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Spawning suggestion

 Post subject: Spawning suggestion
PostPosted: Thu Mar 23, 2006 7:45 am 
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Hi,

I like #1, I think it is an "elegant" change.

I like #2 as well (@Hena: if the hive mind can cross space, it can definitely cross a few miles), but I also think that #3 and #4 are too restricitive.

Then again, I don't know much about Nids (but I like them a lot), so this is only a "gut feeling".  :)


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 Post subject: Spawning suggestion
PostPosted: Thu Mar 23, 2006 4:32 pm 
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Semaj's suggestion could be implemented in the same manner as the Brood(x) by simply making it Synapse Creature (x) to designate the spawning ability.

That's not to say I necessarily think it's a fix, just that it would be easy to implement.

===

I think a lot of the problem stems from the use of multiple Mycetic Spores.  The gutted/spawn back effect is not very flavorful to me.  It works for daemons in the chaos list because they are supposed to literally appear from the warp.  The idea of Spawning, though, is (mostly) that the creatures are present but feral and are simply being brought under control by the hive mind.

I would like to see a playtest with simply a reduced number of spores allowed to see how that affects it.

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 Post subject: Spawning suggestion
PostPosted: Thu Mar 23, 2006 5:06 pm 
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I think it would be more swarm-like if there was a mechanism like what is used in 40k for the meat grinder mission, where wiped out formations can reenter from the player's board edge. I doubt that will work in a 4 turn GT game, though, so something equivalent would have to do.


Just a crazy thought, but could increasing the movement speed of all Tyranid units compensate for them only coming on from the players table edge?

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 Post subject: Spawning suggestion
PostPosted: Fri Mar 24, 2006 12:52 am 
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Neal Hunt I would like to see a playtest with simply a reduced number of spores allowed to see how that affects it.


Actually we tried a couple of games where the max on spores was capped at one per spawning action. The results were a marked drop in spawning across the entire Nid Army, and a direct drop in the ability of the swarms to maintain their numbers. Though it did put an end to the Population Explosion caused by a two spore addition to an action.

It was given mixed reviews within the group so I tabled it for the time being to come up with a similar idea that achieved similar, but better results across the entire army. (That would actually be idea #1 above) At this point I got sick, so the entire bit hasn't gone any further.

Having said all this I really want to do a Nid vs Tau batrep this weekend, and I will use your suggestion in it IF I can get the game in, fair enough?

P.S. It isn't that it is a bad idea at all, and I do admit it really didn't get that much playtesting from us either. So it is not dead, just hovering in the wings.

Think of it like "The Hunt For Red October" (Movie) when the politico said "I am a polotician which means when I am not kissing babies I'm stealing their lollipops, it also means I keep my options open."

Thanks all...........

Jaldon :p

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 Post subject: Spawning suggestion
PostPosted: Fri Mar 24, 2006 3:33 pm 
Purestrain
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Having said all this I really want to do a Nid vs Tau batrep this weekend, and I will use your suggestion in it IF I can get the game in, fair enough?


You know I trust your judgement.  I haven't had a chance to play the most recent list, anyway.  Feel free to ignore me and test what you think are the most likely candidates at this point.

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 Post subject: Spawning suggestion
PostPosted: Sat Mar 25, 2006 3:41 am 
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For me right now your suggestion and #1 are the most likely candidates.

The others were included because we had tossed them around also and I wanted the posters input on them as well as the group I game with.

Thanks All...........

Jaldon :p

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