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EpicUK Tyranids

 Post subject: Re: EpicUK Tyranids
PostPosted: Thu Dec 01, 2011 1:12 am 
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The same could be said for any CC attacks...

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 Post subject: Re: EpicUK Tyranids
PostPosted: Thu Dec 01, 2011 1:17 am 
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I don't think all nid cc attacks should get it, but Genestealers and Lictors should!


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 Post subject: Re: EpicUK Tyranids
PostPosted: Thu Dec 01, 2011 1:27 am 
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zombocom wrote:
The same could be said for any CC attacks...

Not really.

I believe NealHunt has said previously that CC attacks are actually a representation of a swirling melee at very close range - snap shots with guns, swordplay, grenades thrown into a vent in a bunker etc.

Obviously, a creature that only has some claws doesn't fit into the same category.

There is a sort of precedent in the way the Necron Scarabs are represented. They have Ignore Cover on their CC attack (I know they are Extra Attacks but the example is still valid).

I'm not going to push it but it is clearly a different situation with a critter that is only armed with claws and teeth and so it is obviously a different situation to most CC attacks.

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 Post subject: Re: EpicUK Tyranids
PostPosted: Thu Dec 01, 2011 1:06 pm 
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You could equally make the argument then that Genestealers and Hormagaunts, lacking any pistol or grenade weapon, should be more disadvantaged attacking enemies in cover; maybe adding +1 to any cover save the defending formation is getting.

Note, I'm not advocating this rule at all, merely trying to point out how unnecessary it would be.


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 Post subject: Re: EpicUK Tyranids
PostPosted: Thu Dec 01, 2011 3:45 pm 
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I think you have to look at the overall situation when determining CC. For a purely CC unit, I'd think of questions like...

How effective would standing behind cover to lay down "final protective fire" (FPF) be against them (in theory, according to the 40K background)?
Would point-blank fire be effective?
Would panic fire make things appreciably worse for the defenders?
How fast can units close distance when approaching hand to hand?
How good at they are at navigating or clearing a variety of obstacles?
Can they engage in hth with multiple targets simultaneously?
How fast can they move from target to target?
Are there special abilities that would especially help, like Howling Banshee masks or Lictor super-camo?

Obviously, some of those are going to be situation-dependent. Moving through scrub is a lot different than trying to get at troops inside a bunker. Getting through a "final protective fire" line from Eldar Shuriken Catapults is going to be a different proposition than fire from IG lasguns. Troops that might be really good in one situation might have no advantage in another, so you have to estimate the average to the best of your ability.

Personally, I'd say that Scarab swarms stack up very well in terms of being able to get through those final defenses and it makes sense for them to have IC. Gaunts are definitely above average overall, but noticeably less effective than Scarabs at doing things like avoiding unaimed fire or squeezing through bunker gun ports or down into a spiderhole. I don't think IC makes sense for them, just a strong CC value.


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