Batrep Apology and Official Updates |
clausewitz
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Post subject: Batrep Apology and Official Updates Posted: Sat Apr 01, 2006 8:06 pm |
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Brood Brother |
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Joined: Thu Jul 07, 2005 2:02 pm Posts: 916 Location: Glasgow, Scotland
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Thats what I thought. It just seemed a little easy to do. I don't need to win an assault, hit anything with shooting, or even pass an activation check if I'm close enough to move on a hold.
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Jaldon
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Post subject: Batrep Apology and Official Updates Posted: Sat Apr 01, 2006 11:32 pm |
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Brood Brother |
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Joined: Thu Sep 04, 2003 6:38 am Posts: 720 Location: Utah, pick a Pacific Island the other half of the year.
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A little explination.....................................
I want to see what the "Top End" effects of this rule are on the Nid Army's Spawning before putting into effect the rest of the idea. If I am right it will eliminate the "Instant Army Creation" that occurs under the present spawning rule, spread the effects of spawning across the army thus allowing the Nids to keep the unit numbers up so they can attack, and create the real feel of an endless horde in a simple clean way.
The rest of the rule, and these numbers are in no way solid, forcers the Nid player to make a Rally Roll to spawn in the Rally Phase and uses the following spawning numbers instead of the old ones............
Dominatrix 1D6+6 Hive Tyrant/GSN 1D6+4 Tyranid Warrior 1D6+2 LSN 1D6
Till we can get some playtesting in using this rule it is going to be real hard to determine if the above numbers are correct, or even if the entire idea will work. Making Spawning a sure thing right now will tell us faster then anything else if this idea has any merits toward the goal we want to achieve.
So if my opponent teleports in a couple of nodes near my blitz objective I can surround them with scouts to prevent spawning? |
Yes
I think you're doing a great job. Thanks!
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I'm sorry to see that service hasn't changed so much.
Not really worried about it as long as CS is letting us do it here on Epicomms. I can wait for what GW wishes to do from there.
As well, this makes Lesser Nodes *incredibly* vulnerable as they will have nothing to do or protect themselves with for the whole turn in which they appear.
Yes, but as this IS an experiment and we can address this issue after we have decided how to deal with spawning directly. In any case I do want to see it less viable for LSNs to just teleport in and raise all kinds of hell.
Thanks All
Jaldon
