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[Discussion] "A Horde of Tooth and Claw"

 Post subject: [Discussion] "A Horde of Tooth and Claw"
PostPosted: Fri Apr 24, 2009 8:34 pm 
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It's one line retorts like this that make me question even contributing sometimes.

All right, let's assume for moment that this is the final list and all variants are based off of these stats. Somewhere down the road this same issue will pop up for an all gaunt list, how do you anticipate it will be navigated around?

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 Post subject: [Discussion] "A Horde of Tooth and Claw"
PostPosted: Fri Apr 24, 2009 9:09 pm 
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Quote: (Carrington @ 24 Apr. 2009, 19:58 )

There's another way of understanding spawning, which is that spawns (and the synapse nodes that lie at the center of the spawns) are waves in a sea of bugs. Don't bother modeling the sea -- just the waves -- i.e. there's an order of magnitude more little toothies and ehm 'fry' than are actually represented by scale models.(and yes, neal... this should be bringing Heisenberg headaches rather than Lacan headaches :-) )

Or less metaphorically bases on the table represent only _coherent_ formations of bugs, with an ongoing chitter of activity occuring below E:A's level of simulation.

Speaking of which, one of the nice things about the spawning rules is that they also provides a degree of strategic mobility that the modeled bug swarms lack tactically -- bugs can 'die' on one portion of the board and reappear on another.

(... speaking of which... that would be a neat way of modeling tunnels and/bug-drops: the ability to 'drop'/place a synapse node during play -- then spawn around it.)

I do hear you about Synapse being organized swarms in a constant "flux" of non-controlled bugs. This is a good way of viewing it.

I also agree with you that Spawning makes for a tactical element of playing Tyranids that is fun to use.

What I meant was simply that the "horde of teeth and claw" (if one speaks of gaunts, gaunts and more gaunts) would be easiest accomplished by lowering the cost or upping the number/brood IF that was what one would wish from the list.

You get 4 units for 75 points that are infantry without armour save, means of transportation and only fight in engagements, something they do not excel in. This does seem expensive to me. Spawning is obviously tied to this fact.

Are there other armies that are viable if they only take formations of their lowliest units? All-guardian armies without aspect warriors, skimmers and titans. All infantry company IG without tanks and artillery? Just ork warbands without oddboyz, landas and kults of speed? My real question still is: Why should this be a Tyranid requirement?

/Fredmans




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 Post subject: [Discussion] "A Horde of Tooth and Claw"
PostPosted: Fri Apr 24, 2009 9:17 pm 
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Quote: (Dave @ 24 Apr. 2009, 20:34 )

All right, let's assume for moment that this is the final list and all variants are based off of these stats. Somewhere down the road this same issue will pop up for an all gaunt list, how do you anticipate it will be navigated around?

Simple, in a variant list, like the Phase III, there will be a "Brood Swarm" that is *JUST* Brood creatures, most likely Commons, that will act as its own formation, the Synapse creatures "controlling" it won't actually be part of it, it will be a "horde" of bodies sent to overwhelm the enemy, that does this on its own.

The Warriors (or Tyrant as the case may be), will have their own formation, perhaps with "bodyguard" Raveners, or something else, and will "lead from the rear" as it were.

This will be the "Russian wave" tactic Tyranid list and it will be focused on that style of fighting.

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 Post subject: [Discussion] "A Horde of Tooth and Claw"
PostPosted: Fri Apr 24, 2009 9:20 pm 
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Quote: (Dave @ 24 Apr. 2009, 20:34 )

It's one line retorts like this that make me question even contributing sometimes.

My "retort" wasn't meant in disrespect, but it was directed towards the thought that the "A-list" of an army had to allow all armies made from it to be viable... I'm sorry, but an all-Predator Destructor army, while legal, is *not* going to be effective in the core Marine list.

In a "Marine Armour" list, it might have access to options that make it viable.




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 Post subject: [Discussion] "A Horde of Tooth and Claw"
PostPosted: Fri Apr 24, 2009 9:50 pm 
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Quote: (Chroma @ 24 Apr. 2009, 21:20 )

Quote: (Dave @ 24 Apr. 2009, 20:34 )

It's one line retorts like this that make me question even contributing sometimes.

My "retort" wasn't meant in disrespect, but it was directed towards the thought that the "A-list" of an army had to allow all armies made from it to be viable... I'm sorry, but an all-Predator Destructor army, while legal, is *not* going to be effective in the core Marine list.

In a "Marine Armour" list, it might have access to options that make it viable.

Yes, but you're in danger of flipping your own example -- some, including me -- would say that the army list you have here is doing the equivalent of discouraging tactical marines in favor of Predators and Vindicators.

You may be right to judge that the 'swarmagaunt' army is less interesting and fun to play than a 'combined arms' swarm using GW metals... but I think the general consensus was that the swarmagaunt army was almost balanced in 9.1.

My critique of 9.2.1 is not that it's a bad list or uninteresting, just that it moves off in a new direction just before the original goal had been reached.

Quote: (Carrington @ 24 Apr. 2009, 19:58 )

There's another way of understanding spawning, which is that spawns (and the synapse nodes that lie at the center of the spawns) are waves in a sea of bugs. Don't bother modeling the sea -- just the waves -- i.e. there's an order of magnitude more little toothies and ehm 'fry' than are actually represented by scale models.(and yes, neal... this should be bringing Heisenberg headaches rather than Lacan headaches :-) )

Or less metaphorically bases on the table represent only _coherent_ formations of bugs, with an ongoing chitter of activity occuring below E:A's level of simulation.

Speaking of which, one of the nice things about the spawning rules is that they also provides a degree of strategic mobility that the modeled bug swarms lack tactically -- bugs can 'die' on one portion of the board and reappear on another.

(... speaking of which... that would be a neat way of modeling tunnels and/bug-drops: the ability to 'drop'/place a synapse node during play -- then spawn around it.)

I do hear you about Synapse being organized swarms in a constant "flux" of non-controlled bugs. This is a good way of viewing it.

I also agree with you that Spawning makes for a tactical element of playing Tyranids that is fun to use.

What I meant was simply that the "horde of teeth and claw" (if one speaks of gaunts, gaunts and more gaunts) would be easiest accomplished by lowering the cost or upping the number/brood IF that was what one would wish from the list.

You get 4 units for 75 points that are infantry without armour save, means of transportation and only fight in engagements, something they do not excel in. This does seem expensive to me. Spawning is obviously tied to this fact.

Are there other armies that are viable if they only take formations of their lowliest units? All-guardian armies without aspect warriors, skimmers and titans. All infantry company IG without tanks and artillery? Just ork warbands without oddboyz, landas and kults of speed? My real question still is: Why should this be a Tyranid requirement?

/Fredmans


Thanks, Fredmans -- I'm glad you got my thinking: I'd worried that I was being a bit too vague.  And you raise good questions.  

I think the thing that I would point out is that the 'nid spawn is an elegant way to add interest to an army that is at the extreme edge of monochrome. It is a crucial 'force multiplier' for the hordagaunts on the game board, and also a nice mass-multiplier for players, who need neither buy a true horde of gaunts nor -- arguably more importantly -- deal with a needlessly high 'counter-density' on the table.

Why should this be a Tyranid requirement?
Quick answer: to distinguish it from the other horde armies, particularly orks.  In the terms of "Spinal Tap," one of the interesting things is to try to push the 'horde character' (the hordeometer) to 11.  Otherwise, why not use 'nids as ork proxies and be done with it?

I'm not opposed to 'hive of speed' armies that swerve toward the combined-arms Ork approach... I just think that it is worth nailing down a cool horde armylist.  

For what it's worth as well, I think the Orkanid variant list would be less interesting than a 'bugs-Mr Rico!!' whack-a-node army -- one that puts more thought into the different possible types of synapse nodes than into variants of brood creatures.  

In short, I'm not a strong believer in convergent evolution for army lists.  Nor, frankly, (don't ban me) am I particularly concerned that GW fluff remain a pure genetic strain.  ;-).





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 Post subject: [Discussion] "A Horde of Tooth and Claw"
PostPosted: Sat Apr 25, 2009 12:53 am 
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Quote: (Hena @ 24 Apr. 2009, 21:31 )

Chroma, it seems that you don't want to do an army based on this maxim.

Which maxim?

As Zombocom said, *any* Tyranid army is a "horde of teeth and claws", but that, obviously, means different things to different people, it "means what it means" differently to everyone who has posted here.  Do you mean "Horde of Gaunts" as the alternate "meaning" for the maxim?

Dave seems to have been the only Hive Tyrant who has mastered the "Horde of Gaunts" army in previous versions... practically everyone else felt they needed a change... who was right?

"Horde of Tooth and Claws" does *NOT* only equal "Horde of Gaunts", or is that what it means to you Hena?

The reason that a "Warriors as Infantry" Gaunt-swarm army was so tough to get BTS on was because the opponent had to chew through *all* the disposable infantry before they could get to the Warriors and that's how, I believe, Dave played the army.  But, in the fluff, that's not at all how "Gaunt swarms" are fought... they are waves and waves of Guants thrust forward *without* any Synapse to target.  In any story I've read, as soon as "big ones" are noticed, they are target priority number one!  Gaunts have never been portrayed as a "screen" or bodyguard for Warriors, but that's what they become when Warriors are infantry.

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 Post subject: [Discussion] "A Horde of Tooth and Claw"
PostPosted: Sat Apr 25, 2009 1:14 am 
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Well is see Gaunts (in fluff)as a means to keep the opponent occupied until the bigger creatures (Carnifexes, Bio-Tanks, Hierodules, etc dependant on the target) arrive to do the real job.

Gaunts are fluff, the filler. Everything else are the crunchy units which have distinct roles to overwhelm a specific type of opponent.

Whole Gaunt swarm may be useful but only if there is a whole Carnifex swarm to follow them to actually get rit of the opponent :)




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 Post subject: [Discussion] "A Horde of Tooth and Claw"
PostPosted: Sat Apr 25, 2009 1:18 am 
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Okay, here's an Assault Swarm made using the latest list, how is this formation not a "horde of tooth and claw"?

Assault Swarm - 575 points
3 Tyranid Warriors
4 Raveners
4 Gargoyles
4 Hormagaunts
8 Termagants

This is a formation I'd field... though, personally, I like to put in Zoanthropes and such.

Does changing all the LVs, or even just the Warriors, to Inf "solve" all the problems with the list?  Will this make people want to take more Gaunts?

What *play* reasons should there be to take Gaunts over other things, other than "you have to!"?

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 Post subject: [Discussion] "A Horde of Tooth and Claw"
PostPosted: Sat Apr 25, 2009 1:34 am 
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If all where Infantry then:

Tyranid Warriors to keep the swarm in existance.
Termagants and Hormagaunts to fill up the numbers.
Gargoyles to give some AA-cover.
Raveners would be there to do the actual killing (and they ned the appropiate stats to do so).
Else i would put the Raveners in a Subteranean swarm and some Carnifexes, Zoanthropes or bio-tank to this swarm.

If Tyranid Warriors an Raveners are Light Vehicles:
Tyranid Warriors to keep the swarm in existance.
Termagants and Hormagaunts to fill up the numbers.
Gargoyles to give some AA-cover.
Raveners to protect the Tyranid Warriors.

Still need some Carnifexes, Zoanthropes or bio-tanks if this swarm shouldn't be a speed-bumb.

Play reasons to add more Gaunts would be to give a higher outnumbering bonus.




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 Post subject: [Discussion] "A Horde of Tooth and Claw"
PostPosted: Sat Apr 25, 2009 12:58 pm 
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I recently had a game against the new nid list and found the small synapse and hordes felt balanced.  I could shoot them to pieces but if they got close i'd be torn up if not prepared.  The biotitan stuff however was a nightmare.  Their huge number of saves meant nothing got through and when it did they just respawned the hit points at the end of the turn.  The dominatrix also meant that to kill half the synapse I had to kill the dominatrix which is insanely difficult when protected by several Hierodules who are respawning dc.


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 Post subject: [Discussion] "A Horde of Tooth and Claw"
PostPosted: Sat Apr 25, 2009 1:55 pm 
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Quote: (BenE @ 25 Apr. 2009, 12:58 )

Their huge number of saves meant nothing got through and when it did they just respawned the hit points at the end of the turn.

There is no "respawning of hit points" in the current rules.

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 Post subject: [Discussion] "A Horde of Tooth and Claw"
PostPosted: Sat Apr 25, 2009 2:19 pm 
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Quote: (Hena @ 25 Apr. 2009, 08:07 )

Horde means a lot of units. That requires them to be worse and cheap. The average amount of unit in army is going down again.

And what is "a lot of units"?  The example swarm I posted above had 20+ units, is that not enough?

Should *everything* in the army become 'worse and cheap'?  Which "them" are you referring to?  Just Gaunts?

If Gaunts are rubbish, people will take the minimum they need to get the "good stuff", which hardly seems like a worthy design goal.  In my mind, Gaunts should be there to "bulk up" the swarm they are part of, to allow it to apply the pressure of vast numbers against the enemies they engage, but the Guants still have to be capable of doing *something* and not just be bullet catchers.  Right now, to me, their stats seem spot on... their points, what about 50 for four, would that encourage people to "bulk up"?

You didn't have to go through all the gaunts. Some of them sure, but not all. That would require enemy to attack always from sides that there is gaunts. Of course that can be done, but surely that is not the fault of the list.

BTS as far as I can remember was always very easy to get against Tyranids.


Except against Dave, who did use hordes of Gaunts to shield his Warriors and rarely gave up BTS in previous version.  Can someone confirm/explain this?

Show of hands: Who plays Tyranids to have a "Horde of Gaunts"?  Who plays Tyranids to have a "Horde of Alien Monsters"?

If you could play the army without any Gaunts at all, would you still take them?

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 Post subject: [Discussion] "A Horde of Tooth and Claw"
PostPosted: Sat Apr 25, 2009 2:21 pm 
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then what does this mean:



War Engine Unit 3 Spawning Points/1DC

we read it as 3 pts per dc


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