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The Norn Queen's Report

 Post subject: The Norn Queen's Report
PostPosted: Sat Feb 04, 2006 4:42 am 
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The Norn Queen?s Report

Off the top, please keep the input coming in you are all doing an excellent job of keeping me on my toes, and loading me down with excellent ideas!

The special rules seem to be shaping up well with minor grammar issues being the biggest problem, though we still need to make sure some of the objective rules are balanced, but broadly they are doing what I want them to do (There are some changes presented later on just this issue).

That said I am going to start moving into the next phase a bit, though I still want to concentrate more on the special rules, but I do want all of you to also start ?looking? into the next phase (Something we have been doing but I haven?t carried out until now).

Outside the general outlay of cheaper, lesser, bigger numbers, you all probably thought that I was out of my mind putting up some of the unit data I have, or figured I was just plain nutz and with out any sense of direction! Actually I am not lost, do know where we are headed, and have a real good feel for what I would like to accomplish. The difference is I now have a good feel for what you people think about this new direction.

What follows is a general outline of where I think the list should be headed, and then the ideas I have for specific unit/list changes. The outline is the guide book for us to follow so we can stay on track, and the unit/list changes my gut feelings based upon your responses thus far. They are laid out with numbers and/or names to make responding easier.

Outline
: Outside the Hive Tyrant and Lesser Synapse Node, both of which I will touch on later, I am pretty happy with the list. I am thinking of adding a further Synapse group of either 2xTyranid Warriors for 100pts OR 1xTyranid Warrior for 50pts. Any Thoughts?

: Forgetting the Genestealer Typo, this section seems pretty solid and contains enough of a spread in units and costs to fit the proportions I think it should have. That is with the change I am proposing below.

: Lots of work here needs to be done as I want a good mix of cheap and expensive units (25pts to 100pts), some good but specialized units, some cheap and still specialized units. I just do not feel that individual unit flexibility really fits the Nids, rather their units should be very ?one dimensional?, but not to the full extreme either. The stuff I have written below should give us a good start down this path, but it is far from perfect.

: Cheap, cheap, cheap, and keep thinking cheap. I do not want a single unit in this category to go above 20pts. Less is better!

Tyranid Proposals

(#1) : [After the following] (ie 5cm for normal units, DCx5cm for WEs) {Change} In addition brood creatures must maintain 15cm coherency distance with synapse creatures from their swarm at the end of any action the formation takes. {Change Done}

Excuse: Written this way brood creatures could carry out an assault move beyond synapse coherency as it doesn?t apply until the end of the action taken. This increases the distance brood creatures can go by 10cm, 15cm if it is a winged Hive Tyrant, while at the same time making a ?Hand Off? impossible.

(#2) : Change it to LV, and increase cost to 50pts

Excuse: I like the exposure created by it being LV as it is less then if it were a WE, but still more then if it were just AV. The raise in points was long overdue, and a further raise to maybe 75pts even possible, we will have to see.

(#3) : Otta here, history, gone, phfffffft. Removed from list!

Excuse: Truth is I have been having a real hard time rationalizing this beast as part of a Nid Army, it just doesn?t fit. On the positive side its removal frees up a slot for a possible ?new model? of something else, maybe?

(#4) : Change to 3+ Armor or armor 4+ RA, raise cost to 50pts.

Excuse: With 4+ RA the Carnie has a 75% survival rate with 3+ armor it has a 67% survival rate. Myself I prefer the 3+ as it is more a ?one shot? roll while still keeping the Carnie tough and vulnerable to MW attacks, which I think it should be. This puppy is going to take some work to get right, I would like to work it back down to 35pts, but that may not be possible.

(#5) : Change speed to 15cm, increase cost to 75pts, Brood (3)
: Add Big Claw MW +1 attack, increase cost to 75pts, Brood (3)

Excuse: I agree with the suggested raise in points of the Exocrine ?A?, and in reducing its move to 15cm. The added Big Claw to ?B? is intended to bring it up to being worth 75pts, and other ideas in this direction would really be helpful as the Big Claw was the only thing I could think of.

(#6) :  Lose Infiltrator, and drop it to 10pts

Excuse: Hey anything that reduces Commons in cost gets my vote and removing infiltrator not only does that but also helps separate them out from Gargoyles even more and makes them a more attractive buy. Thanks for the idea, I like this!

(#7) : Drop it down to 25pts

Excuse: I feel that it is overpriced at 35pts, and feel that dropping it to 25pts will make it even more attractive a a direct Swarm support weapon. Also it separates it out even further from the Zoanthrope its nearest competitor.

(#8) Change to 3+ Armor or armor 4+ RA

Excuse: With 4+ RA the Hive Tyrant has a 75% survival rate with 3+ armor it has a 67% survival rate. Myself I prefer the 3+ as it is more a ?one shot? roll while still keeping the Carnie tough and vulnerable to MW attacks, which I think it should be (Does this sound like I cut and pasted it from somewhere!)

(#9) : Increase their speed to 25cm

Excuse: I really do not want to give the Nid list more ranged weapons then it already has, and I really do not want to give the AA back to them either. Neither fits them in my mind, but will this mild increase in speed help get them in the fight quicker and make them worth getting. Well that?s the plan anyways.

(#10) : Change the Bio-Plasmic Breath to Spore Cannon no change in stats.

Excuse: Just a name change to separate the two weapons from each other so I can give them different data lines and put the AA where I feel it fits, in the Nids psuedo flyers, which these are.

(#11) : Give it back its +1 Attacks

Excuse: Blind, couldn?t read my own notes!

(#12) : Change to Brood (2)

Excuse: While I am not really thrilled with this idea, I do understand the logic behind it and I am willing to give it a go.

(#13) : Change to Monstrous Claws MWTK(D3) +2 attacks

Excuse: The intent here is to increase the differences between it and the ?B? version, thus making it a more viable selection. My only concern is this may be going a bit too far.

(#14) : Drop the lost claw from all of them.

Excuse: A good idea that removes excess paper work, and has been pointed out, not really needed.

I am having a great time working with all of you, thank you very much!

Jaldon

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 Post subject: The Norn Queen's Report
PostPosted: Sat Feb 04, 2006 12:04 pm 
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I'm going to have to disagree with you on the synapse looking alright.  The Harridan is over cost.  True it has all those nice MW attacks at range and up lose, but it at the cost of being a DC2 WE.  The only way to protect it is to give it a guard of Heirodules, which removes its speed.

I would prefer to see it at 175pts or maybe 200pts with teleport (and the vituperator with teleport as well).

I think the problem with the Haridan is it is too multipurpose.  It can stand off and shoot, it can quickly get to objectives, it can spawn, its a transport...Hang on arn't we already breaking the transport rule with this guy (girl?).

Could we focus its ability by reducing the range on its bio cannons to 30cm?

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 Post subject: The Norn Queen's Report
PostPosted: Sat Feb 04, 2006 4:47 pm 
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For the Expectorator: Why not keep it in the list as the Tyranids AA-weapon? Think at the Plasma-Bugs from Starship Troopers :)

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 Post subject: The Norn Queen's Report
PostPosted: Sat Feb 04, 2006 5:01 pm 
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Quote
I'm going to have to disagree with you on the synapse looking alright.
End Quote

That is not what I said, I said that I was pretty happy with synapse and then went on to explain what issues I had on my mind. The idea behind giving a report to the posters is so you know where my mind is at.

Quote
The only way to protect it is to give it a guard of Heirodules, which removes its speed.
End Quote

Try hiding it behind trees or a hill, it is a skimmer. Must there be a 'games answer' for every single battlefield problem?

Quote
Harridan: Hang on arn't we already breaking the transport rule with this guy (girl?).
End Quote

Nope, JJ wrote this puppy and the Vit to both be airborne transports for the Nids, he doesn't want any Nid APCs of any kind.

Quote
I think the problem with the Haridan is it is too multipurpose. ?It can stand off and shoot, it can quickly get to objectives, it can spawn, its a transport
End Quote

Sounds like it is a pretty valuable unit to the Nid Army, and considering it can be bought in formations of up to three of them, worth considering. Sorry but I really don't see this as a 'problem'.

Quote
I would prefer to see it at 175pts or maybe 200pts with teleport (and the vituperator with teleport as well).
End Quote

First giving it teleport is going to raise its cost not lower it, and second it isn't going to ever get the teleport ability.

Quote
Could we focus its ability by reducing the range on its bio cannons to 30cm?
End Quote

This would be something we could consider to lower its cost, among others.

#5 Yes Hena it Does feel badly glued on, and I do have others ideas on file, just haven't had a chance to go over them.

#13 Yes probably over the top, but lets try it for a bit and see, we can always reduce it to one later.

For now Expecorator is Gone, and no the Nids Do Not need more AA weapons.

Independents are going to keep unstoppable, it was asked before long ago and JJ axed it.

Genestealers 2x4+ Attacks, first strike would probably be closer to 25pts in value

more later as time permits

Thanks All

Jaldon :p

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 Post subject: The Norn Queen's Report
PostPosted: Sun Feb 05, 2006 8:36 pm 
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Sorry, misunderstanding there boss. ?I misunderstood what you said, well wrote, and worded my reply badly, Should of used a smilie or two  :(8: .

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 Post subject: The Norn Queen's Report
PostPosted: Mon Feb 06, 2006 3:35 am 
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Jaldon,

Andy and I got in 2 games of bugs vs. v4.3.3 tau yesterday.

The first game was 3,500 points and was vs. the v6.2 bug list.

The second game was a lessor 3,000 pints and was vs. the modifications listed in this norn queen thread to the v6.2 list.

We played both games for fun, not for bat reps so no pictures or blow by blow. Both games were a lot of fun. I thought I would give you a bit of feedback from our games if interested though.

1) both games were fun!

2) The first game went 3 turns. tau won the first game 2-0 (BTS and take and hold).

3) The second game was a tie, but the bugs were ahead 1-0 at the end of 4th turn. (Take and hold)

4) The first game, andy played 2 formations of 2 expectorators and a vituperator along with 10 zoanthroapes, and 1 hive tyrant, 2 Tyrandid warrior groups, 3 teleporting lessor synapse teleporting and a plethora of ravenors, gargoyles, termigants, etc... He also had 2 teleporting lictor formations of 3.

5) In the second game, Andy traded the Vituperator for a haradon. The exocrines were traded for hierodules. The second game, he had biovores, exocrines (the MW kind!), he also had the same 1 HT and 2 TW Groups, but he only took one lessor synapse node this game. He also had carnifexes and the 10 zoanthropes along with the two lictor teleporting formations, and still a host of little bugs.

6) In the first game - I had initiative all three turns.

7) In the second game, i won initiative the first turn but gave to andy as I couldn't make use of it and wanted to run him out of activations... however, he won the initiative on turn 2, 3, and turn 4! :/

8) He completely shut down my opportunities to make use of barracudas in both games.

9) He had the two less models in the second game from the first, but the second game was much harder for me. (note the initiative too)

10) Lictors carve through tau like nobodies business! (in both games)

11) The proposed changes look to be taking the list in the right direction and are making the horde - VERY tough!

12) both games were very fun and tense on the tau side!

cheers, look for the true revisions to put the list to test,

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 Post subject: The Norn Queen's Report
PostPosted: Tue Feb 07, 2006 5:31 pm 
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I agree with almost all the changes you think about, especially the new termagaunts and the idea of tyrannid warriors X1 and X2 group.

- Though, I very dislike the changes on the carnies. First of all, the cost should stay at 35, it is necessary for the diversity of the uncommon brood's prices. Moreover, if its price grows up to 50, it would cost the same price as haruspex for a less efficient unit (indeed, I prefer believe in a typo mistake than a real change. I speak about the increase of the haruspex's price to 75. I have already asked the question but you don't answer to me).

A proposition for Carnifex 35 pts :

Type                Speed Armor CC   FF
Armored Vehicle 15cm   3+     4+   -

Spore Cysts (15cm) small arms
Big Claws Base Contact MW +1 attacks

Notes: (Invulnerable save), Fearless, Walker, Brood (2)

It gives to him 72% with IS and 67% without (maybe more balanced). Just drop the second version.

- Ravener with the same brood as carnifex???? very weird...

- Why not simplify the synapse rule with this :
"broods must stay on synapse and formation range except during an engagement action".

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 Post subject: The Norn Queen's Report
PostPosted: Tue Feb 07, 2006 8:28 pm 
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Why drop the second carnie variant Ayoras?  and the FF capability?

Carnies have a wide range of weapon symbiotes to choose from this should be shown in the list.

As for the Save debate.  I think the main question we should be asking is, should a carnie survive a hit from a MW or TK weapon?

I think it is more than likely that they can survive hits from MW but not TK.  Therefore I would say RA and no Inv.

As for the number value I think it should be 4+, making them as survivable as Leman Russ MBTs, which in therory they are in 40K (4 hits form a las cannon will kill a carnie (assume I'm not rolling the to wound dice) and a Las cannon shot has a 1 in 4 chance of killing a Leman russ, or a 50% chance of damaging it)

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 Post subject: The Norn Queen's Report
PostPosted: Wed Feb 08, 2006 12:02 am 
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If we want to keep its' points down then I'll go for 5+ RA

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 Post subject: The Norn Queen's Report
PostPosted: Wed Feb 08, 2006 10:05 am 
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sorry but 5+ RA is just too weak for the price. It means only 55%, ridiculous for a carnie and for 35pts!!! 4+ & IS means 58.33% and 4+ RA (75%) is too strong for 35 pts. There is three option that would represent the resistance of carnies according to the background and the price :

3+ & IS = 72,22%
3+ = 66.66% (still weak, but it is the minimum)
5+ DRA = 70,37% (it would be a new skill, you could reroll twice instead of once)

Why drop the second carnie variant Ayoras? ?and the FF capability?

Well, because I have simply not reached to balance the second version ?:D. For the FF capability, because a carnie can't possess all for 35pts. If we give to him 3+ & IS, to balance it, we must cut a thing. A 6+ FF capability is pretty unuseful on a 35pts model. Indeed, with this capability, you must have plenty of models to do some hits. I mean '6+'~'-' (almost in this case, obviously it is different on 10pts model).

well for the carnifex A, the three options :

- The most balanced I find :

Type                Speed Armor CC   FF
Armored Vehicle 15cm   3+     4+   -

Spore Cysts (15cm) small arms
Big Claws Base Contact MW +1 attacks

Notes: Invulnerable save, Fearless, Walker, Brood (2)


- The (too) weak version, but it is the minimum :

Type                Speed Armor CC   FF
Armored Vehicle 15cm   3+     4+   6+

Spore Cysts (15cm) small arms
Big Claws Base Contact MW +1 attacks

Notes: Fearless, Walker, Brood (2)


- The 'special' version a little bit less in armour but reenforced. Maybe the more near to background because against macro weapon you still have a very correct armour (55.55%) and against TK attacks it give 0 save.

Type                Speed Armor CC   FF
Armored Vehicle 15cm   5+     4+   -

Spore Cysts (15cm) small arms
Big Claws Base Contact MW +1 attacks

Notes: Double reenforced armour, Fearless, Walker, Brood (2)




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