A Tyranid Warrior belonging to a fleet that first encounters the robust Space Marines will likely fail to be successful against them, but the next generation of Tyranid Warriors will be dumped from their spawning vats with more powerful weapons and stronger limbs to compensate. Instead, the Tyranids are a highly mutagenic species, capable of evolving specific new traits at the whim of the Hive Ship that spawns them within a single generation, allowing them to evolve to survive in a hostile habitat or face a particular enemy millions of times faster than any other form of life. The Tyranids themselves are purely organic, using nothing most civilizations would recognize as "fabricated". The Tyranid race is the collective term given to the mass of extra-galactic creatures whose sole purpose for existence is to roam across the universe in massive fleets, descending upon inhabited worlds and stripping them of every scrap of living matter. TotW #5 - Countering Warpspiders with the Waagh!.With all that said I guess their T2 at least has variety in that aspect but their T1 still remain poor especialy in maps like Angel Gate.By Ninjabutter, Dawn of War 2 Global Administratorīy Faze, Dawn of War 2 Ex Game Administrator Anyway, the spore mines have great dammage but are easily taken out if the players is pepared and, unless they came from the lictor alpha global, have to slowly move near the building while getting pelted. FUCK I forgot if they can supress inside buldings. The warriors do even less, have medium range, are very slow firing and. The zoanthrope while possessing a great range is also weak and doesn't do that much dammage alone. Still I think my point stand because most of the tyranids' anti-garrisson capability is only average at best when compared to other races. Why do I keep forgeting things like the tyrant guard splash dammage. Then you can still have your complementary T1 options, strangler warriors and spore mines (from towers).Īlthough spore mines are usually only used with the LA spore mine drop which is pretty damn effective.God damm. You have your long range answer (zoa) and you have your melee answer (TG splash). Actually i am going to post this in the balance thread.ĭark Riku wrote:And on what basis do you think that Nids need more anti-garrisson in T2? Tyrant Guard healing ability should cost Zero energy BUT it should deplete the Tyrant Gaurds energy pool for how ever long you use it, similar to the FC's Sword and Shield or any cloaking ability. Rav.A tunnels should cost 75 red but be cloaked.
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That squad leader should obviously have a distinct look to stand out from the other Warriors models. Actually it would be better if Warriors had a squad leader that granted synapse that could be killed and have to be repurchased just like other respected leaders of others classes. Why do they have such cheap upgrades anyway? Synapse should be treated as extra popcap and upkeep for Warriors just like squad leaders such as Tacs and ASMS to balance out their eco in T2. Adrenal glands(Hormagaunts) should be increased to 75/20. I think there should be wargear(add to existing or make new wargear) that grants a buff to his flesh hooks damage and range. Also LA's flesh hook should not do as much damage as it does. Synapse upgrades should add to their popcap and upkeep in t2 imo.