Tactical Command
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[Discussion] Lesser Synapse Nodes
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=21&t=9589
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Author:  Chroma [ Mon Jun 04, 2007 1:58 pm ]
Post subject:  [Discussion] Lesser Synapse Nodes

Synapse Nodes are contentious units in the Tyranid list: some think they are too powerful, allowing the Bugs to snag/contest objective with ease, while others think they are next to useless, easily killed, just giving away BTS points.

I can see the reasoning for both views, but I don't agree with either; I feel Nodes are an interesting and useful unit, that can be countered, but can still be a thorn in the side of the enemy.

The Lesser Nodes are certainly the unit that creates the most "debate", and I can see how it can be a problem and should, perhaps, be toned down. ?I don't have a problem with that. ?I actually proposed "weaker" stats a long time ago and I'm going to propose them again:

Lesser Synapse Node
Type Speed Armour CC FF
LV ? 0cm ? 5+ ? ?6+ ?6+
Weapons Range Firepower Notes
Ripper Swarms (15cm) Small Arms
or (Base Contact) Assault Weapon
Notes: Reinforced Armour, Teleport, Synapse


So, lessened armour and an LV target; is this too much, too little, or just right?  *laugh*

Author:  Evil and Chaos [ Mon Jun 04, 2007 2:00 pm ]
Post subject:  [Discussion] Lesser Synapse Nodes

I'd prefer to see them rationalised, IE: Only have one Synapse Node type in the armylist.

Author:  Zzzap [ Mon Jun 04, 2007 4:32 pm ]
Post subject:  [Discussion] Lesser Synapse Nodes

LV would be better than AV IMO.

It allows more possible formations to use to fire on it. Having to use an AT firing unit to have a chance at killing it forces the commitment of a likely very strong unit desperately needed elsewhere.

The unbreakable objective grab is more what concerns me regardless of the units relative strength.

Author:  Hojyn [ Mon Jun 04, 2007 5:30 pm ]
Post subject:  [Discussion] Lesser Synapse Nodes


(Evil and Chaos @ Jun. 04 2007,14:00)
QUOTE
I'd prefer to see them rationalised, IE: Only have one Synapse Node type in the armylist.

Me too.

Additionally, how about giving them the Mindless ability?

Author:  Chroma [ Fri Jun 08, 2007 10:19 pm ]
Post subject:  [Discussion] Lesser Synapse Nodes


(Hojyn @ Jun. 04 2007,17:30)
QUOTE
Additionally, how about giving them the Mindless ability?

Well, they're not exactly "mindless", the are a focus of the Hive Mind and a "growing" threat, so I'm not sure that's appropriate.

What about AV, 5+RA for 75 points, and the Greater for 125 or even 150?  

I find the Nodes very cool, but taking too many of them can definitely lead to abuse, so make the Bug player pay a premium for them would seem to be a way to balance them.

Thoughts?

Author:  Chroma [ Tue Jun 12, 2007 12:57 pm ]
Post subject:  [Discussion] Lesser Synapse Nodes


(Hena @ Jun. 12 2007,12:52)
QUOTE
Synapse Node
Type/ Move/ Save/ Fire Fight/ ?Close Combat
War Engine/ 0cm/ 6+/ 6+
Weapons/ Range/ Firepower/ Notes
Ripper Swarms/ (15cm)/ Small arms
? ?AND ? ?/(base contact)/ Assault wpns
DC 3. Critical destroys. Fearless. If killed node is counted as normal objective.

What *is* it though?  A Synapse creature or an Independent?  Can Brood creatures be deployed with it?  Does it spawn things?

If mindless becomes an ability, I believe both Nodes would have it and Nodes would no longer be able to claim objectives, not initiate assaults, they would just be Brood generators.

Author:  Lightbringer [ Tue Jun 12, 2007 1:25 pm ]
Post subject:  [Discussion] Lesser Synapse Nodes

Hena - is that 6+ save and 6+ FF with no CC or is there a stat missing??

I support the dropping of the LSN and trying out this GSN/objective idea.

Lightbringer
:cool:

Author:  Zzzap [ Tue Jun 12, 2007 10:45 pm ]
Post subject:  [Discussion] Lesser Synapse Nodes

I really like the idea of only allowing one Synapse Node per army and having it operate like the Eldar Wraithgate. The Tyranid player could replace one of the objectives on his side of the board with the Synapse node. This is the infected area. One of the opponents priorities would be to destroy this thing as it would work toward at least two goals!

I think the stats Hena proposed are good:

Synapse Node
Type/ Move/ Save/ Fire Fight/  Close Combat
War Engine/ 0cm/ 4+/ 6+/ 6+
Weapons/ Range/ Firepower/ Notes
Ripper Swarms/ (15cm)/ Small arms
  AND    /(base contact)/ Assault wpns
DC 3. Critical destroys. Fearless. Synapse. If killed node is counted as normal objective.

If relentless is incoporated it might even be interesting to allow garrisons around it. This might make it too tough but it would be worth testing. It would be an interesting way to get slower units closer to the enemy then picked up by a passing swarm between turns, provided the opponent places one of his objectives close to the middle of the board (which would be a bad idea on his part).

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