Tactical Command
http://www.tacticalwargames.net/taccmd/

termagaunts
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=21&t=5178
Page 1 of 1

Author:  thurse [ Wed Mar 22, 2006 4:49 pm ]
Post subject:  termagaunts

Hi all!

Playtests seemed to show that termagaunts where undercosted at 10 point. So what to do with them?
1) increase cost to 15 and dont change their stats (I vote for)
2) increase cost to 15 and add infiltrator as it was done before ( too close to the hormagaunts )
3) increase cost to 15 and increase their CC to 5+ (perhaps a bit too tough)
4) increase cost to 15 and add a 6+ armor ( dont like that : they should have the same as hormies )
5) a better idea
6) remove the LSN from the list :D

Author:  Chroma [ Wed Mar 22, 2006 5:13 pm ]
Post subject:  termagaunts

Quote (thurse @ 22 Mar. 2006 (15:49))
1) increase cost to 15 and dont change their stats (I vote for)

I am totally fine paying 15 points for no armour, CC6+/FF5+ Termagants.

Author:  Markconz [ Wed Mar 22, 2006 9:15 pm ]
Post subject:  termagaunts

Quote (Chroma @ 22 Mar. 2006 (15:13))
Quote (thurse @ 22 Mar. 2006 (15:49))
1) increase cost to 15 and dont change their stats (I vote for)

I am totally fine paying 15 points for no armour, CC6+/FF5+ Termagants.

As am I - I playtested these for a while and found that they seemed balanced and ok.

I don't really understand why they were changed from this.

Author:  mchiao [ Wed Mar 22, 2006 9:24 pm ]
Post subject:  termagaunts

How about 8 for 100 pt.  I kind of like the unstoppable feeling.  I think the nids needs the termies to give me something to shoot at... ???

Author:  ragnarok [ Thu Mar 23, 2006 12:06 am ]
Post subject:  termagaunts

Quote (mchiao @ 22 Mar. 2006 (20:24))
How about 8 for 100 pt. ?I kind of like the unstoppable feeling. ?I think the nids needs the termies to give me something to shoot at... ???

I've mentioned this idea a few times (I think).  Working on the arguements (of some) that 15pts is too much and 10 pts is too little, I thought that 12.5pts each would be about right, so Termies would be brought in groups.

I also believe this is how the hive Mind would allocate gaunts.  Rather then sending what is needed where it is needed, it makes massive batches and drops them near where they are needed.

Author:  ayoras [ Thu Mar 23, 2006 11:50 am ]
Post subject:  termagaunts

Sorry thurse, but I don't find very fair to post on a board in order to lower efficiency of the army you offen play against (thurse and I play together). I said it one billion times : the stats of the termagaunts before the decrease to 10pts was -/6+/5+ Brood(1) AND infiltrator. Nobody said "termigaunts are unbalanced, there is a problem". You want a proof : if they were unbalanced do you believe that Jaldon would accept to decrease them at 10pts just dropping infiltrator?
There is no problem with the termagaunts. They have tested the 10pts version to see if it is too tough and it is too tough. We have already come back to the previous version. Well, maybe you find termagaunts too tough, so in this case, ask it as you feel : "Do you find termagaunts at their CURRENT version balanced or not?". Don't speak about the increase and the modification of the 10pts version, it is already done..... (Comment ca g craqu? mon slip, et puis d'abord AYACHE!!)

Now about the hormagaunt/temagaunt debate, I don't agree with you. Both are useful. Indeed, we need less HOR than TER, but HOR are necessary to a swarm. FF is better than CC, no doubt about it. HOR prevent the swarm to be garrisonable, but we don't really need to garrison main swarms. Nevertheless, in an assault, with 20cm+infiltrators, HOR often reach CC and 4+ is better than 5+, no doubt about it too. So even if HOR and TER have the same cost, even if TER seem a little bit better (FF>CC), they are balanced and have different fonctions.

8 for 100 (so 12,5pts) and no infiltrator are still too potent in a TTerror I think. But the idea to take gaunts by group is pleasant. I like it. It reduces a fiew the terrible flexibility of the nids.





Author:  lackofbrain [ Thu Mar 23, 2006 7:35 pm ]
Post subject:  termagaunts

Quote (mchiao @ 22 Mar. 2006 (20:24))
How about 8 for 100 pt.  I kind of like the unstoppable feeling.  I think the nids needs the termies to give me something to shoot at... ???

How about 8 for 100 pt.  I kind of like the unstoppable feeling.  

Thought that just came to me to increase the number of common broods in each swarm at the start of the battle:

How about if with each synapse creature you have to take at least 100 points of common broods who must be set up with that synapse creature? For lesser synapse nodes those common brood must be held in reserve. Maybe for the haridan they must be gargoyles. maybe for the dominatrix the restriction is lifted but it must be set up with at least 100 points of brood creatures of some sort.

Thos would mean that there would be gaunts of one sort or another everywhere, the common brood would form a wall spread accross the table in large numbers interspersed with bigger critters. It would also reduce the effectiveness of lesser synapse nodes because, while they only cost 50 points, you must spend 150 to take one and you have a bunch load of gauns in reserve. It would also have a similar efect to buying gaunts in specified numbered groups but not be so limiting for those of us with limited models...

Now all I need is someone in Manchester to test this idea against :/ ...

Loz
Page 1 of 1 All times are UTC [ DST ]
Powered by phpBB® Forum Software © phpBB Group
http://www.phpbb.com/