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EA Tyranid Seeding Swarm list

 Post subject: EA Tyranid Seeding Swarm list
PostPosted: Mon Jan 30, 2006 5:49 pm 
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I have been a big follower of the Tyranids in many systems, for a long time. I am building a Tyranid force in BFG (slowly), I did put together a list for 40K (that I will never build? there is a pattern emerging here) and I have long looked towards the day when I can build a Tyranid force in Epic. .However, I never really wanted a standard force, and I was always a lot more excited by the concept of a seeding swarm. This is something that I have wanted to head towards for a long time. Now, I don?t expect to start actually building this tomorrow, but I would like to have the list sorted out. I find that it is often a good idea to have the rules and list organised and thought out before actually setting down to build it.

So, with a reverential nod towards our two resident Hive Tyrants ? Maksim and Jaldon, I present to you my Epic Armageddon Hive Fleet Charon Tyranid Third Phase Seeding Swarm force list.

I have put this in the general rules section as I don?t want to draw attention away from the main Tyranid list. If there is interest in adopting this as a semi-official basis for the Tyranids in EA then I am more than happy, but I am putting this together with no expectations beyond in-house games and something a bit different and a bit interesting and a theme for my own horde (Hive Fleet Charon, clearly).

I also want to point interested readers to a story written by Dan Abnett about the initial invasion of a planet by the Tyranids. To me, this captures the feel and desperation that I am trying to capture with my force list, and it is also quite a good read.

http://uk.games-workshop.com/tyranids/malvolion/

Thoughts on the story are also welcomed as a piece of background.

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 Post subject: EA Tyranid Seeding Swarm list
PostPosted: Mon Jan 30, 2006 5:49 pm 
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On to the specifics?

I am using version 6.1 as my basis here. In general, I age with pretty much all that Jaldon noted in his introduction to the list. In addition, my aim is to not rewrite or adjust any unit stats at all. I think that this would result in confusion and unnecessary questions. This list will be different in its structure, and a few additions for flavour.

Special Rules ? All special rules remain unchanged, with one minor alteration for the spawning action (more on that later), and a change in the rules for objectives to represent the fact that the Tyranids are in the initial stages of an invasion. Special rules are covered later.

It is assumed that Tyranid Vanguard Drones are stationed in geo-stationary orbit, at a much lower altitude than normal spacecraft attacks. The Tyranid player receives enough Vanguard Drones as are required for Planetfall. These are not equipped for ground attacks, but simply allow the use of Planetfall abilities within the Seeding Swarm list as required, and which cannot be driven off or inhibited.

Synapse Creatures ? Up to fifty percent of the armies points total may be spent on Synapse Creatures.
- Harridan: 250 points
- Hive Tyrant: 100 points
- Tyranid Warriors: 150 points (3 units)

Independent Swarms ? Up to one third of the armies points total may be spent on Independent Swarm creatures.
- Genestealer brood: 25 points each unit (6-9 units per brood)
- Lictor swarm: 50 points each unit (2-5 units per swarm)

Uncommon Brood Creatures ? Up to one third of the armies points total may be spent on Uncommon Brood creatures.
- Biovore: 35 points
- Carnifex: 35 points
- Zoanthrope: 35 points

Common Brood Creatures ? At least twenty five percent of the armies points total must be spent on Common Brood creatures. There is no upper limit on the number available within the points total.
- Ravenor: 20 points
- Gargoyle: 20 points
- Termagant: 15 points
- Hormagaunt: 15 points

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 Post subject: EA Tyranid Seeding Swarm list
PostPosted: Mon Jan 30, 2006 5:50 pm 
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Spore Pods ? As an invading Tyranid force, the swarms arrive and are support by various types of spore pods. Up to one third of the armies points total may be spent on Bio-Acid and Flora Acceleration spores.

Gestation Pods ? In the initial stages of a Tyranid invasion, the forces primarily arrive through a drop onto the planet surface. Different from the Mycetic Spores used in later stages, Gestation Pods not only deliver Tyranid swarms but also provide a temporary synapse control for the invading force. Gestation pods are available for free (their points cost is integrated into the cost of other Tyranid units). Each turn, enough Gestation Pods are made available to transport the arriving forces. Only the minimum number are provided, and only one Gestation Pod each turn may have less than its full capacity of transported units. Tyranid Warrior selections, each consisting of three units, must be transported in the same Gestation Pod.

Type: AV
Speed: Immobile
Armour: 5+
Close Combat: none
Firefight: none
Notes ? Gestation pods are unarmed, Planetfall, Thick Rear Armour
Transport (may carry up to six units from the following list: Hive Tyrant, Tyranid Warriors, Zoanthrope, Ravenor, Termagant or Hormagaunt ? the following units may also be transported, but count as two units for transport capacity: Biovore, Carnifex)
Synapse ? The Gestation pod arrives using the standard Planetfall rules (Epic Armageddon rule book, page 54). Place the Gestation pod counter in the final landing position and disembark units if required. The Gestation pod then acts as a synapse conduit for the newly arrived troops. Each end phase, any Gestation pod which has no remaining units within it, and which is no longer required for synapse (ie all relevant units are under the synapse control of another creature) is removed from the table (in reality it breaks down to begin generation of a synapse node).

Bio-Acid Pods ? Massive pods filled with corrosive bio-acid rain down on the battlefield. These pods are constructed with sensitive vibration fibres in columns down the sides. Enemy units trigger simple reflexes, similar to those in carnivorous planets, causing the casing to explode and shower the liquid cargo over a wide area.

Type: AV
Speed: Immobile
Armour: 4+
Close Combat: none
Firefight: none
Notes ? Bio-Acid pods are unarmed, Planetfall, Thick rear armour
Acid spray ? The Bio-Acid pod is triggered immediately if the pod lands within 10cm of any enemy unit, or as soon as an enemy unit approaches within 10cm of the pod, in which case the acid spray is resolved when the enemy formation has completed its move, but before the formation conducts firing or close combat/firefight. Each enemy unit within 15cm of the Bio-Acid pod is hit by AT4+/AP4+, ignore cover. War Engines are hit once for each Damage Capacity which they started the game with. Only enemy units trigger the acid spray, but all units within 15cm (friend and foe) are hit by the spray. After all hits are resolved, the bio-acid pod is removed.

Accelerated Flora Spores ? Giant pods with a cocktail of spores and seeds of fast growing vines and bio-engineered flora, and chemical nutrient growth accelerators. Where these land, the spores and chemicals are spread over a wide area, where the seeds rapidly take root and grow at an alarming rate. These contribute to the over-running of the planet, cultivate the atmosphere and begin the breakdown of the native plants and species.

Notes ? Planetfall. Resolve the landing point of the spore as per the normal Planetfall rules (see the Epic Armageddon rule book, page 54). Place a 6cm template (a standard titan base), centred on this point. This template designates the coverage of the seeds and flora. This area is treated as Scrub (Epic Armageddon rule book, page 18). Any infantry units (from either side) caught under the template is hit with AP5+, ignore cover, disrupt. In the next end phase, the rough terrain template is replaced with a second template, as the flora takes root and develops. The template is treated as Jungle (Epic Armageddon rule book, page 18) for the remainder of the game. Any vehicles (from either side) caught under the template are destroyed with no save. Any War Engines caught under the template are treated as in Dangerous terrain at the beginning of their next activation (as if they had moved into it successfully last turn).

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 Post subject: EA Tyranid Seeding Swarm list
PostPosted: Mon Jan 30, 2006 5:50 pm 
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Special Rules:

Entering Play ? At the beginning of the game, no Tyranid units are set up on the table. Only enemy units are placed on the table. Instead, each Tyranid unit may enter the table in certain ways.

Lictors ? Lictors may only be placed on the table by using their teleport ability. This is conducted in the usual way.

Harridans and Gargoyles ? These flying units enter play in any turn from the first onwards. In the strategy phase of the turn in which the unit arrives, before strategy rolls are made, place one unit from each entering formation on the table edge at the point of entry. Formations may enter the table at any table edge except the setup zone of the enemy force. The entering formation is activated as normal, with all movement distances being measured from this initial unit. Formations entering play in this way may be given any order except for engage, and therefore may not conduct close combat or firefights on the turn in which they arrive. In addition, the formation must move onto the table fully in its first turn ? and so may not be givens orders such as overwatch or sustained fire.

Genestealer Broods ? These formations enter the table in exactly the same way as Harridans and Gargoyles, except that they may enter the table from any table edge, including the enemy forces deployment edge.

All other units must either be transported on entering Harridans, or be dropped onto the table via Gestation Pods. Any spawned units are made available as normal, but via Gestation Pods only each turn.

Special Rules ? Swarms: Tyranid swarms for the phase three list work in exactly the same way as for the standard Tyranid list, with one exception. Synapse groups are not specified before the game. Instead, when a synapse creature (of group in the case of Tyranid Warriors) is placed on the board, either due to Gestation Pods or entering from a table edge in the case of the Harridan, the Tyranid player may specify which existing formation the newly arrived synapse unit belongs to, and it is activated at the same time and with the same orders. This choice may be made freely, but since formation coherency is checked at the end of movement (see Epic Armageddon rule book, section 1.7.4) the new synapse units are destroyed if they remain out of formation after a single movement action. Note that it is always the new synapse unit which is destroyed, and that the Tyranid player does not get to select which units are out of formation. Alternatively, newly arrived synapse units may simply be designated as the centre of a new swarm, in which case they are not considered out of formation.

Special Rules ? Spawning: Spawning occurs as per the normal rules, except that newly spawned units are not added to any swarm formations currently on the table, but are instead made available via Gestation Pods for the following turn.

Where not stated, all standard Tyranid special rules and conditions in the most recent iteration of the Tyranid force list (currently v6.1) apply as normal.

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 Post subject: EA Tyranid Seeding Swarm list
PostPosted: Mon Jan 30, 2006 5:50 pm 
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Modelling Notes ? Objectives: It is inappropriate for the Tyranid force to use objectives as they are normally represented, since the force is invading as has no features to defend. However, objectives for the Seeding Swarm would typically represent local key features, such as hydroponic vats, space defence installations and civilian shelters. Therefore, the normal rules apply, and the Seeding Swarm player is encouraged to be creative with their objectives.

Victory Conditions ? Suggestion: The Seeding Swarm force arrives at a planet to strip it of all resources. While the standard tournament victory conditions will work, they do not fully represent the character of this unique force, for example the Tyranids do not typically have a ?deployment zone? and would not necessarily concern themselves about objectives in ?their half of the table?. Therefore, alternative victory conditions lend themselves to a game involving a Tyranid Seeding Swarm.

The Tyranid enemy force should deploy as normal, placing a total of five objectives anywhere in one half of the board, designated by the forces deployment table edge. The winner is the player who controls at least three of these objectives and has achieved the ?Break Their Spirit? victory condition (Epic Armageddon rule book, page 125, also see the standard Tyranid force list). Both of these victory conditions must be met at the same time, from turn three onwards, for a player to claim a victory. In this type of game, tiebreakers are not used, and the game is played until one force has achieved the victory conditions.

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 Post subject: EA Tyranid Seeding Swarm list
PostPosted: Mon Jan 30, 2006 5:51 pm 
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Questions:

Planetfall - I am unclear exactly how to handle the Planetfall aspect of this list. On the one hand, tradition dictates that spacecraft must be used, but on the other hand I don?t really want spacecraft to feature heavily in the list, or give the enemy the opportunity to block all Tyranid forces arriving by simply bringing a large spacecraft of their own. I have settled on simply always allowing the Planetfall to be in effect, and although this feels awkward, it has the desired effect. Any comments or suggestions would be welcomed on this.

Gestation Pod costs ? I see-saw about this issue. Sometimes I am of the opinion that ?the list has no heavy hitters, so making the drop pods free should compensate?, and other times I feel that ?even heavy hitters are paid for, the ability to drop is powerful and should be charged?. If points should be paid for this (and I think that they probably should), then I would add a small points cost to the transported units, meaning that the actual drop pods remain ?free? and I don?t have to worry about how many I have bought for the force. My suggestion for revised points costs, incorporating Gestation Pod costs is (bear in mind that some of these cannot be delivered in Gestation Pods and therefore remain at the original points values):

- Harridan: 250 points
- Hive Tyrant: 105 points
- Tyranid Warriors: 160 points (3 units)
- Genestealer brood: 25 points each unit (6-9 units per brood)
- Lictor swarm: 50 points each unit (2-5 units per swarm)
- Biovore: 40 points
- Carnifex: 40 points
- Zoanthrope: 40 points
- Ravenor: 23 points
- Gargoyle: 20 points
- Termagant: 18 points
- Hormagaunt: 18 points

Remember that (in general) a Gestation Pod can take six units, so with six Tyranid units the implied cost of the pod is 20 points, and with six Termagants the implied cost is 18 points. Again, comments and suggestions welcomed.

Bio-Acid Pods and Accelerated Flora Spores ? These currently don?t have a points values. I thought that I would see what was suggested. I am interested to hear about what you guys think.

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 Post subject: EA Tyranid Seeding Swarm list
PostPosted: Mon Jan 30, 2006 11:32 pm 
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I would also allow the big flappy bird thing in the synapse listing.

One thing I was thinking of, when I was designing a tyranid campaign, was to allow Harridans and the Vit..big bird, to act like aircraft (bombers) when they first appear, but in return they lose synpase (to high up to control anything) and in any turn in which they make a ground attack they may opt to not leave in the end phase.  If they don't leave, then from the next turn onwards they count as skimmers and synapse creatures.

This was to represent them having lots of speed as they initially drop from the drone shiops in low orbit.




Mycetic spores (not spore clouds)/gestation pods

I'm confused about this.  It rules say that each turn there are enough pods to planetfall all available units, but they go one to say that spawning adds to the number that can be dropped.  Or am I missing something.

An idea could be that you have to buy a drone ship for each turns drop, and different ships have different drop capabilities, for example

disolver class
6 Bio acid, 3 gesatation and 3 accelerated butter er I mean flora

Consumer class
6 gestation, 3 bio acid, 3 flora

Courptor class
6 flora, 3 bio acid, 3 gestation

Special rules: Escort class ship.
Bio drones are normally one tenth of the displacement of other races ships (even less compared to their battle ships).  As such when a bio drone and another ship arrive on the same turn the bio drone is destroyed.  The other ship automatically gets to deploy that turn and the biodrone isn't set back a turn, infact it takes no further part in the battle.

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 Post subject: EA Tyranid Seeding Swarm list
PostPosted: Tue Jan 31, 2006 10:33 am 
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Thanks for your comments.

I would also allow the big flappy bird thing in the synapse listing.


I did consider this, but firstly I dont know much about it, and secondly it was a heavier creature and I wanted to emphasise the swarm/light creature aspect of an initial landing. I judged that the larger creatures would only be available when the Tyranids had a foot/claw-hold on the planets surface.

One thing I was thinking of, when I was designing a tyranid campaign, was to allow Harridans and the Vit..big bird, to act like aircraft (bombers) when they first appear, but in return they lose synpase (to high up to control anything) and in any turn in which they make a ground attack they may opt to not leave in the end phase. ?If they don't leave, then from the next turn onwards they count as skimmers and synapse creatures.


Ahhh, the 'support craft' ability. ?:;): ?This could work. However, it adds an additional rule to the list, and changes the stats of the creature from the standard Tyranid force list.

I'm confused about this. ?It rules say that each turn there are enough pods to planetfall all available units, but they go one to say that spawning adds to the number that can be dropped. ?Or am I missing something.

Maybe this is not clear. The Tyranid player sets out all of the units that he wishes to drop this turn from the regular force. He then adds all newly spawned units to this pile. He then assigns them in groups and allocates them to Gestation Pods. I want to make it clear that a player cannot have one unit in each Gestation Pod, just to increase the number of temporary 'synapse beacons' that this adds to the table.

Perhaps the rule should say something like 'each turn there are enough pods to planetfall all available units arriving that turn'.

I like your idea for Escort Drone ships. It would force the Tyranid player to think about the number of units added each turn. The Escort ships selected could then also be kept secret until the turn in which they are used. Then the Tyranid player would only 'pay' the points cost for the Bio-Acid Pods and Accelerated Flora Spores.

Questions:

- How would these Escort vessels interact if the enemy also brought a space vessel of their own? For example, with just a couple of vessels, the enemy player could actually halt any Tyranids arriving for a couple of turns, cutting off half the Seeding Swarm force.

- Would they arrive on the allocated turn with no chance of missing their turn?

- How much would the Bio-Acid Pods and Accelerated Flora Spores cost (and therefore combine for the costs of the Escprt vessels)?

Thanks.

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 Post subject: EA Tyranid Seeding Swarm list
PostPosted: Tue Jan 31, 2006 12:09 pm 
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Quote (CyberShadow @ 31 Jan. 2006 (09:33))
Questions:

1- How would these Escort vessels interact if the enemy also brought a space vessel of their own? For example, with just a couple of vessels, the enemy player could actually halt any Tyranids arriving for a couple of turns, cutting off half the Seeding Swarm force.

2- Would they arrive on the allocated turn with no chance of missing their turn?

3- How much would the Bio-Acid Pods and Accelerated Flora Spores cost (and therefore combine for the costs of the Escprt vessels)?

Thanks.

Answers

1- If the enemy bring a space ship you lose the drone that was going to turn up that turn.  Since this is the only list that allows for mutlipy spaceships (apart from my rough sketch PDF list) then the nids will lose only one turns worth of drop pods.  This adds another tactical element to the whole areospace planning, The nids enemy trying to guess when the big drop is going to come so to get his ship in that turn, and the nid player trying to bluff him

Perhaps to counter the sudden lost of a turns reinforcements spawning should be kept as per the normal list, but without mycetic spore clouds, to represent the synpase creatures gathering up brood creatures that fell out of synapse range.

2- I would say that they have an Initative of 1, so they almost always arrive.  and say that if they fail the roll then they are shotdown (destroyed) or have dropped off table

3- I have no idea yet.

newly noticed problem

I've just realised that gestation pods all count as synapse creatures, until a proper synpase comes along.  Which means, if they are all dropped to different locations, the nid player could majorly out activate the enemy.  What about saying that they arn't synapse.  since planetfall happens after the synapse roundup at the beginning of the turn it should be fine to drop them without a synpase creature, they just need to find one very quickly.  :D

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 Post subject: EA Tyranid Seeding Swarm list
PostPosted: Tue Jan 31, 2006 12:50 pm 
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1- If the enemy bring a space ship you lose the drone that was going to turn up that turn.  Since this is the only list that allows for mutlipy spaceships (apart from my rough sketch PDF list) then the nids will lose only one turns worth of drop pods.  This adds another tactical element to the whole areospace planning, The nids enemy trying to guess when the big drop is going to come so to get his ship in that turn, and the nid player trying to bluff him

Perhaps to counter the sudden lost of a turns reinforcements spawning should be kept as per the normal list, but without mycetic spore clouds, to represent the synpase creatures gathering up brood creatures that fell out of synapse range.


This sounds perfectly fine. I like the additional game of spacecraft that this will lead to. I rarely use spacecraft, and I was not aware that a force can only bring one to a game. This makes it easier, and interesting.

The reason that I had newly-spawned creatures arriving via Gestation Pods was to keep the pressure on. I just like the idea of a continual rain of these things.

2- I would say that they have an Initative of 1, so they almost always arrive.  and say that if they fail the roll then they are shotdown (destroyed) or have dropped off table


This sounds fine. I agree.

I've just realised that gestation pods all count as synapse creatures, until a proper synpase comes along.  Which means, if they are all dropped to different locations, the nid player could majorly out activate the enemy.  What about saying that they arn't synapse.  since planetfall happens after the synapse roundup at the beginning of the turn it should be fine to drop them without a synpase creature, they just need to find one very quickly.

Perhaps a compromise. I wanted to avoid the problem that a Gestation Pod scatters and all brood creatures are destroyed because they are out of synapse with no chance of getting back.

How about the Gestation Pod remains as a synapse, but that all brood creatures (all units requiring a synapse creature) may only be given Hold orders (or Engage orders) - or that they are not allowed to be given any orders, or that there is some 'instinctive behaviour' table at the end of all other activations...? This means that if a Pod lands in the middle of the enemy, the creatures could hold their ground and put up some fight, without being able to move off and cause loads of damage until the synapse arrives? Or, maybe, all Gestation Pod actions happen at the same time...?

I do see your point here, and agree with it, but I want to avoid the case that the Tyranid synapse creatures are racing over the battlefield 'mopping up' the newly arrived brood creatures and therefore unable to do anything productive like kill the enemy. Besides, I like the image of a battlefield with these Gestation Pods on it, and if they dont count in this way then there is no need to model them!  :(8:

Currently, I think that having all Gestation Pod activations as an Engage action, all occurring at the same time would be best. (All units without other synapse would then get a single move with an option to cc/ff any enemy, but could not go too far from the Pod or be destroyed.) What do you think?

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 Post subject: EA Tyranid Seeding Swarm list
PostPosted: Tue Jan 31, 2006 2:17 pm 
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Well we will have to look at the scattering to see how bad it is.

I can't see more than 3 pods being used per swarm (18 stands), and with nids, unless you land right on top of the enemy the normal order would be double.  This should bring any wayward broods into synpase range of any synpase creatures in the same drop formation.

For creatures that drop without synpase what about saying that they must make an engage action towards the nearest enemy or a double action towards the nearest synpase creature.

Another option could be the rewording of the pods synpase as follows.

Brood creatures will not go to ground if they are within 15cm of a gestation pod (GP) (it is their brood nest and they will protect it at all costs).  However GPs do not count as synapse, thus a nearby synapse creature will aquire any brood creatures near a GP.  After allocating swarms (at the beginning of the turn) any GPs without brood creatures are removed.

Spawning.
GPs are not synpase creatures and they (and any brood creatures with them) cannot use the spawn action.




One thing I would like to see (though I'm not sure how to model it) are the beserkers that the tyranids use in the first wave.

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 Post subject: EA Tyranid Seeding Swarm list
PostPosted: Tue Jan 31, 2006 3:39 pm 
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Another option could be the rewording of the pods synpase as follows.

Brood creatures will not go to ground if they are within 15cm of a gestation pod (GP) (it is their brood nest and they will protect it at all costs).  However GPs do not count as synapse, thus a nearby synapse creature will aquire any brood creatures near a GP.  After allocating swarms (at the beginning of the turn) any GPs without brood creatures are removed.

Spawning.
GPs are not synpase creatures and they (and any brood creatures with them) cannot use the spawn action.


Perfect. I agree with that totally.

One thing I would like to see (though I'm not sure how to model it) are the beserkers that the tyranids use in the first wave.


You mean the tendency of the creatures to climb over the bodies of their comrades to reach the enemy?

In my experience, any rules which tries to mimic this ends up being really rather powerful - mainly because it is applied across the species involved. The easiest way to do this - if we wanted to - would be to add a special rules (first strike to represent the fierce attack, invulnerable save to represent the ability to shrug off pain in the drive to engage, fearless which is almost redundant in the Tyranid force, or (my favourite) infiltrator to give units a faster charge reach and larger zone of control). However, these things should then increase the points value of the units, drawing the list further away from the ultimate horde army.

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 Post subject: EA Tyranid Seeding Swarm list
PostPosted: Tue Jan 31, 2006 3:56 pm 
Brood Brother
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I was thinkming about the variant brood creatures that are mabed to gland combat simms.

In 40K it gives them something like +1 WS & I.  But each turn the brood takes D6 S3 (maybe 2) hits no armour save.

We could show this by giving the brood creatures +1 CC and/or first strike and balance the cost by making them lose more models when they lose an assault (double loses or extra 50% or extra D6)

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 Post subject: EA Tyranid Seeding Swarm list
PostPosted: Tue Jan 31, 2006 4:29 pm 
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I have to admit that I am still not so sure about this. Firstly, I am not entirely convinced that this level should be accurately represented in EA. It may simply go beyond the scope to the mechanics. Secondly, losing extra units is bad, but if they can just be re-spawned later then it takes the edge of it.

Even just giving the little guys First Strike it is giving them a sreous advantage, since they are less likely to be killed in the retaliation of an assault.

If there is a simple and elegant way of doing this then I am certainly open to suggestions... but right now it seems rules for the sake of rules, rather than actually adding anything to the game.

One other thing that may be an issue is the forces ability to take on AV/WE targets. One of the reasons for the Bio-Acid Pods was to neutralise the enemy AV, but is this enough? Does the phase three list have enough AT/MW weapons to deal with most enemys?

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 Post subject: EA Tyranid Seeding Swarm list
PostPosted: Tue Jan 31, 2006 11:34 pm 
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What about this for an eligent solution.

There are so many of them
The initial assault of a tyranid invasion is often the most brutal part. ?As wave after wave of drop pod smash into the planet, either disgorging countless scythed killers, or start the process of terroforming the planet.

Such a sight is often unnerving to many of the defenders, who haven't seen a tyranid invasion before, and is often enough to break their morale, despite the tyranid bio constructs used been much easier to best than those found in later phases


All Tyranid formations get an extra +1 modifer when resolving assaults. ?This is to reprsent the relative greenness of the enemy.



It shouldn't be overpowering, since it is basically a swarm wide inspiring, much like the Eldar swarm wide leader.

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