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The Termagaunt/Hormogaunt/Ravaner Terror

 Post subject: The Termagaunt/Hormogaunt/Ravaner Terror
PostPosted: Thu Mar 16, 2006 4:41 am 
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Quote (Tactica @ 16 Mar. 2006 (03:40))
No, you probably did to everyone else... I can just be a bit thick at times. :blush:

No problemo!  I always enjoy having you in the debate!

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 Post subject: The Termagaunt/Hormogaunt/Ravaner Terror
PostPosted: Thu Mar 16, 2006 8:30 am 
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Quote (Hena @ 16 Mar. 2006 (03:41))
The very low amount of shooters in Tyranid list almost makes the no suppression bonus pointless.

I wouldn't agree with this. No suppression means +2 to a heap of engage action resolutions, and no minus to activation.

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 Post subject: The Termagaunt/Hormogaunt/Ravaner Terror
PostPosted: Thu Mar 16, 2006 10:16 am 
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well, to finish about confrontation and X80 goblin marauders, sorry you're wrong Thurse. It is a legal formation in any tournament. Why players don't use it? Because it is a 'moral' contract between players I think. What is the satisfaction to win a tournament with an extreme army which is totally stupid, boring, unfair, known by everyone and against all the principles and the spirit of the game (even if it is not a 'shocking' army according to the background). Moreover, I remind you that there is solution against T Terror (it is not the case at confrontation with the goblin swarm).

Now, I wonder why I react so much about the price of the termagaunts. At 15 pts (at least with infiltrator no?), we come back to the previous version, why not. Though, I'm not sure that a T/H Terror with 120 hor/termagaunts (instead of 180) won't be still a very potent army (maybe still the most powerfull nid army). As I already say, you can't avoid it in a swarmy army. The list with an infinite number of little unpotent bugs is always the best army of the entire game (whatever the game). No need to act against, you can't. The only manner you have (except 'limit the number of lesser bugs you can take', which is a very anti-background solution) is to increase the price of the little. Nevertheless, if you do this too much, you totally denature your army and your army becomes a bad army. Keep termagaunts at 15 pts ok no problemo.

In fact it is not especially this action who make me crazy, it is the drop of the X2 warriors as thurse guessed.

The main problem with only X3 warriors is the options you have in a 3000 pts game. You must choose between a ridiculous low number of activation with an harridan or a vituperator OR a normal (between 7 to 9) number of activation with only tyrans and warriors. I find it too restrictive. I think taking a big synapse shouldn't be a problem in a 3000 pts game and shouldn't drastically handicap you (the number of activation is an important advantage in the game I find).

I don't think (but not test) that if you take 10 warriorsX2 and some independants it is unbalanced. Indeed you will have a large amount of activation (well an insane number of activations), but it leaves to you only fiew points to make real effectives swarms. Ok I speak without test it, it is true, but it is more than a feeling.

I think you will have a lot of difficulties to change my mind about this point.

PS : X2 warriors don't allows you to create very cheap activation. Ok you can make only a X2 warriors activation for 100 pts, but it is already the case. Your activation wil cost at least 200 pts and for this price you will have not especially an efficient activation (it is an understatement ^^).





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 Post subject: The Termagaunt/Hormogaunt/Ravaner Terror
PostPosted: Thu Mar 16, 2006 11:08 am 
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And 30 point Lesser Synapse Node.

O_O hum I hope it is a mistake ???

I don't accept that if another game has a problem with its balance, that EA should accept problems with balance as well.

well, It was just an exemple. I think the problem is the same with ALL games which include swarmy army. As I said, you can't act against it without increase the price of the littles and so you loose the "swarmy" aspect. I think that TTerror with 120 models is still an insane army.

I would think that no infiltrator to termagants.
Well before you decrease the cost of the termagaunts, they have infiltrator. You purpose a lesser efficient version than before? Why? Before the decrease, nobody spoke about the balance of the termagaunts...

And nodes won't help to move my gaunts correctly, except if they cost 30 and I do they "rain of lesser nodes" tactic (another stupid abuse...), but we already solve this  increasing the cost of the node.

One more time, X2 warriors don't allow you cheap activation, it allows you to have 'normal' activation (250-350). Moreover, it allows you to take a big synapse, with only X3 warriors, you can't (in a reasonnable army list).

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 Post subject: The Termagaunt/Hormogaunt/Ravaner Terror
PostPosted: Thu Mar 16, 2006 11:32 am 
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with only X3 warriors, you can't

1 vituperator 350
3 tyranid warriors 450
2 tyrant 200
Complete with independants ( stealers, bio titans, lictors ) and you should nearly reach 10 activations, which is a very acceptable number in a 3000-point game.

Concerning termagant cost, 15 points without infiltrator is ok for me. Remember that they are FF units, and therefore can support other assaults, and engage more easily.

I'm not sure that a T/H Terror with 120 hor/termagaunts (instead of 180) won't be still a very potent army

Well, it will still be a potent army (and should be!), but less than the one with 180 gaunts... This is a try to balance the army, and playtests should show if it is still overpowered.


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 Post subject: The Termagaunt/Hormogaunt/Ravaner Terror
PostPosted: Thu Mar 16, 2006 12:00 pm 
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thurse, you should work instead posting silly stuff ^^ (for the others, thurse is a friend of mine) :

1 vituperator 350
3 tyranid warriors 450
2 tyrant 200
Complete with independants ( stealers, bio titans, lictors ) and you should nearly reach 10 activations, which is a very acceptable number in a 3000-point game.

I think you forgot you must include some broods too ;) (common and uncommon). Moreover, to reach 10 activations (which is a high number though) with this, you must take (at minimum) 2 lictorsX2 and 2 genestealersX6, so it leaves only 1500 pts to take broods, good luck to build an army with this. Moreover, what is the problem? If you take this kind of synapse composition, a X2 options will give you just one more activation (for less reliability). Take 1/3 of synapse creature is maybe a little bit too much if you want another thing than common brood. The problem is more with a less synapse amount.

Well I don't understand your point of view, we already discuss about it a lot of times and we totally agreed on this subject. Why you come here to post this?

On the termagaunts, I really don't see why they loose infiltrator. One month ago, they had infiltrator, nobody spoke about drop it, nobody spoke about theyr balance. Somebody purposed the 10 pts version which is maybe unbalanced. You test it and you find it is not correct, why you don't go back to the previous version which caused no problem one month ago?


I purpose this version of the termagaunts :

10cm -/6+/6+
Brood (4)

for 20pts

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 Post subject: The Termagaunt/Hormogaunt/Ravaner Terror
PostPosted: Thu Mar 16, 2006 12:34 pm 
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Quote (Hena @ 16 Mar. 2006 (07:36))
I meant the suppression bonus as supression to firing. Of course the assault resolution bit is the best things to Tyranids with ignoring BMs. But I tend to fail enough activations with -1 from retain :p.

Maybe it's not such a good idea to retain all that often then. Imagine the rest of us who get -1 for BM's and -2 while retaining with BM's.

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 Post subject: The Termagaunt/Hormogaunt/Ravaner Terror
PostPosted: Thu Mar 16, 2006 12:34 pm 
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I purpose this version of the termagaunts :
10cm -/6+/6+
Brood (4)

Well I think we're not very constructive here, and I suggest coming back to the topic, with constructive arguments...

The current discussion is pointless as it opposes two points of view : "should armies be balanced in a way they prevent extreme armies to to be overpowered?"

Well the answer is YES, and is definitly a part of the philosophy of this game, and one of the reasons I love playing it. Well like it or not, it is a fact and will not be changed.

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 Post subject: The Termagaunt/Hormogaunt/Ravaner Terror
PostPosted: Thu Mar 16, 2006 12:37 pm 
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Quote (ayoras @ 16 Mar. 2006 (10:08))
well, It was just an exemple. I think the problem is the same with ALL games which include swarmy army. As I said, you can't act against it without increase the price of the littles and so you loose the "swarmy" aspect. I think that TTerror with 120 models is still an insane army.

By that logic orks would be at their best with hordes of boyz and that's it...However I haven't found that to be that powerfull compared to more varied one with :horror: more pricey stuff. And orks are still swarm army...

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 Post subject: The Termagaunt/Hormogaunt/Ravaner Terror
PostPosted: Thu Mar 16, 2006 1:35 pm 
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Quote (Hena @ 16 Mar. 2006 (11:44))
Well to place BM and then assault I tend to 2 activations (unless left over fromlast turn). But some of us don't have +2 to assault :D.

You can cause that BM, hand initiave down, then assault. That's what most of us do here, eldar excluded  :D .

And not all of my (eight) armies get +2 for assaults. Only two. That's 1/4 of my armies  :alien: .

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