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Thread: Tyranid Codex Viability/Quality.

  1. #21
    Chapter Master Vipoid's Avatar
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    Re: Tyranid Codex Viability/Quality.

    Quote Originally Posted by Murphey View Post
    Honestly, this proposed solution has a ton of issues that just demonstrates the problem.

    1: Tyranid warriors with a lash whip and bonesword cost more than a terminator. If you're using an entirely other unit to compensate for the lack of grenades, you're now going into the realm of costing 30+% more than the unit your assaulting to win the battle. An enemy unit that will win at range combat, and your specialized CC unit can't actually pull a victory against. That's, once again, a terrible metric to have an army follow.
    I do agree with your points about grenades, and I'd like to add something else:

    The whole purpose of a dedicated CC unit is to kill other units in CC without requiring any support. That's the key here - if you outfit warriors to be dedicated CC units, then they really shouldn't need further help to take out squads that cost fewer points than them, and which also have the capacity to out-shoot them.

    If they need gaunt assistance just to bypass the terrors of a shrubbery, then they're not even worth considering.
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  2. #22
    Chapter Master itcamefromthedeep's Avatar
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    Re: Tyranid Codex Viability/Quality.

    Quote Originally Posted by Vipoid View Post
    The whole purpose of a dedicated CC unit is to kill other units in CC without requiring any support. That's the key here - if you outfit warriors to be dedicated CC units, then they really shouldn't need further help to take out squads that cost fewer points than them, and which also have the capacity to out-shoot them.
    Most Tyranid dedicated close combat units do just fine against most enemies. A Tactical squad with no CC upgrade will do very poorly against a unit of Warriors with LW/BS & toxin. Even 2 Warriors can do that fight.

    As I understood it the complaint was about fighting enemy dedicated close combat units... things that can actually be threatening such that assault grenades will be a big help.

    I mean gosh if all you're trying to do is beat up on 1-Attack MEQ models and your dedicated close combat troops are failing you then Tsun Tsu couldn't help you.

  3. #23
    Chapter Master Vipoid's Avatar
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    Re: Tyranid Codex Viability/Quality.

    Quote Originally Posted by itcamefromthedeep View Post
    As I understood it the complaint was about fighting enemy dedicated close combat units... things that can actually be threatening such that assault grenades will be a big help.
    I didn't think Terminators were dedicated CC units. Assault terminators perhaps, but normal terminators are surely generalists, since they have decent firepower and decent CC capabilities?
    Quote Originally Posted by Maoriboy007 View Post
    Using Tomb Kings to defend anything in Warhammer is like using the Phantom Menace to defend Attack of the Clones.
    Quote Originally Posted by wyvirn View Post
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  4. #24

    Re: Tyranid Codex Viability/Quality.

    Quote Originally Posted by Vipoid View Post
    I didn't think Terminators were dedicated CC units. Assault terminators perhaps, but normal terminators are surely generalists, since they have decent firepower and decent CC capabilities?
    They have a 25 point power weapon, and a 3 point pea shooter, they're assault, man.
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  5. #25

    Re: Tyranid Codex Viability/Quality.

    And against nids the pea shooter is most dangerous as it works all the time (within range) where as the fist is slow and kills relitivly little. Nids have problems all round, sub standard and or overpriced shooting which the best takes a cc monster (tyrant winged or otherwise)and turns it into a gun platform, no nades on dedicated assault troops who themselves are marginally overpriced(IMO) and trip up on a blade of grass. And with out spending lots of real money on new kits to get the average guns nids are in trouble.
    When peeps advocate psy powers there are good ones but they are random and some can't be used at all (bs0 broodlord) so not that reliable.

    Sorry mini rant there I'm just unhappy that an army in fluff that charges and chops is being forced to be a gun line just to stand a chance.

  6. #26
    Chapter Master El_Machinae's Avatar
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    Re: Tyranid Codex Viability/Quality.

    I think it's a points issue, which means you can balance it in friendly games.

    How about "for every squad of Hormagaunts you have, add one* free Hormagaunt to each squad", and the same for Termagants and Gargoyles?

    *two? three?

    This would be an easy way to boost the size of the scuttling hoards, and would even encourage people to build swamping-with-numbers armies.

    Alternatively, you could make first 10 members of those squads normal priced, and then the ones that're added after that cost half-price.
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