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Tyranid AA weapons

 Post subject: Tyranid AA weapons
PostPosted: Wed Jan 31, 2007 3:59 pm 
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No I'd say not, it would simply allow for the cloud to have an AA value, not for them to zip all over the board at high speeds.

If the clouds were to move at all (I kinda like the idea of rolling a dice to detirmine wind speed & direction and moving every cloud at that speed at the start of each turn), then it would need to be slow (5-15cm per turn maximum).

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 Post subject: Tyranid AA weapons
PostPosted: Wed Jan 31, 2007 4:23 pm 
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Would be interestiung if the AerialSporeMines/MieoticSporeSacks-Template not only is effective gainst aircraft, but can be used as an actual mine-field too. Think about a column of tousands of floating mines from the ground up high into the air.

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 Post subject: Tyranid AA weapons
PostPosted: Wed Jan 31, 2007 4:27 pm 
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(BlackLegion @ Jan. 31 2007,15:23)
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Would be interestiung if the AerialSporeMines/MieoticSporeSacks-Template not only is effective gainst aircraft, but can be used as an actual mine-field too. Think about a column of tousands of floating mines from the ground up high into the air.

I think this would be something to be used for Tyranids defending in an Assault or Hit & Run scenarios than for the Tournament scenario.

As well, remember that there will, hopefully, be other Tyranid army lists created, not just this "Early Phase IV" one that is the current list.  Not everything, and the kitchen sink, has to be in the list in current development.

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 Post subject: Tyranid AA weapons
PostPosted: Wed Jan 31, 2007 4:31 pm 
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Certainly that happens in the background & 40k rules, Meotic Spores have been encountered at ground level and at high altitudes, and are dangerous at both heights!

I'd steer clear of having a rule that allows them to destroy enemies on the ground however, as they're not normally found so low, and those that are would generally be easy to avoid.

Perhaps apply a blast marker to enemies moving through their area of effect, but no actual damage.

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 Post subject: Tyranid AA weapons
PostPosted: Wed Jan 31, 2007 4:34 pm 
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As well, remember that there will, hopefully, be other Tyranid army lists created, not just this "Early Phase IV" one that is the current list.  Not everything, and the kitchen sink, has to be in the list in current development.


At the least I'd expect to see a genestealer cult variant list (Basically inferior IG with Genestealers!).


However Meotic Spore mines belong firmly in the 'standard' Tyranid Phase IV list.

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 Post subject: Tyranid AA weapons
PostPosted: Thu Feb 01, 2007 3:55 am 
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Personally, I think we are missing something very obvious. If we are going to go the spore mine idea just give the Biovore the AA shooting attack... Simple, effective - more within the fluff of what they do and we already have the miniature for them!

KISS!

Less additional rules please.






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 Post subject: Tyranid AA weapons
PostPosted: Thu Feb 01, 2007 4:03 am 
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(Dobbsy @ Feb. 01 2007,01:55)
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Personally, I think we are missing something very obvious. If we are going to go the spore mine idea just give the Biovore the AA shooting attack... Simple, effective - more within the fluff of what they do and we already have the miniature for them!

KISS!

Less additional rules please.

Good point  :)  Makes a lot more sense than zoanthropes to be honest.

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 Post subject: Tyranid AA weapons
PostPosted: Thu Feb 01, 2007 11:23 am 
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(Dobbsy @ Feb. 01 2007,02:55)
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Personally, I think we are missing something very obvious. If we are going to go the spore mine idea just give the Biovore the AA shooting attack... Simple, effective - more within the fluff of what they do and we already have the miniature for them!

KISS!

Less additional rules please.

Biovores don't fire Meotic Spores, they're far too big to come from a tiddly Biovore (Spore sack is the size of the Biovore's body).

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 Post subject: Tyranid AA weapons
PostPosted: Thu Feb 01, 2007 12:22 pm 
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(Evil and Chaos @ Jan. 31 2007,15:34)
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At the least I'd expect to see a genestealer cult variant list (Basically inferior IG with Genestealers!).

*cough*

This is a work in progress, and is currently going through another revision. I also have the notes for my Seeding Swarm force tucked away and awaiting further work.

I now return you to your scheduled broadcast...

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 Post subject: Tyranid AA weapons
PostPosted: Thu Feb 01, 2007 12:28 pm 
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Cool list! (Think I've seen it before though but still cool)

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 Post subject: Tyranid AA weapons
PostPosted: Thu Feb 01, 2007 10:37 pm 
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(Evil and Chaos @ Feb. 01 2007,10:23)
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Biovores don't fire Meotic Spores

You're right, E&C except that we aren't talking about mycetic spores here we're talking spore mines. :devil:


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 Post subject: Tyranid AA weapons
PostPosted: Thu Feb 01, 2007 11:09 pm 
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Well spore mines don't attack aircraft so your point is bunk. :D

Meotic Spores attack aircraft... and they're not fired from Biovores.

There probably is room for having a creature (A variant Exocrine or the like) that does fire Meotic Spores, since FW never definitively stated what their genesis is (It's just obvious that they can't come from Biovores as Meotic Spores are larger than Biovores!).

Anyways, having such a beast wouldn't really represent the nature of Meotic Spores, since they're supposed to drift with the winds for days / weeks before finding a target, they're not fired as 'flak' or point defense.





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 Post subject: Tyranid AA weapons
PostPosted: Fri Feb 02, 2007 12:59 am 
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(Evil and Chaos @ Feb. 01 2007,21:09)
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Well spore mines don't attack aircraft so your point is bunk. :D

Meotic Spores attack aircraft... and they're not fired from Biovores.

There probably is room for having a creature (A variant Exocrine or the like) that does fire Meotic Spores, since FW never definitively stated what their genesis is (It's just obvious that they can't come from Biovores as Meotic Spores are larger than Biovores!).

Anyways, having such a beast wouldn't really represent the nature of Meotic Spores, since they're supposed to drift with the winds for days / weeks before finding a target, they're not fired as 'flak' or point defense.

I'd imagine there are would be many variants up to and including the meotic spores. It just seems to make more sense to me that biovores would be able to shoot clouds of smaller floating minds up into the air, than zoanthropes would be able to shoot planes. Meotic spores obviously just grow and then float up into the sky or are biffed up there by dactylis, or expectorators (are they still in the list?) :D

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 Post subject: Tyranid AA weapons
PostPosted: Fri Feb 02, 2007 1:35 am 
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(Markconz @ Feb. 01 2007,23:59)
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I'd imagine there are would be many variants up to and including the meotic spores. It just seems to make more sense to me that biovores would be able to shoot clouds of smaller floating minds up into the air, than zoanthropes would be able to shoot planes. Meotic spores obviously just grow and then float up into the sky or are biffed up there by dactylis, or expectorators (are they still in the list?) :D

If we go with Biovores as being a form of AA gun for the Tyranids, the disrupt effect would be interesting againt aircraft.  Even if not destroyed, just hits would cover them with acid and other goop that might prevent them from taking off later.

Could be interesting.

Though, I still like the visual of warp blasts lighting up the sky...

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