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nodes and the new list

 Post subject: nodes and the new list
PostPosted: Wed May 24, 2006 3:48 pm 
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Joined: Sun Feb 05, 2006 3:13 pm
Posts: 185
Location: Dundee, Scotland
Hi!

There is something strange about the nodes in the new nid list. As respawn is no more an in turn action, the lesser node can't do anything the turn it teleports.

It's not that I find them unbalanced, but I do think they dont fit well in the "philosophy" of the game, as it is rather strange to see your opponent saying :"I activate the lesser node, it does nothing"

I know they are background arguments for them, but dont you think there could be better way to implement deep striking with the nids ( mycetics spore come to my my mind ).

BTW, except that, I find the new list great. Spawning at the end of the turn makes the army more dynamic and more horde-like, as they dont have to marshall anymore. The nexus synapse group also offers nice possibilities during army composition.

Cheers,
Thurse


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 Post subject: nodes and the new list
PostPosted: Wed May 24, 2006 3:57 pm 
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Joined: Fri Jun 24, 2005 3:06 pm
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Location: Montréal, QC, Canada
Quote (thurse @ 24 May 2006 (15:48))
It's not that I find them unbalanced, but I do think they dont fit well in the "philosophy" of the game, as it is rather strange to see your opponent saying :"I activate the lesser node, it does nothing"

Actually, the Node can perform all normal orders... though March is a bit of a waste...  :D

I usually put a Node on Overwatch, so that any shooting broods it produces later on are also on Overwatch when they come in.

In one instance I've have a Greater Node actually engage a stretched out scouting unit (they were trying to prevent things from spawning with ZoC) and send them packing!  *laugh*

The one thing to worry about with Node though, is the dangerous terrain test they need to make if you teleport them in to cover.

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