Updated Nid v7.0 list |
ragnarok
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Post subject: Updated Nid v7.0 list Posted: Tue May 02, 2006 8:52 am |
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Brood Brother |
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Joined: Fri Jun 24, 2005 2:43 pm Posts: 2084 Location: Reading, England
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With synapse range why don't we just drop the whole having to stay within 15cm of a synpase creature for the entire turn and just keep the check at the beginning of the turn, rather than after every action.
True this way will allow the bug player to thro up a conga line of bugs to form a picket line defence (like anyone else can), but at the start of the next turn it will all go to ground.
_________________ Tyranid air marshal
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Lightbringer
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Post subject: Updated Nid v7.0 list Posted: Tue May 02, 2006 9:03 am |
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Brood Brother |
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Joined: Wed Dec 14, 2005 11:09 am Posts: 276
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HI Jaldon
Love the way the list is turning out!
As mentioned in my last post a couple of months back, I am new to bugs and despite having managed to paint up a 3K force, have yet to have a battle. All this is due to change this weekend however when our group meet for a small tourney.
I had a read this morning of v7.0 and noted some typos - apologies if these have already been mentioned.
1. The second paragraph of T1.50 - SPAWNING ACTION. The sentence reads "Tyranid formations THAT carry out a spawning actions..." - should this not read "Tyranid formations may (or can) carry out a spawning action.
2. Later in the same paragraph it still states that tyranid warrior groups do not drop in spawning points - which has now changed as each warrior brings a +1. The sentence beginning "It should be noted that the tyranid warriors group does not..." needs removing.
3. War Engine regen - you've already spotted this one (1/2 DC)
4. Harridan critical - are you still toying with making it DC3?
5. Lictors - Inf/15cm?5+/3+/0+ - the question mark needs to come out.
I know that one of my group (Orkybob) has a great camera so there should be photos of the battles up next week as well as some reports. I will be fighting, marines, IG, Tau and Black Legion - and possibly AMTL.
Cheers again for all the great work!
Lightbringer. 
_________________ Overseer Lightbringer II
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nealhunt
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Post subject: Updated Nid v7.0 list Posted: Tue May 02, 2006 2:08 pm |
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Purestrain |
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Joined: Thu Feb 13, 2003 10:52 pm Posts: 9617 Location: Nashville, TN, USA
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Quote (ragnarok @ 02 May 2006 (08:52)) | With synapse range why don't we just drop the whole having to stay within 15cm of a synpase creature for the entire turn and just keep the check at the beginning of the turn, rather than after every action.
True this way will allow the bug player to thro up a conga line of bugs to form a picket line defence (like anyone else can), but at the start of the next turn it will all go to ground. | I don't like that idea.
As it is, 30cm for a single synapse creature is a pretty substantial length for setting up a picket. a 2-Synapse swarm can spread out much farther. Basically, I'm not sure it's needed.
Besides, I like the swarm feel of keeping broods clustered around synapse creatures.
_________________ Neal
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Tactica
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Post subject: Updated Nid v7.0 list Posted: Tue May 02, 2006 8:00 pm |
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Joined: Sat Jul 09, 2005 12:12 am Posts: 2241
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I really liked the way the bug list looked and operated in this past weekend's game.
I'm all for keeping and maintaining synapse coherency throughout the turn.
The bugs are already all over the place as it is! There's a lot of wounds out there to deal with and the spawning actions... OMG the spawning actions... the mass of troops is one of the balancing factors in this list. They bugs should be suseptable to high BP attacks - and this weekend, they were. The arty Co always had ample blobs of bugs to blast away at... that definitely felt right. Now granted - the bug player literally spawned EVERYTHING back every turn - which felt a little over powering, but the grouping of bugs to be maintained throughout the turn was very "Hive Mind". Heck, in 40K (a single E:A Engagement) the Hive Mind must maintain control over everything goes to crap.... in the course of an E:A Turn - the Hive Mind should DEFINITELY maintain control IMHO.
I need to see how the spawning works with 'balanced' tourny style lists though before a make a real call one way or the other on the spawning rules.
General comments and feelings from playing against v6 regularly and with only one scenario v7 bug game under my belt to come at a later time...
Cheers,
_________________ Rob
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Tactica
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Post subject: Updated Nid v7.0 list Posted: Tue May 02, 2006 9:21 pm |
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Brood Brother |
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Joined: Sat Jul 09, 2005 12:12 am Posts: 2241
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Jaldon,
Verbiage clean up suggestion...
You say...
T1.20 UNSTOPPABLE Tyrand formations...
T1.30 SYNAPSE GROUPS Every swarm is controlled by a Synapse Group which is formed before the start of the battle and is made up of from one to three selections from the Synapse Creature list. Once formed this group cannot be added to, nor control more then a single swarm.
T1.40 TYRANID SWARMS ... It must be understood that the Swarm is the formation, and that both the synapse creature group controlling it, and the brood creatures in it, are a single formation containing units. ... |
I suggest...
T1.20 UNSTOPPABLE Tyrand Swarms...
T1.30 SYNAPSE GROUPS Every Tyranid Swarm is controlled by a Synapse Group, which is formed before the start of the battle and is made up of from one to three selections from the Synapse Creature list. Once formed, this group cannot be added to nor control more then a single Tyranid Swarm.[/i]
T1.40 TYRANID SWARMS ... It must be understood that the Tyranid Swarm is the formation, and that both the Synapse Creature Group controlling it, and the Brood Creatures in it, are a single formation containing units. ...[/quote]
+ + +
The point of this request / suggest is that in reading through the various headings and defining text, I noticed that the following terms seem to be used interchangably.
1. swarm 2. Swarm 3. Tyranid Swarm 4. Tyranid formations
If possible, I'd suggest defining a single term to mean "Tyranid Swarm Formtion" as single E:A formation early on - then continually reference the one word summary "Swarm" or whatever you come up with that fits.
Also, you use capitalization to declare something specific like "...Brood Creatures, Independent Creatures, and Synapse Creatures (with Brood Creatures themselves being further subdivided into Uncommon Brood Creatures, and Common Brood Creatures)..." and then these are sometimes capitalized and at other times not. So I think I follow the meaning, but if any clarity can be provided in these definitions - I'd personally appreciate it. 
Sorry if this is all just nit-picky suggestions though.
Cheers,
_________________ Rob
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Tactica
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Post subject: Updated Nid v7.0 list Posted: Tue May 02, 2006 9:22 pm |
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Brood Brother |
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Joined: Sat Jul 09, 2005 12:12 am Posts: 2241
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J,
Seems to be an incomplete thought here in 1.50
"To represent this endless stream of claws Tyranid formations that carry out a Spawning Action during the Rally Phase. "
Just FYI,
_________________ Rob
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Tactica
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Post subject: Updated Nid v7.0 list Posted: Tue May 02, 2006 9:43 pm |
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Brood Brother |
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Joined: Sat Jul 09, 2005 12:12 am Posts: 2241
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T1.50 SPAWNING ACTION
To represent this endless stream of claws Tyranid formations that carry out a Spawning Action during the Rally Phase. This Spawning Action allows the Tyranid player to return brood creatures to play that have been killed, gone to ground, or were held off table before the start of the battle. Also note that only brood creatures can be spawned, not synapse creatures, or independent creatures as these creatures are to rare to be spawned back in this manner.
Each swarm may return 1D3 spawning points worth of brood creatures back into play for each synapse creature group bought for the swarm, and still in play, plus any modifiers that apply to the synapse creature (s) bought for the swarm (Thus a swarm led by 3xTyranid Warriors would roll 1D3+3 spawning points, while a swarm led by a Hive Tyrant and 3xTyranid Warriors would roll 2D3+7 spawning points). Also roll an extra 1D3 spawning points if there are no enemy units within 30cms of any unit in the swarm. The swarm may also add 1D3 spawning points by adding ONE myecetic spore that to the swarm during the spawning action (up to a maximum of ONE myecetic spore may be added to a single spawning action). It should be noted that the Tyranid Warrior group does not drop in spawning points if it takes losses, but obviously cannot spawn anything if it is wiped out. In the Data Sheets for the units the modifiers to the 1D3 roll are noted in synapse thus Synapse (x) with ?x? being the modifier added to the 1D3 roll. So a Tyranid Warrior group of 3xTyranid Warriors is Synapse (+1), or 1D3+3 spawning points. Here follows a compilation of the groups and there Spawning Points.
Lesser Synapse Node: 1D3 Tyranid Warrior 1D3+1 Harridan: 1D3+2 Hive Tyrant/Vituperator/Greater Synapse Node: 1D3+4 Dominatrix: 1D3+6
The Tyranid player uses the number of spawning points rolled to return brood creatures that are off table and return them to the battle. Each brood creature type has a spawning value based upon it?s general availability, or lack there of, to the Tyranid army as a whole. The cost for spawning back a creature is noted in their data sheet under notes as Brood (x) where in x equals the units spawning points.
Place any units spawned back by a swarm within 5cms of any synapse creature(s) from that swarm. Spawned units may not be placed in the zone of control of an enemy unit, or in impassable terrain.
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Where does it say that the bugs are taking an initiative test in the end phase? Should this be done in an alternating fashion with the enemy attempting to rallying formations - all at once or interleaved with the opponent's attempts to rally?
Do enemy broken formations nearby affect these spawning attempts the same as unbroken nearby enemy?
Also, does the ability happen automatically or is spawning an option? If its an option, and for general clean up purposes - shouldn't it say something a bit more like...
To represent this endless stream of claws, Tyranid formations may attempt to carry out a Spawning Action during the Rally Phase. They do this by.... |
Finally, regular armies have a chance of becoming ineffective at 'rallying' or shedding blast markers if the enemy is close by still shooting at them. It gets worse if they are broken. Its even worse if they are broken and enemy are nearby. Rally attempts of 'other armies' can therefore be their initiative value or -1 to -3 modified. This makes other armies become somewhat 'controlled' by the proximity of the enemy.
Should the bugs have at least the possibility to suffer from a -2 modifier to their spawning action somehow due to enemy proximity shooting? Perhaps -1 if there's 1 enemy formation nearby, -2 if there are 2+ nearby enemy formations?
Thus somehow reflecting that more nearby enemy impact even the fearless and dauntless when they are at their most comprimised and 'spawning' reinforcements.
Just a thought guys.
The reason I throw this out there is because is that bugs moving across the table are dead set on engagement and closing. They are immune to BM and breaking, so no withering amount of fire is going to stop them. As they close, they spawn in the end phase. Enemy proximity impacts others negatively, but further only plays to the bugs strengths. Then they spawn, brutally limiting the effects of an all shooting or a primarily shooting force.
It seems like a bug force - even if surrounded by a hail of enemy fire by 2, 3, and more enemy formations - should not just repopulate and assault freely in the following turn. Spawning seems to be severely hindered in productivity as the amount of enemy surrounding the bugs increases.
Anyway - just probing for your thoughts and floating this out there... call it an enemy spore mine.

Cheers,
_________________
Rob
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Jaldon
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Post subject: Updated Nid v7.0 list Posted: Wed May 03, 2006 6:55 am |
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Brood Brother |
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Joined: Thu Sep 04, 2003 6:38 am Posts: 720 Location: Utah, pick a Pacific Island the other half of the year.
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Seems to be an incomplete thought here in 1.50
"To represent this endless stream of claws Tyranid formations that carry out a Spawning Action during the Rally Phase. "
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No, just a cut and paste failure on my part, but thank you for catching it. All this has been helping me update the final PDF file. It should have read..............."can carry out a spawnig action"
Where does it say that the bugs are taking an initiative test in the end phase? Should this be done in an alternating fashion with the enemy attempting to rallying formations - all at once or interleaved with the opponent's attempts to rally?
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It doesn't here, I assume everyone here understands that like all actions it requires an initiative test, but it does say it in the final PDF for clarity.
Do enemy broken formations nearby affect these spawning attempts the same as unbroken nearby enemy?
At this time no.
At first I wanted to see what the upper limit would be if spawning was set at a base 1D6 without an initiative test. The results were that it was too good.
This led to the dropping of the base spawning to 1D3 and the addition of an initiative test to be able to spawn. (The present system in use) This weekend it will get tested to see how that works out. I am pretty confident that the combination will slow things down a bit.
My next decision is going to involve whether we lower the bonus points and/or make it the same as a Rally Test, a -1 to roll for enemy proximity. If it is made the same as a Rally Test then enemy broken formations WILL kick the -1 in.
Off to bed, Thanks All.......................
Jaldon
