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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 10:35 pm 
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(ragnarok @ Mar. 12 2007,21:17)
QUOTE
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:

You want it to be an Independent Unit?  Or just from the Independent points?

If the latter then Option 2 is for you!  If the former, then, well Other is all you've got!  *laugh*

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 Post subject: [Discussion] How should Aerial Spore Mines work?
PostPosted: Tue Mar 13, 2007 12:42 pm 
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I voted other because I kind of favour the 1 or 6 option... but then only with certain provisos and restrictions...  :D

Hmm the drifting idea seems popular - what is the proposition(s) for the drifting mechanic??

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 Post subject: [Discussion] How should Aerial Spore Mines work?
PostPosted: Tue Mar 13, 2007 1:51 pm 
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Take the mechanic from the 40k spore mines for commonality?

- Roll a D6 and a scatter dice.
- Move the mine the direction and speed indicated
- if you roll a hit, the tyranid player can decide.

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 Post subject: [Discussion] How should Aerial Spore Mines work?
PostPosted: Tue Mar 13, 2007 3:41 pm 
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After some thoughts, I vote
Anti-aircraft attacks from a fixed non-unit marker.

1)Why AA?
Until now, no Aircraft have to take dangerous terrain test in midair.(at least as I know)
So all Air units are equal for this test.
There is no durable aircrafts (Aricraft with "Walker"? nonsense!). There is no difference between Thunderbolt and Landing Craft (other than DC).
It is virtual "AA TK(1) 6+" attack.

But against AA attacks, each units have different durability.
I think Landing Craft or ThunderHawk should be more durable than Thunderbolts of FightaBombers, against spores.

Already Tyranid army changes many "mainframe" of Epic.
So there should be no more major changes.


2)Why fixed?
Random rollings at end phase are time consuming.
Though I imagine synapse creatures may "call" and move spores some cm at some timing.


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 Post subject: [Discussion] How should Aerial Spore Mines work?
PostPosted: Wed Mar 14, 2007 6:50 am 
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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.

This sounds about right, though I add that i have no idea how the tyranid rules work.

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 Post subject: [Discussion] How should Aerial Spore Mines work?
PostPosted: Wed Mar 14, 2007 12:05 pm 
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(The_Real_Chris @ Mar. 14 2007,05:50)
QUOTE

(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.

This sounds about right, though I add that i have no idea how the tyranid rules work.

I'll give you a game sometime if you stick around in London. :)

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 Post subject: [Discussion] How should Aerial Spore Mines work?
PostPosted: Thu Mar 15, 2007 6:56 am 
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I'll support fixed markers that gives AA 6+ against all aircraft models passing it's range.

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 Post subject: [Discussion] How should Aerial Spore Mines work?
PostPosted: Thu Mar 15, 2007 7:34 am 
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In terms of mechanics and sadly abandoning the minefields in the air ideas :) as others have pointed out AA6+ TK(1) is almost as powerful as a difficult terrain test (though it would only kill one fighter out of a squadron, not get a chance to roll for them all), allows a standard unit profile to be used and depending on range could be relatively cheap.
Say
type -
Move 0cm
Save -
FF -
CC -
Spore mines, 15cm, AA6+ TK(1)
Notes - cannot die, independant creature thingy?
? Points (as stationary could be as little as 10-15?)
Spares can be spawned.

The move 0 may mean 30cm range is needed.

Of course you could just have a seeded area that gives all models, not just aircraft, a difficult terrain test. Then as you move across the board the clouds thicken heralding doom! Mhahahaha, etc. Whether its a 'minefield' template or a point with a radius effect would be however you wanted to do it.

If you wanted drift, 2d6 random direction would be enough.

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 Post subject: [Discussion] How should Aerial Spore Mines work?
PostPosted: Thu Mar 15, 2007 10:04 am 
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So people are definatively sold on the difficult terrain test mechanic?

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 Post subject: [Discussion] How should Aerial Spore Mines work?
PostPosted: Thu Mar 15, 2007 10:30 am 
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How about this.....

Spore Clouds represented by immobile markers - cloud has a 15cm radius, roll a number of dice equal to the number of planes that enter the cloud's range and if any hit (on a 6+) them ALL the planes in range receive 1 hit AND the cloud is removed from play (the spores have all exploaded).

This would enable squadrens to run suicide runs to try and clear out clouds before the valuable stuff come in.

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 Post subject: [Discussion] How should Aerial Spore Mines work?
PostPosted: Thu Mar 15, 2007 10:32 am 
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It would mean single we formations would have few problems - while a big squadron of fighterbombers would be in trouble.

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 Post subject: [Discussion] How should Aerial Spore Mines work?
PostPosted: Thu Mar 15, 2007 10:36 am 
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And the problem there is ......?

There should be a better chance of a small formation managing to get through a minefield than a huge mass.

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 Post subject: [Discussion] How should Aerial Spore Mines work?
PostPosted: Thu Mar 15, 2007 10:38 am 
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Well what is a bigger mass - a space marine landing craft, fully laden, or a squadron of fighter bombers (2-9 strong depending on race).

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