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[Deathmatch]SPECIAL RULES - HENA GENUS VARIANT

 Post subject: [Deathmatch]SPECIAL RULES - HENA GENUS VARIANT
PostPosted: Thu Apr 17, 2008 10:02 am 
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Umm, could I check on the concept here? Are you possibly describing something like a minefield here,  that gets moved randomly at the end of each turn? If so, this is quite like the Tau sentry system, and I wonder whether a new term "minefield" needs to be created to cover these kind of battlefield objects which have no activation or movement, but which "attack" enemy formations that move inside their ZoC and can be assaulted to clear them?

As for deployment, perhaps you can "teleport" it in at the start of the turn??

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 Post subject: [Deathmatch]SPECIAL RULES - HENA GENUS VARIANT
PostPosted: Thu Apr 17, 2008 10:26 am 
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I see little reason to make the spores unable to activate, especially since in 40k they can "pop down" to attack ground troops.

Make them more expensive if neccesary, but more special rules is something the nid list definately doesn't need.

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 Post subject: [Deathmatch]SPECIAL RULES - HENA GENUS VARIANT
PostPosted: Thu Apr 17, 2008 10:39 am 
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But "popping down" suggests some active intelligence that others seem to think is absent from the spores.

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 Post subject: [Deathmatch]SPECIAL RULES - HENA GENUS VARIANT
PostPosted: Thu Apr 17, 2008 11:06 am 
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Which is one of the reasons I initially suggested a 5cm movement when I proposed the idea.

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 Post subject: [Deathmatch]SPECIAL RULES - HENA GENUS VARIANT
PostPosted: Thu Apr 17, 2008 11:18 am 
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(Ginger @ Apr. 17 2008,10:39)
QUOTE
But "popping down" suggests some active intelligence that others seem to think is absent from the spores.

Imperial Armour 4 (The book that introduced the Spore) describes them as being directed by Synapse Creatures towards combat zones, propelled by as-yet unknown (Probably psychic) means.

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 Post subject: [Deathmatch]SPECIAL RULES - HENA GENUS VARIANT
PostPosted: Thu Apr 17, 2008 1:31 pm 
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Well, a different solution here would be to allow synapse creatures to "transport" spores, which they can eject at an appropriate point. If you give the spores "Jump pack", this allows you to eject them 15 cms, after which they move randomly with the wind (scattered in the rally phase). Note they cannot pick the spores up again before anyone asks :p

If you make the spores "Minefield" (which might be better termed "Reactive" or "Dormant") it covers all the other considerations including lack of activations, ZoC, etc. you can still give them AA capabilities because ground AA reacts to enemy aircraft actions. This does not prevent giving the spores other abilities such as "planetfall" - it just means that you need to specify that this occurs at the start of the move like teleportation, and does not need a spaceship etc.

Personally, I am not comfortable with Synapse creatures subsequently controlling them in the Rally phase because it is yet another special rule that is relatively superfluous in the Epic scale of things

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 Post subject: [Deathmatch]SPECIAL RULES - HENA GENUS VARIANT
PostPosted: Thu Apr 17, 2008 7:38 pm 
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(Hena @ Apr. 17 2008,19:02)
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Well the synapse controlling them is just a move in the end phase. Could be done other phases as well, but wouldn't want them to activate as such.

I would stongly recommend not doing this - but if you have to, IMO you are describing another note on the Synapse unit and how it is able to move the spores as part of its activation (a bit like creating daemons). You can still leave the spores as "STATIC" under all other circumstances.

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 Post subject: [Deathmatch]SPECIAL RULES - HENA GENUS VARIANT
PostPosted: Thu Apr 17, 2008 7:56 pm 
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I really don't think this level of complexity and special rules are warranted.

Make them move 5cm and they'll not be a problem even if they march.

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 Post subject: [Deathmatch]SPECIAL RULES - HENA GENUS VARIANT
PostPosted: Thu Apr 17, 2008 8:36 pm 
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With a 5cm move I don't see engagements as a problem unless the opponent is very silly, in which case they deserve it.

Noone will ever march with them anyway, especially if they have a "may not claim/contest objectives" note.

As for being broken, I can see it representing the psychic link with the synapse being broken, rendering them inert for a while.

Mould the fluff a little to fit the existing rules mechanisms rather than inventing dubious new ones.

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 Post subject: [Deathmatch]SPECIAL RULES - HENA GENUS VARIANT
PostPosted: Fri Apr 18, 2008 11:31 am 
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(zombocom @ Apr. 17 2008,19:56)
QUOTE
I really don't think this level of complexity and special rules are warranted.

Make them move 5cm and they'll not be a problem even if they march.

====================
With a 5cm move I don't see engagements as a problem unless the opponent is very silly, in which case they deserve it.

Noone will ever march with them anyway, especially if they have a "may not claim/contest objectives" note.

As for being broken, I can see it representing the psychic link with the synapse being broken, rendering them inert for a while.

Mould the fluff a little to fit the existing rules mechanisms rather than inventing dubious new ones.

As I see it, we must decide whether these things will work like a normal unit or not. If they are a normal unit, then they get to activate, move, shoot etc as normal. If they are not sentient (lack intelligence etc), then they cannot activate etc.

And forgive me, but arguing for a 5cm / 2" move seems a little pointless - the unit is effectively stationary when compared with everything else. If you were arguing for a 20-30 cm move that would be a different matter, but this just seems to be a level of detail that adds nothing to the game except delay. Why not just let it be stationary (which is much simpler - and needs fewer rules etc)?

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