Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 20 posts ]  Go to page Previous  1, 2

[3K Batrep] Tyranid 7.3.1 vs Marine 1.1 Game 3.

 Post subject: [3K Batrep] Tyranid 7.3.1 vs Marine 1.1 Game 3.
PostPosted: Sun Mar 11, 2007 11:54 pm 
Purestrain
Purestrain
User avatar

Joined: Mon Jul 28, 2003 10:43 pm
Posts: 7925
Location: New Zealand
Hmmm... that's pretty rough if they just disappear that easily. That is going to happen a lot. What about a -2 on action test if synapse is lost as an intermediate effect? Ie representing confusion as they try to move back to the hive mind.  That would also make it harder for synapse-less swarms to make the effective attacks they are able to make now (which has always seemed strange to me).

One thing that is concerning me a little is just how many points the Dominatrix chews up for synapse as a SC. Doesn't leave much for other formations. I think I've heard other people on these boards expressing similar opinions previously?

_________________
http://hordesofthings.blogspot.co.nz/


Top
 Profile Send private message  
 
 Post subject: [3K Batrep] Tyranid 7.3.1 vs Marine 1.1 Game 3.
PostPosted: Mon Mar 12, 2007 10:58 am 
Brood Brother
Brood Brother
User avatar

Joined: Wed Dec 14, 2005 11:09 am
Posts: 276
First off - great Batrep!

The synapse coherency issue: in previous versions of the nid list we had the following wording:

"Any brood creatures that start a turn not within 15cms of a synapse creature will go to ground and are removed from play" - in addition there was the immediate go to ground after an assault if out of synapse range.

Now in this latest version we have wording that states we check at the end of a move (not activation) AND at the start of a turn - plus after assaults.

Personally I never had a problem with the old wording - it allowed swarms who had lost their synapse creatures to still activate as normal then for the nid player to try and pick up the remnants later in the turn (if they wanted to).

For those of use who play with huge swarms this new wording seems overly harsh in my opinion as it can lead to a huge part of the army not being able to function agressively.

Could someone explain the reasoning for the change in wording (Chroma?)

Lightbringer
:cool:

_________________
Overseer Lightbringer II


Top
 Profile Send private message  
 
 Post subject: [3K Batrep] Tyranid 7.3.1 vs Marine 1.1 Game 3.
PostPosted: Mon Mar 12, 2007 12:59 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Jun 24, 2005 3:06 pm
Posts: 9684
Location: Montréal, QC, Canada

(Hena @ Mar. 12 2007,11:37)
QUOTE
I also was on this side (eg. remove models quickly) originally. But this batrep does make me think that there must be a way to solve the problem with "must fit within 15cm of the synapse" as IMO it's less of a problem than that Tyranid swarm cannot move to find synapse later.

Yeah, I think we need to change something about this as well.

As Ilushia has pointed out, any formation out of coherency *must* take an action to move back into it, and, with the added Synapse coherency, it's impossible for a Synapse-less swarm to actually do that.

I think the original reason this type of thing was added was to prevent some kind of "swarm convergence" where swarms with low numbers of Synapse left would march their Broods over to a more hardy swarm and leave the Synapse behind to be "out of formation" and they new swarm would grab the Broods at the next turn.

Actually, I never had a problem with that as it takes two turns to accomplish, means you're actually starting to hand BTS to your opponent, and things can sill be shot up/engaged to remove them (well, unless it happens at the end of the turn!).

So do people have any suggestions?  I'll try and post a poll/discussion about it later today.

_________________
"EPIC: Total War" Lead Developer

Now living in Boston... any EPIC players want to meet up?


Top
 Profile Send private message  
 
 Post subject: [3K Batrep] Tyranid 7.3.1 vs Marine 1.1 Game 3.
PostPosted: Mon Mar 12, 2007 2:32 pm 
Brood Brother
Brood Brother
User avatar

Joined: Wed Dec 14, 2005 11:09 am
Posts: 276
[/QUOTE]As Ilushia has pointed out, any formation out of coherency *must* take an action to move back into it, and, with the added Synapse coherency, it's impossible for a Synapse-less swarm to actually do that.[QUOTE]

I would suggest that this rule be applied only to normal coherency and not synapse coherency. I've been mulling over this one for some time - would life not be easier if we just dropped the wording 'synapse coherency' and replaced it with, I dunno, Synapse Control?

So a swarm that lost its Hive Tyrant for instance would not automatically be 'out of coherency' (as long as the broods were within 5cm per DC of each other) but it would most certainly would be out of synapse control.

This would mean that the swarm could activate normally rather than HAVING to move for no good reason. Just test for synapse control at the beginning of the next game turn as usual and remove any broods that are not in synapse control.

The simpler the better I say.

Lightbringer
:cool:

_________________
Overseer Lightbringer II


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 20 posts ]  Go to page Previous  1, 2


Who is online

Users browsing this forum: No registered users and 4 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  


Powered by phpBB ® Forum Software © phpBB Group
CoDFaction Style by Daniel St. Jules of Gamexe.net