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		<title><![CDATA[Latest posts for the thread "Fixing the Tyrannofex"]]></title>
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				<title>Fixing the Tyrannofex</title>
				<description><![CDATA[ Drop his points cost by 70-80 and give him a 20 point upgrade for skyfire. Boom, done!  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Sun, 26 May 2013 19:49:08]]> GMT</pubDate>
				<author><![CDATA[ Windir83]]></author>
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				<title>Fixing the Tyrannofex</title>
				<description><![CDATA[ T6 W6 Sv2+ and you want to pay less than 180 points for it?<br /> <br /> Tau called, they want their riptide buffed, too!]]></description>
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				<pubDate><![CDATA[Sun, 26 May 2013 20:02:49]]> GMT</pubDate>
				<author><![CDATA[ chrisrawr]]></author>
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				<title>Fixing the Tyrannofex</title>
				<description><![CDATA[ I think it's alright how it is :S I mean, what major issues are there with it??]]></description>
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				<pubDate><![CDATA[Sun, 26 May 2013 20:05:54]]> GMT</pubDate>
				<author><![CDATA[ BrotherOfBone]]></author>
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				<title>Re:Fixing the Tyrannofex</title>
				<description><![CDATA[ Its weapons are terrible for its role. Short range, low ballistic skill, anti-infantry <span class="glossaryitem" onmouseover='gp(93);'>MC</span> for 200+ points? Everything else in the codex does that job.]]></description>
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				<pubDate><![CDATA[Sun, 26 May 2013 20:11:18]]> GMT</pubDate>
				<author><![CDATA[ hubbsey]]></author>
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				<title>Fixing the Tyrannofex</title>
				<description><![CDATA[ Make rupture cannon <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 1 so whenn it hits it can actualy do something.<br /> <br /> 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. <br /> <br /> ( Maybe with an option for skyfire for it, alto i rather see it on hive guard, it fits their fluff better )<br /> <br /> Decrease his point cost to 200~ and a 3+ save, thenn add Armoured shell as an option for 40 points.<br /> <br /> Decrease regeneration cost to 25 like all the others ( and it still won't get taken thenn.. )<br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 26 May 2013 20:27:28]]> GMT</pubDate>
				<author><![CDATA[ Amoras]]></author>
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				<title>Fixing the Tyrannofex</title>
				<description><![CDATA[ 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 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>, obscene costing, low number of shots, and nonsensical <span class="glossaryitem" onmouseover='gp(6);'>AP</span> value the rupture cannon can be very disappointing.  <br /> <br /> To fix this I suggest letting he TFex take more varieties of guns to let the <span class="glossaryitem" onmouseover='gp(156);'>RC</span> 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.  <br /> <br /> 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 <span class="glossaryitem" onmouseover='gp(327);'>BL</span> shots and the option to take two <span class="glossaryitem" onmouseover='gp(126);'>TL</span> devourers or deathspitters?  <br /> <br /> For blastly goodness we could have a super stranglethorn gun and two stranglethorn guns.  Or maybe venom cannons.  <br /> <br /> For templates, give it the option to take flamespurts or another thorax swarm replacing the spines.  Acid spray should also by all rights be <span class="glossaryitem" onmouseover='gp(6);'>Ap</span> 3, I'm tired of all our guns being ineffective against marine armor no matter how little sense it makes.]]></description>
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				<pubDate><![CDATA[Sun, 26 May 2013 20:47:36]]> GMT</pubDate>
				<author><![CDATA[ Kain]]></author>
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				<title>Re:Fixing the Tyrannofex</title>
				<description><![CDATA[ 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 <span class="glossaryitem" onmouseover='gp(50);'>GW</span> 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. ]]></description>
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				<pubDate><![CDATA[Sun, 26 May 2013 21:53:36]]> GMT</pubDate>
				<author><![CDATA[ Rumbleguts]]></author>
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				<title>Fixing the Tyrannofex</title>
				<description><![CDATA[ Why thank you little miss sunshine.]]></description>
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				<pubDate><![CDATA[Sun, 26 May 2013 21:54:58]]> GMT</pubDate>
				<author><![CDATA[ Kain]]></author>
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				<title>Re:Fixing the Tyrannofex</title>
				<description><![CDATA[ Your welcome.<br /> <br /> I do enjoy discussion on home ruling things. My little group does it.]]></description>
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				<pubDate><![CDATA[Sun, 26 May 2013 23:07:57]]> GMT</pubDate>
				<author><![CDATA[ Rumbleguts]]></author>
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				<title>Fixing the Tyrannofex</title>
				<description><![CDATA[ I feel like <span class="glossaryitem" onmouseover='gp(50);'>Gws</span> reasoning for so few low <span class="glossaryitem" onmouseover='gp(6);'>AP</span> weapons was that there are already so many low <span class="glossaryitem" onmouseover='gp(6);'>AP</span> attacks in the codex.. All of the <span class="glossaryitem" onmouseover='gp(93);'>MC</span> attacks are AP2. However, that won't always work, since you can't always get into <span class="glossaryitem" onmouseover='gp(19);'>cc</span> with that land raider, but I think once they move away from that 5th edition line of thinking, the codex should be good. ]]></description>
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				<pubDate><![CDATA[Mon, 27 May 2013 01:23:17]]> GMT</pubDate>
				<author><![CDATA[ McNinja]]></author>
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				<title>Fixing the Tyrannofex</title>
				<description><![CDATA[ I still feel like the best fix I've seen so far is this:<br /> <br /> <a href="http://www.heresy-online.net/forums/showthread.php?t=115091" target="_blank" rel="nofollow">http://www.heresy-online.net/forums/showthread.php?t=115091</a>]]></description>
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				<pubDate><![CDATA[Mon, 27 May 2013 01:44:30]]> GMT</pubDate>
				<author><![CDATA[ chrisrawr]]></author>
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				<title>Fixing the Tyrannofex</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ce91d5fda3721bae3ae1ce1f26b51a78.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/529403/5663126.page"><b>chrisrawr wrote:</b></a><br/>I still feel like the best fix I've seen so far is this:<br /> <br /> <a href="http://www.heresy-online.net/forums/showthread.php?t=115091" target="_blank" rel="nofollow">http://www.heresy-online.net/forums/showthread.php?t=115091</a></div></blockquote><br /> <br /> Erh, its an interesting codex but the main changes to the tyranofex seems to be rupture cannon is ap2, hive is <span class="glossaryitem" onmouseover='gp(123);'>str</span> 5, acid spray <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 3 and the fex himself is <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 4 and T 8, the last seems gratuitous. Otherwise he is mostly the same as the codex but +15 points. <br /> <br /> 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. <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 27 May 2013 04:04:48]]> GMT</pubDate>
				<author><![CDATA[ Rumbleguts]]></author>
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				<title>Fixing the Tyrannofex</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ce91d5fda3721bae3ae1ce1f26b51a78.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/529403/5663126.page"><b>chrisrawr wrote:</b></a><br/>I still feel like the best fix I've seen so far is this:<br /> <br /> <a href="http://www.heresy-online.net/forums/showthread.php?t=115091" target="_blank" rel="nofollow">http://www.heresy-online.net/forums/showthread.php?t=115091</a></div></blockquote><br /> 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.]]></description>
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				<pubDate><![CDATA[Mon, 27 May 2013 06:13:44]]> GMT</pubDate>
				<author><![CDATA[ Waaaghpower]]></author>
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				<title>Fixing the Tyrannofex</title>
				<description><![CDATA[ I had a couple of thoughts on this to tweak the weapon options.<br /> <br /> Rupture Cannon<br /> Range 48", Strength 10, AP4, Assault 2, Cataclysmic Reaction*<br /> *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.<br /> (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)<br /> <br /> Acid Spray<br /> Range 12" (Template), Strength 6, AP3, Assault 1<br /> <br /> ("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*)<br /> <br /> Fleshborer Hive<br /> Range 18", Strength 4, AP5, Assault 20, Skyfire, Rending<br /> <br /> (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)]]></description>
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				<pubDate><![CDATA[Mon, 27 May 2013 07:53:04]]> GMT</pubDate>
				<author><![CDATA[ Xyptc]]></author>
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