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2009/06/17 03:26:40
Subject: Tyranids and Planet strike.
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Lurking Gaunt
Canada
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looking over the basics we all know from planet strike the tyranids do not appear to be all that great in the attacker fit, getting 6 elite and 6 fast attack slots is ok but for an army supposedly that only ever attacks planets and leaves them as barren husks we don't have much to show for it. There are only two units that are able to utilise the deepstrike special rule which in planet strike allows assault after deep strike Ravenors and Gargoyles our two fast attack units but neither of them are quite that amazing. However the whole army is allowed to deep strike and nothing needs to be left in reserves though i can just see stealers or other CQB units ending up in a no mans land and being torn up first turn. planet strike i do beleive is an ok game but some armies got shafted for the ballance.
But im wondering about your opinion what do you think nids can accomplish in the game in the attacker role? any suggestions on strategy?
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2009/06/17 03:29:32
Subject: Tyranids and Planet strike.
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Avatar of the Bloody-Handed God
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Elite fex , hydralisks?
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Paused
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ʳʷ ᵖˡᵃʸ ᵖᵃᵘˢᵉ ˢᵗᵒᵖ ᶠᶠ |
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2009/06/17 03:30:51
Subject: Tyranids and Planet strike.
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Killer Klaivex
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Um... play Space Marines instead?
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This message was edited 1 time. Last update was at 2009/06/17 03:34:17
People are like dice, a certain Frenchman said that. You throw yourself in the direction of your own choosing. People are free because they can do that. Everyone's circumstances are different, but no matter how small the choice, at the very least, you can throw yourself. It's not chance or fate. It's the choice you made. |
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2009/06/17 05:30:08
Subject: Tyranids and Planet strike.
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Regular Dakkanaut
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STFU Cheese.
This isn't Spasse Merines, this is 40k
This is a legitimate concern for the new 'expenasion', and one that had a lot of potential for aggressive races, but seams to have forgotten about the most invasive alien yet.
I don't play necron, but from what I gather, they would get far fewer advantages being attacker than they would being defenders. Which is odd, considering Nids, orks, and crons are the most aggressive armies fluff wise, yet orks are the only ones really geared for invasion.
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2009/06/17 05:34:58
Subject: Tyranids and Planet strike.
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Long-Range Black Templar Land Speeder Pilot
Chicago
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I don't think Necrons really ever attack anymore. Most fluff involves stupid humans waking them up on some planet where they've slept for millenia and then they just kill everything. That sounds more like they should be defenders.
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Outside of a dog, a book is a man's best friend. Inside of a dog, it's too dark to read. -Groucho Marx
Sanctjud wrote:It's not just lame... it's Twilight Blood Angels Nipples Lame. |
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2009/06/17 05:53:39
Subject: Tyranids and Planet strike.
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Killer Klaivex
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In the bald darkness of the far future, there is only SPESS MEHRENS.
And no, Necrons shouldn't be playing as attackers. Their fluff generally indicates that they usually only wake up and attack because someone's broken into their tomb.
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People are like dice, a certain Frenchman said that. You throw yourself in the direction of your own choosing. People are free because they can do that. Everyone's circumstances are different, but no matter how small the choice, at the very least, you can throw yourself. It's not chance or fate. It's the choice you made. |
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2009/06/17 07:03:31
Subject: Re:Tyranids and Planet strike.
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Student Curious About Xenos
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Well, the fact that you only need one model of any type to claim an objective puts you at a distinct advantage. It doesn't matter if they have a whole Space Marine company near the objective, one Gaunt will claim it for you.
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2009/06/17 07:13:15
Subject: Tyranids and Planet strike.
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Fixture of Dakka
Chicago, Illinois
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Yeah, the planetstrike leans towards some armies being better at defending and some better at being the attacker.
Tyranids stuff is actually really cool because you get lictors and then you are allowed a Strategem to place Woods and gak.
Pretty neat.
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If I lose it is because I had bad luck, if you win it is because you cheated. |
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2009/06/17 10:11:28
Subject: Tyranids and Planet strike.
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Blackclad Wayfarer
From England. Living in Shanghai
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Actually some of the fast attack slots do become quite beneficial...imagine those deep striking (winged) warriors attacking the turn they enter...or that flyrant. They don't get shot up on the way in and get to rip up some nasty killy stuff (if you do it right).
Also I now need to buy some raveners.
I still wouldnt bother with the gargoyles since gaunts that keep coming back are still cheaper.
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Looking for games in Shanghai? Send a PM |
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2009/06/17 10:43:55
Subject: Tyranids and Planet strike.
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Slippery Scout Biker
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Just to throw this into the mix, although 'nids are a prolific invader the fluff tends to point toward subversive infiltration of a world followed by the generation of cults and a gradual development of a stable community of stealer hybrids which precede any major invasion. By the time the invasion begins, most of the world is under the Patriarch's control and do not really resist the rampaging fleet. This could be a reason why they do not have such good characteristics for planetary assault per se. but instead are geared more to rapidly and aggressively decimating worlds on which they already have a presence.
Just my thoughts anyway.
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2009/06/17 13:37:30
Subject: Re:Tyranids and Planet strike.
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Lead-Footed Trukkboy Driver
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If you only need to contest an objective as the attacker to be in control of it then how about unleashing a serious Tyranid horde?
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Waagh! Lagduf
Sons of Vulkan
Cadian Mountain Division
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2009/06/17 23:22:48
Subject: Tyranids and Planet strike.
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[DCM]
Sentient OverBear
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jayjester wrote:STFU Cheese.
Click on the link to Rule #1 in my sig. Read, and re-read if necessary. Learn them, know them, live them.
As far as Raveners being a poor choice, I'd think that they'd be terrific at assaulting units right after deep striking with their 12" threat zone.
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DQ:70S++G+++M+B++I+Pw40k94+ID+++A++/sWD178R+++T(I)DM+++
Trust me, no matter what damage they have the potential to do, single-shot weapons always flatter to deceive in 40k. Rule #1 - BBAP
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2009/06/17 23:32:58
Subject: Tyranids and Planet strike.
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Longtime Dakkanaut
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Planetstrike is just as balanced as Apocalypse and Cities of Death - in other words, slightly worse than the basic 40k ruleset.
Some armies will do better defending than attacking, some the other way around. Feel free to adjust the rules as you and your opponent sees fit. I could easily see letting nids take more carnifexes or something similar. Of course, letting the defender know what you are taking gives him an advantage.
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In the dark future, there are skulls for everyone. But only the bad guys get spikes. And rivets for all, apparently welding was lost in the Dark Age of Technology. -from C.Borer |
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2009/06/17 23:48:05
Subject: Tyranids and Planet strike.
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Unrelenting Rubric Terminator of Tzeentch
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dietrich wrote:Planetstrike is just as balanced as Apocalypse and Cities of Death - in other words, slightly worse than the basic 40k ruleset.
Some armies will do better defending than attacking, some the other way around. Feel free to adjust the rules as you and your opponent sees fit. I could easily see letting nids take more carnifexes or something similar. Of course, letting the defender know what you are taking gives him an advantage.
'Nids do get three extra Carni's. Damn, I feel like a fool for not getting any Mycetic Assault Broods.
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DR:90S+G++MB+I+Pw40k07++D++A++/eWD-R+++T(Ot)DM+
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2009/06/17 23:52:46
Subject: Tyranids and Planet strike.
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Longtime Dakkanaut
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In Planetstrike, they could drop 9, right? Heck, I'd be okay letting them drop 12 but no FA or something similar. PS is a lot more like APOC than tournament 40k. Play it for fun, not to win.
Of course, if I knew that my opponent was playing with Fexes, I'd tweak my list to have a lot of powerfists.
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In the dark future, there are skulls for everyone. But only the bad guys get spikes. And rivets for all, apparently welding was lost in the Dark Age of Technology. -from C.Borer |
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2009/06/17 23:55:32
Subject: Tyranids and Planet strike.
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Elite Tyranid Warrior
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Well assaulting deep strike raveners, gargoyles, flyrants, heck even flying warriors! 3 more carnifexes!
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2009/06/18 00:12:27
Subject: Tyranids and Planet strike.
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Boosting Space Marine Biker
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I'm going to agree with the 'nids getting shafted' thing. They put in cover for deep striking units and lictors (to assault from). Woohoo. We'll be made to take dangerous terrain tests for landing in it and they offered a bonus to using, what is currently, the third worst unit in the codex. Lictors suck. They suck in close combat (5+ save, T4... enough said) and they don't live very long, even when in terrain as they are most likely in rapid fire range.
They even have a defensive scenario involving 'Nids but no defensive stratagems (how hard would it be to invent something like strangling roots?).
In general, I'm not liking what I see with Planetstrike. First, it's an excuse to get people to buy things for the extra elite, heavy support, and/or fast attack choices. Second, it feels like a glorified game of rock, paper, scissors.
Uh oh! The defense took offensive stratagems x,y, and z! Did you take stratagems a,b, and c to try and counter this? Or are you going to take lascannon shots on all your deepstriking units until the game ends?
I can see legitimate ways in which a player (either the attacker, or the defender) can 'lose' before the game begins, at no fault of his own.
I'll play a few games, though I'm not expecting greatness here.
Now, if they were to make plastic gargoyles as part of the second wave for this... I might be thankful. Though really, only for them saving me $60+ on buying gargoyles.
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Riddle me this: what has four sides, moves twelve inches, and moved fourteen?
RAW-RAW-RAWsputin, Lover of the Russian Queen/ there was a cat who really was gone... |
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2009/06/18 00:34:38
Subject: Tyranids and Planet strike.
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Huge Bone Giant
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I am ambivalent.
Defense. . . ok. But really, 4 fexes every time? The other HS slots are 0-1.
Offense. . . Sure it may be neat to be able to field 135 warriors, but the cost is . . . somewhat prohibitive.
Lictors. . . not so useful.
So again more carnifexes!
And remember 3 HQ! So Tyranids always have the option of 12 monstrous creatures.
And reading the rest, it seems that fielding less than 6 is asking for trouble (and barely possible).
shrug
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"It is not the bullet with your name on it that should worry you, it's the one labeled "To whom it may concern. . ."
DQ:70S++G+++MB+I+Pwhfb06+D++A+++/aWD-R++++T(D)DM+ |
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