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Spawning suggestion

 Post subject: Spawning suggestion
PostPosted: Tue Mar 21, 2006 2:14 am 
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Though I am not a Nid player I have been following the discussion of the list.  While reading Jaldon's latest comments in response to concern over spawning I read this...

In effect to create a Nid army that devolves more into Brood Creatures as the battle progresses.


This gave me an idea that I thought I would offer.

When spawning what if you had to spawn units from the common group first.  Or with Brood (1) first.

Something like "when spawning you must first select a unit from the common brood list, then you may choose a unit from the uncommon brood, and then WEs."

OR

"When spawning at least x% (50?) of the spawning points must be spent on common broods"

The general idea being to follow the concept of "a Nid army that devolves more into Brood Creatures as the battle progresses".

Any use?

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 Post subject: Spawning suggestion
PostPosted: Tue Mar 21, 2006 6:19 am 
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I thought spawning was litterally birthing them but rather as well recieving reinforcements and regrouping rogue individuals.

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 Post subject: Spawning suggestion
PostPosted: Tue Mar 21, 2006 11:35 am 
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An idea I'm working on (a bit rough since I don't have my rulebook with me and work has blocked access to the SG resource pages, so some rules might be off) is a total overhaul of the spawning system.

First off change it so we marshall like anyone else (as an action and at the end of the turn.  However instead of removing BMs, which we don't have, we can return critters to the battle.  However mycetic spores don't add to this and brood mother only allows an extra D6 pick the highest rather than an extra D6.

This will make the spawning a constant be low level event.  Rather than the usual charge in, get 90% of the swarm nuked then spawn it all back.  It will also reduce the number of bigger critters that can spawn back.

Now for mycetic spores, I think that they should be pre loaded with a certain transport capacity, say 6.  With common broods, 'stealers, warriors, 'vores and 'thropes taking one space, carnies and tyrants 2 spaces each, exocrines and hauripexi 3 spaces and heirodules 6 spaces each.

This is where my memory of the rules get a bit blurry.  But I think that you can have a formation that contains, but isn't entirely teleporters (With the teleporters having to land near existing troops).  If I'm right then each mycetic spore can "teleport" its content down to the battle as per any teleport.  With a note saying that all the transported troops must teleport down together to the same place (So you can't load a spore with 6 termigaunts and send down 3 in one turn and 3 in the next, or send 2 to one swarm and 4 to another).

Of course, instead of preloading the mycetic spores we could just let them teleport down a transport 6 worth of creatures from the "dead" brood pile, though this is better and should cost more.

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 Post subject: Spawning suggestion
PostPosted: Tue Mar 21, 2006 12:02 pm 
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Quote (Hena @ 21 Mar. 2006 (10:50))
I'm not quite sure we want to make the mycetic spore transport capacity constant. Especially if we don't need to buy the unit beforehand. It would be too good IMO. The spawn values would workout as the the value of capacity usage as well (in addition to spawning itself).

The transport capacity are almost exactly identical to the spawning costs;

Unit      Transport cost    spawning cost
Tyrant         2                      NA
Warriors       1                      NA
Genestealers 1                      NA
Termigaunts  1                      1
Hormigaunts  1                      1
Gargoyles      1                      1
Raveners      1                      2
Thropes        1                      2
Vores           1                      2
Carnies         2                      2
Exocrines      3                      2
Haruspex       3                     3
Heirodule       6                     6

The diffrances for Raveners, Thropes and vores is becuase I don't think they should take up the same amount of room as Carnies.  The Exocrines was a typo  :down: .  I thought that they were brood(3) like the other Biotank (Haruspex).

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 Post subject: Spawning suggestion
PostPosted: Tue Mar 21, 2006 3:11 pm 
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There are other ways to limit spawning.

You could limit what type of creature (based on brood point cost) can be spawned in the later turns. For instance, say only brood(1) creatures can spawn in turns 3 or 4.

You could limit what type of creature can be spawned based on how many are in the dead pile. For instance, say that you only have access to half of the units in the dead pile at the time the spawn action is taken.

You could separate reinforcements from "dead" units at the beginning of the game (so that there would be two pile of troops). Then, you could limit how many creatures could be spawned from the dead pile, but not limit spawning from the reinforcement pile.


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 Post subject: Spawning suggestion
PostPosted: Tue Mar 21, 2006 4:16 pm 
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I kind of like Rag's low-level spawn idea.

Not only do I think it would have a less "Necron resurrection" feel to it, but I think allowing the Mycetic Spores to go back to being similar to Drop Pods rather than Chaos Sacrifices is also a very good idea.

I think it would need some work as to the Rally/Marshall mechanic, but we're just brainstorming at this point and the concept is very appealing (to me, anyway).

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 Post subject: Spawning suggestion
PostPosted: Tue Mar 21, 2006 4:28 pm 
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Quote (nealhunt @ 21 Mar. 2006 (15:16))
I kind of like Rag's low-level spawn idea.

Not only do I think it would have a less "Necron resurrection" feel to it...

This made me laugh, the low level constant spawning was stolen from the Necron list for how they handle BM removal and resurrection.  All I did was remove the bit about blast markers (whatever they are).

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 Post subject: Spawning suggestion
PostPosted: Tue Mar 21, 2006 6:13 pm 
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Quote (ragnarok @ 21 Mar. 2006 (15:28))
Quote (nealhunt @ 21 Mar. 2006 (15:16))
I kind of like Rag's low-level spawn idea.

Not only do I think it would have a less "Necron resurrection" feel to it...

This made me laugh, the low level constant spawning was stolen from the Necron list for how they handle BM removal and resurrection.  All I did was remove the bit about blast markers (whatever they are).

Heh.   :D  Yeah, I recognized the mechanic.  It's just that the extreme "see-saw" of the 90% brood kill/look-they're-back reminds me more of Necrons than the actual Necron rule.

I suppose a better comparison would have been summoning a swarm of daemons...

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 Post subject: Spawning suggestion
PostPosted: Wed Mar 22, 2006 3:00 am 
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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.
It should be rally like a lone Leman Russ tank wich drives in random directions and fires its weapons at any enemy targed which comes in firing range.

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