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Changes 7.1-h2

 Post subject: Changes 7.1-h2
PostPosted: Sun Feb 18, 2007 10:33 am 
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That screamer killer fex at 35pts sounds pretty good.. compare it to other armies dreadnought sized things, and this one has fearless too. Stats are fine, maybe cost is bit too low though.

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 Post subject: Changes 7.1-h2
PostPosted: Sun Feb 18, 2007 12:02 pm 
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Another good idea might be to decrease the ranged attack to AP6/AT6. Tyranid guns are terrible at killing vehicles but good at suppressing them, and this would represent this well.

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 Post subject: Changes 7.1-h2
PostPosted: Sun Feb 18, 2007 12:19 pm 
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Surely disrupt would represent the suprresion ability of nid ranged bio weapons better.

With a Gastrapheta variant fex (venom cannon, barbed strangler and +1 BS). ?I normal stop one enemy tank from shooting a turn (either by stunning it, blowing of weapons or destroying them with the strangler). ?Vehicles are quite easy for a herd of fex to destroy at range or up close. ?It is swarms of infantry that bog them down (unless you go for 2 twin devourers  :blues: ).

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 Post subject: Changes 7.1-h2
PostPosted: Sun Feb 18, 2007 12:34 pm 
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(ragnarok @ Feb. 18 2007,10:19)
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Vehicles are quite easy for a herd of fex to destroy at range or up close.

Herds of fex(!!)... that is the problem. It does take a herd of fex to kill vehicles at range in 40k (but definitely not up close), because nid guns are low strength or cannot cause penetrating hits. Lascannons and rail guns don't have that problem.

I don't think disrupt can be justified except for a purely shooting fex, and has already been discussed that is unnecessary in epic scale because of the variety of bug genotypes. A shooting fex is just a 40k abomination really... :alien:

A close combat fex with some limited range ability is characterful and works well in combo with the rest of the EA list.

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 Post subject: Changes 7.1-h2
PostPosted: Sun Feb 18, 2007 1:24 pm 
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My 40K herd of fex/fexes/fexi  :confuse: has 4 fex in it, and only one of them is a long range gun fex.

Firstly is my 260pt+ close combat monster/ bullet magnet.  The most expensive model I field (with the exception of my Trygon) and it is designed to be shot at and die.

Next is a second close combat fex.  A screamer killer variant with toxic miasma instead of bio plasma.

The third fex has two sets of twin devourers and +1BS and is designed to thin down large enemy units to help the gaunts out when they hit home.

Finally I have the gun fex I have already metioned.  This guy once had a gunfight with a chaos predator and land raider (whilst the other fexes should the daemon prince what being a close combat monster was all about) and won in three turns.  First turn imoblised the land raider, second turn it destroyed the predator, third turn it destroyed the land raiders lascannons that could shoot at my fexi.

Backing these brutes up I have 2 tyrants, 7 upgraded stealers and about 40 gaunts (all in 1500pts).

The venom cannon might be stated as our anti tank weapon (even though it can only glance) but the barbed strangler is a S8 pinning ordanace blast against infantry and a krak missile against tanks.

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 Post subject: Changes 7.1-h2
PostPosted: Sun Feb 18, 2007 1:28 pm 
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(Hena @ Feb. 18 2007,11:17)
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Well the other option is to turn the weapon back to AP5+/AT6+?

Maybe but isn't that pretty much exchanging apples for oranges?  ???

I just thought that if carnis need a drop to stay at 35 points then the ranged attack is the obvious place. AP6/AT6 represents a single VC quite well I think (or the averaging out of close combat fexes with shooty fexes in a list like Ragnarok describes).

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 Post subject: Changes 7.1-h2
PostPosted: Sun Feb 18, 2007 7:01 pm 
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Eldar wraithlords are 175pts per 3...
carni has that unstoppable+fearless combo and they can be brought back to game.
also 3+ save is very good.
And there is no much transporting wraithlords, only portals, if they can be counted.

In 40k venomfex is awesome tank killer, but it costs then.
My point is that carnies should be good, but cost must be appropriate.

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 Post subject: Changes 7.1-h2
PostPosted: Sun Feb 18, 2007 7:38 pm 
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I've not played with, or against, Tyranids... So you folks will probably have to take anything I say with more then a little salt. But I like the idea of planetfall-style ability for the Trygons... If the problem is that they're too cheap or you can take too many of them, perhaps they need to be adjusted in other ways? I'm thinking something like this:

Trygon
Type/ Speed/ Armor/ CC/ FF
WE/ 15cm/ 3+/ 3+/ 5+
Weapons/ Range/ Firepower/ Notes
Bio-Electric Field/ 15cm/ 2x AP4+ AT6+/ Forward Arc
" " " Claws/ (base contact)/ Assault Weapons/ Extra Attacks (+2)
Notes: DC-2, Fearless, Walker, Invulnerable Save, Infiltrator, Burrow.
Critical Hit: Killed

Burrow: A Trygon or group of Trygons may begin play off the board. Plot an entry point for them exactly as you would for a unit making planet fall, and choose a turn for them to arrive (You do not have to tell your opponent what turn they arrive on, however you should write it down along with their destination). On the turn they arrive they may be activated at a -1 activation modifier. If successful they may immediately appear on the board where you plotted and may take any move legally allowed to them once they do so. You may not use a Supreme Commander re-roll when they appear. If they fail to activate, they may try again next turn.

I dunno if that'd be too harsh or not. This prevents them from being respawned by Synapse, as they're no longer Brood (6), and means that burrowing is something of a risk for them as they're activating on 3+ without a re-roll. But the potential power of it for a unit of them appearing on turn 2 or 3 behind enemy lines to grab the Blitz is a dangerous thing to see. I moved them to AP 4+ instead of AP 3+ because the prospect of someone burrowing up on the blitz to sustain-fire with 6x AP 2+ against those guarding the blitz seemed a bit harsh. They can, after all, still take an Engage action for plenty of lethality against just about anything.

Dunno if it'd be good, bad or indifferent... And burrowing might need a thing to prevent people from having them appear on turn 1 as well I dunno. But I thought it'd be an interesting idea.


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 Post subject: Changes 7.1-h2
PostPosted: Sun Feb 18, 2007 7:44 pm 
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Yep, idea sounds good.. but fearless burrowers sound bit too good. Okay, they activate on 3+, but there is no downfall with failing activation, no sudden appear and only hold command...
I too think trygon should have it's own role..

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