I finally had a crack at the new Nids rules this week. Now when summer is over, I will try to squeeze in monthly Nid games, trying other lists as well (this time I played 9.2.1 with a few minor modifications).
jaldon454 wrote:
Tyranid Proposed Special Rules (Unified)
Initiative:1+
Strategy:1
Hive Mind
All Tyranid formations that contain synapse creatures get a +1 to their initiative when they rally.
Overall, I support this change. Being so dependant on movement, the 2+ initiative left various swarms unable to move during the first two turns (which could leave them out of the game unless it went to turn 4). Nids also now have to put more consideration into engagements (which is a good thing).
jaldon454 wrote:
Expendable
Expendable units do generate a blast marker when they are removed as casulties. This includes special effect weapons that generate blast markers when an expendable unit is targeted. Expendable units do count as causlties for the purpose of assault resolution.
It feels very Tyranid, although the lack of blast markers on swarms is a rightful concern for the opposing player. On the other hand, it enforces the "kill synapse" mentality upon the same opponent, so it works.
jaldon454 wrote:
Spawning [...]
The formation pools combined with the new synapseless formations led to some changes. First of all, when formations without losses spawned, they spawned from other formations' casualties. When units switched pools, we decided to play it as if casualties always returned to its last unit's spawning pool, rather than the original. This was in order to make it playable, but it should be noted somewhere, I guess.
The other thing that happened was that my opponent (very wisely) let synapse-less formations be, in order to prevent me from spawning those units back. Since they cannot control or contest objectives, and are highly immobile, they become easy to avoid. I am not for or against this, it is just what effectively happened. More comments to follow on synapse-less formations later on.
A related issue (that is related to 9.2.1) is the rarity of uncommon broods. For this list, it is easier to field titans than AV:s. Since you can spawn them, it is not so much of an issue, but I would rather adopt a 1:1 ratio as in the Leviathan list and ditch the AV spawning. If more could be fielded, it would end up the same, and I think opponents would also rejoice. Even if we contemplate the "hoarde" of gaunts between synapse swarms as the "swarming" aspect of spawning, I think the hive mind would try to use its better tools and perhaps not give the gaunts too much attention.
I will try the Leviathan spawning queue and list next time.
jaldon454 wrote:
For the purposes of the Grand Tournament Scenario, Tie Breaker calculations should be based on the starting size of each Tyranid formation, and the Break Their Spirit goal should be based on the starting cost of each formation.
If this is to be adopted, the free allocation of purchased units in 9.2.1 has to be abandoned (for simplicity's sake).
I still think this is a mistake, and found the latest iteration of the synapse rule (to have appeared in 9.2.X) much preferable. It further enforces the tactic the other rules suggest anyway. The ONE problem I found with it was when WE:s counted as their DC x synapse units. This meant that if you fielded a Dominatrix and stayed below 16 synapse units your opponent had to take it out. When it counts as 1, it suddenly comes with a much needed drawback. With the new initiative, I think Dominatrix is much more of a given than it was before.
jaldon454 wrote:
Instinctive
Any formation that has lost all of its synapse creatures falls into instinctive behavior. It is still treated like a normal Tyranid formation with the following changes. Its initiative becomes 3+. It may only use Advance, Engage, and Hold actions. It cannot spawn. It cannot be merged with other Tyranid formations, nor carry out a combined action with other Tyranid formations. The swarm may not contest or control objectives.
Without the instinctive rule, swarming/spawning made a lot of sense as the units that went "poof" could find their way to a synapse. With the Instinctive rule, these swarms become part of a spawning-denial game. I think they should be able to at least contest an objective, so they pose some sort of tactical threat and has to be dealt with. Not decidedly for or against, but observing a new kind of game within the game, and not entirely sure whether I like it or not.
/Fredmans