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[Rules] Spawning

 Post subject: [Rules] Spawning
PostPosted: Tue Jan 17, 2006 1:05 am 
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Location: Utah, pick a Pacific Island the other half of the year.
And for putting this one up too Hena :8):

1. Placement of spawned creatures. I would use synapse range instead of 5cm. But the spawned units must be in coherency at the end of placement.


This would make it way to easy for a Nid player to spawn a wall of bugs right out of the box to block a players move. I really want the Nid army to feel like a Horde army, this would allow far too much flexibility. Remember a single units Synapse Range is not 15cms, it is 30cms throw three Tyrnaid Warriors together and they could spawn a swarm across half the table frontage in a single action

2. Is 3 dice mycetic too much? At best we then have 5d6 for normal synapse and 6d6 for Dominatrix. I might go with max of 2 mycetic spores.


With the cost of spawning going up I want to try 3xMyecetics. You could very well be correct that this is too much, and it could very well be dropped to a max of two, but I want to try three right now and see how it goes.

Also how should the brood(x) be given?


For right now I am putting it in the unit Data so that we have more room to fudge the numbers to fit the creature. So it would look like this "Brood (2)".

For now I am basing it on a growing scale and leaving the clean up to that value to actual playtesting. So while a Hierodule may start out costing nine spawning points it may not stay that way for long, however we do have to start somewhere.

Thanks Folks

Jaldon :p

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 Post subject: [Rules] Spawning
PostPosted: Tue Jan 17, 2006 10:45 am 
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I also don't like having to spawn within 5cm, it just isn't enough space to get back the boyz.  Also if you do heavily spawn and only have a 5cm radius circle to spawn in then it is a very tempting artillery target, densly packed so that all those points spent on mycetic spores are wasted, also it contains a synpase creature, a nice bonus for your enemy to bag.

whereas other formations (in this army and others) have a clump of troops away from the leaders, so that artillery strikes can't take them out.

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 Post subject: [Rules] Spawning
PostPosted: Tue Jan 17, 2006 4:07 pm 
Purestrain
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Location: Nashville, TN, USA
Quote (ragnarok @ 17 Jan. 2006 (09:45))
I also don't like having to spawn within 5cm, it just isn't enough space to get back the boyz.  Also if you do heavily spawn and only have a 5cm radius circle to spawn in then it is a very tempting artillery target, densly packed so that all those points spent on mycetic spores are wasted, also it contains a synpase creature, a nice bonus for your enemy to bag.

Having many times summoned daemons with similar restrictions, I don't understand the assertion that this is a problem.

5cm radius is a substantial area, especially if you have a WE Synapse that can clear the area around it (wider coherency) in the same action as it Spawns.  Even a single WE brood could pave the way for a wide area in which to spawn.  Move it to the edge of its coherency range and use it to build coherency for the remainder of the swarm.  Spawn into the empty space.  A 10cm radius will allow you to spawn 6 or 8 stand at a 3-4 cm distance from each other and the SC.  Something like this after the Marshall move:

broods @ 5cm interval semi-circle around SC
[4cm gap]-->
------------------WE brood
[10cm gap]-->
----------------------SC

Would look something like this after spawning 8 broods:

broods @ 5cm interval semi-circle around SC
[4cm gap]-->
------------------WE brood
[4cm gap]-->
---spawn--(3cm)---spawn--(3cm)--spawn
[4cm gap]-->
-spawn--(4cm)------SC----(4cm)----spawn
[4cm gap]-->
---spawn--(3cm)---spawn--(3cm)--spawn

That's roughly 4 models under the first template and 2-3 under each subsequent template.  If you bring back even a few of the more expensive broods, that's 3d6 of spawning.  A Swarm following Warriors or the Tyrant/Warrior combo can easily Spawn double that number at about the same dispersion, i.e. spawn 5d6 and still maintain a 3-4 cm distance between units.

Even assuming less than optimal conditions, you're talking about adding maybe 4-5 attacks to a 2-template barrage attack as a tradeoff for spawning ~300 points back to the board.

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 Post subject: [Rules] Spawning
PostPosted: Wed Jan 18, 2006 2:40 am 
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Location: Utah, pick a Pacific Island the other half of the year.
As with Neal I have yet to have a problem with the 5cm Spawn range, yet, as I explained above increasing it would be opening up a whole can of bad worms.

Jaldon :p

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