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Spawning suggestion

 Post subject: Spawning suggestion
PostPosted: Wed Mar 22, 2006 3:19 am 
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Quote (BlackLegion @ 22 Mar. 2006 (01:00))
I would go so far, that Carbifexes, Haruspexes, Exocrines and Hierodules CAN'T be spawned back.
Really i can't see such a huge creature "going to the ground" roaming free around the battlefleet without the influence of the hive mind and do absolutely nothing to its environment which affects enemy units.

Remember when those giant beetles smashed out of the ground in the Starship Troopers movie?

It's like that. ?:;):





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 Post subject: Spawning suggestion
PostPosted: Wed Mar 22, 2006 9:47 am 
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Also drop podding them.  Previous editions of Epic allowed carnies to drop in.

One thing I'm worried about is the amount of brood creatures that could be spawned back.  Since you can spawn if you marshall and in the end phase (Still no on a hold action?).  Okay so it is only D6+D6 (Not 2D6) but it is every turn.  Even if you don't marshall you can get back D6 brood creatures for each brood every turn.  Imagine this for a T-Terror army. :O

SO what about only allowing D3 in the end phase?

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 Post subject: Spawning suggestion
PostPosted: Wed Mar 22, 2006 9:58 am 
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I also like the end phase spawning. I'd like to see it at a reduced rate as already mentioned with the option of a dedicated action to spawn more creatures.

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 Post subject: Spawning suggestion
PostPosted: Wed Mar 22, 2006 10:14 am 
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Another thing.  If we do go for the low level then Heirodules can stay at brood (6).  Since it will be all but impossible to respawn them.

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 Post subject: Spawning suggestion
PostPosted: Wed Mar 22, 2006 11:15 am 
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I'm not too sure if we could get such a system to work (though I do like the idea).

What would it be, an extra hit per BM the swarm would of suffered (disrupt would kill us).

An extra hit per x blastmarkers?


Another variant of the spawning in the rally phase I have thought of is that only common brood creatures can be spawned in the end phase.  Since they are the ones that could get lost and go to ground.  Where as the uncommon ones will stand out and get shot.

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 Post subject: Spawning suggestion
PostPosted: Wed Mar 22, 2006 11:38 am 
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A random idea.  Instead of having the extra casulties related to the incoming fire what about having to do with the speed the swarm is moving at?  Something similar to the stampeed rule from last edition 40K

Stampeed.
If a swarm makes a march action then roll a D6 for each common brood creature.  On a roll of a 1 it takes a hit, normal saves apply.  (Ie all terrian counts as dangerous when marching).

I can't see the food, er opponent complianing about such a rule, since nids should be marching or assaulting (I know I feel dirty when my artillery broods are sustaining).

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 Post subject: Spawning suggestion
PostPosted: Wed Mar 22, 2006 11:48 am 
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Quote (Hena @ 22 Mar. 2006 (10:42))
That would be too nasty. 30 swarm would have 5 casualties per turn...

and if we keep rallying at D6 in the end phase, they have a good chance at getting (most of) them back again.

I know the idea probably wont fly, but it could get someone thinking of a better one.  I'm personally worried about the possible effect and my dice rolling.  It will go something like

March an 18 strong swarm towards enemy
roll some dice
remove everything bar the warriors
repeat

(Yes my luck is that bad.)

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 Post subject: Spawning suggestion
PostPosted: Wed Mar 22, 2006 1:44 pm 
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I really like the spawning idea in the endphase and additionally using dedicated actions.

One other thing that doesn't feel right imo is the use of mycetic spores. Atm they are cheap additional spawn points that can be used on different swarms until you have used all of them.
I'd tend to assign them to dedicated swarms at the beginning of the game. They have to stick and move with the swarm and they would need stats as they could be attacked like every other unit.
Thats sounds much more reasonable for me, as atm they are too mobile and unpredictable for the enemy. So the enemy could also try to kill the spores to hinder the nids respawning process.

Second I really like the idea of the extra hits inflicted on nids, that resembles the fact of being stupid fighting machines marching directly towards the opponent very well. Imagine Starship troopers where the bugs directly ran in front of the Troopers guns not caring that were already lies a pile of dead bugs before them  :) Or bugs not going into cover although being shot at.
That is a good counterpart for the unstoppable rule that would allow each army playing against nids to get a bonus.

Great ideas coming up here!

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 Post subject: Spawning suggestion
PostPosted: Wed Mar 22, 2006 2:16 pm 
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Hi,

I also like those ideas (endphase spawning and extra casualties when fired at).

I'm no Tyranid expert, but how about a rule like this one:

"Each time a Tyranid formation is designated as a target by an enemy formation, it automatically suffers D3 hits instead of receiving a BM"

The wording is far from perfect, but you get the idea.






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 Post subject: Spawning suggestion
PostPosted: Wed Mar 22, 2006 2:40 pm 
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How about for every kill, roll to attack with that weapon again? (Max 1 extra otherwise a shadowsword would wipe out a swarm :) )
Essentially if they are coming in at you pulling the trigger and hosing the swarm is more effective.

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