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Tyranid AA weapons

 Post subject: Tyranid AA weapons
PostPosted: Mon Jan 29, 2007 10:47 am 
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When would the enemy AA fire?

At the begining of the turn?


Other than that question they look pretty good!


I'd be tempted to give them FF3+ / CC3+ though (If they use Tau Drone rules, you can Engage them, or they can be sucked into engagements, and I think Engaging into a cloud of spore mines would be a dangerous task!).


So basically, they're deployed before the game (only on the nid player's deployment zone or garrisoned near objectives), and then sit still all game.

I'd be tempted to allow teleports in later turns from further spores to cover the enemy's half of the board... but maybe that's just a risk that a Nid player takes! (Advancing beyond his protected territory).


So anyways, I love the basic idea, as there's a model already produced. :)

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 Post subject: Tyranid AA weapons
PostPosted: Mon Jan 29, 2007 11:22 am 
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This would mean that Tyranid AA is completely passive (with possibly active on Dominatrix).


Not a bad thing at all IMHO.

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 Post subject: Tyranid AA weapons
PostPosted: Mon Jan 29, 2007 11:59 am 
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NOW THERES A GOOD CONVERSION IDEA!! (rushes to workbench)

Watch the epic paint and model section for more info soon...

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 Post subject: Tyranid AA weapons
PostPosted: Mon Jan 29, 2007 12:55 pm 
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These are a perfect match for Meiotic Spores in Epic scale.

Possibly mounted several to a base to represent a cloud of them.

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 Post subject: Tyranid AA weapons
PostPosted: Mon Jan 29, 2007 1:04 pm 
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Zoanthropes could go up to a MW FF attack to compensate (They certainly deserve that kind of power).

MW5+ ?

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 Post subject: Tyranid AA weapons
PostPosted: Mon Jan 29, 2007 2:31 pm 
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(Hena @ Jan. 29 2007,07:14)
QUOTE
Also the Dominatrix would lose AA warp blast. But should it then have different name and allow it to have only moving AA weapon in the Tyranid list?

Why does the Dom need to lose AA for this proposal to work?

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 Post subject: Tyranid AA weapons
PostPosted: Mon Jan 29, 2007 4:03 pm 
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but surey the Dominatrix is a titan so it's synaps range would be big enough to have a chance at hitting a plane going past at high speed, as were a Zoanthropes range is too small to be able.

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 Post subject: Tyranid AA weapons
PostPosted: Mon Jan 29, 2007 5:06 pm 
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Aye, I'm fine with the 'Dominatrix Warp Blast' having AA status, but the Zoanthrope's version being too small to have AA.

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 Post subject: Tyranid AA weapons
PostPosted: Mon Jan 29, 2007 5:32 pm 
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Another option would be to simply make them the equivalent of minefields.  There are so many balloons that it's not really feasible to destroy them by fire under normal combat conditions.  Purchase them from the Independent or Uncommon points (not sure which) and place them in a fashion similar to fortifications in the Siege IG list.  If you get within "range" treat it sort of like a ground unit that enters difficult terrain.

A fixed roll and auto-damage would have some advantages in simulation.  They work by fouling systems in addition to normal means of damage, so less effective armor would make sense.  It could also account for the fact that fighters would be more agile and therefore survivable than heavily armored bombers.

I think the fact that it is a fixed obstacle would make BM placement more like terrain than taking fire.  The aircraft know what they are getting into on the front end rather than entering dogfights or bursting into evasive maneuvers suddenly.

Finally, it's nice that heavier stuff with mass and redundant, tough systems, like Landas and LCs, could sort of "barge" through them.

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 Post subject: Tyranid AA weapons
PostPosted: Mon Jan 29, 2007 6:00 pm 
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Finally, it's nice that heavier stuff with mass and redundant, tough systems, like Landas and LCs, could sort of "barge" through them.


It's worth noting that in IA:4 a Thunderhawk was brought down by a cloud of Meotic Spores... but that was the first time the spores had ever been encountered, and the Thawk was hit by dozens, if not hundreds of Spores. :D

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