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Updated Nid v7.0 list

 Post subject: Updated Nid v7.0 list
PostPosted: Tue May 02, 2006 8:52 am 
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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.

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 Post subject: Updated Nid v7.0 list
PostPosted: Tue May 02, 2006 9:03 am 
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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.
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 Post subject: Updated Nid v7.0 list
PostPosted: Tue May 02, 2006 2:08 pm 
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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.

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 Post subject: Updated Nid v7.0 list
PostPosted: Tue May 02, 2006 8:00 pm 
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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,

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 Post subject: Updated Nid v7.0 list
PostPosted: Tue May 02, 2006 9:21 pm 
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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,

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 Post subject: Updated Nid v7.0 list
PostPosted: Tue May 02, 2006 9:22 pm 
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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,

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 Post subject: Updated Nid v7.0 list
PostPosted: Tue May 02, 2006 9:43 pm 
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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.


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,

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 Post subject: Updated Nid v7.0 list
PostPosted: Wed May 03, 2006 6:55 am 
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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. "


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?


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

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 Post subject: Updated Nid v7.0 list
PostPosted: Wed May 03, 2006 10:20 am 
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After much musing on the subjects I have two points/quiries/comments to make.

1) Dominatrix spawning.

Its spawning bonus is too high (I know it is still very experimental). ?You can give it a body guard of one or two Hierodules/Trygons and be sure to get one back every turn (if it dies). ?Perhaps its bonus should be reduced to 2D3 or D3+3.

2) Regeneration.

I don't think that the Hierodule/Trygon should get regeneration. ?The background on them doesn't point towards it. ?Also the regeneration is better for them than any other bio-WE. ?3DC and a 2D6 regeneration roll (almost the same as a 6DC Hierophant) means they can stay around quite well. ?Coupled with the Doms ability to bring them back with a snap of her loverly claws can make a nasty (though slow) assault formation.

An alternate suggestion would be to have regeneration round down. ?Thus the Hieordule would only get 1D6.

EDIT

Some other things I've noticed.

Several units have 0+ stats instead of -.

These include
Genestealer and Lictor FF
Termigaunt and Hormagaunt save

The winged Hive tyrant loses two points of armour (3+ to 5+). ?Is this intentional or a hang over from when it had a 4+RA save?





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 Post subject: Updated Nid v7.0 list
PostPosted: Sat May 06, 2006 3:37 am 
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Please Note that a new addition has been added to the Syanpase starting with.............


The only exception to this is......................

Thanks All.........

Jaldon :p

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 Post subject: Updated Nid v7.0 list
PostPosted: Mon May 08, 2006 4:13 pm 
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J,

Excellent - that's helpful.

Cheers,

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 Post subject: Updated Nid v7.0 list
PostPosted: Thu May 11, 2006 6:30 pm 
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I am sorry to be the Judas in this last supper of Tyranid goodness but I am going to make the same arguments the tyranid list has had from the start.

1.  Why are some tyranid units radically altered from their NetEpic cousins?  For instance Malefactors have lost the ability to transport troops and has been "dumbed down" to generic assault spawn.
Trygons have risen to the status of War engine and given huge titan killer claws when the model doesn't even come up to the knee of a warlord titan, and a Heirodule with a "Huge Claw" is only a MW and not a TK, yet they are much larger beasts?

2.  Why not call a duck a duck and a Dactylis a Dactylis?  I have heard the reason that specialist games is coming out with new designed models so all the old models and names are inconsequential.  That reasoning is total BS because the rule designers have given new names to new creatures that have NO REFERENCE WHATSOEVER to existing models.  Also, its been almost 4 years since SG said they were working on new models.  At that rate we could be on version 25.4 of the "experimental rules".  Please use the names we have been playing with for the past 10 years.

3.  Unique weapon details have been totally lost in favor of generic "pyro acid spray" and "giant claw".  A Hierophant model comes with 5 different weapons, why not use them.  Whatever happened to ripper tentacles, Bio cannons, Spore pods, floating spore mines, Razor claws, Tunnelling abilities of trygon, and others.

4.  Did the tyranids need another larger biotitan?  I wont even get into the logistics of a living creature of this size other than to say even a hierophant was pushing the boundry of plausability.  The only reason in game terms for including another larger titan was because the rules neutered the hierodule and as such dropped the hierophant to lesser titan status.  Therefore creating a gap that had to be filled with A)a totally invented creature that has no background in the fluff. B) a creature for witch there is no available model, or even a good proxy.  C) a name that doesn't even fit with the titan naming scheme. ie "Hiero" means sacred or holy, "Hydra" means water creature or a mythical many headed snake.  Hierophant translates to sacred elephant, Hydraphant means either water elephant or many headed elephant which doesn't make much sense.  the current writers of this army list continue to perpetrate the Hydraphant fallacy.

These new revisions are not really taking into account what was flawed in the E:A tyranid army list from the beginning.  The near total ignoring of established tyranid history and models.  Thanks for reading, and let the flames begin.

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