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[Deathmatch]SPECIAL RULES - HENA GENUS VARIANT

 Post subject: [Deathmatch]SPECIAL RULES - HENA GENUS VARIANT
PostPosted: Fri Apr 18, 2008 12:20 pm 
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Now before even reading the batrep, here is my change ideas to Hena's latest Tyranid rules.

The basic philosophy here is:
a) tyranids should stick to almost normal rules, to avoid lots and lots of special rules which both are confusing and can easily unbalance things
b) tyranids should be something which work by 'we do not care about losses - if we lose 50 but kill 20 of you that is fine by us'. Thus, it is not about not being broken, not taking casualties or such, but for shaking these effects off.. The way to fight is like marching 3-4 (or more) formations to striking distance, and then enemy can only stop 1-2 of them at the start of the next turn before rest assault... and those stopped will span many units back.

And here we go, as changes to Hena's latest rules:
- tyranids (initiative 2+) get +3 to engage and rally rolls (but now get -1 for retaining initiative).
- all common (but not uncommon) brood creatures are disposable or 'grots'
- synapse units should get leader (or at least all but tyranids)
- if brood swarm loses all synapse units, it becomes broken (if not already). No other special rules apply to broken ones (except in the end phase), so if shot at they lose one per BM and so on.
- in the end phase, before starting to roll for rallying, synapse units can adopt brood units within 15cm. If the synapse unit is not broken, it gets 1 BM if it adopts a broken brood unit or from a formation with BM. In the latter case, the target formation loses 1 BM. Thus, if a swarm adopts 4 remaining units of a broken formation, it gets 4 BM.
After all adopting has been done, remove from the play all brood units without controlling synapse. Then start to roll for rally as normal.

- At the end of the end phase, roll for spawn as I proposed in other thread, but with d6+2 spawn points per 500 in army - thus in 3000 point battle, tyranids spawn 12+6d6 (average 33.5) spawn points a turn - that is like 300-500 points I guess... Like said in that other thread, spawning is limited by synapse units, broken formations cannot spawn and those within 30cm of enemy pay double.

(if two tyranid armies are fighting each other, the side which won strategy that turn handles spawning first)


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 Post subject: [Deathmatch]SPECIAL RULES - HENA GENUS VARIANT
PostPosted: Fri Apr 18, 2008 2:04 pm 
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I agree with the general outline presented of "relentless hordes" piling on over their own dead, and look forward to Hena's review, but could you explain where Meiotic Spore Clouds fit into this picture

(Hena @ Apr. 18 2008,11:38)
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(Ginger @ Apr. 18 2008,13:31)
QUOTE
And forgive me, but arguing for a 5cm / 2" move seems a little pointless - the unit is effectively stationary when compared with everything else. If you were arguing for a 20-30 cm move that would be a different matter, but this just seems to be a level of detail that adds nothing to the game except delay. Why not just let it be stationary (which is much simpler - and needs fewer rules etc)?

5cm might be, but 10cm (or 15) move is not irrelevant. It certainly makes difference as there is ZoC (and if it is allowed to reach to planes entering the board). As soon as I manage to write the batrep with rpr, you'll see why :).
I look forward to being enlightened

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 Post subject: [Deathmatch]SPECIAL RULES - HENA GENUS VARIANT
PostPosted: Fri Apr 18, 2008 2:10 pm 
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(Ginger @ Apr. 18 2008,11:31)
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Why not just let it be stationary (which is much simpler - and needs fewer rules etc)?

I disagree here. Making it stationery definately requires more rules, as evidenced by the "minefield" suggestions, scattering in the end phase, being unable to activate etc, all of which require new rules.

If we make it movement 5 it solves the issues of it being a significant on board activation without needing any special rules save a note that it can't grab objectives.

It also serves the background which suggests they are controled to an extent by the hive mind. The drifting movement is pretty irrelevent at epic scale, so a small movement represents the overall influence exterted on it's position by psychic control.





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 Post subject: [Deathmatch]SPECIAL RULES - HENA GENUS VARIANT
PostPosted: Fri Apr 18, 2008 5:30 pm 
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You say that the sporemine can be carried and released by synapse?
Why not something like that then

AA sporemine cloud : 5 points
Add a AA5+ 15cm single shot to any synapse creature. This cloud is not affected by any penalty (no flak rush rules). The clouds must be affected to a synapse unit at the beginning of the game.

or

Add a AA5+ 15cm single shot to any synapse creature. is affected by the flak rush penalty. Not affected to a synapse unit at the beginning of the game.

The clouds count in the independant limit.

It represent a sporemine which explode and saturate the area with AA stuff, like acids, or anything suitable to crash an aircraft.

The cloud could eventually affect all unit within 15cm but would then cost 10 points.

It would limit the zone of action of opponent's aircraft.

And I don't like this idea of a big mushroom drifting in the open, being driven by psychic means. A mushroom with a brain... it sounds like a Futurama episode...

Well, this was my 1? comment.


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 Post subject: [Deathmatch]SPECIAL RULES - HENA GENUS VARIANT
PostPosted: Mon May 19, 2008 10:50 am 
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Why not just merging both "big" titan into just one, with both close combat ability and long range weapons, like we decided in the french community?

result is

Hierophant
EG, 20cm, 4+/3+/4+
2x Bio-canon 45cm 2xAP3+/AT4+ Forward arc
Griffes titanesques contact +2A CC TK(D3)
notes: CD6, reinforced armor, r?g?n?ration, independant, fearless, walker, invul save

We are still debating on its cost and the regenaration special rule, but it should be around 350-400point

Frankly, the hydraphant, in the 8.4 rule is just useless, even with the invul save, he barely goes to CC and is often killed/broken before he can do anything worthy of it's price.

Concerning the french community, you are welcome to have a look at our work, Projet tyranide but of course it will be in French. But Evil and Chaos is already part of the AMTL discussion.

We mainly aim to simplify the list, and we have few common point with the hena variant, but we choose to break from the 8.4 about some significant point, like the spawning and the FF. I'll talk more about it if you want, when I have more time.

Cheers


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 Post subject: [Deathmatch]SPECIAL RULES - HENA GENUS VARIANT
PostPosted: Mon May 19, 2008 11:32 am 
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(Rahan @ May 19 2008,10:50)
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I'll talk more about it if you want, when I have more time.

Please the more input the better for the whole comunity.

I would like to see this list completed as I enjoy the odd game with Nids.

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