Had a battle tonight Nids Onachus (Me) vs IG Steel Legion (Rich, it seems he took off his green skin for this one).
Myself I was pretty satisfied with the results. Being a playtest game of the special rules more attention was paid to what occurred then who won.
I fielded two big swarms of Raveners and Hormogaunts, an eight unit Carnifex Swarm, Genestealers, Lictors, Hireodule, and an Arty swarm of four Dactylis.
Rules Review.......................
Spawning: Pretty much went the way I figured it would. At first Rich spread his fire around and the Spawning pretty much kept pace with the losses. Then he concentrated on the two little bug swarms managing to hurt them, but not stop them, nor prevent them from being dangerous. Spawning again kept them as viable fighting formations, alibiet a little weaker then at the start. Turn three one little bug swarm went down to massive fire while the other swarm burst the IG center, but it was then thrown back by a counter-attack. We called the game on turn three, but first swarm would have been able to return to the fight still a threat. Rich pretty much ignored the Carnifexes, so no case study here.
Instictive: Second little bug swarm had been hit hard in turn three, losing all of its synapse creatures, but this rule was a non-issue in this case because. (A) The swarm had been reduced to three units; (B) No other swarm was near by that could have merged with it. (C) It was in no position to accomplish anything after it had been broken.
1+ Initiative: Ignoring my abysmal rolls for the Dactylis and Carnifexes, I pretty much had little trouble activating or rallying my formations. The Dactylis had been hit in turn one by the IG Arty and never could rid themselves of the ONE stinking BM they had on themselves, and the Carnifexes failed a critical activation roll due to BMs. In all other cases activations rolls were made.
Fixed Swarms and Losses: We had no trouble keeping track of which swarm lost what for spawning purposes. All present felt it was not a burden and did not slow down the game.
Despite calling the game on turn three the issue was not really over just yet. The Nids had reduced an Infantry Company to one stand, destroyed six out of ten Leman Russ Tanks, chewed up a Mech Company, wiped out some Rough Riders and Sentinel Walkers. Only my Lictors and Second Swarm were out of action I had control of one Take and Hold, and Rich was contesting one of my Take and Holds. In the end I feel the IG would have won, the Mech Company was in a real good position and I was in no position to push them off in turn four and this was the deciding factor. In short Rich pulled off a good move on turn three, and backed it up by demolishing second swarm, and it was this move and not the special rules that decided this battle.
Those present did like the fact that the special rules being used allowed the Nid army to function more within the basic Epic-A rules rather then outside of them, as to formations, being broken, rallying, initiative, objectives, etc.
Quote:
You've obviously got a plan Jaldon, but where do you see the points costs going with the set of rules you've presented?
To me it's looking like it will be massively horde like but how cheap can you make a termagant? I get the feeling that the 9.2.1 stats with these rules (and losing the gaunt half casualty in combat rule?) could be edging towards 10pts each or lower.
Arkturas, yes I DO have a plan, simplify the Nid special rules, and bring the army closer to the Epic-A standard for armies without losing the feel/flavor of the list. The Special Rules that have been in use in the Nid Army before I took over the first time, under my control the first time, and before I took over again, were turning the entire basic game system on its head making play balance almost impossible. Basically too many subtle issues to contend with. This sub-set of rules I have posted turn the list back toward the Epic-A norm without, hopefully, going too far. Tonights playtest game convinces me that we are on the right track as everything went as I felt it would.
The assault I launched on the IG Infantry Company was first Swarm all by itself (12xHormogaunts, 7xRaveners, 4xTyranid Warriors) vs that Company supported by the Leman Russ Company, a Rough Rider Platoon, and a Sentinel Walker Platoon. It wasn't even close without the half-gaunt rule, the Infantry Company was reduced to one stand, broken, and I still had a very strong swarm in the heart of Rich's army. Now I threw the attack in knowing it would get thrown back when Rich counter-attacked, but I wanted to see IF the swarm could pull it off without the 1/2 Gaunt rule, and it did.
As for point costs I do see a possible small reduction in the cost of some of the armies brood creatures (Termies, Hormogaunts, Raveners) to possible 15pts each, or maybe a small increase in their stats, but that is all I see right now.
Rememer I had mentioned I had been messing with these ideas I presented before I got back from out over the blue for work, tonight was the first night I had gamed this new concept with my regular gaming friends. For the most part they really liked the changes for the reasons I had already stated.
This is most definitely not a group that is more interested in winning over making a good army list, and yes I am lucky to have them as gaming friends, so their input pulls a lot of weight with me because of this. Sadly the bunch of them do puruse the boards here on Tac Command, but almost never post anything.
To sum up I feel right now the best possible thing we need to do is get the special rules pounded out, and then IMHO the unit stats and play balance will be dead easy to get done.
Thanks All and Cheers,
Jaldon