Re: [NetEpic ML] Tyranid Cards clarification

From: peter cornwell <petecorn_at_...>
Date: Sat, 13 Jul 2002 14:01:56 +1000

Thanks Peter!

Thats exactly the type of answer I was hoping for! All I was going on for
Tyranids
they used to be was the old WD battle report. Netepic Tyranids do sound much
fairer.

I ordered my first Tyranid sprues recently - before they dissapear. (I don't

want to miss out like I did with the Squats). I even found a pair
of Dominatrix in a shop still in their original bubble packs the other day.
It'll be a while before I can field them as an army though - I've got too
many
other figures to paint first.

Like the others I'd like to take my hat off to you Peter.The amount of time
you spend
contributing to this list in a really positive way is really impressive.
Especially given the awesome number of troops you still have unpainted
(good to see they're on square bases. I love square bases! If only
they still made them - and with the switch to metal they're gone forever).
I can barely find time to read this list let alone paint my armies or
for that matter - play any games! So I for one appreciate your level of
commitment
that helps make Netepic so great.

Speaking of spare time - I've got some comming up so I have been
planning to get back to writing up the new objective counters
properly (that I was going to do some time ago).
I was hoping to do some playtesting with them first - but I
haven't had the time to play a single game since then!
My question is - now that the Optional Rules are kind of ready (in Doc
form that my computer can't read) do you still need them? If so I'll
write them up this week.

Cheers

Peter Cornwell




Peter Ramos wrote:

> Hi!
>
> -----Original Message-----
> From: peter cornwell [mailto:petecorn_at_...]
> Sent: Friday, July 12, 2002 12:23 AM
> To: netepic_at_yahoogroups.com
> Subject: Re: [NetEpic ML] Tyranid Cards clarification
>
> While we're on the subject of Tyranid cards,
>
> I'm just wondering - what the reasoning was behind the removal
> of the orders cards?
>
> --->The tyranid were completely redone by Paul Lipori. The newer rules
> are more reflective of a hive mind structure than the original GW rules
>
> Was the Tyranid army not powerful enough under the old rules?
>
> ---> The original GW rules were clumsy and had many loopholes. The
> current rules better show how the hive mind works without the ploy of
> order cards.
>
> Because doesn't their elimination make the Tyranids a fair bit more
> powerful?
> I don't have the old Tyranid rules, or a usable Tyranid army yet, but in
> Netepic
> it looks like each turn you can give orders to more swarms and
> effectively pick up more hive mind cards (because you'll pick them up
> every turn, instead of sometimes getting only orders cards ).
> Also, in the old rules the power of a good hand of hive mind cards
> would
> be offset by the fact that you picked them up at the expense of more
> orders
> cards. ie if you have a great hand of hive mind powers, your army would
> be
> more likely to be running out of control.
>
> --->The amount of hive cards is less than in the original rules and it
> is dependent on how powerful you swarm leaders is. Unlike the original
> rules were it didn't depend on the leader's power. Now orders are
> dependent of hive mind radius which is dependent on the swarm leader's
> power. This change has been present since 1.0 and has been heavily
> tested and works much better than the old rules which were too random.
>
> I know this is probably an ancient debate - but I'd be really interested
> in
> hearing
> briefly the jist of what that debate was.
>
> --->As with many of the old GW rules they were tacked on without much
> concern with the older rules in place. There were many contradictions,
> loopholes and it didn't mesh well. The mechanics of order cards were
> cumbersome and too erratic in nature. It made tyranids weaker than other
> races to depend on random cards to be able to do things. This is a
> restriction no other army has. Back then Paul was our resident "bug" man
> and took it upon himself to develop the current rules and test them.
> They function more as swarms now due to the hive mind radius and the
> amount of cards depends on swarm leader power. On average you get very
> few cards since the hive points are divided by five. Also note you LOSE
> cards as hive leaders are slain. This produces a nice attritional effect
> that makes tyranids less effective as their leaders die. Much better
> represented than the original.
>
> Peter
>
>
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Received on Sat Jul 13 2002 - 04:01:56 UTC

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