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First 3 bug battles - noob thoughts

 Post subject: First 3 bug battles - noob thoughts
PostPosted: Wed May 10, 2006 2:08 pm 
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No unfortunatly I don't have the time...

I did once do a search and came up with http://www.spikyclub.org/  but I never got in touch. Looks like they play bloodbowl and other GW games so you might find some interest in Epic there. I also think there's a couple of people who play it at the GW store occasionally (well got that impression from the staff) so if your looking for a battle you could always ask in there (especially now its so large!).


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 Post subject: First 3 bug battles - noob thoughts
PostPosted: Wed May 10, 2006 3:00 pm 
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I've been to spiky a few time.  Nice place and people.  The only problem is that they do so damn much there.  Probably every gaming system known to man.  So the propblem is finding someone with the same system.

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 Post subject: First 3 bug battles - noob thoughts
PostPosted: Wed May 10, 2006 6:06 pm 
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As the aforementioned Marine Commander I felt the need to add my comments.

Yes I am unbeaten but a lot of this is to do with luck rather than good judgement. I honestly thought I had lost to the Lightbringers Nids but fate shone my way and 2 cm meant he did not get the Blitzkrieg objective and only controlled 1 in my half, victory was mine!

However I do think that the battle showed how good the current list is and also a good way of beating them. I honestly felt totally drained by the end of the battle as the march of the nids across the board was relentless.

But, and it is a big BUT, by using the strengths of the Marine Army, in my book Land Speeders and Warhounds, I was able to retain the initiative and turn the battle into a battle of manoeuvre which the Marines actually are good at.

I find if I can keep the opposition on the back foot, usually by threatening a large part of my opponents half with rampaging Land Speeders then I keep the initiative.

In the battle against the Lightbringer this did not work but I was able to draw off the majority of the Nids to one half of the board, where all my large formations were, and leave the lighter units to cause havoc elsewhere. In the end the battle was won by being able to take the blitzkrieg and another objective on the same half of the board by, basically, clearing an entire side of the table of bugs! All with some cheap? Speeders.

I endorse the majority of previous comments that he weekend brought up, especially the Teleport rule as it is very disheartening to bring my Termies on, suddenly find them with some Lictors within assault range, and also at +2 to the Nids in assault resolution as I took a blast marker ?and they could not take any. That is seriously wrong! and so much for Good Strategy Rating being an advantage!?!? ???

I look forward to all your comments.

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 Post subject: First 3 bug battles - noob thoughts
PostPosted: Thu May 11, 2006 9:05 am 
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Hi out there! I bet this one's occured to someone. But has anyone tried testing with Independent swarms taking Blast Markers, and only Brood/Synapse being immune? The Independent swarms are supposed to be self-sentient, well brood-sentient anyway, which is why they can operate alone. They're not under the direct mental lash of the Hive Mind for the most part. The War Engines and Lictors are still fearless (I think) so even if 'broken' they still get to ignore virtually all the down-sides. I think this'd help a bit with the teleport bit. Since the primary teleporters are Independent Creatures not Brood or Synapse, without making the Synapse Nodes less useful.


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 Post subject: First 3 bug battles - noob thoughts
PostPosted: Thu May 11, 2006 1:18 pm 
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Captain Belli and I dicussed the idea of having blast markers for independents in our battle.

I really like the unstoppable rule as it is - it keeps it simple, makes the army unique plus I can't really see any of the bug army being suppressed, cowering at the back, let alone becomming broken.

On the teleport issue has anyone considered this? Roll as normal for teleporting and on a 1 - the unit takes a hit (making normal armour throws).

Lightbringer
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 Post subject: First 3 bug battles - noob thoughts
PostPosted: Thu May 11, 2006 5:34 pm 
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I really like the idea of blast markers on the independents. Its quite logical acutally.

I'm surpirsed at the claim that JJ is opposed.

Perhaps Jaldon could mention it again in lieu of the current list. It does seem to have quite a bit of merit. It would also solve several open issues. One of which is teleporting independents.

Jaldon?

Cheers,

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 Post subject: First 3 bug battles - noob thoughts
PostPosted: Sat May 13, 2006 2:04 am 
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Location: Utah, pick a Pacific Island the other half of the year.
Sorry, had a system crash and have been off line for a couple of days :devil:

Thanks for the report, sounds like you guys had great fun!

Spawning: With the radical change, caused by yours truely, it is going to take some time to get this bit right. Once we do it will be easier to re-address its effects on the rest of the Nid army directly (BTS for example).

Teleporting: Much of the Nid Army's Teleporting strength has been further limited in recent editions of said same army. The only other thing I could think of to further limit it was to limit the number of Lictor Formations the Nids could have. Teleport and Die was tried, and found to be very unpopular as it two major drawbacks...........
(1) It made players to hesitant to take Nodes, a bad thing in my book.
(2) For a race that has as much control over the warp, as the Nids do when they are in the area, it seemed odd to players that they would Die as a result of using it, while opponents could stilll use it and suffer no adverse effects.

I am open for anything here that would fit KISS and not upset the fluff.

Thanks All................

Jaldon :p

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 Post subject: First 3 bug battles - noob thoughts
PostPosted: Sat May 13, 2006 8:05 am 
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Instead of instant death from rolling a 1 when teleporting why not try ,the formation takes a hit and then gets an armour save.
The nodes would have a very good chance of survival.


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 Post subject: First 3 bug battles - noob thoughts
PostPosted: Sat May 13, 2006 3:59 pm 
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Quote (dptdexys @ 13 May 2006 (08:05))
Instead of instant death from rolling a 1 when teleporting why not try ,the formation takes a hit and then gets an armour save.
The nodes would have a very good chance of survival.

People do also realize that teleporting a node into any type of cover other than "Scrub" requires a dangerous terrain test, per the teleport rules?

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