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Author Topic: Handling all the possible weapon/upgrade combinations  (Read 1491 times)

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Offline cac2008

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Handling all the possible weapon/upgrade combinations
« on: June 19, 2013, 11:31:06 AM »
Hi all,

Quick question as i'm getting started... how do you all handle the large variety of upgrades (toxic sacs, adrenal glands) as well as the variation in weaponry provided with your armies? I don't fancy the idea of having enough 'gants to cover every possible combination!

I understand that for the bigger models we can use pins and magnets to allow swapping of weapons, but what about the upgrades?

How do you do it? Do you just outfit the model with how you intend to mostly play?
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Offline Locarno

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Re: Handling all the possible weapon/upgrade combinations
« Reply #1 on: June 19, 2013, 02:52:20 PM »
Just model them as is. To be brutally honest, I never kit them with anything but a basic 'borer. That way (a) I don't have to keep track of which brood were deployed and which were spawned and (b) they're going to die. In bloody droves (see signature below!). Spending points on them seems largely useless.

Now for Hormagaunts, I can see a point, ditto for termagants being dropped in in spores (devourers for the win), but my army at present doesn't use either of those.
Stories to read....
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Offline cac2008

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Re: Handling all the possible weapon/upgrade combinations
« Reply #2 on: June 20, 2013, 09:29:43 AM »
Lol excellent signature!

I was asking because I've been thinking of some potential strategies, like the usual small - medium - big wave formation for cover saves but also to have normal homogants at the start (as they WILL die) followed by more choppy ones with Toxic sacs for the permanent 4+ to wound and reroll T3 and below (75% chance of wound if T3 or below and 50% to wound anything else!). I'll have to cost/benefit adrenal glands if i'm against MEq but I may want some with this too to give the option.

I'll leave all of them vanilla for now, but save the bitz incase I want to jazz them up later after a few games.

I was planning on leaving the termagants with a borer - spinefists don't seem like they justify the effort and the devourer just costs too much for an "OMFG there's loads of them!" foot unit, but when I get a spore I may justify devourer gants.

Thanks for the response.
"What in the? Holy crap! Gettitoff gettitoff gettitoff!"
—Anonymous Convict being attacked by a Genestealer

Offline WisdomLS

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Re: Handling all the possible weapon/upgrade combinations
« Reply #3 on: June 20, 2013, 12:44:19 PM »
With tyranids most people wouldn't know a toxin sac from a thingame gland in the first place so the rule of cool usually takes precedence. Put whatever upgrades parts you want on your models just be sure that you army lists clearly indicate what upgrade each unit has and explain this to your opponents.
Its often a good idea to have different upgrades modelled on different units so you can more easily tell them apart on the table top.

With weapons its a little different and with most of your big bugs it's pretty easy to magnetize the different options. 

Offline cac2008

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Re: Handling all the possible weapon/upgrade combinations
« Reply #4 on: June 21, 2013, 04:20:52 AM »
Cheers for all the advice guys  :D
"What in the? Holy crap! Gettitoff gettitoff gettitoff!"
—Anonymous Convict being attacked by a Genestealer

Offline Locarno

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Re: Handling all the possible weapon/upgrade combinations
« Reply #5 on: June 22, 2013, 03:21:45 AM »
Quote
spinefists don't seem like they justify the effort

...Yeah. I may be missing something but really don't see the point in spike rifles or spinefists. Certainly not as anything you pay points for, anyway.
Stories to read....
Songs of Earth
The Will to Survive Series

Tervigon Army List:
Games Played: 35
Termagants expended for the Hive Mind: ~2685

Offline GaleRazorwind

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Re: Handling all the possible weapon/upgrade combinations
« Reply #6 on: June 23, 2013, 04:08:05 PM »
I fall into the "don't bother putting TS/AG on anything because nobody would be able to recognize it" camp.

When it comes to the little bugs, as long as they have the right guns, they are just fine without anything modeled onto them, as long as you know who has what. Since all Gants look alike, I am a firm believer in the painted base edge technique. This does require you group together certain numbers of models, meaning you'll probably need more models, but it makes it extremely easy to tell which Gant is in which squad. That way, if you have upgrades on your Gants, you can mark it in your army list and say "blue squad has X".
Ziltoid is so omniscient, if there were to be two omnisciences, he would be both!

 


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