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Tyranid Special Rules

 Post subject: Tyranid Special Rules
PostPosted: Fri Sep 28, 2007 7:17 pm 
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(Markconz @ Sep. 26 2007,00:12)
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Also gaunt formations (termis and hormis) will be hard to break with the disposable rule but then this is also intentional.

Do mean impossible? :-P

The only way a gaunt swarm would get BMs would be from Synapse creature death.  I think the rules here wouldn't need Gaunts to be disposable.

Chroma, have you collected your thoughts on these?

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 Post subject: Tyranid Special Rules
PostPosted: Fri Sep 28, 2007 7:26 pm 
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The only way a gaunt swarm would get BMs would be from Synapse creature death.


And also from being shot at, and from high-BP barages which lay extra BM's.

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 Post subject: Tyranid Special Rules
PostPosted: Fri Sep 28, 2007 7:28 pm 
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(Evil and Chaos @ Sep. 28 2007,14:26)
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And also from being shot at, and from high-BP barages which lay extra BM's.

The barrages yes, but 'nids wouldn't be taking the BM for being shot at.

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 Post subject: Tyranid Special Rules
PostPosted: Fri Sep 28, 2007 7:39 pm 
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(Dave @ Sep. 28 2007,19:17)
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Chroma, have you collected your thoughts on these?

I hope to post my thoughts this evening; in this and the other thread on spawning.

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 Post subject: Tyranid Special Rules
PostPosted: Fri Sep 28, 2007 9:23 pm 
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(Dave @ Sep. 28 2007,19:28)
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(Evil and Chaos @ Sep. 28 2007,14:26)
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And also from being shot at, and from high-BP barages which lay extra BM's.

The barrages yes, but 'nids wouldn't be taking the BM for being shot at.

Why not?

Is that part of the latest v. of unstoppable that I've missed?

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 Post subject: Tyranid Special Rules
PostPosted: Fri Sep 28, 2007 9:27 pm 
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Sorry, thought we were going by the rules proposed in this thread:

T4.0 - Tyranid receive blast markers only for casualties, not for coming under fire.

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 Post subject: Tyranid Special Rules
PostPosted: Mon Oct 01, 2007 9:54 am 
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Tested out these rules yesterday in combo with v8.4:

http://www.tacticalwargames.net/cgi-bin....t=10663

Conclusions and Musings... :D

Regarding the experimental special rules I was using - I think they were good, except that seeing it in action has me leaning towards ditching the 'no BM for coming under fire' rule (as I hinted at in the exp special rule thread). I think it maybe a bit nasty on top of Disposable, and especially for things like that last lone Lictor that just wouldn't die and couldn't be broken (effectively winning the game). Ditching it would also simplify things even further which would be a good thing.

I also wonder about the ideas E&C raised about tyranids having to rally. Like maybe they should auto-rally but rather than losing all BM they lose half (and maybe give some Synapse Creatures Leader).  That way they are still much better off compared to other forces, but they don't have this automatic and artificial feeling dichotomy going from damaged to perfectly ok just because the turn changes.


I must admit that when I drafted the instinctive rule I actually intended it so that the first BM for coming under fire was ignored but not additional coming under fire BM's (eg crossfire, barrage etc). However that is not how it is currently worded. But anyway as noted, I think that if disposable gaunts are used it is perhaps it is best to ditch the 'no BM for coming under fire' clause altogether.

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 Post subject: Tyranid Special Rules
PostPosted: Mon Oct 01, 2007 10:08 am 
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I also wonder about the ideas E&C raised about tyranids having to rally.

Yay, I'm awesome. :)

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 Post subject: Tyranid Special Rules
PostPosted: Thu Oct 04, 2007 12:21 am 
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Okay, I've finally made some comments about all this stuff, up in the pinned 8.4 thread!

Let me know what I'm still missing comments on please!  And I am willing to discuss, debate, and be proven wrong on any of my points!   :D

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 Post subject: Tyranid Special Rules
PostPosted: Thu Oct 04, 2007 2:42 am 
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Thanks for the comments Chroma, replying in other trhead.

Also regarding these proposals - I'm deleting the no BM for coming under fire.

Also regarding these proposals I'm thinking auto spawning for all bugs with just the following might be more elegant?
No enemies nearby +D3
Broken -D3

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 Post subject: Tyranid Special Rules
PostPosted: Thu Oct 04, 2007 3:41 pm 
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(Markconz @ Oct. 03 2007,21:42)
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Also regarding these proposals I'm thinking auto spawning for all bugs with just the following might be more elegant?
No enemies nearby +D3
Broken -D3

On the Broken -D3.  Were you intending them roll an extra d3 and subtract it from the others? Or just roll on less d3.  The former seems silly, the latter should have the intent stated clearly to avoid confusion.

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 Post subject: Tyranid Special Rules
PostPosted: Fri Oct 05, 2007 12:28 am 
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(Dave @ Oct. 04 2007,14:41)
QUOTE

(Markconz @ Oct. 03 2007,21:42)
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Also regarding these proposals I'm thinking auto spawning for all bugs with just the following might be more elegant?
No enemies nearby +D3
Broken -D3

On the Broken -D3.  Were you intending them roll an extra d3 and subtract it from the others? Or just roll on less d3.  The former seems silly, the latter should have the intent stated clearly to avoid confusion.

All modifiers cumulative.

If this option is actually added of course.

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 Post subject: Tyranid Special Rules
PostPosted: Fri Oct 05, 2007 2:49 pm 
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So roll the extra die and subtract it? Or roll one less die?

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 Post subject: Tyranid Special Rules
PostPosted: Fri Oct 05, 2007 3:49 pm 
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The intention was roll one extra die and subract it, but I kinda like the other option too.

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 Post subject: Tyranid Special Rules
PostPosted: Fri Oct 05, 2007 7:46 pm 
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One less die roll, and even simpler arithmetic.

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