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Spawning |
Evil and Chaos
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Post subject: Spawning Posted: Wed May 24, 2006 6:39 pm |
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Brood Brother |
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Joined: Fri May 05, 2006 2:57 am Posts: 20887 Location: Harrogate, Yorkshire
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Is spawning only in the Tyranid list due to the lack of models most Tyranid players currently have to contend with?
If so, I think it should be removed, and points costs ajusted downwards, because once the plastic sprues are back in production, that problem will not exist.
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Ilushia
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Post subject: Spawning Posted: Wed May 24, 2006 6:52 pm |
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Brood Brother |
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Joined: Mon May 08, 2006 10:50 am Posts: 1189
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As far as I know Spawning has been in the list since the very start of the designs. It's there because it's part of their fluff and 'style'. The Tyranids expend lesser brood-creatures like other armies expend ammunition. Supplying constant returns from the hive-ships above or from other broods on the ground. On Macragge they threw Termagants against the defenders until the defenders ran out of munitions then sent in the larger bugs to clean up the mess. The idea is that to the Tyranids the basic brood-creatures are a replaceable commodity. Expended like any other in a war effort, with their numbers being supplemented and replaced by the fleet from above. I rather like the Spawning rules myself, they're a sweet alteration to the standard to make the Tyranids play in a unique way (which they should, since they're not even remotely like any other army in the game).
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nealhunt
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Post subject: Spawning Posted: Wed May 24, 2006 7:33 pm |
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Purestrain |
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Joined: Thu Feb 13, 2003 10:52 pm Posts: 9617 Location: Nashville, TN, USA
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As much as anything there are logistical problems with requiring 200 miniatures for an army - limited space in the deployment zone, moving the models around, monetary expense, etc.. (Actually 200 models at 3000 points is probably okay for a basic board but beyond that it is a physical issue.)
How do you write rules that allow you take enough Synapses to cover all those models, yet not allow an army composed almost entirely of Synapse Creatures?
And there are other consequences to tactical and strategic balance. It becomes much harder to get to a Synapse creature if it has more units on the board to shield it. Since swarms would be more closely packed, it's also likely that even if you destroyed a Synapse creature that the broods would live on with an adjacent SC.
Spawning does actually solve a host of game-design issues. It's just been tough to get it right for both feel and balance.
_________________ Neal
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dafrca
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Post subject: Spawning Posted: Wed May 24, 2006 7:52 pm |
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Brood Brother |
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Joined: Thu Feb 13, 2003 6:02 pm Posts: 10956 Location: Burbank, CA, USA
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I believe the other solutions offered from the playtest to get the feel of the endless waves of bugs were more problematic and failed to get the feel. This rule seemed to allow it and worked, for the most part.
I would not remove it.
dafrca
_________________ "Every Man is a But Spark in the Darkness" - Cities of Death, page 59
Come fight me, if you dare...... http://dd-janks.mybrute.com
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Evil and Chaos
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Post subject: Spawning Posted: Wed May 24, 2006 9:38 pm |
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Brood Brother |
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Joined: Fri May 05, 2006 2:57 am Posts: 20887 Location: Harrogate, Yorkshire
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Thanks for the answers, I can understand the reasons for spawning quite clearly now, sounds like a good solution to the problem.
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[ 6 posts ] |
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