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mieotic spore mine clusters |
ragnarok
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Post subject: mieotic spore mine clusters Posted: Mon Jun 26, 2006 10:02 am |
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Joined: Fri Jun 24, 2005 2:43 pm Posts: 2084 Location: Reading, England
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I'm planing on building some mieotic spore mines for my nid army tonight, using some 2mm glass beads I've "liberated" from work and GS.
I know that they probably wont appear in the offical army list but they might be allowed into the collectors section or in a viriant list.
I'm just wondering what sort of stats would be reasonable for them. For those who don't know what they are, mieotic spores are giant spore mines about twice the size of a man (including their tendrals). They contain normal sporemines and are also giant bioacid mines them selves. Oh and they can be used against aircraft very well.
From this I have derived the following rules
Type speed armour CC FF Inf (LV?) 15cm 5+ 3+ 4+
mieotic spore mines range 15cm 2x AA5+ AP4+ AT5+, disrupt & adds MW to the CC attack
notes: fearless, RA, independant, may only take hold, engage or advance actions.
I've made them quite tough and nasty to represent a massive cloud of them, rather than just a stand of 3 to 7. This way you only need four or 5 stands to repeent a massive infestation rather than dozens.
_________________ Tyranid air marshal
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ragnarok
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Post subject: mieotic spore mine clusters Posted: Mon Jun 26, 2006 10:37 am |
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Joined: Fri Jun 24, 2005 2:43 pm Posts: 2084 Location: Reading, England
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Quote (Hena @ 26 June 2006 (10:15)) | Independent? | I assme it isn't a spelling mistake you are askling about.
Spore mines, including mieotic spore mines, are totally mindless The are more plant like than animal, merely responding to external stimuli, rather than the hive mind (though it can direct them if it wants to).
This way they can be set up in large clouds and left to drift on the wind, or defend the blitz from an air assault.
_________________ Tyranid air marshal
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ragnarok
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Post subject: mieotic spore mine clusters Posted: Mon Jun 26, 2006 11:52 am |
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Brood Brother |
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Joined: Fri Jun 24, 2005 2:43 pm Posts: 2084 Location: Reading, England
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So beyond my inability to spell, and your inability to read what I miss spelt, what do you think of the unit and what sort of points and unit size do you think it should have?
_________________ Tyranid air marshal
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Evil and Chaos
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Post subject: mieotic spore mine clusters Posted: Fri Jul 14, 2006 2:53 pm |
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Joined: Fri May 05, 2006 2:57 am Posts: 20887 Location: Harrogate, Yorkshire
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Looks like a good start.
Here's my thoughts.
- Take away Fearless - The Spores won't tend to survive Engagement actions, one way or another they'll be exploding!
That's about it.
Other than that they look perfect.
For models, I'd probably think about using 40k scale bio-acid spore mines. They may be a bit large (The size of a predator tank instead of a dreadnought) but they're easy to get hold of and look exactly the same.
Any thoughts on points cost?
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Ilushia
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Post subject: mieotic spore mine clusters Posted: Fri Jul 14, 2006 6:11 pm |
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Joined: Mon May 08, 2006 10:50 am Posts: 1189
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Looks good to me... I might have expected them to die after shooting. But since they're supposed to represent a large mine-field it seems OK they don't.
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ragnarok
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Post subject: mieotic spore mine clusters Posted: Mon Jul 17, 2006 9:28 am |
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Joined: Fri Jun 24, 2005 2:43 pm Posts: 2084 Location: Reading, England
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I was thinking about 30pts each as a starting point, with a swarm size of 4 to 8. It is hard to tell how expensive they should be, since they are short range and are taken from the biotitan and stealer budget.
The fearless and RA were both put in their stat line to show that it is a massive cloud of them and that enemy arn't going to shoot down more than the ones near them, even in an engagement prey things will be too worried about the ones within 20 yards of them to worry about taking pot shots at the ones 100 yards away, especially if the wind takes them away (ie the mines lose combat).
At the same time I can understand how they wont survive an engagement as they slowly drift towards the enemy unaware of the destruction being caused by disaplined volleys of fire.
_________________ Tyranid air marshal
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ragnarok
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Post subject: mieotic spore mine clusters Posted: Mon Jul 17, 2006 12:02 pm |
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Joined: Fri Jun 24, 2005 2:43 pm Posts: 2084 Location: Reading, England
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I surpose a chain explosion when they fail to kill the enemy is possible.
So lets drop fearless. Now what should they cost? 20pts? 25pts?
_________________ Tyranid air marshal
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Ilushia
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Post subject: mieotic spore mine clusters Posted: Mon Jul 17, 2006 12:58 pm |
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Joined: Mon May 08, 2006 10:50 am Posts: 1189
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I think they should be AT 6+ as well (Spore mines are, historically, fairly horrible at taking out tanks. Even acidic spore mines have real trouble killing anything heavier then a Rhino). I'd charge 15-20 per stand. Make them their own formation. It's just too bad there's no easy way to do arial mine-fields in Epic, since that'd work quite well for these. They don't really get shooting attacks, they're more like on permanent over-watch. Or something.
But with the stats you've got there, I'd recommend moving to AT 6+, and making them be 15 points per stand. If that's too cheap you can always boost the cost to 20 later. THey should be able to take Overwatch actions as well if they want to (Not that I could see why you'd want to with only a 15cm range, but you never know!).
Oh, and they should not be able to control/contest objectives. Less because they're not capable of it (Floating mines make a great deterrant from getting too close!) and more because they wouldn't recognize the site as important, much like Brood Creatures don't.
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Evil and Chaos
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Post subject: mieotic spore mine clusters Posted: Mon Jul 17, 2006 1:00 pm |
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Joined: Fri May 05, 2006 2:57 am Posts: 20887 Location: Harrogate, Yorkshire
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I'd probably start with 25pts each and revise from there after a few games.
EDIT:
Or consider reducing their capabilities a little in some areas.
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ragnarok
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Post subject: mieotic spore mine clusters Posted: Mon Jul 17, 2006 5:32 pm |
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Joined: Fri Jun 24, 2005 2:43 pm Posts: 2084 Location: Reading, England
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I upped their AP and AT ability by one compared to spore mines launchedfrom a vore) each to represent how much nastier they are compared to normal spore mines. S5 SP3 large blast! and 2D6 armour pen to boot, and they make D6-1 bio-acid spore mines when they blow up. These things are like what the Tyrgon is to the ravener or the Harridan is to a gargoyle. Bigger and badder
_________________ Tyranid air marshal
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Evil and Chaos
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Post subject: mieotic spore mine clusters Posted: Mon Jul 17, 2006 7:08 pm |
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Joined: Fri May 05, 2006 2:57 am Posts: 20887 Location: Harrogate, Yorkshire
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Aye, the macro-weapon status is definitely a deserved one.
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[ 14 posts ] |
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