September 11, 2024, 06:18:26 AM

Author Topic: Tyranid Hive Fleet:Revised  (Read 8218 times)

Offline RCgothic

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Re: Tyranid Hive Fleet:Revised
« Reply #15 on: May 08, 2011, 01:53:25 PM »
No, the bomber rules have remained the same; combined with turret suppression bombers can still hurt battleships. If we were to change the rules, it would be to make bombers more effective against battleships.

Offline afterimagedan

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Re: Tyranid Hive Fleet:Revised
« Reply #16 on: May 08, 2011, 08:21:11 PM »
Are the Turret Suppression rules not in the PDF yet? Having trouble finding them.

Offline horizon

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Re: Tyranid Hive Fleet:Revised
« Reply #17 on: May 08, 2011, 08:30:30 PM »
I find the fighter (sorry for hijack) rules somewhat floggy. They are resilient in a way yet outnumbering does not play a role.

Offline afterimagedan

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Re: Tyranid Hive Fleet:Revised
« Reply #18 on: August 12, 2011, 07:17:47 AM »
Anyone up for working on these revisions with me?

Offline captyn bob

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Re: Tyranid Hive Fleet:Revised
« Reply #19 on: August 12, 2011, 07:52:14 PM »
I've thought about this a lot when playing with the nids. I'll post some ideas when I find time. Shouldn't this be in experimental rules really?

Quickfire ideas:

Vanguard getting the vanguard leadership rule when outside of synapse range.

kraken not moving towards planets as instinctive behavior (doesn't make sense for them) but moving towards nearest enemy in front/side arc instead.

Upping firepower on vanguard pyro acid

making tentacles on escorts free.

Tightening up of the synapse rules to be more clear and limiting exploitation (such as coming to new heading and going straight on anyway, or burning retros to avoid asteroid and going in cos its safer anyway.

No mixed escort squadrons ( to avoid ordnance reloading exploits)

Maybe making speed upgrades take up a l/r weapon slot.

And because thats all give and no take..
Drop kraken pyro acid to fp 5
Pay an additional 5 pts for each stacked biomorph upgrade.
« Last Edit: August 12, 2011, 08:09:31 PM by captyn bob »

Offline afterimagedan

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Re: Tyranid Hive Fleet:Revised
« Reply #20 on: August 14, 2011, 09:08:21 PM »
Since many others have their threads on adding to the BFG rules here, I wasn't really bothered by posting this.

Offline afterimagedan

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Re: Tyranid Hive Fleet:Revised
« Reply #21 on: August 16, 2011, 05:46:34 PM »
1. I was thinking about the vanguard pyro acid firepower and I think you are right.

2. I think we could simplify the rules of being outside or failing synapse to be like this...

-If you are outside synapse, the ship/squadron must do it's best to turn towards the nearest synapse ship and end it's movement as close as possible it it.
   -If you are going to run into any dangerous scenery, you may use CTNH or BR.
   -If you did not have to use CTNH or BR, you may reload ordinance on LD7. You must still attempt to get as close    as possible to the nearest synapse creature.
   -No weapons can be used on ships that failed their synapse check.

This is really simple and easy to remember. It hurts the tyranids a little bit because no ships can attack anymore but, with the addition of cruisers being small synapse creatures, I believe this will balance out.

3. I also think the hive ship having to test for synapse over itself is a bit silly. I should have to test to do special orders but self synapse control? That's not right. Anyone notice this?

Offline afterimagedan

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Re: Tyranid Hive Fleet:Revised
« Reply #22 on: August 22, 2011, 05:24:37 PM »
Any thoughts on what Hive Mind Imperative should become? I think what it is right now, I doubt anyone is using it.

Offline captyn bob

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Re: Tyranid Hive Fleet:Revised
« Reply #23 on: August 22, 2011, 10:27:30 PM »

Its alright, but should be less points than the re-roll, not more.

Or keep it at same points (or a bit more) but allows unit to do two special orders (a bit extreme, .. but could be fun)

Offline afterimagedan

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Re: Tyranid Hive Fleet:Revised
« Reply #24 on: August 23, 2011, 04:20:13 AM »
How about 20pts?

Offline Innocent

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Re: Tyranid Hive Fleet:Revised
« Reply #25 on: September 19, 2011, 06:47:37 AM »
How's this coming along? :) We need a decent Nid list bad, a sort of MMS equivalent I'd say.

Some suggestions:

 - Limit Hiveships to one per 1000 points. Remove all restrictions on cruisers and escorts.
I have found it difficult to make a decent 1000 point list with just a single hiveship with the current restrictions. 18 escorts (including 6 drones) is not enough, and kitting out cruisers to the max makes no sense as they are too weak at the moment to be relied on.
 - Cruisers: add Thorax str 2 launch bay and Port/Starboard Str1 launch Bay options. This means up to str4 launch bays on a cruiser.
 - Cruisers: synapse options on cruisers (discussed before so I won't repeat).
This has been discussed many times: we need synapse and launch bays options on cruisers to minimise the reliance on Hiveships. Coupled with the 1 Hiveship per 1000 points limit and the 6 drones per hiveship restriction(FAQ2010) this gives us good flexibility and balance.
  - Cruisers: options to add up to 2 Hit points on cruisers and maybe a Spore.
This is primarily geared towards the Carrier Cruiser, as with only 6 hit points and the fact Nids cannot launch ordnance at all when crippled he would have to be beefed up slightly. It might make him too strong so I'm open to debate on that one.
 - A restriction on Carrier-Cruisers similar to the IN Battlecruiser restriction, to avoid cheap carrier spam: one Carrier per 2 normal Cruisers. we could also put the Carrier in a "Grand Cruiser" or "Battlecruiser" category with the +2Hp and +1spore included in profile, to avoid giving regular cruisers access to the buffs.

If playing with only one hiveship, re-rolls and Imperatives make sense. They become obsolete when bringing in a second hiveship. So i don't have any comments on Re-rolls or Imperatives.

If people like these changes we can have a chat about costing them appropriately.
« Last Edit: September 19, 2011, 06:55:49 AM by Innocent »

Offline Innocent

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Re: Tyranid Hive Fleet:Revised
« Reply #26 on: September 19, 2011, 06:58:21 AM »
Quote
- A restriction on Carrier-Cruisers similar to the IN Battlecruiser restriction

Actually, scratch that that would force us to take too many cruisers. maybe a limit of 2 per 1000 points or something?

Offline AndrewChristlieb

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Re: Tyranid Hive Fleet:Revised
« Reply #27 on: September 19, 2011, 01:42:18 PM »
Keep their hits/spores the same, add synapse, add launch, add requirement for cruisers to have an escort similar to the hiveship rule. The cheap carrier spam is offset by the ability to easily disable them, and your getting a fleet restriction that's already a part of the fleets character.
I don't make the rules, I just think them up and write them down.