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Made in us
Elite Tyranid Warrior





I have a friend who I get together with once a month or so to play 40k. He is a lot better than me because he plays a lot and I don't have much time to play. He has a Blood Angle army and an Elder army. I just have a Tyranids army.

We played our first game with 6th edition Eldar and I got my chitin plated butt hand to me so fast that it was not really very fun for either of us.
We are thinking about making some homespun 5.5 rules to make our games more interesting until Tyranids get there new codex.

Does anyone have an home rules for Tyranids that work well and balanced?

Is that even a good idea or should stick with the rules and just use a point handicap, like giving me 10% more points per game or something?
   
Made in nl
Brainy Zoanthrope





Tyranids still work well, if you get destroyed that bad the problem is more likely to lie in his list beign better and him beign a more expierenced player.

   
Made in nl
Devious Space Marine dedicated to Tzeentch





The Hague (NL)

First of all, what list are you using?

Perhaps you are using units that aren't very strong in the current codex. If you post your army, perhaps we can point out which units are weak and would need boosting if trying to balance you two out with houserules.

12k+ pts Chaos Marines, Heretic Guard and Daemons (The Scourged)
2k pts Tyranids (Hive Fleet Hornet) 
   
Made in us
Tunneling Trygon






If you play the current competitive units they are still quite good. You just have to have Tervigons, gants, and Flyrants, then fill Elites as you see fit.

If you're looking for house rules, here are some suggestions from myself from a different thread: None are major changes, just bringing bad units up to being considered.

 jifel wrote:
HQ:
*Swarmlord: Instead of Fearless, allows units within 18" to choose to pass or fail. SitW also goes to 18".
*Tyrants: Heavy Venom Cannon goes to Ap. 3, no reduction to damage table. Drop base points by 10, increase Wings cost by 10.
*Prime: 10 points cheaper.
*Parasite of Mortrex: Toughness 5, no points change.
*Tervigon: No changes needed
*Tyrant Guard: -5 points

ELITES:
*Hive Guard: BS 3, can snapfire at units out of LoS, Ignore Cover. Impaler Cannons: The living Ammo always adds +1 to the to-hit roll, even when snapfiring. This allows Hive Guard to be better anti air but worse at shooting Ground targets out of LoS, a fair trade I think.
*Venomthrope: Change to shrouded instead of 5+, or maybe stealth. Give IC rule and ability to break up squad.
*Lictors: Give Ymgarls rule to them for deployment assault, option to infiltrate. -5 points
*Deathleaper: As above, and -20 points, and ability to replace one lictor in squad.
*Zoanthropes: No change needed
*Doom of Malan'tai: No change needed.
*Pyrovore: Give Torrent to gun, -5 points and no Acid Maw.
*Ymgarls: +2 points, Assault grenades

TROOPS:
*Gants: Strangleweb goes to Strength 4, spinefists/Spike rifles free.
*Hormagants: -1 point, and -1 point to their upgrades (Toxin/Adrenal)
*Warriors: 2 wounds, T5.
*Genestealers: -2 ppm, give Broodlord 15 point ability to give squad Frag grenades.
*Rippers: Can contest, -2 points per model, Beasts.

FAST ATTACK:
*Gargoyles: No changes needed.
*Harpy: -15 points
*Shrikes: 4+ save, 5, 2 wounds, +5 points
*SkySlashers: See Rippers
*Raveners: 2 wounds, T5, access to Toxin/Adrenal
*Spore Mines: Can Deepstrike, scattering even on hit.

HEAVY SUPPORT:

*Trygon: Prime Upgrade grants ML1 psyker
*Mawloc: Scything Talons, give them the Trygons gun
*Biovores: No change
*Carnifex: -20 points
*Tyrannofex: -20 points, Rupture Cannon Ap. 3, BS 4
*Old One Eye: Can join Carnifex squad, grants IWND, -10 points.

*Mycetic Spore: Toughness 5

Wargear/Rules:

Venom Cannons: No Damage chart modifier, Ap 3
Barbed Strangler: Ap 4, Strength test for unit or pinned.
Deathspitters: Ap. 4
All Synapse Creatures are Pskers: ML 0 unless they have a higher ML (gives +1 to deny, and vulnerable to psychic checks)

New Psychic Powers:
Primaris: Onslaught: 24" Blessing, target unit may run, and then shoot OR assault
1. Catalyst grants +4 FNP, still 12" Blessing
2. Psychic Scream: 12" Malediction Unit targeted takes a LD. check (2d6), wounds if fails, and can't overwatch, must take Pinning check
3. Paroxysm: 24" Malediction, unit hit can only snap fire and is WS 1, must take pinning check.
4. The Horror: Self-Blessing, Any unit attempting to shoot the model (or unit) must take a Ld. check first, if fails may not shoot at all and must then take a Pinning Check.
5. Domination of Will: Malediction: All enemy units within 24" recieve -1 Ld. and -1 to Deny the Witch Rolls (DtW takes effect AFTER trying to Deny the "Domination" power)
6. Presense of the Hive Mind: ML 2, Self-Blessing. SitW and Synapse extend range by 12" on this model, gains +1 to DtW roll.

Note on powers above: Zoeys get Warp Lance, and 1 power. Doom keeps Cataclysm

Warlord Table:

1. Unknown Strategy: May modify reserve rolls by 1, + or -
2. Alien Strategy: One non-Warlord Nid unit may outflank, and rerolls side to determine where it comes in. (Swarmlord)
3. Aura of Despair: Enemy ICs in challenge with WL must roll Ld. check, if failed can't attack
4. Leader of Beasts: Warlords Synapse bubble grows by 6"
5. Bane of Sentience: Infantry in SitW range of Warlord are at -1 Ld.
6. Eater of Worlds: Warlord can score objectives


 
   
Made in gb
Snord






 jifel wrote:
If you play the current competitive units they are still quite good. You just have to have Tervigons, gants, and Flyrants, then fill Elites as you see fit.

If you're looking for house rules, here are some suggestions from myself from a different thread: None are major changes, just bringing bad units up to being considered.

 jifel wrote:
HQ:
*Swarmlord: Instead of Fearless, allows units within 18" to choose to pass or fail. SitW also goes to 18".
*Tyrants: Heavy Venom Cannon goes to Ap. 3, no reduction to damage table. Drop base points by 10, increase Wings cost by 10.
*Prime: 10 points cheaper.
*Parasite of Mortrex: Toughness 5, no points change.
*Tervigon: No changes needed
*Tyrant Guard: -5 points

ELITES:
*Hive Guard: BS 3, can snapfire at units out of LoS, Ignore Cover. Impaler Cannons: The living Ammo always adds +1 to the to-hit roll, even when snapfiring. This allows Hive Guard to be better anti air but worse at shooting Ground targets out of LoS, a fair trade I think.
*Venomthrope: Change to shrouded instead of 5+, or maybe stealth. Give IC rule and ability to break up squad.
*Lictors: Give Ymgarls rule to them for deployment assault, option to infiltrate. -5 points
*Deathleaper: As above, and -20 points, and ability to replace one lictor in squad.
*Zoanthropes: No change needed
*Doom of Malan'tai: No change needed.
*Pyrovore: Give Torrent to gun, -5 points and no Acid Maw.
*Ymgarls: +2 points, Assault grenades

TROOPS:
*Gants: Strangleweb goes to Strength 4, spinefists/Spike rifles free.
*Hormagants: -1 point, and -1 point to their upgrades (Toxin/Adrenal)
*Warriors: 2 wounds, T5.
*Genestealers: -2 ppm, give Broodlord 15 point ability to give squad Frag grenades.
*Rippers: Can contest, -2 points per model, Beasts.

FAST ATTACK:
*Gargoyles: No changes needed.
*Harpy: -15 points
*Shrikes: 4+ save, 5, 2 wounds, +5 points
*SkySlashers: See Rippers
*Raveners: 2 wounds, T5, access to Toxin/Adrenal
*Spore Mines: Can Deepstrike, scattering even on hit.

HEAVY SUPPORT:

*Trygon: Prime Upgrade grants ML1 psyker
*Mawloc: Scything Talons, give them the Trygons gun
*Biovores: No change
*Carnifex: -20 points
*Tyrannofex: -20 points, Rupture Cannon Ap. 3, BS 4
*Old One Eye: Can join Carnifex squad, grants IWND, -10 points.

*Mycetic Spore: Toughness 5

Wargear/Rules:

Venom Cannons: No Damage chart modifier, Ap 3
Barbed Strangler: Ap 4, Strength test for unit or pinned.
Deathspitters: Ap. 4
All Synapse Creatures are Pskers: ML 0 unless they have a higher ML (gives +1 to deny, and vulnerable to psychic checks)

New Psychic Powers:
Primaris: Onslaught: 24" Blessing, target unit may run, and then shoot OR assault
1. Catalyst grants +4 FNP, still 12" Blessing
2. Psychic Scream: 12" Malediction Unit targeted takes a LD. check (2d6), wounds if fails, and can't overwatch, must take Pinning check
3. Paroxysm: 24" Malediction, unit hit can only snap fire and is WS 1, must take pinning check.
4. The Horror: Self-Blessing, Any unit attempting to shoot the model (or unit) must take a Ld. check first, if fails may not shoot at all and must then take a Pinning Check.
5. Domination of Will: Malediction: All enemy units within 24" recieve -1 Ld. and -1 to Deny the Witch Rolls (DtW takes effect AFTER trying to Deny the "Domination" power)
6. Presense of the Hive Mind: ML 2, Self-Blessing. SitW and Synapse extend range by 12" on this model, gains +1 to DtW roll.

Note on powers above: Zoeys get Warp Lance, and 1 power. Doom keeps Cataclysm

Warlord Table:

1. Unknown Strategy: May modify reserve rolls by 1, + or -
2. Alien Strategy: One non-Warlord Nid unit may outflank, and rerolls side to determine where it comes in. (Swarmlord)
3. Aura of Despair: Enemy ICs in challenge with WL must roll Ld. check, if failed can't attack
4. Leader of Beasts: Warlords Synapse bubble grows by 6"
5. Bane of Sentience: Infantry in SitW range of Warlord are at -1 Ld.
6. Eater of Worlds: Warlord can score objectives


Those are actually pretty sweet! It fixes a lot of the problems, although personally I think the SW should get a 5++ out of combat, and the doom's spirit leech should only work in friendly shooting phases and only on a 2d6, with DtW rolls allowed, and an increase of 10 pts, but give it synapse (can't remember if it has it). Seriously, I've seen that thing eat armies itself. It needs hit with the nerf bat sooooo hard, which will be compensated by the increase of effectiveness by the rest of the swarm. Another neat addition could be that models in range of shadow in the warp get a -1 ld in general, as in the lore it's described as effecting normal soldiers too.


Von Chogg

LunaHound wrote:Eldrad was responsible for 911 *disclaimer, because Eldrad is known to be a dick, making dick moves that takes eons to fruit.

tremere47 wrote:
fear leads to anger, anger leads to hate, hate, leads to triple riptide spam
 
   
Made in us
Tunneling Trygon






 Von Chogg wrote:
 jifel wrote:
*snip*


Those are actually pretty sweet! It fixes a lot of the problems, although personally I think the SW should get a 5++ out of combat, and the doom's spirit leech should only work in friendly shooting phases and only on a 2d6, with DtW rolls allowed, and an increase of 10 pts, but give it synapse (can't remember if it has it). Seriously, I've seen that thing eat armies itself. It needs hit with the nerf bat sooooo hard, which will be compensated by the increase of effectiveness by the rest of the swarm. Another neat addition could be that models in range of shadow in the warp get a -1 ld in general, as in the lore it's described as effecting normal soldiers too.


Von Chogg


I wrote it as a reason to include the sub par units in our codex. If you'd like to house rule it to curb some over the top units (like the Doom) then go ahead by all means!


 
   
Made in gb
Snord






 jifel wrote:
 Von Chogg wrote:
 jifel wrote:
*snip*


Those are actually pretty sweet! It fixes a lot of the problems, although personally I think the SW should get a 5++ out of combat, and the doom's spirit leech should only work in friendly shooting phases and only on a 2d6, with DtW rolls allowed, and an increase of 10 pts, but give it synapse (can't remember if it has it). Seriously, I've seen that thing eat armies itself. It needs hit with the nerf bat sooooo hard, which will be compensated by the increase of effectiveness by the rest of the swarm. Another neat addition could be that models in range of shadow in the warp get a -1 ld in general, as in the lore it's described as effecting normal soldiers too.


Von Chogg


I wrote it as a reason to include the sub par units in our codex. If you'd like to house rule it to curb some over the top units (like the Doom) then go ahead by all means!


Yeah, I'll get my little brother to play test them in our games, see how they go, I'll let you know of the results


Von Chogg

LunaHound wrote:Eldrad was responsible for 911 *disclaimer, because Eldrad is known to be a dick, making dick moves that takes eons to fruit.

tremere47 wrote:
fear leads to anger, anger leads to hate, hate, leads to triple riptide spam
 
   
 
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