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'Nid Thoughts

 Post subject: Re: 'Nid Thoughts
PostPosted: Wed Mar 30, 2011 3:21 am 
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Sounds good, but I'd love to see it combined with a purchased spawning pool.


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 Post subject: Re: 'Nid Thoughts
PostPosted: Wed Mar 30, 2011 3:24 am 
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The wording needs tightening (there's no such thing as a 'dead pile'), but I'm OK with this if the current rule (no cross swarm spawning, period) really isn't an option.

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 Post subject: Re: 'Nid Thoughts
PostPosted: Wed Mar 30, 2011 8:30 am 
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I like the rule, however it might be useful if there's a throw away comment saying that the BTS is set at the start of the game and does not change.

This is more just to reenforce the normal rules and stop anyone going well this group is now bigger than that one...?


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 Post subject: Re: 'Nid Thoughts
PostPosted: Wed Mar 30, 2011 9:24 am 
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KivArn wrote:
I like the rule, however it might be useful if there's a throw away comment saying that the BTS is set at the start of the game and does not change.

This is more just to reenforce the normal rules and stop anyone going well this group is now bigger than that one...?


Isn't the BTS objective fluid? As in, kill the most expensive formation on the board, even if there's a more expensive one waiting in the reserves (but if the formation in reserve enters before the first formation is destroyed, that formation now becomes the BTS objective). If I'm understanding the rule right, just say that the cost of formations is locked at the start of the game and is unaffected by spawning.

And if I'm wrong, just ignore me :P


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 Post subject: Re: 'Nid Thoughts
PostPosted: Wed Mar 30, 2011 9:43 am 
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Ulrik wrote:
KivArn wrote:
I like the rule, however it might be useful if there's a throw away comment saying that the BTS is set at the start of the game and does not change.

This is more just to reenforce the normal rules and stop anyone going well this group is now bigger than that one...?


Isn't the BTS objective fluid? As in, kill the most expensive formation on the board, even if there's a more expensive one waiting in the reserves (but if the formation in reserve enters before the first formation is destroyed, that formation now becomes the BTS objective). If I'm understanding the rule right, just say that the cost of formations is locked at the start of the game and is unaffected by spawning.

And if I'm wrong, just ignore me :P


Yes you are right,

This
Quote:
the cost of formations is locked at the start of the game and is unaffected by spawning.


is what i was trying to say we should have :) - it's early and i'm not awake ^-^


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 Post subject: Re: 'Nid Thoughts
PostPosted: Wed Mar 30, 2011 4:00 pm 
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jaldon454 wrote:
How about this for the rule.

A swarm must first spawn back all the units in its dead pile before it can spawn units from another swarms dead pile. Once spawned into the new swarm they become part of that swarm for all purposes (Unless they are killed and spawned back into another different swarm. In which case they become part of that swarm.)

Conceptually, yes. I think that's a relatively uncomplicated way of addressing all the complaints - not 100% fixed in all cases, but mitigated across the board.

The main question is whether this simple concept will result in some fiddly effects once swarms start cross-swarm spawning. That will take playtesting.

I think the verbiage needs a little work, e.g. "dead pile" isn't a defined rule term...

Quote:
A swarm must first spawn back units identical to those it has lost before it can spawn other types of units, e.g. a formation that has lost 3 Hormagaunts must first replace those 3 Hormagaunts before it can spawn Raveners. If that is impossible because there are no available units of the appropriate type in reserves, the swarm may spawn any available units. Formations which have not taken any casualties may spawn any available units. [Insert a note as to how using 'dead piles' will facilitate tracking formation-specific units.]

And at the end of the spawning rule section...
Quote:
Note that in the General Tournament scenario spawning does not change the Break Their Spirit goal, nor the method for determining half-strength formations when calculating tiebreaker points. Use the point values and unit counts of the swarms at the beginning of the game to determine each.


You'll probably end up with a design note at some point to give guidance and explain that it looks fiddly, but it's not so bad (assuming that's the actual playtest result).


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 Post subject: Re: 'Nid Thoughts
PostPosted: Wed Mar 30, 2011 4:06 pm 
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Neal's wording looks good to me, and this is a good compromise solution.


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 Post subject: Re: 'Nid Thoughts
PostPosted: Wed Mar 30, 2011 5:00 pm 
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It's got my vote too :)


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 Post subject: Re: 'Nid Thoughts
PostPosted: Wed Mar 30, 2011 8:50 pm 
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Note that this leaves it open for full-strength swarms to "steal" units from under-strength swarms, and thereby allowing those swarms to spawn whatever is left.

E.g. swarm A has lost 3 hormagaunts, swarm B has lost 2 termagants and a gargoyle and swarm C is at full strength. Say that swarm A is likely to end up in a firefight next turn, and swarm C rolls 3 for spawning. The player could have swarm C spawn first and take the hormagaunts, and then swarm A is allowed to spawn the termagants and the gargoyle even though it's not at full strength and should theoretically be spawning hormies.

It won't need extra rules for timing as players already choose the order they rally formations in, right? And it eliminates the need to keep dead units separate by source formation, so allowing such (small scale) shenanigans might a price worth paying to keep the rules text down.

You will end up with some form of tracking, either a dedicated dead pile for each formation or frequent checking of the army list (or maybe the nid player does it by memory, but that's not very transparent to the opponent and might lead to bad feelings if the nid player gets confused and accidentally (or "accidentally"!) spawns a unit that's a better fit than what it was allowed to spawn).

Eh, I like Neal's wording. I don't think my concerns are very important, but I thought I should mention them.


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 Post subject: Re: 'Nid Thoughts
PostPosted: Wed Mar 30, 2011 10:25 pm 
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Ulrik wrote:
Note that this leaves it open for full-strength swarms to "steal" units from under-strength swarms, and thereby allowing those swarms to spawn whatever is left...

It won't need extra rules for timing as players already choose the order they rally formations in, right? And it eliminates the need to keep dead units separate by source formation, so allowing such (small scale) shenanigans might a price worth paying to keep the rules text down.

Agreed on all points. It's a mitigation, not elimination and we'll have to see how gamey it is and how many questions it raises in actual play (potentially an FAQ nightmare).


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 Post subject: Re: 'Nid Thoughts
PostPosted: Wed Mar 30, 2011 10:37 pm 
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shouldn't be too much of an FAQ nightmare, though something will need to be said about what happens when swarm X looses say 3 termagants, Swarm Y then spawns those 3 termagants and then swarm X tries to spawn...

1 FAQ should cover that, but playtests will hopefully show where else it fails :)


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 Post subject: Re: 'Nid Thoughts
PostPosted: Wed Mar 30, 2011 10:58 pm 
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You could say that formations that have taken losses must spawn before those that haven't, but this is getting needlessly complicated again.


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 Post subject: Re: 'Nid Thoughts
PostPosted: Wed Mar 30, 2011 11:10 pm 
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you can still end up with the same problem though as you might not spawn back enough to complete the swarm on the first go, the second swarm gets the rest and (miraculously) the following turn the casualties taken aren't the correct ones to complete the first swarm due to spawning.

I think a generic catch all FAQ will be fine, I doubt it will actually have a massive game play impact.
The FAQ could also rule the other way, that the damaged swarm that has no original units left to spawn (as they've been spawned elsewhere) may not spawn new units.

ie. untill that swarm can spawn back the original units it may not spawn units from other formations. Could represent the swarm being in utter disarray due to an attack.

This would give a negative impact to selective spawning.


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 Post subject: Re: 'Nid Thoughts
PostPosted: Wed Mar 30, 2011 11:24 pm 
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Spawning shouldn't be banned for such an arbitrary reason.


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 Post subject: Re: 'Nid Thoughts
PostPosted: Thu Mar 31, 2011 9:25 am 
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IMHO it should be tested with the "loophole" allowed. If it's a problem in play restrictions could be added, but we should probably test if it actually is a problem before adding rules to restrict it.


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