Tactical Command
http://www.tacticalwargames.net/taccmd/

Tunneller vs Teleport
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=21&t=21752
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Author:  zombocom [ Thu Nov 10, 2011 12:17 pm ]
Post subject:  Tunneller vs Teleport

Is Tunneler worthwhile for Trygon/Raveners, or would Teleport (and probably a price bump) suffice?

Author:  Evil and Chaos [ Thu Nov 10, 2011 12:18 pm ]
Post subject:  Re: Tunneller vs Teleport

Teleport for them works fine in the EUK list ; I would welcome its adoption here.

Author:  Jaggedtoothgrin [ Thu Nov 10, 2011 12:24 pm ]
Post subject:  Re: Tunneller vs Teleport

i have some concern about teleport, especially in relation to war engines. i think the current tunneller rules are probably fine (although i'd consider simply using the self-planetfall rules, which are more widely known)

Author:  GlynG [ Thu Nov 10, 2011 12:28 pm ]
Post subject:  Re: Tunneller vs Teleport

I much prefer tunneller forcing them to pre-plan as it adds an extra tactical dimension to the game and means sometimes they will burrow off-target. Teleport is too easy and precise.

Author:  Evil and Chaos [ Thu Nov 10, 2011 12:32 pm ]
Post subject:  Re: Tunneller vs Teleport

GlynG wrote:
I much prefer tunneller forcing them to pre-plan as it adds an extra tactical dimension to the game and means sometimes they will burrow off-target. Teleport is too easy and precise.

I don't contest that Tunneler uses a bit of forethought.

My concern is simply that the Tyranids are the slowest playing army in the game, and Tunneler adds extra time to the already slowest army.

Author:  Tiny-Tim [ Thu Nov 10, 2011 1:00 pm ]
Post subject:  Re: Tunneller vs Teleport

Would say that it is best to get some games in first with this revision before trying to change it too much. From other projects I have an opinion already, but will give this ago to see if it reinforces it or not.

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