Charmander said:
Friend of the Dork said:
I've played Deathwatch, and although Tyranids are very dangerous [...]
Off Topic:
HB is overpowered, plain and simple, and suffers from the same autofire damage multiplier that's core to the system. I personally follow AK's Houserule and reduce the RoF to 7 and reduce the damage addition by 2 (so a total of +8 rather than 10) and it's been working so far.
The Hive Tyrant should've been a little more clever in engaging you though, and not just charged down the hallway at you, and not pulled the ninja movie manuver where only one enemy engages you at a time, and out in the open giving your ranged guys a significant advantage.
As for the hormogaunts, sorry your hand to hand sucks, I'd suggest doing things next time like aiming or feinting. The GM should've scaled the encounter properly as well and not just had them try to dodge every time. Honestly, a single hit should've pulped a hormagaunt tho.
And yes, a rank 9 assassin would probably be able to kill a single DW Space Marine if played like a player character. Though at that point you're talking both characters as being in the same tier of the system (post ascenson) and both characters are looking at close to the same XP level, they should be fairly evenly matched (at least for two combat focued characters/classes).
Carry on, sorry for the disruption...
Yeah it is. Although to the Hive Tyrant's Defence, it didn't really have that many options (except not to attack us at all). But after all should Hive Tyrants be that afraid of 4 Space Marines? HB is overpowered, and IMO so are the other bolters. If we had to engage it in melee for instance it would have ripped us apart and we would barely be able to wound it at all - most of our Chainsword attacks would simply fail to overcome it's massive TB and Armor.
The Tyrant came in a very open area, and attacked from the only blind angle it could, behind a tall building. We had just wittled down a Mag 120 horde so it might have though we had expended lots of ammo etc, so tactically it was a good time to attack. The only bad move it did was attempts to hurt us with it's ranged and warp-like abilities rather than just rush at us. The reason why the HB works so well is that combined with high damage the enemy is so big we get a high bonus to hit it.
As for the Hormogaunts - YES we suck in melee combat THAT is the problem! We did aim (at first) and feint (eventually), but the problem was that the WS of a Space Marine is not that high, and that Swift attack and two-weapon wielder is not available until the mid-to high ranks, which costs tons of experience to get to.
SInce we are limited to one attack per turn, at a fairly mediocre WS (about the same as a mid-rank armsman or assassin), while even the lowliest of the Tyranids have Swift attack, it's pretty clear that these combats take time. Yes, we can often one-shot them (I even got one with an unarmed attack just for fun), but they are hard to hit, has excellent dodge, and ok WS so feinting is still pretty hard. Since they cannot easily hurt us the combat is still lopsided, it's just weird that it would take us far less time to kill a Magnitude 10 horde than it took to kill a bunch of single creatures, even if we can still one-shot them without Horde rules.
And I said (or meant) rank 8 Assassin - pre Ascencsion. No unnatural stats, just a bunch of talents and decent mortal equipment.


around that core decision. Me, I would rank the Battle Sisters roundabout that rank. You cannot stretch Novice Sisters across 6 ranks. Why not? Because the battle sisters are that good (rank 7?) and even a novice sister isn't as bad as rank 1 presumably. She doesn't have to climb through that many ranks to ascend to full-fledged battle sister status. From that follow my conclusion that the entry level must be above rank 1. Rank 4, perhaps rank 3 if you must. Branch out at rank x, allowing for ascension to full battle sister at around rank 7.