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[Tyranid Special Rules] Breakdown http://www.tacticalwargames.net/taccmd/viewtopic.php?f=21&t=21737 |
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Author: | Dave [ Tue Nov 08, 2011 4:12 pm ] |
Post subject: | [Tyranid Special Rules] Breakdown |
I wanted to spell out the differences from 9.2.1 in a separate thread so here we go. I tried to incorporate ideas from the people who participated in the special rule/stat threads. The army list will be out later today or tomorrow.
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Author: | zombocom [ Tue Nov 08, 2011 4:40 pm ] |
Post subject: | Re: [Tyranid Special Rules] Breakdown |
I really don't think the absorption is necessary. It was needed in 9.2.1 since formations without synapse were removed, but now it just feels more like clutter than anything else. I really think Meiotic Spores need a note to allow them to use Expendable when in a formation of their own. I also don't see the need for the "no -2 when rallying". I always forget modifiers like these. Given that all the Augmented Swarmings are (+d3), do we need the customisable brackets? I know it futureproofs us, but for now can't we just have the D3 as part of the rules text? |
Author: | Evil and Chaos [ Tue Nov 08, 2011 5:59 pm ] |
Post subject: | Re: [Tyranid Special Rules] Breakdown |
Quote: Expendable Mostly Fine. Unique note for Meiotic Spores needed as Zombocom notes. Quote: Mobility Fine. Quote: Brood Fine. Quote: Synapse Fine. Quote: Swarming Fine. Quote: Augmented Swarming Fine. Quote: Regeneration Fine. Quote: The Hive Mind Ignoring the -2 for being broken is likely overpowered. Allowing the absorbtion of other formations is unnessesary, and screws with the basic mechanicus of the game. ========================================================================================= Now, I wrote "Fine" for most of those. But that's in consideration on their own, in an abstract vacuum. In total, you have eight different special rules. Kill four of those, and then IMO you'll have a workable army list. |
Author: | arkturas [ Tue Nov 08, 2011 8:37 pm ] |
Post subject: | Re: [Tyranid Special Rules] Breakdown |
I think that's a bit harsh E&C. Brood, Swarming and Augmented Swarming are the same rule. Synapse is a placeholder to key to the Swarming and Hive Mind rules. If you really wanted they could be rewritten as 5 special rules which is on the high end but not completely unacceptable (Necrons have 5). |
Author: | Evil and Chaos [ Tue Nov 08, 2011 8:42 pm ] |
Post subject: | Re: [Tyranid Special Rules] Breakdown |
Quote: If you really wanted they could be rewritten as 5 special rules Fine; 8 separate rules is simply too many IMO. |
Author: | Kyrt [ Tue Nov 08, 2011 10:59 pm ] |
Post subject: | Re: [Tyranid Special Rules] Breakdown |
I'd echo most of what E&C said. Expendable, Regeneration and No Contest are fine in isolation IMO. But wow, it's a lot of special rules. Also, you can quibble about how many names you give them but the number of rules changes is... high (to put it mildly). I think it's triage time. Might Swarming be the biggest, most complicated and inelegant special rule in the whole game? By comparison, Hit and Run has numerous rules changes but they are simple, instantly remembered and yet add a huge amount of flavour to the army's strategy - very elegant). I'm not convinced swarming is in the same league, but could it ever be? By the way, it's also not immediately clear if a formation can add units that were not in the formation to begin with (as opposed to unit types). It might be obvious if you know the history of the rule, but it needs to be clear to a new player. As it is, you say "return to play" which implies only killed units, but the unit type clarification doesn't make sense in that context. Absorbing: adds unnecessary complexity IMO. If there were no other special rules in the list, fine, but it's just making things worse. The combination of expendable, swarming and hive mind is interesting. It is hard to inflict blast markers and hard to reduce formation size (and thus doubly hard to break formations), and even when you manage to break them they will be straight back again next turn. It starts to look like it's breaking your first rule: fairness to the opponent. I'm worried the combination is too much, but if killing the synapses is sufficiently achievable for all opponents it could be fine. Bringing Expendable under Hive Mind and tying it to the presence of synapse units (rather than the presence of non-expendable units) would make it a little more elegant IMO and with a clear message: "to stop Tyranids, kill the synapses". In fact if brood units and expendable units were the same they could share a single "brood" tag and it would be another small but much needed simplification, as well as tie together all the synapse rules. |
Author: | Ulrik [ Tue Nov 08, 2011 11:19 pm ] |
Post subject: | Re: [Tyranid Special Rules] Breakdown |
I'll echo arkturas that it's not 8 special rules. Brood, synapse and augment swarming are all only keywords that are properly part of the other rules. Eldar have 5 rules, and although it is noted as being too many, I think that if any army warrants special rules it's the Nids. Expendable also shouldn't count as it's now in 3 different armies (Orks, Chaos, Nids) and is more a NetEA general specialist rule than an army specific rule. So you got: - Swarming - Mobility - Regeneration - Hive Mind no -2 on rally For Army rules. Additionally you have the Hive Mind rules for army list/GT scenario, which are absolutely necessary to make a list work, but which IMO isn't really special rules as they're more about the interaction between Swarming and GT tie breaker. Let's compare it to Space Marines: Marines have ATSKNF, Nids have Swarming. Swarming is more complicated, but ATSKNF is pretty far reaching and is wordy even if the principle is simple. Nids are more complicated, but this is IMO defensible as it gives Nids a lot of their character. Nids have Mobility. No comparison. Nids have Regeneration. Marines have Void Shields. Void shields is actually the more complex mechanic. Nids have 1+ init but 3+ on synapse-less swarms. Marines have 1+ init, but 2+ on Navy formations. Nids are slightly more complicated, but not significantly so. It also adds a lot of character (kill the synapses!) Nids have -2 rally. No comparison. In total Nids are slightly more complex, but as the rules are written with Space Marines and Imperial Guard as a baseline I find that totally acceptable. Overall they create a nice feel for the differences in the Tyranid way of warfare - an overwhelming number of bugs with cohesion and control only in the immediate area around synapse creatures, where the Hive Mind can excert its will fully. Final point: I'm uncertain about absorbing swarms and effectively +2 for rallying broken formations. I like the feel, but I got no clue whether that's worth the extra rules or is overpowered. |
Author: | zombocom [ Tue Nov 08, 2011 11:30 pm ] |
Post subject: | Re: [Tyranid Special Rules] Breakdown |
I'd agree that the Absorbing the +2 to rally when broken can be safely culled. I don't think it's fair that broken 'nids with synapse away from the enemy automatically rally. No other army can automatically rally from broken. |
Author: | Ulrik [ Tue Nov 08, 2011 11:45 pm ] |
Post subject: | Re: [Tyranid Special Rules] Breakdown |
zombocom wrote: I don't think it's fair that broken 'nids with synapse away from the enemy automatically rally. No other army can automatically rally from broken. I think it's fair given the fluff on synapse creatures and the hive mind. The tyrant doesn't have to yell and shout at his troops to gather them up, the hive mind reaches through him and crushes the will of all the critters in the swarm, forcing them to do its bidding. Not saying it's not totally broken though. |
Author: | zombocom [ Tue Nov 08, 2011 11:46 pm ] |
Post subject: | Re: [Tyranid Special Rules] Breakdown |
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" |
Author: | Kyrt [ Wed Nov 09, 2011 1:06 am ] |
Post subject: | Re: [Tyranid Special Rules] Breakdown |
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. |
Author: | Jaggedtoothgrin [ Wed Nov 09, 2011 1:22 am ] |
Post subject: | Re: [Tyranid Special Rules] Breakdown |
there is a significant difference between "+2 to rally" and "ignore the -2 to rally for being broken" as one effects unbroken units shedding blast markers, and the other doesnt. personally though, i'd rather see the rule become "formations with synapse treat the -2 to rally for being broken as -1 instead" as it's a halfway blend, and makes things more interesting while not being quite as big a bump |
Author: | Dobbsy [ Wed Nov 09, 2011 3:48 am ] |
Post subject: | Re: [Tyranid Special Rules] Breakdown |
Kyrt wrote: 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. To be fair, "And They Shall Know no Fear" is the same sort of deal - rules inside Special Rules... <shrug> I think it's just necessary to realise this isn't 40K with "simple rules" Kyrt wrote: 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. Agreed. Kyrt wrote: 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 Actually these could all be reduced further to: 1. Brood units do not contribute BMs to a swarm if a synapse is present and do not count towards formation size in a tiebreak during assault. 2. swarms that have lost their synapses are -2 initiative and may not contest objectives |
Author: | Ulrik [ Wed Nov 09, 2011 8:37 am ] |
Post subject: | Re: [Tyranid Special Rules] Breakdown |
If you want to see a game with special rules creep, have a look at Warmachine. I never know how my opponents army works. Never. In epic the rules are at least based on what army he plays, and not one entirely new rule per unit he fields. |
Author: | Tiny-Tim [ Wed Nov 09, 2011 9:23 am ] |
Post subject: | Re: [Tyranid Special Rules] Breakdown |
The question comes do we want a flavoured list or a bland list. The EUK list went through a difficult K.I.S.S. process that cut back the special rules to the bear minmimum. This left a list that some see as bland. |
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