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[Rules] Synapses http://www.tacticalwargames.net/taccmd/viewtopic.php?f=21&t=5142 |
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Author: | Jaldon [ Tue Jan 17, 2006 12:51 am ] |
Post subject: | [Rules] Synapses |
Thanks for seperating them Hena, first the changed Synapse Rules that are proposed for v6.1 (Hope to have it out and up in the next couple of days) T1.40 SYNAPSE GROUPS Every swarm is controlled by a Synapse Group which is formed before the start of the battle and is made up of from one or two selections from the Synapse Creature list. Once formed this group cannot be added to, nor control more then a single swarm. |
Author: | Jaldon [ Tue Jan 17, 2006 1:32 am ] |
Post subject: | [Rules] Synapses |
To restate for those that haven't seen it a much simpler way of writing this is back in the old thread, and I like it. Though I do think the rule itself will still need some work. I know some are wondering WHY staying in Synapse Range is needed. I can only attribute this to not having encountered Nids doing a 'Hand Off' tactic, and a couple of other sneaky tricks that are allowed under the old rule. Basically it involves a Swarm being thrown off into the blue, then a Synapse Creature w/small swarm moves up later, as part of a Marshal Action, to spawn even more little buggers while taking over the new swarm. It can get very ugly very quick if you do this with a couple of swarms across the entire front. (Note it can also be carried out without the Marshal Action increasing the shift range) The effect is to allow a Nid army to shift it's main focus with all the speed and deft maneuver of the most mobile SM army. To work effectively this tactic needs mobile Synapse Creatures, and is one of the reasons I want to exclude nodes from the proposed restriction. Thanks Folks Jaldon ![]() |
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