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[OLD] Tyranid Army List v10.2

 Post subject: Re: Tyranid Army List v10.2
PostPosted: Wed Sep 18, 2013 5:55 pm 
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How close is this to being accepted as an official list? Is there anything in particular people need to do to get it there? I'd love to see an official Nid list. In my growing local group quite a few people are interested thanks to cheap infantry proxies now being available and the ease of converting everything else.

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 Post subject: Re: Tyranid Army List v10.2
PostPosted: Wed Sep 18, 2013 6:19 pm 
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Battle reports are what we need at this point. I need at lease 3 groups to provide at least 5 battle reports (pics,army list, game break down, etc) against NetEA approved lists with the tournament scenario. With those I can bring it to the NetERC. If your group can do that we'd be 2/3 of the way there.

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 Post subject: Re: Tyranid Army List v10.2
PostPosted: Wed Sep 18, 2013 7:37 pm 
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Sounds good. After i finish my current painting project I'll throw my Nids together and start to get somes games in. By then my buddies and I should have the basics back for EA too which will make the games better.

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 Post subject: Re: Tyranid Army List v10.2
PostPosted: Fri Sep 20, 2013 4:31 am 
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Spotted a negligible grammatical error in the list - the Hierodule entry says "Armed with either a Cluster Spines". Loose the 'a'.


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 Post subject: Re: Tyranid Army List v10.2
PostPosted: Thu Nov 07, 2013 5:20 am 
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Played this list last night with my orks, will post up a battle report with feed back soon

Kendall


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 Post subject: Re: Tyranid Army List v10.2
PostPosted: Mon Jan 06, 2014 11:52 am 
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I'm lining up a game with this list for next week - may well be against Necrons. I'm keen to get this list and the Leviathan one approved.

Is there anything in particular that needs stress testing or should I just go ahead and build a fairly standard list?


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 Post subject: Re: Tyranid Army List v10.2
PostPosted: Mon Jan 06, 2014 1:34 pm 
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Stress testing the big stuff (bio-titans and harridans) would be helpful. Also, try making the synapse swarms like the independents (small swarm with Dactylis upgrades). With 5 battle reports I can bring it up for a vote.

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 Post subject: Re: Tyranid Army List v10.2
PostPosted: Mon Jan 06, 2014 3:05 pm 
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I have two 10.1 battle reports in the making, and I am taking the 10.2 list to a tournament in two weeks for three more games. Will try to squeeze in a test fight before then.

10.1 - Tyranids vs Scarab Conflict Necrons. Major victory for the Necrons. First time I played vs Necrons, and I managed to learn a few things about them the hard way.

10.1 - Tyranids vs Space Wolves. Tyranid victory. We outflanked each other, but the Tyranids managed to stop the Marine attack whereas the Space Wolves did not.

/Fredmans


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 Post subject: Re: Tyranid Army List v10.2
PostPosted: Mon Jan 06, 2014 4:18 pm 
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Awesome Fredmans,

Will you be able to take pictures at the tourney? If so that puts us nearly there.

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 Post subject: Re: Tyranid Army List v10.2
PostPosted: Wed Jan 08, 2014 11:30 am 
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Some initial impressions on this latest version, based on what I've learned over a decade of playing EA Nid lists now. Overall, I think it should be ok, while still struggling a lot against highly mobile firefight armies like Eldar. Biovores and Dactylis help mitigate this weakness to an extent, esp with 4+RA on the Dactylis.

Some specific thoughts and possible minor tweaks that might help balance units or just streamline, working my way backwards through the list.

1. Give Hierophant option for Bio-Cannon as others have already mentioned.
2. Exocrine is too slow, should be at least 20cm move I think to be an option worth considering. Even then I'm not sure I'd bother using it often. Right to avoid letting it garrison though.
3. Dactylis armour might be too strong? Unsure. It has been as weak as 5+ no RA previously which was far too weak to be worth taking in an army with very limited air defence.
4. Haruspex slow and can't transport, and the +1 CC and 6+AT doesn't seem sufficient to compensate compared to all the speed and transport advantages of the Malefactor. Its rubbish shooting also doesn't make up for losing fearless compared to the Carnifex. Give it 25cm move, or transport 2, and it is looking more worthwhile.
5. Zoanthrope, 20cm move is still worth considering I think.
6. Genesteales - could they perhaps be Armour 5+? They just don't seem as fearsome as they should be in Epic sadly. They've been discussed before of course, I'm not sure what can be done with them.
7. Is 3BP Macro 60cm on Dominatrix too powerful? Very nice to have as a Nid player of course, but it seems like quite a big upgrade from previous lists. My first impression is that it's kind of a must have with that - a bit like the Steam Gargants in the Feral Ork list where they provide something in a 0-1 choice that the rest of the army lacks but can make excellent use of.
8. Make both spawning and regeneration both happen at the end of the end phase after rallying as they are similar mechanisms and feels more elegant and coherent to have them done together in the same step instead of separately.
9. And just for completeness in this list, as I recommended in a previous thread, probably easier and sufficient to just make Harridans, Hierodules, Hierophants and Trygon swarms part of the 1/3 limit, rather than trying to apply this restriction across all WE in the list.

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 Post subject: Re: Tyranid Army List v10.2
PostPosted: Wed Jan 08, 2014 4:53 pm 
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I'm not married to the Bio-titan armaments, I just want to make sure every weapon can be taken. Originally I had it as choose 2, with 0-1 of each weapon. Feel free to test in any combination, just no doubles (except for razorclaws) and see if you find any broken/better armaments.

I've been thinking of bumping both the Exocrine and Dactylis to 20. It be after approval though and some testing. If I do the only thing that could garrison besides Lictors/Stealers would be biovores. Think we would still need the special rule?

I've been testing the Dactylis pretty thoroughly. For their cost (StM wants to reduce it) I think the armor's good. It really sucks when they get hacked down.

I don't agree with you on the Haruspex, I think they're worth it and on par with the Carnifex and Malefactor as is. I've actually had another player tell me that the Fex isn't worth it compared to the Haru.

Zoanthropes at 20cm would be a no brainer. You can make them worth it at move 15cm. I take them regularly, they rarely miss an engagement with a 15cm move.

Stealers are tough, with a cheaper Broodlord (25 for Inspiring and Leader) I think they're workable. They are fire magnets, but in the end I'd rather have people shooting at them instead of my swarms. It keeps the Swarm BM free and the Stealers have a chance to rally to 0 BM with leader.

I've used the Dom in most of my games, I think she compared pretty well with a Supa Stompa. It's only one template though, and you trade that for some extra shots on the cannon. The pulse hurts but is worth it for the points I think.

Swarming does happen after rallying currently, and with brood not counting towards formation size it shouldn't matter for goals/VPs. Regen I could move to the very end, I had it at the beginning to give the bugs an edge in VPs as I thought they should be good with attrition (regen before you see if it's at half). You just find it confusing to regen, rally, swarm? Instead of rally, regen/swarm?

After approval we'll see what we can do with the 1/3 restriction. If 0-1 is dropped on the Nexus though it should probably be in the 1/3 with the Hiero's and Harri's.

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 Post subject: Re: Tyranid Army List v10.2
PostPosted: Wed Jan 08, 2014 8:55 pm 
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Markconz wrote:
1. Give Hierophant option for Bio-Cannon as others have already mentioned.

Dave wrote:
I'm not married to the Bio-titan armaments, I just want to make sure every weapon can be taken. Originally I had it as choose 2, with 0-1 of each weapon. Feel free to test in any combination, just no doubles (except for razorclaws) and see if you find any broken/better armaments.

Agreed. I like a "Choose any 2 (or 3, for the 'phant) Bio-Titan Weapon Biomorphs, no doubles " rule, picking from the 5 different variable Bio-Titan weapons (which should ideally be balanced for roughly equal points value - I think they are).

Markconz wrote:
2. Exocrine is too slow, should be at least 20cm move I think to be an option worth considering. Even then I'm not sure I'd bother using it often. Right to avoid letting it garrison though.

I don't particularly mind the gunbeasts being slower than the rest of the army; It emphasizes the assault style.


Markconz wrote:
3. Dactylis armour might be too strong? Unsure. It has been as weak as 5+ no RA previously which was far too weak to be worth taking in an army with very limited air defence.

I rather like the symmetry in all the ground AV beasts having 4+RA; It's also easy to remember.


I think the Carnifex Fearless balances well against the Haruspex shooting attack (nice for supporting swarms moving up) and against the Malefactors transport capability and higher speed. I think they are good as they are.


Markconz wrote:
5. Zoanthrope, 20cm move is still worth considering I think.

I think both the lower speed and the AA attacks are odd, for this unit. But that's just my interpretation. As AA units, they are conceptually gunbeasts, and I'm fine with them being slower.


Genestealers - They definitely need something to increase their fear factor... Maybe an upgrade that allows them to Teleport, like some Marine lists have for their Terminators?

Markconz wrote:
7. Is 3BP Macro 60cm on Dominatrix too powerful? Very nice to have as a Nid player of course, but it seems like quite a big upgrade from previous lists. My first impression is that it's kind of a must have with that - a bit like the Steam Gargants in the Feral Ork list where they provide something in a 0-1 choice that the rest of the army lacks but can make excellent use of.

It seems like a long range for a psychic attack, yes. Perhaps reduce it to range 45cm (but keep it as range 45cm AA)?


Markconz wrote:
9. And just for completeness in this list, as I recommended in a previous thread, probably easier and sufficient to just make Harridans, Hierodules, Hierophants and Trygon swarms part of the 1/3 limit, rather than trying to apply this restriction across all WE in the list.

I heartily concur; The existing limitation is annoying when trying to construct a list; It's like trying to solve a system of multiple equations, instead of just doing a sum...


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 Post subject: Re: Tyranid Army List v10.2
PostPosted: Thu Jan 09, 2014 9:01 pm 
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Ok thanks for the comments Dave and STM. I'm surprised you guys get much use from the Haruspex shooting, but fair enough then, perhaps I haven't made the best use of such units.

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 Post subject: Re: Tyranid Army List v10.2
PostPosted: Fri Jan 10, 2014 10:46 pm 
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Just curious. When you say that the list is soon to be submitted gor approval, is that approval for "approved" or "developmental"? If the list is up for "approved", could this list be considered "developmental"?

/Fredmans


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 Post subject: Re: Tyranid Army List v10.2
PostPosted: Fri Jan 10, 2014 11:42 pm 
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fredmans wrote:
Just curious. When you say that the list is soon to be submitted gor approval, is that approval for "approved" or "developmental"? If the list is up for "approved", could this list be considered "developmental"?

/Fredmans

If I'm not totally out of the loop, then this list is at developmental status now and Dave wants to push it up for approved status.


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