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The Termagaunt/Hormogaunt/Ravaner Terror

 Post subject: The Termagaunt/Hormogaunt/Ravaner Terror
PostPosted: Thu Mar 16, 2006 3:45 pm 
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The main problem with only X3 warriors is the options you have in a 3000 pts game. You must choose between a ridiculous low number of activation with an harridan or a vituperator OR a normal (between 7 to 9) number of activation with only tyrans and warriors. I find it too restrictive. I think taking a big synapse shouldn't be a problem in a 3000 pts game and shouldn't drastically handicap you (the number of activation is an important advantage in the game I find).


The supposed activation advantage is, in my opinion, generally misunderstood and overemphasized.

Nids don't need as many activations as other armies.  Heck, other armies don't even require a "normal" 7-9 activations and Nids need fewer than most.

The key to an activation advantage has nothing to do with the number of activations on your army list at the beginning of the game.  Any advantage is gained from having more activations during the game.  With the Tyranid immunity to BMs and  breaking, their formations retain the ability to activate long after any army they oppose has lost a large portion of their activations.

I would be willing to bet that a well-played Nid force could have as few as 5 or 6 activations at 3000 points and still be highly competitive.

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 Post subject: The Termagaunt/Hormogaunt/Ravaner Terror
PostPosted: Thu Mar 16, 2006 4:18 pm 
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I don't speak about competiveness of the nids, I have no doubt about it. I just find that the X2 give some tactical options the X3 don't give. I don't see any abuse of this (knowing the existence of sniper and the danger it represents for the nids especially a X2 warriors swarm), even in the TTerror (it is much more the 120 termagaunts you can take I think)).

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 Post subject: The Termagaunt/Hormogaunt/Ravaner Terror
PostPosted: Thu Mar 16, 2006 6:24 pm 
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ayoras, you said previously that you understand the advantage of having more activations in EA.  You then say..
I just find that the X2 give some tactical options the X3 don't give. I don't see any abuse of this

The "abuse" is that the x2 TW synapse group allows too many activations.  (Abuse probably isn't the correct word, more accurately it allows something that is unbalancing, too powerful).
This is a problem in the Tyranid list because the 'Nid activations are so difficult to remove, they must be completely eliminated, before getting the chance to spawn.

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 Post subject: The Termagaunt/Hormogaunt/Ravaner Terror
PostPosted: Fri Mar 17, 2006 10:30 am 
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well, the point we don't agree about the *2 warriors is that it don't give too many activation (it gives a similar number of activation the opponent have). Indeed, with this you can take 10 warriors synapses and some independant to a maximum of 15 I think, but it is a maximum in a 3000 pts (I don't count lesser node activation which not the same thing), and it will be surely a not very efficient army. What is too many? It is exactly the same for numerous army. Another I repeat myself, *2 warriors only gives a normal number of activation.

Now I read the nealhunt post and I must recognize it make me think a lot. This arguments are very relevant. Even if, during several games I played, the activation of almost all my nids were marshall action to respawn, they can take it almost every turn. Though, your argument is relevant only if we consider that your opponent is fair and don't take too much sniper (well more than one in fact).

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 Post subject: The Termagaunt/Hormogaunt/Ravaner Terror
PostPosted: Sat Mar 18, 2006 8:49 pm 
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well, the point we don't agree about the *2 warriors is that it don't give too many activation (it gives a similar number of activation the opponent have). Indeed, with this you can take 10 warriors synapses and some independant to a maximum of 15 I think, but it is a maximum in a 3000 pts (I don't count lesser node activation which not the same thing), and it will be surely a not very efficient army. What is too many? It is exactly the same for numerous army. Another I repeat myself, *2 warriors only gives a normal number of activation.

Well we don't have to agree.  However, I wonder if you have understood the key element to my statement.
"x2 TW synapse group allows too many activations."
I don't mean too many in comparsion to other lists.  I mean too many activations for the Nid army.  As Nid activations can't be lost due to breaking and can also recover losses, the Nid player will end up with more activations over the course of the game as his opponents army takes losses and loses activations.
Though, your argument is relevant only if we consider that your opponent is fair and don't take too much sniper (well more than one in fact).

You realise that when creating these army lists we are doing so for the GT scenario, where it is assumed that you do not know what army you will face?  So we are not required (nor is it desirable) that we put counter-measures in place for an opponent tailoring his force to play a certain opponent.


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