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Nid v7.0 List changes from v6.22 http://www.tacticalwargames.net/taccmd/viewtopic.php?f=21&t=5195 |
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Author: | Jaldon [ Mon Apr 17, 2006 6:29 am ] |
Post subject: | Nid v7.0 List changes from v6.22 |
Changes for Tyranid v7.0 Spawning Rule (Comments) This is a total re-hash of Spawning, and we have been messing with it for awhile now and I do like the results thus far. It does remove the ?Majic Wand? effect of an army appearing out of nowhere in an instant, while at the same time it allows the Nid Army to keep its numbers up. Now that is all fine and dandy in my home group, but this rule is going to need a broader, more across the board, testing before I?ll be happy with it. THE RULE IN BRIEF Spawning now occurs in the Rally Phase, and all swarms led by a Synapse Creature Group get to spawn. A maximum of ONE myecetic spore can be added to each spawning action taken. Each Synapse Creature Group has a base Spawning ability, they are...... Lesser Synapse Node: 1D6 Greater Synapse Node/Harridan/Tyranid Warriors: 1D6+2 Vituperator/Hive Tyrant: 1D6+4 Dominatrix: 1D6+6 Army List Changes (Comments) The reduction in WE costs has been long overdue, and will definitely help ?beef up? the Nid army across the board. I would rather do this then increase per unit capability. I do agree the Termagaunt is worth 15pts, but the Ravener for 30pts and 5+ armor I am not so sure about. I agree the Ravener compared to Termagaunts and Hormagaunts makes it look as if it should be twice their costs, however it may not work as well army wide. If it doesn?t then either we drop it back to 25pts or increase its armor to 4+ and keep it at 30pts. For now we will try 30pts. I have changed both the Lesser and Greater Synapse Nodes stats, this allows me to drop the Greater to 75pts and maybe will get them back on the table (see unit data for changes). THE NEW POINTS COSTS Harridan 225pts Greater Synapse Node 75pts Lesser Synapse Node 50pts Vituperator 325pts Hierophant 250pts Hydraphant 350pts Termagaunt 15pts Ravener 30pts Unit Data Changes (Comments) The first change is rather minor, I am going to insert the ?real? name of the Nid SHTs and AVs into brackets next to the ?A? and ?B? designations. This is so if JJ puts the thumb down on one of them it will be easier to move them over to the OOP section. The Genestealers are going back to CC4+ as it is true they are too powerful at CC3+. Hierodule ?A? is fine as it stands, I think, but Hierodule ?B? needed a fix, so I want to try these stats for it. The Lesser Synapse Node is too vulnerable under the new spawning rule so I ?beefed? it up a bit. UNIT DATA CHANGES Greater Synapse Node: Drop its DC to ?2?, and it can now teleport anywhere into the Tyranid table half. Lesser Synapse Node: Change it to armor 4+, and from LV to AV. Genestealers: Change them from CC3+ to CC4+ Haruspex ?A? IS (Haruspex) Haruspex ?B? IS (Malefactor) Carnifex ?A? IS (Carnifex) Carnifex ?B? IS Venomfex Hierodule ?A? IS (Hierodule) Hierodule ?B? IS (Trygon) also drop the Trygons +1 FF attack and change it to having 2xBio-Cannons. Ravener: armor 5+ and infiltrator Jaldon ![]() |
Author: | The_Real_Chris [ Mon Apr 17, 2006 7:27 am ] |
Post subject: | Nid v7.0 List changes from v6.22 |
What - I've played Space Hulk! A Genestealer with a 4+ - how will I shred all the terminators! ![]() |
Author: | ragnarok [ Mon Apr 17, 2006 2:26 pm ] |
Post subject: | Nid v7.0 List changes from v6.22 |
I like the direction that these changes are going in. Not too sure about the GSN teleport restrictions, seems like an extra rule that we don't really need. With the spawning, if it works well this way. Would it be possible to play around with each warrior stand having D3 spawning (thus a group would be 3D3). They get a better average roll than the Harridan and the GSN, but it is also more varied. Also the death of warrior stands will effect the groups spawning ability. Finally, I still think we should have three "Hierodules", barbed, scythed and trygon, but if we had to only have 2 then I would prefer barbed and tyrgon. |
Author: | Chroma [ Mon Apr 17, 2006 3:10 pm ] | ||
Post subject: | Nid v7.0 List changes from v6.22 | ||
Technically, if this is the "Hamman's World" Tyranid invasion, teh Barbed Hierodule didn't yet exist, according to Imperial Armour. |
Author: | Jaldon [ Mon Apr 17, 2006 4:36 pm ] |
Post subject: | Nid v7.0 List changes from v6.22 |
With the spawning, if it works well this way. Would it be possible to play around with each warrior stand having D3 spawning (thus a group would be 3D3). They get a better average roll than the Harridan and the GSN, but it is also more varied. Also the death of warrior stands will effect the groups spawning ability. |
Author: | Chroma [ Mon Apr 17, 2006 4:40 pm ] |
Post subject: | Nid v7.0 List changes from v6.22 |
Any idea when you'll be posting the v7.0 pdf, Jaldon? |
Author: | nealhunt [ Mon Apr 17, 2006 5:02 pm ] |
Post subject: | Nid v7.0 List changes from v6.22 |
I have a couple people chomping at the bit to playtest but they are a bit hesitant to "wing it" (which is weird because they love scenario play, but whatever). As much as I dislike "hurry up" requests, I would really like to see the proposed spawning rules in full write-up, preferably by mid-week so I can pass it on to them and get in some games. Not to mention the fact that the Nid army I bought from Breten arrived last week and I'm itching to play... |
Author: | ragnarok [ Mon Apr 17, 2006 5:15 pm ] |
Post subject: | Nid v7.0 List changes from v6.22 |
I've just had an idea for the stealers. They are surpose to be able to rip though almost any armour with equal easy, so what about giving them lance on their CC attacks? This will up their kills against canned goods (termis and RA tanks), but still keep it at a reasonable level against other food groups. It also gives them an anti-elite roll. |
Author: | ortron [ Tue Apr 18, 2006 12:22 am ] |
Post subject: | Nid v7.0 List changes from v6.22 |
Could you increase the cost of stealers to keep them at 3+CC? after all they really are close combat monsters!! Also is the removal of the barbed hierodule set in stone? Seems a shame as a number of people have built their own... finally please keep the trygon armament along the lines of the FW model. ie super big ripper! thanks |
Author: | Jaldon [ Tue Apr 18, 2006 1:16 am ] |
Post subject: | Nid v7.0 List changes from v6.22 |
Could you increase the cost of stealers to keep them at 3+CC? after all they really are close combat monsters!! |
Author: | ortron [ Tue Apr 18, 2006 9:46 am ] |
Post subject: | Nid v7.0 List changes from v6.22 |
Thanks for that. Keep up the good work. I like to keep checking on the nids though i don't get to post much. I look forward to seeing how things are when i get back in another 7 weeks ![]() |
Author: | Cobalt [ Tue Apr 18, 2006 10:11 am ] |
Post subject: | Nid v7.0 List changes from v6.22 |
Hi, I am about to playtest test this on sunday. Please make the v.7 avaiable before that! As for "comments without even playtesting", may I say I like the idea of spawning in the rallying phase? Actually, I see spawning as the equivallent of "Blast Markers" management in the other armies. All the armies get to manage their BM during rally phase. So it seems ok to do it also for the nids. Two remarks : One : the other armies have trouble rallying when enemies are near. Shouldn't we have the same thing, like -2 to spawning if enemy unites are 30cm or less? We had that in the earlier spawning version. Second: I like the idea of spawning all over the army rather than focusing it entirely where U need it. Yet, the other armies can focus on "BM removal" with a specific order (I don't know exactly the name of this order in english, probably something like regroup?, can someone edit this?). Why don't we have the same thing also for tyranids? Somehow merge both spawnings methods : one general spawning for all formations like in v7, plus specific "upon order" spawning? This requires that spawning level is carefully limited so as not to be overpowerfull (the limit on mycetic spores is probably the key and some trick like : throw 2D6, keep the best, to make it even closer to other armies BM management). Last, but not least, I also dislike the GSN teleporting. But reducing its cost (to 75) while keeping at DC3 would probably do the trick of getting it out of the closet. Well, 2cents, you know... |
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