Switch Theme:

Tyranid tweaks  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Implacable Black Templar Initiate





So my club has gotten a few games in and the general consensus is that Tyranid's biggest problem is synapse. Synapse creatures are just too fragile and the instinctive behavior table is just too constricting if you don't have any more synapse creatures. In the interest of making a minimal amount of changes we've come up with a couple of rules based around this system and thought I would get some opinions:

First off, all HQ synapse creatures gain the following special rule:

Protection of the Hive Mind - This creature has a 5+ invulnerable save. Additionally, when an enemy unit shoots at a model with this rule any intervening unit within synapse range may elect to be targeted instead. A unit may only be elected once per shooting phase.

Second, we've changed Instinctual Behavior to work like so:

Instinctual Behavior - If a unit with this rule is in synapse range of a model with Protection of the Hive Mind when they are removed as a casualty, that unit must immediately roll on their Instinctual Behavior table. If the last synapse creature is removed as a casualty then all units left on the board must immediately roll on their table.

So basically this adds survivability to HQ synapse creatures and makes IB less of a punishment if you're not in range and more of one if your synapse creatures are actually killed. We really don't want to mess with the rules too much and feel that this system can make Tyranids a little more fun and playable.

All thoughts are appreciated.
   
Made in us
Been Around the Block




I like the Protection of the Hive Mind, it is similar to Warp Field from there 4th ed book (still don't understand why it was removed but *shrugs* it was) as for the units being targeted in the stead of synapse, It would make more sense against combat then shooting, a gaunt can only jump high and is probably not going to be able to intercept that lascannon shot coming from a hill; but it could easily get in the way of that powerfist. Fuffy wise the tyrant guard where designed to the heavy weapons fire for a tyrant, not the gaunts which seem more about absorbing small arms fire.
   
Made in us
Regular Dakkanaut




I think house rules don't make the game fair... GW designed the revamp of synapse for a reason to balance the codex... Instead of taking their work away, you should learn the synergies of the codex and adapt by fielding more synapse.

No one made house rules for my daemons with taking daemonic instability tests...
   
Made in us
Been Around the Block




yea, but you only take those when you lose combat. Instinctive behavior is not balanced in the slightest. In previous editions it was just a possible hinderance, it couldn't kill the unit. Where instability has existed in every incarnation of the daemons, the tyranids inflicting hits upon themselves because of IB has no president and doesn't even make sense fluff wise while at least instability represents a daemon's weakening hold on the martial world.

As for fielding more synapse, the answer isn't that simple. Warriors are only T4 with a 4+ save and can be easily torn apart by standard bolter fire, the tervigon damages gaunts within 12 inches when it dies which makes in questionable at best from covering troop units, and the tyrant (unless it is flying) will take heavy weapons to the face which will probably kill it in a turn, and Zoanthropes (while the only one with an invulnerable save) don't have the wounds or toughness to act as a true linch pin unit. So it's not about fielding more, it's about finding a unit that posses a degree of staying power that is cost effective.

Also instability is considerably different from synapse. Instability only affects a single and if I recall correct can be mitigated with items (not sure about their new 6th ed book), also it does not happen every turn. While the loss of a synapse unit can force multiple units to test and test again on another turn if they can not get into range of another synapse unit.

Thou I do find it a bit early to start house ruling the new codex, it has only been out for four days. The tyranids, at least the hive tyrant, does need an invulnerable save

This message was edited 2 times. Last update was at 2014/01/14 21:16:42


 
   
Made in ca
Power-Hungry Cultist of Tzeentch





Windsor Ontario

I really like the protection of the hive mind idea, it seems like a solid idea. Although, before house ruling it I'd give it a bit more of a try with different builds and varieties. How much synapse were you fielding?

Also, off topic, but instability can't be mitigated by an item, it's lose that many models with no save, which can be a greater daemon if you roll high for the test, and on a double 6, good bye entire unit. (I don't want to start a debate about instability, it's more of an fyi thing )

This message was edited 1 time. Last update was at 2014/01/17 00:34:57


 
   
 
Forum Index » 40K Proposed Rules
Go to: