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2015/06/12 01:24:27
Subject: A 'Decurion-style' detachment for every faction - Tyranids V1.1, Adepta Sororitas V1.0!
As most people are aware there has been some dissatisfaction over the fact that only some factions have access to a 'Decurion-style' Core/Command/Auxiliary detachment. Competitive players are frustrated because these detachments are usually pretty powerful on the tabletop and fluffy players are frustrated because they don't get the option to use a style of army composition that allows for armies that better reflect the background (at least in a battle-forged army).
My intention is to produce a Core/Command/Auxiliary style detachment for every CAD-compatible faction that doesn't already have one, with the exception of Forge World lists not updated for 7th edition. I also intend to add a handful more choices to the existing detachments with the aim of promoting more diverse force compositions and better integrating Forge World units, but that won't be until after everything else is done. I might consider doing some non-CAD-compliant factions as well, if I feel there's sufficient unit variety to make it work.
What I'm looking for from you guys is ideas. Not so much full formations, but underused units you'd like to see get strong bonuses (when I eventually get around to Necrons, I'm planning a couple of formations that make C'tan much better, for example) and become 'tax units' or army composition styles you'd like to see become possible (with eg. a Rough Rider regiment, for example). My aim is primarily to create some interesting options that will substantially boost army variety and allow fluffy but sucky units to become significantly more viable.
To be fair, BA could probably just use the SM one, with their Chapter Tactics being "Furious Charge" and "Lucifer Engines" (Rhino chassis tanks can upgrade to Fast for +10 points. Rhinos and Razorbacks get this for free).
Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia
2015/06/12 02:38:28
Subject: Re:Creating a 'Decurion-style' detachment for every faction*
Happyjew wrote: To be fair, BA could probably just use the SM one, with their Chapter Tactics being "Furious Charge" and "Lucifer Engines" (Rhino chassis tanks can upgrade to Fast for +10 points. Rhinos and Razorbacks get this for free).
I could see that happening. Let them use the formations and squadrons that include the models they have access to with some modifications to allow more. In actuality, many of them, by virtue of being composed of stuff BA already have, can be taken anyway without issue. Librarius Conclave would be fun with a Librarian Dreadnought and Mephiston in it. Also, allow Furioso Dreadnoughts, Baal Predators, and Death Company Dreadnoughts to be taken in squadrons.
Here is what I would allow:
Battle Demi-Company (they already have this due to the Blooded Demi-Company, actually)
1st Company Task Force
Strike Force Ultra (Replace the Venerable Dreadnought with a Furioso Dreadnought)
Reclusiam Command Squad
10th Company Task Force (may not take Sergeant Telion)
Land Raider Spearhead
Librarius Conclave (replace Chief Librarian Tigurius with Chief Librarian Mephiston; Allow Librarian Dreadnoughts as a choice)
Suppression Force
Also, adjust all points values in the BA codex to match the C:SM versions. Dreadnoughts would get 4 attacks base (I think Death Company Dreads would get 5 or 4 with the Rampage USR added in)
The squadrons would be as follows:
Baal Predators: When taken in squadrons of three, Baal Predators gain the Scout rule.
Furioso Dreadnoughts: When taken in squadrons of three, Furioso Dreadnoughts gain Rending on all attacks in Close Combat.
Death Company Dreadnoughts: When taken in squadrons of three, Death Company Dreadnoughts gain Fleet. Additionally, when the Death Company Dreadnoughts fight in close combat, any To Hit roll of 6 causes 1 additional hit on the target.
This message was edited 2 times. Last update was at 2015/06/12 04:20:01
A Tyranid decurion style detachment, in my opinion, should follow the basic bonuses of Living Tide.
Increase Synapse Range
Endless Swarm Special Rule.
Any time a unit of Termagants, Hormagaunts, Gargoyles, or Rippers are completely removed from the table roll a d6. On a 4+ place a new unit with the same number of models and all the same upgrades into ongoing reserves.
Alternatively make it any time a Troops unit is removed make the roll.
Yes that means gargoyles cannot come back but warriors and tervigons taken as troops could.
These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
2015/06/12 14:29:39
Subject: Creating a 'Decurion-style' detachment for every faction*
Space Marine sub-chapters are definitely something I'll need to think about. Perhaps substituting in relevant special characters and adding a handful of chapter-specific choices to the existing gladius strike force would work.
The Tyranids will definitely need a lot of love, but I have some ideas in mind. I'll primarily be aiming to bolster the combat effectiveness of various units and make melee-focussed Tyranid armies much stronger; I'm also considering adding a unique new fortification just for the Tyranids to proper represent the way they corrupt an entire world. An endless swarm type of army will probably be an option, but it's not going to be the only way to play Tyranids with the detachment.
2015/06/12 20:34:21
Subject: Creating a 'Decurion-style' detachment for every faction*
I've been thinking about one for DA that would be fun I think
Core 1-3 between
Deathwing strike force
1 captain/librarian/chapplan
1 death wing command squad
2-4 death wing squads
1 venerable dread
Character must be in termie armor
Ravenwing strike force
1 captain/Libby/chappy
1 RW command squad
2-4 RW bike squads
1Rw land speedee squad
Character must be bike moumted
DA strike force
1 captain/Libby/chappy
1 command squad
3 tac squads
1 assault squad
1 dev squad
Along with Aux formations featuring all 3 wings.
If chosen may re roll warlord traits and once per game at the start or your turn you may give everyone PE against the enemy till the start of your next turn
If you include all 3 core choices each with different characters you may gain PE 2 times a game and units gain weapon upgrades for free
Not super sure if that's at all possible point wise, but feels fun and would encourage people to run with all the wings.
Come watch me and my friends play good games poorly on Boss Room Ahead
Have a wonderful day
2015/06/13 01:13:52
Subject: Creating a 'Decurion-style' detachment for every faction*
The Tyranid detachment is now about halfway written. For their detachment-wide special rule, I decided to give each formation a strong benefit for being within range of two or more sources of synapse. The idea is that maintaining a comprehensive synapse web will actually be very beneficial for the Tyranid player, rather than just something mandatory to avoid having the army crash and burn. For example, Genestealers can opt to gain 4th-edition-style 6 to hit rending (with some caveats) if within range of two synapse sources. Since synapse is now more important, the command formations are designed to make it easier to maintain a synaptic hold of your army - and they're 0-2 per Core choice.
One of the auxiliary formations is a custom Tyranid Spore Tower 'fortification' that gives everything on the board (friend or foe) that started with three or fewer wounds stealth and shrouded while it's still alive*. The idea is that melee armies will gain significant durability from having these around, but a shooty/flyrant spam style army is just shooting itself in the foot. The towers themselves aren't that hard to kill if you're running something like Tau or shooty Eldar (though they're T9, so S6/7 spam is not ideal) but are designed to give the army one or two turns of cover so you don't get shot off the board while trying to close in.
I've come up with what I think is an interesting way to do the 'Endless Swarm' idea without it being 'bring unit back at board edge, it's too far away to do anything except contest objectives' but I'll save the exact details for later.
*It's actually a network of three towers, and the buff scales depending on how many are still alive, but you get the idea.
2015/06/14 01:15:16
Subject: Re:Creating a 'Decurion-style' detachment for every faction*
Tyranids are finally done! As I mentioned before, I wanted to place an emphasis on synapse with this detachment. The abilities available to some of these formations are very powerful, but the army is quite vulnerable to having its synaptic web disrupted. I also wanted to make the whole army feel genuinely terrifying to face; rather than worrying about whether or not you have enough AA to deal with all five flyrants, you'll be worrying whether or not you can kill enough creatures to survive the inevitable assault rushing towards you. I'd really appreciate getting some feedback on the detachment as I have it right now; I'm not a Tyranid expert, but I've tried to research the shortcomings of each unit and remedy them to some degree.
Hive Fleet Assault Swarm
A Hive Fleet Assault Swarm consists of 1+ Core selections, plus a number of Auxiliary and Command choices. Each Core choice allows you to select 0-2 Command choices and 1-5 Auxiliary choices.
To represent the potency of an entire Hive Fleet fighting as a single organism, most formations within a Hive Fleet Assault Swarm have a unique special ability that can only be used if the unit is within range of two different sources of synapse. These may both be the same unit type, but cannot be in the same unit. For example, a brood of two Zoanthropes would not count as two different sources of synapse, but two Hive Tyrants would.
Command
Spoiler:
Synaptic Node
1 Hive Tyrant
2-5 Zoanthrope Broods
The Hive Tyrant may not have wings, but may take Tyrant Guard and may be the Swarmlord. The Zoanthrope broods must contain one model.
Psychically Driven: The synapse range of all models in this formation is doubled after modifiers.
Lynchpin of the Swarm: All models in this formation gain the Eternal Warrior special rule if they do not already possess it.
Warp-Shadow Brood
3 Warrior or Shrike broods
0-1 Tyranid Prime
All broods must be the same type. If Shrike broods are taken, the Tyranid Prime must have wings.
Psychic Darkness: All models in this formation have the range of the Shadow in the Warp special rule increased by 6”. Additionally, any model which suffers -3 leadership as the result of the Shadow in the Warp special rule from a model in this formation receives a -1 modifier to harnessing warp charges, and so will normally harness on a 5+.
Preserve the Synaptic Web: Models in this formation have their armour save increased by one point. This means that a Warrior will normally save on a 3+ and a Shrike on a 4+.
Core
Spoiler:
Genestealer Infestation
3 Genestealer Broods
One unit and only one unit must have a Broodlord.
Strike from the Shadows: Units from this formation may assault on the first turn, even if they infiltrated.
Clawed Frenzy: If within range of at least two different sources of synapse at the start of the assault phase, a Genestealer brood from this formation may choose to make a special ‘clawfrenzy’ attack instead of attacking normally. If it does so, the brood loses the Rending special rule for that turn. Instead, all to-hit rolls of a 6 automatically inflict a single wound at AP2. Invulnerable saves may be taken as normal. Against vehicles, to-hit rolls of a 6 are instead resolved at +2 Strength. This attack may not be used against Gargantuan Creatures and super-heavy walkers.
Hormagaunt Slasher Swarm
3-6 Hormagaunt Broods
Each brood must contain at least 20 models.
Voracious Assault: All Hormagaunts in the formation automatically receive either Adrenal Glands or Toxin Sacs for free – you must choose when selecting your army. In addition, all Hormagaunts in the formation move an additional 3” in the movement phase and may assault after running.
Uncompromising Ferocity: If within range of at least two different sources of synapse at the start of the assault phase, Hormagaunt broods in this formation never count as making a disordered charge – even if they make a multi-assault.
Birthing Brood
3-6 Termagant Broods
1-3 Tervigons
All Termagant Broods must contain 15 models.
Repetitive Assault: The Tervigons in this formation do not generate Termagants normally. Instead, when a Termagant brood in this formation is wiped out, roll a D6. If the result is a 2 or more, a unit identical to the brood that was just wiped out enters play from a Tervigon of your choice as though disembarking from an open-topped transport vehicle. No Tervigon max spawn more than one brood per turn due to this effect.
Strangle the Prey: If a Termagant brood in this formation equipped with one or more Stranglewebs is within range of at least two different sources of synapse at the start of the shooting phase, a Strangleweb-equipped model from that brood may choose to make a special attack instead of firing normally. If it does so, its Strangleweb gains the Torrent (6”) special rule, and pinning checks caused by hits from it must be taken using the target’s strength, not leadership. Models immune to Pinning for any reason are unaffected as normal, but count as moving through difficult terrain next turn. In either case, remove the firing Termagant as a casualty once the shot has been resolved.
Auxiliary
Spoiler:
0-1 Spore Tower Cluster
Three Spore Towers [255 Points]
Spore Towers (Special): Spore towers are a special Tyranid fortification used to choke the atmosphere of a target planet with spores that obscure smaller Tyranid creatures and destroy the planet’s ability to support life. Each Spore Tower has T9, 4W and the Feel no Pain (4+) special rule. Spore Towers are deployed using the rules for fortification networks, but otherwise act like monstrous creatures that cannot move, shoot, assault, fall back or otherwise participate in the game, besides providing the Sporestorm special rule below. Units attacking the Spore Tower in assault treat it as an artillery gun model, with the exception that is never removed for not having crew.
Sporestorm: All models (friend or foe) on the table which began the game with three or fewer wounds gain one or more special rules according to the number of Spore Towers still alive. If all three Spore Towers are still alive, they gain the Stealth and Shrouded special rules (if they do not already have them). If two Spore Towers are still alive, they instead gain the Shrouded special rule. If only one Spore Tower remains alive, all applicable models gain the Stealth special rule. Whenever a unit declares a charge, it immediately loses any special rules conferred by the Sporestorm until the start of the controlling player’s next turn – even if the charge is unsuccessful.
Wrecker Brood
3-6 Carnifex or Stone-Crusher Carnifex broods in any combination
No Carnifex may take a weapon from the Monstrous Bio-cannons list.
Unstoppable Juggernauts: Models in this formation receive the Regeneration biomorph for free, and make one additional Hammer of Wrath attack when assaulting.
Thunderous Charge: If a Carnifex brood in this formation is within range of two or more sources of synapse at the start of the movement phase, it may choose to make a thunderous charge instead of moving normally. Models in a brood that chooses to make a thunderous charge are treated as beasts for the purposes of all movement that turn, but cannot fire any ranged weapons in the shooting phase – they’re too busy dragging themselves towards the enemy. Any Carnifex that makes a successful assault on a turn it made a Thunderous Charge inflicts 2D2+1 Hammer of Wrath hits (including the bonus hit from the Unstoppable Juggernaut command benefit).
Assault Creature
1 Heirodule, Heirophant, Haruspex or Tyrannofex
Assimilation Host
1-3 Malanthrope broods
2 Ripper Swarm broods per Malanthrope
Adaptive Ecology: Ripper Swarms within this formation receive the Toxin Sacs biomorph for free. Additionally, for the purposes of the Prey Adaptation special rule any Malanthrope from within this formation that has a Ripper Swarm from this formation within synapse range is considered to have participated in any assault the Ripper Swarm participated in.
Warrior Defence Node
2-4 Warrior Broods
0-2 Hive Guard Broods
0-1 Tyranid Prime
Warrior broods in this formation must contain at least four models. Hive Guard broods in this formation must contain at least two models.
Utility Organisms: Warrior Broods in this formation lose the Synapse Creature and Shadow in the Warp special rules, but may take upgrades for free.
Superior Biology: All units from this formation fire overwatch at full ballistic skill, and all units from this formation within synapse range of the Tyranid Prime benefit from the Alpha Warrior special rule if one is chosen. Additionally, if a unit from this formation is within range of two different sources of synapse at the start of the shooting phase, it may choose to fire an additional shot with each of its ranged weapons. However, if it does so it may not fire overwatch in the opponent’s next turn. Models in this formation do not suffer instant death normally; instead, an attack that would normally inflict instant death causes D3 wounds.
Gargoyle Skyswarm
2-6 Gargoyle Broods
1 Sky Slasher Brood for each Gargoyle Brood
Expendable Organisms: Units in this formation have the Objective Secured special rule.
Blot out the Sun: If at the end of your movement phase an enemy unit is within 12” of both a Gargoyle Brood and a Sky Slasher Brood, you may choose to blot out the sun above that unit. If you do, the participating broods cannot fire in the following shooting phase, but the targeted unit treats it as though the night fighting rules are in effect until the start of your next turn, unless it targets one of the participating broods.
Pre-saturation: All models in this formation deploy using the ‘Outriders of the Swarm’ special rule, as detailed in the Meiotic Spore Brood entry. Additionally, if in range to assault in the first turn they are free to do so even though they just performed a Deep Strike.
Assassination Swarm
3 Lictor Broods
1 Dimachaeron
One Lictor brood may be replaced with Deathleaper.
Biological Terror: All units in this formation must deploy using the Infiltrate rules and gain the Precision Strikes special rule. Enemy units may only ever fire snap shots against Lictor Broods in this formation that consist of a single model.
Vanguard Assault: If within range of at least two different sources of synapse at the start of the assault phase, a Lictor brood in this formation may assault in the first turn of the game, even though it infiltrated.
Subterranean Assault
1 Trygon, Mawloc or Trygon Prime
1-3 Ravener Broods
Ravener broods in this formation must contain at least five models.
Aggressive Tunneling: All models in this formation must begin the game in deep strike reserve. Before the game begins, nominate any turn after the first. The Trygon or Mawloc automatically enters from reserves this turn; there is no need to roll. Trygons and Trygon Primes in this formation receive the Terror from the Deep special rule and treat all references to the Mawloc as referring to them; Mawlocs instead may resolve up to four attacks using this rule instead of the usual two. If it is still impossible to place the model after resolving these attacks, it mishaps as normal.
Follow-up Attack: After resolving the Terror from the Deep attack from this formation’s monstrous creature, place some kind of counter under the centre of the blast marker. Ravener broods in this formation automatically arrive the turn after the Mawloc or Trygon, and when they do so they move onto the board from this counter as though it were a board edge. If it is impossible to place a Ravener brood near the counter because the Trygon or Mawloc mishapped, it enters using the normal deep strike rules instead. A Ravener brood that is within range of at least two different sources of synapse at the start of the assault phase of a turn in which it emerged this way may still declare an assault, even though it entered from reserves this turn.
Accelerated Bombardment: If a unit from this formation is within range of at least two different sources of synapse at the start of the shooting phase, it may choose to expend its entire supply of ammunition instead of firing normally. A unit that chooses to make this type of attack may not fire again for the rest of the game.
To make an Accelerated Bombardment with a Pyrovore brood, place the hellstorm template such that the narrow end is within 6” of at least one Pyrovore in the brood and the template covers as many models in the target unit as possible. This attack is resolved at S3 and AP6, but gains +1 strength and -1 AP for each Pyrovore in the brood beyond the first.
To make an Accelerated Bombardment attack with a Biovore Brood, resolve the attack as a S4 AP4 Apocalyptic Barrage (X) weapon, where X is three times the number of Biovores in the brood. Range and line of sight may be measured from any Biovore.
To make an Accelerated Bombardment with an Exocrine, double the range of its Bio-Plasmic cannon and increase the blast size of its attack by one level. This means a Blast attack will use the 7” template and a Streams attack will use six 2.5” templates. An Exocrine that makes an Accelerated Bombardment attack is not prevented from firing for the rest of the battle; instead, take a toughness test on 2D6. If the test is passed, nothing happens. If the test is failed, the Exocrine suffers D2 wounds with no saves of any kind allowed as roiling plasma eats away at its flesh. In either case the Exocrine may fire again as normal next turn, or make another Accelerated Bombardment if still eligible.
A Hive Tyrant selected in this formation must have wings.
Diving Assault: All ranged weapons possessed by models in this formation receive -1 AP on any turn in which the model switches from swooping to gliding, and Drool Cannons gain the Torrent special rule. In addition, models in this formation may assault on the same turn they switch from swooping to gliding, but must take an initiative test if they do so. If this test is failed, the model suffers one wound with no saves of any kind allowed and counts as making a disordered charge.
Orbital Assault Wave
1+ Tyrannocytes
0+ Sporocysts
Into the Heart of the Battle: You may begin rolling reserves for models in this formation on turn one if you wish.
This message was edited 2 times. Last update was at 2015/06/16 01:21:54
2015/06/14 04:11:12
Subject: Re:Creating a 'Decurion-style' detachment for every faction - Tyranids V1.0 Complete!
I really like that your putting all this effort into providing these formations for all factions. The Tyranid one in particular looks quite good. I only have a couple criticisms:
1. Not entirely sold on the Spore Towers. I understand what their role in the lore might be, but I don't think they'd be practical on the tabletop. Also, there are plenty of things that need fixing with Tyranids. A lack of fortifications is not one of them. Maybe instead it can involve a Sporocyst providing buffs to the army over long range. Maybe with some Hive Guard to protect them?
2. I'm not a fan of the Warrior Defense Node. Tyranid Warriors are a cheap choice of synapse outside the crowded HQ and Elite Slots. With the amount of rules benefiting from multiple sources of synapse. Warriors will become even more important in this role. Perhaps both Warriors and Hive Guard could take ranged weapon upgrades for free, and the Alpha Warrior rule extends to the entire formation.
(Note that this is in addition to making Warriors T5 W2, instead of T4 W3. The Prime gets and extra wound and a nice price cut too)
This message was edited 1 time. Last update was at 2015/06/14 04:19:49
1. The purpose of the spore towers is to substantially increase the durability of smaller Tyranid creatures, in particular synergising with assault-focused armies. Hormagaunts get twice as difficult to kill while all three towers are on the table, which combined with a free biomorph and increased movement shows means they are pretty likely to make it into assault and pretty likely to do some damage when they get there.
2. The purpose of the Warrior Defense Node is to represent the hive fleet deploying a force of elite creatures to hold the line against a counterattack. I'm trying to avoid significant profile changes, but I will probably add some slight instant death resistance (not full eternal warrior, to be clear). I'm also thinking of adding a second Warrior/Shrike based command formation that gets better armour and enhanced shadow in the warp.
You can probably expect the next faction to be either Tau or Sisters; I have lots of ideas for both. Making Vespid good will be particularly challenging.
2015/06/15 00:59:08
Subject: Re:Creating a 'Decurion-style' detachment for every faction - Tyranids V1.0 Complete!
The Adepta Sororitas are now complete! I really wanted to emphasize the faith and holiness aspects of the Sororitas, since in my mind that's what really sets them apart from other imperial armies. They don't have quite as many choices available as the Tyranids since they simply lack the unit variety to justify it, but I managed to come up with eight different auxiliary choices, which I'm pretty pleased with. The internal balance within the Sororitas book is much better than it is within the Tyranid book, so most of the changes I've made are less heavy-handed. I did, however, want to provide an incentive for making use of the Imperial Navy support available to the sisters, so those particular models got some fairly potent buffs.
I've also updated the Tyranid detachment with a new command formation emphasizing the Shadow in the Warp and some minor instant death resistance for the Warrior Defence Node.
Holy Conclave
A Holy Conclave consists of 1+ Core choices and a number of Command and Auxiliary choices. You may select 0-1 Command choice and 1-6 Auxiliary choices for each Core choice.
The Emperor Protects: All non-vehicle and flyer models in this formation with the Shield of Faith special rule receive a 5+ Invulnerable Save instead of the usual 6+. Non-flyer vehicles in this formation instead treat their front armour value as 14 at all times.
Divine Purpose: When manifesting War Hymns, Priests in this formation are treated as having LD10.
Living Saint
Saint Celestine or Cannoness*
*If a Cannoness is chosen, she is automatically equipped with a jump pack for free. Additionally, she may select an unlimited number of relics, and must select at least two. She also gains the Miraculous Intervention act of faith, treating all references to Saint Celestine as referring to her.
His Will Made Manifest: As long as the model chosen as part of this formation is on the table, all friendly Adepta Sororitas units have the Zealot special rule.
If a unit in this formation selects a dedicated transport, all eligible units must do so.
In Service of the Sisterhood: All non-vehicle units chosen as part of this formation gain the Light of the Emperor act of faith if they do not already possess it.
Cleansing Flame: Flamer weapons chosen as part of this formation receive +1 strength. Melta weapons chosen as part of this formation exchange the Melta special rule for the Armourbane special rule.
Auxiliary
Spoiler:
Exorcist Orchestra
3 Exorcists
Rising Crescendo: In the second turn of the game, Exorcist launchers on models in this formation fire 2D3 shots instead of the usual D6. In the third game turn, they instead fire 3D2 shots. In the fourth and later turns, they automatically fire 6 shots without rolling.
Unatonable Guilt: All models in this formation gain the Rampage special rule.
Leading the Charge: As long as a Repentia squad in this formation is within 6” of a Penitent Engine from this formation during the enemy shooting phase, units targeting it may only fire snap shots.
Angelic Assault
3 Seraphim Squads
Miraculous Intervention: Units selected as part of this formation must be placed in Deep Strike reserve. When arriving by deep strike, units in this formation do not scatter.
On Wings of Fire: On a unit in this formation arrives from deep strike, Hand Flamers in the unit gain the Torrent (6”) special rule. Additionally, Seraphim squads chosen as part of this formation may select two pairs of Inferno pistols and two pairs of Hand Flamers.
Citadel Keepers
3 Retributor Squads
0-1 Fortification
Units in this formation may not select dedicated transports. However, up to six models may select an item from the Heavy Weapons list instead of the usual four. A fortification chosen as part of this formation must have the ability to contain troops.
Implacable Defence: All models in this formation have the Slow and Purposeful and Stubborn special rules. Additionally, units in this formation gain access to the Hold them Back act of faith:
Hold them Back This act of faith can be used whenever an assault is declared against the unit. If successful, the unit may fire overwatch even though it has the Slow and Purposeful special rule, and it does so at BS2.
Avenger Strike Wing
3 Avenger Strike Fighters
Divine Air Support: Avenger Strike Fighters in this formation gain the Shield of Faith special rule and have access to the Holy Fusillade act of faith. When attempting to manifest an act of faith with a model from this formation, always use an unmodified LD8.
Repression Squadron
1-3 Dominion squads
Any unit chosen as part of this formation must select a Repressor as a dedicated transport.
Crush the Heretics: Whenever a Repressor from this formation makes a tank shock, the tank shocked unit receives D6 S6 AP4 hits in addition to any other effects. If it takes at least one casualty due to this effect, it must also take its morale check at -3 leadership.
Celestian Storm Section
3 Celestian squads
Into the Fray: Any Celestian selected as part of this formation may exchange her Boltgun for a power weapon of any kind for +5 points. Additionally, Celestians chosen as part of this formation treat any dedicated transport may assault after disembarking, but count as making a disordered charge unless they successfully manifest an act of faith in that assault phase.
Icon of Faith
1 Aquila Lander
Inspirational Relic: Any friendly Adepta Sororitas unit with line of sight to an Aquila Lander chosen as part of this formation counts as LD10 when making act of faith leadership checks. An Aquila Lander chosen as part of this formation has the Shield of Faith special rule.
Imperial Navy Support
0-12 Arvus Lighters
0-1 Marauder Bomber
Sanctic Transports: Arvus lighters chosen as part of this formation receive the Shield of Faith special rule.
Blessed Payload: Heavy Bomb Clusters carried by a Marauder chosen as part of this formation gain the Shred and Ignores Cover special rules.
This message was edited 2 times. Last update was at 2015/06/16 01:31:59
2015/06/15 01:19:14
Subject: Re:Creating a 'Decurion-style' detachment for every faction - Tyranids V1.0 Complete!
My only real feedback atm would be on the Angelic Assault formation - being able to place 10 (!!) templates from a 5 woman squad is probably a bit too much, in how ridiculously strong that would be against T3/T4 models. Remember Seraphim have Shred as their Act of Faith which means you are re-rolling all those failed To Wounds (of which you going to have *alot*). On the current Seraphim models, I'm usually easily putting out 20+ hits from the 4 templates alone - obviously after deepstrike you'd probably be unable to fire them all due to the bunching up, but its still going to lead to a huge increase in the number of hits generated. Especially when you have scatterless Deep Strike for optimum template placement.
Perhaps you could change it so all their weapons count as +1S or something? S4 Hand Flamers, S9 Inferno Pistols, S5 Bolt Pistols and S4 melee attacks could be pretty interesting.
This message was edited 1 time. Last update was at 2015/06/15 01:19:56
2015/06/15 02:06:44
Subject: A 'Decurion-style' detachment for every faction - Tyranids V1.1, Adepta Sororitas V1.0!
Exalted. Some cool ideas here for the Sisters. Some thoughts:
1) Angelic Assault: I do think Goon Bandito's idea for the Seraphim formation is probably an improvement -- forget about 10 templates being overpowered, imagine having to place them every time you fired....
2) Citadel Keepers: Should have the option to take 0-1 Fortification to represent them defending a shrine!
3) Celestian Storm Section: Not sure how we can justify Rhinos etc. suddenly turning into assault vehicles, given that the power of prayer won't change the location of their troop ramps from rear to front.
Overall, I find it very hard to balance homebrew formations, which is why I set my attempt at them aside. But this inspires me to take another try.
My personal passion is building homebrew units, which I have 34 of here, specifically designed to combat that lack of options you talked about in the Sororitas codex. We should combine your formation-building with my unit-building for global GALACTIC DOMINATION.
BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN
Psienesis wrote: Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.
Liking the changes so far. Good to see Warriors in Command, but you might want to put the Tyranid Prime in there too as mandatory. You could end up in a situation where you have no warlord due to having no characters in your army.
Sisters look nice and strong. It's about time they got some love. And hey, CSM is getting updated soon (hopefully GW doesn't nerf them even more). One comment: too much XD3 nonsense. I can see it for the Exorcists, but anywhere else I would see it replaced with a simple D6. Also, there's no such thing as a D2. Or were you meaning to flip a coin to determine the number of Exorcist shots?
"Heads, your model dies; tails, it doesn't!"
Apart from what the others have pointed out as needed fixing, I can't see many initial problems with Sisters.
This message was edited 1 time. Last update was at 2015/06/15 02:38:49
SisterSydney wrote: 3) Celestian Storm Section: Not sure how we can justify Rhinos etc. suddenly turning into assault vehicles, given that the power of prayer won't change the location of their troop ramps from rear to front.
The power of faith allows you to charge at the enemy in reverse gear!
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https://twitter.com/WarComTeam/status/1268665798467432449/photo/1
2015/06/16 00:04:56
Subject: A 'Decurion-style' detachment for every faction - Tyranids V1.1, Adepta Sororitas V1.0!
Forcing each unit of Zoanthropes to only have 1 model in the command node is kind of bunk. Zoans special version of warp blast is only really great because it fires a shot for each zoan in the brood.
These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
2015/06/16 00:43:15
Subject: A 'Decurion-style' detachment for every faction - Tyranids V1.1, Adepta Sororitas V1.0!
That is the simplest and most elegant fix to the Sisters I have yet seen... although the idea of a flight of Avengers with 5++ and Ignores Cover fills me with quite inappropriate levels of glee.
Personally I love the free hand flamers. Harks back to the days of second.
is there a rule about templates not being allowed to overlap?
"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad.
2015/06/16 01:49:31
Subject: A 'Decurion-style' detachment for every faction - Tyranids V1.1, Adepta Sororitas V1.0!
Thanks for all the feedback guys, much appreciated. For some reason I thought Seraphim still had the rule that combined both Hand Flamers into one shot; I changed it to give torrent (6") on the turn they deep strike (allowing for much better template placement) and allow 4 inferno pistols and 4 hand flamers instead of giving them to everyone. Effectively the unit becomes slightly more multi-purpose at a reasonable points cost. I added the option for Citadel Keepers to take a fortification (fantastic suggestion) but added the stipulation that you have to be able to put models inside it, because His Most Holy Aegis Defence Line just doesn't seem quite right. I also reworded and slightly nerfed the Celestian Storm Section a bit.
@SisterSydney, I have actually read through your fandex a couple of times. There are some really cool ideas in there. The main reason I decided to go with Formations over new units is that I found it much easier to come up with fluffy ideas for formations than fluffy ideas for new units; there's also the fact that other factions don't suit new units as well as the Sisters, and formations give me a chance to take units that suck and make them potentially good, which I find very exciting. I look forward to seeing what you can come up with in the way of formations.
@TheNewBlood The D2 is very much a real thing, thank you very much . It's not used often in 40k, but essentially you just roll a D6 and take 1-3 as 1 and 4-6 as 2. I did reword a few bits and pieces to remove some D3/D2 references, but I don't think it's as egregious as you claim. I also added an optional Tyranid Prime to the Warp-shadow Brood; I don't think people having no character is a big deal, since Dark Eldar can do that with just a CAD. You pick any model as Warlord and forfeit your trait if you don't have a character in your army. I also gave the Warp-shadow Brood improved armour and tweaked the Wrecker Brood so you can go up to 6 Carnifex broods if you want an old-style Nidzilla-type list.
@Lance845 My thought with single model Zoey broods was that they represent workhorses of the Synaptic web rather than psychic weapons in this formation. That said, it's not fair that the only way to take Zoanthropes is like that, so I will be adding a new formation to Auxiliary that makes them forfeit their non-warp-lance power in favour of buffing it, so you can represent aggressive Zoanthrope deployments as well.
I did some preliminary work on the Tau this evening. It's looking like they'll get 4 core formations; one Fire Warrior + Pathfinder based with lots of Pinning, one Suits + Vespid, one Kroot-based and one Drone-based. I'm aiming to make it possible if not ideal to run a full Kroot army with this formation, so there'll probably be some kind of master shaper command.
2015/06/16 02:25:09
Subject: A 'Decurion-style' detachment for every faction - Tyranids V1.1, Adepta Sororitas V1.0!
The workhorses of a synaptic web are Warrior Broods.
You should make it so that a command node includes
1 Tyrant
1-4 Warrior Broods.
with 0-3 Zoanthrope broods.
That way the player has a choice of small or large groups of warriors to bulk up the synapse range or a mix of a warrior brood and some zoanthropes.
I am not opposed to zoans being in there as an option. I am opposed to them being the only option and limiting their greatest strength in doing so.
Automatically Appended Next Post: Also, The bio artillery looks neat up until the point where they become useless for the rest of the game. It's not a tactical choice. You wait until the last turn and then wipe everything off objectives in a apocalyptic hell storm.
I prefer the living artillery node as it is now.
This message was edited 1 time. Last update was at 2015/06/16 04:00:01
These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
2015/06/16 20:08:14
Subject: A 'Decurion-style' detachment for every faction - Tyranids V1.1, Adepta Sororitas V1.0!
Thanks for the kind words about my fandex. I found it easy to come up with new ideas for units and terribly hard to come up with cool, reasonably balanced formations, so I'm glad to see you having such success on the formations side.
BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN
Psienesis wrote: Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.
Tyranid thoughts:
-Why does the Warp-Shadow Brood just have a normal synapse range? Also, the Tyranid Prime has no option to take wings but you could give it to them for some points or cause a -1 to its Armor Save, like the Shrikes
- Genestealer Infestation – maybe add some way for genestealers to attack at initiative after charging through terrain? Having pinning be the only option for the majority of our CC stuff makes them likely to die before they attack against anything else that is vaguely good at CC.
- Birthing brood –a strangleweb is only S2, and pinning requires an unsaved wound first. This benefit is not very usefully compared to the majority of the others
- spore towers – why does this help both sides? For 255 points I wouldn’t expect it to help everyone. These either need to be cheaper, or only help Tyranids at some range from a tower. I can only see these as written be useful for an entirely melee centric army.
- Wrecker brood – So I can have up to 18 Carnifex’s in a single formation? That’s a ton of fex’s. Also, Old One Eye added?
- Why is a Tyrannofex and Haruspex in the same category as a Heirodule? Did you just need to put them into something?
- Is there going to be a shooty-fex type formation like Bio-Blast Node? That would probably be a good place to put the Tyrannofex.
-Assimilation Host - Need to make an option for Venomthropes instead of malanthropes. Or need to make another formation with venomthropes, as they are not in this list at all.
- For the Warrior Defense Node, giving all upgrades for free is a huge buff, as that is potentially giving them more than their points for free (i.e. Lash-Whip Bone Sword, Deathspitter, Adrenal Glands, Toxin Sacks, Flesh Hooks = +37 pts on a 30 point model)
- Assassination swarm – Why a Dima? I’d make the Dima optional in this one, at least, to enable people to play it who don’t have forgeworld models or converted ones. Also, why can the Dima not assault with the Lictor?
- As Lance said, the Living Artillery Node is better now than the Bio-Artillery Battery. You may want to add in a similar rule (rather than super bombardment, add Pinning, Twin-Linked, +1S, -1AP or something like that? something like that instead) and/or give them a special rule that always works as well, like most of the other formations
- Don’t have a formation with Maleceptor, Toxicrene, or Venomthrope. Toxicrene and venomthrope could be in a formation focused on poison. Maleceptor in another one with zoanthropes based around psychic attack or Shadows.
Just some thoughts from a Tyranid player
DQ:80S+++G++MB-I+Pw40k11#+D++A++/wR+++T(P)
2015/06/20 14:16:28
Subject: A 'Decurion-style' detachment for every faction - Tyranids V1.1, Adepta Sororitas V1.0!
Some of those Tyranid formations are really cool looking, others feel a little... off.
The Synapse Node formation for instance, sort of feels like it should be a Tyrant and some Warriors, rather than Zoanthropes (which are a specialist creature brought in when necessary, where as Warriors are used everywhere all the time).
I would go back to the Tyrant Node and Synaptic Swarms we were given originally, and tweak them a bit.
- Command Network: The Tyrant doubles its Synapse/Shadows range, and while they are within Synapse range of the Tyrant so do the Warriors.
- Wall of Chitin: At the start of each Tyranid turn, Tyrant Guard and Hive Tyrant may choose to move as if in Difficult Terrain; if they do so then their Armour save is improved to 2+ until the start of their next turn (shamelessly stolen, albeit watered down, from the Apoc formation).
- Tyrant-Slaves: Units from this formation within Synapse range of the Hive Tyrant have the Counter Attack special rule, use the Hive Tyrant's Weapon Skill and Initiative and may fire Overwatch at with their normal Ballistic Skill.
A resilient heart to a ground swarm, able to take a lot of punishment and spread the Synapse web far and wide. Good on the defensive, but not a hyper-aggressive formation.
Synaptic Swarm
1 Tyranid Prime
3 Tyranid Warrior Broods
- Command Network: The Tyranid Prime doubles its Synapse/Shadows range, and while they are within Synapse range of the Tyranid Prime so do the Warriors.
- Puppet-Archons: Each unit from this formation allows a friendly Tyranid unit within Synapse range to move at full speed through terrain, Run maximum distance and charge an extra D6".
A much more aggressive formation, easier to bring down but on the other hand this would enable a really mobile list for an in-your-face playstyle.
Neural Node
1 Maleceptor
3 Zoanthrope broods (must include a Neurothrope in each brood)
- Monstrous Shadow: Synapse/Shadows range is doubled, and when an enemy unit attempts to manifest a Psychic Power within Shadows range of a unit from this formation you add +2 to your Deny The Witch rolls (in addition to any other modifiers)
- Enhanced Warp Fields: When rolling to wound a model from this formation, all Strength values are reduced by 2. Weapons and abilities without a Strength value (such as D weapons) inflict wounds on a 3+ instead of automatically.
- Power of the Hive Mind: All Zoanthrope units from this formation generate an additional Warp Charge each turn when within Synapse range of the Maleceptor from this formation.
This is what the Neural Node in the dataslate could have been. It's slow, it's expensive and it hoses enemy Psykers like a Tyranid army should. It's also a lot harder to kill, so while its offensive power is a little unreliable, it should also be able to withstand a great deal of punishment and keep those enemy Psykers in their place. I particularly wanted to build in a way to smother enemy Blessings (which shouldn't be easy to get off when these monsters are nearby).
Building Tyranid formations is fun!
This message was edited 4 times. Last update was at 2015/06/20 15:17:39