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I'm not so sure about giving the Swarmlord all those options. I think that "biomorph overload" is something we all fondly remember from the 3rd (and to a lesser extent 4th) Editions, but we're looking through rose-tinted glasses here. Let's be honest. Most of the upgrades available were either never taken, or seen as mandatory. There was very rarely any choice; they were either must-have or never-have.
I do like the idea of the Swarmlord being able to spawn itself with a couple of different configurations though. Rather than having all of those options, maybe just give it two or three pre-defined weapon sets, and you just choose the one you want at army selection.
The cool thing about the Bonesabres is that they are unique. You know that you're facing the Swarmlord, and you know it's going to murder you in melee. You know, just by looking at the Bonesabres. The options need to be iconic. Something like four Venom Cannons, or having four of Fleshborer Hive arms. Not too many complicated options, just a couple of really cool ones that you hate choosing between.
But seriously, FLYING TYRANT GUARD! Make your enemies blink in confusion!
Midnightdeathblade wrote: Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
Im not sure I like a lot of whats being said. I dont think Swarmy should have any options honestly, and Flyrant wings are WAY too cheap! The Warlord table is also way, way OP, sorry. Bring back all gants, gargs and, Hgaunts? That is absurdly overpowered next to the other warlord traits of other armies. More in line would be to select a SINGLE unit of gants to come back if killed, once. Even then thats OP I think. Itd make a great paid for upgrade, not a free one.
Unlike other SCs, the Swarmlord is just mind riding into bodies spawned for it by the Hive Fleet to suit a need. It'd be silly for the Hive fleets not to adjust the body of the Swarmlord to suit a need. And nobody should outnumber the Tyranids, not the Orks, not the Guard, not Chaos.
This message was edited 1 time. Last update was at 2013/06/01 20:48:29
Midnightdeathblade wrote: Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
Tomorrow I'll make a few more changes and add some more profiles. I have eight hours tomorrow to do whatever, so I'll try to fit everything in. Right now, this is still draft mode, so no one should take anything as set in stone.
Automatically Appended Next Post: Also, if anyone has gone through the new weapons, what do you think? I changed some things, mainly giving the tyranids a bit more ranged power.
This message was edited 1 time. Last update was at 2013/06/01 22:14:35
McNinja wrote: Tomorrow I'll make a few more changes and add some more profiles. I have eight hours tomorrow to do whatever, so I'll try to fit everything in. Right now, this is still draft mode, so no one should take anything as set in stone.
Automatically Appended Next Post: Also, if anyone has gone through the new weapons, what do you think? I changed some things, mainly giving the tyranids a bit more ranged power.
I'm half way through typing up a proposed idea for Rippers, so I'll post that up here when I've finished.
Here is my first drafted version of the Ripper rules, I've left the points values alone for now, until the rules have been developed further.
Unit Type: Beasts
(Sky-slasher Swarms are Beasts(Jump)
Unit size 3-9 Ripper Swarms
Weapons and Biomorphs: Chitin, Rending claws, Wings(Sky-slasher Swarm only)
Special Rules: Instinctive Behaviour - Feed, Fearless, Swarms.
Consume and Multiple: For every non-vehicle model killed in Close combat by a ripper swarm roll a D6, on a 6 add one more Ripper base to the unit, any additional Ripper bases have any and all weapons and biomorphs purchased with the original unit.
Slashed skies(Skyslasher Swarm only): In the controlling players assualt phase, the player may nominate to make a Slashed skies attack, this attack is resolved in the normal manner of assualting a vehicle, except the Flyer can only ever be hit on a D6 roll of a 6.
I'm unsure as to what should be done with the mindless rule at the minute, so I've left it out in lieu of further discussion..
This message was edited 2 times. Last update was at 2013/06/02 01:26:57
Shadow in the warp is over powered with table wide 3d6 psychic tests and 4D6 in the bubble. There's a reason Eldar lost their table wide psychic defense, and it's because it wrecked psychic heavy armies far too cheaply. IMO, make shadow the same as it is now, and if you absolutely need to change something the Adamantium Will while in synapse range is pretty solid. Also, allowing friendly models to never perils is a touch on the OP side as well, but is acceptable if synapse/shadows is bumped in cost slightly.
Mace tail, tusked and Scything talons you have to be careful with. The extra attack mechanic interacts with monstrous creatures and smash in weird ways. Also, scything talons is a little unclear, is the first pair +1 attack and the second pair re-roll miss only? Or does the second pair also grant a second extra attack? I think getting a second extra attack is fine, since you are basically giving up most/all of your shooting ability to be a top melee creature.
Ranged;
Acid spray is for the tyranno-fex only I assume? If so, the AP3 is acceptable on him, but don't try allowing this weapon on anything faster, as you will end up with a helldrake MKII.
Bio-plasma barrage: This is not going to be a cheap weapon I assume. For a comparison, the forgeworld plasma predator pays 50 points to upgrade an autocannon to the plasma destroyer. Yours is only 18" range, but if it's on a platform any faster then a walking MC, it won't really matter. I'd expect this to cost 50+ points.
Death-spitters becoming pseudo-heavy bolters is a questionable decision, especially since biovores already cover the AP4 anti-infantry role really well. You might want to try reverting them to the 4th edition style with less strength maybe. S5, ap-, small blast, 18" range?
Flamespurt cannons for pyrovores? Well, it's better, but it's not enough to get anyone to actually USE a pyrovore. Their problem isn't that it's weapon sucks (which it does, no doubt about that) but that it's another anti-infantry weapon, a hard to deploy one at that, in an army literally swarming with good anti-infantry weapons. I think you should try to make pyrovores into another role, rather then trying to make them competitive at anti-infantry.
Fleshborer: This has got to be a mistake....fleshbane and assault 2? That makes them SIGNIFICANTLY better than devourers for termigants. So unless fleshborers are going to be a 6+ point upgrade this needs to be rethought out. Not to mention if a tervigon is spitting these things out it would have to go up in point by nearly 100 to even out the termigants increased effectiveness.
Fleshborer hive: This is only on the tyranno-fex at the moment...and I'm a little stumped why you changed it to this stat line. I mean, you increased the normal fleshborer almost 4 times over in power, and then you decreased the hive in power by like 50%. Needs re-thinking.
Impaler cannon: DOES NOT NEED LANCE...omfg. I know tyranid anti-heavy tank at range is basically limited to zoanthropes, but this is not a solution. If you want to change them, then maybe make it so they always hit side armor, since they are firing from above? No need to massively contribute to the decay in usefulness of the Land Raider. Hive Guard are already looking at nerfs in the face next codex, not buffs. This is not a direction you want to take these dudes.
Spike Rifle: No idea where you are going with this...it's a laspistol, so it's even worse then the starting termigant weapon now. I'd suggest going over all the termigant weapons again and re-defining their roles properly. Eg, fleshborer = short range, but good against high toughness (12" range, assault 1, poison 4+), spike rifle is the longer range one for camping back field objectives (S3, AP- assault 1, 24" range) and the devourer is for crowd control (current stat line), no idea on what to do with spine fists...maybe a S3 AP4 weapon, twinlinked 12", to punch 4+ save troops?
Spine-fist: 14" range a typo? Because there's very few (if any) things that don't operate on the 6" range bands.
Strangle web still sucks....need a 5+ to wound most things isn't going to make it popular.
Hive Tyrant: Going to 5 attacks is questionable with the upgrades available to him. The upgrade stacking will get out of hand as well. Scythe tail + tusked + monstrous Str + scything talons charging is going to be what....9 attacks at Str 7? That's excessive. Price drop in wings isn't going to happen either. I'd also suggest making him mastery level 2 with the swarmlord being 3 and everything else (except maybe zoans) being 1. He's also going to have to go up in points a touch as well....at least 180, if not 200.
Swarmlord: Has 4 attack and the tyrant has 5? Bring him up one. He doesn't need 2 warlord traits....being able to pick, or being auto-assigned the increased synapse range one is more likely. He shouldn't be able to buff 2 units, one is enough. I'm also of the opinion that he should not have access to upgrades, especially wings and the tails and whatnot. Special characters are meant to be fairly set in stone, otherwise this just looks like a Hive Tyrant with an invul save, better buffing abilities and bone sabers, so a hive Tyrant MKII.
My thoughts.
Pyrovores need to be re-branded from a weak anti-infantry unit to something else. The best roles for them to fulfill are either anti-aircraft, or anti-heavy vehicle. Either can be made to work. Give them a roughly hive guard stat line with worse initiative, attacks, only T5 and WS2. Acid Maw = armor bane in close combat. For anti-aircraft I'd go with a shotgun-esque attack of molten rock. 36" range, S6, AP3, skyfire, melta. If they get into the right spot they should be able to wreck flyers fairly well, but will be largely ineffective at longer ranges. Put em around 50 points each. I'm on the fence about interceptor, but only because it would make them too effective against ground vehicles...and that's not what I want.
If you wanted to go with a heavy anti-vehicle variant, then a simple multi-melta statline would suffice for their weapon, maybe with slightly better range or a small blast since foot slogging multi-meltas aren't really fast enough to catch vehicles.
Zoanthropes should always auto-pass their psychic tests...there's too many rolls they have to make to be effective these days with DtW on every unit now.
The Harpy needs some anti-aircraft options.
I'll post more once you make some changes.
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See my gallery for Chapterhouse's Tervigon, fully painted.
Well if we're going to have a set in stone Swarmlord, then I say he starts with armored shell, regeneration, and a 5+ invul save that improves to 4+ in CC.
And again, nobody should ever outnumber the Tyranids when they want to go all out horde.
A tyranid list should be able to handily outnumber a guard, ork, or chaos list if it wants to. Unlike now where a green tide or guard blob list will outnumber most tyranid lists.
Midnightdeathblade wrote: Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
Kain wrote: Well if we're going to have a set in stone Swarmlord, then I say he starts with armored shell, regeneration, and a 5+ invul save that improves to 4+ in CC.
And again, nobody should ever outnumber the Tyranids when they want to go all out horde.
A tyranid list should be able to handily outnumber a guard, ork, or chaos list if it wants to. Unlike now where a green tide or guard blob list will outnumber most tyranid lists.
Kain wrote: Well if we're going to have a set in stone Swarmlord, then I say he starts with armored shell, regeneration, and a 5+ invul save that improves to 4+ in CC.
And again, nobody should ever outnumber the Tyranids when they want to go all out horde.
A tyranid list should be able to handily outnumber a guard, ork, or chaos list if it wants to. Unlike now where a green tide or guard blob list will outnumber most tyranid lists.
For what points increase?
Up to 330-350?
I can also write up some nice fluff to counter the Tyranid's status as a punching bag.
Midnightdeathblade wrote: Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
Kain wrote: Well if we're going to have a set in stone Swarmlord, then I say he starts with armored shell, regeneration, and a 5+ invul save that improves to 4+ in CC.
And again, nobody should ever outnumber the Tyranids when they want to go all out horde.
A tyranid list should be able to handily outnumber a guard, ork, or chaos list if it wants to. Unlike now where a green tide or guard blob list will outnumber most tyranid lists.
For what points increase?
Up to 330-350?
I can also write up some nice fluff to counter the Tyranid's status as a punching bag.
A model of that cost just becomes unusable outside of APOC really.
Kain wrote: Well if we're going to have a set in stone Swarmlord, then I say he starts with armored shell, regeneration, and a 5+ invul save that improves to 4+ in CC.
And again, nobody should ever outnumber the Tyranids when they want to go all out horde.
A tyranid list should be able to handily outnumber a guard, ork, or chaos list if it wants to. Unlike now where a green tide or guard blob list will outnumber most tyranid lists.
For what points increase?
Up to 330-350?
I can also write up some nice fluff to counter the Tyranid's status as a punching bag.
A model of that cost just becomes unusable outside of APOC really.
Eh, single deathstars cost way more than that.
If that's too much then 300 should suffice.
In any case, I have ideas like blurbs about Tyranids overpowering the Daemons of Chaos on a daemon world and the hive mind blotting out the gods, wiping out whole imperial sectors, the Swarmlord striking down Skarbrand, the initial assault on Baal going quite well, an entire Sept being devoured by a tendril of hive fleet Leviathan, craftworld Biel-Tan preparing it's defenses for an incoming tendril, and the loss of nearly ten thousand chaos space marines and their hangers on to Hive Fleet Hydra.
This message was edited 1 time. Last update was at 2013/06/02 09:06:48
Midnightdeathblade wrote: Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
Things with the iterations at time of posting (3:56am, EST... I have insomnia leave me alone)
Warlord Traits:
Looks good to me
Army Special Rules:
Spoiler:
1: Choked Skies > Clarify that FMC must be swooping to suffer from DT.
2. Synapse > Clarify whether or not different types of synapse can stack with one another.
3. Shadows in the Warp > Clarify that while enemy psykers cannot perils, make sure it is clear that Tyranids. Also, make sure to note non-tyranid enemies.
Mutations:
Spoiler:
1: In instances where AP in improved (Adamantine Hide, Bestial Strength, make sure to word it as "AP value improved by 1" and not "+1 AP"
2: Ripper Host > Instead of 1 ripper base, have it be 1 base per wound the creature started with
3: Toxin Miasma > Seems like a copypasta of current version; perhaps have it so when combined with Toxin Sacs, Successful toughness and/or armor saves must be rerolled.
4. Add in Predictive Fighter, which grants the model +1 Weapon Skill
Close Combat Biomorphs > Clarify that Tyranids DO NOT benefit from being armed with multiple close combat weapons, and that biomorphs simply modify their attacks/attack profile.
Spoiler:
1. Keep boneswords same as current, and allow pair of boneswords on Hive Tyrant. If you do so, make sure to clarify wether or not you want models with EW to take additional wounds per Ld test failed.
2. Lash Whips: Add a benefit for multiple whips present; I.E. if a model has 2 sets of lash whips, enemy models in B2B lose 1 attack per double LW, to minimum of 1
Ranged Biomorphs
Spoiler:
1. Flamespurt > Make the non-skyfire profile somehow different, otherwise it competes too much with Impaler Cannons. I think keeping it as basically a Heavy Flamer, then having an option to upgrade to the AA version would be fine.
2. Ripper Tentacles > A quick thing for them to make them neat would be, if an enemy unit is hit, they must take a (Strength/Initiative) test, or be pulled into B2B w/ the SPOD, counding the pod as charging the unit. NOMNOMNOM POD FTW!!!
3. Strangleweb > make it strength X, where X is the strength of the firer
4. Venom Cannon may be a wee bit strong at S7 AP3. Suggest S6 AP4, Assault 3 instead (smaller, lighter hitting, faster firing), or have it S6 AP4 Assault 2, Shred
Hive Tyrant:
Spoiler:
1. Is lack of Toxin Sacs intended? perhaps as a 15-20 point upgrade, as rerolling to wound is a pretty powerful upgrade
2. Reduce Cost on Thorax Swarm down to 10/15, otherwise it's overshadowed by the others in most situations
3. drop cost of miasma to 10 pts
4. If suggestion for Ripper Host is taken, up cost to 10/15 pts
5. change final grouping May take one or two of the following.
-Enhanced Senses--- 10/20
-Adrenal Glands------- 10/20
-Predictive Fighter----- 15/30
-Secondary Organs--- 15/30
-Adamantine Hide----- 25/45
If two are taken, the less expensive uses the first number, the more expensive the second (i.e. Adrenal + Organs would be 10 pts and 30 pts respectively):
Swarmlord:
Spoiler:
I'm super apprehensive about him getting a 2+ save or wings. He is already SUPER killy and durable with ML3 psyker. I strongly suggest removing these upgrades, even though the cost may seem prohibitive, I would gladly pay 300pts for a 2+ save Swarmlord, and laugh as he rolls through everything thanks to Iron Arm, Warp Speed, and Endurance. God forbid he took a tri of guard with armoured shell as well. I love the direction of this update so far, but we need to remember that the biomass has feelings too appearantly
Tyrant Guard:
Spoiler:
Don't think there is a need Deathspitter, Devourers, or Venom Canon on these, they're supposed to be walking bricks to get in the way of pesky bullets, not more living tanks of doom.
Despite my rather large list of "things what I think need be changed," all of this is great work so far. Finally, for your consideration...
Warrior Prime
Spoiler:
60 points
Up to Two Warrior Primes may be taken per single organization slot
.............................WS...BS...S...T...W...I....A...Ld...Sv Warrior Prime......6.....4......5...5...3...5...4...10...3+
Composition: 1 Warrior Prime
Unit Type: Infantry (Character)
Wargear: Two pairs of Scything Talons, Bonded Exoskeleton
Special Rules: Synapse Creature (Tyranid Prime), Psyker (Mastery Level 1), Alpha Warrior
Alpha Warrior: Per Codex: Tyranids 5th edition
Synapse Creature (Tyranid Prime): When friendly units are in Synape range of the Tyranid Prime, they benefit from any Toxin Sacs or Enhanced Senses upgrades if the Tyranid Prime has purchased the upgrades. Note that if the unit already has these Mutations, they gain no benefit
The Warrior Prime may take one of the following:
- Wings -------------------------------------------- 15 points
The Warrior Prime may take replace any set of Scything Talons with the following:
- A Pair of Boneswords------------------------------------- 10 points
- Lash Whip and Bonesword -----------------------------15 points
- Deathspitter -------------------------------------------------- 5 points
- Devourer------------------------------------------------------ free
- Venom Cannon -------------------------------------------- 15 points
- Barbed Strangler------------------------------------------- 10 points
May take the following mutations:
- Ripper host ------------------------------------------------ 5 points
- Frag Spines ----------------------------------------------- 5 points
- Extra Sensory Organs ---------------------------------- 8 points
- Toxin Sacs------------------------------------------------- 15 points
- Implant Attack -------------------------------------------- 10 points
- Bestial Strength ----------------------------------------- 12 points
- Toxic Maisma -------------------------------------------- 12 points
- Regneration ---------------------------------------------- 20 points
* a model may only have one, not both.
May take one of the following:
- Enhanced Senses -------------------------------------- 15 points
- Predictive Fighters -------------------------------------- 10 Points
- Adrenal Glands ------------------------------------------ 10 points
- Secondary Organs -------------------------------------- 15 points
- Adamantine Hide ---------------------------------------- 20 points
Automatically Appended Next Post: Some time this week, when time permits, I plan on trying out what has been done so far. My poor CSM will likely be the test dummies on what we have done so far. I'll let y'all know how it goes.
This message was edited 3 times. Last update was at 2013/06/03 07:57:42
I agree, the warlord table is...bad to be honest. Why is it the 1st one is OP and too much in one basket, and the other ones, are just plain mediocre?
(Also the respawn one is not actually good, its worse than a chocolate teapot) The way its written at the moment implies the moment one gaunt is killed it appears at the edge of the table. By itself. As a separate unit. Worth a killpoint on death. Killpoint farming at its best, meaning a unit of 10 guants becomes...11 kill points. Oh wait it doesn't. Because it only happens once. So one guant is respawned on death, then it never happens again. Some swarm. Also, what happens when more than one model dies at once. Do they form their own unit?
This one I get the feeling wasn't very thought out.
This message was edited 1 time. Last update was at 2013/06/03 08:19:59
blood lance wrote: I agree, the warlord table is...bad to be honest. Why is it the 1st one is OP and too much in one basket, and the other ones, are just plain mediocre?
(Also the respawn one is not actually good, its worse than a chocolate teapot) The way its written at the moment implies the moment one gaunt is killed it appears at the edge of the table. By itself. As a separate unit. Worth a killpoint on death. Killpoint farming at its best, meaning a unit of 10 guants becomes...11 kill points. Oh wait it doesn't. Because it only happens once. So one guant is respawned on death, then it never happens again. Some swarm. Also, what happens when more than one model dies at once. Do they form their own unit?
This one I get the feeling wasn't very thought out.
Nah, just poorly written. I'll change it up to make it more OP.
Not really. I do need to go back over the WL table, though.
Automatically Appended Next Post: So two things:
1) Should I include the Parasite of Mortex
2) Should I change Scything Talons back to how they were in the 5th ed codex.
This message was edited 1 time. Last update was at 2013/06/03 12:07:17
McNinja wrote: I agree, the warlord table is...bad to be honest. Why is it the 1st one is OP and too much in one basket, and the other ones, are just plain mediocre?
(Also the respawn one is not actually good, its worse than a chocolate teapot) The way its written at the moment implies t
Automatically Appended Next Post: So two things:
1) Should I include the Parasite of Mortex
2) Should I change Scything Talons back to how they were in the 5th ed codex.
1) YES! (I'll leave this one to you)
2) I like what you did with them, though making it reroll 1's in CC for single, then reroll 1's and +1A for to pair.
Oh, fun factA: a tolled out hive tyrant with 3 supermelee tyrant guard (both units with most of the CC-based upgrades) runs you a nice & shiney 898 points
This message was edited 1 time. Last update was at 2013/06/03 14:41:03
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Pruitfastels wrote: Must... Fix... Pyrovore... Either that or I just suck at using him hahaha. He seems broken to me.
The Pyrovore is kind of stuck betwee a rock and a hard place. He's just another anti-infantry unit in a sea of anti-infantry. I tried to make him a sort of artillery, but he's just too useless. The only role he could possibly fill is AA.
Pruitfastels wrote: Must... Fix... Pyrovore... Either that or I just suck at using him hahaha. He seems broken to me.
The Pyrovore is kind of stuck betwee a rock and a hard place. He's just another anti-infantry unit in a sea of anti-infantry. I tried to make him a sort of artillery, but he's just too useless. The only role he could possibly fill is AA.
Could possibly change his role completely again give them pretty much the equivalent to drop podding melta squads, but then I guess we run the risk of making the tyrannofex redundant as anti tank, but maybe the tfex could be repurposed as the AA unit, could just turn it into what would effectively be a quad gun?
Pruitfastels wrote: Must... Fix... Pyrovore... Either that or I just suck at using him hahaha. He seems broken to me.
The Pyrovore is kind of stuck betwee a rock and a hard place. He's just another anti-infantry unit in a sea of anti-infantry. I tried to make him a sort of artillery, but he's just too useless. The only role he could possibly fill is AA.
Could possibly change his role completely again give them pretty much the equivalent to drop podding melta squads, but then I guess we run the risk of making the tyrannofex redundant as anti tank, but maybe the tfex could be repurposed as the AA unit, could just turn it into what would effectively be a quad gun?
Hmm... I hadn't thought of the AT role for the Pyrovore for some reason. It could work. Both could fill the AT or AA role, depending on the weapons. I think the Tfex would be long-range and tvore closer ranged.
I like the idea of giving the pyro ore the option of all three, AA, AT and anti infantry, effectively making it our stern guard?
Then have the T-fex as a mobile (ish) AA platform, which could give it some AT as well. So just have it mounted with a weapon of the same profile as the quad gun, cost included in the model?
It'd need some balancing out and this literally just me brainstorming in the airport to kill time.
This message was edited 1 time. Last update was at 2013/06/04 02:51:57
Pyrovores should just have multiple options when firing.
12" S8 AP1 Assault 1, Melta, Interceptor
Torrent S5 AP4 Assault 1, Interceptor
Flamespurt: A Pyrovore's flamespurt can be used during the shooting phase after it fires Interceptors. Additionally, in Close Combat, it gains its choice of either an extra D3+1 automatic hits at Initiative 5, S5 AP4 - or 1 automatic hit at S8 AP1, Armorbane.
Pit your chainsword against my chainsw- wait that's Heresy.
Pruitfastels wrote: Must... Fix... Pyrovore... Either that or I just suck at using him hahaha. He seems broken to me.
The Pyrovore is kind of stuck betwee a rock and a hard place. He's just another anti-infantry unit in a sea of anti-infantry. I tried to make him a sort of artillery, but he's just too useless. The only role he could possibly fill is AA.
Well, the Flakvore would render him fairly redundant, wouldn't it?
Midnightdeathblade wrote: Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
Pruitfastels wrote: Must... Fix... Pyrovore... Either that or I just suck at using him hahaha. He seems broken to me.
The Pyrovore is kind of stuck betwee a rock and a hard place. He's just another anti-infantry unit in a sea of anti-infantry. I tried to make him a sort of artillery, but he's just too useless. The only role he could possibly fill is AA.
Well, the Flakvore would render him fairly redundant, wouldn't it?
I think for a fandex it's better to stick with official units rather than bringing in our own, makes it more likely to be accepted. And why create a new unit to fill the hole that could be filled by a re-purposed currently useless unit?
Pruitfastels wrote: Must... Fix... Pyrovore... Either that or I just suck at using him hahaha. He seems broken to me.
The Pyrovore is kind of stuck betwee a rock and a hard place. He's just another anti-infantry unit in a sea of anti-infantry. I tried to make him a sort of artillery, but he's just too useless. The only role he could possibly fill is AA.
Well, the Flakvore would render him fairly redundant, wouldn't it?
I think for a fandex it's better to stick with official units rather than bringing in our own, makes it more likely to be accepted. And why create a new unit to fill the hole that could be filled by a re-purposed currently useless unit?
Because Flakvore sounds cool and the model I have doesn't make it look like it has a schlong on it's back.
Midnightdeathblade wrote: Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
Eldercaveman wrote: I think the vore genesis of the Nids needs its stateliness updated to a core of S5 T5 W5,
Also McNinja, any thoughts on the Rippee proposal I put up?
Yes, I saw it, it looks pretty good I'll include it in the codex when I get to them. About the Vore-type, I'm not sure they should have that many wounds. Adjusting this unit sucks because it simply hasn't been playtested enough, which means I have less info, which means I have to guess on what the stats should be to eradicate the suck.
Eldercaveman wrote: I think the vore genesis of the Nids needs its stateliness updated to a core of S5 T5 W5,
Also McNinja, any thoughts on the Rippee proposal I put up?
Yes, I saw it, it looks pretty good I'll include it in the codex when I get to them. About the Vore-type, I'm not sure they should have that many wounds. Adjusting this unit sucks because it simply hasn't been playtested enough, which means I have less info, which means I have to guess on what the stats should be to eradicate the suck.
I have a long flight to Sydney I'll try think on some warlord traits.
Automatically Appended Next Post: So I did some Warlord traits on the plane, and they were pretty much all iterations of what you have in the original post. The only Warlord trait I would change up is the Unending Swarm rule, it just doesn't work as it is currently written perhaps something like this might work better.
Unending Swarm - During deployment nominate D3 units to be affected by this rule, these units may only be Termagants, Hormagaunts or Gargoyle broods. Rather than models being removed from play as casulties, they are placed into reserve, and automatically arrive in your next player turn, once the unit has all been removed.
Also, I think Fleshhooks need re-wording/re-thinking at the moment they just seem confused.
This message was edited 2 times. Last update was at 2013/06/05 10:16:39
Swarmy's 'Lord of the Swarm" is HIGHLY abusable. Airforces and drop-pod armies take reserve penalties, you have on-demand night fighting, VPS if enemy character heavy. Would consider revising that he can only pick a trait from the tyranid table.
Celesticon 2013 Warhammer 40k Tournament- Best General
Sydney August 2014 Warhammer 40k Tournament-Best General
ImotekhTheStormlord wrote: Swarmy's 'Lord of the Swarm" is HIGHLY abusable. Airforces and drop-pod armies take reserve penalties, you have on-demand night fighting, VPS if enemy character heavy. Would consider revising that he can only pick a trait from the tyranid table.
Shoot, you're right. I forgot about the one in the rulebook.