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I think Jaldon's stated intent going in, to streamline the rules from the 9.2.1 standard to something that can be expressed in a couple sentances and can be balanced in months instead of years, is both noble and the correct way forward for the Tyranids. There is no reason they can't achieve tha Tyranid feel without the longwinded and complex rules they had in 9.2.1. It seems that intent is slipping away unintentionally, IMO of course.
Spector Ghost I have been at the NId list, on and off, for Years now and have seen it go from one complex idea to the next. Sometimes they start out simple then they end up being complex trying to cover percieved and real problems. I myself am guilty of doing it with the Nid list not too long ago when I suggested modified victory conditions for the Nids. As I have stated before what seemed like a good idea at the time has itself turned into a nightmare.
This time I am dead set on not letting it happen again, no matter what.
What we learned from playtesting ressurection only spawning.....It is not difficult, nor time consuming, to keep seperate spawn pools for each swarm in the game. It is much easier to do it this way then count units on the table, compare that to the swarms original units composition, and then determine how many units and what types it can spawn. Therefore I plan on taking advantage of that fact by continuing to expand on this simple and easy to impliment mechanic.
Rule: Players must keep a seperate spawning pool for each swarm. The destroyed units from a swarm are placed in the corosponding spawning pool for that swarm.Concern has been raised that swarms that are at full strength can take advantage of swarms that are shot up by spawning away those formations units first. This is not a difficult problem to solve.
Rule: In the end phase swarms that have already lost units MUST spawn before swarms at full strength have the option to spawn units. Note this does mean spawning is no longer a free action it is a required action in the end phase that must be carried out by swarms that have lost units.. This does not change the rules for a spawning action taken as part of a Marshal Action to recover units by spawning rather then Blast Markers. A full strength swarm can dip into other swarms pools as part of a Marshal Action.Concern that cross spawning is going to upset the balance for Tie Breakers and Break Their Spirit has been raised. With spawning being 1D3 and 2D3 we are not talking about a whole ton of units, that have been destroyed, swarming back onto the table no matter what swarm they originated from. For example in my last battle I fielded four swarms, giving me a theoretical maximum of 12xUnits per turn I could spawn back, without a Marshal Action being taken (Actually there was no time to sit back and take a marshal action in the battle everything was coming in too fast for that), and while facing the enemy (Swarms that get the 2D3, in our experience in playtesting, are Swarms early in turn one, where few units are available to spawn back anyways, and swarms that have been broken and have a ton of units to try and get back in the field). After turn 1 my losses exceeded that theoretical maximum each turn and not a single swarm had a chance to cross spawn anything, not once. I have seen this same effect in battle after battle recently, with the possibility of cross spawning being the exception rather then the rule.
Also, we playtest fully assuming in each battle that whomever won we would perform a Tie Breaker to see if things were working out as they should. We discovered that opponents that had demolished one swarm after another, in turn, came out on top about 55-60% of the time. While those that attempted to fight the Nids across the table and didn't try to single out and crush swarms, in turn, lost 90% of the time. Actually this is the exact effect I wanted to create, if you want to beat the Nids you have to come up with a plan that allows you to successfully disect the army a piece at a time or lose. If opponents want the BTS then they better demolish the biggest baddest swarm in the Nid Army post haste, preferably in a single turn, or you never will. Once again exactly the effect I wanted to create.
To me, anyways, things seem to be working out pretty well on the road to achieving the goals I have set for the Nid Army List's Special Rules. Right now we have the following.....
(A) Disposable: Actually this needs no explination as it is now part of the standard rules.
(B) Mobility: A very simple mechanic needing little explination, and it fits well.
(C) Instinctive: A very simple mechanic needing little explination, and works well.
(D) Tunneller: Could be written to say "Works the same as drop pods" and will probably become a standard Epic-A rule included in the book, someday. Once we all decide on just what that rule should say.
(E) Brood Mother: An idea I wanted to playtest so I could later write individual rules for use with the Dominatrix and Tervigon. Each will have a different effect in the game and Brood Mother will be dropped from the special rules and become a unit specific rule explained on each units data sheet.
(F) Initiative 1+ modified: This will also be easy to explain as it will state that Nids get a +1 to their roll when the rally.
(G) Spawning: Ok while I would really like this one to be dead simple to explain it looks as if it is going to take a bit more then a single paragraph to explain. So be it. However I am not going to allow it to get overly complex, no matter what. I will put up a new rule for spawning tommorrow.
Thanks for all the input and Cheers All,
Jaldon