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| Tyranid questions for KT; discuss rules in relation to tyranids | |
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| Tweet Topic Started: 1 Sep 2014, 03:55 PM (717 Views) | |
| jasharen | 1 Sep 2014, 03:55 PM Post #1 |
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Hey guys, First off awesome ruleset. I just played my first kill team game yesterday and we started a campaign. However I have a couple questions. Tyranids get regeneration for their leader. Admittedly its hugely expensive but very potent. I guess my question is, I would think regeneration would interact with the optional injury rules. If a normal human imperial guard leader only really dies on a 1 followed by a 1-3, it would seem the regenerating monstrosity should be more survivable. The second question is in relation to the optional transport rules. Tyranids don't really have any transport entries in their codex. If we decide to use transport rules for this campaign, what would a fair option be for a tyranid player? Thanks for the awesome ruleset! |
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| Elavion | 1 Sep 2014, 04:39 PM Post #2 |
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Regen doesn't need buffs IMHO. ![]() As for transports... If you have access to the previous Tyranid Codex (And since we live in the age of Internet, I guess you do), I'd go with Mycetic Spore. |
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| # the_great_gonzo | 1 Sep 2014, 05:08 PM Post #3 |
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Wg Cdr
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Depends on the 'nids. Genestealers, ravagers and lictors would'nt need a transport, but infiltrate would be a very kind option, especially for all the smaller nids that follow a lictors pheromones. |
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| jasharen | 1 Sep 2014, 06:09 PM Post #4 |
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The problem is depending on the army list, the transport rule seems to be a thin veil to open up bringing on tanks. Things like the eldar transport, or chimera's etc are basically weapons platforms that can carry troops. So considering that the optional rule is essentially a force multiplier, the Tyranid player is suddenly potentially facing the much heavier firepower that almost any other list can bring when using a transport while still limited to the lesser creatures that aren't meant to face that kind of firepower. One thing I love about what I've seen from KT rules is that it allows the Tyranids to play using lesser creatures and be competitive. The heavy terrain and smaller board allows for melee units to reach hand to hand, whereas on a full normal board running the nids as a swarm just gets you mowed down. So you end up fielding 7-10 monstrous creatures which isn't the feel I like for nids. ![]() Maybe its best to just agree not to use the optional rule when playing nids? |
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| Erorior | 4 Sep 2014, 05:58 AM Post #5 |
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Corporal
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I agree. In the campaign I run with my group, I have decided not to use the transport rules at all, since I feel that some teams will simply have an unfair advantage. Plus I feel that transports doesn't really fit the scope of KT. If you have to face transports (e.g. a chimera) I would recommend Hive Guard and/or Lictors. The Hive Guard for obvious reasons and the Lictor for those s6 rending hits in assault, which might actually blow it up
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| jasharen | 4 Sep 2014, 02:48 PM Post #6 |
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One idea we had that stemmed from transports was to allow players in our campaign to purchase one off units for a single battle using RP. The player would have to 'buy' the support using RP's as normal, and then it would eat up their points from their cap for a single battle of the campaign. So if an eldar player wanted to drop 170 or so points for a wave serpent he's more then welcome to drop 34 RP's for use in a single battle. It would give him a massive advantage in a single battle of the campaign, but it puts him 34 RP's behind the rest of the players in upgrading bases, individual unit battle honours etc. The wave serpent (or whatever unit really as long as it was non HQ's I was thinking) would help them win the battle, but it would hurt them in the overall war and expensive units like that would require a few battles worth of RP to field once. It would also allow us to see some other units that we wouldn't normally see in KT, but having it utterly gone after the battle is painful enough that it probably wouldn't be used regularily. Edited by jasharen, 4 Sep 2014, 02:50 PM.
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| Pego | 9 Oct 2014, 07:37 AM Post #7 |
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Maybe a base 4th ed Carnifex would fit in. It's 85pts with 2 set of tallons. that may offer some balance, but because it's such an old codex, it may not balance out well. Nids don't have vehicles, but they are able to remove them. The problem with that are the troop inside :/. A good addition to the KT Nid's dex would be purchasable spores. They have a good new rule with decent strength. |
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| Tack | 10 Oct 2014, 02:57 AM Post #8 |
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Corporal
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Yeah the cap on Transport Vehicles is 34 armor value - Mathsing it out, 10|10|10 is equal to toughness 6, 12|12|12 therefore equal to toughness 8. So however you want to play it, you could just take a monstrous creature instead of the transport who has toughness 7 or less. Though not sure of any tyranids which have such an odd profile. |
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| zarkotics | 14 Oct 2014, 11:10 PM Post #9 |
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When playing a non-campaign game I always defer from using transports. In a campaign game, however, your opponents will have to first win a game (+2 renown) then drop 5 RP (=25pts) on forward base, then another 10RP (=50pts) on a vehicle hangar. On top of all that they will have to spend RP for the actual vehicle itself. That, sir, is the most expensive rhino you will ever blow up. Tyranids in KT have access to Corrosive Shots for 10pts which will give any ranged weapon the Melta special rule. My advice, if you're in a campaign with vehicles drop a measly 2RP to give a Warrior + deathspitter Melta, and laugh all the way to the bank. D6+D6+5 (with 3 shots) is enough Armor Penetration to make quick work of any Vehicles you'll see in KT. The trick will be delivering your melta-bug within 9" before he gets shot up. For example; a Zoanthrope is a bargain in KT, and you can CHOOSE his psychic powers; Onslaught cast on a Warrior with adrenal glands would let him move 6" then run 9" and shoot up to 9" and still get the Melta bonus. That covers everything from your opponents deployment zone to yours on turn 1. Hope he didn't park that bad boy up front ;] In conclusion, the Tyranid "alternative" you're looking for exists in the Tyranids' ability to spend there RP elsewhere and smash your opponents costly vehicles with little effort. I don't think you're lack of vehicles presents a real disadvantage to you, honestly. Nids have some good KT stuff. Edited by zarkotics, 14 Oct 2014, 11:13 PM.
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