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[UPDATE!] Tyranids v9.2.1

 Post subject: Re: [UPDATE!] Tyranids v9.2.1
PostPosted: Wed Jul 14, 2010 11:53 pm 
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I don't think we need more nid lists. why not just add more option in the list. if you have more options then they become more lists. drop pods would be cool for them but is that really what people want is drop spore nids? I never really thought nids worked like that anyways. they secretly infiltrate the planet and then come in to devour it. If drop spore got added then there would need to be space craft for them too.

I don't know if thats what the nids need. Nids really don't need anything, I just thought that the tervigon and tyrannafex would be a cool option to add. especially the tervigon, I am really pulling for that. hint hint...lol I like my idea a +1d6 to spawning. most of the time you are getting negatives anyways. so it will counter act it sometimes. Just an idea


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 Post subject: Re: [UPDATE!] Tyranids v9.2.1
PostPosted: Thu Jul 15, 2010 9:04 am 
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rasputindarksyde wrote:
I don't think we need more nid lists. why not just add more option in the list.


Because at the end of the day, if it is there, people feel they need to have them to fullfill list requirements.

If they have to do this, it may all seem too hard and the list does not get the play from that person.

You also have the problem of too many units which means some are not balanced to others in their role within the armty. Eldar and the H.Banshees are the example highlighting this issue. It is alot easier to balance and find roles within an army when the units are not so abundant.

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Last edited by frogbear on Thu Jul 15, 2010 9:16 am, edited 1 time in total.

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 Post subject: Re: [UPDATE!] Tyranids v9.2.1
PostPosted: Thu Jul 15, 2010 9:11 am 
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rasputindarksyde wrote:
drop pods would be cool for them but is that really what people want is drop spore nids? I never really thought nids worked like that anyways. they secretly infiltrate the planet and then come in to devour it. If drop spore got added then there would need to be space craft for them too.


The initial nids list had drop spores.

As for infiltration, this is not a Genestealer cult list. Nids come in a big wave of destruction and fall on planets. Then they proceed to devour all - hence the "Great Devourer" moniker.

I believe the reason for no drop spores (ATM) is a balance issue.

As for spaceships... look at the VITUPERATOR. It has Planetfall. It would be good to be able to finally use it.

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 Post subject: Re: [UPDATE!] Tyranids v9.2.1
PostPosted: Thu Jul 15, 2010 9:21 am 
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Chroma was working on a list for the initial assault of the nids using spore pods etc. Can't remember if its on the wiki site or not.


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 Post subject: Re: [UPDATE!] Tyranids v9.2.1
PostPosted: Thu Jul 15, 2010 9:29 am 
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Mephiston wrote:
Chroma was working on a list for the initial assault of the nids using spore pods etc. Can't remember if its on the wiki site or not.


Yeah, phase 3 list attached below...


Attachments:
TyranidsPhaseIIIv1.2.pdf [89.52 KiB]
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 Post subject: Re: [UPDATE!] Tyranids v9.2.1
PostPosted: Thu Jul 15, 2010 1:31 pm 
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frogbear wrote:
rasputindarksyde wrote:

You also have the problem of too many units which means some are not balanced to others in their role within the armty. Eldar and the H.Banshees are the example highlighting this issue. It is alot easier to balance and find roles within an army when the units are not so abundant.


Though here it's worth noting the way E:A radically simplified the Ork armory... It is unfortunate that nobody bit the bullet (bit the banshee) and termed the Striking Scorpion unit Striking Scorpions/Banshees.


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 Post subject: Re: [UPDATE!] Tyranids v9.2.1
PostPosted: Thu Jul 15, 2010 1:56 pm 
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Carrington wrote:
Though here it's worth noting the way E:A radically simplified the Ork armory... It is unfortunate that nobody bit the bullet (bit the banshee) and termed the Striking Scorpion unit Striking Scorpions/Banshees.


This could be said for alot of unit types actually across alot of lists. The precedent has been set however so I don't think the any controlling body will allow it to go backwards from here... shame really.

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 Post subject: Re: [UPDATE!] Tyranids v9.2.1
PostPosted: Thu Jul 15, 2010 2:03 pm 
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Orks are quite a different case to Eldar. The armoury of orks in 40k for example is already an abstraction, with weapons in classes rather than specifics, because they're all unique. Epic just continues that concept at a higher level of abstraction.

Eldar, however, do have specific unit types, and those types are represented at this level. Epic 40k combined banshees and striking scorpions, and was generally despised for it.

In the case of tyranids, the list is already overstuffed with units, and adding more will just make it a mess. A seperate list representing a more modern hive fleet is a much better place to integrate Tyranofexes, Tervigons etc.


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 Post subject: Re: [UPDATE!] Tyranids v9.2.1
PostPosted: Thu Jul 15, 2010 2:22 pm 
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zombocom wrote:
Eldar, however, do have specific unit types, and those types are represented at this level. Epic 40k combined banshees and striking scorpions, and was generally despised for it.



You're just biased against greenskins. :-) Just because their armory seems abstract to us doesn't mean it's abstract to them. Conversely, just because the pointy-ears make every weapon type into mass-produced modern art, the impact remains the same.

I supposed the best way of mollifying grognards is to add a sub-optimal stat-line for a unit.


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 Post subject: Re: [UPDATE!] Tyranids v9.2.1
PostPosted: Thu Jul 15, 2010 2:29 pm 
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Ork weaponry isn't abstract to them, it's unique. Every weapon is different, hammered together from parts of other weapons and old machinery and what not. Representing that at any scale other than Inquisitor means abstracting them into catagories, or having several thousand weapon stat-lines. 40k abstracts and so does epic.


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 Post subject: Re: [UPDATE!] Tyranids v9.2.1
PostPosted: Thu Jul 15, 2010 2:37 pm 
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I think the grade of abstratction of Ork weaponry in Epic is abit to radical.

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 Post subject: Re: [UPDATE!] Tyranids v9.2.1
PostPosted: Thu Jul 15, 2010 2:45 pm 
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It has struck me that a D10 resolution system might allow for less 'lumpy' stat lines, so we can bring back the "Little big shootas" and the "big little shootas" with some meaningful distinction.

:-{P


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 Post subject: Re: [UPDATE!] Tyranids v9.2.1
PostPosted: Fri Jul 16, 2010 5:27 pm 
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When did this become about eldar and orks? I thought this was a tyranid thread? I know what I am saying is probably not an important thing. I don't expect it to be, I just thought it would be a kinda cool thing to add something. I haven't been playing long so I don't know the ins and outs of things but thats fine. If its a stupid idea then just say so..lol I can take it. but anyways thanks for listening to me anyways. And for those that make these lists, Keep up the good work.


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 Post subject: Re: [UPDATE!] Tyranids v9.2.1
PostPosted: Fri Jul 16, 2010 5:41 pm 
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rasputindarksyde wrote:
When did this become about eldar and orks? I thought this was a tyranid thread? I know what I am saying is probably not an important thing. I don't expect it to be, I just thought it would be a kinda cool thing to add something. I haven't been playing long so I don't know the ins and outs of things but thats fine. If its a stupid idea then just say so..lol I can take it. but anyways thanks for listening to me anyways. And for those that make these lists, Keep up the good work.


Sorry.. I guess there's a general argument about just how granular or abstract Epic army lists should be, ranging from WYSIWYG to 'faceless.' I'd venture that the argument itself comes into particular focus with 'organic' lists like the Tyranids or 'pillager' lists like the Orks.


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 Post subject: Re: [UPDATE!] Tyranids v9.2.1
PostPosted: Sun Jul 18, 2010 12:49 pm 
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Back to the general ideas on list making. I may be wrong but there doesn't appear to be a universal do all list for any race. Every list is broken down into what it wants to achieve. Look at the number of SM or Eldar lists, probably too many but there are themes attached to each list (Like siege, mechanized, tank or air assault).

On the Tyranid lists there are around 5 floating around (F_ERC, NetEA 9.2.1, Churoninx, Leviathan 1.03 and Jormungandr (my own and unreleased)). 1st 2 are fully old model lists, next 2 are semi-modern fleets and my own has 2 lists for a modern fleet and a Bio-Titan swarm.

There just isn't a concensus on rules and stats. There are disagreements with synapse (NetEA 9.2.1 vs tiered initiative), spawning (what can be spawned and how it works) and stats. As an example modern and semi-modern fleets have lost the fast assault spawn so the carnifex replacements tend to get a movement boost to compensate and so breaking any stat uniformity. I was looking at slow carnifexes but with the Trygon taking over the Haruspex role (and gaining a MW attack) but that's another different break in stat uniformity.

Stat and rule uniformity is the ideal goal (E&C's Leviathan list and my Jormungandr lists were in general favour of this goal) to avoid player base fragmentation but it's going to take a significant amount of time and there is no guarantee a concensus will be reached.


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