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[I]Personal Observations about the Tyranid List. http://www.tacticalwargames.net/taccmd/viewtopic.php?f=21&t=5180 |
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Author: | Stone-Foxx [ Mon Mar 20, 2006 8:27 am ] |
Post subject: | [I]Personal Observations about the Tyranid List. |
First off, let me say right from the start, I'm not a veteran player. I have been playing for a little while against many of the armies available, and I feel I can play decently with my own army (Eldar) against most other armies. Within the last 2 months, I've had the displeasure of playing againt Tyranids repeatedly. Some of the earlier problems was using the old Tranid list on the Specialist Games site. I'd suggest you guys should really try to make sure that the list there is updated as you refine the list. After several games against the Tyranids, I have to say that they are the least fun army to play against. Before it is asked, yes I have lost every game against them. I don't think that this is the reason that I find them so unenjoyable to play against. There are other armies that I've played against and lost every game to that I didn't feel were 'broken' or did not have fun playing against. Some of the problems I see with the Tyranid list are the stats of some of the units within the list. I know this is a work in progress, but a single point in this game can have a big impact and need to be closely looked at. Many units have stats that seem to be right on the money. Other just seem a bit off kilter. I'll give an example of one of them. Raveners have a Close Combat value of 4+, which is the same as a Carnifex. Other 'lesser' units have a 5+. Although the Ravener may be better in Close Combat than some of these 'lesser' creatures, I don't feel it is at the 4+ range...the extra point is a huge difference. This problem is typical of a few other units, but this serves as an example. The main problem with the list to me is the 'Unstoppable' rule. The ability to totally ignore Blast Markers (one of the most basic concepts and rules of the Epic game) is a huge advantage. Much too huge! The 'Unstoppable' rules breaks such a basic rule that it requires other rules just to handle the problems that arise from including this rule (i.e. the Victory Condition rules). The benefit of never having to worry about breaking, never having to consider being supressed, and always having an automatic +1 to Combat Resolution should be paid for by every single unit that receives these abilities, but there seems to be nothing extra in the cost to account for this over similar units in other list (units with similar stats). This rule really REALLY needs to be examined. I think something more along the lines of the Space Marine rule is in order. I understand that you are trying to get the 'feel' of the Tyranids, but background is never justification for rules that are broken. The situation that illustrated the problems inherent with this rule happened in the last game. A unit of Vypers without Blast Markers was fired on by the Tyranid player. Nothing was damaged by this shooting, but the unit received a Blast Marker. The Tyranid player retained the Initiative and assaulted the Vypers with a unit of Genestealers. The Vypers (Skimmers) were only able to cause a single casualty, and the Genestealers (having no Firefight value) weren't even able to touch the Vypers, yet received a +2 Combat Resolution for just being there due to the Unstoppable rule. With him outnumbering me, he had a total modifer of +3. I lost the Assault, and most of the formation to enemy units that couldn't even affect it that cost 60 points less! I've had opponents do some tricky things to turn a game against me, but I usually have to admire their cleverness. Not this particular trick. Another thing with the rules that I would urge you to reconsider would be the Regeneration rule for War Engines. A War Engine being able to roll a d6 for each point of starting Damage Capacity is a bit harsh. I agree with the idea of the rule, and how it fits into the 'theme' of the Tyranids, but I'd urge that the War Engine only be allowed to roll a d6 for each point of Damage Capacity that it has lost. Although I had dedicated Titan hunting formations in the form of Super-Heavy Grav Tanks, I found it hard enough to put any points against it's Damage Capacity. Then after using those formations to rack up a total of 4 points of damage capacity, it Regenerates 3 of them with its 8 rolls. I understand that it was some good rolling, but this was disheartening to say the least. Rolling 4 dice and seeing 1 or 2 points regenerate would have been enough. I'd urge you to play against the Tyranids with some players who aren't trying to make it work fairly; players who are going to try to make it an overwhelming force to play against. See if you have fun. See if you think the army list is 'fine'. I intend to ask for help from other veteran player against the Tyranids and will be making major modifications to my list, and probably be adopting a mindset that isn't so friendly or fun to play against. I'd rather not, but until the list is fixed, I'd rather do that then play a game against an army that isn't fun to play against. I know this is coming off pretty harsh, but I want you to see it from the 'other side of the fence'. I think you have a generally good idea, but some bad implimentation of it. I'd rather see a balanced, fun Tyranid army list to play against then to have to change the basic premise of the game (i.e. just be competitive - not fun) to play against it. StoneFoxx ...waiting to hear just how 'wrong' I am. |
Author: | KiLLerLooP [ Mon Mar 20, 2006 10:09 am ] |
Post subject: | [I]Personal Observations about the Tyranid List. |
Although being a Nid-player myself, I too have the impression that the nids are a bit too powerful. I like the idea of 'unstoppable' but never receiving blast markers is very, if not too tough. As Stone-Foxx already mentioned: tyras can never be broken, are always better in assaults, don't receive -1 when retaining ... so they are far superior compared to other armies. When having a look on the batreps so far most games are won by tyras and I have the impression that the only two armies they have to fear are necrons or tau. My mate and I have stopped playing tyranids and use our other armies till the list becomes a bit more attractive to play against. Don't get me wrong: The list looks nice and I really appreciate your work, but the list doesn't seem to be balanced yet. Perhaps they need some real disadvantages, except from lacking long range firepower and flyers, that even out the 'unstoppable' rule? |
Author: | KiLLerLooP [ Mon Mar 20, 2006 11:11 am ] |
Post subject: | [I]Personal Observations about the Tyranid List. |
Hena, sorry I mixed that up! Sure I meant the normal -1 modifier on initiative for having BMs. Should re-read my posts more thoroughly. I don't have specific suggestions on how to downgrade Nids. I have thought about that alot but can't think of a good solution. I'd tend to make the nid units a bit more expensive point wise, but I like the hordelike effect of the army by having those sheer number of units which is only possible with having lots of cheap troops. Perhaps you could limit the size of swarms? E.g. a swarm could consist of 10 models. This way you'd end up having more swarms and need more synapse. This way the swarm becomes more vulnerable in assaults and the synapse creature(s) are easier to hit as you can't shield them with enough troops from all sides. Sorry, I don't have better ideas atm but I am not good at designing game mechanics, but perhaps anybody else here can help out and has better ideas!? Just a question towards the other nid players here: Do you enjoy the actual list? Do your opponents enjoy playing against you? Perhaps its just Stone-Foxx, my mate and me who have the feeling of nids beeing a nightmare to play against ...? |
Author: | Chroma [ Mon Mar 20, 2006 2:25 pm ] |
Post subject: | [I]Personal Observations about the Tyranid List. |
Stone-Foxx, you mention this on the Specialist boards: Oddly (for a Tyranid army) there are almost no Guants of any description. |
Author: | asaura [ Mon Mar 20, 2006 8:23 pm ] | ||
Post subject: | [I]Personal Observations about the Tyranid List. | ||
I've reached the same conclusions, as witnessed in the few reports posted by Hena. It takes some learning. |
Author: | Stone-Foxx [ Mon Mar 20, 2006 8:50 pm ] |
Post subject: | [I]Personal Observations about the Tyranid List. |
Changing the unstoppable is very hard as it was done by JJ and as far as I know, he don't want it to change. I was suggesting to remove it from individual section (as far as I remember that was also spawned by your other thread) but that was no-no. IMO it would have been better to give them ATKNF instead of unstoppable *shrug*. |
Author: | Chroma [ Mon Mar 20, 2006 9:15 pm ] | ||
Post subject: | [I]Personal Observations about the Tyranid List. | ||
The rest of the common beasties seem unchanged except for the point cost, but I agree with the reduction for Termagants. |
Author: | nealhunt [ Mon Mar 20, 2006 10:23 pm ] |
Post subject: | [I]Personal Observations about the Tyranid List. |
Stone-Foxx: If you go back through some of the recent threads, you will see that a lot of those issues have been discussed and a couple typos have been pointed out, too (lesser synapse nodes are supposed to be 50 points, not 30). It's very difficult to look at an in-development list and accurately judge it when you are unaware of mistakes that the "regular" playtesters can immediately spot and disregard. Jaldon has also discussed his overall direction for the army and some of the things you seem upset about are things that he has stated he intends to address. I rather think that Unstoppable is here to stay, so it's a matter of working out a viable army with that rather than changing it. I think that is possible, as E40K used a similar mechanic with blast markers and the Nids ignored those entirely as well. Personally, if I had to pick a special rule to ditch, it would be Spawning. I hate it. The idea is to make the Nids feel like an unending horde but it completely fails, imho. Instead, you end up with little groups of bugs that keep resurrecting. Much more like Necrons than a sea of swarming biomas. But one man's Spawning is another man's Unstoppable. ![]() In any case, welcome to the boards. |
Author: | Jaldon [ Tue Mar 21, 2006 1:32 am ] |
Post subject: | [I]Personal Observations about the Tyranid List. |
Hey I am back from the dead ![]() Unstoppable remains 'as is' unchanged I am happy with the way the rule works, and is very Tyranid in function. Also we have had very many playtest games using the rule and no opponent has had a problem with it, once they got over the initial shock. The same applies to all of the Nid Special rules (save one) including Regeneration. Basically the Nids 'lack' long range weaponry and need to close to be effective and most of the special rules make this possible. Our experience in playtesting is that opponents attempt to 'fight' the Nids as if they were a 'normal' Epic-A army and get their heads quickly handed to them. Once they get over the initial shock, depend more on firepower, and time their assaults better, they began to gain victories over their opponents. The SAVE ONE Rule I mentioned Spawning, there just has to be a way to balance out the effects of Spawning and get the 'endless horde' feel that JJ wants to create. In broad terms, I do feel the Brood (x) route is the way to go to achieve this goal and that it is going to be in the cost of Myecetic Spores and in Varying the value of (x) that will get us there. Stone-Foxx, most of the issues you have brought up, beyond the ones mentioned above, have all been brought up on the boards, and probably will be coming up again. Sorry but you are going to have to give it time as we can only adress one problem at a time, and you would find leaping ahead to fix "A" may very well end up being no fix at all. The point is that what you may fix today, may very well end up being no fix at all later. Primary concern is to get the 'Special Rules' working the way we want them to, and then approach other sections of the list from there, thus giving us a solid baseline to work from. As spawning is the only real special rule I am the least bit uncomfortable with I am getting into addressing other issues while fiddling with Spawning on the way. This is only because I do not think a major change will be needed to get it where I think it will work. As for getting it into the SG vault, if it were up to me it would already be in there, unfortunatly that IS out of my realm of control. Jaldon ![]() |
Author: | Stone-Foxx [ Tue Mar 21, 2006 3:23 am ] |
Post subject: | [I]Personal Observations about the Tyranid List. |
Okay, lets get into this one more time...but first, thanks for the civil replies. Hey Stone-Foxx! ?Here are three batreps I did recently for Tyranids...Please give them a look over and see how they stack up in regard to your opponents' armies. |
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