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Post by gigasnail on May 10, 2015 19:22:08 GMT
Could we see giving another wound to the T guard? I don't know about you but the with the fluff the have, and having less wounds than warriors never really ..seemed right. I'm also all for more options for the walkrant, toughness, wounds, EW all that. I really miss feeling like my giant monsters were massive death threats to enemy characters and not trophies to be collected over the course of the game. wishlisting +1 wound, FNP maybe when joined by a tyrant? 2+ save would be gravy. /wishlisting
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Post by bolk on May 10, 2015 20:36:21 GMT
Why nerf the Flyrant? It`s a good unit, but it`s not OP in any way. Whenever I fielded flyrants in 7th, I never lost them, no matter the enemy. When I opposed flyrants, I killed them only because of opponent mistake. If you try to think outside the box, you'll see the pattern here. Now you look just like 6ed eldar players, who claimed Wave Serpent is in no way OP, no sir. Wave Serpents cost around 100 pts? A Dakkaflyrant cost 230 and is an HQ choice. If people don't bring antiair to counter flyers ofcourse they're gonna struggle with Flyrants. Looking at what other cheese armies can bring I don't see the Flyrant as OP no.
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Post by gigasnail on May 10, 2015 20:46:21 GMT
i have a friend i play pretty regularly. he has only ever killed two flyrants in 4 years of gaming.
he's also never, not once, managed to kill a tervigon, from 5th to 7th edition.
or beat me.
or even tie me.
this doesn't mean flyrants and tervs (or me, because i'm not. i'm an average to *maybe* good player, at best) are OP. it means he's kind of a bad player and does silly things and doesn't seem to learn from them no matter how i try to help. i played what i thought was a fluff list towards the end of the 5th ed codex. he ran bikes right at my raveners. it...didn't end well for him.
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Post by glitchrr36 on May 11, 2015 0:08:58 GMT
make guard t6 or t7, give them a 2+ and fnp. those ought to make walkrants survive to get in range.
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Post by nikh on May 11, 2015 0:43:46 GMT
make guard t6 or t7, give them a 2+ and fnp. those ought to make walkrants survive to get in range. Except for when D spam comes knocking at your door.
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Post by swarm492 on May 11, 2015 1:07:19 GMT
i have a friend i play pretty regularly. he has only ever killed two flyrants in 4 years of gaming. he's also never, not once, managed to kill a tervigon, from 5th to 7th edition. or beat me. or even tie me. this doesn't mean flyrants and tervs (or me, because i'm not. i'm an average to *maybe* good player, at best) are OP. it means he's kind of a bad player and does silly things and doesn't seem to learn from them no matter how i try to help. i played what i thought was a fluff list towards the end of the 5th ed codex. he ran bikes right at my raveners. it...didn't end well for him. Yea, but that narrative though...
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Post by gigasnail on May 11, 2015 2:18:38 GMT
if we're talking about heroic last stands of the astartes, that (please do not swear) is well forged, trust me.
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Post by yowster12 on May 11, 2015 2:20:37 GMT
if we're talking about heroic last stands of the astartes, that (please do not swear) is well forged, trust me. Lol. Just sprayed my beer all over the phone xD
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Post by arapaima on May 11, 2015 2:44:04 GMT
make guard t6 or t7, give them a 2+ and fnp. those ought to make walkrants survive to get in range. Except for when D spam comes knocking at your door. How about giving the tyrant ( or synapse creatures) in general a rule to elect a unit to take all the shootings directed at it? If tyrant passed LOS test, he may use a unit a certain distance of him to take LOS test. If said unit is in front of the tyrant he automatically pass it. This way the D's will be wasted on a screen of gaunts or something. Another suggestion is a general rule that applies to nid MC. For now I named it monstrous vitality. U pass a FNP test Ds will do one wound and Instant death D3.
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Post by blackrainbow on May 11, 2015 4:52:33 GMT
Could we see giving another wound to the T guard? I don't know about you but the with the fluff the have, and having less wounds than warriors never really ..seemed right. I'm also all for more options for the walkrant, toughness, wounds, EW all that. I really miss feeling like my giant monsters were massive death threats to enemy characters and not trophies to be collected over the course of the game. Gads, this. Guard need an extra wound and an increase in brood size to five. Also, as they have no eyes and are guided by the HT, a bump to WS is easy to "see" as well. I don't see them having invulnerables, but FNP for sure, at least as an UG. They exist solely to take punishment for the HT, FNP should be a given. For other thoughts on mobility, I'm cool with buying AG for the whole guard and HT, but the tyrant needs to be able to jump in and out of units like an independent character. That is the mobility the walking tyrant needs. It controls, nay we can safely say, it IS the swarm, over riding the will of everything around it. So let the hive tyrant have a special IC similar rule that says it can jump in and out of any unit except perhaps other synapse creatures. If the tyrant does so and has AG, the joined unit is considered to have AG but takes all movement that uses the bonuses of the tyrants AG as dangerous terrain as the hive tyrant forces them to charge headlong into the fray. Broods, or at least troops, near the hive tyrant or joined by it, could gain aspects similar to auras. Gaunts could run and charge, gants could +1BS, warriors could choose +1 BS or WS, something to show that the tyrant not only is the master of the swarm, but that things get better and nastier around it. The more I think about it, the more the aura/joined boost idea appeals to me.
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Post by gigasnail on May 11, 2015 5:13:17 GMT
joining or no, we can already see how well this works (and conversely, how well it doesn't) with the sky-tyrant formation.
pros: lots of ablative bodies, large footprint cons: T3 majority, large footprint
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Post by mattblowers on May 11, 2015 11:10:39 GMT
joining or no, we can already see how well this works (and conversely, how well it doesn't) with the sky-tyrant formation. pros: lots of ablative bodies, large footprint cons: T3 majority, large footprint I'd go as far as to say the large footprint isn't a blessing, but instead a curse. Typically you can keep a flyrant away from things you don't want to catch it. Not so when you are babysitting 30 gribblies; then you can't stay away from jack.
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Post by swarm492 on May 11, 2015 11:12:04 GMT
Could we see giving another wound to the T guard? I don't know about you but the with the fluff the have, and having less wounds than warriors never really ..seemed right. I'm also all for more options for the walkrant, toughness, wounds, EW all that. I really miss feeling like my giant monsters were massive death threats to enemy characters and not trophies to be collected over the course of the game. Gads, this. Guard need an extra wound and an increase in brood size to five. Also, as they have no eyes and are guided by the HT, a bump to WS is easy to "see" as well. I don't see them having invulnerables, but FNP for sure, at least as an UG. They exist solely to take punishment for the HT, FNP should be a given. For other thoughts on mobility, I'm cool with buying AG for the whole guard and HT, but the tyrant needs to be able to jump in and out of units like an independent character. That is the mobility the walking tyrant needs. It controls, nay we can safely say, it IS the swarm, over riding the will of everything around it. So let the hive tyrant have a special IC similar rule that says it can jump in and out of any unit except perhaps other synapse creatures. If the tyrant does so and has AG, the joined unit is considered to have AG but takes all movement that uses the bonuses of the tyrants AG as dangerous terrain as the hive tyrant forces them to charge headlong into the fray. Broods, or at least troops, near the hive tyrant or joined by it, could gain aspects similar to auras. Gaunts could run and charge, gants could +1BS, warriors could choose +1 BS or WS, something to show that the tyrant not only is the master of the swarm, but that things get better and nastier around it. The more I think about it, the more the aura/joined boost idea appeals to me. That sounds really nice, and I like the idea of tyrants being able to leave units even if there was big restrictions on which ones it could join. I see it being perfectly reasonable, how many times do we read about the hive mind charging creatures to their deaths. A walking hive tyrant could see a threat it knows it cant escape or multiple enemy units, and as a result it lets loose its guards, the tyrant guard charge forward into the tyrants disied enemy while the tyrant does something else.
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Post by glitchrr36 on May 11, 2015 11:53:34 GMT
make the guard have a 2+ armor, three wounds, and t7. against armies with little d they can put out, those bastards are going to sell their lives dearly
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Post by gigasnail on May 11, 2015 16:22:59 GMT
joining or no, we can already see how well this works (and conversely, how well it doesn't) with the sky-tyrant formation. pros: lots of ablative bodies, large footprint cons: T3 majority, large footprint I'd go as far as to say the large footprint isn't a blessing, but instead a curse. Typically you can keep a flyrant away from things you don't want to catch it. Not so when you are babysitting 30 gribblies; then you can't stay away from jack. That's why it's under both pros and cons.
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