>>73789020
IF YOU WOKE UP TO A SPACE MARINE CODEX WITH WS/BS 4+, STRENGTH 3 MELEE AND BOLTGUNS, BUT A 2+ ARMOUR SAVE, WOULD YOU ACCEPT THAT?
HOW ABOUT IF THEY ALSO COSTED FUCKING 50% MORE POINTS ON TOP OF THAT??? NOW YOU UNDERSTAND WHAT IT'S LIKE TO BE A TYRANID PLAYER. OH WAIT, NO, WE DIDN'T GET INTO THE BEST PART!!
LEAPING. HORMAGAUNTS HAD A LEAPING ABILITY. WHEN THEY RAN/CHARGED, THEY ADDED AN EXTRA 6" OF MOVEMENT, AND THIS 6" COULD BE USED TO CLEAR OBSTACLES AND TERRAIN WITHOUT SLOWING THEM DOWN. THIS BROUGHT THEIR TOTAL CHARGE DISTANCE UP TO 18", IN AN EDITION WHERE A SPACE MARINE COULD CHARGE 8". MORE THAN DOUBLE.
LET US COMPARE NOW. A HORMAGAUNT MOVES 8", AND CHARGES... 2D6" LIKE EVERYONE ELSE. SO A MAXIMUM OF 20" THREAT RANGE, OR AVERAGE OF 15".
SPACE MARINES/GUARDSMEN ETC. MOVE 6", AND ALSO CHARGE 2D6". MAXIMUM OF 18" THREAT RANGE, OR AVERAGE OF 13".
OUR MAXIMUM MOVEMENT SPEED DIFFERENTIAL WENT FROM 125% FASTER AT MAXIMUM.... TO 11% FASTER. HOLY FUCK. ARE YOU FUCKING SHITTING ME? THIS IS ACCEPTABLE? OH RIGHT ALSO BOTH OF THOSE UNITS ARE JUST AS FAST AS US CHARGING FROM DEEP STRIKE TOO.
HURRHURR BUT WE GET TO PILE IN AND CONSOLIDATE AN EXTRA 3"! AFTER FIGHTING WITH NERFED WEAPON SKILL, NERFED STRENGTH, AND NERFED AP, AND YOU HAVE 2/3RDS AS MANY HORMAGAUNTS BECAUSE THEY COST MORE THAN GUARDSMEN IN 9TH EDITION WHEN THEY USED TO BE 80% OF THE POINTS COST!
YEAH THEY WERE FUCKING 80% THE COST OF A GUARDSMAN, 26.6% THE COST OF A TACTICAL MARINE. AND THEY WERE BETTER OFFENSIVELY THAN A TACTICAL MARINE IN CLOSE COMBAT (SAME WS, STRENGTH, AP, INITIATIVE, BUT 2 ATTACKS) WITH MORE THAN TWICE THE MOVE SPEED TO GET THERE!
HOW DO YOU NERF A UNIT THIS FUCKING BADLY? ITS NOT LIKE THEY WERE OVERPOWERED. THEY STILL DIED IN DROVES IN 2E. YOU WERE PULLING HORMS OFF THE TABLE LEFT AND RIGHT. THEY HAD TOUGHNESS 3 AND NO ARMOUR SAVE. THEIR ONLY DEFENSE WAS A -1 TO HIT THEM FROM RUNNING FAST. A FLAMER TEMPLATE WOULD JUST CHUNK THESE LITTLE BASTARDS. BUT THEY WERE FUN!