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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 6:05 pm 
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Placing them first allows the enemy troops to spot them on the horizon as they prepare their own Garrisons, thus the enemy then has the choice of deploying far from any meotic spores.

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 Post subject: [Discussion] How should Aerial Spore Mines work?
PostPosted: Mon Mar 12, 2007 6:09 pm 
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(Evil and Chaos @ Mar. 12 2007,17:05)
QUOTE
Placing them first allows the enemy troops to spot them on the horizon as they prepare their own Garrisons, thus the enemy then has the choice of deploying far from any meotic spores.

But the garrisoned enemy formations can't interact with them in any way, so how does this affect the enemy's deployment?  What am I missing?

Question Hena: are you saying you want them to *ONLY* be used as garrisons, so that they can *ONLY* be place within 15cm of Tyranid side objectives?





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 Post subject: [Discussion] How should Aerial Spore Mines work?
PostPosted: Mon Mar 12, 2007 6:13 pm 
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But the garrisoned enemy formations can't interact with them in any way,


They can garrison near to spore clouds, or far away... either way they see the spores on the horizon and get the tactical choice as to what to do in return...

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 Post subject: [Discussion] How should Aerial Spore Mines work?
PostPosted: Mon Mar 12, 2007 6:15 pm 
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(Evil and Chaos @ Mar. 12 2007,17:13)
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They can garrison near to spore clouds, or far away... either way they see the spores on the horizon and get the tactical choice as to what to do in return...

But the Spore Clouds (as they are now, Aerial Dangerous Terrain) have absolutely no direct effect on enemy ground forces and cannot be affected by enemy ground troops.

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 Post subject: [Discussion] How should Aerial Spore Mines work?
PostPosted: Mon Mar 12, 2007 6:18 pm 
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(Evil and Chaos @ Mar. 12 2007,15:48)
QUOTE
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.

Ditto.

And how often do you see E&C and I agreeing completely?  I'm pretty sure that alone should be overwhelming evidence that we simply must be correct. :D

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 Post subject: [Discussion] How should Aerial Spore Mines work?
PostPosted: Mon Mar 12, 2007 6:21 pm 
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(nealhunt @ Mar. 12 2007,17:18)
QUOTE
And how often do you see E&C and I agreeing completely? ?I'm pretty sure that alone should be overwhelming evidence that we simply must be correct. :D

I'm scared! ? :O

Well, while this isn't up for full discussion in this current poll, my version of "drift" would include the "gone on a double" portion, so that the Spore Clouds might disperse and be reformed by Synapse with spawning later.





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 Post subject: [Discussion] How should Aerial Spore Mines work?
PostPosted: Mon Mar 12, 2007 7:17 pm 
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(Hena @ Mar. 12 2007,17:23)
QUOTE
I just dislike the spawning. It allows redeployment of the air umbrella. Also the end phase with nids is crowded already with spawning and regen. So adding more dice rolls to it doesn't really sound good.

Hena, you just need to start your games a little earlier instead of running down the clock...  :D

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 Post subject: [Discussion] How should Aerial Spore Mines work?
PostPosted: Mon Mar 12, 2007 8:25 pm 
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My main worry about spawning them is that it allows the potential to have a unit of aircraft which flies through them on the way in, then having the formation they just attacked spawn a new one ontop of them and force them to fly through it on the way OUT too. This was a complaint made about Zoanthropes as well, since if they were killed you could potentially effectively 'teleport' them across the field and allow them to fire at the same aircraft formation twice in a turn.


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 Post subject: [Discussion] How should Aerial Spore Mines work?
PostPosted: Mon Mar 12, 2007 9:21 pm 
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(Ilushia @ Mar. 12 2007,19:25)
QUOTE
My main worry about spawning them is that it allows the potential to have a unit of aircraft which flies through them on the way in, then having the formation they just attacked spawn a new one ontop of them and force them to fly through it on the way OUT too.

Well, considering that disengagement moves happen before rally rolls (and, by extension, spawning rolls) this is actually impossible.

It was impossible for the Zoanthrope "teleport" as well, but we all seem to have missed that.

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 Post subject: [Discussion] How should Aerial Spore Mines work?
PostPosted: Mon Mar 12, 2007 9:36 pm 
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(Hena @ Mar. 12 2007,20:35)
QUOTE
But back then we spawned with orders and not in end phase ...

Ah, true.

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 Post subject: [Discussion] How should Aerial Spore Mines work?
PostPosted: Mon Mar 12, 2007 10:17 pm 
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I voted other, since I would like to see them as a drifting dangerous terrain test that comes form the independance allowance, and I didn't know how to vote for that  :confuse:  :confuse:

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