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Sigh, not again..... I think there's no real clear idea how nids work and just about every man and his dog has an opinion. It's the reason no Nid list has ever been completed.
Unluckily I wasn't yet in the community by the time all the discussion was held, so I couldn't participate in the originals. That's why I come with some ideas now, after testing what came out of those discussions.
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well, in my opinion nyds attack in waves, they attack, defender pushes them back, they refroup and attack again, defender pushes them back... until due to attrition the defender is beated... i dont think they stay there until someone die, but attack once and again until they beat their opponent testing in each attack a new way to kill their enemies...
Speaking from my experience in WH40K, playing tyranids since 2nd edition (playing the game since 1st, even if I've left it a bit aside in favor of less random games), tyranids have never retreated and come back; they've always been the real fearless: the ones that stay in combat whatever it happens, psuhing the enemy, even suffering additional wounds, until they could break the line or die. Once casualties were too bad, then the full nid retreated (leaving just death units behind, and not "refreshing" them).
There was a time when orks retreated when in small numbers, joining higher number units. It's been a usual eldar tactic also, and it's a very space marine like tactic nowadays ("they shall feel no fear"), but never happened to tyranids.
I don't recall it from the WH40K literature either, if we don't expand a WH40K battle to a week span, and it doesn't look like that, provided the difference of scale against WH40K. Maybe half a day or a day, against an hour, but not a week.
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That's going to require measurement for almost anything that ever happens, from being shot at to assigning orders, to shooting themselves, and so on, plus the bookeeping of which clusters have activated or not. Considering there should be 20 clusters or so on the table, that's a lot of marking since there are no fixed fms.
As I see it happen: If you match synapse range with the BP templates, no measuring is almost needed. Either the big one for good synapse (maybe just the dominatrix, who has a 60cm range of synapse in WH40K) units or the small one for bad synapse units which migt go in numbers.
Then, if you've played bloodbowl, you know the trick: turn the mini to your side or turn the mini to the opponent (the furthest one), so you know what have you activated and what haven't. Most of the time you can do it as you haven't much firing arc; when you have, having all the cluster looking to one side and one mini to another should be pretty clear...
Note also that synapse units activate clusters at the beginning of their activation, so you should keep them close to the swarms both before and after movement, and during retreats. Doesn't look like they'll be crossing the table: I was thinking on 5 to 15cm synapse radiuses, so it should be quite controllable, wouldn't it?
And BPs would be great weapons against tyranids, as they've ever been.
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Too complicated. It'd be a nightmare both to play and to play against. KISS is the rule to go by when designing wargames rules.
Have you tried to play against necrons and their "special deployment" and marshalling? I'm sure it looked really odd in first instance for the opponent. Now it's just assumed to happen and we try to strategize around. It's a matter of getting used in three games.
I don't think eldar come and goes and mobile portals will be so different and confussing for the enemy, but I have yet to check it.
The way to control any possible abuse is through list building I think, and from rule (X) tuning.
I agree this list is a bit odder in rules than the existing one, but I think that it's the so different ruling more than the real execution what makes it feel complicated.
I need to add this was my "most complicated but more appealing" option for a change in tyranids. It came after a partial game yesterday against orks and seeing how does the ork line advance: quite a good unbreakable front and horrible in hand to hand, not unlike I see the tyranids happening. Usually the only difference between orks and Tyranids is that the seconds tend to use quality instead of that much number (but with higher morale and unbreakability).
This gave me an easier idea (that I like less in favor of the variety and flavour, but could still work fine):Quote:
Just adding lots of inspiring (maybe each synapse unit), and changing the gaunt deaths to the type of deaths the gretchins have (I still don't understand why should there be two different rules: I'd rather see the termagaunts not come back to table than see them die and demoralize a hive tyrant... fearless, but running out to take back some more friends).
The problem is it sound so ork except due to the better quality of troops against the huge number of the orks (as it should be). The reason is that the way the orks perform in assault fronts looks in the table like the way the tyranids should indeed.
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As for tyranids, I used arkturas' list quite a lot and was competitive against a range of opponents (3rd place in Bristol for what it's worth). It was the combination of good saves and planetfall that did it for me, in this case the coordination of the swarms on the ground with the falling swarms so they'd all attack at once to compensate for the atrocious SR.
I agree this seemed working in the previous list, but it doesn't look very nid to me (this is a micetic invasion, which is not reflected in the current lists). WHen representing a nid you're supposed to have already a very sturdy line (not individuals; the line itself), always advancing and eating whatever they pass, and which is never retreating: kill or die, that's always been tyranid.