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Varient Lists

 Post subject: Varient Lists
PostPosted: Sat Jul 18, 2009 11:54 pm 
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Quote: (lord_bruno @ 18 Jul. 2009, 23:00 )

I think you have utterly missed my point here, I didn´t state that I was playtesting the rule.

Sorry Dude

I did understand the post but I was referring the the below tidbit.

And the TW being LV is another issue, but I used to play with the stats from the 9.1 list (the last one with TW being infantry, I think) just removing Spawing and Synapse


It was not so much directed towards you as it was a general statement (my bad) in regards to general views on the list.

Cheers.....

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 Post subject: Varient Lists
PostPosted: Sun Jul 19, 2009 8:19 pm 
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Quote: (mkcontra @ 18 Jul. 2009, 16:21 )

Overall, I think both lists are interesting and if we can try to incorporate some aspects of the Leviathan list into the 9.2.1 list, a much stronger list should emerge (in terms of robustness, not necessarily "more powerful").

Well here is an idea regarding just that from another newbie to Epic…

I’m actually totally green on Epic as I have not even played a single game yet (but I’m collecting Tyranid and Space Marine forces) so this might be too crazy and unconventional, but nevertheless here it comes:

Has anyone thought of creating a compromise between the two major variant army lists (9.X and Leviathan) when it comes to Tyranid Armoured Vehicles? 9.X uses the classic “Slugsâ€Â


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 Post subject: Varient Lists
PostPosted: Mon Jul 20, 2009 12:45 am 
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that's a good idea. the nids have been my favorite army in epic (never played 40K) since they came out. but since ive started playing EA they have sat in a box unplayed because i do not like the army list. if everybody was focusd on one list (like mentioned above) we could have a list that hopefully caters to everybody.


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 Post subject: Varient Lists
PostPosted: Mon Jul 20, 2009 1:16 am 
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Quote: (mnb @ 20 Jul. 2009, 00:45 )

but since ive started playing EA they have sat in a box unplayed because i do not like the army list.

Well, efforts have tended to be focused on "one" list, but people like to post their ideas and suggestions, so that may make things appear to be more muddied than they actually are.

This appears to be your first post in the Tyranids section, mnb, so could you elaborate on what you "do not like" about the v9.2.1 army list or the Leviathan list or any list you've tried/looked at?

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 Post subject: Varient Lists
PostPosted: Mon Jul 20, 2009 3:28 am 
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Quote: (Garoth @ 20 Jul. 2009, 08:19 )

Quote: (mkcontra @ 18 Jul. 2009, 16:21 )

Overall, I think both lists are interesting and if we can try to incorporate some aspects of the Leviathan list into the 9.2.1 list, a much stronger list should emerge (in terms of robustness, not necessarily "more powerful").

Well here is an idea regarding just that from another newbie to Epic…

I’m actually totally green on Epic as I have not even played a single game yet (but I’m collecting Tyranid and Space Marine forces) so this might be too crazy and unconventional, but nevertheless here it comes:

Has anyone thought of creating a compromise between the two major variant army lists (9.X and Leviathan) when it comes to Tyranid Armoured Vehicles? 9.X uses the classic “Slugsâ€Â

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 Post subject: Varient Lists
PostPosted: Mon Jul 20, 2009 3:39 am 
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Haruspex can nicely represent the carnifex with Crushing Claws actually, allowing the screamer killer to remain the normal fex.

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 Post subject: Varient Lists
PostPosted: Mon Jul 20, 2009 3:48 am 
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Quote: (zombocom @ 20 Jul. 2009, 15:39 )

Haruspex can nicely represent the carnifex with Crushing Claws actually, allowing the screamer killer to remain the normal fex.

Yep, though the question is just how many weapon variants do you actually want to have in Epic?  In 40k there is a rather ridiculous number of biomorphs which is kind of cool at that level, but not at an epic level. Crushing claws is just another 'close combat' biomorph.
3 or 4 basic variants of fex's/slugs is probably enough, as listed above these would be:

1. Close Combat
2. Firefight
3. Shooting AT
4. Shooting barrage (AP)

Different slug/fex models can go into those classes.

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 Post subject: Varient Lists
PostPosted: Mon Jul 20, 2009 5:00 am 
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Markconz: My point is that the 9.2.1 list already has 2 CC AVs, the Carnifex (Screamer killer) and Haruspex (Crushing claws).

I'm not adding anything new, just suggesting a counts-as that doesn't conflict with another existing unit.

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 Post subject: Varient Lists
PostPosted: Mon Jul 20, 2009 12:37 pm 
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I agree - in this instance the 'counts as' rule would be a perfect way for everyone to have their cake and eat it in regards to the '40k only?' question - good suggestions, Garoth.

As for spawning, though it is a minor annoyance, it has only ever once been a 'game swinger' in our group (when a good roll got a Haruspex and a Malefactor which swung an important assault). Its when taken with the other rules (like no BM, extra rally) that it becomes another tool to demoralise the opponent with. Not that I think spawning is wrong or bad in anyway (I kind of like the idea as it seems to fit Tyranids).

We will continue to use 9.2.x (our gaming starts again soon, after my house move) and we will start to clock plenty more games with the Tyranids.


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 Post subject: Varient Lists
PostPosted: Mon Jul 20, 2009 1:12 pm 
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Whatever happens with the rules, I would prefer tyranids to be an overwhelming force. I always picture the assaults of the nids as something out of Starship Troopers, and I would not want that to change.

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 Post subject: Varient Lists
PostPosted: Mon Jul 20, 2009 1:39 pm 
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Quote: (frogbear @ 20 Jul. 2009, 13:12 )

I always picture the assaults of the nids as something out of Starship Troopers, and I would not want that to change.

If you're talking about the movie, that would be hordes of "Raveners" running rough-shod over everything.  *laugh*

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 Post subject: Varient Lists
PostPosted: Mon Jul 20, 2009 3:09 pm 
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I certainly think there is merit in merging the slugs and fex variants. There is a difference though in 9.2.1's treatment of fexes and assault spawn that would need to be sorted out.

If anything the list needs to be progressive and have the fex variants as the main troop with the slugs appearing as counts as (like the Eldar but actually matching closer).

The 40k carnifex has enough biomorph and weapon variations to cover a range of Epic armour, CC and FF values. Cetainly a T7 5 wound 2+ save heavy carnifexes could get in as an epic 4+RA

Screamer Killer - Horde killer fex
Devourer Fex - Shooting/FF version (Malefactor)
VC Fex - Ranged Shooting version (Exocrine)
Strangler Fex - Ranged Barrage version (Dactylis)
Crushing Claws Fex - CC AV/WE/Titan takedown specialist (Haruspex)

If something like this is to go ahead it may also be worth considering altering the brood compositions to allow more mixing and matching.

The only worry is distinctiveness between variants and opponent identifiability.





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 Post subject: Varient Lists
PostPosted: Mon Jul 20, 2009 3:17 pm 
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Quote: (arkturas @ 20 Jul. 2009, 15:09 )

I certainly think there is merit in merging the slugs and fex variants. There is a difference though in 9.2.1's treatment of fexes and assault spawn that would need to be sorted out.

Here is a link to the "Nidzilla Variant" list I put out with a bunch of Carnifex variants in it.

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 Post subject: Varient Lists
PostPosted: Mon Jul 20, 2009 6:23 pm 
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Quote: (arkturas @ 20 Jul. 2009, 15:09 )

Screamer Killer - Horde killer fex
Devourer Fex - Shooting/FF version (Malefactor)
VC Fex - Ranged Shooting version (Exocrine)
Strangler Fex - Ranged Barrage version (Dactylis)
Crushing Claws Fex - CC AV/WE/Titan takedown specialist (Haruspex)


The only worry is distinctiveness between variants and opponent identifiability.

I'm liking the Crusher Carnifex = Haruspex idea.

The only weapons that are going to be hard to tell apart in Epic scale are venom cannons and barbed stranglers. I see no problems with the other fex variants. Quad-devourer carnifex is very distict from screamer-killer, as is pair of really big crushing claws or single big crushing claw + wrecking ball weapon.

One idea to make to make venom cannon carnifex differ from barbed strangler carnifex modelwise could be to give the venom cannon one pair of venom cannons, and the stranger one a single strangler and pair of talons.

Once again the slug models would fit in quite well, as Exocrine looks purely shooty, but Dactylis has those big hands that could be helpful in combat even if that is not the primary purpose of those limbs.


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 Post subject: Varient Lists
PostPosted: Tue Jul 21, 2009 12:18 am 
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glad to see other people liked garoth's idea, too (and sorry welcome to the boards)
yes chroma i haven't commented here only because i haven't played w/ them and there always seems to be more then enough people swinging theory hammers without ever playing. not this thread specifically, just in general.
anyway, i'm not entirely convinced of the spawning at this level of the game. yes i realize it adds flavor but seriously human beings reproduce.... but not in the middle of combat. it just gives me visions of a carnifex charging, stopping, and saying "hold on while i pop out this biovore." kidding aside, if it had to be added why not use the same rule for the necrons. it's simple and needs no extra die rolls.
there were other things that i cant recall off the top of my head. the armor saves seemed a bit high and too many RA. but i believe that might be due to the rarity/expense of the army now.


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