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[Discussion] How should Aerial Spore Mines work?
Aerial dangerous terrain test from a Brood (spawnable/movable) unit. 5%  5%  [ 1 ]
Aerial dangerous terrain test from a drifting non-unit marker. 43%  43%  [ 9 ]
Aerial dangerous terrain test from a fixed non-unit marker. 5%  5%  [ 1 ]
Anti-aircraft attacks from a drifting non-unit marker. 14%  14%  [ 3 ]
Anti-aircraft attacks from a fixed non-unit marker. 10%  10%  [ 2 ]
Anti-aircraft attacks from a Brood (spawnable/movable) unit. 10%  10%  [ 2 ]
Something else (I'll explain below.) 14%  14%  [ 3 ]
Total votes : 21

[Discussion] How should Aerial Spore Mines work?

 Post subject: [Discussion] How should Aerial Spore Mines work?
PostPosted: Mon Mar 12, 2007 3:43 pm 
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Well, discussion of Aerial Spore Mines is all the rage, so I thought I'd focus the discussion here.

Please let me know if you think I've missed any options and fully discuss things below.

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 Post subject: [Discussion] How should Aerial Spore Mines work?
PostPosted: Mon Mar 12, 2007 3:55 pm 
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I'm voting for AA attacks from drifting non-unit marker. I like the image of them moving very slowly across the field, not nearly as fast as the standard units. I was thinking 2D6cm of drift each turn either at the start or end of the turn. Roll separately for each spore mine group. I was thinking controlled movement, to represent that the spore mines have their own form of movement in addition to riding the winds haphazardly.

I was thinking for stats a 15cm range, AA 5+ attack which attacks every model which moves through range of the weaponry. This seems reasonable to me as against small formations of 2-3 aircraft it's not much better then a Hydra and doesn't seem like it'd be too over powered to me. Enemies still get saves as well. I'm not entirely sure about price, but I was thinking around the price of a Hydra would be reasonable. It can potentially get much better damage, but it's also got relatively short range. The only real upside it has is that it's indestructible.


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 Post subject: [Discussion] How should Aerial Spore Mines work?
PostPosted: Mon Mar 12, 2007 4:40 pm 
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Not tried any other version yet so clicked 'something else' as I have just had a thought.

Here goes...

Aerial Spore Mines are high above the battlefield and not controlled by the bugs on the ground directly. To best represent this we need some sort of abstraction - it needs not to be too powerful in terms of hits and not so cheap that we have blanket coverage for peanuts.

So, Spore AA costs 10 points per square foot of table to gain level 1 spore defence and 20 points per square foor for level 2 spore defence. Level 1 is basic coverage and level 2 is intensive.

The player chooses which level and pays the points out of his independent allocation. On a 6x4 table level 1 coverage would cost 240 points and level 2 would set you back a whopping 480 points.

With Level 1 any aircraft is hit on a 6+ when making an approach or disengage. Level 2 spores hit on a 5+.

There - new idea in the mix - now shoot it down!

Lightbringer
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 Post subject: [Discussion] How should Aerial Spore Mines work?
PostPosted: Mon Mar 12, 2007 4:40 pm 
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(Ilushia @ Mar. 12 2007,14:55)
QUOTE
I was thinking 2D6cm of drift each turn either at the start or end of the turn.

I prefer a "at the very start of the End Phase" drift if drift is going to be used, makes the enemy pilots have to think a bit...   :D

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 Post subject: [Discussion] How should Aerial Spore Mines work?
PostPosted: Mon Mar 12, 2007 4:44 pm 
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(Lightbringer @ Mar. 12 2007,15:40)
QUOTE
So, Spore AA costs 10 points per square foot of table to gain level 1 spore defence and 20 points per square foor for level 2 spore defence. Level 1 is basic coverage and level 2 is intensive.

Would you see the option more to buy it in "30cm x 30cm" chunks (the game *is* metric *laugh*), and then mark the areas of table that have been "infested"?  I can't see someone dropping those points to cover the "whole" battlefield.

This effect works very similar to a "fixed, non-unit" effect.

Thanks for adding ideas Lightbringer!

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 Post subject: [Discussion] How should Aerial Spore Mines work?
PostPosted: Mon Mar 12, 2007 4:48 pm 
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I voted for drifting non-unit marker.

But I'd like to mention that Synapse creatures should be able to 'spawn' new markers in the end phase, if they're held in reserve.

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 Post subject: [Discussion] How should Aerial Spore Mines work?
PostPosted: Mon Mar 12, 2007 4:57 pm 
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Metric schmetric!

I had not envisaged giving us the option of infesting smaller parts of the battlefield - basically the idea behind this is that the skies are infested or they are not.

If you can't afford the spore coverage then go in without them - be brave little bugs!

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 Post subject: [Discussion] How should Aerial Spore Mines work?
PostPosted: Mon Mar 12, 2007 5:13 pm 
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(Hena @ Mar. 12 2007,16:04)
QUOTE
Gives a 30cm radius circle

I'm sorry, but a 30cm radius seems insane to me: it only takes *three* markers to form a curtain across the standard table. ?Even if it's started at the forward edge of the Tyranid deployment zone, that's approximately a third of the table covered! ?Place one or two on the forward objectives and that's a huge area, with overlapping circles, for planes to avoid.

I feel 15cm range is much more reasonable.

And why wouldn't they be placed in normal order if Garrisoned, what does having a special pre-garrison deployment step do that's needed?





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 Post subject: [Discussion] How should Aerial Spore Mines work?
PostPosted: Mon Mar 12, 2007 5:15 pm 
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...or up the points to 100 per cloud and keep the 30cm radius?




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 Post subject: [Discussion] How should Aerial Spore Mines work?
PostPosted: Mon Mar 12, 2007 5:18 pm 
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(Hena @ Mar. 12 2007,16:16)
QUOTE
Crap! Why doesn't anyone bother to tell me that I meant to write diameter instead of radius :D. So yes that's the 15cm radius (stupid, stupid me).

:blush:

HAHAHAHAHAHA!   :D

Ah, that's much more reasonably Hena... I knew you were crazy, but it's nice to know you're not *THAT* crazy!  *laugh*

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 Post subject: [Discussion] How should Aerial Spore Mines work?
PostPosted: Mon Mar 12, 2007 5:43 pm 
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Agreed - 30cm radius was madness for 35-50 points. :)

Re deployment - you say the same as Tau drones - for those of us who have not used drones how does this work exactly?

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 Post subject: [Discussion] How should Aerial Spore Mines work?
PostPosted: Mon Mar 12, 2007 5:58 pm 
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(Hena @ Mar. 12 2007,16:46)
QUOTE
It's meant that they are deployed at the same time as Tau drones. After spacecraft, before garrisons. And if both have (drones or spore clouds), then alternating the unit/counter at a time.

I still don't get how this is necessary, at least for the Spore Clouds, as 1) they aren't units with ZoC, 2) they will be deployed on the Tyranid half and aren't affected by enemy ZoCs.  Unless placement *is* affected by enemy ZoC, then placing them first is an advantage, one I don't think they need.

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