Chroma wrote:
First off, it’s a very nice looking document! Too nice for a play testing doc, as it’s just killing my ink levels to print out the watermarked background; is it possible to get just a black-and-white “plain text” doc as changes are made?
Sensible enough.
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With the change in initiative values in Leviathan, Instinctive is functionally the same as Relentless. The variable base initiative based on the presence of Synapse creatures is something I was planning on doing in the next “core” release, so this is all fine. I still like the word “relentless” for this ability, over “instinctive”, as it shows that the Tyranids “just won’t stop”.
I changed the name for two reasons; firstly because it's slightly different to your rule, so a change was sensible in order not to clash. Secondly, because it is about their instinctive behavior; feeding or lurking. In 40k each type of creature either feeds or lurks when without synapse, and that's largely what this rule represents, the instinctive abilities of the creatures themselves whether controled by synapse or not.
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Without Number is spawning without the baggage of the word “spawning”, and simplified to just common infantry. It’s interesting to allow “new” models to be brought back instead of putting casualties first in a “spawning pool”, but my opponent absolutely *hated* the idea that I was getting “free” models; by the end of Turn 1 in my game I’d spawned around 400 points of free models, and would’ve doubled that if we’d done the intended rolling for all Synapse swarms in the End Phase; lounging around the Brood Nest for a turn to add 4-12 units to a bunch of formations seems like a good investment for 50 points... it should probably cost a lot more or not work if the enemy contests/controls it. (There’s also the idea of the Brood Nest as War Engine, but I don’t think it should replace an Objective then.)
Without Number is an attempt to try something new. It may or may not work, I don't know yet. I'm fairly certain that I want only little stuff spawnable, both for simplicity and representation purposes. The name is of course an attempt to get away from the idea of creatures soley being "born" (though in some cases such as the Dominatrix or Tervigon that is the case).
The allowing of new models to be spawned is of course contraversial, but is being trialed because I've never liked the "reincarnation" or "resurrection" feel of spawning. Equally you mentioned in a previous thread that no alternative mechanisms had been tried other than "resurrection".
Adding new models works in other games; for example in Warhammer fantasy the undead can summon zombies from the earth etc.
An alternative could be something more along the lines of Daemon summoning; you buy a pool of Common Clusters before the game at, say, half price, and can only spawn those units.
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To add to that frustration, there was no mechanism, short of killing all the Synapse creatures, for him to prevent it. Lastly, despite it being conceptually valid in a “real world” sense, the idea that I could always choose the “right tool for the job” was also irritating to him. Limiting a player to the models they’ve purchased with points, for use in a tournament army, just seems fairing/more acceptable on first blush.
I consider the ability to get the right tool as somewhat limited by the small selection of summonable units, and to me it's no worse than 9.2.1's ability to leave units out of coherency just so they can be spawned elsewhere, and war engine spawning.
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Another oddity that comes up, and nearly occurred in the playtest game, is that when “Symbiotic Swarms” spawn, it can cause weirdness with Tie-breaker points. Example: My 5DC Hierophant spawned 3 Gaunts during the game that just palled around for most of the game. The Bio-Titan gets killed and the Gaunts break and run, now, if they had rallied, my opponent would’ve gotten 0 victory points as the formation started with 5 (DC) units, and now still had three, so wasn’t “Under Half” for points. I can’t see that going over well.
Good point, annoyingly. Clearing out all the changed tournament scenario conditions was one of the primary goals of this list, but some guidance on tie breakers may still be neccesary.
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Burrowing vs Tunnellers: the whole concept should probably be cleared up as a general, game-wide rule to allow for non-transport units deploying this way and preventing long chains to exploit the first unit being placed in your own half and then stretching into enemy territory with remaining units.
Yup, a better worded official Burrowers rule would help no end with several lists.
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One last comment on the Special Rules: the “Synapse special rule” is referenced multiple times… yet there isnt’ one! It’s certainly *implied*, but should probably be spelled out as it’s an important feature of the list.
Yes, mostly because on its own it doesn't actually do much, it just interacts with other rules! I guess I could add section for it repeating the 1+ intiative thing.