Tactical Command
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Nid organization question
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=21&t=13280
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Author:  pixelgeek [ Mon Aug 11, 2008 1:44 am ]
Post subject:  Nid organization question

I assume that the focus of the list moving away from swarms of minis was due to the high price of the plastic Nid sprues. Is that correct?

Author:  jaldon454 [ Mon Aug 11, 2008 2:56 am ]
Post subject:  Nid organization question

Yes...............

Jaldon :p

PS and no I am not POed, just trying to answer your question

Author:  pixelgeek [ Mon Aug 11, 2008 3:01 am ]
Post subject:  Nid organization question

Quote: (jaldon454 @ 10 Aug. 2008, 18:56 )

PS and no I am not POed, just trying to answer your question

Yes or no was all it needed :-)

I assume that the DRM bugs don't work as proxies?

Author:  jaldon454 [ Mon Aug 11, 2008 4:05 am ]
Post subject:  Nid organization question

I assume that the DRM bugs don't work as proxies?

DRM?

Myself I have no problems with proxies, heck I use plastic ants as Raveners, I know you are trying to drive at a point PG, what is it?

Jaldon :p

PS was just letting you know I wasn't POed on the Poll section, then or now, figure it was just a misunderstanding and I tried to clear it up over there. Probably got it wrong again, you know me :_(

Author:  pixelgeek [ Mon Aug 11, 2008 5:21 am ]
Post subject:  Nid organization question

Quote: (jaldon454 @ 10 Aug. 2008, 20:05 )

I know you are trying to drive at a point PG, what is it?

Not driving a point at all. I've just not seen any photos of them so I was curious if they had a form similar to the Tyranids.

Author:  nealhunt [ Mon Aug 11, 2008 1:57 pm ]
Post subject:  Nid organization question

Originally, Jervis' reasons for wanting spawning included exactly that reason - a way to represent hordes of stuff on the table without having so many minis on board that you could barely play, and that would make building an army both expensive and inconvenient.

That said, it was also for the feel of relentlessness that it is supposed to give.  If you turn your back for an instant, there's more of them coming after you.

Author:  pixelgeek [ Mon Aug 11, 2008 2:54 pm ]
Post subject:  Nid organization question

Quote: (nealhunt @ 11 Aug. 2008, 05:57 )

That said, it was also for the feel of relentlessness that it is supposed to give.  If you turn your back for an instant, there's more of them coming after you.

I think it did a good job. The v3 list was a terror and the biggest problems I had with it were the nigh-invulnerability of the Synapse Nodes and the low survivability of the Monsterous elements in the list.

Author:  jaldon454 [ Mon Aug 11, 2008 8:27 pm ]
Post subject:  Nid organization question

Not driving a point at all. I've just not seen any photos of them so I was curious if they had a form similar to the Tyranids.

Maybe 'driving at' was the wrong word, but now I get it photos of DRM to see if they look like Tyranids models. Sorry I do not know never seen the DRM models.

That said, it was also for the feel of relentlessness that it is supposed to give.  If you turn your back for an instant, there's more of them coming after you.

And

The v3 list was a terror and the biggest problems I had with it were the nigh-invulnerability of the Synapse Nodes and the low survivability of the Monsterous elements in the list.

I had been reviewing the early Nid lists lately fishing for ideas. While they weren't really the best (What early list is), they had many good points not the least of which both of you have already mentioned.

It is interesting to note that the early lists used a form of fixed spawning. Far and away the easiest to implement.

Thanks................

Jaldon :p

Author:  pixelgeek [ Mon Aug 11, 2008 11:00 pm ]
Post subject:  Nid organization question

Quote: (jaldon454 @ 11 Aug. 2008, 12:27 )

It is interesting to note that the early lists used a form of fixed spawning. Far and away the easiest to implement.

The v3 spawning was pretty easy to remember and I don't recall it being problematic.

The Synapse Nodes... those were a problem :-)

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