Tyrant Guard slighlty too durable?
Posted: Sat 12 May, 2018 5:17 pm
Hey there everyone, this is the last thread I will be most likely posting for a little while unless something egregious makes its way into one of my games to where I have to address it, however i would like to talk about the Tyrant Guard 400/60 12 pop 45s . super heavy armor 2500 hp.
Now personally I think this is a fine unit. It doesn't do too much damage nor to little. It can tie up units well and when it hits the field it usually has an impact that can be felt. The counters which exist in the game are well capable of dealing with the unit and otherwise being able to pressure it and perhaps kill it given it is left unsupported...That being said. It takes quite a while to actually place the unit in a position where it needs to worry about its survivability especially when it has full health going into a full scale engagment at which point its practically an off limits squad because of how long it will take to actually kill it.
Personally I think it's just slightly too durable. It can easily hold up an entire army while while the tyranid player focuses down any counters to the unit to which it will have quite a bit of health to spare so as to not even have to necessarily back off and go heal itself because its healthpool is so large. Don't misunderstand I know that essentially small arms fire can damage it but realistically speaking you will be there for a long time if you don't have the proper counter measures. I think the tyranid player should actually have to worry about the tyrant guards health actually coming to be too low if it stays too long in engagement as right now there is really no faction that can sustain their field postion as long as this unit has the ability to reliably push you away without taking some considerable manner of respective health loss which may jeopardize the units safety.
I personally propose we just lower the health of the unit by 200 so that its not too durable nor not enough for as of the moment just spamming this unit really is a reliable strategy.
Now personally I think this is a fine unit. It doesn't do too much damage nor to little. It can tie up units well and when it hits the field it usually has an impact that can be felt. The counters which exist in the game are well capable of dealing with the unit and otherwise being able to pressure it and perhaps kill it given it is left unsupported...That being said. It takes quite a while to actually place the unit in a position where it needs to worry about its survivability especially when it has full health going into a full scale engagment at which point its practically an off limits squad because of how long it will take to actually kill it.
Personally I think it's just slightly too durable. It can easily hold up an entire army while while the tyranid player focuses down any counters to the unit to which it will have quite a bit of health to spare so as to not even have to necessarily back off and go heal itself because its healthpool is so large. Don't misunderstand I know that essentially small arms fire can damage it but realistically speaking you will be there for a long time if you don't have the proper counter measures. I think the tyranid player should actually have to worry about the tyrant guards health actually coming to be too low if it stays too long in engagement as right now there is really no faction that can sustain their field postion as long as this unit has the ability to reliably push you away without taking some considerable manner of respective health loss which may jeopardize the units safety.
I personally propose we just lower the health of the unit by 200 so that its not too durable nor not enough for as of the moment just spamming this unit really is a reliable strategy.

