Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 180 posts ]  Go to page Previous  1 ... 8, 9, 10, 11, 12  Next

[Old!] Tyranids v9.0

 Post subject: [Old!] Tyranids v9.0
PostPosted: Fri Aug 01, 2008 6:03 pm 
Hybrid
Hybrid
User avatar

Joined: Sat Feb 17, 2007 11:25 pm
Posts: 9523
Location: Worcester, MA
Quote: (Ginger @ 01 Aug. 2008, 12:40 )

Just a question on the SC re-roll, can this be used on the spawning roll??

As its not an initiative test in this version, I'd say no.

_________________
Dave

Blog

NetEA Tournament Pack Website

Squats 2019-10-17


Top
 Profile Send private message  
 
 Post subject: [Old!] Tyranids v9.0
PostPosted: Fri Aug 01, 2008 7:26 pm 
Brood Brother
Brood Brother
User avatar

Joined: Wed May 14, 2008 4:38 am
Posts: 303
Location: Utah, Texas, or some Pacific Island
(1) A Supreme Commander can only be used to re-roll an initiative test, HE CANNOT be used to re-roll a rally test nor the spawning roll as neither of these are initiative tests.

(2) Under the new conditions laid out for spawning a broken Swarm that is also within 30cms of an enemy unit cannot spawn. Thus Swarms are going to be very sensitive to FF Assaults that break them and then follow up on them.

(3) Players were constantly moaning about the drag created by all the dice rolls needed in the End Phase playing against Nids, and I do see their point. With Nid formations NOW available to both collect BMs and be Broken the number of rolls needed in the End Phase ARE a serious drag on speed of play. This is a definite No No................

(During our playtests it was not uncommon to have the Nid player making ten to sixteen rolls in the end phase, add in the calculations, the deciding on figures to return, and the placement of those same figures, it was boring waiting for it all to be fleshed out.)

(5) The present system does allow the Nids flexibility in force placement during spawning and redistribution of forces between swarms. I had tightened up Nid Synapse placement, at one time(Synapse units had to maintain coherency with each other within the Swarm), just to prevent the entire 'trading of units' from getting out of hand. Nobody liked it so it was removed.

(5A) We cannot go back to the old system of rolling dice for each swarms spawning, it IS too much of a drag on speed of play, too much.

(5B) We could re-introduce Synapse needing to maintain coherency with each other within the Swarm to reduce the Nids overall flexibility.

(5C) We could leave the present system alone and see if another fix can be found, other then returning to the old roll for each Swarm's spawning.

(5D)We could just leave it alone until opponents figure out how to adapt and then counter the present system in use.

(5E) We could start messing with the Spawning numbers for brood creatures to reduce the number of units returned. (Which is probably going to happen somewhere along the line anyways, as they will need adjustment).

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

Jaldon :p

_________________
I know a dead parrot when I see one and I'm looking at one right now.
Tyranid AC


Top
 Profile Send private message  
 
 Post subject: [Old!] Tyranids v9.0
PostPosted: Fri Aug 01, 2008 9:50 pm 
Hybrid
Hybrid
User avatar

Joined: Sat Feb 17, 2007 11:25 pm
Posts: 9523
Location: Worcester, MA
Quote: (jaldon454 @ 01 Aug. 2008, 14:26 )

(5A) We cannot go back to the old system of rolling dice for each swarms spawning, it IS too much of a drag on speed of play, too much.

Our group has found the exact opposite. The math involved in v9 is what seems to slow down the speed of play for us.

_________________
Dave

Blog

NetEA Tournament Pack Website

Squats 2019-10-17


Top
 Profile Send private message  
 
 Post subject: [Old!] Tyranids v9.0
PostPosted: Sat Aug 02, 2008 8:37 am 
Brood Brother
Brood Brother
User avatar

Joined: Wed May 14, 2008 4:38 am
Posts: 303
Location: Utah, Texas, or some Pacific Island
Hena the SC and Rally question has been posted on the Specialist Games Forum so the entire ERC can take shots at it.

Our group has found the exact opposite. The math involved in v9 is what seems to slow down the speed of play for us.


Ok so rolling dice for each swarm, doing the add/subtract for each swarm, is faster then doing one roll for the entire army and adding and subtracting for each swarm?

We just roll the 2D3, and after the roll turn one dice to the full value and the second to the halved value (They are different colors so we do not have to think too much, really)

Then the swarms either get the 1/2 value dice or the full value dice added to their spawning value.

Hit me over the head with a rock but how can rolling dice for each swarm and then doing the math be faster then rolling one result for all the swarms and then doing the math?

Ok v9 has Brood Values and Spawn Values for each unit and so does the v8 version.

In v9 you roll once to set the entire Base Spawn Value for the entire army using either the halved total or the full total (As I said above using two different colored dice to note each makes it a lot easier to perform). Then the base spawn value is added to each swarm's spawning points, units are then bought and placed for each swarm.

In v8 you rolled a variable number of dice for each swarm, adding dice as defined under the modifiers, then rolled the dice added the results of that roll, then bought and placed units for each swarm.

The only difference I see is in the former you only have to roll once, while in the latter you have to roll dice and count them up for each swarm. I see no savings in math calculations in this latter system in the least, in fact it seems to be more.

In our playtest games using both systems we could not find a way to make the former faster, while we had no trouble figuring out how to make the latter faster. No complaints from the group here over the weekend, or in previous games using v9 concerning speed of spawning, in fact the exact opposite!

Sorry all but I fail to see how rolling more dice and doing more adding up of dice, along with buying/placing creatures, can be faster then only having to roll once, apply no modifiers, add up spawn points, and just then buy/place units.

I guess you will all have to call me stupid, because I don't see it in word, and I definitely haven't seen it in battle on the table top.

Jaldon :p

_________________
I know a dead parrot when I see one and I'm looking at one right now.
Tyranid AC


Top
 Profile Send private message  
 
 Post subject: [Old!] Tyranids v9.0
PostPosted: Sat Aug 02, 2008 12:41 pm 
Brood Brother
Brood Brother
User avatar

Joined: Thu Oct 20, 2005 6:32 pm
Posts: 6414
Location: Allentown, Pennsylvania USA
I'm a JAFO on this list, but can anyone explain to me the 2D3?  Does anyone truly believe that the Tyranids are so underpowered that they can't just roll a 1D6 and risk the 1?  I'm asking for the sake of simplifying things just a bit further.




_________________
author of Syncing Forward and other stories...

It's a dog-eat-dog world, and I've got my Milkbone underwear on.


Top
 Profile Send private message  
 
 Post subject: [Old!] Tyranids v9.0
PostPosted: Sat Aug 02, 2008 2:54 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Jun 24, 2005 3:06 pm
Posts: 9684
Location: Montréal, QC, Canada
Quote: (jaldon454 @ 02 Aug. 2008, 08:37 )

Hena the SC and Rally question has been posted on the Specialist Games Forum so the entire ERC can take shots at it.

There's no reason for the ERC to weigh in on it as it's answered in the rulebook:

1.14.1 Rallying Formations

In order to rally a formation you must roll equal to or over the formation’s initiative value on a D6 (see 1.2.2).

If the test is failed, then broken formations must make a withdrawal (see 1.13.3), while formations that are unbroken must remain in place but may not remove any Blast markers.

2.1.15 Supreme Commanders

In addition, each supreme commander unit in the army allows a player to re-roll one failed initiative test (of any type) once per turn.(Emphasis mine)

_________________
"EPIC: Total War" Lead Developer

Now living in Boston... any EPIC players want to meet up?


Top
 Profile Send private message  
 
 Post subject: [Old!] Tyranids v9.0
PostPosted: Sat Aug 02, 2008 4:17 pm 
Brood Brother
Brood Brother
User avatar

Joined: Wed May 14, 2008 4:38 am
Posts: 303
Location: Utah, Texas, or some Pacific Island
There's no reason for the ERC to weigh in on it as it's answered in the rulebook:


All of us long timers, like you Chroma/Hena myself all know the ERC members well. I was just letting them all take shots at me if I was wrong, again, on a rule. It has happened before to all of us. Who knows :whistle:

While it has been answered by Chroma/TRC on the SG forum, and confirms Hena's contention, and others, that the SC re-roll can be used for Rally Tests to me it seemed less clear. And this is important.

The SC rule states Initiative Test and the Rally section only says Rally Test not Initiative Test. Further Initiative Tests are taken during the Action Phase while Rally Tests are taken during the End Phase.

This could lead to others drawing the same conclusion and may need to be clarified in the FAQs, hence let the ERC weigh in.

Basically I have no problem being incorrect on a ruling, and of being informed of such, it has happened to all of us.

I'm a JAFO on this list, but can anyone explain to me the 2D3?  Does anyone truly believe that the Tyranids are so underpowered that they can't just roll a 1D6 and risk the 1?  I'm asking for the sake of simplifying things just a bit further.

Basically the 2D3 gives a slightly better average then 1D6, just as 2D6 gives you a better average then a 1D6. 1D6 IS random, while 2D3 gives you higher odds of rolling '4' over any of the other possibilities, making balancing of the Spawning easier to carry out.

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

Jaldon :p

_________________
I know a dead parrot when I see one and I'm looking at one right now.
Tyranid AC


Top
 Profile Send private message  
 
 Post subject: [Old!] Tyranids v9.0
PostPosted: Sat Aug 02, 2008 4:31 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Jun 24, 2005 3:06 pm
Posts: 9684
Location: Montréal, QC, Canada
Quote: (jaldon454 @ 02 Aug. 2008, 16:17 )

The SC rule states Initiative Test and the Rally section only says Rally Test not Initiative Test. Further Initiative Tests are taken during the Action Phase while Rally Tests are taken during the End Phase.

This could lead to others drawing the same conclusion and may need to be clarified in the FAQs, hence let the ERC weigh in.

Hey Jaldon!  Just to clear things up here as well:

The test you take in the Action Phase is *not* called an "Initiative Test", it's called an "Action Test"... which is a sub-type of initiative tests, just like "Rally Tests"...

1.6.2 The Action Test
To pass an action test, you must roll equal to or over the formation’s initiative value on a D6.


Hope we're all clear now!  :;):




_________________
"EPIC: Total War" Lead Developer

Now living in Boston... any EPIC players want to meet up?


Top
 Profile Send private message  
 
 Post subject: [Old!] Tyranids v9.0
PostPosted: Sat Aug 02, 2008 4:45 pm 
Brood Brother
Brood Brother
User avatar

Joined: Thu Oct 20, 2005 6:32 pm
Posts: 6414
Location: Allentown, Pennsylvania USA
Basically the 2D3 gives a slightly better average then 1D6, just as 2D6 gives you a better average then a 1D6. 1D6 IS random, while 2D3 gives you higher odds of rolling '4' over any of the other possibilities, making balancing of the Spawning easier to carry out.


Well, y'all were discussing how certain parts of the list seem overly complicated and cumbersome.  This is one where my math brain is just kicking in here...

Roll 1d6, use that number.  Or...
Roll 2d6, halve each number, add those two numbers, then use the sum.

How is that easier? :oo: I know the math isn't difficult to do, but if the computation on the end of things is so dependant on a '4' then you might as well take the roll out of there and make it a fixed number.

I understand that a '4' will come up more often on 2D3, but not by that much.  Switching it to a single D6 saves time and I must point out makes the list feel less beardy. At the NEAT tournament I saw this and the first thing that went through my mind is  "The Tyranid champ doesn't want to see a '1' show up because its his pet project. :glare: " Now I know that's not the intention of Chroma or Jaldon, but that was the first thing my synapses fired off when I saw that function and I can guarantee others have thought (and will think) the same thing.

You can improve the perception of the list and the ease of the mechanic in one simple change.

_________________
author of Syncing Forward and other stories...

It's a dog-eat-dog world, and I've got my Milkbone underwear on.


Top
 Profile Send private message  
 
 Post subject: [Old!] Tyranids v9.0
PostPosted: Sat Aug 02, 2008 5:29 pm 
Brood Brother
Brood Brother

Joined: Mon Jul 04, 2005 4:45 pm
Posts: 8139
Location: London
How about 1D3 + 2? :)

_________________
If using E-Bay use this link to support Tac Com!
'Abolish red trousers?! Never! Red trousers are France!' – Eugene Etienne, War Minister, 1913
"Gentlemen, we may not make history tomorrow, but we shall certainly change the geography."
General Plumer, 191x


Top
 Profile Send private message  
 
 Post subject: [Old!] Tyranids v9.0
PostPosted: Sat Aug 02, 2008 5:47 pm 
Brood Brother
Brood Brother
User avatar

Joined: Thu Oct 20, 2005 6:32 pm
Posts: 6414
Location: Allentown, Pennsylvania USA
How about 1D3 + 2?


Sure, why not?  Heck, just let 'em max out all their rolls.  The Tyranids lose worse than the Space Marines, after all. :vD

New rule: The Tyranid player need not roll any dice; all times when a die roll is required simply insert the number '6'.

_________________
author of Syncing Forward and other stories...

It's a dog-eat-dog world, and I've got my Milkbone underwear on.


Top
 Profile Send private message  
 
 Post subject: [Old!] Tyranids v9.0
PostPosted: Sat Aug 02, 2008 6:07 pm 
Hybrid
Hybrid
User avatar

Joined: Sat Feb 17, 2007 11:25 pm
Posts: 9523
Location: Worcester, MA
Quote: (jaldon454 @ 02 Aug. 2008, 03:37 )

Ok so rolling dice for each swarm, doing the add/subtract for each swarm, is faster then doing one roll for the entire army and adding and subtracting for each swarm?

We just roll the 2D3, and after the roll turn one dice to the full value and the second to the halved value (They are different colors so we do not have to think too much, really)

Then the swarms either get the 1/2 value dice or the full value dice added to their spawning value.

Hit me over the head with a rock but how can rolling dice for each swarm and then doing the math be faster then rolling one result for all the swarms and then doing the math?

Ok v9 has Brood Values and Spawn Values for each unit and so does the v8 version.

In v9 you roll once to set the entire Base Spawn Value for the entire army using either the halved total or the full total (As I said above using two different colored dice to note each makes it a lot easier to perform). Then the base spawn value is added to each swarm's spawning points, units are then bought and placed for each swarm.

In v8 you rolled a variable number of dice for each swarm, adding dice as defined under the modifiers, then rolled the dice added the results of that roll, then bought and placed units for each swarm.

The only difference I see is in the former you only have to roll once, while in the latter you have to roll dice and count them up for each swarm. I see no savings in math calculations in this latter system in the least, in fact it seems to be more.

In our playtest games using both systems we could not find a way to make the former faster, while we had no trouble figuring out how to make the latter faster. No complaints from the group here over the weekend, or in previous games using v9 concerning speed of spawning, in fact the exact opposite!

Sorry all but I fail to see how rolling more dice and doing more adding up of dice, along with buying/placing creatures, can be faster then only having to roll once, apply no modifiers, add up spawn points, and just then buy/place units.

I guess you will all have to call me stupid, because I don't see it in word, and I definitely haven't seen it in battle on the table top.

Jaldon :p

I was referring to the 8.4m rules. And for us, they flow much easier.  Also, more importantly, they take a lot of thinking out of it. Out of curiosity did you ever look at the 8.4m rules for spawning?

In v9 I have to roll and then add in the appropriate synapse values (remembering to round those down).  Then if a swarm is within 30cm I have to halve it and remember to round down again. Finally, if they're broken I have to subtract two.  All this is a lot of numbers to keep track in ones head.

Where as is 8.4m, if a swarm was broken it didn't spawn.  I don't have to remember 5 or so synapse values, nor to I have to add, halve or round down.  I'll I had to remember was that every synapse swarm rolls a D3 (except nexus and the dom which roll a 2d3), and if they are more than 30cm away from the enemy I roll an extra d3.

It's a lot less thought, and flows much faster for us.

Another benefit from multiple rolls is the bigger sampling. The global roll has a much higher impact on the game than many rolls that average out over time.




_________________
Dave

Blog

NetEA Tournament Pack Website

Squats 2019-10-17


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 180 posts ]  Go to page Previous  1 ... 8, 9, 10, 11, 12  Next


Who is online

Users browsing this forum: No registered users and 13 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  


Powered by phpBB ® Forum Software © phpBB Group
CoDFaction Style by Daniel St. Jules of Gamexe.net