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Tyranid AA weapons

 Post subject: Tyranid AA weapons
PostPosted: Fri Feb 02, 2007 7:18 pm 
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(Evil and Chaos @ Feb. 02 2007,18:14)
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That'd be fine if that's what people want, but personally I dislike the idea of unkillable AA.

But doesn't it well represent the Phase IV idea of "skies choked with spores"?

I don't like unkillable AA either... the French will *really* hate that...  :D

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 Post subject: Tyranid AA weapons
PostPosted: Fri Feb 02, 2007 7:19 pm 
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Phase IV worlds have been clensed occasionally... so those Spore Clouds have to come down somehow. :)

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 Post subject: Tyranid AA weapons
PostPosted: Fri Feb 02, 2007 7:56 pm 
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(Evil and Chaos @ Feb. 02 2007,17:24)
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also with the "spit a giant cloud of corrosive mist" concept for short range, breath weapon AA.


I thought you were against Template AA?

I didn't say I was okay with using a template.  I said I was okay with a background justification for a "breath" weapon having an AA ability.

I'd be inclined to go with cheaper spore clouds that could be shot at rather than making them invincible however (Say 25 points per Meotic Spore marker) and give the Spore Clouds LV status  so everything can shoot at it (With 4+RA to represent how many mines there are).

My justification is that shooting down enough Spore Mines would set off a chain-reaction that would destroy 90% of them (Enough to reduce the cloud to ineffectiveness).

Maybe.  My thought is that since they are immobile/uncontrolled anyway they will be of limited use.  Heck, even with hordes of mobile Flakwagons I find 30cm A to be of extremely limited use.  Most of the time aircraft can fire from outside flak range and at least get the shots off without having to worry about taking fire until the way out - at which point they can jink.

Tactical needs will mean that the nids will have to more out of the spore umbrella sooner or later.  As soon as they do 30cm radius is easy to avoid.

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 Post subject: Tyranid AA weapons
PostPosted: Fri Feb 02, 2007 8:02 pm 
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didn't say I was okay with using a template.  I said I was okay with a background justification for a "breath" weapon having an AA ability.


Ah, sorry. It's just that AFAIK every 'breath' item currently in the list is a template weapon (Though they've been reduced somewhat they're still present).


Tactical needs will mean that the nids will have to more out of the spore umbrella sooner or later.  As soon as they do 30cm radius is easy to avoid.

That's one reason I like the Meotic Spore Mines idea... while they can be Garrisoned etc, the Tyranid player can only cover his half of the board, and then only partially. It seems to me it'd help with the sense of the advancing Tyranid horror (The enemy's side of the board is clear of spore mines, at least at the begining of the game).

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 Post subject: Tyranid AA weapons
PostPosted: Sat Feb 03, 2007 12:55 am 
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And if you add teleport to the clouds not only LesserSynapseNodes infest the enemys side of the board, MieoticSporeMines infest it too :D

Besides i don't like unkillable AA too. But both E&Cs and Henas suggestion have some value. I think we should try out both und just see wich one fits the gameplay better?

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 Post subject: Tyranid AA weapons
PostPosted: Sat Feb 03, 2007 1:08 pm 
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I imagined the MeioticSpores to be dropped from spacecrafts or high altitude over the battlefleet where they gather to form clouds to drift around.
Remember: MyceticSpores aren't there from beginning of the battle too.





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 Post subject: Tyranid AA weapons
PostPosted: Mon Feb 05, 2007 12:00 pm 
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Meiotic spores don't have that possibility.


Imagine them drifting at very high altitude (Perhaps as far as the stratosphere) and the Synapse creatures in the battle calling down the Spores (They are both instinctually self-mobile, and 'intelligently' self-mobile when Synapse creatures influence them).

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 Post subject: Tyranid AA weapons
PostPosted: Mon Feb 05, 2007 12:26 pm 
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Then planetfall (without spacecraft).
And if the Spores deflate they can drop very fast. If they reach the desired altitude they can easily inflate and hover where they are needed.

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 Post subject: Tyranid AA weapons
PostPosted: Mon Feb 05, 2007 12:58 pm 
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(BlackLegion @ Feb. 05 2007,11:26)
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Then planetfall (without spacecraft).
And if the Spores deflate they can drop very fast. If they reach the desired altitude they can easily inflate and hover where they are needed.

Agreed.


Planetfall sounds not a bad solution...

TBH this is one situation where a 40k rule is better suited to the task! (The 40k Deep Strike rule)

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 Post subject: Tyranid AA weapons
PostPosted: Mon Feb 05, 2007 1:32 pm 
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...immobile and unkillable AA things don't sit well in that context...


Agreed, planetfalling Spore Mines would only work with my version of the AA proposal (Killable spores). With the invincible AA proposal, it'd be obscenely overpowered.

But then, I think unkillable AA is overpowered in concept in the first place.

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