<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0">
	<channel>
		<title><![CDATA[Latest posts for the thread "Revamping Tyranids to the New Force Org"]]></title>
		<link>http://www.dakkadakka.com/dakkaforum/posts/list/16.page</link>
		<description><![CDATA[Latest messages posted in the thread "Revamping Tyranids to the New Force Org"]]></description>
		<generator>JForum - http://www.jforum.net</generator>
			<item>
				<title>Revamping Tyranids to the New Force Org</title>
				<description><![CDATA[ Hey all, I've been brainstorming for awhile now on the new force or shenanigans the most current codes have gotten, and I've written out a list of things I'd like to see come into play for a possible Tyranid update. This is solely based on my own views, and the current state of the codex. I obviously don't like the state of a lot of our units, so I tried to find a place for everything here.<br /> <br /> Read and enjoy.<br /> <br /> Entries marked with a * are not formations.<br /> <br /> Tendril of the Devourer Detatchment<br /> Composition: <br /> Choose 1-3:<br /> Invasion swarm<br /> Support Swarm<br /> Vanguard Assault Swarm<br /> For each swarm:<br /> 0-1 Synaptic Conduit<br /> 0-12 Auxiliary Organisms<br /> <br /> Tendril of the Devourer special rules:<br /> Fear<br /> Move Through Cover<br /> Hunger unending: all models from this Detachment that have at least 1 melee biomorph may run and assault in the same turn.<br /> Will of the Hive Mind: If this is your primary detachment, units in this Detachment with the Synapse Creature special rule gain Eternal warrior while in synapse range of your Warlord.<br /> Aeons of life: If selected from this detachment, your Warlord may re-roll the result of the warlord table, but may only do so on the Tyranid Warlord Table.<br /> <br /> Invasion Swarm:<br /> 0-1 Tyranid Prime<br /> 1 Brood of Warriors or Shrikes<br /> Must choose at least one of:<br /> 1-3 broods of termagants<br /> 1-3 broods of hormagaunts<br /> 1-3 broods of gargoyles<br /> Broods get +1 to their roll on the instinctive behavior table, broods gain objective Secured, intervening cover saves generated by units in this formation gain +1 to their cover saves.<br /> <br /> Vanguard assault Swarm<br /> 0-1 deathleaper<br /> 1-3 lictor broods<br /> 1-3 genestealers broods<br /> Objective secured, may assault from Infiltrate/outflank at -2" penalty, lictors/broodlords/deathleaper have precision strikes, all units have 5++ Invulnerable in the assault phase.<br /> <br /> Support Swarm<br /> 0-1 malanthrope broods<br /> 1-3 venomthrope broods<br /> 1-3 zoanthrope broods<br /> 0-1 toxicrine<br /> 0-1 Maleceptor<br /> Spore field gains 3", venomthropes/toxicrene gain rending, synapse gains 3", re-roll 1's in psychic phase<br /> <br /> Synaptic Conduit<br /> 1 Swarm Leader organism (Hive tyrant [may be swarmlord], Tyranid prime, Trygon prime, Old One Eye, Deathleaper<br /> 0-1 tyrant guard (if tyrant)<br /> 0-1 tervigon<br /> 0-3 zoanthrope broods<br /> 0-3 warrior broods<br /> Gains 6" of synapse (if synapse), adamantium will.<br /> <br /> Auxiliary Organisms<br /> <br /> Skyswarm broods<br /> 1-3 broods of gargoyles<br /> 0-3 skyslashers<br /> 0-3 shrikes broods<br /> 0-1 Hive tyrant (must take wings)<br /> 0-1 Harpy<br /> 0-1 Hive crone<br /> Gargoyles gain obsec, return on 4+ like in skyblight, shrikes gain obsec, models may assault zooming fliers even if swooping, but only while swooping.<br /> <br /> Wrecker node<br /> 0-1 old one eye<br /> 3 broods of carnifex (may be stonecrushers)<br /> 0-1 haruspex<br /> 1-3 broods of warriors<br /> rage, units may not take bio cannons<br /> <br /> Bio-blast node<br /> 3 broods of carnifex<br /> 0-1 exocrine<br /> 1-3 broods of warriors<br /> If possible, broods must take a bio-cannon<br /> re-roll 1's to wound/pen while shooting if in synapse of a warrior brood from this formation, split fire<br /> <br /> Tunneling swarm<br /> 1-3 broods of ravenors<br /> 1 mawloc<br /> 1 Trygon<br /> 0-3 broods of rippers (must choose deepstrike)<br /> 0-1 trygon prime<br /> one roll for whole formation from reserves, may assault out of deepstrike at -2" penalty<br /> <br /> Endless swarm<br /> 1-3 broods of termagants<br /> 1-3 broods of hormagaunts<br /> 1-3 broods of warriors<br /> obsec, gaunts come back on 4+<br /> <br /> Progenetor node*<br /> 1 tervigon<br /> 1-3 broods of gaunts (one must number 30)<br /> obsec, ignore first doubles roll, instead spawn and lose a wound no saves, spawned gaunts gain obsec<br /> <br /> Sky fall assault*<br /> Choose 1:<br /> 1-3 tyrannocytes<br /> 1-3 sporocysts<br /> Spore mines and Mucolid Spore clusters may assault after being spawned, you may begin rolling for reserves for tyrannocytes on turn 1.<br /> <br /> Spore field<br /> 3 broods of mucoloids<br /> 3 broods of Spore mines<br /> 0-3 meiotic Spore sacs<br /> Infiltrate, come back on 4+<br /> <br /> Living artillery node<br /> 1 exocrine<br /> 1 brood of biovores<br /> 1-3 broods of warriors<br /> If within synapse range of a unit of warriors from this formation you may rerolls the scatter dice, pinning<br /> <br /> Biomass Collection Broods<br /> 1 haruspex<br /> 1-3 ripper swarms<br /> 1-3 pyrovores<br /> Outflank, cause a <span class="glossaryitem" onmouseover='gp(82);'>ld</span> penalty within 12" of a unit equal to the turn number -2.<br /> <br /> Swarm Guardians*<br /> Choose 1:<br /> 1-3 Tyrant guard<br /> 1-3 Hive guard<br /> preferred enemy, precision strikes/shots<br /> <br /> Biological Supremacy*<br /> Choose 1:<br /> Harridan<br /> Barbed Hierodule<br /> Scythed Hierodule<br /> Hierophant<br /> Tyrannofex<br /> Dimachaeron<br /> Monster Hunter, tank hunter, It will not die<br /> <br /> Those are my ideas. Thoughts?]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/661648/8080335.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/661648/8080335.page</link>
				<pubDate><![CDATA[Tue, 25 Aug 2015 16:54:07]]> GMT</pubDate>
				<author><![CDATA[ Mr ghoti]]></author>
			</item>
			<item>
				<title>Revamping Tyranids to the New Force Org</title>
				<description><![CDATA[ wow, cool.<br /> <br /> I don't think it fixes the majority of issues with the nids' - those issues being mobility, tank hunting options, and costs. If these are addressed with the codex, then it is definitely a strong formation with good balance. <br /> <br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/661648/8081301.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/661648/8081301.page</link>
				<pubDate><![CDATA[Wed, 26 Aug 2015 00:57:10]]> GMT</pubDate>
				<author><![CDATA[ gummyofallbears]]></author>
			</item>
			<item>
				<title>Revamping Tyranids to the New Force Org</title>
				<description><![CDATA[ Several solutions to mobility are in here, from rolling for your tyrannocytes on turn 1, assaulting your ravenors and trygon the turn they come in, quickly assaulting your Vanguard swarm, things like that. The ones that have their same level of movement as before should be worked in tandem with the faster answering units to get the full effect from this detachment. <br /> <br /> While I agree that nids right now are slow (I did say that I wasn't going to change the codex in this post), and almost ALL ground troops I believe should be beasts, I tried to keep the codex the same with adding special rules to improve the base speed.<br /> <br /> Rules like Hunger unending: move hormagaunts 6", run them up to 9", assault up to 12" in the same turn.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/661648/8081507.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/661648/8081507.page</link>
				<pubDate><![CDATA[Wed, 26 Aug 2015 03:51:02]]> GMT</pubDate>
				<author><![CDATA[ Mr ghoti]]></author>
			</item>
	</channel>
</rss>