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Made in gb
Lethal Lhamean




Birmingham

What with the homebrews from a couple months ago and the recent discussions on Synapse and IB I thought I'd get this finished, let me know what you all think.

https://www.dropbox.com/scl/fi/0i50p0u4j2on6yliuq06g?oref=e&r=AASArbm5YCLo-daT7M6Zxmf1h9EfePrLp7xgVBsHLCBbkwshoV-S8exGgv3nPUvR92QyPDQPOQy6i1p0yQ9I4215dJtRr6CFyKH-9ezGz5rxFZmYFaly375bGKpgkUyXPP-T-t0ldympD7dOww_lPC_K-r3B0PSG8TnVmugJbPVDGA&sm=1
   
Made in us
Norn Queen






Im gunna try to look this over by the end of the weekend. Busy until then. Just know its on my list.

This message was edited 1 time. Last update was at 2016/11/10 10:35:24



These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in pl
Wicked Warp Spider





Can you share it in a different way than dropbox? It requires signing in (and autofills your email adress).
   
Made in gb
Lethal Lhamean




Birmingham

A Google Drive link for those that don't like Drop box.

https://drive.google.com/file/d/0B_vABGKAfp-nakthX1BuMWlQR00/view?ts=58246e87
   
Made in pl
Wicked Warp Spider





I only had time to briefly look at those changes, but things that caught my eye the most:

- IMHO making Synapse a buff without any real drawback to it changes everything about Tyranids in a way, that makes them "any other army" really... I know from previous discussions that this is intended, but I really think, that this takes out too much Tyranid feel...

- S8AP3, homing, ignore cover BS4 Hive Guard with 36"(+d6" in synapse) threat range while moving (Beast type, really?) and 24" range while safely hidden, without any price increase is absolutely OP. I have playtested them a couple of games with just the AP3 modification when I first tried to repair them and it was already too much. Full squad for 135pts scores 4 hits that instakilll anything T4 or less that has save worse than 2+ while hiding in the most inaccesible spot. They become no-go zone for non-deepstriking Warp Spiders (wound on 2+, no save, no reliable flickerjump within ~16" radius), ultimate Jetbike/Warlock killers (no save, no jink), Farseer killers (even with 4++ a single ID wound is almost guaranteed), Wraithguard killers (2+wound, no save) etc and point-to-point two squads of those will kill a Wraithknight in two rounds of shooting (even more so if you increase Wraithknight cost to commonly postulated 400pts). You basically don't have to field anything else against Eldar and the only hard counter to them is deep striking Warp Spiders on their heads, or less reliably outflank them with War Walkers or deep strike with Hornets. This is why I modified them so they can choose either S8AP4 or S5AP3 homing amunition - they still gain anti-heavy infantry effectiveness (and are still tailored defence against Warp Spiders), but don't become autotake rock/paper/scisors, first target priority type of unit.

Also - after release of proper Genestealer Cult Codex and all your changes increasing power and survivability of various units, allying cult Broodcoven formations as Battle Brothers will render half of your army invisible... This is seriously over the top OP.

This message was edited 3 times. Last update was at 2016/11/12 15:30:48


 
   
Made in gb
Lethal Lhamean




Birmingham

^I was affraid some of it might be a bit too OP, thats a problem when you start from rock bottom it's hard to tell how far to go.

I'll have a nother look at Hive Guard, they're a unit I really want to be good but at present just aren't worth it. The Beast change was to keep them in line with Tyrant Guard but moving them back to Infantry probably would be best. I'll probably drop them back to AP4, at BS3 the biggest problem with them is getting enough hits for them to make any kind of difference but boosting them to BS4 should help mitigate against that anyway.
   
Made in gb
Gore-Drenched Khorne Chaos Lord




 Imateria wrote:
^I was affraid some of it might be a bit too OP, thats a problem when you start from rock bottom it's hard to tell how far to go.

I'll have a nother look at Hive Guard, they're a unit I really want to be good but at present just aren't worth it. The Beast change was to keep them in line with Tyrant Guard but moving them back to Infantry probably would be best. I'll probably drop them back to AP4, at BS3 the biggest problem with them is getting enough hits for them to make any kind of difference but boosting them to BS4 should help mitigate against that anyway.


I might be in the minority but ap3 at bs3 feels more useful to me. The problem with them at present is the volume of easy pain they create for elite infantry, ap4 bs4 relegates them back to vehicle hunting (maybe not a bad thing), whlist removing their threat to elite infantry almost totally. Ap3 at bs3 makes them marginally worse against vehicles and softens the output against elite infantry to a more reasonable spot. Beasts does need to go though.
   
 
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