September 12, 2024, 04:16:25 AM

Author Topic: BFG:R Tyranids  (Read 21348 times)

Offline afterimagedan

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Re: BFG:R Tyranids
« Reply #75 on: November 12, 2012, 06:08:47 PM »
Solar Vanes (+5cm move) are 10pts, 5pts for escorts.
Adrenaline Sacs (+1d6 on AAF) are 1-pts, 5pts for escorts. This doesn't add up. Having a guaranteed +5cm every turn is much better than solar vanes.

I propose we make solar vanes +2D6cm for AAH and keep them the same point value.

Offline Talos

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Re: BFG:R Tyranids
« Reply #76 on: November 12, 2012, 06:55:46 PM »
Presumably you mean adrenaline sacs +2d6 and solar vanes being better than adrenalines sacs as written? Also, you are right. +2d6 is the way to go with these, unless they are somehow cheaper.

Offline afterimagedan

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Re: BFG:R Tyranids
« Reply #77 on: November 12, 2012, 08:15:51 PM »
Yeah, I said the wrong evolution. Adrenaline sacs at +2d6 and Solar Vanes where they are.

Offline AndrewChristlieb

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Re: BFG:R Tyranids
« Reply #78 on: November 13, 2012, 02:46:50 AM »
+2D6 is a big deal tho, that pushes the average boost over 20cm when not on instinct.
I don't make the rules, I just think them up and write them down.

Offline afterimagedan

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Re: BFG:R Tyranids
« Reply #79 on: November 13, 2012, 04:20:49 AM »
Here's my argument...

The average AAF is 14cm. The Adrenal Sacs add 7cm average to that total. That is an extra 7cm average that is added ONLY when they use AAF. Solar Vanes add +5cm to your movement that you can use every turn even when not on special orders. That's what 2D6 makes more sense. It averages 2cm higher than the Solar Vanes +5cm but you have to use special orders to do it.

Offline harec

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Re: BFG:R Tyranids
« Reply #80 on: November 13, 2012, 09:36:29 PM »
I just came but after 5 months of inactivity and what I found?
New Tyranid rules including my concept of planet devourer...


Dude I definitively take my tyranids again and adapt them to this new codex, awesome.
In 2 week my tyranids come to my new place in Hamburg and I will open a post for people to make and adapt tyranids vessels with out using warriors heads  :-\

I think we may put also some ideas for defences, terrain and missions

Shall I post them here or should I send the ideas directly to you?

Just one thing to the new rules, you should not aboit tyranids player to use the massive claws while using all ahead full, It allows the tyranid player to use them while ramming.
I am not sure but maybe is to strong ;).
I colaborate with a spanish blog called profanus40k.
http://profanus40k.blogspot.com.es/

Offline afterimagedan

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Re: BFG:R Tyranids
« Reply #81 on: November 13, 2012, 10:36:29 PM »
Awesome! Glad to have more people excited about the less popular fleets. At this point, we are just working on the fleet lists and the ships. Later on, we will be more open to talking about terrain and missions, etc. If you have some ideas for defenses, feel free to post them.

Offline Bessemer

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Re: BFG:R Tyranids
« Reply #82 on: November 14, 2012, 02:52:54 AM »
I may just have to resurect my 'Nid fleet project at this rate :)
I refuse to be killed by something I've never heard of.

Offline harec

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Re: BFG:R Tyranids
« Reply #83 on: November 17, 2012, 04:21:50 PM »
Let see let see.
I have studied a bit the codex ;)
I have found an error in the fleet list.

HIVE SHIPS
Each Adult or Adolescent hive ship allows the
Tyranid player to purchase 6-12 escort ships and
0-3 capital ships.

CAPITAL SHIPS
You may include up to 2 capital ships for each hive
ship in the fleet

Otherwise the codex look great.
things missing.

Defences(i will thing on them to help you afteri)
Fireship.(It apears in 2010 corrections)
My proposal is just and scorch drone with 1 batery, 1 tentacle and fireship rules. Of course in the defence tyranid list or 1 per hiveship for example.

And I don't see the rules for spores in contac with ships, the one that makes you place a blas marker it you touch a tyranid ship, I think It was one of the most self-caracteristic of the tyranids.

Anyways good job dudes
One question after, where do you get the format of the battlefleet gothic codex?
I would like to help the comunity writing one non exacly realed with rules, more focus on special features rather
than como rules.
I colaborate with a spanish blog called profanus40k.
http://profanus40k.blogspot.com.es/

Offline harec

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Re: BFG:R Tyranids
« Reply #84 on: November 29, 2012, 10:16:28 PM »
One thing guys, I was thinking looking at wh40K wiki, they have for tyranids an explanation that doesn't mach with battlefleet gothic, but indeed It is good.
The ship in question is the Narval, it is supposed to be a short of worm hole opener, meaning tyranids don't have warp travel but something a bit less fast.
Well I didn't like it at the beginning specially the stupid idea that using a gravitational worm-hole would produce earthquakes in the planet.
But if we just erase that it would mach well, as tyranids ships doesn't have shields they cannot warp travel, indeed Dominus Astra(if I remember well) killed Behemoth's  planet devourer(mature central hive ship) detonating it warp drives.
But anyways I will rewrite the definition and the background of the ship this week end and if people like it we can vote :)

Narvals in concept have no abilities or weapons in game, but can be used as transport in a transport mission.

Concerning defenses I have been thinking and there is no sense in creating rules for static defenses for tyranids but if tyranids defenses were terrain? That would be very interesting and would make tynanids unique.

Ideas I am thinking and actually I will post photos soon.
Kraken nidus or krakens eggs clouds- Krakens are no just void adapted creatures, but are the only non-complex tyranid organism with BFG size to be a ship, well the thing is that it could work as a terrain piece just like minefields but of course paying a lot more points.Or if you think it is so much we can consider just an attack ship cloud or boths as options
Of course we cannot forget mine fields as spore fields.

Now I am thinking on the concept of babysitting ships.
As during the travel tyranids fleets are not active, there could be some kind of ship witch consume more energy but remains active to protect the hole fleet.
that would be a really good opportunity not just for including new ships but also to change tyranids missions list.
I really think they should play also missions like transport missions being defender.
For example using the narvals, or better, using inactive ships as transports to be defended,(As in concept is what bigger ships are, biomass transports)

Don't know, What do the "volks" think?
 

I colaborate with a spanish blog called profanus40k.
http://profanus40k.blogspot.com.es/

Offline Talos

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Re: BFG:R Tyranids
« Reply #85 on: November 30, 2012, 04:14:30 PM »
Some pretty cool suggestion there, bud: the narval is solid, although I will state for posterity that in my mind only good fluff exists. Anything that contradicts that must be incorrect. ;)

This might make an exception because it would make a really cool transport concept.

Defenses that are not really defenses would work best for nids; AC clouds and the terrain features you mentioned. Possible appellations could be Spires (Bio-Plasma Spires, Pyro-Acid Spires, etc...) or Nodules.

As for the sleeping ship thing, it would make a pretty cool scenario to have a small (750pts) fleet stumble upon a larger (1500-2000pt) nid fleet with all their bio-ships inactive except for the so called defence ship (I would recommend the kraken, as its intended only for defense). These escorts/capital ship would be able to take a special action to use their spores to pop another vessel from hibernation and would gain additional VP from destroyed enemy vessels, whereas the aggressor would gain points for having his flagship survive and extra for destroying the biggest hive ship available. Just a thought, and mechanically open to suggestions, but cool scenario right? Similar to what you had in mind?

Offline AndrewChristlieb

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Re: BFG:R Tyranids
« Reply #86 on: December 01, 2012, 12:07:30 AM »
Well the basis for that is already available (surprise attack). It really shouldnt be to difficult to work up something thats similar to this with unequal forces and a longer delay on... awakening? coming off standby.
I don't make the rules, I just think them up and write them down.

Offline harec

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Re: BFG:R Tyranids
« Reply #87 on: December 08, 2012, 01:31:34 PM »
New proposal and new erratas.  :)
All of them related with Vanguard fleet.
I have been thinking on the new ships available, the kraken carnivore and the leviathan prowder and I have think on this new configuration for the vanguard fleets or even for normal fleets.

The following rules would applied to escorts squadrons with just one type of ship.(just like f.E. destructor squadrons, frigate squadrons)

Predator squadron.(4-12krakens of the same breed 50points each)
If the squadron is form by more than 6 ships one kraken may be upgrated to Carnivore for +60points, the kraken carnivore must have the same evolution than the squadron and gain for free Advanced Discharge Vents, it can not have more than 2 evolutions. In vanguard fleets a carnivore counts as 2 ships concerning leadership.

RULES
DEMOLISHER squadron gain +1 to the leadership when reloading.
In addition a demolisher Carnivore reduce the strength of the piroacid batteries by 6 and add Excretion ducts st5 front/left/right.

DEATHBURNER squadron gain +1 to the leadership when lock on

RAMSMITTER squadron gain +1 to the leadership when full ahead and gain +1d6 to the aditional distance.

DISINTEGRATOR squadron, when shooting at less than 15cm if they roll 6 it counts as 2 hits.
In addition a disintegrator Carnivore reduce the strength of the piroacid batteries by 6 and add Bioplama discharge  st3 front/left/right.

Leviatan squadron (4-12 ships 30pt for each ship)
If the squadron is form by more than 6 ships one Leviatan drone ship may be upgraded to Prowder for +40points, the Leviatan Prowder must have the same evolution than the squadron and gain for free Advanced Discharge Vents, it can not have more than 2 evolutions. In vanguard fleets a Prowder counts as 2 ships concerning leadership.

RULES
Leviatan, the range of the whole squadron counts as double so enemies within 30cm can always be targeted by other Tyranid vessels.



ERRATAS
In the vanguard fleet it sais that is a fleet formed by predator krakens and leviatan prowders(instead of leviatan drone ships)


What do you think?
I thought of it since I first saw the rules for the new ships, and I must say that I love the idea of all the ships in the fleet beeing able to evolve to a hier type of ship, founding 3 types of species, krakens, leviathans and hiveships.
« Last Edit: December 08, 2012, 03:10:08 PM by harec »
I colaborate with a spanish blog called profanus40k.
http://profanus40k.blogspot.com.es/

Offline afterimagedan

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Re: BFG:R Tyranids
« Reply #88 on: February 05, 2013, 09:12:00 PM »
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?

Offline Talos

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Re: BFG:R Tyranids
« Reply #89 on: February 05, 2013, 09:51:35 PM »
I am open to proofreading, but I am not intimately familiar with 'nids so you might want to look elsewhere for testing/balance opinions.