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Spawning suggestion

 Post subject: Spawning suggestion
PostPosted: Wed Mar 22, 2006 2:42 pm 
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Quote (Hena @ 22 Mar. 2006 (13:20))
Yes, but the problem is that many independent formation would be wiped by that.

Well then, make independant (and synapse?) creatures ignore that rule. After all, Lictors and Stealers are more "intelligent" than Gaunts.

I was thinking one automatic hit...

Perhaps extra d3 hits with 4+AT/AP for their type?


Yes, but that would mean even more dice to roll and would perhaps bog down the game in the end, wouldn't it?

Reworded proposition:

"Each time a Tyranid formation is designated as a target by an enemy formation, it automatically suffers D3 (or 1???) hit(s) instead of receiving a BM. These hits can only be applied to Common and Uncommon brood creatures (in normal hit allocation order)."





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 Post subject: Spawning suggestion
PostPosted: Wed Mar 22, 2006 3:26 pm 
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How about for every kill, roll to attack with that weapon again?

It is not a bad idea I think, but it introduces a new balance perspective for weapons, as it increases much more the efficiency of weapons with a very good shooting value, compared to weapons with a bad one.

Don't know if I'm clear...

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 Post subject: Spawning suggestion
PostPosted: Wed Mar 22, 2006 3:27 pm 
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I have to admit that I don't like the extra hits route.  It means that a single stand could kill 4 of my gaunts!

I much prefer something along the lines of

"When shooting at swarms that contain one or more common brood stands formations gain an extra AP6+ shot for every x AP shots."

Since it is only the common broods that mass in such numbers for the enemy to be able to shoot blind and still kill something.

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 Post subject: Spawning suggestion
PostPosted: Wed Mar 22, 2006 3:33 pm 
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I dunno, having extra hits just feels like you're taking from one end and giving to the other. If there are too many units in a swarm, either limit the total number of units in a swarm or reduce the number of units that can be respawned at a given time.

What if synapse units differed in the number of units they could respawn. i.e. Warriors respawn 1D3; Tyrants and LSN 1D6; GSN and dominatrices 2D6. These are just "for instances," there are a lot of ways you could vary it.

I think it would be more swarm-like if there was a mechanism like what is used in 40k for the meat grinder mission, where wiped out formations can reenter from the player's board edge. I doubt that will work in a 4 turn GT game, though, so something equivalent would have to do.

Maybe if you allowed more spawning in the Tyranid player's board half, and/or less in the opponent's board half. That would represent how the Tyranids don't have as much presence in the defended territory. For instance, if you keep the spawning rules as they are, but add the following:

"if the synapse creature attempting to take a spawning action is in the opposing player's board half, then the number of spawning points it generates is halved, rounding up."

Anyway, I think a better path to take is to decide how you want the unending waves of tyranids to be represented on the table. Right now, they aren't so much waves as they are isolated explosions of population.






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 Post subject: Spawning suggestion
PostPosted: Wed Mar 22, 2006 3:37 pm 
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Or, if you do want extra hits, maybe you could allow small arms to fire (if in range) at a 6+ to-hit (or even using the FF value as the to-hit value).

'Cause that wouldn't be suicidal or anything.


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 Post subject: Spawning suggestion
PostPosted: Wed Mar 22, 2006 8:49 pm 
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Quote (thurse @ 22 Mar. 2006 (08:26))

How about for every kill, roll to attack with that weapon again?

It is not a bad idea I think, but it introduces a new balance perspective for weapons, as it increases much more the efficiency of weapons with a very good shooting value, compared to weapons with a bad one.

Don't know if I'm clear...

I agree.

Armies that are good at shooting are going to become great at getting rid of bugs with this suggestion.

I also agree that this is trying to band-aid something that's broke.

Whether they are being shot at or fought in hand to hand...

A.  Source Problem = too many bugs on field per turn.

B.  Problem Resolution = reduce bugs on field per turn.

How is up to those you who are much closer to the bug list than I.

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 Post subject: Spawning suggestion
PostPosted: Wed Mar 22, 2006 9:16 pm 
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How about this, assuming nids does get BM, subtract number of BMs from the spawning roll and then remove all BM.

The Tyranids will only get BM for being shot at and not for each killed brood.  I'm aslo thinking maybe they get 1 BM for each killed synapse creature within the formation.

Just my 2 pennies


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 Post subject: Spawning suggestion
PostPosted: Thu Mar 23, 2006 5:20 am 
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What a difference a day, and a comment, make........

See while I was in my sick bed I had come up with the following ideas for spawning, today was the first chance I have gotten to type them up.

Spawning and Nytryce Oxyde

#1 Fixed Spawning
Instead of Synapse Creatures being able to spawn during the turn, Spawning is fixed to occur in the Rally Phase.

In the Rally Phase each Swarm gets 1D6 spawning points, and can add up to ONE myecetic spore to that spawning. Those points may only be spent to 'buy' units for that swarm. All other Spawning rules remain the same (Brood (x), placed within 5cm of Synapse, Dominatrix is base 2D6, etc...)

#2 Fixed Spawning
This is identical to #1 above except that a Dominatrix can 'lend' one of its D6 rolls to any single swarm on the table.

#3 Variable Spawning
This works the same as the present Spawning rules with the following changes
A: The Swarm is not allowed to move if it spawns.
B: The Swarm is not allowed to shoot if it spawns
C: The Swarm is not allowed to lend FF supporting fires if it spawns.
D: The Swarm cannot carry out AA fire if it spawns.
E: A maximum of ONE myecetic spore can be added to the swarm for spawning.

#4 Variable Spawning
This is identical to #3 above except that the cap on myecetic spores is raised to two.

#5 Limited Spawning
At the start of the battle the Nid player gets 2D6 for each Swarm containing Synapse Creatures, 3D6 for each Dominatrix, 2D6 for each Greater Synapse Node, 1D6 for each Lesser Synapse Node, and 1D6 for each Myecetic Spore. The total is the number of dice the Nid player has available for spawning for the entire battle, we could use chits to represent them eliminating chits as the dice are used.

This would be used in #3 or #4 above with a max limited of two dice being allowed for use in spawning at any one time.

I do not deny these need more work, but before I put more into them I want some input from you guys.......

Thanks ahead of time....

Jaldon :p

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 Post subject: Spawning suggestion
PostPosted: Thu Mar 23, 2006 5:43 am 
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I did like the idea one chap outlined of spawning on your side of the table only, with spores reinforcing on the other side, giving the feeling of defending against the horde.

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 Post subject: Spawning suggestion
PostPosted: Thu Mar 23, 2006 6:01 am 
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#2 I cannot fanthom how a dominatrix could help a swarm 100cm away. So I would say silly to this. In other words don't like it.


So you do mean No  :laugh:

I did like the idea one chap outlined of spawning on your side of the table only, with spores reinforcing on the other side, giving the feeling of defending against the horde.


Where at TRC, could you cut and paste it here? I'd like to see it, or is it further back and I missed it?

Thanks Guys Jaldon :p

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 Post subject: Spawning suggestion
PostPosted: Thu Mar 23, 2006 6:46 am 
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Thanks Hena for grabbing that for me, it has given me more food for thought, and thanks TRC for brining it up, and last thanks for th einput to start with Sem. In many ways I am still trying to catch up from being sick and this was a big help guys.

I like the population explosion comment it is very apt, my take on it is; " The Synapse Creatures seem are more akin to  majicians whom wave their majic claws and then the brood creatures spring up out of the ground at their feet in numbers that rival a rabbits ability to breed."

I do somehow want to tone down the spawn ability, but not to the point it cripples the Nid Army, while at the same time trying to make them 'seem' more wave like.

This seems to be a good start.

Jaldon :p

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