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[NEW!] Tyranids 7.4

 Post subject: [NEW!] Tyranids 7.4
PostPosted: Thu May 24, 2007 12:59 pm 
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(Evil and Chaos @ May 24 2007,12:05)
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1 - The fluff behind Synapse Nodes doesn't make sense...

I believe the Synapse Nodes represent the growth points of Spore Chimneys, Brood Nests, Digestion Pools, and all the other "grown in place" Tyranid infrastructure.

Since there was no "fluff" for them in the beginning, Maksim wrote all that "underground network" stuff, which isn't, currently, in the list anymore, so disregard all that.

The Nodes can be seen as psychic rally points, relays, focused infestation, etc.

I think they're cool from a fluff perspective.

As to a game perspective, well, I've never seen them abused, but if I can get a game in this week, I'll try and take a Node-heavier army.

On paper the Third Turn Tri-Node grab seems beardy, but, and I've tried it, it doesn't seem to be that effective.  The opponent just has to contest the same objectives, perhaps taking out one Node, and then deal with the others in the following turn.

Perhaps RA5+ will tone down any perceived issues.

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 Post subject: [NEW!] Tyranids 7.4
PostPosted: Thu May 24, 2007 1:06 pm 
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(Hena @ May 20 2007,19:01)
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My suggestion was to use half (round up) for the BTS. And as to why, we already had this conversation.

http://www.tacticalwargames.net/cgi-bin....y191480

I've thought more about the DC/BTS, and other victory conditions, and think that the "easier" ability to achieve BTS against 'Nids somewhat balances against the harder to achieve "they shall not pass" condition.

I've played with "full DC" since the alternate Tournament Scenario conditions were introduced, and I've never had a problem with it.

Yes, it "rewards" the enemy for doing what they need to do anyway, but isn't it exactly what would be done to "break the spirit" of the Tyranids?

I'd still like to see it tested more.

One would assume that there would be same complaints about any WEs (Trygon more specifically).

I think the Trygons get a "pass" from most people in this regard because a) it's smaller, and b) it can "burrow", so they can rationalize its appearance that way.

With Hierodules being so big and bulky, people have had a hard time having a plausible place it could be hiding and then appearing from.

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 Post subject: [NEW!] Tyranids 7.4
PostPosted: Thu May 24, 2007 1:13 pm 
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I believe the Synapse Nodes represent the growth points of Spore Chimneys, Brood Nests, Digestion Pools, and all the other "grown in place" Tyranid infrastructure.


All of which, fluffwise, take time to grow...


If it didn't suddenly just appear, why did the enemy leave it alone until (turn 3), and how do they have any idea that it is suddenly a Synaptically active target?

It doesn't feel right with the Tyranid background to me, at all. Perhaps because Syanpse generators have never been anything except self-mobile creatures.


Note that in 40k and all the background I have ever read, all of the examples you've listed are Synaptically 'dead'...

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 Post subject: [NEW!] Tyranids 7.4
PostPosted: Thu May 24, 2007 1:16 pm 
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With Hierodules being so big and bulky, people have had a hard time having a plausible place it could be hiding and then appearing from.


Aye, I'd rather that Hierodules could not Spawn. Period.

Maybe drop their price a little bit to compensate.





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 Post subject: [NEW!] Tyranids 7.4
PostPosted: Thu May 24, 2007 6:09 pm 
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Some more feedback from some of the guys I play with.
=================

We plan at least 4 games of which we have played 2. The opponents in order are SiegeMasters, Imperial Guard, Eldar (we plan on playing my tournament army), and Ork. The SiegeMasters is a heavy artillery list, the IG is a tank supported by infantry list with a lot of firepower, the Eldar is a firefight assault heavy list, the Ork is a blend of high firepower and CC assault heavy. This should give us a feel of how the army interacts with different types of armies. The Nid army was altered slightly between game 1 and 2 but will remain the same throughout the balance of games. The Nid army from game 2 forward is: 1 Dominatrix, 1 Greater Synapse Node, 1 Vituperator, 1 Hive Tyrant, 1 Group of 3 Tyranid Warriors, 2 Heirophants, 2 Lictor Swarms (3 each), 32 Termies, 18 Hormies, 9 Raveners, 4 Carnifex, 4 Zoanthropes, 5 Malefactors, 3 Hierodules, 13 Mycetic Spores. We will test the air later.

Now after reaching the half way point here is our results.

Game 1:

The artillery heavy army blasted away at the Nids killing about 10% to 15% of the Nids as they rushed across the table. Their regeneration repaired much of the damage to the titans and thus the SeigeMasters were unable to really hurt or reduce the effectiveness of the assaults when they came. There were enough MW or ignore cover units in the Nid list that the Siegemasters had little benefit from all their fortifications. The Nids had the ability to use their entire army in the charge and focus on one side of the table. They were able to leave their blitz completely undefended due to their ability to teleport a fearless WE to guard the blitz on the 3rd turn. They eliminated approx. 75% of the Siegemasters while having approx. 70% of their army survive. They captured all three objectives on the Siegemasters half of the table, and achieved the BTS. They also were able to contest their own blitz. In other words they achieved 3 goals to none and would have achieved a crushing win  on points had they not won on goals.

Game 2:

The Guard army consisted of: 2 Infantry Co.s with fire support and Ogryns, 1 Leman Russ with demolishers and Hydra upgrade, 1 Shadowsword Co. with Hydra upgrade, 2 Rough Rider groups, 2 formations of Storm Troopers with Valkyries, 2 Sentinel Squads, 1 Deathstrike Battery, 1 Vulture group.

In this game the IG chose corner deployment in a city covered with buildings so the Guard had great cover from which they could maximize their firepower and defend well against the coming assaults. The tank units had great fields of fire. The guard were licking their chops at such opportunities to use their strengths.

The Deathstrike was the only real disappointment it fired on the first turn but failed to kill the Vituperator, the result was the Vituperator hid and regenerated and was back like nothing had happened by the 3rd turn and supported an assault as well as its own attacks, on the 4th turn it took the blitz objective.

The Shadowswords tried repeatedly to blow its way through the hierodule screen on the Dominatrix but failed and on the 3rd turn was forced to defend the Russ Co. by blowing away a hierophant.

The Russ Co. was able on the first turn to bring all its battlecannons and half of its lascannons on one of the hierophants, on the second turn it brought everything to bear on the hierophant. Despite good rolling on the hits the Hierophant shook off most of the hits and regenerated the rest nullifying an entire 2 turns of Leman Russ love. On the 3rd turn the Russ Company sustained fire into a mixed unit of armor and LV's and as you might imagine it shredded the unit killing over half of the units in the formation. But since the unit was not broken it joined a combined assault that intermingled an infantry Co. and the Russ Co. This was a real blood bath for both sides. After the first round of combat the resolution was a tie forcing another round of carnage. The IG had a couple less casualties in the second round and ultimately won the assualt. However, the Nids now have to make a withdrawal move with two units that are not broken and can go take objectives or support other assaults. This result has been common in both games.

On turn two a Storm Trooper formation moved up and fired everything they had at the Tyranind Warrior formation. Retaining one of the Rough Riders assaulted the Warriors with the Storm Troopers in full support. The Rough Riders emerged victorious winning the assault. Against any other army this would have broken the unit and reduced the activation count for the opponent. Not so against Nids. The Warriors made their withdrawal, repositioning themselves for a future activation. Later that turn they made an assault supported by the Dominatrix's group against one of the Infantry Cos. This same Infantry Co. was garrisoned and was able to make full use of its firepower sustaining for two turns before it was finally assaulted and driven out of its position.

After all was said and done, the IG took 80% casualties and the Nids were recovering most of theirs. The 2 Hierophants were killed and as such unable to regenerate. Leaving the Nid casualties at under 25%. The Nid player achieved the Blitz, Take and Hold, (would have achieved BTS except I got lucky and rallied the only two remaining Russ). The IG was able to take the Blitz but it required a Storm Trooper group surrounding the Greater Synapse node and shooting at it for one turn and then assaulting it the following turn. Even then it was a little lucky since I got a crit. If it hadn't gotten the crit the IG would not have taken the Blitz. Had the game gone to points it would not have been close.

Michael and I both are beginning to see some recurring problems but want to play out the remaining two games of our planned test before we make a final conclusion.

The biggest problems we have seen and agree on thus far are:

1. Regeneration of war engines is still too easy and makes them far too cheap and effective. For goodness sake the Shadowswords and Deathstrikes would have been more effective against a Warlord at 850 points. At least once hit the damage remains. The Warlord would not have been able to stand up to the kind of fire we pumped into the Bio-Titans.

2. The Spawning rates are still too high even with all the reduction the list champion has been doing.

3. The whole unbroken no blast markers creates a number of anamolies that break the game mechanics. Units normally broken and unable to activate still fight effectively. You literally have to destroy a formation to the last stand in order to prevent it from being used in token assaults, claiming objectives, etc.

4. Lictors combine several capabilities that in create game problems. Scout, Infiltrate, teleport, unstoppable. There needs to be some serious rethinking here not just point or unit number tweaks.

Question. Can a Vituperator or other transport spawn units already loaded into the transport? The rules do not say. If so, this creates an abusive advantage for a unit that wants to assault.

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 Post subject: [NEW!] Tyranids 7.4
PostPosted: Thu May 24, 2007 6:45 pm 
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Some more feedback from some of the guys I play with.


Just to confirm, which version of the armylist were you guys using... 7.1?

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 Post subject: [NEW!] Tyranids 7.4
PostPosted: Thu May 24, 2007 7:07 pm 
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(I have three painted that would then be used as objectives).


Y'see, that shouldn't even be figuring into your suggestions for what should be in the Official Armylist now should it...


Yes. But I'd still like to see them work for it instead of just tossing it away.

Take a couple of Warrior groups and your opponent will find it pretty hard to take the BTS, even if he takes down that Dominatrix of yours...





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 Post subject: [NEW!] Tyranids 7.4
PostPosted: Thu May 24, 2007 7:33 pm 
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(nealhunt @ May 24 2007,18:09)
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Some more feedback from some of the guys I play with.

Excellent!  I look forward to the next two games, is it possible to take pictures of the battlefields as well?

1. Regeneration of war engines is still too easy and makes them far too cheap and effective. For goodness sake the Shadowswords and Deathstrikes would have been more effective against a Warlord at 850 points. At least once hit the damage remains. The Warlord would not have been able to stand up to the kind of fire we pumped into the Bio-Titans.

First off, seems like some fluky rolling there for the TK hits; a 4DC Vituperator surviving two 2+ 2d6TK hits (if they hit, that is) is just dumb luck.  By all rights, it's a 50/50 chance that a single Deathstrike missile will take one out.  The other side of the coin is the stray AT hit that causes a catastrophic critical, killing the Bio-War Engine in the first turn, both are almost as unlikely, and just plain suck when they happen.

As well two turns of 2+ 3d3TK not taking out Hierodules seems really odd, but the gods of dice are fickle.

On average, the 6DC war engines will regenerate *1DC* back per turn; 3 dice at 5+.  The lesser regenerating creatures are even less.  How can regeneration be reduced in strength and still be a viable rule then?  A Titan with Void Shields can get back up to 6 "free" DC in the end phase, is that over the top?

Second, I hate to second guess other generals, especially without seeing the battlefield setup and such, but, to me, it seems like there was some *really* bad targeting choices made by the Imperial Guard player in the second battle.  Cutting down swarms to get to the Synapse Creatures and then taking out War Engines seems to be the standard tactic around here, but the IG player seems to have done the exact opposite and had little effect on the Tyranids.  I'm not sure what to say about that.

2. The Spawning rates are still too high even with all the reduction the list champion has been doing.
The maximum average number of spawn points any Synapse Group, other than the Dominatrix, can get is 8 within 30cm of the enemy or 11 more than 30cm from the enemy; that's a Nexus Group with Mycetic Spore.  If the enemy is within 30cm of even a single Termagant, there's a 1-in-3 chance of no spawning., further away, a 1-in-6 chance of failing.  So, up close the Nexus Group can get 8 'Gaunts or 4 Raveners or 2 Carnifex/Assault Spawn, perhaps with a little left over, and that's maxing out on all the dice.  Further away, they get a bit more, but they're further from the fray.

What level of spawning would you like to see?

I'm still strongly in favour of the "-1 per missing Synapse Creature" addition, as it would greatly weaken those damaged Synapse Groups and, to me, seems more plausible than letting them spawn at full power.

3. The whole unbroken no blast markers creates a number of anamalies that break the game mechanics. Units normally broken and unable to activate still fight effectively. You literally have to destroy a formation to the last stand in order to prevent it from being used in token assaults, claiming objectives, etc.
Actually, you "just" have to destroy the Synapse creatures in most swarms to defeat them; without Synapse, Broods can't hold/contest objectives and vanish after assaults, even if they win.

Perhaps the "go to ground" check should be changed to be tested at the end of the End Phase, before after spawning/rallying, but before victory conditions so that uncontrolled Broods don't count for They Shall Not Pass and such.

Just like it's foolish to assault Eldar unless you're sure to defeat them, as they'll zoom to new positions, so it is assaulting unactivated Tyranid formations; when fighting Tyranids you do the opposite of what one normally does in EPIC: you shoot the activated formations in an attempt to destroy them as opposed to unactivated ones you're trying to slow down.

4. Lictors combine several capabilities that in create game problems. Scout, Infiltrate, teleport, unstoppable. There needs to be some serious rethinking here not just point or unit number tweaks.
Lictors *are* nasty, but they are *SO* vulnerable to firefights, especially those little "My Three Lictors" swarms; most likely they're going to be vastly out-numbered, will get no attacks, and will probably lose one or two members from FF attacks and then combat resolution is just going to roll them right up.  I have seen Lictor swarms just go up in smoke many more times than I've seen them slaughter whole flanks.

Perhaps reducing their number of attacks or getting rid of the MW attack?  I'm still not seeing them as insanely over the top.

Question. Can a Vituperator or other transport spawn units already loaded into the transport? The rules do not say. If so, this creates an abusive advantage for a unit that wants to assault.
Since the spawning rules say the spawned units "must be placed within 5cm of any Synapse creature" I would say no, since "being in transport" isn't "being placed", but I can clarify that, thanks for catching it!

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 Post subject: [NEW!] Tyranids 7.4
PostPosted: Thu May 24, 2007 7:40 pm 
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(Hena @ May 24 2007,19:06)
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Tes. But I'd still like to see them work for it instead of just tossing it away.

But with only counting "single models" for the target total, isn't that even easier than "full DC" since there will be even less total Synapse creature "points" for the enemy to destroy?

Instead of trying so hard to kill the Dom, the opponent will focus more on killing the Tyranid Warriors, that just seems counter-intuitive to how one would hope to defeat/break the spirit of a Tyranid army.

In an army with 1 Dom and 1 Assualt Group of 3 Tyranid Warriors, with "single models", the opponent has to kill only 2 Warriors to achieve the goal, in "Half DC", they have to kill a minimum of all three Warriors to get it or kill the Dom.  With "full DC", they can only get it by killing the Dom, similar to how other armies' "big target" is the only way to score BTS against them.  When you add more Synapse, those number obviously change, but with "full DC" it requires the opponent to destroy *more* Synapse to get the goal, sure, some of them are "big ticket" targets, but that's not exactly "easier", in my mind.

Lastly, killing the Dom *should* be a significant blow against a Tyanid force.

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