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Imperial Armour IV: The Anphelion Project

 Post subject: Imperial Armour IV: The Anphelion Project
PostPosted: Tue May 02, 2006 8:00 pm 
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The Haridan is called the largest known flying nid creature, though the Vituperator can easily be just the largest Harridan seen and miss labeled (like everthing else in the imperium).

It isn't noted as being a synapse creature, but as No-1 has mentioned, it is probably to do with 40k rules getting muddled with a "flying" synapse.

One way we could show thjat it is a very slow flyer is to call it a skimmer but can only be hit by AA fire or in an engagement.  To represent the difficulty in elervating gun barrels to be able to hit it.

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 Post subject: Imperial Armour IV: The Anphelion Project
PostPosted: Tue May 02, 2006 8:56 pm 
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Ragnarok,

Understood. All makes sense. Its fiction after all - anything's possible. :)

So - just imagining game impact now... and thinking out loud...

Do you guys see what's presented in v7 as on target with IA:4 when looking at the v7 Harridon and Vituperator?

If not, what changes are you envisioning going forward with either and/or both?

Non-tyranid player perspective:  I would *expect* that slower transport capable 'flying bug'  (whatever it/they are called), moving slow enough that he's skimming but moving fast enough that he's attempting to dodge AA, which also suggests that he's high enough to be shot at by AA - would ultimately be somewhat less effective at Combat.

If its really flying high enough to be shot at by AA (enemy fire ignoring terrain and all that to see it) how's it really issuing any kind of synapse effect (15cm range) on the ground forces?

How does that become represented in E:A adequately - or should it even?

I'm just trying to get my head around what a Harridon really equates to in E:A in lieu of IA:4 - to you guys closest to the list... and then where the Vituperator fits in the picture by comparison... even if the Vituperator is a "yet to be identified" larger Harridon, which I can buy that. :)

Let's face it - the Imperials are far from understanding all things Xenos. Just using the Harridon as a rule of measure since we have something to go off of in IA:4.  ;)

I could always see the Vituperator being the "maw and claw larger" version of the Harridon once that's baselined.

Anyway, thanks for the insight.

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 Post subject: Imperial Armour IV: The Anphelion Project
PostPosted: Wed May 03, 2006 3:45 pm 
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Just curious,

Is it the intent of the 'nid development to not have flying err... organisms in E:A?

The reason why I ask is I don't think their currently are any fliers in the list.  In noticing this, I was wondering how the Harridon could be better represented since in 40K - it really is a flier. This seems like the first major descrepancy between core development and E:A representation and I'm not really sure why there's a desparity.

Also, my motivation around the Harridon best I can tell is because...

1)  I like the look of the flying bug in 40K and it seems to act different in 40K (from what I can remember) than how I see it represented in E:A Note: Good friend has a beautiful 40K bug army where I've had the misfortune of trying to deal with an E:A gargoyle drop and Harridon drive by at that scale!.

2)  I got mauled by a skimming Vituperator in E:A last weekend that didn't feel right if its a larger Harridon - based upon my preconceived notions/opinions of what I think a Harridon might look like in E:A... However, the Hydrophant rending my two warhounds did feel right, although terribly depressing. :/

3)  the input I've understood from what's written in IA:4 seems to conflict with what we see in E:A presently for the Flying bug.

4) in my opinion, the Flying bug rarities of the 'nid force shouldn't be in direct control of very ground based Ravenours, Termigants, Hormagaunts, etc... on the field of battle - nor should such an air based organism be taking "time outs" in flight during battle to land on the field and "spawn" creatures in my mind. Spawning or 'controlling' non-gargoyle creatures seems VERY out of character for the Harridon to me - in general as it doesn't seem to have any design basis backing this up.

+ + +

So, from what I remember in 40K... the Harridon can't land and fight traditional combat. It was relegated to gargoyle drops and 'fly by's' attacking enemy units as a strafe of claws, wings and teeth - but it wasn't really a typical combat nor was it really one where significant blows were struck. You might see a Harridon strip the armor off of a rhino and open it up like a can of sardines, but you didn't see a Harridon get dug in with a massive amount of infantry of any type where blows were exchanged and a winner declared.

So I'm thinking, how do you keep the big flier balanced, enjoyable, and make it align to the E:A design principles?

Well, if fliers were allowed - I was thinking it could be first and foremost an E:A WE, Bomber. This would represent its ability to fly high over the battlefield and as noted by others, remain slower than fighter based craft. It would also be subject to the flak/AA rules as a result, but would also get much harder to kill.

I think it would be a Transport for x Brood Creature units of Gargoyles. As this is its use/role, I would think the Gargoyle purchase would be mandatory part of the Harridon's purchase - but that of course could go either way.

I wouldn't allow it to land on the field of battle in E:A. This would keep it from playing 'objective grab' in E:A which is not its use as depicted in the text.

I would allow it to deploy troops from the air (its gargoyles).[/quote] This may take some language like the Tau Tigershark uses for its drone drops. This would of course mean gargoyles can be deployed, but not picked up and taken off of the field. The Gargoyle drop could be ugly from reinforcement perspective - especially if used for an upcoming assault by a synapse creature on the ground.

[color=orange] I would allow it to conduct FF engagements
which is not normally allowed for fliers. This would be an E:A air assault in play, but the Harridon would not land. It could disgorge its goods as part of the play though and they could participate in the assault. Also, the Harridon could not be assaulted itself. The engage (or bug air assault) could only be something that could be initiated by the Harridon. Harridon would only have a FF value as it really would just be conducting strafes, not CC base to base attacks. It could also only be FF in return. I'm also thinking the Harridon would have 1 or 2 attacks itself and that's about it - the damage is really the fact that the bugs have a flier delivering a deadly cargo.

If needed, I may make a special kind of synapse. Depending on Jaldon's ultimate language about bug assaults and synapse... The Harridon *may* need to be a [color=orange]special kind of synapse, but only for his gargoyles that he has on board. Once deployed, they would be out of his control. [/quote] That way, he could conduct the air assault manouver and have his on board troops work with him but post deployment, they would need 'ground based' influence to maintain them.

Stats and whether or not this could be balanced or even fit into the bug list is another story all together.

From here, I could then imagine an even slower and larger flying bug (vituperator) that was religated to skimming the ground and pulling off engagements from that perspective, but the Harridon seems to be a different / faster / more manouvrable beast by comparison.

Anyway - just wanted to convey my thoughts. Don't know if there's anything here that can stick. I don't even know if it would be easy to impliment or is even desirable to you lot. However - from this non-bug player's perspective, that's 'generally speaking' the way I see the Harridon operating within E:A and hopefully aligning a bit more with the design philosophy of this thing.

Hopefully there's something there of value - LOL - or perhaps a suggestion that you know you'll absolutely never use, which - then you all can then scratch this one off of the list of possibilities. :)

Cheers,

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 Post subject: Imperial Armour IV: The Anphelion Project
PostPosted: Wed May 03, 2006 4:49 pm 
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Why don't we steal a BFG rule and give them a minimum movement value?  To represent their low speed, but iinability to hover like a humming bird.

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 Post subject: Imperial Armour IV: The Anphelion Project
PostPosted: Wed May 03, 2006 5:58 pm 
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To be honest, given the discrepancy between model scales and board scales, 'stationary' for a Harridan (or those larger Harridan, often identified as the 'Vituperator') could simply mean that it's circling above a small area.

I can't honestly see them keeping pace with jet aircraft; that muscle-powered wings can't match the velocity of jet engines is pretty much a given at this point. But I don't see why a raft of special rules are needed, either - consider that the Valkyrie and Vulture gunships of the Imperial Navy are both represented as Speed 35 skimmers in Epic, yet as VTOL Flyers in 40k, in part because their concept is much closer to that of a helicopter gunship than that of a fighter or bomber.

Further, the Harridan is as much a melee beast as the rest of the Tyranid army - swooping passes with three meter talons, raking across the hulls of tanks and scything through infantry squads... making it a flyer would prevent it doing those things, at least without additional special rules.


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 Post subject: Imperial Armour IV: The Anphelion Project
PostPosted: Wed May 03, 2006 6:39 pm 
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While the synapse role is somewhat debatable based on the current background, I would say it should definitely stay as a WE skimmer.

I also don't have a problem with a Vituperator, even if the Harridan is supposedly "the biggest tyranid flyer the Imperium has identified."  Minor discrepancies with extablished background are not a big deal, especially if they are based on scale.

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 Post subject: Imperial Armour IV: The Anphelion Project
PostPosted: Wed May 03, 2006 6:40 pm 
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Maybe it's easier to think of Tyranid flyers as equivalent to helicopters, similar to the Vultures and Valkyries. These should all be considered as skimmers (rather than flyers) because of their "agility" and relatively slower speeds.

Think of it this way: an aircraft can move in the range of 0.7-3 mach, but they can't really change direction and speed in the space of a table-sized battlefield.

Units which are skimmers may actually be able (according to fluff) to go much faster than their stats indicate. However, at their given move rate, skimmers are able to outmanuver any true aircraft. That's why tyranid flyers ought to be skimmers - because they can stop and turn on a dime.


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 Post subject: Imperial Armour IV: The Anphelion Project
PostPosted: Wed May 03, 2006 9:58 pm 
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OK,

You guys sold me on skimmer for bug fliers. Thanks for the elaboration - all makes sense. Well, maybe not the Harridon = helicopter analogy, but all in all - it makes sense.

1.  So what's the stance on Synapse then? Should it be a synapse for any and all bugs, or just a gargoyle transport? This seems to be the largest stretch for me and not really characterful.

2.  Moving on to the next area that feels odd *to me*, should this thing fight on the ground - or is it's sole means of effective engagement from straifing air swipes and what not?

3.  If it does, should it be near as good on the ground as it is in the air? Does IA:4 give any guidance here?


Where I'm going with this line of thought is that it seems enemy's typically would use FF values to combat this thing. Forcing them to use their b-t-b values doesn't make sense if that's not really the way this thing fights.

Cheers,





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 Post subject: Imperial Armour IV: The Anphelion Project
PostPosted: Wed May 03, 2006 10:48 pm 
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What about saying that engagements only last one round (so if it is a tie neither side breaks) and that the Harridin/Vituar thingy has to make a withdrwl move (win or lose).

This could show how it is a fleeting engagement and that the birdy has to pull away quickly to regain speed.

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 Post subject: Imperial Armour IV: The Anphelion Project
PostPosted: Fri May 05, 2006 2:22 pm 
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It's important that the Harridan keep it's impressive CC attacks... they're its most powerful weapons in 40k.

In 40k, it is also not a synapse creature, but independant.

If the harridan is hit by blast weapons when carrying gargoyles, then the gargoyles are also hit.

The gargoyles do not have to make synapse checks until they detatch.

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 Post subject: Imperial Armour IV: The Anphelion Project
PostPosted: Fri May 05, 2006 11:03 pm 
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Hmm... so it sounds like its not really Synapse Creature at all.

Its more of a 'bonus' that the gargoyles don't have synapse issues when they are being transported around by the Harridon. However, once they are deployed - they are all on their own on the ground. That makes a lot more sense to me actually.

Harridon sounds more like an independent WE Skimmer that can transport x gargoyles too.

+ + +

Regards to CC, I like the thought process here, I think the game terms might regenerally start looking like if it wins or there is a tie, the bug flier must break off and move one single move, thus removing itself from combat. If it loses, it will follow the normal combat resolution and withdrawal moves as applicable.

The up side here is that, unless the bug flier loses, the withdrawal could result in just more move - which may be quite reflective of their 'higher than typical skimmer speed' in attack mode.

I'd further add to it that enemy can use CC or FF attacks against it.It seems the enemy's real damage to this thing is going to come from the FF that it does on the way in and on the way out.

Finally, I would say that the bug flier has no FF value and must use its CC value to attack which further represents its glancing base-to-base blows even though the enemy may be firing away at it on the approach and departure.





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 Post subject: Imperial Armour IV: The Anphelion Project
PostPosted: Fri May 05, 2006 11:58 pm 
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I'm not sure about it being none synpase.  True there are no 40K rules for it (but when have 40K rules been correct to background?)

However background states that they lead gargoyle swarms.  So there must be some synapse control going on their.  Even it it is just slight nudges (gotta love Ld10 brood creatures).

WRT engagement.  Thinking about it we shouldn't force it to make a withdrawal move after an engagement, if we arn't forcing it to move normally.  It could be slowly circling upwards on thermals, or hanging upsidedown in a tree.

I would also say keep the normal engagement rules, ie enemies in BtB must use CC attacks unless the Harridan decides to pop up in close combat.  This could represent them trying to fend off its blows.

Finally it should have a FF value.  IT has a pair of bio cannons and a breath weapon.  Not to mention that (like any bird) it can and will poop on any recently washed land raiders
:D

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 Post subject: Imperial Armour IV: The Anphelion Project
PostPosted: Mon May 08, 2006 1:28 am 
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The Harridan doesn't have a breath weapon in 40k

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