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The Termagaunt/Hormogaunt/Ravaner Terror

 Post subject: The Termagaunt/Hormogaunt/Ravaner Terror
PostPosted: Wed Mar 15, 2006 3:04 pm 
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I didn't read all the thread but when I read the first post of Jaldon I think I must answer immediatly. I find the problematic so ridiculous and pointless. We came backward at least by 10 steps.

I very don't understand the way you think! It seems that you've never played any wargames in your life (I know it is wrong). It is SO obvious that in any wargame, you can make abuses from an army list. I know two others wargame with "swarmy" army. It is clear that with these armies, the best list you can make is to take only the cheapest model. Your insane number of troop will overwhelm the opponent.

But it is clear too that it is just stupid to take these kind of army list. It is totally boring to play this and to play against.

Moreover, I'm pretty sure that if your opponent optimize his army knowing you play Termagaunt terror, you have no chance to win (he takes ONLY BP and sniper for example, an army at least equally stupid than termagaunt terror). So what's the problem?

It is also stupid to calibrate an army according to the possible abuses because if you take a "normal" list, it will be a bad list and you'll never win(logical isn't it?).

I already played a couple of games with termagaunts at 10, hormogaunts 15, ravener at 20 and X2 warriors and I loose all the game. I'm not especially a bad player though.

I agree that the ravener must cost 25, not 20, but the termagaunt at 10 is totally balanced. For example, compare to the lost and damned army. They can make exactly the same kind of army : for 3000 pts they take 15 covens with no upgrades, no daemon and no war engines. The termagaunts are similar to the mutants and the cultists so you will have similar army. So what's the problem?
The rigth price for hormagaunts is clearly 15 too, according to theyr actual stats.

The option of X2 warriors is more debatable. I don't find so unbalanced and I find it gives more synapse option for a 3000 pts list, but I see the problem.

In all the case, whatever you'll decide, at least for the moment, I'll keep 10,15,25 and X2 options.

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 Post subject: The Termagaunt/Hormogaunt/Ravaner Terror
PostPosted: Wed Mar 15, 2006 3:24 pm 
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Quote (ayoras @ 15 Mar. 2006 (14:04))
It is also stupid to calibrate an army according to the possible abuses because if you take a "normal" list, it will be a bad list and you'll never win(logical isn't it?).

ayoras, I appreciate your position, but the thing you need to realize is that, in essence, point values are *only* there for use in Tournament Scenario games and that is the form of play they need to be balanced for; they can be certainly used for other types of play, but that is their core purpose.

It doesn't matter if the army is boring or simple or whatnot; if it's able to win 90+% of the time in a "blind" tournment (that is, no one knows what anyone else is bringing) then it is unbalanced and needs to be corrected.  Some people go to tournaments only to win, at any cost, and the Termagant Terror army allows them to do that with relative ease.  In theory, allowing the T-Terror army into the Tournament enviroment as it now stands (well, with the twin-warrior synapes for 100) means that everyone will probably have to resort to playing Alaitoc Eldar (lotsa snipers!) or Tau Pathfinder-heavy force to compete, and I really don't think that's the way people want the game to evolve.  *laugh*

Try using a proxy T-Terror army against some of your friends without telling them that's what they'll be facing, they might enjoy it at first as a challenge, but if you told that that's the only army you're ever going to field again, I think they'd stop playing against you pretty quickly.

Personally, I love having variety in my armies, but the thought that the T-Terror army is valid really bothered me when I figured it out.

As to the pure Coven Cultist army, well, once those units are broken, they are going to have a hard time coming back... and when they get *killed* they don't come back!  The problem with the T-Terror is that you can't break the army, ever.  And with 16+ Tyranid Warriors, you'll have a hard time destroying Synapses.  The best that's been done against it so far is a Macro-weapon Barrage heavy Black Legion force, and in 3 turns it was able to kill 4 of 8 Warrior Swarms, and it still lost.

I urge you to give it a playtest and do up a report just to get a look at it on the battlefield.

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 Post subject: The Termagaunt/Hormogaunt/Ravaner Terror
PostPosted: Wed Mar 15, 2006 3:34 pm 
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But do try to be more polite.

As I already in my first posts on this board, I'm not totally fluent in english. Typically, I don't totally control the tone of my sayings. Sorry for that, but I try to express myself with what I know in english. I didn't find that I was unpolite in my previous post, in all the case, it was not my purpose.

The point with nids is that we ignore BMs. This combined with horde tactics is very effective.

No doubt about it. As I already say, ?It is clear that with swarmy armies, whatever the wargame, the best list you can make is to take only the cheapest model. Your insane number of troop will overwhelm the opponent. But I repeat myself :

It is also stupid (well ok it not very polite sorry, so I mean "It is pure non-sense") to calibrate an army according to the possible abuses because if you take a "normal" list, it will be a bad list and you'll never win(logical isn't it?).
Is it understoodable?

As you say : ?
Also I've played many EA games with both 15 point and 10 point termagant. And I've lost only one, but that does not automatically make Nids too strong in all cases.


PS : Another time sorry if I hurt you with what I said.

edit (after the chroma's answer, because I was longer than you to post) :

ayoras, I appreciate your position,
Thank you ^^.

I understand the "tournament vision", and I must admit that I didn't think about that. Me I play for the pleasure, not for the win. Unfortunatly, the spirit of a tournament player is not always the same...

it's able to win 90+% of the time in a "blind" tournment
The answer is simple : don't organize blind tournament.... Ok it is a pointless argument.

I have no need to playtest the TTerror to see the horrible army it is and guess the fact it's able to win 90+% of the time. I totally agree with this.

In the other wargame I speak early (confrontation to quote it), the ultimate army is X80 goblin marauders which exactly the same kind of list than TTerror. It is a tournament-legal composition. Though, in the tournament organized on this game, nobody (I say really nobody) have taken this list. Why? Well I must go so I will continue later. Sorry, I'm at work and I have a meeting. I come back soon.




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 Post subject: The Termagaunt/Hormogaunt/Ravaner Terror
PostPosted: Wed Mar 15, 2006 4:18 pm 
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Quote (ayoras @ 15 Mar. 2006 (14:34))
No doubt about it. As I already say,  It is clear that with swarmy armies, whatever the wargame, the best list you can make is to take only the cheapest model. Your insane number of troop will overwhelm the opponent. But I repeat myself :


However it is possible to remove effectivity of T-terror army and make non termagaunts viable in comparison. That's what playtesting is there for. And in the end it will result in more balanced and fun list that allows variety of lists to be used.


It is also stupid (well ok it not very polite sorry, so I mean "It is pure non-sense") to calibrate an army according to the possible abuses because if you take a "normal" list, it will be a bad list and you'll never win(logical isn't it?).

Is it understoodable?


I disagree with that statement however. To be succesfull against variety of foes you need to be flexible. Flexible generally means normal army. Not extreme armies. T-Terror however is extreme and flexible. Problem that can be corrected.

I understand the "tournament vision", and I must admit that I didn't think about that. Me I play for the pleasure, not for the win. Unfortunatly, the spirit of a tournament player is not always the same...

However epic complies with both with it's system of using GT lists for tournament use. Also note tournament doesn't automaticly win at all cost mentality. However lists should be balanced so that any WAAC player doesn't ruin other peoples experience. Lots of people attend tournaments for fun of it. Why ruin their experience by allowing extreme armies that are possible to be get rid off?

The answer is simple : don't organize blind tournament.... Ok it is a pointless argument.

So instead of removing possibility of abuss remove valid way of playing which doesn't btw automaticly mean WAAC attitude...I find that rather odd attitude...

I have no need to playtest the TTerror to see the horrible army it is and guess the fact it's able to win 90+% of the time. I totally agree with this.

Yet, despite it being fixable, you don't want it to be fixed?  ???




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 Post subject: The Termagaunt/Hormogaunt/Ravaner Terror
PostPosted: Wed Mar 15, 2006 4:33 pm 
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It is also stupid to calibrate an army according to the possible abuses because if you take a "normal" list, it will be a bad list and you'll never win(logical isn't it?).


A horde of Tyranids is considered to be a "normal" list.  It is exactly what the background material says Tyranids should be and the list is intended to encourage that kind of play.

Every list should allow play styles that diverge from the original intent and style of the army list, but it should be the player's responsbility to make an unusual army work.  It should be the non-horde Tyranid player that faces the big challenge to have a working army.

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 Post subject: The Termagaunt/Hormogaunt/Ravaner Terror
PostPosted: Wed Mar 15, 2006 6:59 pm 
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(confrontation to quote it), the ultimate army is X80 goblin marauders which exactly the same kind of list than TTerror. It is a tournament-legal composition.

Well for the game "confrontation", all tournaments use special restriction rules ( published on the web, they are semi-officials ) to avoid (well try to avoid) this problem.


Yet, despite it being fixable, you don't want it to be fixed?

I agree with that. In epic you don't have a horde of magical items, overpowered new units to increase the sales, and so on...
Balancing such a game is difficult but far from impossible.

However, what Ayoras means ( I think... ), is that the 2-warrior group added possibilities to balanced armies, and regrets that they will be removed because of the existence of an extreme army.
There is the same problem with the 100-point tau drop ship : it is balanced as you use it as a drop ship but seems unbalanced when you take 10 ships as BM launchers.


It should be the non-horde Tyranid player that faces the big challenge to have a working army.

Agreed! BTW, it should be nice to post extreme list ideas, as I think it could help the design/playtest process.
For example :
- lots of genestealer formations
- Only lesser synapse nodes ( 20 in a 3000 army... )

Furthermore, as the mix of synapses and lots of gaunts are the basics of this army, I think these threads are very important.
Has such a horde army been tested with 15-point termagaunts and 3-warrior groups?


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 Post subject: The Termagaunt/Hormogaunt/Ravaner Terror
PostPosted: Wed Mar 15, 2006 8:55 pm 
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Yeah, that's the problem with the T-Terror army, it's extreme, certainly, but it can basically face *any* other type of army quite effectively.  It really has no easily exploitable weakness.

I do believe it's a combination of the 2-warrior and 10 point Termagant that makes the army so powerful, though the 2-warrior unit is what allows so many activations: 9 with the twin-groups vs 6 with the triple-warrior groups makes a *huge* difference.  With the addition of cheap 'Gaunts and there you go!

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 Post subject: The Termagaunt/Hormogaunt/Ravaner Terror
PostPosted: Wed Mar 15, 2006 11:23 pm 
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I wonder if a SpaceMarine all Scouts army would have the same effect as the termagaunt terror?
Or an all Stormboy army?

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 Post subject: The Termagaunt/Hormogaunt/Ravaner Terror
PostPosted: Wed Mar 15, 2006 11:42 pm 
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Quote (BlackLegion @ 15 Mar. 2006 (22:23))
I wonder if a SpaceMarine all Scouts army would have the same effect as the termagaunt terror?
Or an all Stormboy army?

Any other "extreme" army can take blast markers and can be broken. ?It can be shelled, blasted, assaulted, and formations can be eliminated with clipping assaults, etc... and none are coming back. ?Certainly, it could be tough! ?Twenty mobs of Stormboyz would be a pain to deal with (well, 19, cuz you'd want to beef one up to be BTS), but it *could* be dealt with...

Heck, co-mingling problems with all those scout zones-of-control might even be something of a detriment!

Now, an all Space Marine Scout army arriving via drop pods would be a little harder to handle...





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 Post subject: The Termagaunt/Hormogaunt/Ravaner Terror
PostPosted: Thu Mar 16, 2006 4:29 am 
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Quote (Chroma @ 15 Mar. 2006 (13:55))
I do believe it's a combination of the 2-warrior and 10 point Termagant that makes the army so powerful,


Well, if it was *just* the quoted two items above, the tactic would not be over the top at all. These two items are the foundation for the 'over the top' effect. If 9 activations of cheap units could be broken, we wouldn't think near as much of them. Also, to a lessor extent, if they weren't able to replenish the dead - it wouldn't be as bad.

However, couple Chroma's two points with the BM immunity or 'no breaking', and it goes over the top quickly. So with this added benefit, the horde cannot be stopped - unless obliterated.

However, obliteration isn't really an option unless you can deliver the necessary decisive blow in a single turn - as they can replenish (spawn).

So, the way I see it is this. Its a 4-part recipe for disaster unlike any other 'horde' in E:A.

1) ?Multiple cheap activations (2-bug T Warrior)

2) ?Cheap units to bolster ranks (horde)

3) ?Immune to all BM (this is huge as they are now dauntless)

4) ?Replenish the RnF troops (multiple hits per unit purchased)


The single largest factor in this is item 3). BM immunity should not be taken lightly. The second major factor in this is item 4). There should be a flat staple overhead for each of these two abilities on a per unit basis. I think that cost will go up as the value of the base unit goes up too. This cost would be above and beyond unit type, speed, shooting, CC, FF, special rules, etc.

To put a different spin on it...

If you take Strategy 4 Biel-tan Eldar guardian - he's worth something. Making him Strategy 5 and put him in an Ulthwe army, he's now worth a little bit more.

Same methodology is here. A termigant that cannot spawn or be immune to BM has a value. He's still a wound, can still fight in combat and still has whatever his stats are. Allow him to be immune to BM and there's a value bump. Allow him to spawn - there's another value bump.

Cheers,





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 Post subject: The Termagaunt/Hormogaunt/Ravaner Terror
PostPosted: Thu Mar 16, 2006 4:33 am 
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Quote (Tactica @ 16 Mar. 2006 (03:29))
Quote (Chroma @ 15 Mar. 2006 (13:55))
I do believe it's a combination of the 2-warrior and 10 point Termagant that makes the army so powerful,


Well, if it was *just* this, it would not be over the top.

Well, I meant in relation to other Tyranid armies, not other horde armies, but I, obviously, didn't make that clear!  *laugh*

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 Post subject: The Termagaunt/Hormogaunt/Ravaner Terror
PostPosted: Thu Mar 16, 2006 4:40 am 
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Quote (Chroma @ 15 Mar. 2006 (21:33))
Well, I meant in relation to other Tyranid armies, not other horde armies, but I, obviously, didn't make that clear! ?*laugh*

@Chroma,

No, you probably did to everyone else... I can just be a bit thick at times. :blush:

Sorry...  :(8:

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