Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

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Dent May 19, 2020 @ 2:14am
Tyranid Synapse Unit Tweaks
I was playing a Tyranid game the other day and noticed something. One of the few advantages of Tyranids in the late game is the fact that most units are fleet (+1 movement) and either fly or ignore terrain (except rivers), especially the larger ones. In combination with Brood Hive tunneling, this makes Tyranids a little more mobile.

Thus it's a little bizarre that many of the vital synapse creatures don't share the same mobility. Tyranid Warriors and Primes can get fleet via research, but can't ignore terrain. Zoanthropes can't get either (even though the Malanthrope, another floating creature, is both right out of the gate). The only other Tyranid unit that's as slow are the Biovores, which are walking artillery.

So, of the three character and three non-character synapse unit types, one and two respectively are slower than the troops they are supposed to accompany. This only leaves the Tervigon, Tyrant, and Malanthrope, the last of which is not a fighter at all and can be very fragile. The Tyrant was implemented with wings and a large synapse range to compensate, but it's a shame that the iconic Warriors and Zoanthropes can't keep up with the swarm. It's also a little sad that the Tervigon has a skill to buff all Termagants up to three hexes away, but its own synapse range remains at a miserable one hex.

Tyranid synapse requirements are a key gameplay mechanic for the faction, but the tools available to mitigate it are lackluster. Warriors, Primes, and Zoanthropes are too slow, Malanthropes too fragile, and all of them plus Tervigons lack range on their synapse. A synapse creature can currently only escort two other creatures if you want all three to be able to attack in melee (even Tyrannofexes can only use their maximum firepower at melee range).Considering how short-ranged Tyranids are, and their focus on outflanking and swarming their enemies, this can severely hobble their effectiveness, especially in the late game.

Please allow all Tyranid land units to ignore terrain (even Biovores): Tyranid Warriors, Primes, and especially Zoanthropes that should be able to float over obstacles like Malanthropes. Furthermore, Zoanthropes should have fleet like Malanthropes. Finally, please increase basic synapse range to 2 for everything, or at least for the characters.
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Objectively, I don't think there is a problem unless Tyranid is underpowered in MP or something.

Synapse range 1 => 1) move your synapse unit, the morale rally is immediate and your underlings can then proceed the same turn, OR 2) move your underling (w/ fleet) next to the synapse unit (it has one more movement point for a reason), OR 3) override to keep morale for neglibile cost as long as you use it in fringe cases. Not really short on options for dealing with it.

Subjectively, you can argue that the above gameplay is not fun of course. I liked it though.
Last edited by SumatranRatMonkey; Jun 1, 2020 @ 3:30pm
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