zombocom wrote:
It can easily be rephrased as fewer rules though of course, e.g. the "Eldar Technology" rule is really 3 different rules thrown in one (Lance, Holofields and Webway), and was originally 5 rules in one (pulse and spirit stones).
You could cut it down to three I think:
Xeno-Biology: Equivilent to the Eldar Technology rule, lists all the new unit special rules (Expendable, Regeneration, Brood(x), Synapse, Augmented Swarming) as well as Mobility as an army wide rule
Swarming
Hive Mind as the "army list rule"
This is what I mean about quibbling about how names: you can call Hit and Run one rule if you want, just as you can call Hive Mind one rule if you want, but it's actually two game rules:
consolidate full move
move & shoot in any order
Same with Farsight, it's actually two rules:
retain twice
no -1 for retain
Then Holofields and Lance are an additional two.
I don't really care how the rules are grouped and named, but I am interested in the number of changes to the game, how easy are they to remember, do they serve a useful purpose, and do they give a consistent feel to the army. The Eldar rules are numerous but, with Spirit Stones gone, IMO they all give an Eldar feel, they are simple and easy to explain to an opponent, and all fit together into a consistent theme. Fair enough other armies have less elegant rules (void shields), but they have nowhere near as many. I think it's a mistake to look at armies with lots of special rules, armies with complex special rules, and conclude it's OK to have an army with lots of special rules AND some complicated rules.
I actually think the 'Nids special rules are quite close to having a consistency of theme for the Synapse effects at least, but the brood/expendable/synapse interaction ruins it. IMO it's worth sacrificing some "accuracy" (if that makes sense) for simplicity and elegance. If it's possible to merge brood and expendable, it actually makes more sense to me to have:
Hive Mind (mainly the effects of Synapse):
1. swarms with synapse don't receive BMs when units with the Brood ability are removed from play
2. units with the Brood ability don't count towards formation size in a tiebreak [BTW it now makes a bit more sense for this rule to be in the Hive Mind section].
3. swarms with synapse get +2 to rally [if this is necessary]
4. swarms that have lost their synapses have -2 initiative
5. swarms that have lost their synapses can't contest objectives
Xeno-Biology (or just keep them seperate):
1. AVs don't take dangerous terrain tests
2. LVs count as infantry for terrain
3. WEs regain one point of damage in the end phase
Swarming:
Lots of rules here
So that's 8 rules changes not counting Swarming, which is an entirely new mechanic whose interactions with lots of rules need to be explained. By comparison, Eldar have 6 plus a new but simple mechanic (webway).
I think the above organisation has a more coherent feel to it and I also think it's fine to have eight rules changes for an army like Nids, because although numerous they are quite simple changes. But 8 rules changes AND swarming is just too much IMO.