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[UPDATE!] Tyranids v9.2.1

 Post subject: Re: [UPDATE!] Tyranids v9.2.1
PostPosted: Tue Jul 27, 2010 9:53 am 
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ColonelWicked wrote:
all the old players


???


could we please replace 'old players with 'Old Skool Players', because Old Skool Rocks? :D

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 Post subject: Re: [UPDATE!] Tyranids v9.2.1
PostPosted: Tue Jul 27, 2010 11:10 am 
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BlackLegion wrote:
Seconded!

Also note that the slugs dissapiered the moment FW introduced their Hierodules.
The Scythed Hierodule is the replacement for the Haruspex.
The Barbed Hierodule is the replacement for the Malefactor and possibly the Exocrine.
The Trygon is the more up-to-date looking replacement for the old Trygon.

Quite. The current list is "bloated" because it includes both old and new units at the same time.

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 Post subject: Re: [UPDATE!] Tyranids v9.2.1
PostPosted: Wed Jul 28, 2010 7:35 pm 
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There are still issues though. The Exocrine, Malefactor and Haruspex exist at least background wise until the main Apocalypse book. The Vituperator is completely made up and the Hydraphant technically doesn't exist in the background. The lines between the new and old creatures is somewhat blurred, you have to assume Kraken is the limit to get half the old creatures like Biovores but you also get Hierodules at that time and technically the Hive Tyrant has Tyrant Guard. You may lose the Ravener and Broodlord though.

If you think the 9.2.1 list is bloated the modern fleet is worse with the amount of new creatures offset by the loss of only 4 assault spawn and that's before weapon variants.

I'm also quite opposed to anyone calling a Carnifex with claws a Haruspex or one with devourers a Malefactor. Proxy it all you like but the list should come down on one side, fast assault spawn or slow carnifex not some strange hybrid (unless they convert something interesting and call it a Harufex or Carnifactor)


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 Post subject: Re: [UPDATE!] Tyranids v9.2.1
PostPosted: Tue Aug 17, 2010 10:24 pm 
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Hey, im new to the board. Am i being a total spaz 'cause i can't seem to find the actual copy of the tyranid army list. help much appreciated. thanks guys


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 Post subject: Re: [UPDATE!] Tyranids v9.2.1
PostPosted: Tue Aug 17, 2010 10:29 pm 
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mr_p1979 wrote:
Hey, im new to the board. Am i being a total spaz 'cause i can't seem to find the actual copy of the tyranid army list. help much appreciated. thanks guys

Welcome to the boards, mr_p1979!

Seems the boards ate the file... I've reattached it to the very first post. As well, an update will be being posted in the near future, but this current version will allow you to examine various Tyranid ideas.


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 Post subject: Re: [UPDATE!] Tyranids v9.2.1
PostPosted: Wed Aug 18, 2010 4:47 am 
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I don't know if I can agree with these Nid changes, you know Chroma wink wink.

Despite rumors to the contrary I am not dead..........yet LOL ::)


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 Post subject: Re: [UPDATE!] Tyranids v9.2.1
PostPosted: Thu Aug 19, 2010 12:14 am 
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Glad to see that you, Neal, Chroma, Ian, Chris, and the rest are still at it. From going over the forums the last two days I see I have a lot of catching up to do :o

No worries, I'll be unpacking my Epic Armies in another week and getting back into the game, besides you guys have given a ton of new lists to play with WoW ;D

All the best I will be lurking in the shadows and posting now and then while I get back up to speed.

All the best my friend (Probably get kicked for being off topic lol)


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 Post subject: Re: [UPDATE!] Tyranids v9.2.1
PostPosted: Thu Aug 19, 2010 12:18 am 
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Hena wrote:
jaldon454 wrote:
I don't know if I can agree with these Nid changes, you know Chroma wink wink.

Despite rumors to the contrary I am not dead..........yet LOL ::)

Aarrgh, ghost! Wight! Wraith! Run for the hills, run for the hills!

Welcome back from where you were hiding ;).

Ditto!

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 Post subject: Re: [UPDATE!] Tyranids v9.2.1
PostPosted: Thu Aug 19, 2010 6:04 am 
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Ok a ghost and a wraith I can agree with, but a wight >:D

Evil and Chaos my apologizes for missing you in the list, definitely glad to see you are still in the crowd ;D

While gone I have not been idle, where EA is concerned. I have been working up a campaign system for the game easy to implement, easy to play, no heavy restrictions. Have run it a couple of times but I am still having trouble with the losses/replacement levels to make it work. I will be posting it once I get back up to speed.

First I have to get back up to speed, get a hold of Chroma and Cybershadow, and see where everything stands. For my two cents I am glad to see Tac Command take EA under its wing as GW doesn't seem to care all that much.

Truthfully I am glad to be getting back into the loop with the great bunch that resides here, just hope this old man can still fit in, lol

All teh best guys
Jaldon


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 Post subject: Re: [UPDATE!] Tyranids v9.2.1
PostPosted: Thu Aug 19, 2010 1:22 pm 
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jaldon454 wrote:
Truthfully I am glad to be getting back into the loop with the great bunch that resides here, just hope this old man can still fit in, lol

We ain't get older, we're getting wiser... I hope!

Welcome back! Look forward to seeing what you've been working on. I've been (slowly) working on a supplement called "EPIC: Total War" which presents alternate scenarios and special rules, would like to see your campaign system to see if it could be integrated.

Talk to you soon!


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 Post subject: Re: [UPDATE!] Tyranids v9.2.1
PostPosted: Fri Sep 10, 2010 3:36 pm 
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ColonelWicked wrote:
My suggestion is as follows

- Rename the units in this list to generic types, so new players can use whatever models they have (would require some little changes like merging the screamer killer fex with that cc slug, also the speed of some former slugs could be rethought for the new generic organisms)
- Make a slug list for all the old players by dropping the vituperator and the new hierodule
- Make a "new codex" list for people who are using E&Cs stuff or who like to scratch build the new stuff in 6mm (ok, such a list already exists)


As a newcomer to the 'nids who is scratch-building or re-purposing almost his entire army from other ranges, I like the Colonel's suggestion. Generic is good in this case. A problem I have right now with the 'Nid list is that I hardly recognise most of the names and would probably have to grab several editions of codices from both epic and 40k to catch up on all the weird and wonderful beasties in there. It also seems to me that some critters are very similar and just bloat the list for the sake of inclusiveness rather than variety; couldn't the carnifex and the haruspex be just an AV CC beast and let's leave at that?

Having said all this I appreciate all the effort that went into it and am eager to field my bugs. In fact, I recently did the javascript file for the 9.2.1 nid list in ArmyForge, so I'm willing to collaborate not just criticise.

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 Post subject: Re: [UPDATE!] Tyranids v9.2.1
PostPosted: Fri Sep 10, 2010 6:21 pm 
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I'm currently in the process of updating the leviathan list as a radical varient including some of the gribblys from the new codex.


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 Post subject: Re: [UPDATE!] Tyranids v9.2.1
PostPosted: Fri Sep 10, 2010 11:04 pm 
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zombocom wrote:
I'm currently in the process of updating the leviathan list as a radical varient including some of the gribblys from the new codex.


Looking forward to it Mr Z.

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A problem I have right now with the 'Nid list is that I hardly recognise most of the names and would probably have to grab several editions of codices from both epic and 40k to catch up on all the weird and wonderful beasties in there.


This could easily be solved with datafaxes with pics I would think.

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 Post subject: Re: [UPDATE!] Tyranids v9.2.1
PostPosted: Wed Nov 17, 2010 11:14 am 
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Slightly old topic, but it's the official latest armylist sticky, so here goes.

One point of contention seems to be raveners, and their status in the list. At the moment, they seem to be being taken mainly to absorb hits that would otherwise hit the much more important Warrior stands, which seems out of character for how they're portrayed normally. there is a tyranid unit that's specifically designed to "bodyguard" important tyranid units, the old tyrant, now hive guard. Has anyone cinsidered statting up a unit for these?

At a first guess, I'd assume a statline similar to the warriors, with brood replacing synapse, a cosmetic name change of venom canon to impaler cannon/whatever it's called, and maybe a save boost to 3+ (keep the LV of course, but they are supposed to be super armored protector beasts).

No idea on cost or brood size though. Thoughts?


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