Harec, sorry it's been forever since I responded to your post. I will look into those edits and think about some of your comments some more..
SO, there are some tweaks to the Tyranid list I would like to ask about.
Feeder Tendrils: They were a little confusing and often overpowered before. BFG:R simplified them, kept them at an appropriate point value, and altered the number different ships have to reflect the change. Now, they just cause 1 H&R per FT when contacting an enemy ship's base.
Massive Claws: Pretty much how they used to be except that each massive claw isn't 2 attacks, but 1 instead. This allows some ships to have any amount of attacks, not just multiples of 2.
The rest are pretty much just like the BFG:R original release for Tyranids. Anyone open for proof-reading and telling me what you think about the rules/ships/lists?
Actually there are more I can send you a list os erratas this week end if you want
an concerning the aditional rules is up to you
I personally dont like the limitation of 2 cruisers per battleship, as we will have 4 types of cruisers with diferent funtions.
Maybe we could make inmature hives with synapse as part of the first group, and or make a 2nd group of light cruisers.
Feder tentrils, for me is ok, in BFG:R I was not sure if it was a teleport attack or a portal(like necrons) witch make it a bit confusing. And I would increase the diference betwen the diferent tyes of ship.
Example. escorts 1 feder, light cruiser 1 or 2, cruiser 2, battleship 3 hulk 4 or 5. as they are no longer range attacks its ok. (If a battlship board you the lest important thin will be the fedeer tentrils
)
Massive claws, do sou think they are so powerfull? I don't know you but I usually use them to anoy the oponent and to make the boarding actions softer, But as far as you can trap the objective I am fine with it, the only thing is the price of kraken predator an carnivore if you change their amount of close combat lances.