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Disposable Gaunts

 Post subject: Disposable Gaunts
PostPosted: Thu Jan 22, 2009 2:45 am 
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I've been reliably informed that this has been talked about at length before, but I'm new to the table and don't want to raise dead threads, wade through them and have everyone shrug away.

I've started a new thread, as I don't want to keep hijacking the 3000pts battle report of another poster (I recommend reading it, beautiful board and detailed report).

To carry on an example from that thread.

Let's take your Devs in a T-Hawk example; assuming characters, that's 800 points of Marines.  An equally pointed, Common Brood swarm would look like this:

800 Point Assault Swarm
3 Tyranid Warriors
8 Gargoyles
12 Hormagaunts
16 Termagants


I'll have a theoryhammer with the current rules, and with the proposed rule that Gaunts (Hormies/Termies) are truly expendable (i.e. do not count towards Combat Res).

First off, the things that will be the same in either case.

Marines are perhaps the ultimate example of an army that will be able to engage Nids before Nids engage them, but I argue that most armies have the mobility (via transports or flyers) and the Strategy bonus to set-up engagements against Nids before they can do the same.

So in both cases, it's likely the opponent has put more BM's on the Nids, simply by shooting at them. Has supporting formations in place. Have positioned the engagement to their liking.

The size of both forces can be scaled down easily. A cheaper enemy formation will still beat an equally sized Nid formation.

Current situation.

Marines clip the Nids with an Air Assault, with a friendly formation having already put a 'coming under fire' BM on them, if not landing/moving to Support the assault too.

Marines will cause 6 casualties, Inspire via Chaplain, have less BM. +8

Nids, assuming they somehow fit all the units within 20cm of each other (so able to all engage at 15cm in any direction the Marine player chooses), will cause 5 casualties, Outnumber. +6-7
In truth, the Nid player will not get all 39 units within 15cm, especially if the Marine player lands 10-12cm away.
The number of Nid casualties is going to be a half or even a quarter of the formation. +2-3

Either way, the Nids are loosing at their own game- close range engagements.

The example can be repeated for Eldar Dire Avengers in Wave Serpents, heck even IG Storm Troopers in Valkyries can take on equally pointed Nids in engagements and win. The key is they will get to cause the Engagement due to being faster and having higher SR. This in itself isn't the killer. The killer is that Gaunts are so easy to kill, the enemy will rack up more kills than the Nids.

I can live with Nids being slow and ponderous, having no Strategic aim or ability, but I find the idea that Gaunts are so precious that Nid armies break and run whenever a few are hurt silly.

The situation with the proposed changes.

Marines will cause 6 Gaunt casualties, Inspire via Chaplain, have less BM. +2

Nids, assuming they somehow fit all the units within 20cm of each other (so able to all engage at 15cm in any direction the Marine player chooses), will cause 5 casualties, Outnumber. +6-7
In truth, the Nid player will not get all 39 units within 15cm, especially if the Marine player lands 10-12cm away.
The number of Nid casualties is going to be a half or even a quarter of the formation. +2-3

The fight is even, considering this wall of Gaunt formation can't do much but recieve Engagements and deny land (it is too slow to Engage, has very little firepower) it stands to reason they should break even at it.

I as the Marine player won't see a sea of 39 infantry Nids as an easy Engagement win, but as a dangerous tarpit, very risky to get close too.

I'm not throwing out the whole Nid army list, and the tremendous time and effort put into it, I like a lot of it, and the feel of the army. I just don't like how Gaunts work as a liability, how it's just better to take the minimum needed to get other stuff (dumping them in a Blitz protection formation) and then use just War Engines, and a few AV's. I don't like Nidzilla in 40k, how the sea of teeth and claws stampeding forward doesn't work, but the elite collection of half a dozen big gun monsters sat in forests does.

My current list is:

Warriorsx3
6xTermagants.
6xHormagaunts.
4xGargoyles.

Warriorsx3
6xTermagants.
6xHormagaunts.
4xGargoyles.

Dominatrixx1
2xBarbed Heirodule
3xCarnifex

Synapse Node
4xDactylis

Lictorsx3

Lictorsx3

Heirophant

Heirophant

I've found the big monsters to be highly useful, resilient and actually having firepower. Also a daunting prospect to engage.

I've found the warrior swarms a liability, the weak link. I'm tempted to shave the Common Broods down to minimum and put them in a babysitting formation.

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 Post subject: Disposable Gaunts
PostPosted: Thu Jan 22, 2009 2:54 am 
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One variable you seem to be leaving out, Jeridian, is that Tyranid infantry, unless assaulting, should almost *always* be lurking in cover... and using the Tournament Scenario terrain guidelines for setup of the battlefield, there should be a *lot* of cover to hide in... that throng of Gaunts having 5+ or 4+ cover saves is really going to reduce the number of kills they take, and now the enemy is ready to be snacked on.

Hormagants can reach out 40cm to engage the enemy, while Termagants are limited to 35cm... if the enemy is moving formations to lay Blast markers and support, they are now within engage range of the Bugs.

I'll write more later... gotta go watch the season premiere of LOST!

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 Post subject: Disposable Gaunts
PostPosted: Thu Jan 22, 2009 3:18 am 
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Cover is a difficult thing to factor into theoryhammer, it's not like you can take it with you around the board. Opponents have a nasty habit of putting objectives in open fields in between pieces of terrain.

Find me a board where I can put 39 infantry stands in cover and I'll show you a rainforest.

Cover is a downside too, as LOS of the defending formation (the Nids) is reduced, and can be manipulated by the attacker clipping at the right spots.

Hormagants can reach out 40cm to engage the enemy, while Termagants are limited to 35cm... if the enemy is moving formations to lay Blast markers and support, they are now within engage range of the Bugs.


Retaining Initiative which allows the opponent to lay BM and support...and launch a Nid crushing engagement before the bugs can attack.

I work on the assumption the Nids are being charged. If your opponent has allowed you to charge them, well, they're either very unlucky with dice (2+ Initiative rolls with re-roll) and/or made a dumb mistake.

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 Post subject: Disposable Gaunts
PostPosted: Thu Jan 22, 2009 4:00 am 
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You raise a good point Jeridian, although theoryhammer certainly has limitations.

Operationally, I'd suggest two issues with the particular example you cite:

1) It's probably best theoryhammering with ground troops -- the problem with the air assault you posit is that it entails the SMs committing significant airmobile resources.  THe problem is that the involved SMs are liable to become 'leg' infantry as a result.

2) The second question is whether the 'nids were operating with mutally supporting formations, in which case your assumption that the 'nids will never be attacking may be a little off -- If the 'nids have the opportunity to counter-activate on an isolated SM formation then we may have a game...


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 Post subject: Disposable Gaunts
PostPosted: Thu Jan 22, 2009 8:58 am 
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Quote: (Chroma @ 22 Jan. 2009, 01:54 )

One variable you seem to be leaving out, Jeridian, is that Tyranid infantry, unless assaulting, should almost *always* be lurking in cover... and using the Tournament Scenario terrain guidelines for setup of the battlefield, there should be a *lot* of cover to hide in... that throng of Gaunts having 5+ or 4+ cover saves is really going to reduce the number of kills they take, and now the enemy is ready to be snacked on.

I'll chime in again and say that I agree with Jeridian's analysis. I'm well aware that this was my first game under the current rules and I will certainly playtest more, but seeing my Tyranids lose assaults by +5-6 because of the casualties really felt... inappropriate.

And during my game vs. Flogus, he never had to shoot/assault at 'nids in cover as they were so numerous they couldn't all fit in buildings/forests. Also, since Tyranids are supposed to be the ones doing the engagement, the cover saves will generally go to the opponent's troops.

Synapse, Independant and Uncommon creatures feel perfect. Even Common broods are balanced with regards to their power/cost ratio. It's just that, when you've taken 2 turns of heavy shooting and you finally manage to engage the enemy, you'd expect something different than "OK, I've killed 7 Gaunts, now try and win this fight."

Why would 'nids casualties affect them more in assault? Surely losing a Gaunt to enemy fire or losing it to a CC/FF hit should make no difference to them? If anything, the 'nids should get even more "berserk" and heedless of their casualties once they close to the enemy.





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 Post subject: Disposable Gaunts
PostPosted: Thu Jan 22, 2009 9:34 am 
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it's been suggested about bringing in a fully scaleable 'outnumbering table' for 'nids:

to qoute
+1: outnumbering
+2: outnumbering by more than twice
+3 ...thrice
+4 ...etc

Whether you'd need to take it to about +4 i don't know. I can see the downside being making nids a little overpowering versus elite formations such as terminators.
Although simple i'm not too keen on Hena's 6+ "combat save", as well as being 'another special rule' it doesn't feel rooted in any 'reality' of the army; ie.e. WHY do 'nids get a save in combat? Rules purely as a balancing act don't really float my boat...
that said i've not many ideas myself!

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 Post subject: Disposable Gaunts
PostPosted: Thu Jan 22, 2009 9:51 am 
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Well okay, if discounting gaunt casualties altogether is overpowered (and it certainly seems pretty harsh) how about just halving the number of them for purposes of assault resolution. I.e. in addition to getting +1 for every non-gaunt unit killed add +1 for every two (or three) gaunts, or part thereof.


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 Post subject: Disposable Gaunts
PostPosted: Thu Jan 22, 2009 10:00 am 
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Having only had 1 game with the nids that was a whitewash for them against Space Marines I have not many suggestions although I can see the arguments for both sides. I am really liking the layout of the FERC nid list and think your 6+ save in combat is simple to initiate and will help to balance out the losses sustained (how many saves are you realistically going to make?)

I want to get a game with my nids in at some point in the next week and think I will use the FERC with 6+ assault save.

[edit] ^^vytzka, I think that introduces another level of micro gaming into the engagement. A simple save for all units (6+ for gaunts, normal for other bugs) is much easier and is explained at the beginning of the game much quicker.
- "All gaunts get 6+ in combat, ok? Good."

[/edit]

D.




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 Post subject: Disposable Gaunts
PostPosted: Thu Jan 22, 2009 10:34 am 
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It's good enough for me, people just are complaining that it's not sufficient so I thought I'd throw that one out. Assault-only armor saves would work too and there's a precedent in Wyches.

What I really wouldn't like to play against is a formation where your 10 kills won't count for anything at all and you can only ever win combat through miscellaneous bonuses, as in that gaunts example. Yes, you can theorethically do that with Orks but I doubt it's practical at this magnitude.


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 Post subject: Disposable Gaunts
PostPosted: Thu Jan 22, 2009 10:39 am 
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Quote: (vytzka @ 22 Jan. 2009, 08:51 )

Well okay, if discounting gaunt casualties altogether is overpowered (and it certainly seems pretty harsh) how about just halving the number of them for purposes of assault resolution. I.e. in addition to getting +1 for every non-gaunt unit killed add +1 for every two (or three) gaunts, or part thereof.

a kind of TSKNF for gaunts?

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 Post subject: Disposable Gaunts
PostPosted: Thu Jan 22, 2009 10:41 am 
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I kinda like the idea of semi disposable!


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