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Tyranid AA weapons

 Post subject: Tyranid AA weapons
PostPosted: Mon Jan 29, 2007 8:06 pm 
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As AA seems to be more like an "automatic self defence" within tyranid swarms, maye this suggestion would fit:

every time a fighter gets closer than 15cm to a tyranid swarm, he suffers an AA6 attack, representig spore cysts and hovering spores above the swarm. this attacks are only is applied once per swarm. So crossing (or touching within 15cm) two swarms will result in 2 AA6+ attacks per fighter.

Chances:
-You have seriously to think about manoevering widely on the table.
-You have to think how to get to your targets without loosing too much.
- you can entirely eliminate AA from the army list, as it is a general rule.

Threats:
-New, unique rule.
-You always suffer at least one attack on ground attack mission.


Soren

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 Post subject: Tyranid AA weapons
PostPosted: Mon Jan 29, 2007 8:30 pm 
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Soren: Nah. Opens up all kinds of questions.

"Why does this massive swarm of 50 bases have the same AA attack as this one Warrior base over here??"

etc.


I think it's a good idea to have Meiotic Spores... since we have the model! :)

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 Post subject: Tyranid AA weapons
PostPosted: Mon Jan 29, 2007 8:41 pm 
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i have lots of meiotic spores i dont need....plastic ones....i can get em over from my house in the UK for you

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 Post subject: Tyranid AA weapons
PostPosted: Mon Jan 29, 2007 8:53 pm 
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The WH40k Spore Mines have in E:A roughly the same scale as the MieoticSporeSacks/AerialSporeMines from FW for WH40k:

http://www.forgeworld.co.uk/asporemines.htm

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 Post subject: Tyranid AA weapons
PostPosted: Mon Jan 29, 2007 8:56 pm 
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Yep they are perfect I'd say.

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 Post subject: Tyranid AA weapons
PostPosted: Mon Jan 29, 2007 8:57 pm 
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I would base 4-6 of them on a titan base to mark the area where these beasties float.

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 Post subject: Tyranid AA weapons
PostPosted: Mon Jan 29, 2007 8:59 pm 
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Well their range would need to be measured from a discrete point... so the centre of the base would be the origin of the AA attack, rather than the edge! :D

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 Post subject: Tyranid AA weapons
PostPosted: Mon Jan 29, 2007 8:59 pm 
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no one want my spores?

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 Post subject: Tyranid AA weapons
PostPosted: Mon Jan 29, 2007 9:03 pm 
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Hmm i always measure from base-edge to base-edge...

But only one single AerialSporeMine per base looks wrong if it should represent a cloud of them with multiple "shots"

But as L4 said: DWWFY :D

If you measure from the center, then it could be an option to put all the mines on long thin wires, so that it looks as if they acually hover far over the battlefield. The middle of the base would then just be a marker to measure the range from :D (same as DropPods)





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 Post subject: Tyranid AA weapons
PostPosted: Mon Jan 29, 2007 9:05 pm 
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lets ignore me! :p

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 Post subject: Tyranid AA weapons
PostPosted: Mon Jan 29, 2007 9:06 pm 
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(BlackLegion @ Jan. 29 2007,20:03)
QUOTE
Hmm i always measure from base-edge to base-edge...

But only one single AerialSporeMine per base looks wrong if it should represent a cloud of them with multiple "shots"

I suppose the counter to having a large base is that it's easier to shoot at them.

They should have a set base size anyway (I'd say that titan base or 40mm base would be fine).

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 Post subject: Tyranid AA weapons
PostPosted: Mon Jan 29, 2007 9:07 pm 
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Sorry hotwire but i don't need them :D

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 Post subject: Tyranid AA weapons
PostPosted: Mon Jan 29, 2007 9:08 pm 
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its cool...worst off ill bump up my post count this way :p

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 Post subject: Tyranid AA weapons
PostPosted: Mon Jan 29, 2007 10:31 pm 
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(Hena @ Jan. 29 2007,21:21)
QUOTE
Zoanthrope (no cost change)
Type/ Speed/ Armour/ CC/ FF
LV/ 15cm/ 5+/ 6+/ 5+
Weapons/ Range/ Firepower/ Notes
Warp Blast/ 30cm/ AP4+ AT4+
Notes: Invulnerable Save, Brood (2)

Zoanthrope no longer a walker?  (I *believe* it's supposed to be, but I could be wrong.)

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