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![[Post New]](/s/i/i.gif) 2016/09/09 15:46:16
Subject: 7th Ed Tyranid Codex
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Hungry Little Ripper
Colorado Springs, CO
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The problem is the Trygons, walking Hive Tyrants and the Swarmlord, which are expensive melee units yet don't have good anti-tank.
I think that's Ok, as not all MC's should be good v. Walkers in CC. Anyone but swarmy can take Electroshock grubs, get d3 Haywire when charged, and smash it to death. Swarmy just needs to stay away, but he's a deathstar/tough infantry murderer. If you're worried about walkers with Swarmy, put him with a tyrant guard unit with CCs.
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DQ:80S+++G++MB-I+Pw40k11#+D++A++/wR+++T(P) |
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![[Post New]](/s/i/i.gif) 2016/09/09 16:04:00
Subject: 7th Ed Tyranid Codex
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Towering Hierophant Bio-Titan
Mexico
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I would say there is a difference between being good and not being utterly screwed if it is locked with one in melee, and that such reliance on EG kinda makes it the best of the thorax options.
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This message was edited 1 time. Last update was at 2016/09/09 16:05:33
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![[Post New]](/s/i/i.gif) 2016/09/09 16:57:28
Subject: 7th Ed Tyranid Codex
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Missionary On A Mission
Northern CO
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It's already pretty much the best: S5 AP5 makes it very effective against massed infantry also. Shreddershard Beetles aren't terrible, but Dessicator Larvae are weaksauce (most things you need Fleshbane on, you want some AP and/or multiple hits, and most of them are MC/GC anyway).
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![[Post New]](/s/i/i.gif) 2016/09/09 21:30:11
Subject: 7th Ed Tyranid Codex
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Lethal Lhamean
Birmingham
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I think people are approaching the Harpy the wrong way by making it effect Initiative on the charge. It's load out of Spore Mine Cyst and Twin-Linked Stranglethorn Cannon means it's clearly loaded out for anti infantry bombing/shooting. How about making them Bomb 3 or something, so that it drops multiple spore mines on a target instead of 1.
How about giving Spore Mines Pinning as well, it would benefit Biovores nicely as well?
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![[Post New]](/s/i/i.gif) 2016/09/09 21:47:31
Subject: Re:7th Ed Tyranid Codex
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Fresh-Faced New User
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Sonic Screech: When the Harpy makes a bombing run with it's Spore Mine Cysts, or performs a Vector Strike, the target unit must take a Pinning Test with a -1 penalty to its Leadership.
Opinions?
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![[Post New]](/s/i/i.gif) 2016/09/09 23:51:42
Subject: 7th Ed Tyranid Codex
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Towering Hierophant Bio-Titan
Mexico
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I prefer the initiative effect instead of pinning. Sonic Screech: When the Harpy makes a bombing run with it's Spore Mine Cysts, or performs a Vector Strike, the target unit suffers a -5 modifier to its Initiative (to a minimum of 1).
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This message was edited 1 time. Last update was at 2016/09/09 23:51:55
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![[Post New]](/s/i/i.gif) 2016/09/10 19:16:12
Subject: 7th Ed Tyranid Codex
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Hungry Little Ripper
Colorado Springs, CO
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Feedback from Game:
Played a game versus Necrons with 1.4 and some modifications. Ran a Hive Minds Fury detachment with
1 Royal Node
- Swarmy
- 3x Tyrant Guard (added a 20 pt upgrade to 2+ armor)
1 Genestealer Infestation
- Broodlord w. Ymgarl, Fleshhooks and ScyTals (forgot about Ymgarl most of the game)
- 2x Broods of Genestealers, no upgrades
(we might want to increase the minimums for some of the Core formations, as ours are by far the smallest, I think)
1 Synapse Complex
- Malaceptor (rolled on Adaption)
- 1 brood 3 Zoans with Neuro upgrade
1 Guard Node
- 2 units of Single Hive Guard
- 3 warriors, Extended Carapace, Venom Cannon
- 1 Tyrannofex w/ Rupture Cannon (modified D table to roll a 6, 3 wounds/HP no saves, also made it 25 points and AP2)
He had a Monolith, 2 units of Immortals with Tesla, 2 units of destroyers with Gauss and the S9 AP2 gun on the lord, 3 units of Swarms, and the Necron CC warrior guys with an HQ CC guy, and 6 Deathmarks who did 1 wound to a Hive Guard when they came in.
Swarmy ate everything he touched (both immortal units, one destroyer unit, and a swarm unit), with wounds being passed around on him and the guard so that none were killed. His CC guys charged the Zoans and murdered them (though Zoan headbutt killed one hehe) and the swarms ate the maleceptor. We played the Maelstrom game where you hide the cards, and I ended up winning by a couple points due to some good draws on the last two turns, though he was just about out of units (one destroyer unit, 3 deathmarks, and his HQ with one CC guy left) with Swarmy in hot pursuit of his HQ. His opinion was run charge was good but not overpowered, the D shot from the Tyrannofex was annoying but nothing special, and overall he had fun and didnt' think it was unbalanced or unfun. It should be noted this was his first game with his Necrons.
For the Harpy: If we do the initiative penalty on the bomb/vector strike, we should make it a -2 or -3 modifier, and counts as assault grenades (there are several other codexs with weapons that do that. I think Spore Mines in general could use that, as it'd make them have more reason to be used against MEQs/TEQs).
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This message was edited 1 time. Last update was at 2016/09/10 19:25:35
DQ:80S+++G++MB-I+Pw40k11#+D++A++/wR+++T(P) |
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![[Post New]](/s/i/i.gif) 2016/09/10 21:13:21
Subject: 7th Ed Tyranid Codex
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Fresh-Faced New User
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Imateria wrote:How about giving Spore Mines Pinning as well, it would benefit Biovores nicely as well?
Yah I'll add Pinning to Spore Mine Clusters, Spore Mine Launcher and the Spore Mine Cysts for v1.5. Between gaining Stealth when in Synpase range, Pinning, and Symbiotic Targeting I think Biovores might need to go up to 45ppm.
Tyran wrote:I prefer the initiative effect instead of pinning.
Sonic Screech: When the Harpy makes a bombing run with it's Spore Mine Cysts, or performs a Vector Strike, the target unit suffers a -5 modifier to its Initiative (to a minimum of 1).
It will have to be less than -5, it's MUCH easier to Vector Strike than it is to Bomb. I'm thinking -2. That makes MEQs strike after even our Monstrous Creatures which are predominantly I3.
EDIT: Derp, I meant to say it's much easier to Vector Strike than to CHARGE. You don't need to land and waste a turn in Glide Mode to get it off now so I think the full -5 might be a bit too punishing.
wraithbalor wrote:Played a game versus Necrons with 1.4 and some modifications.
His opinion was run charge was good but not overpowered, the D shot from the Tyrannofex was annoying but nothing special, and overall he had fun and didnt' think it was unbalanced or unfun. It should be noted this was his first game with his Necrons.
Glad that the both of you had fun! Thanks for playing a game with it.
I'm thinking of upping the Genestealer Infestation to:
1-3 Broodlords
3-6 Genestealer Broods
1-3 Lictors.
The Spawning Swarm to:
1-2 Tervigons
3-9 Termagant Broods
1-3 Ripper Swarms.
And leaving the Invasion Swarm as is, it already has a 3 unit Gant/Guant tax and a Ripper Swarm tax.
Also: v1.5 will have an expanded Credits section where I would like to include playtesters and people who have helped, so if everyone who has participated in this thread could let me know how they want to be credited (either forum name or I'll need your real name, your choice) I would appreciate it! (Warithbalor that includes your friend who helped you playtest)
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This message was edited 1 time. Last update was at 2016/09/10 21:42:30
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![[Post New]](/s/i/i.gif) 2016/09/10 21:29:03
Subject: 7th Ed Tyranid Codex
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Lethal Lhamean
Birmingham
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Vector Strike and Bombing Runs both have the same requirement, fly over something in the Movement Phase so I'd say they were both pretty easy to pull off. I know in this case I'd much rather have multiple Large Blasts dropping on a unit, especially since they only scatter D6" instead of the usual 2D6, than the Vector Strike, which would be a single hit at S5.
I don't need to be credited, but if you want to just use my forum name.
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![[Post New]](/s/i/i.gif) 2016/09/10 21:40:39
Subject: 7th Ed Tyranid Codex
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Fresh-Faced New User
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Imateria wrote:Vector Strike and Bombing Runs both have the same requirement, fly over something in the Movement Phase so I'd say they were both pretty easy to pull off. I know in this case I'd much rather have multiple Large Blasts dropping on a unit, especially since they only scatter D6" instead of the usual 2D6, than the Vector Strike, which would be a single hit at S5.
I don't need to be credited, but if you want to just use my forum name.
Ugh, that was a stupid typo I meant its much easier to Vector Strike than, Charge haha. I'll go back and edit the previous post.
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![[Post New]](/s/i/i.gif) 2016/09/11 00:38:04
Subject: 7th Ed Tyranid Codex
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Towering Hierophant Bio-Titan
Mexico
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JesseS wrote: It will have to be less than -5, it's MUCH easier to Vector Strike than it is to Bomb. I'm thinking -2. That makes MEQs strike after even our Monstrous Creatures which are predominantly I3. Eh... back then in 6th ed you didn't need to wait for charging, so it was very easy to charge. Also thinking about initiative, what do you think of changing the adrenal glands so instead of giving fleet they gave +1 to initiative? I simply don't like how Adrenal Glands have a 5 pt tax on things that already have fleet. And there seems to be a lack of ground to air Skyfire weapons. In the Old One Eye's Alpha Leader rule there is a reference to Instinctive Behavior tests which aren't a thing under this rules. Also the Defensive Array rule is badly written. And how does the Expendable rule works with normal LOS rolls? do you chose which one to use or you must use the one for the closest model? Also does the Ymgarl Factor is supposed to replace a pair of scything talons? because that is how it is written. And does the brood sac +5 roll is per wound or per attack? If the tervigon suffers multiple wounds it needs to roll multiple dices? And no extended carapace option for termagants and gargoyles? Is there a limit to the amount of damage rippers can do to vehicles? Because 2 successful sacrifices will wreck most vehicles (3 hp worth of damage). And those upgrades on the rippers seem quite expensive. Also change the Neurothrope rule because as far as I'm aware there isn't a Regeneration special rule. And why does the devourer and the deathspitter cost the same on the Raveners? Also not sure why you changed the Mucolid's Skyblast special rule with skyfire as IIRC blast don't work with Skyfire. And a typo: the Harpy's spore mine cyst profile has shred, while the other profile in the weapon section, and both profiles of the spore mine launcher lack it. And change the spore burst wording to clarify how many spore mines are spawned when there are multiple blasts in the barrage. All the adaptation powers lack range, I suggest you fix that. Also the Paroxism power says "Roll once and apply the result to all characteristics.", but you changed the power so it is always 3. Also the venom cannon array not only should be blast 1, but also should have twin-linked like the rest of the arrays. Also on Hive Commander it makes no sense to have scout or outflank, as scout comes with outflank, And why not give the Swarmlord something for assaulting through terrain? for example spine banks. And for Cataclysm, the D3 wounds suffered make it very expensive to cast in addition to the WC 3 cost. And any reason for the Tyranid Warriors and Tyranid shrikes having different disciplines?
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This message was edited 6 times. Last update was at 2016/09/11 18:59:39
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![[Post New]](/s/i/i.gif) 2016/09/11 15:49:23
Subject: 7th Ed Tyranid Codex
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Towering Hierophant Bio-Titan
Mexico
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deleted.
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This message was edited 17 times. Last update was at 2016/09/11 17:57:59
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![[Post New]](/s/i/i.gif) 2016/09/11 22:10:04
Subject: 7th Ed Tyranid Codex
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Lethal Lhamean
Birmingham
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Tyran wrote:
Also not sure why you changed the Mucolid's Skyblast special rule with skyfire as IIRC blast don't work with Skyfire.
As of the FAQ they do.
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![[Post New]](/s/i/i.gif) 2016/09/11 22:19:23
Subject: 7th Ed Tyranid Codex
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Towering Hierophant Bio-Titan
Mexico
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Another typo: in the wargear lists, the basic bio-cannons are listed as basic bio-weapons. Automatically Appended Next Post: Imateria wrote:Tyran wrote:
Also not sure why you changed the Mucolid's Skyblast special rule with skyfire as IIRC blast don't work with Skyfire.
As of the FAQ they do.
Wasn't it only against Flying Monstrous Creatures? or also flyers?
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This message was edited 1 time. Last update was at 2016/09/11 22:20:05
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![[Post New]](/s/i/i.gif) 2016/09/11 22:26:47
Subject: 7th Ed Tyranid Codex
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Fresh-Faced New User
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How many points per model does everyone think would be worth an Endless Swarm rule on the Expendable units (Gants, Gaunts, Rippers and Gargoyles)?
Endless Swarm: When this unit is entirely removed from play roll a D6. On a failure the unit is removed from the game as normal. On a success the unit is instead placed into Ongoing Reserves with all of it's models and upgrades restored. The target number for a success is determined by the game turn:
Game Turn 1: 2+
Game Turn 2: 3+
Game Turn 3: 4+
Game Turn 4: 5+
Game Turn 5 and later: 6+
Tyran wrote:Also thinking about initiative, what do you think of changing the adrenal glands so instead of giving fleet they gave +1 to initiative? I simply don't like how Adrenal Glands have a 5 pt tax on things that already have fleet.
That's much less useful. On a Hormagaunt, Hive Tyrant, and Trygon Prime it basically only helps out against Eldar, whereas Fleet helps out nearly everything significantly more.
Tyran wrote:And there seems to be a lack of ground to air Skyfire weapons.
We have some of the deadliest AA Flyers in the game (Harpy has a Str 9 Blast, the Hive Crone and Devourer Flyrant). Plus the Mucolid Spore can hit Flyers (which its unlikely to do but its very good for controlling parts of the board). I'm not sure we need any ground based AA. But I do like options so I''ll add an AA spore upgrade Biovores can purchase.
Tyran wrote:In the Old One Eye's Alpha Leader rule there is a reference to Instinctive Behavior tests which aren't a thing under this rules.
Removed.
Tyran wrote:Also the Defensive Array rule is badly written.
Yah it needs to be reworded.
Tyran wrote:And how does the Expendable rule works with normal LOS rolls? do you chose which one to use or you must use the one for the closest model?
You chose which model you want within 6", the same as normal LOS rolls, the only things that change are the target number (5+) and the within the unit restriction.
Tyran wrote:Also does the Ymgarl Factor is supposed to replace a pair of scything talons? because that is how it is written.
Fixed.
Tyran wrote:And does the brood sac +5 roll is per wound or per attack? If the tervigon suffers multiple wounds it needs to roll multiple dices?
Per Wound, if it suffers multiple Wounds it makes multiple rolls.
Tyran wrote:And no extended carapace option for termagants and gargoyles?
Didn't think anyone would ever purchase them. I can add it.
Tyran wrote:Is there a limit to the amount of damage rippers can do to vehicles? Because 2 successful sacrifices will wreck most vehicles (3 hp worth of damage).
It's "one or more successes" so it doesn't take multiple hits, the intention was that it only suffers the Immobilized result and loses a single hull point, not two. I will clarify and point out that you can't target already immobvilized vehicles.
Tyran wrote:And those upgrades on the rippers seem quite expensive.
Reduced Spinefists by 1ppm, I think the others are fair based on how many attacks Rippers get.
Tyran wrote:Also change the Neurothrope rule because as far as I'm aware there isn't a Regeneration special rule.
It's in the biomorphs section, I'll reword.
Tyran wrote:And why does the devourer and the deathspitter cost the same on the Raveners?
Fixed.
Tyran wrote:Also not sure why you changed the Mucolid's Skyblast special rule with skyfire as IIRC blast don't work with Skyfire.
You do not remember correctly  , Blasts work with Skyfire so long as the weapon has Skyfire. The ITC ruled differently because they are bad at rules reading but GW clarified it in the recent FAQs.
Tyran wrote:And a typo: the Harpy's spore mine cyst profile has shred, while the other profile in the weapon section, and both profiles of the spore mine launcher lack it.
Typo, all of them should have it. Fixed.
Tyran wrote:And change the spore burst wording to clarify how many spore mines are spawned when there are multiple blasts in the barrage.
Common misconception, you PLACE the Blast Markers using the rules for Multiple Barrages but you still resolve each Spore Burst rule separately so if you have 3 Biovores firing all 3 could Hit, all 3 could miss, or a mixture (1 Hit 2 misses resulting in two units of D3 Spore Mines). GW clarified this in the last FAQ but I'll add wording to make it more obvious.
Tyran wrote:All the adaptation powers lack range, I suggest you fix that.
Haha, oops, added 12" to all.
Tyran wrote:Also the Paroxism power says "Roll once and apply the result to all characteristics.", but you changed the power so it is always 3.
Oops, fixed.
Tyran wrote:Also the venom cannon array not only should be blast 1, but also should have twin-linked like the rest of the arrays.
Fixed.
Tyran wrote:Also on Hive Commander it makes no sense to have scout or outflank, as scout comes with outflank,
Fixed.
Tyran wrote:And why not give the Swarmlord something for assaulting through terrain? for example spine banks.
I think he's probably good enough as is, haha. Not saying it wouldn't be nice but he already hits like a brick gak.
Tyran wrote:And for Cataclysm, the D3 wounds suffered make it very expensive to cast in addition to the WC 3 cost.
Reduced to 1 Wound.
Tyran wrote:And any reason for the Tyranid Warriors and Tyranid shrikes having different disciplines?
For diversity and fun. Gives them slightly different roles on the table.
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![[Post New]](/s/i/i.gif) 2016/09/12 00:03:43
Subject: 7th Ed Tyranid Codex
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Norn Queen
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I understand where the units suffering from instinctive behavior are not considered scoring units comes from, but for the sake of playing devils advocate I want to point out some problems with it. 1) Non scoring units do not count for points when killed. This can be exploited by the Tyranid player by having no synapse in kill point games. A good example of this being the case is spore mines. They are non scoring units and as such cannot hold objectives and do not count as units destroyed when adding score at the end of a game. The entire army can be made this way. 2) Without Synapse a Tyranid player needs to table the enemy. In particular in non kill point games if synapse is just broken the Nids only option becomes to table the opposing force. There is just no way for them to effect the game otherwise. 3) Non-unilateral effect based on game type. This would be the only army in the game who's core army rules effect different game types to either be an advantage or disadvantage over the opponent. It's just inherent in the ability of building a 100% non scoring army and the effect of the army becoming non scoring as you play. These are mostly examples of this rule being taken to extremes but I think it's worth noting that these extremes are what this rule being this way allows. Additionally, I think the various spore mine type units should not be selectable units to fill FoC slots. I think other things that generate spore mines should have the option to purchase units of spore mines with them. Biovores, Harpys, Sporescyts... These things should allow you to take units of spores as part of your army list. But units that cheap with that little of an actual effect only ever become a way to pay a cheap tax for better units if you allow them to fill FoC slots.
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This message was edited 1 time. Last update was at 2016/09/12 00:08:08
These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
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![[Post New]](/s/i/i.gif) 2016/09/12 00:05:44
Subject: 7th Ed Tyranid Codex
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Towering Hierophant Bio-Titan
Mexico
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JesseS wrote:[ That's much less useful. On a Hormagaunt, Hive Tyrant, and Trygon Prime it basically only helps out against Eldar, whereas Fleet helps out nearly everything significantly more.
Fleet is even less useful on 2 of those 3 models, as Hormagaunts and Trygons already have Fleet. You chose which model you want within 6", the same as normal LOS rolls, the only things that change are the target number (5+) and the within the unit restriction.
LOS tell you to allocate to the closest model. I mean, what if a Hive Tyrant in a Tyrant Guard Brood is withing 6" of a Termagant brood? can it chose where to allocate the wound (to the Termagants or to the TGs)? or does it need to allocate it to the closest model? It's "one or more successes" so it doesn't take multiple hits, the intention was that it only suffers the Immobilized result and loses a single hull point, not two. I will clarify and point out that you can't target already immobvilized vehicles.
What about superheavies that can't be immobilized? I imagine that rippers would have no effect. And don't forget about the "basic bio-cannons" mistake on the wargear lists. And a typo in the Genestealer special rule, the word "terrain" is badly written as "terrian". Also some special rules don't have their description in some entries. The most obvious one is Ravenous Advance which only has its description in the Haruspex and the general special rule sections, but it is shared by many units. But other one is psychic barrier, which only appears on the Maleceptor although the Swarmlord also has it. And in some occasions, like in OOE, the special rule is repeated twice in the entry as it appears in both the special rule list and its description.
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This message was edited 8 times. Last update was at 2016/09/12 13:51:04
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![[Post New]](/s/i/i.gif) 2016/09/13 06:38:22
Subject: 7th Ed Tyranid Codex
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Fresh-Faced New User
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Lance wrote:I understand where the units suffering from instinctive behavior are not considered scoring units comes from, but for the sake of playing devils advocate I want to point out some problems with it.
1) Non scoring units do not count for points when killed.
This can be exploited by the Tyranid player by having no synapse in kill point games. A good example of this being the case is spore mines. They are non scoring units and as such cannot hold objectives and do not count as units destroyed when adding score at the end of a game. The entire army can be made this way.
I'm pretty certain this is inaccurate. Non-scoring units still give up Kill Points. There is no clause that says non-scoring units cannot give up Kill Points that I can find, they simply can't hold Objectives. Spore Mines don't give up KP, but their rules explicitly exempt them from doing so. It's not a feature of the core rules.
Lance wrote:2) Without Synapse a Tyranid player needs to table the enemy.
In particular in non kill point games if synapse is just broken the Nids only option becomes to table the opposing force. There is just no way for them to effect the game otherwise.
I'm actually ok with this as it reinforces how necessary Synapse is to the army. It's also not entirely accurate: Genestealer Broods, Lictors, and a few other vanguard organisms don't need Synapse so including a few of them is a good idea for an army.
Lance wrote:3) Non-unilateral effect based on game type.
This would be the only army in the game who's core army rules effect different game types to either be an advantage or disadvantage over the opponent. It's just inherent in the ability of building a 100% non scoring army and the effect of the army becoming non scoring as you play.
I'm not sure this is as extreme as you make it out to be (and obviously you are playing Devil's Advocate so we are playing "worst-case scenario" here). However even it it's as bad as you say I'm not sure it's any worse then the imbalance in certain missions that other Factions have. A solid Imperial Knight army has a ridiculous advantage in Kill Point games (especially low level ones, at 1500 points you can have an army that has only 2 Kill Points to give up (3 Knights means 2 real KP, because if you kill the 3rd Knight you've tabled them anyways and KP no longer matter).
Lance wrote:Additionally, I think the various spore mine type units should not be selectable units to fill FoC slots. I think other things that generate spore mines should have the option to purchase units of spore mines with them. Biovores, Harpys, Sporescyts... These things should allow you to take units of spores as part of your army list. But units that cheap with that little of an actual effect only ever become a way to pay a cheap tax for better units if you allow them to fill FoC slots.
I see your point, and I do think it's a good reason to move Mucolids out of the Troops section, but there are lots of times I want to take Spores on their own - making a fluffy invasion list, I have 15 extra points and don't feel like taking 3 more Gants/Gaunts to fill it, I'm playing a shooty list and I want to slow down enemy close combat units by flooding the board.
Automatically Appended Next Post:
Tyran wrote:Fleet is even less useful on 2 of those 3 models, as Hormagaunts and Trygons already have Fleet.
Yes but its AMAZINGLY useful on Carnifex, Haruspex, Warriors, Hive Tyrants, Shrikes, Gargoyles, Tyrant Guard. I don't think the benefits of Fleet are worth losing for +1 Initiative, besides it only effects Trygon's, if Hormagaunts had...
Wait, why are we arguing this when we can have both, hahaha!
Adrenal Glands: A model with Adrenal Glands has the Furious Charge and Fleet special rules. If the model already possess Fleet as part of it's standard profile it instead gains Furious Charge and +1 Initiative.
Tyran wrote:LOS tell you to allocate to the closest model. I mean, what if a Hive Tyrant in a Tyrant Guard Brood is withing 6" of a Termagant brood? can it chose where to allocate the wound (to the Termagants or to the TGs)? or does it need to allocate it to the closest model?
Good point, I will work on the wording.
Tyran wrote:It's "one or more successes" so it doesn't take multiple hits, the intention was that it only suffers the Immobilized result and loses a single hull point, not two. I will clarify and point out that you can't target already immobvilized vehicles.
I will exempt Super-Heavies (too large, the Rippers just act as lubricant at that point) and Walkers from "They're Everywhere", as I think most Walkers have enough problems as is.
Tyran wrote:And don't forget about the "basic bio-cannons" mistake on the wargear lists.
And a typo in the Genestealer special rule, the word "terrain" is badly written as "terrian".
Also some special rules don't have their description in some entries. The most obvious one is Ravenous Advance which only has its description in the Haruspex and the general special rule sections, but it is shared by many units. But other one is psychic barrier, which only appears on the Maleceptor although the Swarmlord also has it.
And in some occasions, like in OOE, the special rule is repeated twice in the entry as it appears in both the special rule list and its description.
Fixed for v1.5, which should be up next weekend, I want to get in a few more playtest games. Also if you want to play a playtest game and send me a brief after-action report I would super appreciate it.
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This message was edited 2 times. Last update was at 2016/09/13 07:01:29
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![[Post New]](/s/i/i.gif) 2016/09/13 07:31:33
Subject: 7th Ed Tyranid Codex
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Norn Queen
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Why would it be less fluffy to purchase a harpy or spore cyst with an option to buy 1-2 units of spore mines with it? You avoid the pit falls of the spore mines basically crap unit while allowing them to show up in mass numbers if the nid player so chooses. It also means you dont have to sacrifice valuable foc slots for "real" units in order to take them.
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These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
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![[Post New]](/s/i/i.gif) 2016/09/13 10:01:25
Subject: 7th Ed Tyranid Codex
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Fresh-Faced New User
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Lance845 wrote:Why would it be less fluffy to purchase a harpy or spore cyst with an option to buy 1-2 units of spore mines with it? You avoid the pit falls of the spore mines basically crap unit while allowing them to show up in mass numbers if the nid player so chooses. It also means you dont have to sacrifice valuable foc slots for "real" units in order to take them.
I guess I'm just not a fan of tax units outside formations. They get difficult in small sized games (at 1,000 pts I might not want to take that harpy and Biovores don't fit my Genestealer infestation list). I don't necessarily see why Spore Mine Clusters need to take up an FOC at all, you should just be able to take as many as you want (the same as Tyrannocytes have now). Mucolids I'm not sure of, they are much stronger and have an AA capability that inclines me to think they need to take up a slot.
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![[Post New]](/s/i/i.gif) 2016/09/13 11:08:19
Subject: 7th Ed Tyranid Codex
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Norn Queen
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Then make regular spore mines like you say. No FoC slot just purchase like Tyrannocytes.
Make Mucolids purchase-able with sporecysts. I.E. Buy a sporecyste and you may purchase 1-2 units of mucolids to deploy at the beginning of the game.
I get that they have uses but I have never seen anyone take mucolids to do anything but get more Flyrants with as cheap a tax as possible, so I cannot imagine why anyone would take them in a better balanced codex when they eat a FoC slot that could be used for something that doesn't just die when it attacks,
To go one step further, I have always felt like Sporecysts should really be a fortification for Tyranids where you can purchase 1-3 per FoC slot.
Oh, and I am not a fan of tax units at all. It's nonsense. Formations themselves may be the current state of the game but I think they are also one of the worst parts of it. Formations and Decurions are the "Cancer killing 40k". Just bloat and nonsense that further restricts lists into predetermined builds instead of opening them up.
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This message was edited 1 time. Last update was at 2016/09/13 11:10:41
These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
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![[Post New]](/s/i/i.gif) 2016/09/14 03:42:39
Subject: 7th Ed Tyranid Codex
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Towering Hierophant Bio-Titan
Mexico
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Does the Broodlord needs to buy scything talons to exchange them for the bio-artefact weapons?
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This message was edited 1 time. Last update was at 2016/09/14 03:42:45
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![[Post New]](/s/i/i.gif) 2016/09/14 04:42:40
Subject: 7th Ed Tyranid Codex
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Fresh-Faced New User
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Tyran wrote:Does the Broodlord needs to buy scything talons to exchange them for the bio-artefact weapons?
Currently yes. It does create a bit of a tax on him but if you are buying him a Bio-Artefact weapon you probably want the +1 Atk anyways to make him a real monster in CC. A Broodlord with the Reaper is a BEAST in close combat. Automatically Appended Next Post: I played him in a game the other day with ScyTals+Flesh Hooks+Extended Carapace+Adrenal Glands+Old Adversary+Reaper of Obliterax. It came to 175pts but he tore through full squads on his own (played it with just normal Life drain instead of straight Instant Death, that was too good).
Still, on the charge he had 6 WS7 S7 I7 AP2 attacks on the charge, with Preferred Enemy and Shred, and with Infiltrate and a 10 strong squad of Stealers he was APPALLING in CC.
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This message was edited 1 time. Last update was at 2016/09/14 04:54:34
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![[Post New]](/s/i/i.gif) 2016/09/14 05:07:11
Subject: 7th Ed Tyranid Codex
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Towering Hierophant Bio-Titan
Mexico
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Also, Hypertoxic rule lacks a reference "To Wound roll".
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![[Post New]](/s/i/i.gif) 2016/09/14 05:25:01
Subject: Re:7th Ed Tyranid Codex
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Fresh-Faced New User
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Good catch, are you an editor in your day job by any chance?
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![[Post New]](/s/i/i.gif) 2016/09/14 10:55:43
Subject: 7th Ed Tyranid Codex
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Towering Hierophant Bio-Titan
Mexico
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No, simply I'm slowly coping it into a Battlescribe catalog. Also, you changed the Spore Mine's rule to Floating Bomb, but the Mucolid still references the original "Floating Death". And in the Spore Mine Cysts' profile, it has assault 1 and bomb, but the correct notation would be only "bomb 1". And in the wargear list, you may want to specify that a model only can have one bio-artefact. Also in "Gargoyle Plasma", gargoyle is mispronounced in the description. And the Fleshborer lacks the living ammunition rule. And Spinefists' hosted rule lacks a reference to the bearer. And a big mistake in Living Artillery Node's restrictions: a Tyranid Prime doesn't has access to basic bio-cannons.
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This message was edited 6 times. Last update was at 2016/09/16 18:02:49
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![[Post New]](/s/i/i.gif) 2016/09/16 20:55:51
Subject: 7th Ed Tyranid Codex
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Hungry Little Ripper
Colorado Springs, CO
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I just realized that I never answered you about the Endless Swarm rule.
If we make it a feature of the unit, rather than a formation, probably 2 pts a model would be fine (gaunts aren't that scary). Though I'd rather see it as Turn 1-2: 3+, Turn 3-4: 4+, Turn 5+: 5+. I'd probably rather see it as a formation benefit on something that requires quite a few of them.
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DQ:80S+++G++MB-I+Pw40k11#+D++A++/wR+++T(P) |
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![[Post New]](/s/i/i.gif) 2016/09/17 18:29:38
Subject: 7th Ed Tyranid Codex
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Towering Hierophant Bio-Titan
Mexico
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Well, Tau still hardcounters us. To much dakka.
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![[Post New]](/s/i/i.gif) 2016/09/18 20:46:38
Subject: 7th Ed Tyranid Codex
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Wicked Warp Spider
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wraithbalor wrote:I just realized that I never answered you about the Endless Swarm rule.
If we make it a feature of the unit, rather than a formation, probably 2 pts a model would be fine (gaunts aren't that scary). Though I'd rather see it as Turn 1-2: 3+, Turn 3-4: 4+, Turn 5+: 5+. I'd probably rather see it as a formation benefit on something that requires quite a few of them.
In my group we use Endless Swarm rule as an upgrade for 2pts and as an automatic return (without roll needed). It gets really usefull on Beast Hormagaunts or Devourer Termagaunts, and IMHO it is the best variant, as it really feels like it should - an Endless Swarm of expendable drones. And I write this as the opposing player, not a Nid player. [but one important note - we use this with "normal" Synapse rule, not a "buff variant" developed in this thread]. And especially with Maelstrom missions, this creates an urge to gain a lot of VPs in early turns in true "against the clock" "hit and run" manner to preserve your forces, because Tyranid player typically outnumbers his foe in later turns, as it should feel when facing true-to-fluff Hive Fleet forces.
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![[Post New]](/s/i/i.gif) 2016/09/19 23:23:43
Subject: Re:7th Ed Tyranid Codex
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Fresh-Faced New User
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Version 1.5 is up! GoogleDrive link: https://drive.google.com/open?id=0B_Xe1GB9HM88ZG5PM0xEcVJQU1U
New version notes:
- Broodlord given a Psychic Beacon rule that allows them to function like Lictors do in the real Codex.
- Tervigon rules balanced better (less punishing when a Tervi dies but AP1 weapons cause the Brood Sac to rupture on a 3 or lower instead of a 2 or lower.
- Harpy's Sonic screech reduced to -2 but now affects units when Vector Striking or making a Bombing Run so no need to land it any more.
- Toxicrene given Ravenous Advance.
- All units with the Expendable rule can now purchase the Endless Swarm biomorph.
- Multiple formatting and layout improvements.
- Some points adjustments.
- Warriors and Shrikes reduced back to 2 Wounds a model.
- Multiple typo's fixed.
Tyran wrote:Well, Tau still hardcounters us. To much dakka.
I would love a more detailed battle report of your game vs Tau if you are willing to write it up, it would be VERY helpful for improving the FanDex.
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