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Nids 9.2.1 Discussion

 Post subject: Nids 9.2.1 Discussion
PostPosted: Mon Jun 15, 2009 12:18 pm 
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Hi all

Morgan and I were having a pretty good discussion regarding the Nids. The main point being discussed was whether an army made up for normal play could combat a surprise appearance of a Tyranid force. The answer after some examples was a "No" from us. We believe an army needs to specifically prepare in order to face the Nids.

In this respect, we came to the conclusion (in our belief) that the nids in their current state may be a little too powerful. Now this has been talked about on all the other Nid discussions, yet nothing has been collated in one place. I would like to open up discussions on this here and keep this as a central location for people to write in.

Now I am interested in hearing people's experiences both as a nid player and playing against them.

Now to help Chroma with the development, I would ask people not to make random statements from merely reading the list. I am interested in people's actual experiences and for every problem, I would ask people to offer a solution.

Please also list the games that have been played with the nids via the 9.2.1 rules.

I will add my own experiences when I get another 5 mins of free time but I will leave you all with the last 3 games I have played:

Game 1: Chaos defeat Nids (no game report)
Game 2: Nids defeat Marines (game report supplied)
Game 3: Nids defeat Marines (game report still to come in next few days)

So let's help Chroma out with our ideas in one central location.




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 Post subject: Nids 9.2.1 Discussion
PostPosted: Mon Jun 15, 2009 1:17 pm 
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Quote: (frogbear @ 15 Jun. 2009, 12:18 )

Morgan and I were having a pretty good discussion regarding the Nids. The main point being discussed was whether an army made up for normal play could combat a surprise appearance of a Tyranid force. The answer after some examples was a "No" from us. We believe an army needs to specifically prepare in order to face the Nids.

What brought you to this conclusion?

I've seen "Tournament standard" Biel-Tan and Steel Legion armies take Nids apart without having to be customized to do it.  An Ork tournament army should probably be able to do the same thing.  A Black Legion army packed with Ferals and Decimators should... decimate... Tyranids.

Marines, yeah, I can see them having difficulty, though "normal" lists have beaten Bugs around here.

Interested in hearing your thoughts.




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 Post subject: Nids 9.2.1 Discussion
PostPosted: Mon Jun 15, 2009 1:27 pm 
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Hi Chroma

Yeah, like I underlined - may. I understand that Marines have issues.

I would like to try my Nids against otrher forces. I will come back to this discussion either tomorrow or the day after when I am not busy looking for a job   :sigh:

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 Post subject: Nids 9.2.1 Discussion
PostPosted: Mon Jun 15, 2009 1:28 pm 
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Quote: (frogbear @ 15 Jun. 2009, 13:27 )

when I am not busy looking for a job   :sigh:

All the best on your quest!   :agree:

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 Post subject: Nids 9.2.1 Discussion
PostPosted: Mon Jun 15, 2009 1:31 pm 
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Another thing I'm going to interject here.

I'm not the kind of designer who thinks, "Half the players thing the army is too strong and half the players thing the army is too weak... that must mean it's balanced!"

To *me* that means, "There's problems."

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 Post subject: Nids 9.2.1 Discussion
PostPosted: Mon Jun 15, 2009 6:55 pm 
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Our results:
4 x vs Marines
1x vs Guard
(Tyranids have won all)
They are yet to play Chaos and Eldar (we also have an Orc army).

I am curious as to who thinks its too weak - as far as I can tell this is only Hena (as his group cannot win with them?); is there anyone else?
Most of us appear to think that there are unbalanced elements (areas that are too good and areas that are too weak) and unclear elements (too many special rules create overly complex situations).

Our group is yet to defeat the Tyranids, though I have fought them to a draw with Marines. Part of this is the fact that we are new to E:A and, as we are getting to grips with the intricacies of the game, we introduce a complex and very different army (Tyranids), and part of it is that the Tyranids do not appear to punish mistakes as harshly as other armies (due to them being a limited toolset), unlike Marines that seem to punish very harshly for mistakes.

As for specific areas that we think need assessing? I have said it often and probably sound like a broken record now, but the Harridan is too good. 4 + 2 MW attacks, Fearless, DC4, 5+RA, Leader, Skimmer with 2 45cm AP3+/AT4+ guns for 175pts is amazing. Drop the MW attacks completly (and maybe reduce its cost to 150pts) - make it a proper harassment creature.
What is the rationale (either fluff or gametheory) for it having 2MW attacks anyway?

1/2 Gaunts rule - not needed, imo. If you decide to load up on Gaunts and hope to win assaults, thats your fault (as it would be mine to load up on IG infantry and hope to win assaults). The Tyranids put the right creatures in the right places, and that includes putting decent creatures into assaults. As for 'clipping assaults', well, any army is suseptable at having 2 or 3 stands engaged by a whole formation, its not peculiar to Tyranids, only they do have Fearless Synapse that can survive such an ordeal.

Blast Markers. Yes, I know that BMs effect Tyranids in a similar way to everyone else (or so the arguement goes), but they have 3 ways to combat them - expendable troops, auto-rally, +2 engage - all means that you cannot slow the buggers down. Decent amounts of firepower should be able to slow a Tyranid formation down, imo. I dont know how to fix it or if it even needs it. But it is like the Ontological Arguement - you cannot prove it to be wrong, but it just 'feels' wrong...
1 BM for every 2 creatures killed? Or only Gaunts are expendable?

Hive Tyrant should increase its speed to 20cm and its wings speed to 30cm (like other Jump Pack units). Again, this just seems right to do and would encourage the taking of the 100pt Hive Tyrant.

Zoanthrope shots - I remember in 40k that these used to blast apart vehicles AND troops (focused shot or a template). I no longer play 40k so I dont know how they work now. However, I think that these units' shots should be a 30cm MW5+ or AP4+/AT4+ - this would make the Zoanthrope a decent shooting creature and add some decent shots to the Tyranid army. I will, however, admit that I have no overwealming reason to make this change, other than to add more utility to the Zoanthrope unit.

I suppose one question that should be asked is, do the Tyranids 'feel like' Tyranids to the players (this is the main thing, I believe). Our Tyranid player thinks that, generally, they do. Its just that something does not feel quite 'right' about them, but we cannot quite put our finger on it...





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 Post subject: Nids 9.2.1 Discussion
PostPosted: Mon Jun 15, 2009 8:52 pm 
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I don't think Nids are massively underpowered, but I think they are slightly underpowered, so it's not just Hena.

To be blunt, the results against Marines says a lot more about the Marine list than the Tyranid list, trust me.

If you decide to load up on Gaunts and hope to win assaults, thats your fault (as it would be mine to load up on IG infantry and hope to win assaults). The Tyranids put the right creatures in the right places, and that includes putting decent creatures into assaults.


How do you suggest using Gaunts? Shall they fire the Autocannon they don't have...

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 Post subject: Nids 9.2.1 Discussion
PostPosted: Mon Jun 15, 2009 10:45 pm 
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I've played my nids with changes from 9.1 that efectively made them 9.2.1 on two occasions now (half gaunt casualties, zoanthropes as leader etc) and both times found it hard to even force a draw; call it lack of experience with the army or poor army composition but i've found it hard to win.  
I would however say that i lack several key elements that 'need' to be in a nid list to make it viable in epic; to wit Hieorophants, dactylis and a 2nd harridan: most nid lists i've seen rely on these.
Battle reports for both of these games can be found somewhere on the board but i'm too drunk to link them...sorry chaps!  THat said i DO intend to get some additional playtesting in soon and i've been happy with what seems to be happening with the nids elsewise.
R>

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 Post subject: Nids 9.2.1 Discussion
PostPosted: Mon Jun 15, 2009 10:50 pm 
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I use termagaunts to support my assaults and soak up damage. Hormagaunts to pin down any good FF units that my opponent might have.

I find lictors and genestealers tend to attract a lot of fire when ever i use them, however this is a good thing because it give my opponent something to worry about while i run across the board.

Carnifexies (or what ever the plural is) i think are just not worth it for 50 pts more i can have Haruspex Cluster. There faster with better armour and an extra MW attack.

The artillery i can't comment on as i don't use it much, i would rather spend the points on other things (assault spawns please).

Its the harradan that upset my opponent the most. Just to many attacks in combat of 175 pts and i have been lucky with it up to now :)

As alakazam has said i generally think Nids play how they should, a mass of engineered creatures that can't be defeated head on. They just feel a little to easy to win with when compare to some armies. When i assault i win and win big leaving little of my opponent formation standing. The main thing that worries me is that you need to pick an army knowing that your playing Nids in order to deal with them.

This is just my point of view and i have only play against marines four times and IG once.


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 Post subject: Nids 9.2.1 Discussion
PostPosted: Tue Jun 16, 2009 9:55 am 
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Quote: (sunley @ 15 Jun. 2009, 22:50 )

When i assault i win and win big leaving little of my opponent formation standing.

Is that with gaunts or do you have WE in the assault?

I cannot win a troop assault to save me. The only things that win assaults in my tyranid forces are the WE.

Can I also ask, with the Harridan; I notice people are complaining that it is a combat moster (in one case, it can charge terminators and win!). My question is how? My Harridan must be softer than other people's. Here is the basis for my thoughts:

A Harridan has 4 Attacks + 2MW (only when in btb combat). Terminators have 1 AT + 1 MW (only in btb).

Now the harridan is a skimmer so can chose to do FF thereby reducing the Marines MW attacks yet taking its own away also. Probably not that great if you want to win a combat. In btb, it is risking 4-5 MW attacks (chaplain) + 4 regular attacks (8-9 all up) and doing 6 back itself. It has a worse save than terminators and is not inspiring. So how the frak are people winning terminator assaults with this monster?  

I find personally that I use it to harrases the flanks of my enemies and finds softer targets to either support against or charge in. I am just bewildered at how people are getting more use out of it than the on-paper stats would show. Yes, it is good at 175 points and I would not leave the hive without one of these beauties, however are they really as 'broken' as people are making them out to be?

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 Post subject: Nids 9.2.1 Discussion
PostPosted: Tue Jun 16, 2009 9:58 am 
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Quote: (sunley @ 15 Jun. 2009, 22:50 )

The main thing that worries me is that you need to pick an army knowing that your playing Nids in order to deal with them.

This is just my point of view and i have only play against marines four times and IG once.

I am in the same 'boat' here. I am going to try and play against other races, or play other races against opponents taking Nids to see how I fare myself. I just have to make sure that the lists made are balancesd and not made purely for a Tyranid assault.

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 Post subject: Nids 9.2.1 Discussion
PostPosted: Tue Jun 16, 2009 11:09 am 
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Quote: (frogbear @ 16 Jun. 2009, 09:55 )

Quote: (sunley @ 15 Jun. 2009, 22:50 )

When i assault i win and win big leaving little of my opponent formation standing.

Is that with gaunts or do you have WE in the assault?

I cannot win a troop assault to save me. The only things that win assaults in my tyranid forces are the WE.

Can I also ask, with the Harridan; I notice people are complaining that it is a combat moster (in one case, it can charge terminators and win!). My question is how? My Harridan must be softer than other people's. Here is the basis for my thoughts:

A Harridan has 4 Attacks + 2MW (only when in btb combat). Terminators have 1 AT + 1 MW (only in btb).

Now the harridan is a skimmer so can chose to do FF thereby reducing the Marines MW attacks yet taking its own away also. Probably not that great if you want to win a combat. In btb, it is risking 4-5 MW attacks (chaplain) + 4 regular attacks (8-9 all up) and doing 6 back itself. It has a worse save than terminators and is not inspiring. So how the frak are people winning terminator assaults with this monster?  

I find personally that I use it to harrases the flanks of my enemies and finds softer targets to either support against or charge in. I am just bewildered at how people are getting more use out of it than the on-paper stats would show. Yes, it is good at 175 points and I would not leave the hive without one of these beauties, however are they really as 'broken' as people are making them out to be?

My formations includes assault spawns aswell. Normally 2 malefactors and a haruspex, i find the hive tyrant is to slow to get into combat most of the time.

You are right a harridan by itself will not take out a terminator squad with a chaplain, in the battle report we did the harridan lost. But how much is that marine company cost compared to 175 pts for a harridan? I have assaulted tactical marine lead by a supreme commander and wiped them out.


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 Post subject: Nids 9.2.1 Discussion
PostPosted: Tue Jun 16, 2009 2:18 pm 
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I've played against the nids a good few times and there is something that bothers me:

Nids sittting in cover over objectives, outside of 30cm of enemy units and re-spawning all losses are more effective than nids hunting down the enemy.  Skulking in cover and doing little aggressive movement, waiting for the enemy to come to them doesn't feel very nid like to me.

I'm quite strongly in agreement with Curis on his view that re-spawning for nids should get bonuses for being WITHIN 30 cm of the enemy, albeit better bonuses.

The 1/2 Guant rule is IMO essential for nid swarms containing these little buggers, as it's just too easy to stack up blast markers on a nid fm from distance and then engage gaunts with FF units for impressive assault resolutions.  It's doubly important now that Warriors are LVs and the nid player must invest in more "Big beasties" to keep their synapse safe that the gaunts are appealing, to maintain the "Hoarde of tooth and claw" feel to the army.


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 Post subject: Nids 9.2.1 Discussion
PostPosted: Tue Jun 16, 2009 4:01 pm 
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Quote: (stompzilla @ 16 Jun. 2009, 14:18 )

The 1/2 Guant rule is IMO essential for nid swarms containing these little buggers, as it's just too easy to stack up blast markers on a nid fm from distance and then engage gaunts with FF units for impressive assault resolutions.  It's doubly important now that Warriors are LVs and the nid player must invest in more "Big beasties" to keep their synapse safe that the gaunts are appealing, to maintain the "Hoarde of tooth and claw" feel to the army.

Of course one of the issues with 1/2 guants and LV warriors is that they were both changes introduced between 9.2.1 -- which seems to have created two problems from one solution.

As to the larger balance issue: the problem we face is that we will not get a large-N sample of 9.2.1 plays in order to assess balance...  and small-N samples (samples with a very few data points) are essentially useless in and of themselves.

Given this issue, playtesting has to operate in a closer relationship with theory -- what did events within a game reveal about the way the 'nids operate (and the way opposing armies should operate against them).

I think the OP is right that a fairly balanced vanilla army-list should be viable against a balanced 'nid list -- this is a pretty good definition of what balance would be.  But it should not be balanced against a vanilla army-list operating using standard anti-Eldar (or anti-ork) tactics.  In fact, a 'nid's opponent who is playing as if the 'nids were Eldar should get hammered.

In playtests, these goals (as well as the impossibility of compiling worthwhile statistical results from very small-scale 'surveys') put a premium on tactical reportage -- what happened to cause the loss? how could the losing player have done better with the same army list?  did you replay the scenario, either switching sides or with new tactical concepts?

Correspondingly, in army design, it would be particularly useful if the army designer gave some hints of the tactical strengths and weaknesses he was attempting to build into the army, not least because these more specific goals can be tested more easily by playtesters: e.g. "the goal of TWs = LV was to make possible the destruction of TW-based synapse swarms: does this actually happen in play?"


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 Post subject: Nids 9.2.1 Discussion
PostPosted: Thu Jun 18, 2009 11:37 pm 
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Just thought I should voice my impressions of the latest Tyranid version. The last couple of months, I have introduced a couple of new gamers into Epic, and supply four armies (marines, guards, orks and tyranids). We are just about to start with aerospace units and 3k match-ups, so my views are not founded on tournament-sized games, but 2K to 2.5K with ground forces only. With nids, that is not a problem, but rather for their opponents.

The nids (being a little controversial for beginners) have not seen battle as much as the standard three armies, but have fought marines three times and guards one time. The marines have had the hardest time (apart from a fluke game where the tyranid player failed three 4+ saves to see his largest synapse swarm disintegrate during the final activation of turn 2. One game the marines could not avoid half the push and failed to gain ground on the other half. The third game was an entertaining sluggathon where formations wiped each other out in ferocious assaults, leaving Tyranids with the win due to giving up BTS (marines had several and could not protect them all). The guards lost on a tie-break, mainly because they were a bit too eager to make contact with the enemy. All games were entertaining, and the tyranids in most respects felt very Tyranid to us.

These are simply our views on some of the rules and ideas discussed in this thread:

1/2 gaunt: Having played with and without it, I would vote for a toning down. Without the 1/2 gaunt, Gaunts just make swarms too vulnerable to both receiving and launching assaults when basically the Tyranid army is all about assaults. As I said in some other Tyranid thread, no other army paints 75 points for four units with basically only a 5+ FF. Sadly, the 1/2 gaunt rule can also feel like cheating, and to some of us like the Tyranids are "bending the rules" a little too much.

Example: In a long-range assault three Hormagaunts and one Malefactor just reaches within 15 cm range of an enemy formation. All three hormagaunts die, but the Malefactor makes all saves (not unlikely). Add it up, and you have +1 for the defendant, and unless it is a large formation (orks/guards), the tyranids have +2 outnumber, at least equal kills and should have +1/+2 due to blast markers advantage. I understand players feeling robbed of a chance instead of ending up losing with three or four pips. Otherwise, in more "fair" all-out assaults, the 1/2 gaunt rule works because the enemy racks up kills.

Suggestion: Keep the 1/2 gaunt, but round kills up. In that way, it is the 1st, 3rd etc kill that counts. It becomes more of a bonus rather than a perceived unfair advantage. In large assaults, the result would be the same. In smaller assaults, the enemy still gains 1 or 2 kills.

Spawning: Spawning makes for an interesting element in Tyranid tactics. The current rule feels about right. My issue is rather that some units are spawned more often than others (or really, just Raveners). Some people feel that spawning should be increased closer to enemies, rather than decreased (a reversal). I see some merit in the suggestion, but am not entirely convinced. Tyranids sitting in cover and denying areas can be quite effective, but not completely out of flavour. I think of a threatening jungle or ruins infested with Tyranid creatures patiently waiting for their prey. Not all Tyranid attacks are or should be blind charges towards the enemies. I am not decidedly for or against the suggestion, I see plausible explanations for both. However, I think people would be just as annoyed by "offensive withdrawals" into 30cm range of say artillery positions and increased spawning as a result. I think the current spawning rule forces you to not be careless with your swarms, which I find positive.

Blast markers: I find that after rallying unbroken swarms, I usually have no blast markers left. It takes really concentrated fire to leave rallying swarms with a blast marker at the end phase. The only time I stack blast markers is after rallying broken swarms. In conjunction with the 1/2 gaunt rule, as explicated above, this can cause players to feel "cheated". Moreover, it makes tyranids feel like they have "tons" of special rules when they really do not. I would rather tone down the 1/2 gaunt or change the Rally modifier to +1 (see below) than playing blast markers normally, but the combination of Brood, 1/2 gaunt and +2 to Rally can be negatively perceived. It is not a major issue on its own. Tyranid swarms are still susceptible to blast-marking/retain/assault with no blast markers.

Light vehicles: I think the LV rule encourages mixed swarms, something I did anyway. However, I do take a lot of Raveners, and re-spawn them constantly. Except the turn 2 sudden loss against Marines, BTS has not been scored against Tyranids. However, since the rule forces the Tyranid player to take more AV:s and LV:s, I also feel that the Tyranid armies "shrunk" a little with 9.2.1. Perhaps a -25 reduction to the Assault Swarm would compensate enough to purchase another gaunt brood.

Mobility:

This is a bit unclear to us. We (as non-native-speakers) wonder whether the current wording actually allows AV:s to enter, for instance buildings. We do not allow it, but the wording is not expressed in rules' terms (a common GW phenomenon, by the way), making interpretations possible.

+2 to Assault/Rally:

I think the +2 to Engagement is necessary because Tyranids have no options. They cannot shoot when holding. When we played with +1, Tyranid swarms failing engagements felt very disappointing and a bit clownish with the Hive Mind considering a Marshal or Shoot with one Venom Cannon. Having no serious options, +2 is needed. The Rally part (as mentioned earlier) makes it very easy to shed blast markers. The Brood rule combined with Rally leaves most swarms un-marked until they lose an assault and sub-sequently rally. We find that broken swarms rarely create problems or cause further threats. We humbly suggest +1 to Rally, although it would look inconsistent, but we feel it would feel less all-or-nothing, because until broken, Tyranid swarms "feel" fearless. It would also dampen the effect of +2 to engage. However, this would perhaps make the Dominatrix mandatory. I leave this to more experienced Tyranid players to decide upon, because changes can cause further changes. However, with the +2 to Engage and almost always having 0 blast markers, Tyranids are very good on laying blast markers (Dactylis) followed by a certain retaining Assault. It strengthens the Dactylis case against Biovores/Exocrines.

Units:

Raveners: To be honest, I think they are a little too versatile, and most importantly that they replace both Termagaunts and Hormagaunts, being essentially both with armour. When they are needed to protect the Synapse as well, it makes them the uncontested number one candidate for spawning. I suggested FF6+ in another thread and it could easily be justified by numbers.

Harridan: It has been a key model in every battle so far. Someone asked how the MW attacks were justified, and I would say "the model's claws and talons" (see below). It is fast, can create cross-fires and contest objectives. Could probably do with a +25 increase. I use to add a gargoyle and keep it transported to increase the "break value".

Haruspex/Malefactor: I guess it is a balancing factor to make Malefactor 5+RA, but I also want to be able to "perceive" stats on models. I see very little differences between Haruspex and Malefactor, not enough to warrant different saves. I would keep them the same, whether it is 4+RA or 5+RA. It makes it easier to keep in mind as well. We play that AV:s may not enter buildings, and so the easiest way to deny Haruspex MW:s is to remain within the building (or charging it with a skimmer). Overall, I think the Assault Spawns are much more feared than what they are capable of. Their primary use (in our view) is in soaking AT and assault hits (which they excel in). The movement buff was well needed.

Lictors: Ironically (since there seems to be a Marines vs Tyranids issue), this unit suffers greatly against Marines. Teleporting with Strategy 1 often means death. I think Free Planetfall could be a solution (if I have understood the rule correctly this time). Needless to say, we feel that this unit underperforms. Another suggestion would be 4 for 150 as a base formation cost. Also, the unit stats annoys some people quite rightly claiming it has "every special rule in the game". It could for instance increase its save (especially as LV) and shed the Invulnerable save.

Bio-titans: We have only played the Hierophant so far. It has been very useful, but not over-powered. As with the Harridan, its perceived unbalance rather lies in the abilities that Tyranids mostly lack, resilience, ranged fire-power, great objective contester/holder.

Overall, our gaming group cannot possibly claim Tyranids being neither under- nor over-powered yet. The only thing we can contribute with is our impression of how Tyranids play compared to other armies.

We do not agree that Tyranids are unforgiving to play with. Assault-and-not-being-assaulted is extremely hard to perform with large infantry swarms consisting mainly of lowly common broods. To do the three-swarm-push you have to forfeit cover (unless the Tyranid player would be able to set up terrain AND gets to choose deployment first). Artillery wrecks swarms, and hugging cover slows them down. Cross-fire rips armoured nids to pieces. Even against a three-swarm push, a well-placed Terminator teleport can acheive multiple cross-fires, and if the Tyranid chooses to engage the Terminators, they at least slow them down.

If anything, we find the Uncommon brood selection to be a little repressed. We suspect it is to promote the appearance of common broods and avoid Nidzilla lists, but we do find that Tyranids pay a lot for quite disappointing abilities. Notable exception: Dactylis. With the 2:1 ratio and low numbers/selection, you end up paying a lot for very little. The fact that you have to attach shooting creatures to engagement-oriented swarms makes you pay a lot for something rarely used.

Being a little hung up on unit looks/data, I still find Trygon claws not being MW a tad disappointing. Points values can be tweaked, models cannot. I cannot help but "feeling" that the Trygon and Haruspex bio-designs should be interchanged. Haruspex for mowing down masses, Trygons to attack the armoured stuff. This could also be an incentive for lowering the Assault Spawn cost.

These impressions/suggestions make no claims to balance Tyranids towards better/worse. Instead they express our "feeling" of Tyranid armies and how they play (or rather, how we currently play them). Reading through the post I notice that we suggest a few "downgrades". If so, these could be adressed by changing points' values. However, we do feel that it is important for opponents to not feel "cheated" by Tyranids "breaking the rules". I can honestly defend Tyranids by saying that most (all?) armies break rules concerning initiative, but it is important that players do not get a negative feeling about facing Tyranids. Our major concerns is (as stated above), Tyranid Gaunt losses not counting, and tyranid swarms auto-shedding blast markers to 0 every turn.

Anyway, we really appreciate the Tyranid list, do not find it remarkably over-powered and we will try to use it more often by the end of this summer (full rules and 3K+).

/Fredmans

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