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Vault and fixes?

 Post subject: Vault and fixes?
PostPosted: Tue Mar 28, 2006 7:46 am 
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Right now I am working on a batrep, and I have a second one planned immediately after that one, both are a test of two different spawning ideas. (We are also planning a number of games over the next two weeks to test both spawning ideas)

I really want to nail down spawning before I release the next version of the list, which is why I want both batreps down ASAP. Once I got a feel for the spawning the new list will be released. While that new spawning rule may not be perfect upon release it will be a good start.

The suggestions you have posted above Hena ARE going to be in that list as I do want to start adressing, more and more, the unit data and point values. Assume for now they are law, as we are for our battles.

Thanks All...............

Jaldon :p

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 Post subject: Vault and fixes?
PostPosted: Tue Mar 28, 2006 9:02 am 
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well, the propostions you made are little bit weird hena :

- LSN can only teleport. And cost 50.
No problem with the cost. We already discuss the "only teleport" LSN. I still don't see what it gives : according to the background, there no reason to that. OK, it prevents to garrison the LSN. BUT, if we look closer, there are not much units which couldn't be garrisoned (the main is Hormogaunts) without LSN (well almost everybody move at 15 cm speed). Moreover, I don't think it is especially an insane option to garrison something with a LSN. Why? The 0cm mouvement of the LSN is a big duress. Honestly, is there a lot of people here who have garrisoned something with a LSN?

- termagaunt at 15 pts, no doubt about it, but I'd rather prefer to say that we come back to the previous version, so 15pts with the same stats AND with infiltrator. Without infiltrator, it means that hormogaunts loose also their infiltrator (if Termies move for an assault, they only have a range of 30 cm (15cm mvt+15cm assault range), hormogaunt can't use all their move (40cm) to go to CC). If both have infiltrator, termies move for 30cm and do FF assault, hormies move for 40cm and do CC, warriors move for 15cm.
Hormies are indeed out of synapse range but I use the rule 'brood must stay always in synapse range except during an assault action or when the synapse is LSN'. I find it is the perfect rule for the synapse range (this rule was already discussed before and I agree with this version).
After the assault, warriors consolidate by 5cm (so they are at 20cm), the hormies come back in synapse range consolidating back by 5cm (so they are at 35cm).
Well, you can engage for 40cm not only 30cm (I'm not sure if I was clear in my explaination).

- Exocrine A Brood(3), well why not but it is not very important to me and not the priority.

- Exocrine A 20 cm, why????

- For the harridan, I think it is not entirely a 'cost' problem. It is a first step, but the problem is more deep and big flying synapse must be entirely 're-thought'.

- 50

-Ok 4+ is fine, they were maybe a little bit too tough.

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 Post subject: Vault and fixes?
PostPosted: Wed Apr 05, 2006 10:47 am 
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Are the new spawning ideas to be vaulted?
I'm a bit lost... A new PDF would be fine!


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 Post subject: Vault and fixes?
PostPosted: Wed Apr 05, 2006 2:50 pm 
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Well before a pdf, I think it is necessary to create 2 topics :

- one posted by an admin. Nobody could answer to this one and the admin would modify it to recapitulate the modifications.

- another topic where we discuss about the modifications the admin forget.

Because if Jaldon create a new pdf I'm sure he will forget some modifications (if he is human, maybe it is a robot, but I doubt about it).

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 Post subject: Vault and fixes?
PostPosted: Wed Apr 05, 2006 3:33 pm 
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Quote (ayoras @ 28 Mar. 2006 (09:02))
Moreover, I don't think it is especially an insane option to garrison something with a LSN. Why? The 0cm mouvement of the LSN is a big duress. Honestly, is there a lot of people here who have garrisoned something with a LSN?

I almost always garrison things with the LSN!

1. "Artillery broods": since they are supposed to be sustaining most turns, the 0cm move is irrelevant.

2. High-speed garrisons; get the hormagants/raveners up where they can potentially engage in turn 1 and then move other Synapse creatures towards them to take over the next turn.

3. Garrisoned war engines: Hierodules can then double away from them and be ready to attack the next turn with other synpase creatures.

Essentially, it allows you to potentially eliminate one turn of "just moving into position", so I love using them.  I'm quite disappointed in the idea of them only being able to teleport as it just seems tacked on.  I feel it's the Greater Node that is lacking something, not the Lesser having too much.  With them being LVs now I think they're vulnerable/weak enough and we should be examining the Greater Node.

If we go with the "Spawning in End Phase Only" option, then teleporting Lesser Nodes into enemy territory is, essentially, just handing Synapse kills to the enemy as they'll be without protection for an entire turn. To me, *that* seems like an insane choise.  *laugh*

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 Post subject: Vault and fixes?
PostPosted: Wed Apr 05, 2006 6:16 pm 
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Quote (Hena @ 05 April 2006 (18:03))
I dunno. I've had many games where when I teleport them, opponent has had enough to do than to worry about one LSN :D.

I guess I've taught my opponents that one LSN is *big trouble* if left alone... *laugh*

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 Post subject: Vault and fixes?
PostPosted: Wed Apr 05, 2006 7:51 pm 
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Quote (Hena @ 05 April 2006 (18:24))
Yes, but two assault swarms on their face at that point will be worse :laugh:.

Yep!

Though after the rampage of the Termagant Terror, I haven't fielded Tyranids at all.  I'm going to wait until the next .pdf is released before I resume playing them.

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 Post subject: Vault and fixes?
PostPosted: Thu Apr 06, 2006 2:36 am 
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Positioned well, and not directly a threat upon insertion, often finds opponents ignoring the LSNs and spending their time dealing with 'other problems' already a threat.

This is actually how I would like to see them ending up being used, instead of as a bold, in your face, deep strike.

Thanks All

FYI Hena, I have begun work on the next list already but will be concentrating on the next two batreps before releasing it. I want to see where the spawning rule goes. And keep prodding me about the flamer template

Jaldon :p

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 Post subject: Vault and fixes?
PostPosted: Sun Apr 09, 2006 2:38 pm 
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Jaldon/Hena - I don't suppose one of you could update me with what y'all are planning with the flame template rules-wise, could you?

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