Tyranid horma and termagaunts

Issues dealing with gameplay balance.
CSM Emperor
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Tyranid horma and termagaunts

Postby CSM Emperor » Thu 01 Oct, 2015 5:10 pm

their number is a squad makes them feel like guardsmen, that's ugly, they should be more or with the upgrade should be added more to reach size 15. their flame resistance should be removed too. So lets say they start with 11 models and become 15 with upgrade.
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Asmon
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Re: Tyranid horma and termagaunts

Postby Asmon » Thu 01 Oct, 2015 5:58 pm

Seriously, can't you go into a little deep thinking about your ideas before you post them?

What is the purpose of my idea? How could it be balanced? Does the game need it? Once you get a constructive answer for every of these questions, then you can open a thread.

Otherwise, you can play Codex Edition or any other tabble-top friendly mod.
saltychipmunk
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Re: Tyranid horma and termagaunts

Postby saltychipmunk » Fri 02 Oct, 2015 1:21 pm

Yeah, a bunch of Emperor's recent post have left me scratching my head . gaunts are already dirt cheap, they get an upgrade in t2 that gives them 2 extra models. nothing is stopping you from getting more than one squad.

plus if we made their model count any higher we will be seeing models with like 40 hp and that is just stupid.
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Codex
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Re: Tyranid horma and termagaunts

Postby Codex » Fri 02 Oct, 2015 4:41 pm

First and foremost, it's not necessary to take such a hostile tone, it's rather alienating at best.

The part of his post which jumps out at me, though, is his suggestion the flame resist be taken away. There's a very good reason that they have that armour type, and it's not because of fluff. It's because low hp high squad count squads like horms would get eviscerated by flamers if they didn't have said armour.

Also, you're posting a balance suggestion on the balance forums. Try to give reasons for changes, and give cost/performance assessments to back those changes up. Think through your OP, then feel free to try again.
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Oddnerd
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Re: Tyranid horma and termagaunts

Postby Oddnerd » Fri 02 Oct, 2015 4:56 pm

I was a tabletop player for a long time and I know the temptation to make the game feel more fluff-compatible. I was actually a tyranid player at one time so I know how stupid it looks when IG have more men in a squad and cheaper reinforce cost. The things is, DOWII is a game of tactics, focusing on small, elite squads. There is obviously no fluff-based reason for tyranids to be fighting with small, elite squads who will retreat rather than be destroyed, but this is not a direct translation of the WH40K universe. If you want the game to not be a complete joke/clusterfuck, then a bit of artistic compromise is necessary.

Same thing foes for flame resistance. In tabletop the whole point of flamers is to punish units like hormagaunts, but in this game flame resistance is just a balancing approach so that flamers dont annihilate entire T1 units in 3 seconds. Again, not fluff, just balance.
saltychipmunk
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Re: Tyranid horma and termagaunts

Postby saltychipmunk » Fri 02 Oct, 2015 5:56 pm

plus flamers still rape hormagaunts. flame resistance can only go so far when you have 8 of the lowest hp models in the game.

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