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[Deathmatch]SPECIAL RULES - HENA GENUS VARIANT

 Post subject: [Deathmatch]SPECIAL RULES - HENA GENUS VARIANT
PostPosted: Sun Nov 18, 2007 6:11 pm 
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This is Hena's version of the special rules and changes that should be put in Tyranids v8.5

Please read this post before commenting/playing: Deathmatch

Please read and comment!

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 Post subject: [Deathmatch]SPECIAL RULES - HENA GENUS VARIANT
PostPosted: Sun Nov 18, 2007 8:12 pm 
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(Hena @ Nov. 18 2007,19:09)
QUOTE
2. Free Planetfall. I think that Vituperator

Hey Hena!

The free planetfall is in my proposal for Vituperators.

That reminds me that I should make a reference to the Markconz Codex in the initial Deathmatch post for people coming from "outside".

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 Post subject: [Deathmatch]SPECIAL RULES - HENA GENUS VARIANT
PostPosted: Mon Apr 14, 2008 7:26 pm 
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Seeing how allergic Hena is for non-25 points in space marine list here we have costs of 15, 20, 30 and 35... doesn't this allow bad min-maxing? ]O=]


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 Post subject: [Deathmatch]SPECIAL RULES - HENA GENUS VARIANT
PostPosted: Tue Apr 15, 2008 2:34 pm 
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The PDF I take is the old one, and thus the new rules are without Instinctive and Relentless?

In general, I like the reduced rules. This is very good one.

There is still some things that make me think like the synapse/brood rule but reading it several times I get the idea (so the synaptic group can be "split up" with brood creatures..). So, all blast marker, fall back, rallying etc. rules are normal here? Just that lots and lots of units are grot/disposable..  I like that. Completely changing the base system has severe balance issues.

I assume this is "changes to 8.4" and reading it makes much more sense here =]

For spawning, would not it be simplier just to give spawn bonus of each synapse group type - or am I missing something here?  (as far as I understand, the only synapse group which have variable bonus in this system is 'Nexus group')


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 Post subject: [Deathmatch]SPECIAL RULES - HENA GENUS VARIANT
PostPosted: Tue Apr 15, 2008 9:56 pm 
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Maybe it could have move 0, thus allowing garrison, and then just have the ability to move 10cm in rally phase. But what if it breaks?


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 Post subject: [Deathmatch]SPECIAL RULES - HENA GENUS VARIANT
PostPosted: Wed Apr 16, 2008 9:08 am 
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(Hena @ Apr. 16 2008,08:35)
QUOTE
I'm not sure how to fix that but probably just add that it cannot be broken (as it's more like a thing (eg. weapon) than actual "thinking" part of the swarm)? Also it needs to add that it cannot contest or hold objectives as well (as that was prevented by Instinctive as well).

Well, thus my suggestion is:

Move 0
Cannot be broken. Does not get blast markers. Cannot affect victory goals (objectives nor they shall not pass).

In the end phase, move up to 10cm in any direction.


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 Post subject: [Deathmatch]SPECIAL RULES - HENA GENUS VARIANT
PostPosted: Wed Apr 16, 2008 8:07 pm 
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(Hena @ Apr. 16 2008,21:39)
QUOTE
Notes: Independent, Regeneration, Support Craft. Non-sentient (No activation. Does not get broken or blast markers. Cannot affect Victory Conditions. Moves up to move value in rally phase).

Free Planetfall?

How free planetfall works if it cannot be activated? =]

(that is why I suggested move 0 so it can be garrisoned. OTOH, free planetfall could be more suitable)


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