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Hive Fleet Leviathan v5.0 [not NetEA]

 Post subject: Re: Hive Fleet Leviathan v3.0
PostPosted: Fri Jan 31, 2014 3:57 pm 
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I'm going to take a look at the new units, but I'm unlikely to put them all in. The list is based on the 5e list, and will most likely remain so.

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 Post subject: Re: Hive Fleet Leviathan v3.0
PostPosted: Sat Feb 01, 2014 12:51 pm 
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Hey Zombo, got any further with the list?


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 Post subject: Re: Hive Fleet Leviathan v3.0
PostPosted: Sat Feb 01, 2014 1:36 pm 
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I don't think much new went in with the new code,, haruspex and exocrine only? Both cool IMO.

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 Post subject: Re: Hive Fleet Leviathan v3.0
PostPosted: Sat Feb 01, 2014 2:01 pm 
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I've got some nice proxies coming my way so it would be cool to be able to use them in this list...


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 Post subject: Re: Hive Fleet Leviathan v5.0
PostPosted: Sat Feb 01, 2014 2:34 pm 
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Version 5.0 uploaded, see the first post for the download link.

Major changes, as I'm no longer matching to the netEA rules and stats.

I've culled a few of the less useful units:

Malanthrope is out as it's too similar to the Hive Tyrant stats wise to have a unique role. Counts as, baby.
Tyrant Guard are out as I just think they're too much micromanagement for this scale.
Hive Nest is out as I just don't think anyone would really use it.

I can be convinced to add any of these back, by the way...

New in is:

Hive Crone - AA themed Harpy? Love it.
Pyrovores - Should really have been in before!

Rules-wise I've switched back to a simplified version of the Spawning Queue; it should make Swarming quick and pseudo-random. I've also changed loads of stats, take a look and see what you think.

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 Post subject: Re: Hive Fleet Leviathan v5.0
PostPosted: Sat Feb 01, 2014 4:01 pm 
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zombocom wrote:
Major changes, as I'm no longer matching to the netEA rules and stats.


Mark it [FAN] then please.

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 Post subject: Re: Hive Fleet Leviathan v5.0
PostPosted: Sat Feb 01, 2014 4:44 pm 
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I'm happy to mark it [not netEA]?

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 Post subject: Re: Hive Fleet Leviathan v5.0 [not NetEA]
PostPosted: Sat Feb 01, 2014 6:08 pm 
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notEA?


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 Post subject: Re: Hive Fleet Leviathan v5.0 [not NetEA]
PostPosted: Sat Feb 01, 2014 6:12 pm 
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WebEA

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 Post subject: Re: Hive Fleet Leviathan v5.0 [not NetEA]
PostPosted: Sat Feb 01, 2014 8:59 pm 
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Ok, had a look - malanthrope and tyrant guard not being there is fine. Hive nest could be cool though and it would be nice to get the haruspex and exocrines in there, purely for the selfish reason of me getting some nice proxies I'd like to use! Genestealers with an extra attack at 4+ is interesting, Iooking forward to playtesting that and hive crones could be great too.


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 Post subject: Re: Hive Fleet Leviathan v5.0 [not NetEA]
PostPosted: Sat Feb 01, 2014 10:01 pm 
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Good to see this. I don't have time to have a proper read over at the moment but had a quick look over.

I don't miss the malanthrope. I'll just model some Tyrant Guard on the same base as the Hive Tyrant. Good to see the new units.

I would prefer to see the same limitations on swarming that as recent Onachus versions - as in you add up the number and half it if enemy are within 30cm or the formation is broken (so no swarming at all if both). It stops swarming getting out of hand and gives the enemy some tactical options to cut down on it (though moving close to tyranids has it's risks).


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 Post subject: Re: Hive Fleet Leviathan v5.0 [not NetEA]
PostPosted: Sun Feb 02, 2014 1:16 am 
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I've got no swarming at all if broken, which I think is a similar level of restriction. I've never really understood the "more than 30cm" rule; why should the tyranid player be punished for trying to get into close range? Isn't that what they're supposed to do?

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 Post subject: Re: Hive Fleet Leviathan v5.0 [not NetEA]
PostPosted: Sun Feb 02, 2014 2:40 pm 
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Another thing to note; I've removed the variable swarming costs for different unit types, in order to speed up play and make the more expensive brood options more worthwhile.

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 Post subject: Re: Hive Fleet Leviathan v5.0 [not NetEA]
PostPosted: Mon Feb 03, 2014 5:42 pm 
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The reasoning for the "more than 30cm" was that close to the opponent there wouldn't be much Tyranids creatures, because they are lone single creatures without connection to the Hive Mind which are easily singled out and gunned down.

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 Post subject: Re: Hive Fleet Leviathan v5.0 [not NetEA]
PostPosted: Mon Feb 03, 2014 7:44 pm 
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Nevertheless, I don't see the point of punishing nids for getting close, especially when it makes swarming much simpler if you leave it out.

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