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[Rules] Spawning on a failed action test http://www.tacticalwargames.net/taccmd/viewtopic.php?f=21&t=5096 |
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Author: | Chroma [ Tue Nov 15, 2005 1:55 pm ] |
Post subject: | [Rules] Spawning on a failed action test |
(Thanks for the comments on my WIP list, folks, I'll try and get to commenting on it later today.) As I was going over the Tyranid special rules I realized an assumption I had made was not warranted by what was written! I'd just assumed that spawning replaced regrouping for all actions, not just the Marshal action! While playing, whenever a synapse creature failed an action test, if there were no enemy nearby, I'd just have them spawn. Is this how other people have been playing or is this a major mistake on my part? Should the rules be changed to always replace regroup with spawn or should the Marshal action be the only time Tyranids are allowed to spawn? |
Author: | ragnarok [ Tue Nov 15, 2005 2:01 pm ] |
Post subject: | [Rules] Spawning on a failed action test |
I say allow it, but without being able to call in mycetic spores. |
Author: | Chroma [ Tue Nov 15, 2005 2:46 pm ] | ||
Post subject: | [Rules] Spawning on a failed action test | ||
How have you played it Hena? It makes a teleported Lesser Node that fails its action test pretty vulnerable... and they're already pretty vulnerable to start. Hena, I've gotten the impression from you that you think, in general, the Tyranids are a little too good. Actually, I agree with you. I feel the only reason I've lost any games with them is because of inexperience. So, how do we remedy this? Tyranids should be terrifying to face, but we want them to be fun to play against. All my opponents have had fun, but then, we're all friends and enjoy playtesting and experimenting with rules. Of the two most basic options to "balance" the list, do you think increasing points (mayhaps only slightly!) or decreasing abilities is the way to go? (Anyone else can answer too! *laugh*) |
Author: | nealhunt [ Tue Nov 15, 2005 3:33 pm ] | ||
Post subject: | [Rules] Spawning on a failed action test | ||
I had this exact discussion with the guys I play with. Our conclusion was that it states specifically in the Spawning rules that it is the Marshall action, not regrouping. If the Nids fail, no spawn. I have a vague memory of Maksim at one point saying that was the intent, but even if my brain isn't playing tricks on me it was several versions of the list ago and may not be relevant. |
Author: | Chroma [ Tue Nov 15, 2005 3:42 pm ] | ||
Post subject: | [Rules] Spawning on a failed action test | ||
What armies have you squared off against in that 10, Hena? Could you post one of your "typical" armylists? |
Author: | Markconz [ Tue Nov 15, 2005 11:11 pm ] |
Post subject: | [Rules] Spawning on a failed action test |
If the nids fail activation no spawn - that's how we have been playing it. |
Author: | jty3 [ Thu Nov 17, 2005 3:37 pm ] |
Post subject: | [Rules] Spawning on a failed action test |
I have just started playing the Nids list with my friends and we have been playing it where if you fail you don't get to spawn because spawning is specifically a marshall action, which is different from a regrouping action. They may do similar things for other armies but since tyranids have no blast markers, they don't get to spawn by default just because they fail an action test. At least this seems to be the most accurate reading of the rules for us. |
Author: | tneva82 [ Thu Nov 17, 2005 4:50 pm ] | ||
Post subject: | [Rules] Spawning on a failed action test | ||
Of the two most basic options to "balance" the list, do you think increasing points (mayhaps only slightly!) or decreasing abilities is the way to go? (Anyone else can answer too! *laugh*) |
Author: | nealhunt [ Thu Nov 17, 2005 5:42 pm ] |
Post subject: | [Rules] Spawning on a failed action test |
I'm surprised, tneva. In the handful of games I've played against them I've never had a problem winning assaults v Nids with Orks. Possibly that has to do with my regular opponent's typical list, but I find that I'm usually able to set up assaults exactly how I want to maximize the chances to win. I usually push them back quite effectively. The problem I've found is that winning assaults simply doesn't gain you much. The Nids don't break. The SCs are Fearless. Even if you beat them over and over, they eventually wear you down by 1-2 casualties at a time and they can spawn back indefinitely. Eventually, they win from sheer attrition. |
Author: | Chroma [ Thu Nov 17, 2005 5:45 pm ] | ||
Post subject: | [Rules] Spawning on a failed action test | ||
Hey tneva82! Please take a look at the battle report I posted in which Orks pasted my 'Nids 2-0 Scroll down a bit to get to the meat. What's your "usual" Ork army composition? |
Author: | tneva82 [ Thu Nov 17, 2005 6:06 pm ] | ||
Post subject: | [Rules] Spawning on a failed action test | ||
I'm surprised, tneva. In the handful of games I've played against them I've never had a problem winning assaults v Nids with Orks. Possibly that has to do with my regular opponent's typical list, but I find that I'm usually able to set up assaults exactly how I want to maximize the chances to win. I usually push them back quite effectively. |
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