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 Post subject: Tyranid Codex - wishlist
PostPosted: Sun Sep 20, 2015 10:08 am 
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Little One
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Joined: Sat Feb 21, 2015 8:43 am
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Last edited by PolishSwarm on Fri Jan 22, 2016 9:24 am, edited 1 time in total.

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 Post subject: Re: Tyranid Codex - wishlist
PostPosted: Mon Sep 21, 2015 10:13 am 
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Little One
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Last edited by PolishSwarm on Fri Jan 22, 2016 9:24 am, edited 1 time in total.

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 Post subject: Re: Tyranid Codex - wishlist
PostPosted: Thu Dec 10, 2015 5:59 pm 
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Great Devourer
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Location: Canberra, Australia
No trouble at all mate. I'm sorry it has taken me three months to catch your thread. :oops:

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 Post subject: Re: Tyranid Codex - wishlist
PostPosted: Sat Jan 23, 2016 11:16 pm 
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Medium One

Joined: Sun Mar 08, 2009 11:51 pm
Posts: 313
I had a few ideas for wish listing.

Lictors:

--Make chameleon skin so they can infiltrate 6" away from enemy models, regardless of line of sight. Is 6" the right number? I don't know, but if you want to promote their sneaky abilities, this would be great. Also, I'd remove stealth and give them shrouded.

Scything Talons:

--Either make them go back to reroll 1's for one pair, and reroll all to hits with two pairs. That way Trygons, Trygon Primes, the red terror and just naked hive tyrants would be more appealing; or make them that they grant an extra attack per pair.

Army special rules:

--It was a special rule in one of the Leviathan missions, but I like the idea that if you run with the Endless Swarm formation, or maybe have a rule fo X amount of troop models, the opposing player has to roll a d6 at the start of every turn. Once they hit 12, they can only fire snap shots, to reflect they're running out of ammo. This may be too over powered, it may need a formation or something.

Genestealers:

-Make them deployable only by infiltrate or outflank, but let them assault from infiltrate or outflank. I think we'd be seeing a lot more stealers if they could do that.

Just some ideas, also, let us make specific reserves come through the trygon hole. Man, they never get that one right. =)


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