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[OLD] Tyranids v9.2!

 Post subject: [OLD] Tyranids v9.2!
PostPosted: Fri Feb 27, 2009 7:17 pm 
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Quote: (Chroma @ 25 Feb. 2009, 14:16 )

And, just to let everyone know, the Common Clutches will be going back up to four units... without a point change.

Wow, that would be SO cool!

4 Gargoyles for 100 pts
>> It is great that they would now match the cost of those Gargoyles taken with the Harridan.
4 Gaunts for 75 pts
>> The horde is back!
4 Raveners for 100 pts
>> Actually, with the huge boost they got (CC3+, EA+1 and FF5+) I think that this would a bit too cheap. I don't think that their new status as LV is that much of a drawback, since they can protect Synapse creatures this way from incomming fire. I would prefer a cost of 125 pts for four Raveners. And having three different costs for the three Common Brood Groups would make it easier to fill the last remaining points. It would also underline that if you want a huge number of units, you have to take Gaunts, not Raveners.


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 Post subject: [OLD] Tyranids v9.2!
PostPosted: Fri Feb 27, 2009 7:24 pm 
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Sorry, I double posted by mistake and can't remove the copy of the post. If I try, I delete the whole post.





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 Post subject: [OLD] Tyranids v9.2!
PostPosted: Fri Feb 27, 2009 8:13 pm 
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I like most of what I have seen, and the mahrity of the rest is a case of, "well you don't get everything that you want,but at least it doesn't stink".

I even like the idea of warriors as heavy infantry (O why was that class not included in the core rules?).  However itdoes seem strange tat we have heavy infantry whilst all the other lists have similar units that are not included.

I know it is a tough call for stating such units (look at the Tau Broadsides), so good Luck to you Chroma.

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 Post subject: [OLD] Tyranids v9.2!
PostPosted: Sat Feb 28, 2009 1:38 am 
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Well Heavy Infantry would be vulnerable to AP and AT fire like Light Vehicles but would move and gets cover saves from terrain as generic Infantry.

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 Post subject: [OLD] Tyranids v9.2!
PostPosted: Sat Feb 28, 2009 10:44 am 
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Quote: (BlackLegion @ 28 Feb. 2009, 00:38 )

Well Heavy Infantry would be vulnerable to AP and AT fire like Light Vehicles but would move and gets cover saves from terrain as generic Infantry.

And a reasonable armour save to reprenent AP weapons having trouble taking them down and hitting enough with AT shots to reduce the unit to a non viable combative size.

Heavy infantry (HI) units would also be modelled 1 to 5 a stand

Units that could count as HI:
Terminators
Wraithguard
Ogryns
big mutants
Crsis suits
broadsides
tyranid warriors
thropes
raveners
Ork Nobz (if they get mega armor stats)

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 Post subject: [OLD] Tyranids v9.2!
PostPosted: Sat Feb 28, 2009 12:33 pm 
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I think you've just hit upon something that isn't quite clear in the Nid rules.

Do tyranid LV's  count as infantry for the purposes of getting an infantry cover save when in terrain?

Also can they get the cover to hit modifier when in contact with a WE or AV?

Unless someone can think of anything that conflicts I think it might be better to just call warriors and related units HI as a unit designation or have a special rule in the notes section that says "Counts as Infantry but may be hit by AT fire".

This would make them truly Heavy Infantry with the only difference from normal Infantry being they can be shot with AT weapons.


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 Post subject: [OLD] Tyranids v9.2!
PostPosted: Sat Feb 28, 2009 12:36 pm 
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Unless stated otherwise I'd treat them as Light Vehicles as the rules state, with all the inherent weaknesses.
Adding a whole host of special rules, including a whole new unit type just to make them work, when they did work as Infantry seems complicated.

In their defence they already have an Armour Save equal or better than any Cover Save they could achieve (4+ right?).





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 Post subject: [OLD] Tyranids v9.2!
PostPosted: Mon Mar 02, 2009 9:37 am 
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Quote: (Azathoth @ 27 Feb. 2009, 18:17 )

Quote: (Chroma @ 25 Feb. 2009, 14:16 )

And, just to let everyone know, the Common Clutches will be going back up to four units... without a point change.

Wow, that would be SO cool!

4 Gargoyles for 100 pts
>> It is great that they would now match the cost of those Gargoyles taken with the Harridan.
4 Gaunts for 75 pts
>> The horde is back!
4 Raveners for 100 pts
>> Actually, with the huge boost they got (CC3+, EA+1 and FF5+) I think that this would a bit too cheap. I don't think that their new status as LV is that much of a drawback, since they can protect Synapse creatures this way from incomming fire. I would prefer a cost of 125 pts for four Raveners. And having three different costs for the three Common Brood Groups would make it easier to fill the last remaining points. It would also underline that if you want a huge number of units, you have to take Gaunts, not Raveners.

I mostly agree.

4 Gaunts for 75 pts seems too cheap. 4 for 100 would probably be better.

4 Raveners for 100 pts is definitely too cheap. 4 for 125 is OK, although I'd prefer 3 for 100. That way all Common Broods options would cost the same.

Anyway, look out for a batrep soon.  :alien:


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 Post subject: [OLD] Tyranids v9.2!
PostPosted: Mon Mar 02, 2009 12:31 pm 
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Quote: (Jeridian @ 28 Feb. 2009, 11:36 )

Unless stated otherwise I'd treat them as Light Vehicles as the rules state, with all the inherent weaknesses.
Adding a whole host of special rules, including a whole new unit type just to make them work, when they did work as Infantry seems complicated.

In their defence they already have an Armour Save equal or better than any Cover Save they could achieve (4+ right?).

Firstly a comparison, LV's are lighter AV's and the only difference is LV's can be hit by AP fire.

Heavy infantry would be infantry with the only difference being they can be hit by AT fire.

In my mind the current Tyranid LV's (Biovore, Zoanthrope, Ravener, Lictor and Warrior) are closer to infantry than vehicles.

So why not call them all INF with a note (or rule) saying "May be hit by AT fire"


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 Post subject: [OLD] Tyranids v9.2!
PostPosted: Mon Mar 02, 2009 12:57 pm 
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Quote: (Hena @ 02 Mar. 2009, 09:12 )

Quote: (Hojyn @ 02 Mar. 2009, 10:37 )

4 Gaunts for 75 pts seems too cheap. 4 for 100 would probably be better.

Umm ... 3 for 75 and 4 for 100 is same cost :smile:. So that cost wouldn't actually change anything, except make the common selections cost more, thus reducing the amount of uncommon brood that you can take.

Sure, but 4 for 75 (as Chroma said it will be in the next version) and 4 for 100 is not the same cost.  :p


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 Post subject: [OLD] Tyranids v9.2!
PostPosted: Mon Mar 02, 2009 2:30 pm 
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Quote: (arkturas @ 02 Mar. 2009, 11:31 )

Quote: (Jeridian @ 28 Feb. 2009, 11:36 )

Unless stated otherwise I'd treat them as Light Vehicles as the rules state, with all the inherent weaknesses.
Adding a whole host of special rules, including a whole new unit type just to make them work, when they did work as Infantry seems complicated.

In their defence they already have an Armour Save equal or better than any Cover Save they could achieve (4+ right?).

Firstly a comparison, LV's are lighter AV's and the only difference is LV's can be hit by AP fire.

Heavy infantry would be infantry with the only difference being they can be hit by AT fire.

In my mind the current Tyranid LV's (Biovore, Zoanthrope, Ravener, Lictor and Warrior) are closer to infantry than vehicles.

So why not call them all INF with a note (or rule) saying "May be hit by AT fire"

For what it's worth, I'd agree with this. Such units do definitely deserve infantry cover saves. Being alive and flexible they can make good use of cover when needed, unlike the mechanical light vehicles of other races.

Indeed, one could invent a new specialist "Heavy Infantry" unit type (like scout, infiltrators etc) which could potentially be ported over to the main rules.

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 Post subject: [OLD] Tyranids v9.2!
PostPosted: Mon Mar 02, 2009 4:26 pm 
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Fluff-wise, I'm still a little leery of the idea of AT targeting of Heavy Infantry -- particularly because AT/AP (i.e. armor piercing) weapons would likely retain their comparatively low rates of fire and slow target acquisition: e.g. despite all its targeting systems a 120mm tank gun is just not suited to direct fire at target that moves quickly and unpredictably.


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 Post subject: [OLD] Tyranids v9.2!
PostPosted: Mon Mar 02, 2009 5:36 pm 
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But units of "Heavy Infantry" are less numerous than standart Infantry.
Look at Obliterators. In Wh40k that a unit of 1-3 models for example.
So slow firing but potent (= AT) weapons would have a better opportunity to make such a unit combatineffective.

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 Post subject: [OLD] Tyranids v9.2!
PostPosted: Mon Mar 02, 2009 6:19 pm 
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Personally, I'd just like to see some more playtest reports using the LV/Mobility combination to see how it works in play...   :agree:

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