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Changes 7.1-h2

 Post subject: Changes 7.1-h2
PostPosted: Fri Feb 16, 2007 3:17 am 
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How about 20cm but lose the fearless or something then?  I just don't get how it can be so slow compared to the other nid tanks, goes against all the fluff and history behind it, as well as not fitting well into the tactical setup of the army.

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 Post subject: Changes 7.1-h2
PostPosted: Fri Feb 16, 2007 3:23 am 
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I agree that it should be fast... twice as fast as a Hierodule in fact. (In 40k it can potentially move 24" per turn, while the Hierodules can move 12").

So maybe a tweak is in order.

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 Post subject: Changes 7.1-h2
PostPosted: Fri Feb 16, 2007 10:24 am 
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I agree, faster is the way to go...
How about 25cms move and drop infiltrate and fearless? (fearless doesn't fit trygons, unstoppable a. already makes up for it)
My friend also uses trygon occassionally and that is some nasty piece in 40k. That is the reason agonizers are for. :D

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 Post subject: Changes 7.1-h2
PostPosted: Fri Feb 16, 2007 10:34 am 
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With a 20cm move and Infiltrate, I'd say the Trygon has a very distinct role in the Tyranid army.

A fast-moving, infiltrating WE is not something you see everyday. Fearless would just be icing on the cake. It doesn't make the Trygon so much different as more powerful.


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 Post subject: Changes 7.1-h2
PostPosted: Fri Feb 16, 2007 1:14 pm 
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It is a problem I think (the Trygon's move that is) - I found that it hinders any swarm you put it in.

You are in effect losing a large part of the benefit of other quicker units by having to move less than their full amount in order to stay in touch with the lumbering Tryogn. Its the same with Carnifexes in my opinion except that they can Garrison.

I would vote for a hike in speed to 20cm and keep both fearless and infiltrate and up the points to 100.

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 Post subject: Changes 7.1-h2
PostPosted: Fri Feb 16, 2007 1:39 pm 
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Well so far that looks like at least five to one in favour of incr the speed somehow - what say you Hena?  :;):

I think increasing the speed to 20cm but keeping infiltrate, and then some sort of modification in compensation, would give a much nicer effect for poor old slowcoach.... :)

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 Post subject: Changes 7.1-h2
PostPosted: Fri Feb 16, 2007 3:19 pm 
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Yes that is a problem alright :D

I still don't understand why infiltrate is thought to be entirely necessary. Yes the trygon has some fluff about bursting out of the ground. This would be best represented by teleport - but of course we discarded that because it doesn't really work. But guess what - infiltrate doesn't really work either so why insist on keeping it?

In my view what we are really after is a big fast scary bug that will rampage through enemy formations (but lighter than a hierodule), like the Trygon always has.  So why not just 30cm move?

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 Post subject: Changes 7.1-h2
PostPosted: Fri Feb 16, 2007 3:25 pm 
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I have to confess to not fully understanding this war engine dragging off of units in an assault. The way our group play it is that you charge the nearest enemy unit until you have contacted as many as you can ..and then you stop. We have never charged off again with units in tow.

Maybe it is this abuse of the rules that needs addressing in a wider sense.

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 Post subject: Changes 7.1-h2
PostPosted: Fri Feb 16, 2007 3:28 pm 
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(Lightbringer @ Feb. 16 2007,13:25)
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I have to confess to not fully understanding this war engine dragging off of units in an assault. The way our group play it is that you charge the nearest enemy unit until you have contacted as many as you can ..and then you stop. We have never charged off again with units in tow.

Maybe it is this abuse of the rules that needs addressing in a wider sense.

That's the way our group plays as well... however I haven't been able to think of a way to word it as a precise and adequate rules restriction until you just suggested it:

"Barging enemy units - once a WE has barged as many units as it can reach it must stop moving."

Something like that might work I think?  ???

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 Post subject: Changes 7.1-h2
PostPosted: Fri Feb 16, 2007 3:41 pm 
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Or......

"Barging enemy units - once a WE has barged as many units as it can reach or has contacted 2 units per DC then it must stop moving."

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 Post subject: Changes 7.1-h2
PostPosted: Fri Feb 16, 2007 4:01 pm 
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Yes the trygon has some fluff about bursting out of the ground.


Not just fluff... that's the only sensible way to bring it onto the board in a 40k game unless you want it to die rather quickly!



I'm for 20cm move, Infiltrate



Maybe it is this abuse of the rules that needs addressing in a wider sense.

Yep.

Anyone who uses a War Engine to scoop up a unit or two and take them away to be killed without help needs a hard slap in the face.

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 Post subject: Changes 7.1-h2
PostPosted: Fri Feb 16, 2007 4:06 pm 
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(Evil and Chaos @ Feb. 16 2007,15:01)
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Anyone who uses a War Engine to scoop up a unit or two and take them away to be killed without help needs a hard slap in the face.

But wouldn't that make sense/be plausible, for a Trygon to erupt from the ground, snatch some prey, and then burrow away with a snack?

It's the infiltrator that makes it unusual for the Trygon as it will have a "massive" amount of movement in an charge move.

Honestly, I've never seen anyone ever do it with another war engine in all my years of EPIC:A.

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 Post subject: Changes 7.1-h2
PostPosted: Fri Feb 16, 2007 4:19 pm 
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Fluffwise Trygons only seem to be deployed as part of the larger attacks, and as such, tend to be moving forwards rather than backwards. :D

A Lictor might stop for a snack as it's expected to spend quite a time in the field and survive semi-autonomously, but not a Trygon.





Actually, going by the model, and with reference to the fluff on the Hierodule class Bio-Titans, Trygons probably don't 'eat' per-se, but are instead fed intravenously by other Tyranids.

At least in the case of the Hierodules, so much of their bodymass is taken up by armour and muscle, there's no room left over for (vulnerable) digestion organs etc, so all of their eating is done by symbiotic organisms (Probably Rippers) which then feed nutrients directly into the Hierodule's body.

I'm just going on an assumption of commonality of lifestyle there because I own a 40k-scale Trygon, and its mouth seems to have no gullet, just a big fleshy (and spiky!) tongue.


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