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Nid Developement Thread

 Post subject: Nid Developement Thread
PostPosted: Tue Aug 05, 2008 8:08 pm 
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Maybe it's my math hmmmmmmmm, let's see :whistle:

6+ = 16.6%
5+ = 33.2%
4+ = 49.8%
3+ = 83.0%
2+ = 67.4%

Nope looks good to me :sulk:

*Note to self, try not to carry on conversation with son when posting*
*Or if posting proof it before putting it up, after conversation over*

Obviously Hena I am not getting the point across, and that would be my fault not yours.

Not only can the Nids get a whole tassal of WEs, but they can do it and still get a whole bunch of the other stuff

In effect the Nids can put together a viable army, as the Nidzilla list shows (8xActivations is good for the 3,000 point range. And the Army features almost x60 common units in two possible swarms), and get a whole bunch of WEs to back them up

One glance at the presented IG list and one quickly sees that the IG isn't a balanced list, ever see a Shadowsword Company try to duke it out alone with an Ork Big or Uge Mob? It ain't pretty. :alien: The Swarms in this list are gonna have a field day cause the IG just ain't gonna be able to cut them down fast enough to make a serious dent in all those Commons. (Anybody wanna put bets down on How long the Rgt HQ Company is going to last?) But if they do that then the WEs will be partying on the objectives.

The combination of the two is what is creating the problem, and given a choice we should slide in favor of the commons/uncommons over the WEs.

I do not see how weapons changes or points adjustments are going to change the numbers that can be fielded. (I do hope I was clearer Hena)

---------------------------------------------------------------------

As I really like how all the 'new' special rules we are now using work, over the old version, (Hold comments on Spawn please) as they are now aligned much more within the Epic-A core rules.

As Spawning really does work, IE the entire concept of being able to return bugs to the field, and how it is carried out referring directly to the mechanics not the rule, we need to start looking at how to max out the list and fix it.

Spawning is just a matter, now, of determining what rule system we want to use to determine how many return to the field. IE roll 2D3, add and subtract D3s, fixed by Synapse type, etc. The point is the concept works, just the exact mechanics need to be worked out.

Considering this is the only real 'rules' bump that has so far arose I'd say not too bad for a major overhaul of the same.

Good work all, lots of ideas for me to consider here, really.

Now let me see where did I put my abacuss<=(spelled wrong on purpose)

Jaldon :p

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 Post subject: Nid Developement Thread
PostPosted: Tue Aug 05, 2008 8:47 pm 
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Spawning really is what makes the nids different, so it makes sense that nailing it down is going to be tough. Especially considering how "opinionated" (politest way of putting it  :))  ) we Epic loves can get.

I also miss the regen rules but wasn't going to make a fuss out of it since no one else commented on there exclusion.

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 Post subject: Nid Developement Thread
PostPosted: Tue Aug 05, 2008 9:23 pm 
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For comparison purposes use the Minervan list.

SHT Company (1 Stormblade, 2 Shadowswords, SC, Commissar)
SHT Company (1 Stormblade, 2 Shadowswords, Commissar)
2x SHT Company (3 Shadowswords, Commissar)
2x single Shadowsword (2 with Commissar)
Deathstrikes (if you want TK, you can't beat these)
2x Thunderbolt squadron
3000points, 9 activations

The Stormblades are very mean as they approach, as well as being Fearless due to the Commissars, I find they are a huge help to avoid Shadowswords getting torn up in Engagements.
This particular combination isn't much good against an army that isn't swarming with hard target's but it is brutal agains said hard targets.

I've used variations on this list to devastating effect.

I think the Tyranids eventually need 3 lists, Phase 3, Phase 4 and Nidzilla. The massive WE availability is nice and sometimes fun, but if you want to include it in the standard list there should prolly be a better way to make gaunts cool.

I know that's not real helpful, but I can't really see how you can nerf the big bugs and nerf the swarms without the list going from too good to worthless real fast.

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 Post subject: Nid Developement Thread
PostPosted: Wed Aug 06, 2008 1:51 am 
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For comparison purposes use the Minervan list.

SHT Company (1 Stormblade, 2 Shadowswords, SC, Commissar)
SHT Company (1 Stormblade, 2 Shadowswords, Commissar)
2x SHT Company (3 Shadowswords, Commissar)
2x single Shadowsword (2 with Commissar)
Deathstrikes (if you want TK, you can't beat these)
2x Thunderbolt squadron
3000points, 9 activations

The Stormblades are very mean as they approach, as well as being Fearless due to the Commissars, I find they are a huge help to avoid Shadowswords getting torn up in Engagements.
This particular combination isn't much good against an army that isn't swarming with hard target's but it is brutal agains said hard targets.


Interesting list and I see the logic behind it, but hard to believe but I am the exact opposite when it comes to building the army preferring loads of the little guys backed up by this and that. I really love going up against opponents that like to Deep Strike a lot, it is usually all over by turn three :vD

I've used variations on this list to devastating effect.

That is on of things I do love about Epic-A. If I used your Minervan List I would probably get my face spanked off, not that there is anything wrong with the list. You would probably struggle trying to use my favorite Ork list, (just think of Hordes of Boarboyz, hordes of just plain boyz and NO AA cover backed up with a handful of wierdboyz). The point is there IS NO one way to play any of the lists, as long as it has some balance it will be effective, if you know how to use it.

I think the Tyranids eventually need 3 lists, Phase 3, Phase 4 and Nidzilla. The massive WE availability is nice and sometimes fun, but if you want to include it in the standard list there should prolly be a better way to make gaunts cool.

Nobody says you have to follow the list to the letter, if anyone here is guilty of 'playing around' with the list, I am it. The only thing is you do have to have real good gaming friends for it to work (Let's see so far they have faced Godzilla, Space Skaven , Chaos Clowns, Kris Krinkle and his Mad Pixies. The Titan Class X-Mas Trees were neat). You are supposed to have fun and 'breaking' the list is one way to do it. Breaking the list is also good for playtesting ideas.

I know that's not real helpful, but I can't really see how you can nerf the big bugs and nerf the swarms without the list going from too good to worthless real fast.

Actually seeing what other players use, and how they feel about it, is helpful. Actually JJ's v1.0 and v2.0 were far more common heavy then the present list, and the bugs did just fine. Horde Armies can be very effective when they are led by insane, unstable, individuals who have no fear of taking chances, big chances.

Spawning really is what makes the nids different, so it makes sense that nailing it down is going to be tough. Especially considering how "opinionated" (politest way of putting it  :))  ) we Epic loves can get.

Opinionated is just fine, and I am sure we will get it nailed down, just gonna take a bit of time. Think of it this way, the list only has two problems (Too many large WEs available and How to go about spawning, not if the concept works) and that is not too bad considering the major overhaul the special rules were given, compared to earlier lists. For that we must thank my fellow conspirators more then I (They did a real good job in my abscence), I just pulled the ideas together.

I also miss the regen rules but wasn't going to make a fuss out of it since no one else commented on there exclusion.

We have a limit on how many/much of the list can be devoted to special rules to prevent them getting out of hand, and in my opinion it is a good limit. The regen rules add another layer of rolling in the end phase, like the list really needed more, and added 'another' special rule. Our objective this round, and I know I stated it somewhere before, was to cut back on all the special rules and try to bring the Nids back into the core rules as much as possible without loosing the proper feel.

Thanks All..................

Jaldon :p

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 Post subject: Nid Developement Thread
PostPosted: Wed Aug 06, 2008 2:10 am 
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On the subject of my treadhead Minervans I am as well known for having 6-8 Infantry companies.  :whistle:

What I meant about the balance between WEs and little bugs was that with a ton of WEs you don't need good spawning rules, they could be total rubbish since you aren't going to use them much its irrelevant.

If you want lots of common broods though you need balanced spawning rules since they don't have guns and need to swarm into Base to Base.

BTW, how do some of the diehards deal with FF Engagements at 6/11cm?

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 Post subject: Nid Developement Thread
PostPosted: Wed Aug 06, 2008 5:32 am 
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BTW, how do some of the diehards deal with FF Engagements at 6/11cm?


I am probably going to get in trouble here, again :sulk:

Infiltrators double their charge moves, and a counter-charge is a charge move so they go 10cms, so the enemy has to hover out at 11cm range, which helps.

(1) If the Swarm has no meat shield (Genestealers on a tripwire line out in front) the Ravaners are in front with the Termagants right behind them. This increases the chances of survival along with maybe getting a few KIAs in. Hopefully between numbers and saves it is enough to get a draw, so contact can be made, or gasp even a win.

(2) Keep the swarms moving together, I always have at least two, so they can cover their flanks against clipping assaults. The open flanks are usually covered by the Genestalers.

(3) The one Big WE I might take is often centered between the two Swarms to provide possible FF support both in defense and in the attack.

(4) Use terrain to trip up possible enemy FF assaults, they can't shoot through hills/ridges but the Nids sure can run over those hills.

(5) My favorite Swarm is x2 Hive Tyrants leading x9 Carnifexes. It rarely gets anything serious done as my opponents often fix their attention on it, not that I blame them mind you. So it is almost always under serious attack, however the attention it gets is attention the common swarms don't get. Call this one distraction.

(6) Hope you don't face Eldar. They give my Nid army fits, though I have beatin Eldar it is always a hard thinking fight as direct attacks don't work that well. So one has to concentrate on table objectives more then KIA'ing the pointy headed Eldar gits. ( I play Samm Hann so I shouldn't really talk bad about them)

Let the bullets fly.................

Jaldon :p

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 Post subject: Nid Developement Thread
PostPosted: Wed Aug 06, 2008 7:13 am 
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Umm... no they don't :smile:. Infiltrate does not double counter charge ... :whistle:. From 2008 FAQ


I WAS being flippent, that was the reason for the funny faces and I am going to get in trouble. That is also why it included no number as a 'tactic', as it isn't.

I figured you'd catch it real fast Hena  :D  Wanted to give you another shot at me :ghost:

Still wracking my brain over Spawning and the WE thing.

Time for bed thanks all...........

Jaldon :p

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 Post subject: Nid Developement Thread
PostPosted: Thu Aug 07, 2008 8:47 pm 
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Spawning Proposals

(A) v9.0 Unchanged
As stated the v9.0 as it is presented

(B) v9.0 Modified
As v9.0 but Swarms that are both broken and within 30cm of the enemy cannot spawn

© Fixed
The spawning values are fixed by Synapse type and then modified for situation

Assault Group x5 SP
Attack Group (x1 HT) x5 SP
Attack Group (x2 HT) x6 SP
Harassment Group x5 SP
Hive Group x8 SP
Infestation Group x6 SP
Nexus Group x6 SP
Strike Group x6 SP
(Note SP equals Spawning Points)

Modifiers to above
-2 SP If Swarm Broken
-2 SP If Swarm within 30cms of enemy

(D) Random Spawning
All Synapse get 3D3 for spawning except the Dominatrix which gets 4D3 The total of the rolls is the spawning points available. Rolls are made for each swarm, and units spawned, in turn before moving to the next swarm.

Modifiers
Broken -1D3
Enemy within 30cm -1D3

Thoughts................

Jaldon :p

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 Post subject: Nid Developement Thread
PostPosted: Thu Aug 07, 2008 9:09 pm 
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a) was very confusing for me given the adding, subtracting, halving and rounding.

b) Could you clarify.  I had thought it was a 2d3 global roll where broken swarms, or swarms within 30cm on the enemy use the lower of the two rolls. And where swarms that are broken and within 30cm do not spawn. If that's the case, I'd be willing to test this like I said.

c) Too unrandom for me and too many values to remember. Epic is a dice rolling game.  Let's roll dice for this kind of stuff. There's a reason Jervis moved away from the BM chart from Epic 40k.

d) Am I to understand there's no global spawn roll here? 3d3 seems like a bit much. Will Synapse values still be added in? If so then it's definitely too much. Obviously, I'll test it though. :p

I'll also mention the same thing to you that I did to Markconz, the subtracting a d3 seems weird. Does that mean I roll a D3 and subtract that value or roll one less? My suggestion to him back then was to word it as follows:

All Synapse get 1D3 for spawning except the Dominatrix which gets 2D3. The total of the rolls is the spawning points available. Rolls are made for each swarm, and units spawned, in turn before moving to the next swarm.

Modifiers
Not Broken +1D3
No Enemy within 30cm +1D3





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 Post subject: Nid Developement Thread
PostPosted: Thu Aug 07, 2008 11:27 pm 
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b) Could you clarify.  I had thought it was a 2d3 global roll where broken swarms, or swarms within 30cm on the enemy use the lower of the two rolls. And where swarms that are broken and within 30cm do not spawn. If that's the case, I'd be willing to test this like I said.


Yes this is the 2D3 Global Roll where swarms take the lesser roll if they are Broken OR within 30cms of the enemy. And do not spawn if they are within 30cms of the enemy and also broken

c) Too unrandom for me and too many values to remember. Epic is a dice rolling game.  Let's roll dice for this kind of stuff. There's a reason Jervis moved away from the BM chart from Epic 40k.

This is actually the system JJ used in the early versions of the Nid list, but there were no modifiers.

d) Am I to understand there's no global spawn roll here? 3d3 seems like a bit much. Will Synapse values still be added in? If so then it's definitely too much. Obviously, I'll test it though.

We could easily reduce it to 2D3 and keep the modifiers as is and then we wouldn't need a rule for Broken AND within 30cms of the enemy as it would  already be in the modifiers. In this case Dominatrix would drop to 3D3.

There is no global spawn here, the 3D3 is the base spawning value of each synapse group with no spawn values anymore Of course the Dominatrix is 4D3. The modifiers remove Dice from that base number of dice. It happens to be the same system we use for our Napoleonic Rules Set Eagles, Swords, and Bayonets, for combat, and the same system used in GWs Warmaster for combat.

Thanks.............

Jaldon :p

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 Post subject: Nid Developement Thread
PostPosted: Fri Aug 08, 2008 1:58 am 
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Quote: (jaldon454 @ 07 Aug. 2008, 20:47 )

Spawning Proposals

(A) v9.0 Unchanged
As stated the v9.0 as it is presented

(B) v9.0 Modified
As v9.0 but Swarms that are both broken and within 30cm of the enemy cannot spawn

© Fixed
The spawning values are fixed by Synapse type and then modified for situation

Assault Group x5 SP
Attack Group (x1 HT) x5 SP
Attack Group (x2 HT) x6 SP
Harassment Group x5 SP
Hive Group x8 SP
Infestation Group x6 SP
Nexus Group x6 SP
Strike Group x6 SP
(Note SP equals Spawning Points)

Modifiers to above
-2 SP If Swarm Broken
-2 SP If Swarm within 30cms of enemy

(D) Random Spawning
All Synapse get 3D3 for spawning except the Dominatrix which gets 4D3 The total of the rolls is the spawning points available. Rolls are made for each swarm, and units spawned, in turn before moving to the next swarm.

Modifiers
Broken -1D3
Enemy within 30cm -1D3

Thoughts................

Jaldon :p

A) IMO while the mechanic seems to be fairly practical, it also seems to yield too few spawning points to work with (see note below on possible fix)

B) Would seem to produce even fewer spawning points unders particular circumstances - would need to be tried out, but at first glance would be worse than a)

C) Effectively what I suggested here. Although you know what each swarm will produce, I quite like this. It has to be fasterand is also less complex for those who are 'mathmatically challenged'

D) While I quite like the principle of adding or subtracting dice rather than values, I suspect this will not be sufficiently practical to allow differentiation of the synapse capabilities

So, I would probably go for A or C.

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 Post subject: Nid Developement Thread
PostPosted: Fri Aug 08, 2008 2:36 am 
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Did anyone ever try the Necron respawning method for Tyranids?

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 Post subject: Nid Developement Thread
PostPosted: Fri Aug 08, 2008 10:40 am 
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Quote: (scarik @ 08 Aug. 2008, 02:36 )

Did anyone ever try the Necron respawning method for Tyranids?

I think it was mentioned as an idea back in they day when spawning was an action and everything cost one point to spawn.

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 Post subject: Nid Developement Thread
PostPosted: Fri Aug 08, 2008 2:46 pm 
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Quote: (scarik @ 07 Aug. 2008, 21:36 )

Did anyone ever try the Necron respawning method for Tyranids?

You have to remember that Tyranids have very few BMs on them as opposed to Necrons because of the brood creatures being expendable. I think the end result of Necron-esque spawning would be very few brood creatures back on the table due to rallying. From this you would see Tyranids doing a lot of marshal actions which just seems wrong with regards to the bugs.

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