPosted: Sat Mar 28, 2009 10:53 pm 
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Quote: (Roberious @ 28 Mar. 2009, 21:41 )

We are trying out every list as they come out but I'll be honest that we're getting a little tired of playtesting and hope that one day soon a final, official list is produced. e table.

Roberious

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Hey Roberious!  Welcome to the Swarm!

If you could post some of your game results, no need for a full report, that would greatly help things move towards a "final" list.

It would be great to see Jervis sit down and finalize the Tyanids and Chaos and maybe even develop a supplement, what a novelty.


Unfortunately, this will never happen until GW decides to "re-release" EPIC, which isn't likely in the foreseeable future.  Jervis only now participates in an *extremely* limited and voluntary manner, completely unofficially, so he's not going to be releasing any supplements.

On the other hand, many of the Army Champions are working on the release of various supplements, one, Raiders, has actually been printed and more are following!

The best thing to do to get the Tyranids, and other armies, finished is to post and discuss your and your play group's experiences with them.

Thanks!

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 Post subject: [UPDATE!] Tyranids v9.2.1
PostPosted: Wed Apr 15, 2009 7:36 pm 
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Quote: (Hena @ 15 Apr. 2009, 19:05 )

Is it intentional that Hierophant and Hydraphant aren't walkers? I don't think that makes sense.

Mobility

Tyranid armoured vehicles and war engines never have to take dangerous terrain tests for moving through normal terrain, while Tyranid light vehicle units may move through terrain as if they were infantry.

Fortification terrain features, such as minefields or razorwire, and special terrain features, such as lava flows, affect Tyranids normally.

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 Post subject: [UPDATE!] Tyranids v9.2.1
PostPosted: Thu Apr 16, 2009 1:51 pm 
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I think there is a distinction in the way the mobility rule is written. It states no dangerous terrain test is made for "moving through" normal terrain. I think the skimmer rule would still apply at is states that a dangerous terrain test is made when they "land in" dangerous terrain. So the Harridan and Vituperator would still make the test when ending a move in terrain classed as dangerous but not when moving through it.


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 Post subject: [UPDATE!] Tyranids v9.2.1
PostPosted: Sat Apr 18, 2009 11:30 am 
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Then it should be worded that Skimmer aren't immune to dangerous terrain.

BTW: I think that Bio-Plasma Breath should be renamed Pyro-Acid Breath.
Bio-Plasma is a short ranged shot whichequates to an extra closecombat attack in Wh40k.
In the old Hive War supplement which introdced Tyranids for the first time to Epic the breath template weapon was called Pyro-Acid Breath. Incidentially in Battlefleet Gothic the Tyranid ships are armed with Pyro-Acid Batteries too.

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 Post subject: [UPDATE!] Tyranids v9.2.1
PostPosted: Wed Apr 22, 2009 9:53 am 
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Quote: (Hena @ 22 Apr. 2009, 09:34 )

I just noticed that Malefactor save is 5+. Why? Second thing is that this has not been noted anywhere so I hadn't even noticed this. Chroma, you got to make the change lists properly because I don't bother to read the stats again in every list. I highly disagree with this mod.

Hena, I've made a list of all the modifications I could spot on the previous page (DIRECT LINK). I agree with you, though, that a more comprehensive list would have been better.  :;):

This change, I guess, has been made to balance the Malefactor with Haruspex. I think it's OK.





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 Post subject: [UPDATE!] Tyranids v9.2.1
PostPosted: Wed Apr 22, 2009 2:31 pm 
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I asked the same thing a post after that but never got an answer. It's really difficult to test this list with so many changes coming so quickly.

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