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Results and Comments from Oakville http://www.tacticalwargames.net/taccmd/viewtopic.php?f=21&t=5224 |
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Author: | Eric.R. [ Sun May 07, 2006 8:03 pm ] |
Post subject: | Results and Comments from Oakville |
Having played the v7 list this past Saturday in Oakville a couple of comments were noted by player and oppents in regards to the v7 list. Garrisoning: ? ? Though still possible it only really means that you can garrison a Synapse Unit's (Hive Tyrants and Tyranid Warriors), Exocrine 'A's ?(with an appropriate Synapse Creature) or Lictors. ?Garisoning a Synapse only is asking to lose and there is no point garisoning a Lictor formation when they could teleport where ever they choose. ?Now, placing the Exocrin 'A's around mid table does sound like a nice idea having 45cm IF weapons though they are sitting ducks as your opponent will more than likely activate first and target that formation. ? ? Having lost the ability to garrison Termagants now requires that formations made of of Brood Creature to march for the first, and sometimes second, turn to come into effective range of the enemy. ?All the will being depleated by concentrated attacks and possibly losing a Synapse Creature before it can encounter an opposing formation. Spawning: ? ? Spawning at the end of the turn as two effects on the game: ?1) Clipping becomes extremely effective (especially against formations with common brood creature - 0 armour) 2) It is possible to return ALL formations to the table. ? ? Comments for 1) - Not being able to respond to attacks with the spawning of more troops can lead to easy loss of Synapse creatures and have the Tyranids running for cover -- a non-fluff tactic. ?This is most evident in Common Brood formations where there is little to no armour saves. ?More often than not the in turn spawning was a last ditch effort to stay alive and sometimes only prolonged the inevitable. ? ? Comments on 2) - Having every formation being able to activate AND respawn really got on peoples nerves (opponents and players alike). ?Being able to effectively return to full strength (minus units that will go to ground at the beginning of the turn) was a pain for opponents despite being able to clip the `Nids more effectively (All 3 opponents had played vs. the v6 lists previously). ?Though, having full strength at the beginning of each turn was nice for me. ?But, it is a lengthly process to Roll to see it it can spawn, roll spawning dice and then place units; it too long to be playable properly in tournaments where time is a factor. ?One thing that was relised was that having a Synapse node on the table is a good way to activate an ineffective unit and cause your opponent to respond to you not acting and hopfully make him run out of activations allowing the `Nids a series of activations. ? ? Another issue with the spawning was dealing with the D3 spawning . . . why D3? ?Having to explain to your opponent everytime how you are going to decern the die rolls was time wasting. ?Also, quicky reading D6's as D3's is tedious and slows down the game. ?Having compared the spawning costs from the V6 & v7, many in v7 are half of those in v6. ?So why not double all the costs and use D6's? ?The max/min values will be scaled appropriately (ie 2?) as will the average value. ?This will speed things up as not everyone is of quick mind after 10 hours of gaming. Regeneration ? ? After explaining the difference between how Bio-Titans and WE in other armies worked opponent's become comfortable with the idea. ?Not happy but confortable. ?Though why half-DC with success on a 5+? ?It is the same, mathematicaly, to DC with success on 6+. ?Though the exception to this is odd-value DC (ie Hierodule DC 3) which will roll 2 dice which leads to a 2/3 success rate as opposed to the previous 1/2 success rate. In all I am not a fan of the end turn Spawning, I can deal with the non-garrisoning Nodes but not being able to garrison any effectiveunit is pretty rough, and the mathematics of Regeneration and Spawning changes nothing but the time required to play the game. ?My 2 major suggestions would be return to v6 spawning as it does make sense fluff-wise since time has to be taken to locate and control new creatures, as it currently feels as if they just appear for no reason. ?And, return Termagants to 15cm move as to allow some garrison of troops. There is probably more I have to say but I can not recall them at the momment. ?And, those who I played will ?hopefully add to this. |
Author: | Jaldon [ Mon May 08, 2006 6:24 am ] |
Post subject: | Results and Comments from Oakville |
Garrisoning: Though still possible it only really means that you can garrison a Synapse Unit's (Hive Tyrants and Tyranid Warriors), Exocrine 'A's (with an appropriate Synapse Creature) or Lictors. Garisoning a Synapse only is asking to lose and there is no point garisoning a Lictor formation when they could teleport where ever they choose. Now, placing the Exocrin 'A's around mid table does sound like a nice idea having 45cm IF weapons though they are sitting ducks as your opponent will more than likely activate first and target that formation. |
Author: | Chroma [ Mon May 08, 2006 12:32 pm ] | ||
Post subject: | Results and Comments from Oakville | ||
I thought the "voting" had been for a 5+ Armour Ravener with infiltrator, when/why did they get put back to 4+ (with infiltrator)? |
Author: | ragnarok [ Mon May 08, 2006 1:07 pm ] | ||||
Post subject: | Results and Comments from Oakville | ||||
The reason is in the norn queen report #2. Something to do with representing it tunneling all of the time so is harder to hit/kill. To compensate its FF is down to 6+, since it can't see anyhting when under ground. |
Author: | Chroma [ Mon May 08, 2006 2:02 pm ] |
Post subject: | Results and Comments from Oakville |
I fought Eric with my Ulthw? Eldar at the tournament. It was the last battle of the day and we were in contention for the "Big Win". I chose corner deployment (which, I feel, is one of the best tactics against Tyranids, especially now that they have a lot fewer garrisoning possibilities). |
Author: | Chroma [ Mon May 08, 2006 2:05 pm ] |
Post subject: | Results and Comments from Oakville |
And now from the Tyranid view: |
Author: | Chroma [ Mon May 08, 2006 2:11 pm ] |
Post subject: | Results and Comments from Oakville |
I've got to head off to work, but I'll post some more comments later. |
Author: | Eric.R. [ Mon May 08, 2006 6:04 pm ] |
Post subject: | Results and Comments from Oakville |
I find it interesting that Tyranids using cover would be considered a non-fluff tactic, this would require that the Hive Mind be totally stupid, mindless, and reacting only on instinct, none of which fit the Hive Mind. |
Author: | nealhunt [ Mon May 08, 2006 9:04 pm ] | ||
Post subject: | Results and Comments from Oakville | ||
I meant to reply, but apparently, my post disappeared into the ether... It is not mathematically the same. It has the same average result but the distribution is different. To get the same average, a bunch of rolls at 6+ has a greater chance of not regenerating at all, offset by the chance of getting a very large number of successes all at once. Using the 5+ gives more of a slow and steady regeneration and keeps a biotitan from going from death's door to full strength in one turn. Quote Opponents, with some very strong validity, were complaining that after expending multiple activations that a swarm could just spawn itself back to full strength right on the spot making gettting at the synapse creatures, or even slowing down the swarm, near impossible. In short, it often tooke 3/4 of an opponents army's combat power to humble a single brood swarm. Want to solve the '0' armor problem then take some Raveners they are armor 4+. |
Author: | nealhunt [ Mon May 08, 2006 9:08 pm ] |
Post subject: | Results and Comments from Oakville |
Oh, and on a side note, I maintain that a corner deployment against Nids on a 6x4 table is a bad idea. It allows the Nids to cut down maneuver options more quickly than a long-edge deployment. |
Author: | Eric.R. [ Tue May 09, 2006 12:08 am ] |
Post subject: | Results and Comments from Oakville |
It is not mathematically the same. ?It has the same average result but the distribution is different. To get the same average, a bunch of rolls at 6+ has a greater chance of not regenerating at all, offset by the chance of getting a very large number of successes all at once. Using the 5+ gives more of a slow and steady regeneration and keeps a biotitan from going from death's door to full strength in one turn. |
Author: | Jaldon [ Tue May 09, 2006 4:38 am ] |
Post subject: | Results and Comments from Oakville |
I can accept, grudgingly, that garrisoning nodes is out though I cannot find a fluff reason for it |
Author: | Eric.R. [ Tue May 09, 2006 5:33 am ] |
Post subject: | Results and Comments from Oakville |
It is not a matter of accepting change, which I fully accepted once I started a `Nid army. It is just that as we seem to progress forward the complications seem to increase, i.e. special rules, special rules for special rules, special rules for abilities. And ultimately I now I will be playing whatever official rules come out `cause I am gaming for the enjoyment. But until then I will continue to voice my opinion in hopes it will aid in the completion on a playable and enjoyable list for both player and opponent. As for returning to the V6 rules, the only 2 things I am really adament about (pending any future alterations) are in turn spawning and 15cm Termagant. The other issues are livable albeit a tad fiddly as they stand. |
Author: | Tactica [ Tue May 09, 2006 3:47 pm ] |
Post subject: | Results and Comments from Oakville |
Eric R. Be assured, I don't think your comments are falling on deaf ears. Jaldon's known to be one of the more open-minded Champions. I also think he's truly seeking exactly what you are after - a fun list for both player and opponent. I think this is a very crucial element that's not always considered, but I think you are safe in the list you've chosen to play due to the champion's perspective and dedication he's shown this list thus far. Regards to key two elements. The spawning mid turn vs. end of turn is a potentially large issue that I've hinted at in my last bat rep here. Now - our game was an odd one (scenario) and was uneven points, heavy terrain, and skewed campaign based lists... but even in that battle - the *advantages* of every formation spawning at the end of the turn automatically with a 2+ roll instead of sacrificing movement/engagement/shooting action to instead spawn mid-turn - was realized in that game. All of the dead broods were spawned back every turn. So where you used to have to wait until a formation activated, then widdle it down to nothing - and possibly force the nid player to activate that formation first and spawn if he wanted to keep it alive in turn 2... now he just pushes forward with a tripple in turn 1, then spawns in the end phase, then pushes forward with whatever is needed in turn 2 - or assaults, and then spawns in the end of turn 2. I think the 'end phase' auto spawning effect has exponentially increased the speed of the army from what it was. I also have seen this as an increase in the net spawned bugs. The reason is that before, my opponent would be forced to contemplate whether he wanted to sacrifice move/shoot/engage for spawning... many times he would not do so - so he simply didn't spawn back as much of the dead in those games as he wasn't spawning as often. Its also worth noting that the old rules allowed you to spawn a terrible amount back to a single formation when you did spawn. The old rules also allowed a nid player to have more AA cover than any other list out there due to it dieing in one formation after shooting at fliers - then being spawned back elswhere and firing again at fliers in the same turn! At least the new rules do fix how much a given formation can spawn back to itself and have solved the AA cycling problem. However, they've created a new problems in that they've allowed the army to get much faster so they engage more, and they are spawning more as the entire army is attempting to spawn each turn instead of decision based spawning with penalties for doing so. As long as that was the desired effect, and its balanced - so be it. I do feel their will need to be an uptick in many bug points as a result of this speed increase and increase in spawning frequency though. Cheers, |
Author: | Cobalt [ Wed May 10, 2006 12:07 pm ] |
Post subject: | Results and Comments from Oakville |
Hi all, thanks for the report and comments. I agree with you in many points, yet also like the idea of final turn spawning, for all the reasons developped... I also appreciate what Jaldon is doing in explaining the reasons behind the changes he proposes.. And that's way I would like to hear what you guys think of mixing both rally phase spawning ("natural spawning") and marshall order spawning ("focused spawning"). What would be the drawbacks of having those two possiblities? Focused spawning: allow a formation to spawn upon order (Needs activation roll, then roll 2D6 and keep the best and/or use mycetic spores (1max? 3max? 1D3 each, 15 pts). Natural spawning : Roll for rallying (not activation), and spawn 1D3 (+eventually bonus for synapse creature (this should be kept low), no mycetic spores). The rationale would be to allow a small amount of spawning where you choose to, at the expense of other actions and this costs mycetic spores. And reduce the amount of "natural spawning" yet ensure a low but constant flow of creatures... Please let me know what you thin of this "mix"... |
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