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Tyranid AA weapons

 Post subject: Tyranid AA weapons
PostPosted: Fri Feb 02, 2007 11:01 am 
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Good ideas..
But is it really necessary? Current nid AA rules/units works well.
I think zoanthrope would be better against aircraft than that ork geneseeded artillery piece. :D

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 Post subject: Tyranid AA weapons
PostPosted: Fri Feb 02, 2007 11:51 am 
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But is it really necessary? Current nid AA rules/units works well.


Is it entirely nessesary?

If we want the list to properly reflect the Tyranid method of war it is.



When the list was first written, Meotic Spores did not exist, so the writers had to come up with a compromise solution (Psychic AA).

Now the design studio has created the definitive method of Tranid AA (Meotic Spores) it would be cool if we could properly incorporate that into the game.



Rather than continuing with an obsolete compromise (Psychic AA) or making up our own Tyranid (Some kind of Flakker Biovore).

I really think it'd be coolest to use the official background and have Meotic Spores (There's a model after all!).

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 Post subject: Tyranid AA weapons
PostPosted: Fri Feb 02, 2007 2:13 pm 
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(Evil and Chaos @ Feb. 02 2007,10:51)
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Now the design studio has created the definitive method of Tranid AA (Meotic Spores) it would be cool if we could properly incorporate that into the game.

You know, I don't think I agree with this, and it's the word "definitive" that got me.

Tyranids adapt to the situation and don't necessarily use the same methods of dealing with prey-things in every instance.

What Hive Fleet is attacking in Imperial Armour IV?  If it's different than the one to be "featured" in the current EPIC list (remember, we *will* be doing other Tyranid lists!  *laugh*) then other anti-air defences, eg, Zoanthropes, may have been evolved at the time.

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 Post subject: Tyranid AA weapons
PostPosted: Fri Feb 02, 2007 2:37 pm 
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What Hive Fleet is attacking in Imperial Armour IV?  If it's different than the one to be "featured" in the current EPIC list (remember, we *will* be doing other Tyranid lists!  *laugh*) then other anti-air defences, eg, Zoanthropes, may have been evolved at the time.


I agree that Tyranid bioforms are of course mutable.

But in all the background & 40k rules, there are no incidences of aircraft being shot down by Zoanthropes (It was an Epic-only invention to fill a needed spot in the list).

Certainly the Hamman's world fluff (The 'nid list is supposed to be for the fleet that attacked and destroyed Hamman's world) has no mentions of extra-powerful Zoanthropes.

Now that the studio has provided us with a characterful and unique AA solution (The Meotic Spore) and we already have an 100% perfect, still-in-production model... I say we put it in the list ASAP!





What Hive Fleet is attacking in Imperial Armour IV?

It's not a Hive Fleet, more an experimental infestation caused by the Inquisition (They were studying methods of controlling Tyranid reproduction).

From 3 initial creatures (It is implied that each creature came from a different Hive Fleet as different colourations are mentioned), all the 'standard' Tyranid Genii soon were spawned, from Gaunts to Bio-Titans.





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 Post subject: Tyranid AA weapons
PostPosted: Fri Feb 02, 2007 2:50 pm 
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(Evil and Chaos @ Feb. 02 2007,13:37)
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But in all the background & 40k rules, there are no incidences of aircraft being shot down by Zoanthropes (It was an Epic-only invention to fill a needed spot in the list).

What did Tyranids use for anti-air in Epic:40k and Space Marine/Titan Legions?  It's been a long time since I played those games and don't have access to the rulebooks.

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 Post subject: Tyranid AA weapons
PostPosted: Fri Feb 02, 2007 2:58 pm 
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(Chroma @ Feb. 02 2007,12:50)
QUOTE

(Evil and Chaos @ Feb. 02 2007,13:37)
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But in all the background & 40k rules, there are no incidences of aircraft being shot down by Zoanthropes (It was an Epic-only invention to fill a needed spot in the list).

What did Tyranids use for anti-air in Epic:40k and Space Marine/Titan Legions? ?It's been a long time since I played those games and don't have access to the rulebooks.

In epic40k - Harridan and Gargoyles, they were air units.

It was generally regarded that gargoyles were a 'bird-strike' type attack :D

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 Post subject: Tyranid AA weapons
PostPosted: Fri Feb 02, 2007 3:01 pm 
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(Evil and Chaos @ Feb. 02 2007,12:37)
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Now that the studio has provided us with a characterful and unique AA solution (The Meotic Spore) and we already have an 100% perfect, still-in-production model... I say we put it in the list ASAP!

Yes I agree. (I presume you are talking about the 40k spore mines?).





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 Post subject: Tyranid AA weapons
PostPosted: Fri Feb 02, 2007 3:06 pm 
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Yes I agree. (I presume you are talking about the 40k spore mines?).


Yep

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 Post subject: Tyranid AA weapons
PostPosted: Fri Feb 02, 2007 3:18 pm 
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(Markconz @ Feb. 02 2007,13:58)
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It was generally regarded that gargoyles were a 'bird-strike' type attack :D

Hmmm... why not add that to Gargoyles?

"Bird-strike" 15cm, AA 6+ Notes: any Gargoyle unit that makes a successful "bird-strike" attack is also automatically destroyed.

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 Post subject: Tyranid AA weapons
PostPosted: Fri Feb 02, 2007 3:25 pm 
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(Chroma @ Feb. 02 2007,14:18)
QUOTE

(Markconz @ Feb. 02 2007,13:58)
QUOTE
It was generally regarded that gargoyles were a 'bird-strike' type attack :D

Hmmm... why not add that to Gargoyles?

"Bird-strike" 15cm, AA 6+ Notes: any Gargoyle unit that makes a successful "bird-strike" attack is also automatically destroyed.

It has been suggested several times, but each time people complain that it adds yet another special rule to the nid list.

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 Post subject: Tyranid AA weapons
PostPosted: Fri Feb 02, 2007 3:29 pm 
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Also you could quite affordably get a swarm with 20x 6+ attacks. :D

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 Post subject: Tyranid AA weapons
PostPosted: Fri Feb 02, 2007 3:30 pm 
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(ragnarok @ Feb. 02 2007,14:25)
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It has been suggested several times, but each time people complain that it adds yet another special rule to the nid list.

I'd hardly call that a "special rule", it's more of an explanation of the weapon effect/ability.

Similar to how there's no "open top" special rule, yet units in the Feral Ork, Speed Freeks, and Dark Eldar lists have the ability to allow transported units to shoot/firefight.  Or the "step over terrain" ability of some Titans, does that count as a "special rule"?

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 Post subject: Tyranid AA weapons
PostPosted: Fri Feb 02, 2007 3:32 pm 
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(Evil and Chaos @ Feb. 02 2007,14:29)
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Also you could quite affordably get a swarm with 20x 6+ attacks. :D

And with every hit you'd lose a Gargoyle... you could even make it that just *performing* the attack eliminated the Gargoyle unit, then you'd have one big 20 die attack... and no Gargoyles left.

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 Post subject: Tyranid AA weapons
PostPosted: Fri Feb 02, 2007 3:33 pm 
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It doesn't matter, it's obviously unbalanced ('specially since the Gargoyles could just be spawned back).

Meotic Spores are teh futur. :( :D





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 Post subject: Tyranid AA weapons
PostPosted: Fri Feb 02, 2007 3:34 pm 
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(Evil and Chaos @ Feb. 02 2007,14:33)
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It doesn't matter, it's obviously unbalanced ('specially since the Gargoyles could just be spawned back).

Not all twenty of them  :D

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