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Thoughts on Nids

 Post subject: Re: Thoughts on Nids
PostPosted: Fri Apr 16, 2010 2:06 pm 
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So Spawning is designed in such a way it encourages the Nid player to fall back and regroup, instead of pressing forward into CC range where they can be most effective?

It seemed that it is vitrually impossible to kill the Synapses before the rest of the formation is destroyed. Massed AT fire would seem to be the only way, and it would need to be massed indeed, as a Tank company firing every AT shot possible was unable to bring them down entirely, though the Heavy bolter shots wiped the non-synapse out. In the two games we played, there was one symapse (Hive Tyrant) wiped completely, and at least 6 formations reduced to only synapse at the end of the game. One formation was reduced to synapse and AV (Haruspex). THe fact that all Synapses are Fearless simply makes them that much more durable: they can't even be taken down when broken or in hackdown if poorly placed.

Under the rules we played, the list seemed extremely well balanced overall. We were unsure about the 2x3+ CC on the raveners, but they proved not to be overpowered. I don't think spawning is a rule that would add much to the gameplay experience, nor do I think synapse range is neccessary. Angron left 15cm coherency in only one formation, his thousand point Dominatrix led formation. And even them it was by perhaps 1cm. The biggest problem the Nids had in both games was that their relative speed meant that both Mechanized Guard and Eldar were able to choose when and where to engage in detail, and at what range (FF), causing the Nids to engage in suboptimal conditions except when I made mistakes. Honestly, they are not as scary an army to face as I expected, but nor were they pushovers.

Two things that came up when we added VPs for the second game:

Tyranids 9.2.1 wrote:
Tiebreaker
When determining victory points, the Tyranid army does not use
formation size to determine the number of points the opponent
receives for a tiebreaker. Instead the opponent uses the following
values for units/groups destroyed, broken or reduced below half at
the end of the battle:
-Synapse Groups are worth double their point value.
-Independent Swarms are worth their normal point value.
-Brood Groups are worth half their point value.
(Add the number of all killed Brood creatures of the same type
together to determine how many Brood Groups worth of units have
been destroyed, broken Brood Groups are not considered.)


An army composed of 1/3 brood, 1/3 synapse, and 1/3 independent therefore can loose 3500 vp in a 3k game. Also, the rules do not indicate the normal 1/2 broken, 1/2 >50% casualties, full if destroyed or broken/>50% casualties. so a broken Synapse group with no wounds is tilll worth 200% to the opponent, making VPs farr easier to score for the opponent.

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 Post subject: Re: Thoughts on Nids
PostPosted: Fri Apr 16, 2010 2:14 pm 
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Spectrar Ghost wrote:
Also, the rules do not indicate the normal 1/2 broken, 1/2 >50% casualties, full if destroyed or broken/>50% casualties. so a broken Synapse group with no wounds is tilll worth 200% to the opponent, making VPs farr easier to score for the opponent.


Doesn't it indicate it right here:

Instead the opponent uses the following values for units/groups destroyed, broken or reduced below half at the end of the battle:

It's simply the point values that are changed for determining the tie-breaker score, not their end game status; so a "full but broken" Synapse Group would count as "half" it's doubled value... so, 100% of normal point value.


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 Post subject: Re: Thoughts on Nids
PostPosted: Fri Apr 16, 2010 2:17 pm 
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Spectrar Ghost wrote:
So Spawning is designed in such a way it encourages the Nid player to fall back and regroup, instead of pressing forward into CC range where they can be most effective?

It's designed to show that Tyranids left alone tend to grow like a cancer.

Quote:
Under the rules we played, the list seemed extremely well balanced overall.

Any chance of a battle report? ;D


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 Post subject: Re: Thoughts on Nids
PostPosted: Fri Apr 16, 2010 2:19 pm 
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That quote indicates clearly that those values are used for ANY of those conditions bing met. There is no distinction made according to the RAW. If that is not the intent, the wording should change. Perhaps "Instead the opponent uses the following values modified as normal for units below half strength, broken, or both, at the end of the battle."

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 Post subject: Re: Thoughts on Nids
PostPosted: Fri Apr 16, 2010 2:20 pm 
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Chroma wrote:
Quote:
Under the rules we played, the list seemed extremely well balanced overall.

Any chance of a battle report? ;D


Not a detailed one, unless Angron has a better memory than me.

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 Post subject: Re: Thoughts on Nids
PostPosted: Fri Apr 16, 2010 2:28 pm 
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Spectrar Ghost wrote:
That quote indicates clearly that those values are used for ANY of those conditions bing met. There is no distinction made according to the RAW. If that is not the intent, the wording should change. Perhaps "Instead the opponent uses the following values modified as normal for units below half strength, broken, or both, at the end of the battle."


I guess I'm not following you; the above rule is to indicate what point values to use when applying the following:

If the players roll different numbers then the game ends in a
tiebreak. Each player scores a number of victory points equal to
the full points value of any enemy formations that have been
completely destroyed, plus the full points value of any enemy
formations that are broken and have been reduced to half strength
or less, plus half the value of any formation reduced to half
strength or less but is not broken, plus half the value of any
formation that is broken but is above half strength. Whoever has
the higher points score is the winner. For the purpose of this rule,
a formation’s ‘strength’ is equal to the number of units in the
formation plus the (remaining) damage capacity of any war
engines.


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 Post subject: Re: Thoughts on Nids
PostPosted: Fri Apr 16, 2010 2:38 pm 
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Instead the opponent uses the following values for units/groups destroyed, broken or reduced below half at the end of the battle:

This does not anywhere indicate that the values are modified. It simply states they are used for any of the conditions being met. The new VP calculations supercede those in the rulebook, so unless you state they are modified as normal, they are not.

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 Post subject: Re: Thoughts on Nids
PostPosted: Fri Apr 16, 2010 2:44 pm 
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angron wrote:
Ok played two games last night against Spectrar Ghost, and the rule never came into effect. I played the list in my first post, he played Malakai's new eldar legion of death and Steel legion.


Legion of Death? You won 3-0. Could you elaborate on that in the Eldar section?

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 Post subject: Re: Thoughts on Nids
PostPosted: Fri Apr 16, 2010 2:55 pm 
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Spectrar Ghost wrote:
Instead the opponent uses the following values for units/groups destroyed, broken or reduced below half at the end of the battle:

This does not anywhere indicate that the values are modified. It simply states they are used for any of the conditions being met. The new VP calculations supercede those in the rulebook, so unless you state they are modified as normal, they are not.

The new *point values* are used, from which "victory points" are derived based on the condition of said formation/group; the victory point value is determined normally, it's the "point value", that is, the cost of the formation/group, that is modified by the rule, which is then, subsequently modified by condition.

The rule specifically says "point value", not "victory points", for what is altered by type; you take the point value for the formation/unit (modified by type) just like you would for any other formation, then you apply the Victory Point conditions to determine the victory point value granted to the opponent. It's two steps that are often just "combined" into one in normal play, but they are distinct.


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 Post subject: Re: Thoughts on Nids
PostPosted: Fri Apr 16, 2010 3:20 pm 
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Quote:
Each player scores a number of victory points equal to
the full points value of any enemy formations that have been
completely destroyed, plus the full points value of any enemy
formations that are broken and have been reduced to half strength
or less, plus half the value of any formation reduced to half
strength or less but is not broken, plus half the value of any
formation that is broken but is above half strength.


Quote:
When determining victory points, the Tyranid army does not use
formation size to determine the number of points the opponent
receives for a tiebreaker. Instead the opponent uses the following
values for units/groups destroyed, broken or reduced below half at
the end of the battle:
-Synapse Groups are worth double their point value.
-Independent Swarms are worth their normal point value.
-Brood Groups are worth half their point value.


These have almost identical wording. Fine, RAI is to modify as normal, we'll play like that from here on. However, I still contend that the RAW states that the given values are used for any/all of the conditions being met. There is no clause to modify based on 6.1.7, and this makes the intent unclear. I think if two players who are playing the list for the first time look at the RAW and come to the same conclusion, with no argument, the RAW do not mach the intent, and should be reworded for clarity. We thought it was strange that the rules played out that way, but it was in black and white in front of us.

angron wrote:
Ok played two games last night against Spectrar Ghost, and the rule never came into effect. I played the list in my first post, he played Malakai's new eldar legion of death and Steel legion.

I think he couldn't remember the name of the craftworld. I pulled my formations out of position, and lost the game for myself.

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 Post subject: Re: Thoughts on Nids
PostPosted: Fri Apr 16, 2010 8:26 pm 
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Sorry at 05:00 when I posted i couldn't remember Spectras craft world name and was too lazy to seek it out.
There was no report because I really wanted to get at least to games in. We only had about 5hrs. to do that and with me using a new list i was more concerned about getting the rules right than jotting turn by turn notes. I also think that pulling back for a turn to regroup and spawn is a bad strategy. The game only goes 3 turns and with a strategy rating of 1 most opponents can pick corners or short side deployments giving you that much less time to get across the board and do real damage in assaults.


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 Post subject: Re: Thoughts on Nids
PostPosted: Fri Apr 16, 2010 9:08 pm 
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angron wrote:
short side deployments


Hmmm... there's no such thing as "short side deployments" in the standard Tournament Scenario, just so you know; it's either long edges or corners.


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 Post subject: Re: Thoughts on Nids
PostPosted: Fri Apr 16, 2010 9:45 pm 
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My bad I was thinking of a scenario I was considering adding to an upcoming tourney.


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 Post subject: Re: Thoughts on Nids
PostPosted: Sat Apr 17, 2010 12:36 pm 
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I have created a list for my gaming group. I tried to keep it simple:

No spawning, no synapse range, fixed swarms.

-Instinctive (if swarm loses all synapse creatures, they get -2 initiative, and can only Engange or Hold)

-Relentless (all formations have +2 initiative when attempting engage or rallying)

-Expendable (all gaunts are like grots)

-Mobility and BTS (same as 9.2.1)

that´s all

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 Post subject: Re: Thoughts on Nids
PostPosted: Sun May 02, 2010 2:01 am 
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Following Lord Bruno, my list has:

Instinctive (+1 Initiative, no longer Expendable, no Relentless)
Relentless (+1 Engage and Rally)
Synapse (Brood Expendable while Synapse alive, Brood cannot contest/capture)
Spawning (Only Termie/Hormies- in Regroup, either a BM or a Spawned Unit, in Rally, if successful 1/2 number of Synapse units in Spawned units)
Stampede (LV move as Infantry, AV and War Engine move as infantry with -5cm each Move in terrain)
Regen (Nid Titans regain 1 Damage Point per turn).
BTS (As 9.2, most Synapse units)

Various other pts adjustments, unit adjustments and more basic army list (like other Epic armies).


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