Ok Here are some off the wall fixes to the v9.0 list to mess around with.
Special RulesRelentless Change the +2 for Engage and Rally to +1
[Basically at +2 the modifier ends up being just too good. In an effort to keep things simple, the new aim of the list, apply just the above to see how it works. It should slow the Nid army down as Broken formations will find it harder to rally, and a bit tougher to engage.]
Spawning Drop entirely the -3 for Broken Swarms Spawning and replace it with the following "Broken Swarms halve the number of base Spawning Points they receive, rounded down. If a Swarm has enemy within 30cm AND the Swarm is Broken it cannot spawn that turn.
[This should not only give the Nid player a big incentive to pull broken swarms out of the line, but it should also reward opponents for following up a successful attack. In effect this should make it possible for opponents to hammer those Broken Swarms by keeping formations within 30cms of those same swarms.
UnitsHive Tyrant Spawning (+1) (Please note that on this units Data sheet under notes it already DOES NOT have an Invulnerable Save)
[There is nothing wrong with the Hive Tyrant itself, rather it is what an opponent has to go through to get at them AND the number of units the Tyrant can get in front of itself. The changes coming up below should change this to some extent, but not exactly in the way most will want.]
Exocrine Change the Bio-Cannon to 2xAP4+/AT5+
[I can see that the old stat may just be a bit much]
Hierodule Change the unit to DC-3 (Players should keep in mind that the Hierodule while a spidery WE it has never been fearless, and still isn't)
[The DCs were changed so we could drop the entire regen rules, I expected their DCs would need adjustments.]
Trygon Remove Fearless from the notes line.
[I was uncomfortable with this unit being fearless, and after a few games using it (Flash Tests) I felt it needed to be dropped.
Malefactor Change the small arms stat line to +1 FF attacks
[It was also used in Flash Tests with the +1, reducing the unit to two FF attacks instead of three FF attacks. I might increase the units FF attack to 4+ rather then bring it back up to +2 FF attacks]
Army ListIndependents0-2 Bio-Titans either 1xHierophant for 275pts OR 1xHydraphant for 375pts
[This should prevent players from being able to max out on more WEs then they should really be able to do for the list]
Uncommon Brood Groups You may purchase one Uncommon Brood Group for each
TWO Common Brood Groups in the Army
[I was tempted to change this to one for three but I restrained myself as I haven't tested it at this rate with the above changes.]
OverviewNow I know these changes are not going to make everybody happy, and I know I haven't done anything with the per unit point values (let's get this working first or the point value changes will be meaningless.), but they should tighten things up.
Nid Swarms now will not get an almost guranteed rally, and will have a harder time rallying within 30cms of an enemy, on top of that they will not be able to spawn at all if they are broken and within 30cms of the enemy. This should make it possible for opponents to savage Broken Nid formations they can catch.
I don't feel there is anything wrong with the Spawning rules as they stand right now. They are far and away much easier to carry out then rolling dice for each and every Nid formation. If one rolled for each Nid formation in the end phase they would still have to apply any and all modifiers presently being used so no math procedures are saved by rolling for each Swarm. Rolling once removing multiple steps (Rolls) from the Spawning procedure speeding up the entire process.
Now the spawning values may need adjustment, and they will be reviewed soon, but for now I am going to leave them alone until I have finished testing the above. I encourage players to continue to chime in on them with their thoughts, and to do some experimenting with those values on their own.
Thanks All................
Jaldon
