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[OLD!] Tyranids v9.1 http://www.tacticalwargames.net/taccmd/viewtopic.php?f=21&t=13890 |
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Author: | Chroma [ Mon Nov 03, 2008 10:45 pm ] |
Post subject: | [OLD!] Tyranids v9.1 |
Greeting Broodlings! Here is a pdf of the updated Tyranid v9.1 rules! It incorporates many of the recent suggestions and changes *AND*, finally, a quick reference sheet! Please take a look to see if there are any typos or problems and get playing! |
Author: | Dave [ Mon Nov 03, 2008 11:02 pm ] |
Post subject: | [OLD!] Tyranids v9.1 |
Thanks Chroma. The quick reference is real handy. I just caught these for next time: - There's a missing "/" in the Harridan's Twin Bio-Cannons. - With the 2008 Errata the Biovore no longer needs the Indirect Fire note. Also, to you and or Jaldon. I understand with the downgrading of the Bio-cannon for the Exocrine we wanted the Bio-cannon stats for the Dom and Hierodule to remain the same. But renaming them to twin bio-cannons bugs me because the models don't have twin bio-cannons. Couldn't we just call them "Heavy Bio-cannons" or something? |
Author: | daemonkin [ Tue Nov 04, 2008 3:28 pm ] |
Post subject: | [OLD!] Tyranids v9.1 |
Thanks for all the work Chroma. Just a bit disappointed I can't take my hierophants in a brood of 3 anymore (not that I tried it before ![]() Great job with the quick reference sheet. Regards, D. |
Author: | Dave [ Tue Nov 04, 2008 3:47 pm ] |
Post subject: | [OLD!] Tyranids v9.1 |
Quote: (Hena @ 04 Nov. 2008, 02:11 ) Why there is +1 to engage and rally instead of +2? That change wasn't on Jaldons posted updates. It was here proposed here: http://www.tacticalwargames.net/forums/ ... 21;t=13223 I still think that Hierophants Bio Cannons need to be downgraded as it's just too good. To the 4+/5+ stats? |
Author: | daemonkin [ Tue Nov 04, 2008 4:30 pm ] |
Post subject: | [OLD!] Tyranids v9.1 |
Sorry to hijack slightly but how do synapse nodes work? They have no movement and cannot infiltrate. D. |
Author: | Chroma [ Tue Nov 04, 2008 4:36 pm ] |
Post subject: | [OLD!] Tyranids v9.1 |
Quote: (daemonkin @ 04 Nov. 2008, 15:30 ) Sorry to hijack slightly but how do synapse nodes work? They have no movement and cannot infiltrate. Think of them as a static Tyranid "location"; since they have a 0cm movement, they can be garrisoned during setup in the Tournament scenario, so they can be used to guard objectives or act as a "forward base". Does that make sense? |
Author: | Mephiston [ Tue Nov 04, 2008 4:43 pm ] |
Post subject: | [OLD!] Tyranids v9.1 |
One question how does the vituperator use planetfall with no spaceship available? I'm guessing this is another 'free' planetfall type arrangement. |
Author: | Evil and Chaos [ Tue Nov 04, 2008 5:22 pm ] |
Post subject: | [OLD!] Tyranids v9.1 |
I've been lobbying for the introduction of a Hive Ship to the list (With attendant Drop Spores) for ages. |
Author: | Dave [ Tue Nov 04, 2008 5:26 pm ] |
Post subject: | [OLD!] Tyranids v9.1 |
Quote: (Hena @ 04 Nov. 2008, 11:14 ) This was the proposed changes in the end http://www.tacticalwargames.net/forums/ ... 21;t=13303 and the only +1 was left off. OK. Well, we now have something to argue about. ![]() Although considering that Jaldon was thinking of bumping the 'nid Initiative down to 1+ I think that maybe the +1 to Engage and Rally was just missed when the changes were posted. At any rate, for all my games with 9.1 (about 6) I have found the +1 to Engage and Rally to be fine. +2 was too powerful with it's automatic retaining engage. To the 4+/5+ stats? Yes. I haven't used them so can't comment. I'm just looking to get rid of the "twin" on weapons that aren't twins on the model. |
Author: | Dave [ Tue Nov 04, 2008 5:38 pm ] |
Post subject: | [OLD!] Tyranids v9.1 |
Having had 8 failed activations in my last game I see your point but I don't see it as being a huge problem. When I fail I just make sure I protect my synapse and stick to cover. Or if I'm already doing that I just regroup. A great example of this is what I did with Assault Swarm 2 throughout my last game: http://www.tacticalwargames.net/forums/ ... 84;t=13889 |
Author: | Dwarf Supreme [ Tue Nov 04, 2008 5:45 pm ] |
Post subject: | [OLD!] Tyranids v9.1 |
I think 1+ initiative is too good for Tyranids. |
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