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[BatRep] Termagant Terror Battle 3 |
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Chroma |
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Joined: Fri Jun 24, 2005 3:06 pm Posts: 9684 Location: Montréal, QC, Canada |
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Chroma |
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Joined: Fri Jun 24, 2005 3:06 pm Posts: 9684 Location: Montréal, QC, Canada |
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Markconz |
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Joined: Mon Jul 28, 2003 10:43 pm Posts: 7925 Location: New Zealand |
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Chroma |
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Joined: Fri Jun 24, 2005 3:06 pm Posts: 9684 Location: Montréal, QC, Canada |
Well, I was considering the "Common Cap" in light of Termagants being 15 points and, most likely, no twin-warrior synapse groups. _________________ "EPIC: Total War" Lead Developer Now living in Boston... any EPIC players want to meet up? |
clausewitz |
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Joined: Thu Jul 07, 2005 2:02 pm Posts: 916 Location: Glasgow, Scotland |
Yup, I thought of that... Came out as.. 6x 3 TW synapse groups 90 Termagants 4 Zoanthropes 2x 3 Lictor swarms 2x Mycetic Spores Certainly less units and activations than the current TT list. Going by your battle reports is somewhat sounds as though you could have managed with 2 less swarms. What do you think Chroma? |
Chroma |
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Joined: Fri Jun 24, 2005 3:06 pm Posts: 9684 Location: Montréal, QC, Canada |
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clausewitz |
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Joined: Thu Jul 07, 2005 2:02 pm Posts: 916 Location: Glasgow, Scotland |
Lol, do the Nids need a couple of extra swarms to act as waiters? ![]() |
Markconz |
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Joined: Mon Jul 28, 2003 10:43 pm Posts: 7925 Location: New Zealand |
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Tactica |
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Joined: Sat Jul 09, 2005 12:12 am Posts: 2241 |
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Tactica |
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Joined: Sat Jul 09, 2005 12:12 am Posts: 2241 |
Wow... well, I'm convinced that there's an unexpected problem here. The list isn't really even fighting - its just barrelling over with an unstoppable tide. Now - part of that is cool from a fluff perspective, but not to the point that it can't be reasonably beat. 1. 10 pnt termigants are too cheap if the common brood type is not going to be limited. Its just for the sheer amount of wounds. So either raise the points an don't apply a limit or leave them at 10 points and impose a common brood limit. 2. My personal feeling on this is similar to Chromas - this is not meant to be an all termigant legal list. The possibility of it wouldn't matter if they weren't breaking the potential wounds in a turn curve. A certain amount of 'other stuff' should be required to some degree to maintain the wound curve if nothing else. I go back to what I was telling Hena and Jaldon earlier in Hena's bat rep thread - there's an average number of wounds a given average tourny army can yield. I don't know what it is, but when a list goes over 4 times that amount in its army and the game is only 3-4 turns long - you have a problem. Now - combine that with the immunity of breaking, make them immune to blast markers and combat specialists, and also allow them to regurgitate your dead - now you have the makings of a very imbalanced list. 3. The cheap synapse clearly cause an ability to have more and more activations to spawn more and more of the dead. So there's a mathematical equation to be explored here. As more synapse activations are available, the higher the probability of mass recovery from any given amount of wounds. Therefore, the cheaper the synapse become while remaining unrestricted, the more impervious the list will come to damage. As noted in the earlier thread, it will be interesting to see what Jaldon thinks of these bat reps. Cheers, _________________ Rob |
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