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Supreme Commander and Initiative

 Post subject: Supreme Commander and Initiative
PostPosted: Wed Jan 07, 2009 1:46 pm 
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Not keen. The last thing the 'nid list needs is yet more special rules.

Allow the SC as a upgrade for other creatures? Allow multiples?




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 Post subject: Supreme Commander and Initiative
PostPosted: Wed Jan 07, 2009 1:54 pm 
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Quote: (Hena @ 07 Jan. 2009, 12:50 )

they are all "equal" in that matter.

Not really, some have synapse links. Call it a "supreme synapse node" or "hive mind symbiote" or something, and it represents a stronger link to the hive mind.

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 Post subject: Supreme Commander and Initiative
PostPosted: Wed Jan 07, 2009 1:56 pm 
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It comes from my head, but I believe synpase works in a similar way in 40k, with symbiotes and biological growths etc providing links to the hive mind.

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 Post subject: Supreme Commander and Initiative
PostPosted: Wed Jan 07, 2009 1:57 pm 
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I don't seen the need for an "always on" Supreme Commander... I just see it as a quirk of their command and control.  You just have to deal with failed activations when you're trying to do something a little "out of character" for the Bugs; it's certainly not the end of the world in my experiences... just frustrating on occasion.

And if you feel you're rolling an absurd number of "ones", check this out:

Do you roll a lot of 1s?




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 Post subject: Supreme Commander and Initiative
PostPosted: Wed Jan 07, 2009 4:50 pm 
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The closest Apocalypse Datasheets as an Epic Supreme Commander would be the "Eye of the Hive". Thats 3+ Tyranid Warrior units with at least 5 models each. They have a special psychic power called Conduit with a 12" range which is the Cathalyst psychic power and the Prefered Enemy special ability.

Other could be the "Hive Mind Brood".
That's 1 Hive Tyrant, 3+ Tyrant Guards and 3-5 Zoantrophes. The Hive Tryrant has the SHadow in the Warppsychich power and one called The Horror  which he can se if the brood doesn't shoot. It has a 12" range for every Zoantrophe in the Brood as long as the Hive Tyrant lives and causes a Pinning test for every unit in range.




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 Post subject: Supreme Commander and Initiative
PostPosted: Wed Jan 07, 2009 5:05 pm 
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I'd rather it be on a unit where your opponent could remove it. I'd also rather you pay for it.

Retaining with BMs should contain a greater chance of failure. Those rules shouldn't entitle army to free SCs though.

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 Post subject: Supreme Commander and Initiative
PostPosted: Wed Jan 07, 2009 5:49 pm 
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A Supreme Commander that can't be killed? No thanks.

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 Post subject: Supreme Commander and Initiative
PostPosted: Fri Jan 09, 2009 11:03 am 
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I think having to pay 475pts for an SC is a bit much compared to other armies though.

My bugbear is the Strategy Rating 1, this guarantees Nids can never set up combined assaults unless the opponent is stupid enough to stay in charge range the following turn.


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 Post subject: Supreme Commander and Initiative
PostPosted: Fri Jan 09, 2009 11:44 am 
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I had a weird idea last night...now, don't go shooting this one down (yet) with cries of 'not MORE special rules!' but i reckon it could work, and it's relatively simple.
Now; we're trying to get that unstoppable horde feel to the 'nids right; and i don't think it's right that 'nids should be ABLE to fail to assault; they just go at it! As such my suggestion is that any NON INDEPENDENT formations that attempt an assault will always do so AUTOMATICALLY.  Now...that's too simple and i can immediately see it kicking up some problems (would we have to have two versions of 'unstoppable'; one for independent, one for synapse etc?) and therefore i'd boot it; BUT, this got me thinking;

+2 to engange; +1 to Rally.

Simple eh?

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 Post subject: Supreme Commander and Initiative
PostPosted: Fri Jan 09, 2009 11:48 am 
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And another thing!!! I do feel that an Strategy Rating of 1 is a bit harsh, but perhaps the above idea will help a different style of play, and solve expensive SC problem!

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