Re: [Epic] tyranid Question...
> Note: the whirlwinds are one detachment and the
>marine,Psycher,Hero are another and the land raiders yet
>another detachment.
>
> GG = Genestealer stand
> TT = Tyranid warrior stand
>
>
>WW WW WW WW WW WW
>ss ss ss ss ss ss
>ss ss hh pp ss ss
>
> ww ww ww
> TT GG GG GG GG GG <-- 2 to a stand note
>all models within 15 cm of combat .
>
>
>
>Marine Assault value WW=0+ 1 for every stand within 15 cm for
>support= 18
Actually, if the marines and landraiders are a separate detachment from the
landraiders, they cannot lend support to the close combat (only war engines
can do this) so the marine assault value is 6.
> note marines No Blast markers
>
>
>Tyranids assault value: (5*6(genestealers))+4(tyranids warriors)= 34
>
>Marines have: less blast markers than enemy .. +1 bonus to dice
> a psycher in support of hth .... +1 bonus to dice
>
>Tyranids have: Greater Assault value .... +1 bonus to dice
Tyranids have: Assault value more then 4x enemies .... +4
>Marine player drops a 5 and Tyranid player dropped a 2 tot:
>
>
>5+2 7
>
>2+1 3
5+2 7
2+4 6
>
>Marines win with a diff of 4 on the chart it shows kill enemy on 3+
>enemy kill on 5+
Marines win by 1, and need 4+'s to kill. Only the units in contact can
roll, so they get 3 rolls of 4+ to kill. The tyranids get 6 rolls of 4+ to
kill, and must retreat and take 1 blast marker. Not as bad as the way you
played it, but still a net loss. Try it again with a detachment of
'stealers that is worth the same as the whirlwind detachment, and a second
detachment to charge the landraiders.
As for AT weapons and targeting rules: they seem to blow hairy, phlegm
encrusted chunks. For now I am using lots of fairly equal units in a
detachment to minimize losses to AT shots (ie. instead of 1 (hero, psyker)
I'll just take a couple of extra regular infantry). Making AT shots target
like regular firepower would restrict them to much I think. Their real
strength lies in the fact that you roll 1 die for every AT shot, but for FP
you roll less according to the FP table. Perhaps AT shots should be
reduced by the FP table to balance them better?
For example, a det. of 6 landraiders is shooting at an marine infantry det.
in cover: 12 AT shots vs infantry in cover - effectively 5 AT shots hitting
on 4+. Compare to 6 lemun russes firing at same: 7 dice hitting on 6's.
The AT shots are still better then FP, punching through armor and selecting
targets, but they are not as powerful as before (12 dice hitting on 4+).
Troy
Received on Fri Jul 18 1997 - 05:31:32 UTC
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