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Synapse Node

 Post subject: Synapse Node
PostPosted: Sun Aug 19, 2007 9:40 pm 
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(Hena @ Aug. 19 2007,16:36)
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It would be deployed at the same time like eldar gate. If it has swarm, that is deployed at the same time (garrison rules apply).

While, conceptually, I like the idea of a Tyranid objective, I think this winds up being a little odd in practice.

For one thing, since it's placed in the objective sub-phase, it's essentially a "place orbital bombardment here" sticker, especially if it's got any broods with it!

Why not just make it a normal unit and allow it to garrison? ?I've never liked the "no garrisoning" for Nodes anyway, and now, with the Synapse (x) limit and "instinctive" rules, there's far less reason/temptation to deploy big swarms off of them.

More comments to come!

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 Post subject: Synapse Node
PostPosted: Mon Aug 20, 2007 1:58 pm 
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(Chroma @ Aug. 19 2007,21:40)
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Why not just make it a normal unit and allow it to garrison?  I've never liked the "no garrisoning" for Nodes anyway, and now, with the Synapse (x) limit and "instinctive" rules, there's far less reason/temptation to deploy big swarms off of them.

That's a good point, actually.

It was possible to garrison troops that could not otherwise garrison because the node has move 0cm.  A fast moving SC could move up and pick up the broods.

With the Synapse limitations, that would be much more difficult to abuse.  It could still be done, but it would be limited for other reasons.

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 Post subject: Synapse Node
PostPosted: Mon Aug 20, 2007 2:05 pm 
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I like the idea of an objective based node.   I think lending nodes the ability to teleport is a little silly given the scope of an Epic game.

I'd agree with Chroma that the things would be a OB target, but then again wouldn't that be the first thing you targeted if you were a captain over a infested world?

DC4 seems a little much too, but in the end as long as it's not teleporting and the 'nids only get one game I like it.

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 Post subject: Synapse Node
PostPosted: Thu Aug 23, 2007 3:35 pm 
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(Hena @ Aug. 23 2007,15:24)
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One reason for my selection of objective is that many other similar things are deployed in same fashion. Trenches for Siegemasters for example. I guess that swarm deployment could be done in normal time instead at the beginning.

The thing is nothing that can be "destroyed" is deployed at that time, that's what makes it weird.

I'm thinking about removing the "no garrisons" section for Nodes to see how that works out; with instinctive and synapse (x) in play, I don't think they'll be hordes of weirdness garrisoned... well, at least not any more weird than Tyranids to begin with!   :D

That "second turn grab" of Brood creatures can happen even without garrisoned formations... you just march swarms instead.

As well, it makes the forward swarms vulnerable if the Synapse gets taken out and they get assaulted.

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 Post subject: Synapse Node
PostPosted: Thu Aug 23, 2007 3:45 pm 
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(Hena @ Aug. 23 2007,10:24)
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A swarm containing instinctive creatures may only take Hold actions. Instinctive swarms are assumed to have equal number of BM as there is units and suffers -2 to any Initiative tests they make.

Remember that the Spores are listed as Instinctive.

I find the whole BM and Instinctive issue very confusing.  I didn't realize that Instinctive swarms could accumulate BMs and that these in turn could effect the Instinctive swarm where normal swarms could ignore them.

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 Post subject: Synapse Node
PostPosted: Thu Aug 23, 2007 4:46 pm 
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(Hena @ Aug. 23 2007,10:58)
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Well yes. But I can safely say that they deserve to suck in assaults :).

I bet floating balls of doom would put up a hell of a fight...


(Hena @ Aug. 23 2007,10:58)
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Would the above be more understandable? As they now wouldn't accumulate BMs anymore (eg more in line with broken in a sense)?


Yes, it would.  Would it be clearer to say that instinctive swarms are to be considered broken formations with some exceptions (may take hold and only hold actions at a -2 penalty, they don't get a withdraw move)?  That way there's no loop holes.

And again, I'd also suggest moving Instinctive before Relentless.

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 Post subject: Synapse Node
PostPosted: Thu Aug 23, 2007 6:04 pm 
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(Hena @ Aug. 23 2007,11:57)
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Ps. Could you read that thread and see if the changes suggested in there are more understandable?

Oh sorry, that post never came up in the New Posts after I got back from my business trip last week.  Otherwise I would have commented.

Yes, I like the sound of most of that.  Both in terms of game play and clarity.  However, are the edits here really necessary?  I think you could get away without them, but if not I think this might be a little clearer:

During end phase, after rallying, brood swarms may be reorganised. First, any brood creatures out of synapse range "go to ground". Second, any brood creatures that are within synapse range of one synapse group become parts of it's brood swarm. If any brood creatures are within synapse range of two or more synapse groups then the brood creatures may be joined to any one of the synapse groups as decided by the Tyranid player. It is recommended that the units that are in doubt be turned to face the swarm they belong to, avoiding confusion later. Lastly, if the number of brood creatures within synapse range of a synapse group exceeds its total synapse value then excess brood creatures selected by the Tyranid player "go to ground".

Thoughts?





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 Post subject: Synapse Node
PostPosted: Thu Aug 23, 2007 6:29 pm 
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Just so you all know, I'm keeping my ocular units on this thread, but I don't think I'll be posting an update to the playtest list yet.

I'd really like to see some games with the 8.3 list posted, just to get a feel for things first.

Editing for understanding and conciseness is very good though.

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