Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 272 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6, 7, 8 ... 19  Next

[UPDATE!] Tyranids v9.2.1

 Post subject: [UPDATE!] Tyranids v9.2.1
PostPosted: Wed May 27, 2009 1:06 am 
Purestrain
Purestrain
User avatar

Joined: Mon Jul 28, 2003 10:43 pm
Posts: 7925
Location: New Zealand
Quote: (frogbear @ 27 May 2009, 09:25 )

Quote: (Carrington @ 26 May 2009, 14:11 )

Ooooh wow!  can you tell me how you made the legs?

Sorry, it's Patented and I am prevented from telling people how to make it.

The first release should be May 2010.  :(

Are you taking pre-bookings?   :))

_________________
http://hordesofthings.blogspot.co.nz/


Top
 Profile Send private message  
 
 Post subject: [UPDATE!] Tyranids v9.2.1
PostPosted: Wed May 27, 2009 12:52 pm 
Brood Brother
Brood Brother
User avatar

Joined: Sat Nov 05, 2005 12:13 am
Posts: 8711
Location: Leipzig, Germany, Europe, Sol III, Orion Arm, Milky Way, Local Group, Virgo Supercluster, Universe
Just noticed: Tyranid swarms with Blastmarkers can spawn more creatures than swarms without Blastmakrers. Because only with Blastmarkers you can roll to rally in the end phase. And after rallying Tyranid swarms can spawn.

_________________
We are returned!
http://www.epic-wargaming.de/


Top
 Profile Send private message  
 
 Post subject: [UPDATE!] Tyranids v9.2.1
PostPosted: Wed May 27, 2009 1:20 pm 
Brood Brother
Brood Brother

Joined: Wed May 20, 2009 7:19 am
Posts: 63
Location: Germany
uhm.. i think it´s supposed to be "after Rally Phase" would not make sense the ottherwise imho

_________________
www.ttc-cosmophobia.de


Top
 Profile Send private message  
 
 Post subject: [UPDATE!] Tyranids v9.2.1
PostPosted: Wed May 27, 2009 1:23 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Jun 24, 2005 3:06 pm
Posts: 9684
Location: Montréal, QC, Canada
Quote: (BlackLegion @ 27 May 2009, 12:52 )

Because only with Blastmarkers you can roll to rally in the end phase. And after rallying Tyranid swarms can spawn.

All Synapse swarms are supposed to be able to spawn in the End Phase; will be re-worded, good catch.

_________________
"EPIC: Total War" Lead Developer

Now living in Boston... any EPIC players want to meet up?


Top
 Profile Send private message  
 
 Post subject: [UPDATE!] Tyranids v9.2.1
PostPosted: Wed May 27, 2009 1:32 pm 
Brood Brother
Brood Brother
User avatar

Joined: Sat Nov 05, 2005 12:13 am
Posts: 8711
Location: Leipzig, Germany, Europe, Sol III, Orion Arm, Milky Way, Local Group, Virgo Supercluster, Universe
Thank E&C for that :) I tried to discern differences between the 9.2.1 list and his Leviathan list and happened to stumble over this bit  :laugh:

_________________
We are returned!
http://www.epic-wargaming.de/


Top
 Profile Send private message  
 
 Post subject: [UPDATE!] Tyranids v9.2.1
PostPosted: Sat Sep 26, 2009 6:58 am 
Brood Brother
Brood Brother

Joined: Sun Aug 16, 2009 3:50 am
Posts: 43
Just a question, why do genestealers only have CC 4+? They have a higher weapon skill in 40k and are characterized as easily capable of raping terminators a la Space Hulk. They also have rending. Surly this is enough of a difference to be represented? I mean, they are definitely not on the same level as normal space marines +1 attack.


Top
 Profile  
 
 Post subject: [UPDATE!] Tyranids v9.2.1
PostPosted: Sat Sep 26, 2009 5:15 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire
Quote: (Notanoob @ Sep. 26 2009, 06:58 )

...raping terminators...

lol  :oo:  :grin:

_________________
Currently doing a plastic scenery kickstarter


Top
 Profile Send private message  
 
 Post subject: [UPDATE!] Tyranids v9.2.1
PostPosted: Sat Sep 26, 2009 5:59 pm 
Brood Brother
Brood Brother

Joined: Fri Sep 14, 2007 10:15 am
Posts: 461
Location: UK
Epic is not a 6mm translation of the 40k collectible miniatures game, all they have in common is the background.

In the background Genestealers are highly stealthy forward scouts, they lack any form of armour or ranged weaponry but are lethal in hand-to-hand combat due to their blinding speed and natural close combat appendages.

In Epic- they have Scout- so can deploy forward.
They have Infiltrate- so can pounce or sneak into an enemy position without being noticed until it's too late (i.e. move further/faster into engagements).
They have First Strike- showing they can ruthlessly and rapidly cut down an enemy in hand-to-hand before they can react.
They have Extra Attack- showing they are better in close combat than most others.

All told, if I had 12 Genestealer units facing 6 Tactical Marine units and the Genestealers managed to get into close combat- I'd bet on the Genestealers winning.

How the 40k ruleset chooses to represent this background is irrelevant to me.





Top
 Profile Send private message  
 
 Post subject: [UPDATE!] Tyranids v9.2.1
PostPosted: Sat Sep 26, 2009 8:52 pm 
Brood Brother
Brood Brother

Joined: Sun Aug 16, 2009 3:50 am
Posts: 43
Right, okay. I some how totally missed First strike, but I still think that it's silly that they are less likely to hit than a unit with a lower weapon skill than them (Berzerkers).


Top
 Profile  
 
 Post subject: [UPDATE!] Tyranids v9.2.1
PostPosted: Sat Sep 26, 2009 9:16 pm 
Brood Brother
Brood Brother

Joined: Mon Jul 04, 2005 4:45 pm
Posts: 8139
Location: London
And there we have perhaps a misunderstanding of risk, averages and damage. It is perhaps a touch better when you see people objecting to 2 4+ attacks over 1 2+ attack, as they think the latter is tougher.

A Chaos berserker will indeed strike more truely than a genestealer. However against two bases of stealers he will be dead 50% of the time before making his attack.

I beleive also the stealer still has 2 4+ attacks? (I can't remember) meaning whereas the berserker does a hit on average 83% of the time, the stealer will on average over its 2 attacks score one hit.

Personally I feel a chance to kill the target before they have a chance to hurt you is better than 2+, throw in a second attack and its now simply better in every way.

_________________
If using E-Bay use this link to support Tac Com!
'Abolish red trousers?! Never! Red trousers are France!' – Eugene Etienne, War Minister, 1913
"Gentlemen, we may not make history tomorrow, but we shall certainly change the geography."
General Plumer, 191x


Top
 Profile Send private message  
 
 Post subject: [UPDATE!] Tyranids v9.2.1
PostPosted: Sat Sep 26, 2009 10:01 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Apr 20, 2007 1:49 am
Posts: 5569
Quote: (Notanoob @ Sep. 26 2009, 20:52 )

Right, okay. I some how totally missed First strike, but I still think that it's silly that they are less likely to hit than a unit with a lower weapon skill than them (Berzerkers).

They are more likely to hit, as they have 2 attacks.

The berzerker will average 0.83 hits, the genestealer will average 1 hit and will take less return attacks due to first strike.

There's more than just the basic CC value at work here.

_________________
http://www.troublemakergames.co.uk/
Epic: Hive Development Thread


Top
 Profile Send private message  
 
 Post subject: [UPDATE!] Tyranids v9.2.1
PostPosted: Sun Sep 27, 2009 1:10 am 
Brood Brother
Brood Brother
User avatar

Joined: Sat Aug 02, 2008 3:22 pm
Posts: 5682
Location: Australia
The Berservers in the list that I am working on have a better average to hit (2x3+), however the first strike ability along with the Infiltrator rule means that the Genestealers will get to choose the combat on their terms, and the first strike has the potantial to cut out 3 Berserkers before they even hit.

Terminators are a different 'kettle of fish', however at 100 points a base, they should be.

_________________
Frogbear is responsible for...
Previous World Eaters
Previous Emperor's Children
Previous Death Guard
Previous Imperial Fists
Previous Chaos Squats


Top
 Profile Send private message  
 
 Post subject: [UPDATE!] Tyranids v9.2.1
PostPosted: Sun Sep 27, 2009 1:24 am 
Brood Brother
Brood Brother

Joined: Sun Aug 16, 2009 3:50 am
Posts: 43
Indeed, 2 attacks at 50% are an average of 1 hit, I'm just saying that they should have a better chance to hit for 1 attack. However, they seem a bit better now that I think about it (with a little help). I was just disturbed at 4+ to hit on the close combat gods of 40k.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 272 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6, 7, 8 ... 19  Next


Who is online

Users browsing this forum: No registered users and 5 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  


Powered by phpBB ® Forum Software © phpBB Group
CoDFaction Style by Daniel St. Jules of Gamexe.net