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New Tyranid COmbined Special Rules Part #2

 Post subject: Re: New Tyranid COmbined Special Rules Part #2
PostPosted: Wed Apr 06, 2011 9:46 am 
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Well we play the Dvergatal here, is that enough for you?

Totally. I was under the impression it had never been played by anyone.


As to the rest of your post, please calm down.

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 Post subject: Re: New Tyranid COmbined Special Rules Part #2
PostPosted: Wed Apr 06, 2011 9:46 am 
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Evil and Chaos wrote:
I've played Tyranids enough over the years to know it would be really easy to make Spawning work right, too.


I may well have missed something here (there are after all a LOT of different ideas for spawning being aired) but what is your version of the spawning rules?


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 Post subject: Re: New Tyranid COmbined Special Rules Part #2
PostPosted: Wed Apr 06, 2011 9:47 am 
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KivArn wrote:
Evil and Chaos wrote:
I've played Tyranids enough over the years to know it would be really easy to make Spawning work right, too.


I may well have missed something here (there are after all a LOT of different ideas for spawning being aired) but what is your version of the spawning rules?

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 Post subject: Re: New Tyranid COmbined Special Rules Part #2
PostPosted: Wed Apr 06, 2011 10:04 am 
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Thank you :)


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 Post subject: Re: New Tyranid COmbined Special Rules Part #2
PostPosted: Wed Apr 06, 2011 10:13 am 
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Evil and Chaos wrote:
Totally. I was under the impression it had never been played by anyone.


No less than 10 games and more to come.

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 Post subject: Re: New Tyranid COmbined Special Rules Part #2
PostPosted: Wed Apr 06, 2011 10:39 am 
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How's about something along the lines of

When a formation Spawns, roll a number of D3:

Formation is not broken 1D3
No enemy units within 30cm 2D3
Broken formations may not spawn.

The total rolled is the number of “Spawning Points” available to the formation. The formation can add dead units with the Brood special rule to the formation by spending these Points on the chart below.

Unit__________________Points
Regenerate 1DC on
damaged war engine*_____3
Termagant______________ 3
Hormagaunt_____________ 3
Gargoyle________________4
Ravener_________________4
Carnifex_________________5
Haruspex/Malefactor______6

* regenerate cannot revive war engines that have been killed

If the unit type chosen to spawn was originally in the swarm subtract 2 from the number of points required.

This leaves it free to spawn anything, however it's easier to spawn creatures you already had in that swarm.


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 Post subject: Re: New Tyranid COmbined Special Rules Part #2
PostPosted: Wed Apr 06, 2011 11:05 am 
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jaldon454 wrote:
Simple Response to the wordy complaint:
Compared to the Chaos rules for summining?
Simply put, spawning, like summoning, is a difficult concept to put down into words but dead simple to explain to someone when you have them standing right next to you.



See this quote of yours from the "Merge Mechanics" thread:

jaldon454 wrote:
Quote:
It would also require a huge amount of wording in a list that's already very overstuffed with special rules.



That is part of the reason I took the job of AC, to fix this. The special rules have gotten way out of hand and must be reigned in with something easier to both write and impliment on the gaming table.


Part of the reason you took the job was to simplify the special rules, both in complexity and verbiage, yet the latest spawning system is both more complicated and more wordy than 9.2.1's version.

Somewhere along the line we've lost our way on this one.


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 Post subject: Re: New Tyranid COmbined Special Rules Part #2
PostPosted: Wed Apr 06, 2011 11:09 am 
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Here's a whacky idea:

Instead of spawning pools, what if we had a single "Spawning Queue"...

All dead brood units would be placed in a line in the order they died, and all spawning would be done in order from this queue, with the first formation spawning getting the first dead units, and so on.

It solves the issue of flexibly choosing what to spawn, and effectively makes it random what gets spawned back to each formation without need for complicated tables and dice rolling.


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 Post subject: Re: New Tyranid COmbined Special Rules Part #2
PostPosted: Wed Apr 06, 2011 11:14 am 
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zombocom wrote:
Here's a whacky idea:

Instead of spawning pools, what if we had a single "Spawning Queue"...

All dead brood units would be placed in a line in the order they died, and all spawning would be done in order from this queue, with the first formation spawning getting the first dead units, and so on.

It solves the issue of flexibly choosing what to spawn, and effectively makes it random what gets spawned back to each formation without need for complicated tables and dice rolling.


That's so obstruse that i like it :)

An other way could be that you have to roll on a table to see what kind of unit you are spawning.

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 Post subject: Re: New Tyranid COmbined Special Rules Part #2
PostPosted: Wed Apr 06, 2011 11:17 am 
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how would you work it? each swarm gets back 1 unit for if they're not broken, 2 for if they aren't close to an enemy?

Just to play advocate...
If you want the 3rd unit in the queue to go to a specific swarm on the battlefield whats to stop you from spawning in an order that gets you the unit where you want it?


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 Post subject: Re: New Tyranid COmbined Special Rules Part #2
PostPosted: Wed Apr 06, 2011 11:17 am 
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BlackLegion wrote:

An other way could be that you have to roll on a table to see what kind of unit you are spawning.


I've thought of that, but it's too list specific and would be too slow in-game. A Spawning Queue provides pseudo-random spawning in a much quicker and more list-portable way.


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 Post subject: Re: New Tyranid COmbined Special Rules Part #2
PostPosted: Wed Apr 06, 2011 11:19 am 
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zombocom wrote:
BlackLegion wrote:

An other way could be that you have to roll on a table to see what kind of unit you are spawning.


I've thought of that, but it's too list specific and would be too slow in-game. A Spawning Queue provides pseudo-random spawning in a much quicker and more list-portable way.


You could mix the two so you get cue of units, and the roll determines whether you take an inf/lv/ac...


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 Post subject: Re: New Tyranid COmbined Special Rules Part #2
PostPosted: Wed Apr 06, 2011 11:22 am 
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KivArn wrote:
how would you work it? each swarm gets back 1 unit for if they're not broken, 2 for if they aren't close to an enemy?


I hadn't really thought through the details, but it could work using the existing spawning points, and stopping when the formation can't afford anything more. Yes this would mean that some formations wouldn't spawn anything, but that's logical anyway.

KivArn wrote:
Just to play advocate...
If you want the 3rd unit in the queue to go to a specific swarm on the battlefield whats to stop you from spawning in an order that gets you the unit where you want it?


A fixed spawning order based on formation size would work, spawning from the smallest to the biggest formation.


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 Post subject: Re: New Tyranid COmbined Special Rules Part #2
PostPosted: Wed Apr 06, 2011 11:25 am 
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Spawning queue sounds workable.

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 Post subject: Re: New Tyranid COmbined Special Rules Part #2
PostPosted: Wed Apr 06, 2011 11:38 am 
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a spawning queue is not workable IMO for the simple fact that in a tournament or general game, the 'queue' will either be :
- forgotton
- bumped and minis misplaced
- quite clumsy with book keeping to make sure you have it correct.

It may seem simple when talking about it, however I am sure in practice, it would be quite clumsy. Not everyone plays in areas that have ample room to place extra minis. A lot of times (tournaments) minis are placed on the floor or back in their cases when they die.

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