Post by kurbutti on Apr 9, 2013 9:36:50 GMT
In no particular order:
-Some point reductions accross the board. Gribblies need to be cheaper. Some units are fine as such though.
-Ability to detach a unit from Synapse, effective immediately. For example Hormagaunts would be abke to Rage, but they risk getting swept if they lose combat. Likewise, Termagants could be able to Go To Ground when it is tactically viable. (Think of Unleash the beast! This mechanic _could_ be OP due to the fact that you can "resurrect" GtG units next turn by giving them Fearless again. On the other hand, there are certain inherent downsides to not being Fearless and to be Ld 6...) Maybe invent a Tyranid alternative to ATSKNF for extra cheese.
-No Assault Grenades to gribblies. Instead, if they are within (see below) Synapse, all of them can attack even if they die before it is their turn to strike (Like old Catalyst) However, for every dead bug you only get to make 1 attack + possible charge bonus. Assault Grenades should only be reserved for smaller, more specialized units.
Another thing would be to introduce different types of Synapse. Each Synapse Creature may designate one friendly unit within their Synapse range. Maybe this will give people reason to field more Warriors? So for example:
-Normal (Works exactly like now. Unlike the other two, this applies to all units that are within Synapse range.)
-Combat (Allows units to engage enemies in cover to greater effect.)
-Ranged (Allows you to Re-Roll to hits for shooting attacks.)
-Genestealers are an Elite choice. (Ditch Ymgarls) Broodlord is a HQ choice. (2 for 1 basis) Makes Genestealers Troops.
-Can get Assault Grenades
-Can get 4+ armour
-Can get Feeder Tendrils for Preferred Enemy. A fully upped Stealer should cost around 23-25 points.
-Scything Talons are dual purpose: Get +1 attack or Re-Roll all 1's. Two pairs give +2 attacks or lets your Re-Roll all failed To Hit rolls. So by having two sets you can also get one extra attack and get to roll 1's again.
-Warriors are an Elite choice. Just like Genestealers, Primes make them troops. Also, 2 Primes per one HQ slot.
-Can get Wings
-As a standard, any Tyranid unit that is designed to fire weapons should be allowed to get +1 to BS. The price tag should be VERY high. (For Tyrannofex, think like 30-50 points. Zoanthropes shouldn't get away with less than 20 points.)
-A Synapse Creature (Counts as a character for this purpose) may extend its Look Out, Sir! rule to any friendly Tyranid model within 6" without the Synapse Creature rule. (Catch those pesky ID shots with gaunts! So maybe that 4+ Lo,S! isn't enough. Then make it 3+ or 2+. Even 2+ could be justified, because you need to have cannon fodder available for this to work. I think this kind of mechanic would fit best for Tyranids, rather than just upping their toughness.)
Edit: Posted a a little too early. Going on:
-Hormagaunts move 12"
-Adrenal Glands give Furious Charge and Feel No Pain (6+) for the first round of combat
-Lictors have Stealth and Shrouded.
-Can be upgraded to become immune to Overwatch (expensive!)
-Can be able to Assault the turn they arrive from Reserves. (VERY expensive!)
-Two deployment options: a) They can "pop in" like they do currently. With upgrades, you will always get to Assault something. Or b), They can "Lurk". Basically they just sit in some Terrain piece like Ymgarls used to do. At the end of deployment and after all infiltrate moves have been made, the controlling player places a marker on the board to where he wants his Lictors to appear. (This is known to the opponent) This marker represents the Pheromone Trail. Any unit arriving from Reserves does not scatter if it lands within the Pheromone Trail's operational range (12"). As the Lictors themselves are assumed to be lurking nearby to keep the trail hot, they must deploy within 12" of the beacon.
If you choose a), you won't be able to use Pheromone Trail until the next turn. And if you choose b), you sacrifice your surprise for greater synergy between your units
That's it for now. I don't really care what comes, as long as they make sure every unit, every upgrade has its purpose.
-Some point reductions accross the board. Gribblies need to be cheaper. Some units are fine as such though.
-Ability to detach a unit from Synapse, effective immediately. For example Hormagaunts would be abke to Rage, but they risk getting swept if they lose combat. Likewise, Termagants could be able to Go To Ground when it is tactically viable. (Think of Unleash the beast! This mechanic _could_ be OP due to the fact that you can "resurrect" GtG units next turn by giving them Fearless again. On the other hand, there are certain inherent downsides to not being Fearless and to be Ld 6...) Maybe invent a Tyranid alternative to ATSKNF for extra cheese.
-No Assault Grenades to gribblies. Instead, if they are within (see below) Synapse, all of them can attack even if they die before it is their turn to strike (Like old Catalyst) However, for every dead bug you only get to make 1 attack + possible charge bonus. Assault Grenades should only be reserved for smaller, more specialized units.
Another thing would be to introduce different types of Synapse. Each Synapse Creature may designate one friendly unit within their Synapse range. Maybe this will give people reason to field more Warriors? So for example:
-Normal (Works exactly like now. Unlike the other two, this applies to all units that are within Synapse range.)
-Combat (Allows units to engage enemies in cover to greater effect.)
-Ranged (Allows you to Re-Roll to hits for shooting attacks.)
-Genestealers are an Elite choice. (Ditch Ymgarls) Broodlord is a HQ choice. (2 for 1 basis) Makes Genestealers Troops.
-Can get Assault Grenades
-Can get 4+ armour
-Can get Feeder Tendrils for Preferred Enemy. A fully upped Stealer should cost around 23-25 points.
-Scything Talons are dual purpose: Get +1 attack or Re-Roll all 1's. Two pairs give +2 attacks or lets your Re-Roll all failed To Hit rolls. So by having two sets you can also get one extra attack and get to roll 1's again.
-Warriors are an Elite choice. Just like Genestealers, Primes make them troops. Also, 2 Primes per one HQ slot.
-Can get Wings
-As a standard, any Tyranid unit that is designed to fire weapons should be allowed to get +1 to BS. The price tag should be VERY high. (For Tyrannofex, think like 30-50 points. Zoanthropes shouldn't get away with less than 20 points.)
-A Synapse Creature (Counts as a character for this purpose) may extend its Look Out, Sir! rule to any friendly Tyranid model within 6" without the Synapse Creature rule. (Catch those pesky ID shots with gaunts! So maybe that 4+ Lo,S! isn't enough. Then make it 3+ or 2+. Even 2+ could be justified, because you need to have cannon fodder available for this to work. I think this kind of mechanic would fit best for Tyranids, rather than just upping their toughness.)
Edit: Posted a a little too early. Going on:
-Hormagaunts move 12"
-Adrenal Glands give Furious Charge and Feel No Pain (6+) for the first round of combat
-Lictors have Stealth and Shrouded.
-Can be upgraded to become immune to Overwatch (expensive!)
-Can be able to Assault the turn they arrive from Reserves. (VERY expensive!)
-Two deployment options: a) They can "pop in" like they do currently. With upgrades, you will always get to Assault something. Or b), They can "Lurk". Basically they just sit in some Terrain piece like Ymgarls used to do. At the end of deployment and after all infiltrate moves have been made, the controlling player places a marker on the board to where he wants his Lictors to appear. (This is known to the opponent) This marker represents the Pheromone Trail. Any unit arriving from Reserves does not scatter if it lands within the Pheromone Trail's operational range (12"). As the Lictors themselves are assumed to be lurking nearby to keep the trail hot, they must deploy within 12" of the beacon.
If you choose a), you won't be able to use Pheromone Trail until the next turn. And if you choose b), you sacrifice your surprise for greater synergy between your units
That's it for now. I don't really care what comes, as long as they make sure every unit, every upgrade has its purpose.