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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: Thu Mar 15, 2007 10:46 am 
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I see your point but there will always be some abstraction. Bear in mind also that fighters benefit from tighter turns so have a far batter chance of being able to simply fly around the cloud.

And..if they do fly into the spore cloud then it is only going to take one of the fighters to clip a mine and BOOM! the whole squadren are in deep doo doo.

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 Post subject: [Discussion] How should Aerial Spore Mines work?
PostPosted: Thu Mar 15, 2007 11:03 am 
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Hena - only the planes in range would be hit and then they would get saves.

It would mean a thunderhawk could plough thought the cloud knowing it would at worst take 1 hit with full armour save.

Plus the cloud is removed after a single hit has been caused.

How is this too good when compared to the TK(1) proposition?

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 Post subject: [Discussion] How should Aerial Spore Mines work?
PostPosted: Thu Mar 15, 2007 11:54 am 
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Well yes and no - I agree that if the Ork player is foolish enough to fly 6 Fighta Bommaz through the cloud then the likelyhood is that a hit will be scored which will result in him having to make 6 saves (1 for each plane) - he can choose to jink if this happens.

Alternatively he can choose not to fly through it or just clip it with 1 fighta bomma in the hope that the cloud detonates for the loss of 1 plane.

It throws up some interesting tactical choices for the enemy, more potnetially volatile outcomes but without being overly complicated and with no end of turn drifting rolls.

I don't see it as overpowered personally.

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