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Disposable Gaunts

 Post subject: Disposable Gaunts
PostPosted: Thu Jan 22, 2009 12:23 pm 
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I'll try some of these ideas in my next game.


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 Post subject: Disposable Gaunts
PostPosted: Thu Jan 22, 2009 1:23 pm 
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I like the semi-disposable idea, Gaunts give Combat Res but less than normal. You gain by killing them, but not auto-win amounts.

I hesitated to suggest it as it involves maths, and we know GW games and gamers are terrified of maths..apparently.

Essentially each Gaunt is worth 0.5 a kill, rounding up.

So you kill 5 gaunts, that's 3 Combat Res.

The Assault only armour save would have an effect, dropping the Combat res by 1-2 effectively, but I don't like counter-intuitive rules for the sake of rules. There is no background reason why Gaunts become better armoured when the enemy is closer and shooting at them.

There is plenty of background reasons for why Gaunts would be worth very little or affect the Nids very little if killed in droves.

The suggestion of more Outnumbering modifiers is interesting, but TBH, Nids are rarely going to outnumber by 4:1, especially after the Engagements casualties, and the fact the opponent chooses when, where and who engages.


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 Post subject: Disposable Gaunts
PostPosted: Thu Jan 22, 2009 1:26 pm 
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Epic rounds down as a general rule. So 5 dead gaunts gives 2 casualties to the enemy.


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 Post subject: Disposable Gaunts
PostPosted: Thu Jan 22, 2009 1:42 pm 
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Quote: (Mephiston @ 22 Jan. 2009, 12:26 )

Epic rounds down as a general rule. So 5 dead gaunts gives 2 casualties to the enemy.

Actually, Epic rounds *up* as a general rule!

SPECIAL RULE
Rounding


In Epic, all fractions are rounded up unless
the rules specifically say otherwise.
Generosity rules where 6mm soldiers are
concerned!

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 Post subject: Disposable Gaunts
PostPosted: Thu Jan 22, 2009 1:47 pm 
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One of the complaints raised here is that the enemy will always be able to put a Blast marker on the swarm they want to attack with a token shot.

One of the proposals that I'm examining is that Tyranids do *NOT* take a Blast marker for merely coming under fire; as I wrote in my after action report:

Not taking Blast markers for coming under fire is *fantastic*!  No more "token" Blast markers slowing the swarms down as Tyranids don't care if you just take potshots at them, you've actually got to do damage to them to get them to notice your efforts.

Possibly combined with expendable on Gaunts, this would mean that an enemy would have to actually *hurt* a swarm to put Blast markers on it and wouldn't be getting an easy +2 for BM effects when initiating an assault.

To me it seems good from both a rule standpoint and from a 'feel' standpoint.

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 Post subject: Disposable Gaunts
PostPosted: Thu Jan 22, 2009 1:49 pm 
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I was erring on the side of downplaying the Nid bonus, so as to ease the rule suggestion.

And on basic maths,  :vD


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 Post subject: Disposable Gaunts
PostPosted: Thu Jan 22, 2009 1:57 pm 
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Quote: (Hena @ 22 Jan. 2009, 12:52 )

That would be horrid stand point. Shooting at nids should have some effect.

It would, if you kill enough stuff... or take out something other than a basic Gaunt.  Which seems *completely* in character to the army.

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 Post subject: Disposable Gaunts
PostPosted: Thu Jan 22, 2009 3:22 pm 
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I'm extremely loathe to make gaunts' deaths not count in an assault, or count half for one simple reason - formations of nothing but gaunts plus warriors will be just about unbeatable.

You can't shoot it to death, there are too many.
You can't break it with shooting, they ignore almost all BMs.
You can't assault it, all your kills will be wasted.

The Grot rule works because there are low numbers of Grots. If you could take a formation of nothing but 100 Grots and a few Nobs it'd be unbeatable without sniper.

Secondly, Tyranids are already excellent in assaults, and assault based armies already struggle against them. If you make the vast majority of the assault kills count for nothing, how exactly is an assault based army ever supposed to beat nids?




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 Post subject: Disposable Gaunts
PostPosted: Thu Jan 22, 2009 3:32 pm 
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Not taking Blast markers for coming under fire is *fantastic*!  No more "token" Blast markers slowing the swarms down as Tyranids don't care if you just take potshots at them, you've actually got to do damage to them to get them to notice your efforts.


Have to agree with Hena on this one I'm afraid.

There's nothing wrong with Lictor formations, or Heirophants, or Dominatrixe's, or Barbed Heirodules, etc, etc. Yet they would all recieve a huge benefit from this rule, just to bring the Gaunts up to strength.

It'd also be highly frustrating for an opponent, putting 'suppressive fire' onto an enemy formation is a key of Epic and various tactics used within it.

I'm extremely loathe to make gaunts' deaths not count in an assault, or count half for one simple reason - formations of nothing but gaunts plus warriors will be just about unbeatable.


How so?

You can't shoot it to death, there are too many.


That's exactly how the rule works now, Gaunts being half pts for Combat Res will make exactly zero change.

You can't break it with shooting, they ignore most BMs.

See above.

You can't assault it, all your kills will be wasted.

Nope, your Gaunt kills are halved. You also inevitably get the 'more BM' and Inspiring bonuses when you engage.

The Grot rule works because there are low numbers of Grots. If you could take a formation of nothing but 100 Grots and a few Nobs it'd be unbeatable without sniper.


Easily beatable, stack the bonuses in your favour, clip this mammoth formation so very few can attack back. Win.

Secondly, Tyranids are already excellent in assaults, and assault based armies already struggle against them. If you make the vast majority of the assault kills count for nothing, how exactly is an assault based army ever supposed to beat nids?


Except, various battle reports and other posts say they ain't. When your opponent can stack 5-6 Gaunt kills easily, the Nid player is really struggling to break even.

So your premise of Nids being very good in Engagements (in particular Gaunts) is shakey. They ain't.

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 Post subject: Disposable Gaunts
PostPosted: Thu Jan 22, 2009 4:20 pm 
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Quote: (Jeridian @ 22 Jan. 2009, 01:45 )

Let's take your Devs in a T-Hawk example...

The example can be repeated for Eldar Dire Avengers in Wave Serpents, heck even IG Storm Troopers in Valkyries...

Elite FF units can tear up Nids in clipping assaults.

Well, yeah.  FF specialists with the operational initiative are extremely effective against anything short of other FF specialists and it's even reasonably effective against them if you do it right (not devastating but effective).

In addition to the inherent bias of FF v CC, the tactical situation in this theoretical scenario is stacked entirely against the nids.  Instead of a realistic Nid deployment, you've assumed a Nid deployment that effectively guarantees even the worst opponent an extreme local activation advantage and then on top of that, you've given the attackers effectively +25-30% points from the support formation.

If there is to be any possible way to kill Nids en masse in the game, that should be it.  It's perfect.  Nids caught in that situation should be rapidly rendered into a mass of shattered chitin and goo.  Any result except Nids dying in droves in this situation would be unacceptably broken.

===

I think the problem is the premise - that such a situation is easy to create in-game.  I don't think this is true at all and I don't think the batreps support the idea that it is.  You can flip through Chroma's and quickly see that when deployed properly, it is hard for the opponent to take a bite out of the Nids without being subject to counterattack by the Nids.

The armies that do have the problem described share a couple traits in common - huge swarms of 600+ points and a lack of mobile formations.  The former tanks the activation count and the latter prevents effective screening or counterattacks.




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 Post subject: Disposable Gaunts
PostPosted: Thu Jan 22, 2009 8:02 pm 
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Combat res also represents the morale boost of killing dozens of gaunts for the enemy, so halving it seems strange.

What about you count casualties as usual, so if the enemy can gun down 6 gaunts they get +6 modifer.  However nid do nt suffer combat loses from, combat res.  So if you beat a nid formation, no matter by how much you just break it.

This would represent the hive mind pulling back its foot troops, in good order, if it comes up stiff resistance.

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