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[Oddboyz] Orky weapons and quantum mechaniks

 Post subject: [Oddboyz] Orky weapons and quantum mechaniks
PostPosted: Wed Nov 11, 2009 8:36 pm 
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Quote: (arkturas @ Nov. 11 2009, 11:06 )

I always thought Tyranid swarms were selected in full before the game at least that's the impression I have from all the reports on here (Although you can pass stands between formations anyway).

With Tyranids, most people *do* make their swarms beforehand, so they can have a battle plan as opposed to just reacting to the enemy, but nothing forces them to do so and I don't think they should be forced.

If any army is "fluid" in composition, it's the Tyranids.

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 Post subject: [Oddboyz] Orky weapons and quantum mechaniks
PostPosted: Wed Nov 11, 2009 9:48 pm 
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Random thought:  What about just instituting a "recon roll"?  1-3 you get to tailor your gunz, 4-6 intel is too poor and you need to determine your equip beforehand.

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 Post subject: [Oddboyz] Orky weapons and quantum mechaniks
PostPosted: Wed Nov 11, 2009 10:27 pm 
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I'm not in favour of being able to make changes to the list once you see your opponents army.

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 Post subject: [Oddboyz] Orky weapons and quantum mechaniks
PostPosted: Fri Nov 13, 2009 2:40 pm 
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On weapon options for units (OR type like Oddboyz, Razorbacks, Dreads etc) then choose at list building, no pick and choose when you see the opponents army.

Choice of to use a Thunderhawk or take Rhinos can be made at deployment.

On Tyranids, perhaps it's more appropriate for the Tyranid sub-forum but it's closer to the second than the first. The Tyranid list allows swarms to be reorganised at game time (Deployment and during the game). You don't buy swarms, you buy stands that can be assigned to any swarm on deployment. Most people choose swarm composition at list creation to aid game planning but there is nothing stopping you from moving stands to different swarms when you deploy.


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