Hena wrote:
Spectrar Ghost wrote:
The list played like 'nids. Tracking the effects the spawning rule would have had, we found it to be superfluous. The formation jumping abilities were unneeded, and Synapse range would not have had an influence.
So you don't use rule X in your couple of games. Does the rule X somehow deter from playing? I use that rule. Since it doesn't complicate anything, what is the problem with it? You can see an example in
this battle report how spawning can help. The attack swarm is beaten back by krieg infantry company. Falling back and spawning allows it to beat off Krieg deathriders which then move to Tyranids side.
Rule X (Spawning in this case) does not deter me from playing, no. It is an extra special rule, and so, by definition, does complicate things. Therefore, it should make the army encourage the style of play Tyranids are best at. If the rule encourages the Tyranid player to fall back to get the extra spawn points, it is not encouraging the right behaviors. If it is ineffective (and it certainly seemes to be to me) at close range where Tyranids
should be, it is unneccessary and should be removed.
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The extra blast marker reduction was completely usless, as, as far as we could tell, 'nids almost never take BMs. Keep Synapse to the rear, and the only way to get to them is to go through the entire Swarm. They don't take BMs in engage, because they either win (and usually don't lose Synapse), or lose and break, often whittling the Swarm down to just Synapse anyway. THe Fearless nature of Synapse meant no hackdowns, no extra casualties to BM, etc, meaning the formations were very resilient, but useless due to being broken, and easily rebroken.
How much do you use crossfire in games? Leaving Synapse to behind the formation is just asking some quick formation to go behind it and blast it away or airplanes. I've certainly dropped synapses from swarms while some of the brood are alive. Sure more often the synapse stay alive due to fearless and engages. For example of swarm killing see
my game against Tyranids.
Crossfire did not come up, it's true. You've obviously played more games with 'nids than me, so being able to reference an instance in which you were able to destroy all synapse creatures is not neccessarily representative. Are you able to reliably (in a majority or significant minority of games) take advantage of the rules for synapseless formations? Also, the point was with reference to the BM removal. 'Nids don't seem to take significant numbers of BMs in the majority of circumstances. Why is the special rule even required?
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The units were well balanced and characterful, and brutal in CC. As such, Engaging in the 5+ cm band to prevent countercharges was the best bet, again as would be expected. There are just too many rules with little effect on the game in the list, IMO.
Those rules have combinations. Spawning + swapping units is a way for two swarms getting beaten back to combine brood and let one of them to hit back for example.
Then make one rule that reliably does the same thing. A variation on "mob up", for instance, allowing broken or synapseless formations to combine in the endphase if in unit coherency, would not encourage backing off, and would allow damaged units to regain combat effectiveness.
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The Angrons modifications once more create the silly "must move this way" rules. See the comments in the
Forced moves thread for them.
So have them home back to any formation. The same outcome will happen in 80%-90% of cases I'd think: going to the nearest Synapse Swarm. In the remainder, the Tyranid player may decide to 'pick up' the formation later in the turn, or attach to a nearby formation that is not the nearest. The outcome will be the same.
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SG
Ghost's Paint Blog, where everything goes that isn't something else.