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Spawning, Victory Conditions and Gamey-ness

 Post subject: Re: Spawning, Victory Conditions and Gamey-ness
PostPosted: Tue Feb 15, 2011 3:31 pm 
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Maybe "strong support for drastic curtailment" would have been better? At the moment, only a couple mechanisms have been discussed. Each is highly restrictive compared to synapse reorg and includes "count as destroyed" for the absorbed swarm.

Aye, but you could still absorb a small swarm that's below half strength, thereby bringing a big swarm above half strength, generating VP's for yourself in a "gamey" manner.

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 Post subject: Re: Spawning, Victory Conditions and Gamey-ness
PostPosted: Tue Feb 15, 2011 3:48 pm 
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zombocom wrote:
It's still in-game reorganisation, so has an effect on the tiebreak for the merged formation, and requires notes about the old formation being dead for VC/Tiebreak purposes.

To my memory, no one has accused the Necron "counts as destroyed" note(s) of being a change to the basic GT victory rules.


Evil and Chaos wrote:
Aye, but you could still absorb a small swarm that's below half strength, thereby bringing a big swarm above half strength, generating VP's for yourself in a "gamey" manner.

Theoretically, yes, you can have a gamey situation.

IF you have a small swarm below half...
AND a big swarm below half, but close enough in numbers to be bumped up by merging...
AND the swarms are close enough physically and in a proper tactical situation to merge...
AND the game goes to points...
AND the points are close enough that the merge/change matters.

Same for BTS - different considerations, but a similar chain of "if, if, if".


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 Post subject: Re: Spawning, Victory Conditions and Gamey-ness
PostPosted: Tue Feb 15, 2011 3:49 pm 
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The point is that it will need a note.

Personally, I'm fine with explanitory notes, as long as the basic BTS and Tie Breaker rules remain standard.


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 Post subject: Re: Spawning, Victory Conditions and Gamey-ness
PostPosted: Tue Feb 15, 2011 3:55 pm 
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nealhunt wrote:
To my memory, no one has accused the Necron "counts as destroyed" note(s) of being a change to the basic GT victory rules.


It does help to balance their ability to regenerate. Regeneration helps them with tiebreak, counting as destroyed when off board hurts them.

I tried to apply that to Onachus' spawning/absorption. Spawning helps them with tiebreak, killing the synapse/absorbing a formation hurts them.

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 Post subject: Re: Spawning, Victory Conditions and Gamey-ness
PostPosted: Tue Feb 15, 2011 9:51 pm 
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Do Tiebreaking come up a lot? It seems to be the driving force around here. Just leave them alone. Base BTS off Synapse. Tie Breaking unchanged, gives Nid a possible bonus if the game ended up need a tie breaker which would feel Nid ish.


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 Post subject: Re: Spawning, Victory Conditions and Gamey-ness
PostPosted: Tue Feb 15, 2011 9:54 pm 
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IIRC 9.2.1 had a very notably high rate of tie breaks.

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 Post subject: Re: Spawning, Victory Conditions and Gamey-ness
PostPosted: Tue Feb 15, 2011 10:03 pm 
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Evil and Chaos wrote:
IIRC 9.2.1 had a very notably high rate of tie breaks.

Mmmm....ok then. Nids just a get a bonus then. I mean if you can't win why should you be able to beat Nids "by the numbers" I think with the overall changes and redefined unit stats then maybe will see more straight outcomes? If not reexamine Tie breakers later.


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 Post subject: Re: Spawning, Victory Conditions and Gamey-ness
PostPosted: Tue Feb 15, 2011 10:06 pm 
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10/23 of the Onachus playtests have gone to points.

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 Post subject: Re: Spawning, Victory Conditions and Gamey-ness
PostPosted: Tue Feb 15, 2011 10:09 pm 
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Mmmm....ok then. Nids just a get a bonus then. I mean if you can't win why should you be able to beat Nids "by the numbers"

That's not a recipie for a balanced, tactically complex wargame.

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10/23 of the Onachus playtests have gone to points.

Which is also a notably high amount.

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 Post subject: Re: Spawning, Victory Conditions and Gamey-ness
PostPosted: Tue Feb 15, 2011 10:19 pm 
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Evil and Chaos wrote:
Quote:
Mmmm....ok then. Nids just a get a bonus then. I mean if you can't win why should you be able to beat Nids "by the numbers"

That's not a recipie for a balanced, tactically complex wargame.

Sure! Why Not E&C? ::) ;D :P

Evil and Chaos wrote:
Dave wrote:
10/23 of the Onachus playtests have gone to points.

Which is also a notably high amount.

Then maybe we should examine why Nids are doing this? Too good? Not good enough? How do they end up tie breaking so much?


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 Post subject: Re: Spawning, Victory Conditions and Gamey-ness
PostPosted: Tue Feb 15, 2011 10:27 pm 
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Maybe it was because BTS was too hard to achieve when it was based on synapse creatures, so the opponent was working from a pool of 4 VCs instead of 5?

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 Post subject: Re: Spawning, Victory Conditions and Gamey-ness
PostPosted: Tue Feb 15, 2011 10:29 pm 
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Dave wrote:
Maybe it was because BTS was too hard to achieve when it was based on synapse creatures, so the opponent was working from a pool of 4 VCs instead of 5?

Maybe? So then we should base BTS on the Synapse Groups then ::) ;D


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 Post subject: Re: Spawning, Victory Conditions and Gamey-ness
PostPosted: Tue Feb 15, 2011 10:30 pm 
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We could, but I'm sure people would want to see some playtests for that.

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 Post subject: Re: Spawning, Victory Conditions and Gamey-ness
PostPosted: Tue Feb 15, 2011 10:39 pm 
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Dave wrote:
Maybe it was because BTS was too hard to achieve when it was based on synapse creatures, so the opponent was working from a pool of 4 VCs instead of 5?

It wasn't all that hard to achieve if your opponent took a balanced army. Warrior swarms tended to nix the chances of taking BTS though.

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 Post subject: Re: Spawning, Victory Conditions and Gamey-ness
PostPosted: Wed Feb 16, 2011 1:14 am 
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Surely this all depends on the circumstances when merging is actually allowed?!

Those who are raising objections seem to be implying there are no restrictions at all to merging.
I do not think this is true; merging may only happen where one of the two swarms is 'uncontrolled' (ie all it's synapses have been killed). At that point, the Nids are 1 swarm down, and the question is whether the remainder of the swarm can be controlled by another swarm or not. Note, this is not the same as brood creatures passing from one swarm to another at the end of the turn.

On victory conditions, I always thought that even if pre-game reorg was allowed, once the game started the number and composition of swarms was known and their initial size could thus be recorded. This means that the Tie-breaker calculations can be performed if needed, and arguably that the 'biggest' formation (or swarm) could be used as the BTS. If a swarm is destroyed, the player counts its value at the start of the game, otherwise he compares the current size against it's starting strength.

Yes it does mean that the Nid player could just possibly do something 'tricky', but as Neal says, this is going to be unlikely because of the concatenation of circumstances required.


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