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Battle foR ISTOL I

 Post subject: Battle foR ISTOL I
PostPosted: Fri Jan 30, 2009 2:53 pm 
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I imagine it to be along the lines of the hive mind calling out strongly to all feral, scattered nid creatures as it senses the enemy and rushes into the attack - mustering all available resources to overcome resistance and harvest genetic material.


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 Post subject: Battle foR ISTOL I
PostPosted: Fri Jan 30, 2009 2:56 pm 
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Quote: (stompzilla @ 30 Jan. 2009, 13:53 )

I imagine it to be along the lines of the hive mind calling out strongly to all feral, scattered nid creatures as it senses the enemy and rushes into the attack - mustering all available resources to overcome resistance and harvest genetic material.

Nice reasoning... *laugh*

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 Post subject: Battle foR ISTOL I
PostPosted: Fri Jan 30, 2009 2:57 pm 
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Yeah, I mean I don't think there normally are so many lost brood creatures scuttling about under the enemy's nose (and if there are they are best handled by other methods like teleporting Lictors).

edit: not saying that it's a bad explanation, of course. And in any case good rules with a little stretched explanation are preferrable to bad ones based on very good fluff (*insert a standard dig at 40k here*).





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 Post subject: Battle foR ISTOL I
PostPosted: Fri Jan 30, 2009 3:05 pm 
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If you think of how many nids are usually lost getting to within 30 cm to enemy fire, it could represent wounded creatures supercharged by a surging hive mind and creatures scatterd by enemy fire called back into the fray.

There is some justification for this sort of thing in 40K with the catalyst psychic power.





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 Post subject: Battle foR ISTOL I
PostPosted: Sat Jan 31, 2009 3:27 am 
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Quote: (vytzka @ 30 Jan. 2009, 13:57 )

Yeah, I mean I don't think there normally are so many lost brood creatures scuttling about under the enemy's nose (and if there are they are best handled by other methods like teleporting Lictors).

edit: not saying that it's a bad explanation, of course. And in any case good rules with a little stretched explanation are preferrable to bad ones based on very good fluff (*insert a standard dig at 40k here*).

Well... given the spawning rules and the elimination of 'nids outside of command, what we're basically saying is that we're keeping closest track of the synapse creatures, and only tracking the brood creatures that serve as a relevant body guard.

As a kind of background noise, the chittering hordes are always there --  and providing more than occasional target practice for their opponents -- but it's only when the synapse creatures get close that they act in coordination and pose a real threat.





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 Post subject: Battle foR ISTOL I
PostPosted: Mon Feb 23, 2009 7:31 am 
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Quote: (vytzka @ 30 Jan. 2009, 13:33 )

I really like the idea of making spawning easier when you're next to the enemy from the game design perspective, though I'm struggling a bit to imagine the situation fluffwise. Is it possible that the hive creatures are harvesting fresh bodies and stamping new gaunts right there on the field?

Isn't the idea of spitting out new, fully grown Tyranids in the middle of a battle somewhat difficult to rationalise fluff-wise already.  I can't see that location on the battlefield should matter that much.

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 Post subject: Battle foR ISTOL I
PostPosted: Mon Feb 23, 2009 2:22 pm 
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Ah, so Spawning is just like "Walker" meaning something that moves like a Walker but doesn't need to have legs to be a walker or indeed move in the way a walker does it just has the special ability of being able to move like a walker... but it doesn't walk. Oh, I see.. simple really.

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