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![[Post New]](/s/i/i.gif) 2013/05/26 19:49:08
Subject: Fixing the Tyrannofex
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Raging Ravener
Norway
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Drop his points cost by 70-80 and give him a 20 point upgrade for skyfire. Boom, done!
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Evolve, overcome, consume. |
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![[Post New]](/s/i/i.gif) 2013/05/26 20:02:49
Subject: Fixing the Tyrannofex
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Shas'ui with Bonding Knife
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T6 W6 Sv2+ and you want to pay less than 180 points for it?
Tau called, they want their riptide buffed, too!
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Pit your chainsword against my chainsw- wait that's Heresy. |
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![[Post New]](/s/i/i.gif) 2013/05/26 20:05:54
Subject: Fixing the Tyrannofex
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Lit By the Flames of Prospero
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I think it's alright how it is :S I mean, what major issues are there with it??
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Muh Black Templars
Blacksails wrote:Maybe you should read your own posts before calling someone else's juvenile. |
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![[Post New]](/s/i/i.gif) 2013/05/26 20:11:18
Subject: Re:Fixing the Tyrannofex
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Raging Ravener
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Its weapons are terrible for its role. Short range, low ballistic skill, anti-infantry MC for 200+ points? Everything else in the codex does that job.
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5,500 18/4/2 w/l/d
2,000 2/1/0 w/l/d
Message me if you'd be interested in buying / trading for a beginner's SW army! |
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![[Post New]](/s/i/i.gif) 2013/05/26 20:27:28
Subject: Fixing the Tyrannofex
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Brainy Zoanthrope
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Make rupture cannon AP 1 so whenn it hits it can actualy do something.
Also add another long range weapon as an option so that it can specialise as long range or close range rather thenn be average at both.
( Maybe with an option for skyfire for it, alto i rather see it on hive guard, it fits their fluff better )
Decrease his point cost to 200~ and a 3+ save, thenn add Armoured shell as an option for 40 points.
Decrease regeneration cost to 25 like all the others ( and it still won't get taken thenn.. )
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![[Post New]](/s/i/i.gif) 2013/05/26 20:47:36
Subject: Fixing the Tyrannofex
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Fixture of Dakka
Temple Prime
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The Tfex is equipped rather confusingly, the most complimentary lockout requires it to get up close when it's terrible in assault, it has a nice antitank gun, but this runs contrary to the rest of he loadout, and due to a mediocre BS, obscene costing, low number of shots, and nonsensical AP value the rupture cannon can be very disappointing.
To fix this I suggest letting he TFex take more varieties of guns to let the RC fit the unit, such as perhaps impaler cannons, replacing the swarm and cluster nodes. I also suggest letting it get bioplasma, or perhaps a fancier variation on it for more shooty goodness.
The fleshborer hive is simply put, weird and stupid. It's just twenty termagaunt shots at that same terrible range. Tyranids need templates and anti vehicle shooting, just plain old anti infantry dakka is redundant, especially when a dakkafex does it more efficiently. So instead, how about thirty deathspitter or BL shots and the option to take two TL devourers or deathspitters?
For blastly goodness we could have a super stranglethorn gun and two stranglethorn guns. Or maybe venom cannons.
For templates, give it the option to take flamespurts or another thorax swarm replacing the spines. Acid spray should also by all rights be Ap 3, I'm tired of all our guns being ineffective against marine armor no matter how little sense it makes.
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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.
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![[Post New]](/s/i/i.gif) 2013/05/26 21:53:36
Subject: Re:Fixing the Tyrannofex
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Regular Dakkanaut
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Tyranids need AP2 and 3 ranged weapons. Outside of Zoanthropes and carnifex with the plasma upgrade they have nothing, and both those are short ranged. Been tons of suggestions on fixing the tyranNOfex but this is all just kind of masturbatory because I doubt GW pays any attention to these sites and they don't seem to have any interest in changing the basic rules for a unit once a codex is released even to fix badly flawed units.
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![[Post New]](/s/i/i.gif) 2013/05/26 21:54:58
Subject: Fixing the Tyrannofex
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Fixture of Dakka
Temple Prime
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Why thank you little miss sunshine.
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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.
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![[Post New]](/s/i/i.gif) 2013/05/26 23:07:57
Subject: Re:Fixing the Tyrannofex
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Regular Dakkanaut
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Your welcome.
I do enjoy discussion on home ruling things. My little group does it.
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![[Post New]](/s/i/i.gif) 2013/05/27 01:23:17
Subject: Fixing the Tyrannofex
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Fireknife Shas'el
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I feel like Gws reasoning for so few low AP weapons was that there are already so many low AP attacks in the codex.. All of the MC attacks are AP2. However, that won't always work, since you can't always get into cc with that land raider, but I think once they move away from that 5th edition line of thinking, the codex should be good.
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![[Post New]](/s/i/i.gif) 2013/05/27 01:44:30
Subject: Fixing the Tyrannofex
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Shas'ui with Bonding Knife
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Pit your chainsword against my chainsw- wait that's Heresy. |
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![[Post New]](/s/i/i.gif) 2013/05/27 04:04:48
Subject: Fixing the Tyrannofex
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Regular Dakkanaut
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Erh, its an interesting codex but the main changes to the tyranofex seems to be rupture cannon is ap2, hive is str 5, acid spray ap 3 and the fex himself is BS 4 and T 8, the last seems gratuitous. Otherwise he is mostly the same as the codex but +15 points.
But most of his weapons are still short ranged, too short ranged for what is supposed to be a walking weapons platform. Maybe I missed something in the earlier part of the codex however.
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This message was edited 1 time. Last update was at 2013/05/27 04:06:15
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![[Post New]](/s/i/i.gif) 2013/05/27 06:13:44
Subject: Fixing the Tyrannofex
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Ragin' Ork Dreadnought
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That's a pretty terrible codex. I realize that nids suck right now, but they made everything really, way really good. Over powered good. Nothing got worse, most things got better.
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![[Post New]](/s/i/i.gif) 2013/05/27 07:53:04
Subject: Fixing the Tyrannofex
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Tough Tyrant Guard
UK
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I had a couple of thoughts on this to tweak the weapon options.
Rupture Cannon
Range 48", Strength 10, AP4, Assault 2, Cataclysmic Reaction*
*If both shots from a Rupture Cannon hit a target with an armour value, then a third automatic Penetrating hit is scored because of the chain reaction between the two projectiles.
(The description of how the Rupture Cannon works is pretty cool, and it's really disappointing that the implementation is so bland. This would make it a really fearsome anti-tank weapon)
Acid Spray
Range 12" (Template), Strength 6, AP3, Assault 1
("Acid" has always been around the AP3 mark, and given the cost of the Tyrannofex it's hardly going to be spammed (*cough* Helldrake *Cough*)
Fleshborer Hive
Range 18", Strength 4, AP5, Assault 20, Skyfire, Rending
(Picture it as the Tyrannofex releasing a massive cloud of living flak into the air for an aircraft to pass through, and this flak expends its last few moments trying desperately to crawl inside and eat circuitry, flesh etc)
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