|
|
|
|
|
|
|
Posted: Tue Jul 29, 2008 12:05 pm
Well, you keep on avoiding the point that we're not nessecarily saying that they're a playable race. For all we know, it could be the Imperial Guard, or the Tau, or anyone, really. More likely than not, the Tyranids will be the big bad guys at the end, or later on in the campaign, a la the Necrons in Winter Assault.
And to top it off, you "lead an elite strike force." This does not mean that your enemies will have the same amount of enemies as you. In a tabletop sense, think of it like a Kill-Team mission, where you're sending in your elite group to take care of superior numbers of "grunts".
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Tue Jul 29, 2008 1:18 pm
Kill team, oh yes. This does call for the Imperial Guard with its rugged individuals.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Wed Jul 30, 2008 4:19 am
i would have though an elite strike force in tryanid terms would be a squad of warriors or lictors seeing as theyre hard and are also more intelligent than gaunts or stealers just though i'd point that out
But i agree with xenos mortium if they are tyranids they would probably be like the necrons in Winter assault
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Wed Jul 30, 2008 9:35 am
Can't Tyranid's exchange bio matter or something? When you upgrade a Tyranid maybe it gets morphed or added onto?
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Wed Jul 30, 2008 10:54 am
[Sanity_is_for_the_Weak] Can't Tyranid's exchange bio matter or something? When you upgrade a Tyranid maybe it gets morphed or added onto?
Perhaps it would be something where the units pitch themselves into reclamation pools and come out, freshly evolved with their "wargear" added in.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Wed Jul 30, 2008 9:02 pm
I thought of something similar, but I also thought it was a bit far-fetched and I would get berated by Tyranid fans. I see now that it is not as far-fetched as I thought, unless you don't know what you're talking about.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Wed Jul 30, 2008 9:14 pm
[Sanity_is_for_the_Weak] I thought of something similar, but I also thought it was a bit far-fetched and I would get berated by Tyranid fans. I see now that it is not as far-fetched as I thought, unless you don't know what you're talking about.
Well, I -think- that I know what I'm talking about. It would make sense, what with gathering new biomass and DNA from killing s**t off so that you can better evolve.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Wed Jul 30, 2008 11:13 pm
[Sanity_is_for_the_Weak] I thought of something similar, but I also thought it was a bit far-fetched and I would get berated by Tyranid fans. I see now that it is not as far-fetched as I thought, unless you don't know what you're talking about. Actually something like that makes sense. They absorb all bio-matter and new genus strands and the next battle you get new beasts. Just look at the Scythed Heirodule and the Barbed Heirodule.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Wed Jul 30, 2008 11:14 pm
Yes! I actually had a good idea! *marks a note in my journal*
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Wed Jul 30, 2008 11:22 pm
The problem arises when the RPG element in Dawn of War 2 comes into play - specifically how you can remove and store wargear. Once you evolve a trait, it's sort of difficult to suddenly lose it without risk of biological defects, serious injury or death.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Thu Jul 31, 2008 12:05 am
Serebrate The problem arises when the RPG element in Dawn of War 2 comes into play - specifically how you can remove and store wargear. Once you evolve a trait, it's sort of difficult to suddenly lose it without risk of biological defects, serious injury or death.
If they re-assimilate into the biomass, they can be reborn with different gear.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Thu Jul 31, 2008 11:04 am
Nids can adapt to the situation, so the chance of genetic defects is limited at best. Remember that we are talking about a massive bio organism here that sends millions of pods into the first wave just to check on the planet's atmosphere and other peripherals. From that first wave the Hive Mind gathers all the info it needs and both adapts its organisms and the planet itself.
Source: Warriors of Ultramar.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Thu Jul 31, 2008 11:46 am
Perhaps the whole squad-size debacle isn't a problem. If you can just have limit amounts of big squads then it'd be fine wouldn't it?
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Thu Jul 31, 2008 11:54 am
Individually smaller Nids are weak. Read a book and you'll see this. Guardsmen can easily kill lesser Gaunt species with good firing discipline. Smaller Nids are employed to swamp the enemy as probes for heavier assaults, ammo-wasters and diversions. (see: Apocalypse doubters)
Personally I could imagine large broods (30+) of Nids attacking small squads of elite veterans that you've built over the course of the game. Come on, just imagine the coolness of such a scene: A dozen space marines facing off against seemingly endless tides of critters just like in the codex books, mowing down everything in range while the survivors are hacked apart by commanders and assault specialists.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Thu Jul 31, 2008 2:22 pm
I mean, if a Tyranid player can can have like a few groups of like 40 individuals and then a few more less numerous, powerful specialists?
|
 |
 |
|
|
|
|
|
|
|
|
 |
|
|