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![[Post New]](/s/i/i.gif) 2009/03/20 13:51:50
Subject: Tyranid playtest codex
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Fresh-Faced New User
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Oh, Living Ammunition. That bugged a lot of people.
The reason that got cut was because it has a very bad reaction to the poison rules. Giving a reroll to Gaunt Devourers is a nightmare, and giving a model 2 sources for a reroll leads to points wasted and confusion for new gamers.
Poison and Living Ammo just don't play nicely together.
As for Poison, I've heard more then twice that poison all over the place is over the top. Well, that's what Toxin Sacs should do. Their Toxins Sacs, filled with Toxin, that is used on the weapons you Attack with. Poisoned Attacks was a no-brainer. Furthermore, Tyranids are supposed to be the masters of biological warfare. So they get lots of biological weapons. I'm cool with that. From a balance perspective, poison on lots of stuff could work as a "great equalizer" for units like Plague Marines, Daemon Princes, and other high-toughness nasties that may or may not appear in the future. I don't mind punishing super-units.
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![[Post New]](/s/i/i.gif) 2009/03/20 15:42:53
Subject: Tyranid playtest codex
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Rampaging Carnifex
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I do like the idea of Hormagaunts being that cheap. Really, they are easy to kill with the same offensive punch as a guard sargeant with laspistol and close combat weapon. They are probably worth 7 points maximum without upgrades, but 10 prices them out of the game.
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Dakka. You need more of it. No exceptions.
You ask me for an evil hamburger. I hand you a raccoon.-Captain Gordino
What are you talking about? They're Space Marines, which are heroic. They need to be able to do all the heroic stuff. They fight aliens and don't afraid of anything. -Orkeosarus
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![[Post New]](/s/i/i.gif) 2009/03/20 16:56:23
Subject: Tyranid playtest codex
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Fresh-Faced New User
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Railguns wrote:I do like the idea of Hormagaunts being that cheap. Really, they are easy to kill with the same offensive punch as a guard sargeant with laspistol and close combat weapon. They are probably worth 7 points maximum without upgrades, but 10 prices them out of the game.
I wasn't so worried about specific points values, just comparative prices of things like upgrades.
I'd like to think that I had maybe a 30% margin of error for the prices I gave and the price a model should be. Even then, there is no true value for any given model in all circumstances. The value of a model is dependent upon the metagame, subject to diminishing rate of return, and a host of other factors.
Being more specific with prices is what playtesting is for.
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![[Post New]](/s/i/i.gif) 2009/03/25 19:42:38
Subject: Tyranid playtest codex
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Apprehensive Inquisitorial Apprentice
The Labyrinth
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As a small question, where did your idea for Extended Carapace come from? Was there any fluff or previous rules that gave you the idea?
I ask mainly because I was working on a proposed unit and had armor with an almost identical rule, so I wanted to know if there was a precedent.
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![[Post New]](/s/i/i.gif) 2009/03/27 22:33:30
Subject: Tyranid playtest codex
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Raging Ravener
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Could someone please post it here or a different link, i cant get to it on the Warseer site.
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"I am the crash of blades, and the furry of the storm. There is no shelter from my wrath, and no reprieve from my judgment." --Unknown (but it sure sounded cool) |
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![[Post New]](/s/i/i.gif) 2009/03/27 22:53:42
Subject: Tyranid playtest codex
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Apprehensive Inquisitorial Apprentice
The Labyrinth
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Mellon on page 3 is where I got to read it.
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![[Post New]](/s/i/i.gif) 2009/03/28 04:33:59
Subject: Tyranid playtest codex
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Raging Ravener
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Saw that, not their either. I know it was a fake but i still just want to look through it.
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"I am the crash of blades, and the furry of the storm. There is no shelter from my wrath, and no reprieve from my judgment." --Unknown (but it sure sounded cool) |
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![[Post New]](/s/i/i.gif) 2009/03/28 15:38:28
Subject: Tyranid playtest codex
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Implacable Skitarii
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arm? what is an arm?
maybe they mean sv?
twits
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DQ:80+S+++G+++M++++B++I+++Pwhfb06#+D+++++A++++/mWD186R+++T(s)DM+
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![[Post New]](/s/i/i.gif) 2009/03/28 17:21:06
Subject: Tyranid playtest codex
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Fireknife Shas'el
All over the U.S.
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itcamefromthedeep wrote:I didn't go much farther than brainstorming. I had already spent a significant amount of time on the project, and I wanted to get the ball rolling. It was "rushed out the door", after a fashion. I never got as far as stat lines. This right here is why you fooled people. Seriously, Removing insta-death. Where did you get the Idea for that? I've been saying that I think the Nids Psychic Over-presence would get nerfed because of how much their Psychic ability was down-played in the 5th ed BRB. As to proposed rules, Does anybody think that Having a Generalized Special Character for each fleet would be feasible. Make each hive fleet have it own biomorph specialization with the best of which being a "Queen" or "Primus Tyrant" that is the Hive tyrant for that fleets army. These Tyrants would instead of being just the regular Tyrant model would instead be a special Carnifex for the hive that specializes in MCs, an improved broodlord for the fleets specializing in infiltrating gene-stealer cults, Zoeys for the hive fleet that specializes Psychic domination and suppression, ect..... These special characters would be refered to as a "Red Terror" or a "Ol' One-Eye" or "Whatever cool nickname goes here" But are just the best version of the biomorph that exist. This brings up a question. Does anybody know how Tyranid Leader creatures are selected to be the leaders? I find it hard to believe that they only make one at a time. If they follow true hive structures then several are made at the same time and one ends up surviving after driving the others off or killing them. This is a race that is pretty much focused only on feeding and improving itself genetically. From a storyline perspective, I think it'd be cool if they are so fixated on improving genetically, and consuming biomass towards that goal, that it makes each hive fleet territorial. Think it would be a cool story arc to have two Hive Fleets meet up and to start devouring each other before they try to consume all of the biomass in the area while the various races each have a mission in the area to accomplish while trying to not attract the attention of the warring hive fleets. Just some ideas
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This message was edited 1 time. Last update was at 2009/03/28 17:23:02
Officially elevated by St. God of Yams to the rank of Scholar of the Church of the Children of the Eternal Turtle Pie at 11:42:36 PM 05/01/09
If they are too stupid to live, why make them?
In the immortal words of Socrates, I drank what??!
Tau-*****points(You really don't want to know) |
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