Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 61 posts ]  Go to page Previous  1, 2, 3, 4, 5  Next

Nid Spawning Ideas POLL
Original v9.0 rules 100%  100%  [ 3 ]
Total votes : 3

Nid Spawning Ideas POLL

 Post subject: Nid Spawning Ideas POLL
PostPosted: Mon Aug 11, 2008 9:47 pm 
Brood Brother
Brood Brother
User avatar

Joined: Wed May 14, 2008 4:38 am
Posts: 303
Location: Utah, Texas, or some Pacific Island
Just for clarification purposes before commenting, just my two cents for the moment.....Ok

Upon taking over responsibility for the Nid list I had the following major goals, all of which were the same for the v1.0 list.

(1) To return the army to a seemingly endless horde of little critters backed up by a handful of bigger critters. (Most Brood Creatures)

(2) That the little critters themselves should have below average to substandard stats in all categories except assault where a certain number of them should be above average to good.

(3) The handful of bigger critters should be pure specialist in one type of combat, and sub-standard in all other categories.

(4) That the Nid army would have to depend almost exclusively on its little critters to carry the weight of combat and victory.

(Little critters are defined as all the common brood creatures)

During my long 'work vacation' I applaud and thank those that carried on the work on the list they did a fine job.

While the v9.0 is a good list that did accomplish the goals I set for it, reducing the number of special rules and moving the entire list closer to the way the core Epic-A rules work, it isn't the finished product and still needs work.

The major problem is it violates the above four major goals as players can build an army that doesn't depend on the little critters. I aim to fix that by instituting what will probably be some unpopular changes to the list. Playtesters are encouraged to remember the four goals above as those are the target the list is shooting for and all other conditions are secondary to it.

Put a bit more bluntly. Forget the Independents, Bio-Titans, and Un-commons and concentrate on making sure the little critters come first in all categories.


Just how much randomness is desirable?
The intention is to provide the feeling of a "Wall of bugs", but should this include some random variation in it (ignoring all other considerations for the moment). Also, while the simplicity of the "Fixed" method makes it more practical, what issues does a lack of variation cause to game-play and "fluff":-
- How representative is the "Fixed" approach and is this better or worse than a random mechanic?
- If randomness is desirable, what variation in spawning points would be reasonable;  +-1, +-2, +-3 etc?


Hard to believe but I actually playtest these ideas, and run the numbers through my computer to crunch them as if multiple games have been played to see if they match the results achieved in games.

Random
3D3 produces numbers from 3-9 (Dominatrix is 4D3)
2D3 produces numbers from 2-6 (Dominatrix is 3D3)
Modifiers for either system would be the following
-1 D3 dice if the swarm is within 30cms of the enemy.
-1 D3 dice if the swarm is Broken.

At present the 2D3 system is the one I am contemplating on using for the following reasons #1: It prevents most synapse from being able to return large uncommons back onto table and reserves that ability to the Dominatrix. Further, I am probably going to 'fix' the number of dice rolled by Synapse Groups no matter what the present strength of the Synapse group is. In other words outside the Dominatrix they will all be the same.  #2 The numbers need to be low enough that the swarms cannot get back up to strength while standing in the fighting line close to the enemy. 1D3 would reduce the swarm to a maximum of 3 spawning points,and that should be low enough to work.#3 The modifiers will force the Nid player to pull Broken Swarms out of the line or face losses that cannot be replaced. (Note that this fits exactly into the goals stated above for the Tyranid Army.)

Fixed
All Synapse Groups have a fixed Spawning Rate of five, with the Dominatrix fixed at eight.
Modifiers to that rate would be the following
-2 If the enemy is within 30cms of the Swarm
-2 If the swarm is broken

I am starting to dislike the effect this is having. While there is no doubt it is simpler to execute then the random system, it just doesn't have the right feel. More then likel;y if the random system doesn't prove workable, then this is the next one in line.


Just how much influence should the opposing player have over spawning?
The factors currently identified are "Broken" and the proximity of enemy formations. Are there any other considerations eg:-
- The number of enemy units relative to the swarm,
- The number of other nearby swarms?
- Does LoS have an impact?
- The number of BMs on the formation
Ultimately, I guess the question is to what degree the opponent should be capable of reducing or even stopping a given swarm from spawning?


Under the old version of the Nid list the Nids replaced the Marshal action with what has become spawning. This forced the Swarm to miss a turn of actual action (Engage cannot be carried out as part of a Marshal hence the Nid swarm does nothing really that turn). The player then rolled a number of D6 to determine how many units were spawned back, and they pretty much fit the same placement rule we are using now.

However the Nids ignored blast markers, couldn't be broken(though they did have to withdraw when an assault was lost and all normal hack down rules applied), and used all the same rules that other armies use to claim objectives.

Now this version of the Nids had its merits, but it also had a host of problems, not the least of which were you just about couldn't win against it. The merits was forcing the Nids to stop moving to carry out what we now call spawning and was a Marshal used for spawning in the old version. The 'hook' to get around this was to have another Synapse Group, most often a Node, do the Spawning for the Swarms so they didn't have to stop to carry out a Marshal Action.

The modifiers should be considered reflecting the Swarm's lessened ability to Spawn (look for or receive new bugs) that was reflected in the old version by forcing the Swarm to stop and Marshal. I want it to be the players decision to continue to move forward and accept a lower rate of spawning or to pull back and get a much better rate of spawning rather then have the rules do it for them.

Further, it needs to be this way as the Swarms now do collect BMs and have to have some way of shedding them, and the Marshal Action is now needed for this.

For the above reasons the modifiers are needed in either version of the spawning rule being contemplated. If not then the spawning needs to be put back as part of a Marshal Action with the Nid player deciding whether to remove BMs or Spawn. So the modifiers stay.

In a couple of days my decision on this, and a couple of other things concerning the Nid list, will be posted. All of them are to be consider as official and in need of playtesting.

I do want to thank everyone for their comments and the work they have done, and continue to do, to further this list.

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: Nid Spawning Ideas POLL
PostPosted: Tue Aug 12, 2008 12:28 pm 
Brood Brother
Brood Brother

Joined: Tue Dec 19, 2006 9:42 am
Posts: 694
Location: Austria
I fully agree to your 4 goals.  :agree:

_________________
Attrition is the proof of absence of Strategy


Top
 Profile Send private message  
 
 Post subject: Nid Spawning Ideas POLL
PostPosted: Tue Aug 12, 2008 7:24 pm 
Brood Brother
Brood Brother
User avatar

Joined: Wed Nov 16, 2005 7:20 pm
Posts: 5483
Location: London, UK
Jaldon

While I think the community understands and largely agrees with your four goals, we do seem somewhat split over the means, which is why I was trying to frame the questions in those terms.

Personally, I really dislike the extreme variations that 3D3 and 4D3 can produce (especially if this single throw forms the basis of spawning for the turn), because it has too much impact on the Nid strategy - and I have a tendency to throw low numbers  :p  Consequently I would really prefer to fix the initial spawning values, 'boring' though that may be because it does not handicap the 'Nid player further. However, you seem somewhat averse to a fixed system of spawning points (also Hena it seems) because it does not "feel" right. Could you explain further what you "feel" should be right.

Equally, I am really in favour of applying modifying factors to this base spawning value, especially where they result from successfull tactics of the opponent - because this introduces the element of skill that we all prize so highly in E:A. There are two broad reasons to this:-
1) This move the point where the bulk of spawning occurs away from the opponents forces which is beneficial for many reasons
2) It reinforces the 'relentless' wall of the bugs that is at the core of the Tyranid racial makeup.

_________________
"Play up and play the game"

Vitai lampada
Sir Hemry Newbolt


Top
 Profile Send private message  
 
 Post subject: Nid Spawning Ideas POLL
PostPosted: Tue Aug 12, 2008 7:27 pm 
Brood Brother
Brood Brother
User avatar

Joined: Wed Nov 16, 2005 7:20 pm
Posts: 5483
Location: London, UK
Acouple of wild ideas that may not work regarding restricting the use of Uncommon critters, how about
  • Requiring the player to re-spawn the big critters first. While at first glance this seems counter-intuitive to the intentions of the list, in practice it should impose a subtle constraint on the initial army composition, away from the 'Nidzilla' list in any guise, because it would mean that you need to have Big spawning capabilities - or die!.
  • A further (or separate) constraint might be restricting the types of uncommon critter that can be purchased to the synapses that the player selects - so for example if you only have tyranid warriors you can only field common critters; Hive tyrants additionally allow Carnifex to be purchased; Harridans and Nodes additionally give you Exocrines and Biovores; while you can only get Hierodules if you field a Dominatrix (you can work out the precise list). This constraint is also a subtle way of limiting the 'Nidzilla' because it forces the use of expensive Synapse creatures to be able to get the bigger uncommon critters

_________________
"Play up and play the game"

Vitai lampada
Sir Hemry Newbolt


Top
 Profile Send private message  
 
 Post subject: Nid Spawning Ideas POLL
PostPosted: Tue Aug 12, 2008 7:57 pm 
Hybrid
Hybrid
User avatar

Joined: Sat Feb 17, 2007 11:25 pm
Posts: 9539
Location: Worcester, MA
I think the idea with the 3d3 spawning is that it would be done for every swarm and not applied across the board for an entire turn.

On the limiting the bigger stuff, I totally agree.  I have tried to build my army with the biggest little stuff to big stuff ratio as I could (72 stands of ga(u)nts will be basecoated as of next week). I'm not one for power gaming and try to model my armies to the background as close as possible.

Obviously not everyone does this. So enforcing it through the army list is the next best solution and one I support.

_________________
Dave

Blog

NetEA Tournament Pack Website

Squats 2019-10-17


Top
 Profile Send private message  
 
 Post subject: Nid Spawning Ideas POLL
PostPosted: Wed Aug 13, 2008 1:06 am 
Brood Brother
Brood Brother
User avatar

Joined: Wed May 14, 2008 4:38 am
Posts: 303
Location: Utah, Texas, or some Pacific Island
I think the idea with the 3d3 spawning is that it would be done for every swarm and not applied across the board for an entire turn.


Both the 3D3 and the 2D3 are the random method where 2D3 and/or 3D3 is rolled for each Synapse Group. This roll would be fixed for all Synapse Groups, IE all of them would use 2D3/3D3 no variations between Synapse Group Types and no account taken for losses. Further modifiers would remove dice from the number the Swarm gets to roll. The only exception to this is the Dominatrix which would roll 3D3/4D3.

Requiring the player to re-spawn the big critters first. While at first glance this seems counter-intuitive to the intentions of the list, in practice it should impose a subtle constraint on the initial army composition, away from the 'Nidzilla' list in any guise, because it would mean that you need to have Big spawning capabilities - or die!.

It is a wild idea, keep posting them as sometimes they inspire another idea, or if modified a bit become a good idea. In this case I would balk at this idea for two reasons........

(1) I do not want to restrict what the players can do, via spawning, it should be up to them.

(2)It would be a real round about way to accomplish what something less restrictive could accomplish.

A further (or separate) constraint might be restricting the types of uncommon critter that can be purchased to the synapses that the player selects - so for example if you only have tyranid warriors you can only field common critters; Hive tyrants additionally allow Carnifex to be purchased; Harridans and Nodes additionally give you Exocrines and Biovores; while you can only get Hierodules if you field a Dominatrix (you can work out the precise list). This constraint is also a subtle way of limiting the 'Nidzilla' because it forces the use of expensive Synapse creatures to be able to get the bigger uncommon critters

The uncommon critters aren't really the problem, as it pertains to the Nidzilla List, and a simple one for two ratio of Commons to Uncommons should keep the army ratios in line. The Real Big Problem is the number of WEs the Nids can field Because of the Suynapse list combined with the Independent list However I do believe I have found the solution to that little problem.

Personally, I really dislike the extreme variations that 3D3 and 4D3 can produce (especially if this single throw forms the basis of spawning for the turn), because it has too much impact on the Nid strategy - and I have a tendency to throw low numbers  :p  Consequently I would really prefer to fix the initial spawning values, 'boring' though that may be because it does not handicap the 'Nid player further. However, you seem somewhat averse to a fixed system of spawning points (also Hena it seems) because it does not "feel" right. Could you explain further what you "feel" should be right.

I am not averse to a fixed system for spawning, in fact it would be the easiest to implement, balance and execute in the heat of battle. But, as my friend Phil says (And he can't roll dice to save his life) "It is a damned dice game, not a chess match." I have to agree with him.

Then the question why is random better then fixed values?

Wargames, like Epic-A, use dice because in real war you don't really know how your people, or the enemy, are going to react in any given situation. The truth is war IS very random, sure an officer can calculate the odds of a certain maneuvers success but he cannot looked at it and tell youy that it IS going to work. Most of the time they commit their forces based upon the best information they have, on the known abilities of their troops, and then hope to the supreme being above them that it works.

Who could have predicted that the French Middle Guard would break when they carried out their attack at Waterloo, and then later fight a masterful rear guard action where they never broke once?

That is why in wargames of the Napoleonic era the French Guard can fail a morale check though the odds are small that it will happen. This forces players to act like real field commanders where they are pretty sure the Guard will carry the position, but far from positive they will.

So what has all this got to do with spawning, right?

Spawning represents both the insertion of new units via Myecetic Spores and the rounding up of Nid creatures that, for whatever reason, have gone  to ground in the immediate area. One, the Myecetic Spores, isn't random the other is very random.

As they are both combined into spawning how can one reflect both the random and the fixed?

If one thinks of the Mycetic Spores as the replacements the swarm is going to get then one can accept that every Synapse Group gets to spawn every turn IF it has the ability to control those troops as they arrive. Therefore every Synapse Group should be able to spawn something every turn, no matter how small of a number it ends up being. This is why I believe in the end phase spawning rule.

The gone to ground bugs are less dependable at being available when one needs them, so we accept the fact they are random as they may not be there when the Hive Tyrant comes looking for them. This is why I believe in having a random effect built into spawning, and in it having the right 'feel'.

I hope this answers your question, as it does deserve a good answer.

Equally, I am really in favour of applying modifying factors to this base spawning value, especially where they result from successfull tactics of the opponent

On this I have made up my mind, whatever the spawning rule is it will include modifiers. And for the reasons you have stated, and a couple of others.

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: Nid Spawning Ideas POLL
PostPosted: Wed Aug 13, 2008 9:02 am 
Brood Brother
Brood Brother
User avatar

Joined: Wed Nov 16, 2005 7:20 pm
Posts: 5483
Location: London, UK
For random spawning we seem to be looking to use up to four dice, but this produces quite a wide variation, which increases with the number of dice. My concern is that this make the initial position too random and the results actually become more certain as dice are removed. How about doing this the other way round, starting with a base spawning figure, and throwing a number of D3 to remove spawning points according to the additional factors?

So for example, the base value of a Dominatrix is 12 - 1D3.
- 1D3 if within 30 cms of enemy
- 1D3 if Broken

This adds the random factor desired, and increases the variation as the circumstances get further out of the control of the 'Nid player.

_________________
"Play up and play the game"

Vitai lampada
Sir Hemry Newbolt


Top
 Profile Send private message  
 
 Post subject: Nid Spawning Ideas POLL
PostPosted: Wed Aug 13, 2008 9:51 am 
Brood Brother
Brood Brother
User avatar

Joined: Fri Aug 03, 2007 1:32 pm
Posts: 516
I would go for something simple like '5 spawning points per formation'.
Then -2 for broken, -2 for being within 30cm, and then if rally roll is '1', -1, or if '6', +1 (a bit like chaos initiative). That would generate some randomness. If the unit does not need rally roll, it is still rolled for this.


Top
 Profile Send private message  
 
 Post subject: Nid Spawning Ideas POLL
PostPosted: Wed Aug 13, 2008 2:23 pm 
Hybrid
Hybrid
User avatar

Joined: Sat Feb 17, 2007 11:25 pm
Posts: 9539
Location: Worcester, MA
You'd only be rolling the 4d3 if the army has a Dom. and that would only be once per army anyway.

The rest would be 3d3, 2d3 if broken or if within 30cm, and 1d3 if broken and within 30cm. Given all those modifiers its not a huge variation. There's no remembering numbers per each synapse creature/swarm and the mechanics are fairly easy to remember since they're based on the rally modifiers anyway. I tested the variation like this quite a few times and found it quick and simple.

_________________
Dave

Blog

NetEA Tournament Pack Website

Squats 2019-10-17


Top
 Profile Send private message  
 
 Post subject: Nid Spawning Ideas POLL
PostPosted: Wed Aug 13, 2008 3:20 pm 
Brood Brother
Brood Brother
User avatar

Joined: Wed Nov 16, 2005 7:20 pm
Posts: 5483
Location: London, UK
Quote: (Dave @ 13 Aug. 2008, 14:23 )

You'd only be rolling the 4d3 if the army has a Dom. and that would only be once per army anyway.

The rest would be 3d3, 2d3 if broken or if within 30cm, and 1d3 if broken and within 30cm. Given all those modifiers its not a huge variation. There's no remembering numbers per each synapse creature/swarm and the mechanics are fairly easy to remember since they're based on the rally modifiers anyway. I tested the variation like this quite a few times and found it quick and simple.

But with 3D3, the range of results is between 3-9 (and 4D3 it is 4-12). Personally I think that is too extreme under normal circumstances, even on a per-swarm basis. Furthermore, as you remove dice, the results actually become more predictable as the spread of results is reduced. What I am suggesting is in effect a means of combining the Fixed points system with the Random one.

IMHO a variation of 1-3 per swarm is more acceptable as a starting point and by removing additional D3 points for particular circumstances you get the same overall effect as the random mechanic, while also increasing the possible variation in the results which fulfills the requirement for unpredictability.

_________________
"Play up and play the game"

Vitai lampada
Sir Hemry Newbolt


Top
 Profile Send private message  
 
 Post subject: Nid Spawning Ideas POLL
PostPosted: Wed Aug 13, 2008 4:05 pm 
Brood Brother
Brood Brother

Joined: Mon Apr 26, 2004 8:59 am
Posts: 3280
Location: Holywood, Northern Ireland
4D3 seems the way to go for me, yes the range is 4-12 but with 4 die the chances of the extreme ends are much reduced, you'll be 90%(not an actual calculated figure!) certain of getting a mid range number.
By the way as I've no experience of Nids I've not voted in the poll.

_________________
I'm involved in Nunnery Practice :laugh:
My latest Blog http://www.players.tacticalwargames.net ... p?blogId=8


Top
 Profile Send private message  
 
 Post subject: Nid Spawning Ideas POLL
PostPosted: Wed Aug 13, 2008 4:46 pm 
Purestrain
Purestrain

Joined: Thu Feb 13, 2003 10:52 pm
Posts: 9617
Location: Nashville, TN, USA
Distribution of 4d3 (done originally for the Daemon Summoning discussions):

4 – 1.2%
5 – 4.9%
6 – 12.3%
7 – 19.8%
8 – 23.4%
9 – 19.8%
10 – 12.3%
11 – 4.9%
12 – 1.2%

_________________
Neal


Top
 Profile Send private message  
 
 Post subject: Nid Spawning Ideas POLL
PostPosted: Wed Aug 13, 2008 5:08 pm 
Brood Brother
Brood Brother
User avatar

Joined: Thu Oct 20, 2005 6:32 pm
Posts: 6414
Location: Allentown, Pennsylvania USA
with 4 die the chances of the extreme ends are much reduced


Not when you compare it against a simpler mechanic like 2D6.  It's just the chances of a LOW number are significantly reduced.  The chances of rolling a high number (10,11, or 12) with 4D3 is 18.4% compared to just 16.67% for 2D6.  

2D6......vs......4D3
2 - 2.78%.......-n/a
3 - 5.56%.......-n/a
4 – 8.33%.......1.2%
5 – 11.11%......4.9%
6 – 13.89%.....12.3%
7 – 16.67%.....19.8%
8 – 13.89%.....23.4%
9 – 11.11%.....19.8%
10 – 8.33%.....12.3%
11 – 5.56%......4.9%
12 – 2.78%......1.2%

There is a similar comparison for 1D6 vs 2D3.  Perhaps I missed something but can somebody explain to me why 2D3 is being used instead of 1D6?  Given the percentage distribution it seems the only reason is to give the Tyranid player a boost.  I asked this question before and the explanation was lacking IMO.  I just can't figure out how
1. This is simpler.
2. The Tyranid army is dependent upon such a boost.

Anybody want to help me out?

_________________
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: Nid Spawning Ideas POLL
PostPosted: Wed Aug 13, 2008 5:19 pm 
Hybrid
Hybrid
User avatar

Joined: Sat Feb 17, 2007 11:25 pm
Posts: 9539
Location: Worcester, MA
Finer granularity?

1d3 per swarm, +1d3 for not being broken, +1d3 for not being within 30cm.

What would you suggest to replicate that with d6s?

Also the bell curve with the d3s will yield a bigger middle ground and more extreme extremes.




_________________
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  [ 61 posts ]  Go to page Previous  1, 2, 3, 4, 5  Next


Who is online

Users browsing this forum: No registered users and 4 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