July 23, 2019, 12:18:25 AM

Author Topic: BFG:R Tyranid Hive Fleets  (Read 15594 times)

0 Members and 1 Guest are viewing this topic.

Offline AndrewChristlieb

  • Full Member
  • *
  • Posts: 1651
Re: BFG:R Tyranid Hive Fleets
« Reply #15 on: May 11, 2013, 12:53:20 PM »
Feeders= 1,2,3 that many hit and run attacks 4,5,6 one auto damage (which has the standard chance to crit) and one hit and run. All hit and runs are 1 die.

What boarding modifiers are you using there?

Nids got choice of 2d6 and ignore blast markers previously. The +2 simplifies that, although I still like +3 to place them above the rest.
I don't make the rules, I just think them up and write them down.

Offline harec

  • Full Member
  • *
  • Posts: 212
Re: BFG:R Tyranid Hive Fleets
« Reply #16 on: May 11, 2013, 01:19:02 PM »
no no it is +1 and the then blas markers, the diference is that now they don't rtow 2 dice and choose the best, or I cannot find it ;)
I colaborate with a spanish blog called profanus40k.
http://profanus40k.blogspot.com.es/

Offline afterimagedan

  • Full Member
  • *
  • Posts: 1899
    • Loc: Chicago IL, USA
Re: BFG:R Tyranid Hive Fleets
« Reply #17 on: May 11, 2013, 03:43:07 PM »
Feeder tendrils are a bit weird to remember but its an effective way to combine a lance with hit and runs.

As far as boarding goes, I am still most fond of the original boarding rules but I also acknowledge the simplicity of the new ones. Even playing at Adepticon with limited time, I was aware of how much time putting a blast marker for every base contact really takes. That is effectively a +1 for boarding and so replacing it with +1 made it more simple.

The roll 2D6 and pick the highest is nice and makes Tyranids more consistent in boarding but a +1 also makes them consistently better.

The double boarding value needs to be kept because that boosts Tyranid escorts in boarding more than a +1 at times. Keep in mind, if the enemy has higher boarding value, they get plus one. This is more important for encouraging Tyranid escorts to board compared to just giving Tyranids a +1 to boarding.

I am personally willing to go either route. I really like the original boarding rules but I the new ones work too. We can always vote on it.

Offline Bessemer

  • Full Member
  • *
  • Posts: 340
    • Loc: UK
Re: BFG:R Tyranid Hive Fleets
« Reply #18 on: May 11, 2013, 11:44:26 PM »
Just a thought on the boarding (why this didn't come up earlier I don't know).

I'm all for the proposed changes, but the following struck me.

Dan, do you remember your earlier proposal? about 'Nids always adding turrets? How about Enemy ships don't add turrets to Boarding value?

The BM from contact was to represent spores attacking the enemy ship IIRC, and the above does the same with less hassle, the enemy's turrets attacking spores on approach, allowing other gribblies to get close attack their target.

This gives Tyranids a boost without going for +3.

Thoughts? Takers?
I refuse to be killed by something I've never heard of.

Offline AndrewChristlieb

  • Full Member
  • *
  • Posts: 1651
Re: BFG:R Tyranid Hive Fleets
« Reply #19 on: May 12, 2013, 01:10:54 AM »
Ouch. Thats a big hit on some ships (BB's CG's some CB's).
I don't make the rules, I just think them up and write them down.

Offline afterimagedan

  • Full Member
  • *
  • Posts: 1899
    • Loc: Chicago IL, USA
Re: BFG:R Tyranid Hive Fleets
« Reply #20 on: May 12, 2013, 05:55:07 AM »
Hmm, part of me would like to just go back to the original boarding rules, though it is a handful compared to blanked +'s. It is hard to just do away with the blast marker spore rules because there is some strategy to using them. Also, the double boarding value is hard to get rid of because that encourages the tyranid escorts to board and not get left in the dust when the enemy cruiser gets that +1 over you consistently. Also, the 2D6 keep the tyranid boarding pretty consistent without giving them another +1. I don't know, I think we should just not mess with it.

Offline horizon

  • Moderator
  • Veteran member
  • *
  • Posts: 3865
  • Destiny Infinity Eternity
Re: BFG:R Tyranid Hive Fleets
« Reply #21 on: May 12, 2013, 08:37:10 PM »
A no to that turret idea.  ;)

Offline Bessemer

  • Full Member
  • *
  • Posts: 340
    • Loc: UK
Re: BFG:R Tyranid Hive Fleets
« Reply #22 on: May 12, 2013, 11:41:14 PM »
A no to that turret idea.  ;)
:P :)

Just throwing it out there.

OK so Boarding is the main bone of contention by the looks of it. Would the best way forward be for people to post preferences and go from there?
I refuse to be killed by something I've never heard of.

Offline afterimagedan

  • Full Member
  • *
  • Posts: 1899
    • Loc: Chicago IL, USA
Re: BFG:R Tyranid Hive Fleets
« Reply #23 on: May 12, 2013, 11:56:02 PM »
Keep the original.

Offline Bessemer

  • Full Member
  • *
  • Posts: 340
    • Loc: UK
Re: BFG:R Tyranid Hive Fleets
« Reply #24 on: May 13, 2013, 02:12:08 AM »
As is, to clarify-

Double boarding value
+2 Racial mod

On the fence on-

+3 Racial. Unprecedented, but if any race gets this, It's Tyranids!

Roll 2D6, pick highest. Makes 'Nids constantly good as Dan points out (or bad if your luck sucks, hand up here :'()
Would prefer forcing your opponents to re-roll their dice. In this case, hordes of tyranids forcing back their opponents.
I refuse to be killed by something I've never heard of.

Offline afterimagedan

  • Full Member
  • *
  • Posts: 1899
    • Loc: Chicago IL, USA
Re: BFG:R Tyranid Hive Fleets
« Reply #25 on: May 13, 2013, 03:20:53 AM »
Sorry, I mean the original as in double boarding value, blast marker on B2B, and roll 2D6, pick the highest. I would like to stick with these as the original Armada Tyranids have.

Offline AndrewChristlieb

  • Full Member
  • *
  • Posts: 1651
Re: BFG:R Tyranid Hive Fleets
« Reply #26 on: May 13, 2013, 03:32:04 AM »
If we retain the blastmarker on contact ruling it should be cleaned up a bit to eliminate any confusion about how it works. check out this recent thread http://www.forum.specialist-arms.com/index.php?topic=5388.0
I don't make the rules, I just think them up and write them down.

Offline RayB HA

  • Moderator
  • Full Member
  • *
  • Posts: 424
Re: BFG:R Tyranid Hive Fleets
« Reply #27 on: May 14, 2013, 03:38:37 PM »
Hi guys,

This is a pretty hansome document. A general evolution from the original.

I wish I'd seen it before starting my own Nid fleet list (although I suppose I wasn't influenced). Mine is completely different, as I binned the original and started from scratch(I'll throw it up later when it's ready).

I like the 'age' of the different hive ships but feel that they need better names. Names that sound good without adding hive ship on the end.  ;)

Cheers,

RayBHA   


+++++++++++

When I joined the Corp we didn't have any fancy smancy tanks! We had sticks! Two sticks and a rock for an entire platoon, and we had to share the rock!

Offline afterimagedan

  • Full Member
  • *
  • Posts: 1899
    • Loc: Chicago IL, USA
Re: BFG:R Tyranid Hive Fleets
« Reply #28 on: May 14, 2013, 10:34:44 PM »
Thanks Ray! Lots of people worked hard on it. I would love to hear some ideas of names for the hive ships.

Also, where are we with Tyranid boarding? Who wants to return to the original boarding rules? Who wants the +2 and double boarding value? Any other ones? Should we just take a vote on this?

Offline Sigoroth

  • Full Member
  • *
  • Posts: 1386
Re: BFG:R Tyranid Hive Fleets
« Reply #29 on: May 14, 2013, 11:08:22 PM »
Enemy ships treat Tyranid bases as if they were blast markers.

There, fixed.