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Tyranids and Movement

 Post subject: Tyranids and Movement
PostPosted: Sat Oct 22, 2011 12:26 am 
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I found some regularity with Epic stats in comparison with Wh40k stats.

Usually all units walking on legs has a movement of 15cm in Epic.
Is it Mounted Infantry (= Cavalry. Beasts in Wh40k) it moves 20cm plus Infiltrators.
Is it quipped with Jumppacks or Wings (Jumptroops in Wh40k) it moves 30cm.
Fleet = Infiltrators or +5cm speed boost (note that nearly all Eldar in Wh40k have Fleet but in Epic they get Hit-an-Run instead)

In alot of the recently Tyranid unit proposal the Tyranidsget a +5cm speed boost.
And now i also found ajustification in the current Codex about this: the Move Through Cover (MTC) special ability.
All Monstrous Creatures get this as default and some Tyranid Infantry units too.
So listinmg alsunits in the Codex the speed would be:

Hive Tyrant (MC) = 20cm
Tyrant Guard = 15cm
Tyranid Warrior = 15cm
Winges Tyranid Warrior (Wings) = 30cm
Ravener (Beasts, MTC) = 25cm Infiltrators
Hormagaunt (Fleet, MTC, Agile) 25cm or 20cm Infiltrators
Termagant (MTC) = 20cm
Genestealer (Fleet, Infiltrators, MTC) = 25cm or 20cm Infiltrators
Lictor (Fleet, MTC )= 25cm or 20cm Infiltrators
Gargoyles (Jumptroops) = 30cm
Harpye (MC, Wings) = 30cm
Zoanthrope = 15cm
Venomthrope = 15cm
Carnifex (MC) = 20cm
Hive Guard = 15cm
Biovore = 15cm
Pyrovore = 15cm
Trygon (MC, Fleet) = 25cm or 20cm Infiltrators
Mawloc (MC) = 20cm
Tervigon (MC) = 20cm
Tyranofex (MC) = 20cm
Ripper Swarm = 15cm
Winges Ripper Swarm (Wings) = 30cm

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 Post subject: Re: Tyranids and Movement
PostPosted: Sat Oct 22, 2011 1:21 pm 
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25cm infiltrators is daft, way too fast.

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Epic: Hive Development Thread


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 Post subject: Re: Tyranids and Movement
PostPosted: Sat Oct 22, 2011 4:00 pm 
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The general rules I've been going by are:

15cm base
+5cm for fleet
infiltrator or bounding leap grants infiltrator

Move through cover is handled by mobility.

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 Post subject: Re: Tyranids and Movement
PostPosted: Sat Oct 22, 2011 6:44 pm 
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An epic turn is far longer than a 40k turn and represents another type of movement which is limited more by the ability of a formation to organize and go somewhere rather than flat out speed. Otherwise, how does a jet bike only move twice as fast as a man on foot? Don't make it too 'realistic' for nids otherwise you have fms that have a hard time moving anywhere because their top speeds are disjointed and remember that some stuff really shouldn't rally. I loved garrisoning my hive tyrant and carnifexes under jormugandr list as they all moved 15cm and didn't have to take the 20cm gaunts w/ them...

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 Post subject: Re: Tyranids and Movement
PostPosted: Sat Oct 22, 2011 7:28 pm 
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@zombocom: Well Raveners are Cavalry but they don`t have to worry about their riders knocked off the saddle by tree branches :)

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 Post subject: Re: Tyranids and Movement
PostPosted: Sat Oct 22, 2011 7:38 pm 
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I meant from a gaming point of view; a 50cm engage range is preposterous.

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 Post subject: Re: Tyranids and Movement
PostPosted: Sat Oct 22, 2011 8:08 pm 
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zombocom wrote:
I meant from a gaming point of view; a 50cm engage range is preposterous.

Boarboys showed that 25cm + infiltrate was too good and were dropped to 20cm + infiltrate instead


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