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OLD - [Epic: Xenos] Hive Fleet Onachus v0.1.1

 Post subject: Re: [Epic: Xenos] Hive Fleet Onachus v0.1.1
PostPosted: Fri Oct 08, 2010 9:39 pm 
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captPiett wrote:
Do you actually intend to help (i.e. playtest), or just take up space on the thread?


Well I do try however posts seem to go unanswered:

Quote:
The resolute rule being used is what we came up with for Indomitable.
Rather than confuse everyone, why not accept the Indomitable rule that can be found in the Death Guard list.
Seems silly to use the rule that shares the ability with Death Guard and the name with the Dvergatal?


Oh, and there really isn't any point answering and muddying the waters of a development till the list goes the way of a different path:

Quote:
I really would like to see a Tyranid drop list placed forward...


..and finally, I actually supported the idea of Dave with this comment:

Quote:
It is conceivable that an amoeba could be travelling through space with no direction or call (as in the cult elements people are referring to) and the hive has de/evolved in it's own survival cycle.


All of which I am happy to help with as long as it divorces itself away from 9.2.1. Otherwise, what more is one supposed to do if Mosc has clearly stated what his goal is for the short term. I have no history or further banter to offer. I feel I have helped as much as I can, and will continue to do so when it starts to move in the direction Dave and Mosc envision.

So there really is no call to state that I am stifling development. All I see are sentences taken out of context.

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 Post subject: Re: [Epic: Xenos] Hive Fleet Onachus v0.1.1
PostPosted: Fri Oct 08, 2010 9:43 pm 
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Dave wrote:
I'd also like to change the core units of the tunneling swarm to Trygons instead of Raveners due to the lack of availability of Raveners.


Trust me, this won't be neccesary.


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 Post subject: Re: [Epic: Xenos] Hive Fleet Onachus v0.1.1
PostPosted: Fri Oct 08, 2010 9:45 pm 
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Probably not for this community, no... but there's Epic players out there that buy the books that don't post on TacComms. Just trying to make it easier on them so they don't have to convert their own to use the Trygons.

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 Post subject: Re: [Epic: Xenos] Hive Fleet Onachus v0.1.1
PostPosted: Wed Oct 27, 2010 9:15 pm 
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frogbear wrote:
The resolute rule being used is what we came up with for Indomitable.
Rather than confuse everyone, why not accept the Indomitable rule that can be found in the Death Guard list.
Seems silly to use the rule that shares the ability with Death Guard and the name with the Dvergatal?


The same rule in two different lists under two different names. Can we please get this rule under the one name?

If anything, Indomitable has been in place for a while now. Why attempt to change it?

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 Post subject: Re: [Epic: Xenos] Hive Fleet Onachus v0.1.1
PostPosted: Wed Oct 27, 2010 11:34 pm 
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Resolute, Stubborn, Indomitable... Are these similar enough to make them all one rule?

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 Post subject: Re: [Epic: Xenos] Hive Fleet Onachus v0.1.1
PostPosted: Wed Nov 10, 2010 8:43 pm 
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Hena wrote:
Moscovian wrote:
Resolute, Stubborn, Indomitable... Are these similar enough to make them all one rule?

Stubborn is a bit different. From my first peek, Resolute is Indomitable under different name (wording might be different, but rule is gamewise same).


This is incorrect (as Resolute is already a separate rule in the Dvergatal list). I will post up the special rules when I get the time.

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 Post subject: Re: [Epic: Xenos] Hive Fleet Onachus v0.1.1
PostPosted: Wed Nov 10, 2010 8:59 pm 
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Hena wrote:
Can I ask one thing. If you want to make a separate list for some other tyranid fleet, why are you changing the special rules?


Mainly to simplify and keep the divergence from the core rules as small as possible.

Expendable was just extracted out of the synapse rules.

Brood and Synapse were simplified. Synapse Range was removed though as I found it to be just another thing to check for that didn't really add much to the list.

The changes to spawning were a suggestion from Jaldon to disallow the flexibility of being able to spawn certain creatures where they are needed the most. By only allowing spawning to recoup losses we're also able to go back to the standard BTS (something I've been testing in my last few games) rather than having another special rule.

1/2 guants rule was removed because I thought it was too much of a crutch in all the games I played with it. Tyranids have managed to win assaults without it.

Relentless was removed because initiative 1+ makes them relentless enough. The Hive Mind was added to compensate for the loss of relentless.

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 Post subject: Re: [Epic: Xenos] Hive Fleet Onachus v0.1.1
PostPosted: Wed Nov 10, 2010 9:28 pm 
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Not much in the Onachus list has a reason to sustain at the moment, so I can't really comment on your annoyance with anything backed by play-testing.

I'm planning on adding a bio-arty swarm with 0.2, if it proves problematic we'll either reevaluate initiative or just up their cost. Either way we'll definitely test it.

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