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Some questions on the units in the 8.4 rules...

 Post subject: Some questions on the units in the 8.4 rules...
PostPosted: Mon Oct 29, 2007 4:36 pm 
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First strike, sniper attacks, which hit on threes?

Sounds overpowered to me. :)





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 Post subject: Some questions on the units in the 8.4 rules...
PostPosted: Mon Oct 29, 2007 4:37 pm 
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(Evil and Chaos @ Oct. 29 2007,15:36)
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First strike, sniper attacks?

Sounds overpowered to me. :)

You can only hit things in base contact with you with that... it's the Lictor springing out in ambush.

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 Post subject: Some questions on the units in the 8.4 rules...
PostPosted: Mon Oct 29, 2007 4:46 pm 
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So as I said, overpowered. :D

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 Post subject: Some questions on the units in the 8.4 rules...
PostPosted: Mon Oct 29, 2007 4:49 pm 
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(Hena @ Oct. 29 2007,15:42)
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Not correct. In assault all units within 15cm are valid targets. Remember that CC and FF hits are pooled before assignment.

To which sniper says:

Some infantry units are noted as being snipers. Roll separately when attacking with a sniper unit. If they hit, the attacker can choose which enemy unit is hit from those within range and in the line of fire of the sniper unit. In addition the target suffers a -1 save modifier.

Special rules trump general rules, since the Lictor only has a weapon with range (Base Contact), that's the only range checked for valid targets of the sniper attack.

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 Post subject: Some questions on the units in the 8.4 rules...
PostPosted: Mon Oct 29, 2007 7:04 pm 
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(Chroma @ Oct. 29 2007,15:34)
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(Markconz @ Oct. 29 2007,10:02)
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Ie 2 Lictors are not any better in combat than 3 Warriors or 5 Genestealers (except for the teleport and difficulty in shooting them), in fact the opposite is often true.

How's this for a Lictor stand:

Lictor
Type/ Save/ CC/ FF
Inf/ 5+/ 3+/ -
Weapons/ Range/ Firepower/ Notes
Vicious Claws/ (Base Contact)/ Assault Weapons / Extra Attacks (+1), first strike, sniper
Notes: Infiltrator, Invulnerable Save, Reinforced Armour, Scout, Teleport, Independent

No MW, but they can cut through some armour with the -1 from sniper, the first strike is only on that "special attack" to represent their ambush ability, and it decreases the "fear factor" of them, the reinforced armour *and* invulnerable save makes them better survivors.

Thoughts?

They come too good to me 5+ reinforced AND Invulnerability makes them really tough nuts to crack. To be honest the "all or nothing" fear factor of the Lictors was one of the more beloved effects in this list. I am not sure to change them anyway.

only my 0,002 cent

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 Post subject: Some questions on the units in the 8.4 rules...
PostPosted: Tue Oct 30, 2007 12:12 am 
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(Soren @ Oct. 29 2007,18:04)
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They come too good to me 5+ reinforced AND Invulnerability makes them really tough nuts to crack. To be honest the "all or nothing" fear factor of the Lictors was one of the more beloved effects in this list. I am not sure to change them anyway.

only my 0,002 cent

soren

Well, as I mentioned, that was pretty much my thoughts as well.  Leave them be.  Personally, I like how they function, as a fear-inspiring all-or-nothing unit.  There's nothing inherently wrong with that.

Markconz, I appreciate that you have a different opinion from me, but remember...not everyone agrees with you about the Lictor or the Carnifex.  Those are your opinions.

I see Lictors as much more deadly than Warriors or Stealers in 40k.  Perhaps not against hordes of Infantry, but certainly against Vehicles.

Take any AV14 vehicle for example.  A Stealer or Warrior with S4 gets lucky and Rends on the Pen.  They are up to a S10 hit now, with 1 extra die to roll, giving them a 50% chance to harm the tank in some way (17% chance to Glance, 33% chance to Pen, 50% chance to do nada).  OTOH, the S6 Lecitor would be up to a 12+1d6, and would injure the vehicle on a 2+, i.e. 83% of the time.  With a 67% chance to Pen.

Thats a significant boost.  Granted, it still requires to hit, and a Rend, and its not as good as a Carnifex will be against the same Vehicle.  But, again, you are talking about one of the best vehicle killers in the game, period.  If it hits, its gonna hurt.  Bad.  The problem is, the Lictor is actually better against Vehicles than it is against Infantry.  Its REALLY hard to show that in Epic.   And, yes, a full squad of Stealers will always be better.  40k is literally about how many dice you drop on the table, and Stealers drop a ton, and they are quality.

And, again, the current rules do a PATHETIC job of reflecting the Carni's offensive AND defensive power.  

So, if we're so up in arms about how the Lictor doesn't reflect its 40k/fluff abilities, whay are we so complacent about the Carnifex not relecting his?  Just a thought.

I understand that the idea is to form up a "horde" style bug army, but I assure you...Warriors, Gaunts, Stealers, Gargoyles, etc. form a very nice horde.  Last time I played 3k, I barely had room to fit everything on the table with a decent spread between units.  Its ok to have a few elite units.  The Carnifex should be one.

Again, it helps not to get locked into the "must convert straight across" mindset.

A logical progression:

Hormagaunt:  1 normal attack.
Genestealer:  2 normal attacks, First Strike
Warrior:  2 normal attacks, 30cm ranged attack, 4+ armor, Synapse.
Lictor:  1 normal and 1 MW attack (or possibly 3 normal attacks, which I would be leaning towards), First Strike.  4-5+ RA reflecting abilities.
Carnifex:  1 normal and 1 MW attack, 4+ RA, Fearless.
Haruspex:  1 normal and 2 MW attacks, 4+ RA
--and on into the Bio Titans.

Seems like a pretty good way to go to me.

And that is simply MY opinion.   :;):


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 Post subject: Some questions on the units in the 8.4 rules...
PostPosted: Tue Oct 30, 2007 10:50 am 
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Have to disagree on Carnis. If you boost them, you will never get the "horde" effect back. I am for weaker carnis, but more of them. If the rules do not affect 40k stats, so what. 40k doesn?t care about our rules, so why should we care about every fart of their rules?


Oh yeah, and: I really really really think we should try to simplify the rule set. 4 special rules are faaaaaaaaar too much (voracious, instinctive, mindless, disposable). I cannot believe there is no better variant to represent `nids in much simplier rule sets?


my 0,002 cent


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 Post subject: Some questions on the units in the 8.4 rules...
PostPosted: Tue Oct 30, 2007 2:05 pm 
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(Kagetora @ Oct. 27 2007,17:33)
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2 problems with that theory...Bio-Titans aren't "inconvienced" by Difficult Terrain...they are killed outright by it if you roll a pair of 1's. ?Unless you choose to have a base move of 5cm. ?If the terrain is appropriate, you can hide behind it, but being in it is asking for trouble. ?I roll badly.

It was staring in our faces all along, but was found for us by Yme-Loc and LordInqusitor on the SG boards.

3.1 WAR ENGINE MOVEMENT
War engines follow the same movement rules as any other unit. War engines that fail a dangerous terrain test suffer a hit (see the damage rules below).

So it's *fairly* safe to put your Bio-Titans in cover again... *laugh*

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 Post subject: Some questions on the units in the 8.4 rules...
PostPosted: Tue Oct 30, 2007 2:17 pm 
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(Soren @ Oct. 30 2007,04:50)
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I really really really think we should try to simplify the rule set. 4 special rules are faaaaaaaaar too much (voracious, instinctive, mindless, disposable). I cannot believe there is no better variant to represent `nids in much simplier rule sets?

Work's been done there, thoughts are still welcome.

http://www.tacticalwargames.net/cgi-bin....t=10391

For the record, disposable looks to be making its way into a general special rule.

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 Post subject: Some questions on the units in the 8.4 rules...
PostPosted: Tue Oct 30, 2007 5:36 pm 
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I'm stealing this from the AMTL debate page.


(Kagetora @ Oct. 30 2007,04:38)
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Even the 'Nids should get Spacecraft...but instead of Pinpoint attacks, they should get Spore Mine Barrages and Mycetic Spore drops.  On the turn the Hive Mind send it over, they drop a Barrage and d3 (or maybe even d6 for the really big Hive Ships) Tyranid Swarms get to add an extra d3 to their Spawning Rolls that turn.

That would be pretty cool.   :cool:


Love drops! :D





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 Post subject: Some questions on the units in the 8.4 rules...
PostPosted: Tue Oct 30, 2007 5:41 pm 
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(Evil and Chaos @ Oct. 30 2007,16:36)
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I'm stealing this from the AMTL debate page.


(Kagetora @ Oct. 30 2007,04:38)
QUOTE

Even the 'Nids should get Spacecraft...but instead of Pinpoint attacks, they should get Spore Mine Barrages and Mycetic Spore drops. ?On the turn the Hive Mind send it over, they drop a Barrage and d3 (or maybe even d6 for the really big Hive Ships) Tyranid Swarms get to add an extra d3 to their Spawning Rolls that turn.

That would be pretty cool. ? :cool:


Love drops! :D

That's, basically, what they get in the Phase III 'Attack' list...

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 Post subject: Some questions on the units in the 8.4 rules...
PostPosted: Tue Oct 30, 2007 5:42 pm 
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No reason they shouldn't have something similar in Phase IV... lots of 'nid ships over the planet by then.

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 Post subject: Some questions on the units in the 8.4 rules...
PostPosted: Tue Oct 30, 2007 5:45 pm 
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(Evil and Chaos @ Oct. 30 2007,16:42)
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No reason they shouldn't have something similar in Phase IV... lots of 'nid ships over the planet by then.

"A list is defined both by what it has and what it does not have..."   :D

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 Post subject: Some questions on the units in the 8.4 rules...
PostPosted: Tue Oct 30, 2007 5:47 pm 
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I plead background justification.

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