Obviously these would require a bit of playtesting, but overall I think they seem okay. I am concerned about going too far given the lack of point cost changes, but again, I think they seem well intended. I especially like the changes to Instinctive Behavior, the Hive Fleet Phenotypes and the revised Warlord Traits. For the Phenotypes you might consider adding a disadvantage to each since you aren't adjusting point costs and the whole army benefits. JMO though.
Frankly my group has considered doing this to all the codices for play amongst ourselves. Basically fixing the known issues with each book so that they are less egregious, e.g. reducing Serpent Shield to 36" range, changing dreadnoughts to all be the equivalent of the MC rules since it makes no sense to have two separate mechanisms, one of which almost no one takes, etc. I think your changes are a little more extensive for one specific army than we are interested in pursuing at this time, but if they seem fun then who knows.
For us it doesn't matter if the overall Internet community likes the idea or not. We are concerned only with what is fun for us and if someone external to us who will never play in our group doesn't like it, that's not our problem. We know the issues present in the current rules and there is a desire to address them to make the game fun for everyone who plays, not just those who are willing to buy three each of the new broken model.
Anyway, good luck on coming up with something that works for your group. I would be interested in reading about how these ideas pan out within your group and what, if any changes you had to make to balance them.
For what it's worth I think the above would fix the most egregious problems with the book (though I would give the Pyrovore the Torrent rule because he's still garbage as it stands). As I noted above though, I do like the changes to Instinctive Behavior, the Hive Fleet Phenotypes and the revised Warlord Traits. I don't think any of those changes would imbalance the Bugs. To the contrary they might actually make them more fun to play.
Cheers, Gary
Last edited by silashand; 02-12-2014 at 04:36 PM.
Hmm I like the list in general, but it does sound a little overkill. I would like to see a bunch of small tweaks but would be satisfied with a few notable changes such as:
~Synapse - Also grants Synapse creature's Ld for the purpose of tests, assuming the unit is in range.
~Warlord Traits - Re-work 1 and 5 to make them useful, not amazing but have some kind of effect (I don't know how many games I've played where they've literally been unusable...)
~Genestealers - Something to let them run then charge, or somehow charge more often than usual, etc. (inspired by the fiction, but obviously up their pts or lower attacks to compensate)
~Exocrine - Increase range to 36" to be able to duke it out with the other artillery in the galaxy
~Haruspex - Something to make it more than just a hungry Carnifex, like keep the Rapacious Hunger rule throughout phases or FnP. Make the Grasping Tongue an ID precision shot on 6, or recover a wound if it works or something.
~Pyrovore - Change Flamespurt to Torrent already, sheesh. Also, give access to biomorph list (make them a centerpiece).
~Ripper/Sky-Slashers - Make them competitive by lowering pts or have some kind of gimmick like scarabs.
~Scything talons - Bring back the re-roll 1's to hit. Or re-roll misses for first round. Or if the unit charged. Just SOME kind of re-roll.
Not as small a list as I thought, but a general smattering of ideas. There's tons of tiny things (Hive Guard BS4, Bio-Artifact for EW Synapse, Drool Cannon is Torrent, Hormagaunts getting 3+ Sv and access to Skyfire weapons... Sorry, Ward rage there for a second). Either way, I'm not hating on the codex and will definitely keep working on strategies with what's in there.
Interesting ideas so far though, keep the ball rolling!
~12.5k Tyranids
Casual gamer. (But not fannypack, Hawaiian shirt and man-sandals casual)
All for using house rules for fun among friends.
Only thing I would say to this list though....
Less is more
I think as a general rule, special rules which completely remove other peoples special rules are a bit silly.
"Oh yeah, these guys are fearless/know no fear. Except Hive Tyrants. They are scared of those." That would make this like, the only thing in existence that a Marine is scared of. Pretty sure there are things that are just as scary.
I dunno if a Lictor should be completely immune, but they should certainly be highly resistant. Maybe re-roll failed IB tests? Maybe rolls of Seek Cover count as Stalk?
- Ezaviel
Laudate imperatorem.
Thanks very much for the input so far guys! I won't be able to test this till Fri or Sat, our usual gameday but I will take some notes and let you guys know how it goes.
I am actually a bit leery about some of these. The bio-electric pulse and 5++ for stealers and lictors spring to mind. I don't feel that a points increase is largely required, yet again haven't tested, due to the large number of nerfs and point increases without any real net gain. As he stands the swarmlord does not feel worth 285pts for as little as he brings to the table.
To answer your question Confoo22 I am allowed to ally with myself, but it's a poor mans ally simply increasing my HQ x1, Troops x2, Elite x1 etc. It honestly doesn't feel fluffy to me that two fleets would work together as hive fleets have been known to attempt to consume each other resulting in epic struggles of dominance. Plus the limit of one phenotype per army period doesn't let me cherry pick, as often is the problem with allies.
So, while taking phenotype of behemoth and filling up on cheap mc's with phenotype leviathan as the ally and loading up on warriors would be effective, that is way too cheesey for my taste.
Again, thanks everyone for your input, and the links!
The time for hope has long since past, the shadow of death is the one I cast.
Tyranid: Record as of 3/14/2014 0 W - 5 L - 0 D
What are people's thoughts on making Tervigons able to spawn say... 20 Termagants? No more, no less. There would need to be a limit on how many of them could 'disembark' per turn as it would be pretty ridiculous for 20 of them to hop out of the sack in the space of a turn, maybe say you can spawn two separate broods of 10. Suggestions on these numbers are welcome, 20 just seems like a balanced, reasonable number that would fit in the sack.
It seems a lot better than the current state where you often get either far more than could possibly be in there or crap out first turn with only a few spawned. This would make it more reliable and regular, meaning the game can't be swayed massively by how long it takes you to roll a double as it is now.
Oh, and screw Synaptic Backlash. Makes no sense and just encourages people to keep them away from the Termagants they're meant to stick with in the fluff.
Fixing tervigons is something I've been going back and forth on with my own custom set. They just did too much in 5th, their FOC change mechanic felt too arbitrary, and they were too random with their spawning. I thought about making them continue spawning after doubles but not produce any gaunts on the turn they rolled the double, then I thought about letting them keep spawning but lose D3 wounds when doubles are rolled, and now I'm tinkering around with changing it entirely.
My current idea on that is splitting tervigons into a basic troop type and an HQ type, with only the HQ being able to spawn fleshborer gaunts from nothing and having synapse/psychic powers. The troop tervigons would basically be devouring and recycling the dead gaunts on the field into new gaunts, which shifts their role into much more of a support capacity and give the army something a little bit like the old "without number" rule. You wouldn't get an unpredictable number of "free" gaunts, but you'd be able to return the dead gaunts to the table a few at a time, including devourers or spinefists, etc. I'll have to run more tests with it, but it encourages the tyranid player to take a good balance between termagant units and tervigons without being forced to buy one unit to make the other available.
- Haruspex needs AT LEAST WS4 A4 and a rule to move 12" per turn. WS3 A3 and 6" move is actually funny because of how bad it is.
- Re-rolls to hit for scything talons should be "Flurry" as in flurry of blows.
- Giving Haywire to Trygons makes their shooting incredibly deadly for vehicles.
- Drool Cannon could be S6 AP4 Fleshbane, Armorbane - reasoning is that most things you hit with the Drool will either be some troops (so woundng on 2s anyway) or a vehicle (in which case Fleshbane doesn't matter) and since acid melts things...
- Acid Maw was fine in the old book, literal waste of space in the new one. Either GW devs do not know anything about bite strength or they're just morons. I would do S+1 for bite strength (and AP2), similar to crushing claws sans armorbane and unwieldy. Smaller surface area=more PSI=chomp. PS. Pyrovores still aren't good. Now they're just decent. Still too slow.
- Norn Crown needs to go. All of the others are fine if they also all drop 10 points.
The new book... good god.
Last edited by Aaron Schmidt; 02-12-2014 at 11:42 PM.
why the haruspex wasn't mad a beast MC I'll never understand, I mean then it would have had a very unique and solid role in the book and been a good comparison to maulerfiends.
Morbid Angels:http://www.lounge.belloflostsouls.net/showthread.php?7100-Morbid-angel-WIP
I probably come across as a bit of an ***, don't worry I just cannot abide stupid.