|Topic Review (Newest First)|
|02-10-14 08:59 PM|
|MidnightSun||I'm tempted to agree with kiro - Hive Guard don't really need to be buffed. They're not terrible at BS3 by any means. If you really wanted to change them, then give them Preferred Enemy, not a flat +1 Ballistic Skill (because that brings them back to their old version but flatly better with Ignores Cover, and they were the only Elites choice you ever saw in 5th; making them even better isn't the way forward).|
|02-10-14 08:22 PM|
|kiro the avenger!||
And their guns I believe have an AI to aid aiming, their data net work works just like the hive mind...
And it's like saying, why can't assault marines be WS5? It's only 1 unit! Or something like that...
I'm not being rude, I just think that you don't need bs 4, you already ignore cover saves, surely that's worth a bs to be able to bend it like beckam?
|02-10-14 07:35 PM|
|02-10-14 07:17 PM|
Originally Posted by kiro the avenger! View Post
|02-10-14 07:06 PM|
Originally Posted by MidnightSun View Post
Yes, it's a minimal change, but I only thought a minimal change was necessary anyway. Besides I prefer the slight tweaking of the IB tables as a fix anyway.
|02-10-14 06:17 PM|
|kiro the avenger!||
On the BS4 nids- Arnt tau THE shooty race? Bs 3
And hive mind see through their guns, I don't think their guns have the brains and advanced AI as tau and their guns do...
And also, your a nid, your bs 3, you should be and your were spoilt with bs4 IMHO
And although I haven't seen synapse so far, it sounds like a bitch, but it being out of synapse shouldn't give you buffs, I mean stealth because you Arnt being controlled ?!?!
Perhaps have it like, feed= rage and must charge the nearest unit! hostile or friendly as if you were their enemy. That way, they need a synapse escort up to the enemy, then you can let them lose which makes sense, and it's bad news if it goes wrong still...
Lurk could be must move towards nearest cover, and auto fail pinning when it's taken?
Or even just give more people synapse, so let brood lords be synapse, and let gaunts like a sergeant or a speacial gaunt, like arjac rockfist, who is synapse... and maybe they are only synapse within their squad for a sarge gaunt...
Either of those means synapse is important, but won't gang rape you if you play it right, or means synapse if much easier to acquire...
|02-10-14 04:49 PM|
Protection against Instant Death is a minimal, minimal change that doesn't fix the Codex in the slightest. It makes Warriors ok, but not great, and is pretty much useless for everyone else.
If I were to make a change, I'd revert Instinctive Behaviour but remove the Leadership check; if you're in Synapse, the Hive Mind controls you, you're Fearless. If you're outside Synapse, you get Stealth/Rage depending on who you are, but you're not linked up to the Hive and you go down to Leadership 5. So yeah, you can move dudes out of Synapse to get buffs, but you get a big debuff to counterbalance it, rather than just have a single big debuff.
That's what I'd do, if I changed anything.
|02-10-14 04:09 PM|
New Tyranids - Minor Tweaks
So, after dealing with the initial shock of the new tyranid codex and internet-fueled rage, I finally took the time to sit down and have a better look at the codex. There are certainly so me interesting options in there, and overall, I think individual unit entries are much more closely matched, so there ought to be far more variety in tyranid lists now.
However, the codex still has some glaring flaws in it. GW can't possibly please everyone. Someone will always wish that something was different or better. Well, what follows is my list of those things. I don't think anything on my list is too wishlist-y, and I'd love to hear the input of others.
Before I go any further, I should add the disclaimer that I do not consider myself a tournament player, although I am a quite competitive person. So keep that in mind when judging the following opinions.
First, Instinctive Behavior. I understand why GW changed it to its current iteration. Not only have they developed a "random-table" fetish, but particularly in 5th edition, there was really no penalty for being outside of synapse range. Synapse should be (and now is) important. However, I think they overshot the mark just a bit. It's now too important. No other army is as reliant on army composition to function properly as tyranids are, and now it's importance is such that it's beginning to eat into the ability to build creative lists by having to pad the list with enough synapse creatures.
I can see two potential solutions to this. The first seems to be the more popular amongst tyranid players as far as I can see, which is to give our synapse creatures more resilience, particularly against instant death. While this would certainly be nice, it could quickly imbalance the scales as far as unit balance is concerned. If I were to suggest a solution along this route, I would probably add an addendum to the Synapse Creature rule like:
"If a model with this rule is wounded by an instant death weapon, roll a d6. On a 5+, the wound is treated as a normal wound. Roll separately for each instant death wound received."
This would provide a modicum of relief against anything super killy, particularly for warriors and shrikes, without swinging too far into the security blanket that is Eternal Warrior.
However, I feel that the bigger issue is that the random IB tables are out of proportion. Each table is split into 1-3=Bad, 4-5=inconvenient, 6= inconvenient with with benefit. I think if the table was adjusted just slightly to be 1-2=bad, 3-5=inconvenient, 6= inconvenient with benefit, it be just the little tweak the rule needs. It may not seem all that much, but personally, I'm far more comfortable with 33% chance of failure over 50%.
Well, that was a bit long winded, so let's hit some quick points.
Hive guard should be BS 4 again. They're designed to be shooty nids, there's no reason they should be just as accurate as a termagant.
Genestealers should have flesh hooks. It's absolutely ridiculous that the arguably most CC unit in the game doesn't have assault grenades.
Trygons need something to help their subterranean assault rule work. It's an awesome rule, but currently it's something that requires a lot of setup to accomplish, and random luck to get it to work at all. There are two solutions to this that I can see! and I'm undecided as to which would be better. The first solution is to let trygons start making reserves rolls on turn 1. This would give them the opportunity to get onto the board so that their tunnels could be used when the rest of the reserves become available.
The second, and probably less open to abuse, option would be to add an extra little bit to the subterranean assault rule that says, "if the trygon begins the game in reserves, you may select another unit in your army that is also starting the game in reserves. The selected unit does not make any reserves rolls until the turn after the Trygon arrives." This could create some interesting combinations and even invigorate some of our more lackluster unit choices (I'm looking at you, pyrovores).
Those are my opinions on some subtle changes that should have been in the he new dex. Let me in what you think, or if there's anything else that should have been different.