jaldon454 wrote:
Tyranid Proposed Special Rules (Unified)
Initiative:1+
Strategy:1
Fine.
jaldon454 wrote:
Gaunt
Fine, though I also recommend giving it to Tyrant Guard and Meiotic Spores in the lists in which they appear, so perhaps a different name would be better.
jaldon454 wrote:
Spawning
Quite a few people have posted issues with this idea, and you've yet to address them. My issue, and it's a big one, is that this doesn't represent what spawning is supposed to represent. This is
literally just resurrection; Nids coming back to life. That's just not what it's supposed to represent at all.
This mechanic is fine for the necrons, or some other race who come back to life, but it doesn't represent the concepts that are supposed to be covered by spawning. I strongly urge you to reconsider.
The inf/lv/av points cost could be an issue too, particularly if raveners return to infantry status. Since all spawnable creatures have the Brood special rule, why not change it to Brood(x) where x is the spawning cost number? This allows fairer customisation, and actually shorter special rules.
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Brood Mother
This seems overly convoluted, and an extremely large range for something that is (unlike most spawning) literally supposed to be giving birth to new units. How does a tervigon breeding somehow make a formation half a mile away bigger? Why not just a spawning bonus for its own formation?
Note that even in 40k tervigons can spawn huge numbers of new termagants (that is, you can end up with a lot more than you bought in the first place).
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Instinctive
Fine I guess, though I still don't understand why a simple 4+ initiative wouldn't do.
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Tunneler
I really hope nobody has a problem with this one.
I do have problems with the tunneller rule, but they're not nid specific so shouldn't really be discussed here.
A note that a formation can only tunnel if all units in the formation are Tunnellers is probably worth adding.
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Leviathin Mobility
This one I think is better covered just by walker I really want to cut back on the special rules as much as possible, and this is one we may be able to do without.
See, I'm hugely opposed to excessive special rules, but Mobility is a special rule for the right reason; it seriously speeds up game play. Having to do literally dozens of rerollable dangerous terrain tests every turn isn't fun. By the way it's not just my rule, it's in 9.2.1 too.
Mobility was only introduced to the 9 series list at a late stage precisely because people were complaining about the number of tests they were doing. It really is worth keeping and can be kept to a very short wording.