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Post by albinoxeno on Jun 4, 2012 21:08:02 GMT
there is no way gw would drop the pyrovore as it has a (relatively new) model, and a nice looking one at that so i would expect a buff to make it use able, perhaps even desirable. here's my take on what this pyrovore Mk II could be like:
ws:4 bs:3 s:5 t:5 w:2 i:3 a:2 ld:6 sv:4+ - keep acid maw - keep volatile, t5 will reduce the chance of it making a crater in your gaunt swarms - instincive behavior feed - gets fleet flamespurt: can still fire when under IB feed. instead of being a heavy flamer, it fires liquid similar to the bio plasma screamer killer fexes produce. this bio plasma is spewed from the flamespurt cannon and acts like a flamethrower. the strengh if the attack is weaker than that of a screamer killers as the plasma is sprayed, but it is far more effective against enemies in cover.
template s:4 ap:2 assault 1
i also like the suggestions that it should become a metla weapon, so maybe that could be an upgrade/alternative shot. not sure where it would go, but i suppose it could stay in the elite section as it would be useful vs marines. any thoughts?
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Evex
Genestealer
I wish I had something funny to say...
Posts: 61
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Post by Evex on Jun 5, 2012 1:43:34 GMT
More Biomorphs and upgrades. I mean, while quite a few of our units can be customized in theory, several can't, which doesn't seem very Tyranid like. And it is mostly the same Biomorphs for everybody.
Take Old One Eye's rules, improve them, lower the cost a bit, and make him a purchasable upgrade for a single Carnifex. I love his concept, and would love to field an unstoppable juggernaut to spearhead my melee units.
Flying Tyrant Guard, wings take up a weapon slot.
Shrikes as an upgrade for Warriors, which will make them count as Fast Attack. Wings take up a weapon slot.
I like the idea of Gargoyles being Troops with a Flyrant, could also apply to Shrikes.
Anything to improve the Pyrovore.
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Post by cookies on Jun 5, 2012 1:58:12 GMT
Wings taking up a weapon slot doesn't make warriors better, Evex. Your suggestion serves no purpose other than to make shrikes weaker.
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Evex
Genestealer
I wish I had something funny to say...
Posts: 61
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Post by Evex on Jun 5, 2012 2:06:48 GMT
I see where you are coming from... didn't think of that.
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Post by Deathnid on Jun 5, 2012 10:08:07 GMT
Gaunts with freakin' lascannons laser beams
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Post by avsimone on Jun 5, 2012 14:34:15 GMT
I say that a brood of more than one carnifex can go into mycetic pores, they should just require more spores, and be able to assault on the turn they enter the battle. make lictors and deathleaper not have instictive behaviour, make it so that they are more like assassins, with a priority target special rule. - all assaults must be aimed towards one specific character unless within synapse range. make the deathleaper cheaper. (I hate lurk) - warriors with fleet special rule - assault grenades to warriors - increase tfex's BS - increase cfex's WS - make it so that when the carnifex charges it automatically goes first, or rgains an extra S9, AP1 charging attack - venom cannon for warriors has S8 and can hit a tank without having to be a glancing hit. - harpy... T5 at least prefferably T6 - Gaunts have fleet - everything in the army is beast, or jump infantry - I agree with the swarms not having instant death, and MTC counting as assault grenades, - harpy gets better WS. (though I like the harpy now, at least in the theoretical sense) - immunity to our own toxin rule, sore mines don't explode us, and bio plasma doesn't hurt us - single mindedness rule, all units within synapse range can use that synapse creature's leadership to use in the test. - mawlocs have accumulate biomass special rule. every enemy unit they destroy / eat heals the mawloc for one wound - DoM makes vehicle units act as if the are going through difficult terrain b/c the spirit leech is acting on the crew & can hit nemy units in tanks
Also one thing I want to note. In every story in the codex, the tyranids have lost. Hive fleet behemoth, oh they took a heavy toll, but they lost. Hive fleet kraken, oh they took a heavy toll, but they lost. Hive fleet jormungandr, oh they took a heavy toll, but they lost. hive fleet naga, oh they took a heavy toll, but they lost. hive fleet leviathan, oh they took a heavy toll, but they lost. seriously give us a win for once. give every army an ammunition rule, seriously, then we will win all the time (jk, but still that would make the gaunts op)
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Post by malebranche on Jun 5, 2012 15:29:26 GMT
I have said this before, and I'll say it now: No fixed strength or number of shots on ranged bio weapons. Bring back the old "SX+2", "Assault X" etc weapons. There is no need for Heavy venom Cannons or Stranglethorn Cannons when they are simply larger versions of the same weapon attached to larger creatures. It was one of the things i loved about the old nids, the fact that they arent just holding weapons, they ARE weapons. Its bad enough that the Rupture Cannon just looks like an oversized rifle in the hands of such an alien creature (ok bad example, its exclusive to one creature so having set stats is fine), but make the rules fit the fluff - like they used to.
As for the invulnerable saves, I'm fine without them seeing as we have so many creatures with 3 or more wounds. I wouldn't complain, but as long as my warriors can still tear through space marines I don't care how many holes they have. Slightly better saves on the other hand... I also vote for the return of extended carapace.
Broodlords (or some equivalent) should also be available as a HQ choice. I hate the idea of a genestealer infestation led by a single, very lost Tyrant.
And please let Lictors assault the turn they arrive. It kind of defeats the purpose when every single time a lictor emerges from the shadows, hungry for flesh, it decides to stand there glaring angrily at the enemy while they blow it apart. Sure they're fine as deep strike anchors, but they just aren't lictors anymore.
*edit* Also give us more than one type of freaking spore mine.
And as the poster above said, a win in the fluff would be nice. 40k is a dark, gritty future, I'm sick of us being the cartoon villain who always gets foiled. We may be the only army who have never won a single important fight. Our codex is full of tales of how we wiped out a bunch of unimportant worlds nobody cares about, but on the eve of the destruction of *insert world* the last of the *insert army* defeated hive fleet *insert sea monster* when the great hero *insert douche* killed our last 40 hive tyrants with a single blow. (But we totally would have won if it wasn't for those for all those things that happened). Seriously, our greatest victory was when the swarmlord beat down Calgar, and not only does that never get mentioned anywhere but he got back up and won the fight anyway.
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Post by Lanesend on Jun 5, 2012 15:57:26 GMT
Yeah. For me it's primarily the lictor-DS-no assault rule that really bugs me. I mean, Ymgarls are dormant and have to wake up, and they can still assault. The Lictor is awake and waiting in the shadows, but he has to strech his legs before he can make a kill?!!
If they change ID in 6th, warriors will be okas they are, but I would like to see an errata where Shrikes get the exact same options as Warriors. And maybe some way to get back the ability to make warriors beasts. Like the old bounding leap.
Stealers do need an HQ. Something along the lines of a Warrior Prime, but faster and with Psychic powers.
I would also like the old (X) weapon stats back, but I doubt that will happen. A lot of non-nid players I know had a lot of trouble remembering what all the weapon strengths and shot were. Especially when I took units who also had the old Toxin sacks (STR +1), giving even more variations on the same weapons. It did have an awesome niddy feel, though. Completly different from other armies, who at most can use different ammos.
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Post by nurglitch on Jun 5, 2012 17:13:02 GMT
Conversely the Ymgarl Genestealers depend on having a terrain piece for the Dormant rule to take effect, and cannot shoot when they deploy. Lictors and Ymgarl Genestealers are different units, and they do different things despite the superficial similarity.
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Post by nalathani on Jun 5, 2012 17:41:41 GMT
Nurg is right. If Lictors could appear anywhere, and assault anything, without any chance of them reacting, they'd be OP. I say fix pheremone trail so that they always give the +1 to reserve rolls, and allow the beacon to work any turn they are out, even if they just arrived (they've technically been there the whole time anyway).
I'd also like to see them show up turn 2 all the time instead of rolling as normal on the reserve table.
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Post by kurbutti on Jun 5, 2012 17:58:24 GMT
Or, they could simply start on the board. That would be more fluffy, would allow the reserve bonuses / DS guidance to kick in turn 2. In practice it could work out like an imrpoved infiltrate move, or something similar to Dormant.
Even if nothing else, starting on the board would solve a bucket full of issues regarding their use.
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Post by nalathani on Jun 5, 2012 19:08:52 GMT
Hadn't thought of that before. It makes sense though. They'd need to be independant of Synapse though if that were the case...
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Post by kurbutti on Jun 5, 2012 19:29:22 GMT
Ld 10 and IB: Lurk... Could be worse. It's a small change, really. Might even try it out one day ina friendly game.
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Post by Psychichobo on Jun 6, 2012 21:18:49 GMT
Well, the thing is, Lictors used to more or less do what Ymgarls do now, so really people like the idea of giving them back their traditional role.
I'm very much against the simplicity of giving Assault grenades to our CC units, since it's a simple and boring marine-like fix, and flailing death nipples always seemed an odd form of assault grenades to me. Regardless, giving them to warriors does sound very appealing, since it would give them an extra CC edge that Stealers and Gaunts would lack.
I'd like the Carnifex to become more mutable again, and I also had the idea of a Tyrannofex becoming more like a stationary weapons platform - very durable from shooting but easy to kill in CC. It'd match the model too, since there's no way that spindly thing is T6.
Characters are an odd one. I like the idea of them being original genuses - and I'm REALLY against there being these individual creatures that the Hive Mind can spawn. Swarmlord's an abomination fluff wise. I could argue that he could have some form of fluff wherein he's separate from the Hive Mind, and so is his fleet - which could make for some interesting rules - but currently it's silly that he's a personality the Hive Mind keeps around. Death Leaper was also originally a Lictor that had a long drawn out series of recurring fights with a Marine Captain, and ended up living long enough to acquire a nickname and individual characteristics for a while. That's understandable fluff, as he was supposed to have eventually been killed or lost, and not continuously respawned by the Hive Mind. Doom's also a bit odd - too much of a mysterious one-off for my liking. Red Terror's the same, but I do love his model and his ability to eat things. Same with Parasite - cool idea, dumb fluff. OOE's like Deathleaper though, an individual that's just awkward and unable to properly die.
These are mostly fluff things to be honest, but I would like to see more done with these characters. Especially OOE - just giving him his old rules back would be enough...
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Post by avsimone on Jun 6, 2012 22:50:31 GMT
I like the rules that these characters have, and I agree that there is a lot of unreasonable fluff stirring around the unique characters. though the swarmlord might be able to pull off as every hive fleet has a swarmlord, only they may lie dormant, and when they are lost the hive fleeet suffers. though I like the idea of legendary upgrades to be taken rather than indivivual characters because I have painted my deathleaper red and black. not exactly matching the codex. though you can take the rules and equipment, but change p the fluff
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