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Hive Fleet Leviathan V2.0

 Post subject: Re: Hive Fleet Leviathan V2.0
PostPosted: Sun Sep 12, 2010 2:38 pm 
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Morgan Vening wrote:
I'd consider making it "Just Regroup" or "Just Rally", or having the bonuses at least, only apply to the one. Personal preference initially would be "Just Rally", at least initially. It's always on, so you're getting the hammer almost every turn.

Or maybe some sort of variation on the Void Shield Rules or Necron Rejigger Rules. There's a couple of ways this could go, and still work.


More than anything else, Without Number is just a way of kicking off debate about alternate spawning mechanisms. Last time spawning was discussed, Chroma mentioned that no other mechanism other than returning dead units had ever been tried, so I thought I'd give it a go.

Switching to just rallying may be a good idea, however.

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Morgan Vening wrote:
Not sure the MW attack is needed for the Synapse Symbiote. Seems weird that a Hive Tyrant doesn't get it, but a Trygon does.

It actually makes a lot of sense on the Trygon; the Trygon Prime has a much more powerful Bio-Electric attack in 40k, and this neatly represents it. Perhaps the Tyrant should gain a psychic attack?

That could work. Though I'd consider changing it to a single 5+ attack ala Zoanthrope, or changing the Tyrant's FF to 6+ (2x6+ attacks are ~ 1x5+ attack). Just so the beasty doesn't become a FF machine. But on looking at it, it'd probably take too many changes to make it consistent (Now the Tyranid Warriors don't get it!). I'd say removing the Character Upgrade and just putting in Trygon Prime, Harridan Prime and Heirophant Prime with adjusted stats, but that seems like a real pain in the @$$. Nevermind. But if the reason for the Trygon Prime getting it, is an increased Bio-Electric attack (not an additional Psychic Attack), then maybe it's the best option.


I like the character upgrade as a way of reinforcing the symbiotic nature of nids, reducing datafaxes and creating "symbiotic swarms" rather than just calling them "rare synapse swarms" or something.

I was toying with the idea of a Dominatrix Symbiote character to be added to a hierophant, but given that it was only going to be used for that one use it seemed superfluous (unless people really pushed to allow a dominatrix harridan!)

Basically the psychic attack is supposed to be able to represent several different things, whether an actual psychic attack, a bio-weapon on the symbiote or the increased bio-electric attack of the trygon.

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This is just me griping about how much I really don't like Rough Riders, and how they'll be taken for essentially the same reason, boosting activation count. Which might be a necessary part of list design and play, but not something I like.


Do you have a suggestion to make Genestealers more worthwhile for other reasons?

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Your fix suggestion seems to be support for option 3. I really don't care which version is implemented, but a ruling is kinda necessary to avoid arguments, and IMO really necessary to work on balance. Especially amongst varied playtesters. One group using option 1, may find them overcosted. Another group using option 4, may find them undercosted. Consistency is important when we have an at best, really small statistical sample with already way too many external variables.


Yup, a call needs to be made by the netERC after a discussion, even if that call is "no CC sniper". I'm hopefully just kicking off a debate, and I'd be happy to remove the Sniper again if the debate goes nowhere.


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 Post subject: Re: Hive Fleet Leviathan V2.0
PostPosted: Sun Sep 12, 2010 2:50 pm 
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zombocom wrote:
Burrrowing is a direct copy of the Tunnellers rule from the rulebook, as used by 9.2.1 and the Death Korps list, just edited to allow for formations rather than a single transport unit. I like the delayed arrival as a balance against the very powerful ability to appear on your opponent's blitz marker with a powerful CC formation.


Probably a discussion to be had outside of this list - however how is it any more devastating than Teleporters on Turn 1 or 2? I think 'very powerful' is an overstatement in comparrison.

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Basically I'd like to kick off a discussion about it, and if it goes nowhere I'll happily strip it out of the list.


No. Please keep Sniper in. From playing nids in the past, Lictors were a major battle plan to take out enemy characters. The loss of this ability would be a serious 'take away' from the list IMO.

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I may raise the points back to 9.2.1 levels without boosting the stats back up. That could make it more of a real choice.


Why not just leave as is for a playtest? The gaunts still have the benefit of only half BM, and 25points can build up quick. I would not be so quick to change them just yet.

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 Post subject: Re: Hive Fleet Leviathan V2.0
PostPosted: Sun Sep 12, 2010 2:53 pm 
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I'll probably make one change to the list before playtesting, but just fixing typos and adding things that should have been there in the first place.


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 Post subject: Re: Hive Fleet Leviathan V2.0
PostPosted: Tue Sep 14, 2010 8:39 pm 
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I had an idea of changing the Brood Nest into an immobile war engine, like the 9.2.1 synapse node, with a shooting attack to represent Hive Guard, and maybe a spore chimney AA attack. This would let the opponent have a chance destroying the nest, so it would hopefully seem less unfair.


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 Post subject: Re: Hive Fleet Leviathan V2.0
PostPosted: Tue Sep 14, 2010 8:43 pm 
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I like the above muchly.

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 Post subject: Re: Hive Fleet Leviathan V2.0
PostPosted: Tue Sep 14, 2010 8:44 pm 
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Hmm is it really more unfair than the Eldar Wraithgate?

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 Post subject: Re: Hive Fleet Leviathan V2.0
PostPosted: Tue Sep 14, 2010 8:49 pm 
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BlackLegion wrote:
Hmm is it really more unfair than the Eldar Wraithgate?


Possibly, if someone were to abuse it by having all formations sitting around it, growing.

It's also a neat way to get hive guard and spore chimneys into the list.


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 Post subject: Re: Hive Fleet Leviathan V2.0
PostPosted: Tue Sep 14, 2010 8:53 pm 
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I agree :) But it would be much more cool if the list has actual Hive Guard units :)

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 Post subject: Re: Hive Fleet Leviathan V2.0
PostPosted: Tue Sep 14, 2010 8:58 pm 
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BlackLegion wrote:
I agree :) But it would be much more cool if the list has actual Hive Guard units :)


I don't see the point. They won't go anywhere and stats-wise they wouldn't be that interesting.


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 Post subject: Re: Hive Fleet Leviathan V2.0
PostPosted: Tue Sep 14, 2010 9:03 pm 
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It is an interesting proposal.

Show us some stats.

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 Post subject: Re: Hive Fleet Leviathan V2.0
PostPosted: Tue Sep 14, 2010 10:05 pm 
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Something along these lines:

Code:
Brood Nest

Type             Speed   Armour    Close Combat    Firefight
War Engine       0cm     4+        5+              5+

Weapon                             Range       Firepower          Notes
2xHive Guard Impaler Cannons       15cm        AP5+/AT5+          Ignores Cover
Spore Chimney                      30cm        AA5+               Disrupt

Damage Capacity 3, Critical hit effect: The brood nest is cleansed of life and removed.

Notes: Fearless, Reinforced Armour, Thick Rear Armour,
Friendly Tyranid formations that add new units via the Without Number rule within 30cm of the Brood Nest will gain an extra D3 points to spend.


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 Post subject: Re: Hive Fleet Leviathan V2.0
PostPosted: Tue Sep 14, 2010 10:25 pm 
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Make it speed : immobile so it can't drag itself 5cm along roads. :-P

I'd say don't make it fearless, so it can be wiped out by a detirmined assault.

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 Post subject: Re: Hive Fleet Leviathan V2.0
PostPosted: Tue Sep 14, 2010 11:25 pm 
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Evil and Chaos wrote:
Make it speed : immobile so it can't drag itself 5cm along roads. :-P

I'd say don't make it fearless, so it can be wiped out by a detirmined assault.

Heh. Mobile objectives. That'd be.... interesting.

Again, my pet peeve with Fearless rears it's head. The problem with making it not fearless, is it'd be incredibly easy to break early on. With a Strategy Rating 1, and only Lictors and Genestealers able to garrison, a smart player will put the two non-Blitz formations within early strike range, and it'll be all over if the Tyranid player doesn't place it on Blitz.

I hate Fearless. But unless this thing was given like 7 or 8 damage capacity (so if it lost an assault it's not automatically smacked by two guys being within 15cm), Fearless is needed on this, due to lack of alternative special abilities.

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 Post subject: Re: Hive Fleet Leviathan V2.0
PostPosted: Thu Sep 16, 2010 12:21 am 
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Chroma wrote:
Downloaded and will be reading tomorrow.


Chroma: Have you had a chance to read the list over yet? I'd be very interested in hearing your opinions.


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 Post subject: Re: Hive Fleet Leviathan V2.0
PostPosted: Thu Sep 16, 2010 12:51 am 
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zombocom wrote:
Chroma: Have you had a chance to read the list over yet? I'd be very interested in hearing your opinions.

I've read through it once already and I'm putting together my thoughts over a second review.

The initiative system is quite similar to what I was intending to bring into the next version, but I'll go into more depth about other things soon.


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