Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 54 posts ]  Go to page Previous  1, 2, 3, 4  Next

[NEW!] Tyranids Version 8.1

 Post subject: [NEW!] Tyranids Version 8.1
PostPosted: Wed Jun 13, 2007 10:14 pm 
Purestrain
Purestrain

Joined: Thu Feb 13, 2003 10:52 pm
Posts: 9617
Location: Nashville, TN, USA

(Chroma @ Jun. 13 2007,20:10)
QUOTE
I really want to see how it affects Neal's group's play!

I'll be happy to oblige, but it won't be this weekend.  My wife is at a conference all week, so it's just me and the kids.  By this weekend, I'll probably either be awaiting someone to bail me out of jail for child abuse or relaxing with a jar of Halcyon in a padded cell...  :O

_________________
Neal


Top
 Profile Send private message  
 
 Post subject: [NEW!] Tyranids Version 8.1
PostPosted: Thu Jun 14, 2007 12:47 am 
Brood Brother
Brood Brother
User avatar

Joined: Fri Jun 24, 2005 3:06 pm
Posts: 9684
Location: Montréal, QC, Canada
Dangit.  I knew I forgot something.

I neglected to change the Tyranid initiative value to 1+, please use that to playtest and it will be corrected in the next version release.

Sorry about that!

_________________
"EPIC: Total War" Lead Developer

Now living in Boston... any EPIC players want to meet up?


Top
 Profile Send private message  
 
 Post subject: [NEW!] Tyranids Version 8.1
PostPosted: Thu Jun 14, 2007 11:53 am 
Brood Brother
Brood Brother
User avatar

Joined: Wed Dec 14, 2005 11:09 am
Posts: 276
Stirling work Mr Chroma!! I have an upcoming battle against Marines again in our campaign and will use 8.1 with the 1+ initiative.

Just one question which I know we have gone over before but I still think it could do with the wording tightening up on.

The current list states that swarms that lose their synapse creature(s) before activating or during an activation may still move/activate as normal but that any broods not within synapse range at the BEGINNING OF THE NEXT TURN go to ground.

However the list also states that any broods that end up outside synapse coherency at the end of ANY MOVE go to ground.

So will an entire swarm that has lost its synapse creature(s) go to ground at the end of single move if it fails to reach the safety of another synapse or is it immune to this effect and only checked at the beginning of the next turn?

You see my point?

Lightbringer
:cool:

_________________
Overseer Lightbringer II


Top
 Profile Send private message  
 
 Post subject: [NEW!] Tyranids Version 8.1
PostPosted: Thu Jun 14, 2007 1:12 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Jun 24, 2005 3:06 pm
Posts: 9684
Location: Montréal, QC, Canada

(Lightbringer @ Jun. 14 2007,11:53)
QUOTE
You see my point?

Yes I do.  *laugh*

The "lost Synapse" situation is supposed to be an exception to the Synapse coherency rule.  It's felt that it's too brutal to force the loss of an entire swarm due to a lucky overwatch shot or *gah* a dangerous terrain test.

As to swarms that haven't activated yet losing their Synapse "early", I believe there's a similar sentiment.

I'll work to tighten up the writing.

_________________
"EPIC: Total War" Lead Developer

Now living in Boston... any EPIC players want to meet up?


Top
 Profile Send private message  
 
 Post subject: [NEW!] Tyranids Version 8.1
PostPosted: Thu Jun 14, 2007 2:00 pm 
Brood Brother
Brood Brother

Joined: Fri May 25, 2007 2:46 pm
Posts: 86
Location: Brentwood, TN

(Chroma @ Jun. 13 2007,17:27)
QUOTE
- Hierophant should be DC-5 in my opinion. It's significantly larger and tougher than a Hierodule.

[quote]-  Dominatrix should get an invulnerable save.
I quite agree with this, but I'm not sure anyone else does.

I would support both of these.

I think the Hierophant might need the boost. And the Dominatrix should get Invulnerable save. This way at least she has a prayer of avoiding an occasional TK.

_________________
Do I really need a signature!


Top
 Profile Send private message  
 
 Post subject: [NEW!] Tyranids Version 8.1
PostPosted: Thu Jun 14, 2007 2:29 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire
First people complain that the Dom is too hard to kill


Nope, the dominatrix was downgraded in DC because it's half the size of a Warlord Titan, and we were never going to get a new model. It was nothing to do with in-game performance.

_________________
Currently doing a plastic scenery kickstarter


Top
 Profile Send private message  
 
 Post subject: [NEW!] Tyranids Version 8.1
PostPosted: Thu Jun 14, 2007 2:47 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire
Really? I thought you wanted to keep the Dom at DC8 back when this was being kicked about.

_________________
Currently doing a plastic scenery kickstarter


Top
 Profile Send private message  
 
 Post subject: [NEW!] Tyranids Version 8.1
PostPosted: Thu Jun 14, 2007 4:39 pm 
Hybrid
Hybrid
User avatar

Joined: Sat Feb 17, 2007 11:25 pm
Posts: 9525
Location: Worcester, MA
This is a minor point but I think it should be addressed.

Given the new Synapse size limit rules the Mycetic Spores (or whatever we are calling them now) might need to be given some note that says they are not counted towards the size of the brood.

It might also help to note that they are not part of any one formation but can be used by any formation on the table.

I actually didn't know this up until Chroma's post on the Tyranid minis thread today and thought the spores had to be assigned to a specific formation and could only be used by the formation they belonged to.

As a side note making them follow the above described rule might help to alleviate their abuse as well.

_________________
Dave

Blog

NetEA Tournament Pack Website

Squats 2019-10-17


Top
 Profile Send private message  
 
 Post subject: [NEW!] Tyranids Version 8.1
PostPosted: Thu Jun 14, 2007 5:25 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Jun 24, 2005 3:06 pm
Posts: 9684
Location: Montréal, QC, Canada

(Dave @ Jun. 14 2007,16:39)
QUOTE
It might also help to note that they are not part of any one formation but can be used by any formation on the table.

I'll definitely work on clarifying that!

_________________
"EPIC: Total War" Lead Developer

Now living in Boston... any EPIC players want to meet up?


Top
 Profile Send private message  
 
 Post subject: [NEW!] Tyranids Version 8.1
PostPosted: Wed Jun 20, 2007 4:59 am 
Brood Brother
Brood Brother
User avatar

Joined: Wed Oct 05, 2005 1:24 am
Posts: 4499
Location: Melbourne, Australia
Chroma, now i've had a better chance to read these new rules the one thing that I'm concerned about is the Synapse values of the Tyranid Warriors (edit - most synapse values actually). Are you attempting to break the idea of having Tyranid Warriors as a sort of core Synapse?

I see them as your basic infantry-type brood Synapse, usually controlling things like Termagants and Hormagaunts etc. (of course I realise they don't always) Giving them a synapse of (6) will mean they will be removed from game- thus giving 3 Synapse points to your opponent -?in a very quick fashion, seeing as most basic broods get no armour save!
e.g

Assault Group (3 units) + (6) brood units = 9 units. ?6 hits and there are no more broods. 7-9 hits and you have the possibility of 1-3 Synapse points going to your opponent in a flash. Termagants and Hormagaunts will quickly be replaced with Raveners and Gargoyles for the chance of a save.

This formation doesn't really embody a "living tide" to me. You kill it very quickly.

Hena - have you experienced this issue at all? Have you even taken reasonable numbers of Warriors in any games? I notice you tend to base your armies on Bio-Titans/WE fairly often....

I'm not sure which choice most people would prefer here - there may be more ideas too - but can we either:

a/ up the Synapse control numbers for warriors (12-15??)
b/ give some armour to brood creatures or
c/ reduce the price of Warriors?
d/ change the rule regarding Synapse point loss to opponent. e.g you have to kill all Synapse creature units in a synapse to gain the points for BTS

As it stands I can't see Nid armies based largely on their infantry standing much of a chance when they face artillery-based or massed-fire armies i.e IG, Ork, Eldar, Tau. I could foresee this issue being most likely the same for any Synapse group based largely on Infantry broods....






Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 54 posts ]  Go to page Previous  1, 2, 3, 4  Next


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  


Powered by phpBB ® Forum Software © phpBB Group
CoDFaction Style by Daniel St. Jules of Gamexe.net