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Nids
Sept 17, 2013 5:40:31 GMT -5
Post by inrepose on Sept 17, 2013 5:40:31 GMT -5
I like the look of these for 15mm. They would be seriously large monsters up against 15mm models. Perhaps some sort of acid gas cloud generation would be interesting. Just thinking about the best kind of attacks for them. Movement could be some sort of slow moving flying monster class. £18 is expensive but you do get 3 largish models which is probably enough. Link here: www.forgeworld.co.uk/Warhammer-40000/Tyranids/MIEOTIC-SPORE-SACKS.html
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Nids
Sept 17, 2013 5:42:32 GMT -5
Post by inrepose on Sept 17, 2013 5:42:32 GMT -5
The other cool option would be to make them Spawners. I have been thinking for a while that a "Spawning" Mod would be great for either a vehicle or building with a teleport or genetically spawning alien breeding monster. So these could perhaps pop out a certain amount of little swarming beasties, have no attacks of their own but the ability to spurt out gas/smoke clouds to obscure their route across the board.
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Nids
Sept 17, 2013 7:02:58 GMT -5
Post by twogunsblazing on Sept 17, 2013 7:02:58 GMT -5
Cool models! Though at a quick glance I think they may need to have weighted or large diameter bases as they look like they may knock over easily...they look a little top heavy.
Both those options you mention (spawning small swarming beasts and emitting clouds of gas/smoke) are great and sound like a lot of fun and offer some variety to the usual weaponry. They seem to have convenient nozzles on either side with which to produce both these effects.
Spawning would be fun to play...perhaps it could spawn a small amount each turn, as a shoot action. Once spawned, the swarming beasts could move off as an independent model OR, they could remain in base contact with the large floating creature and each turn it could add extra "spawns" to the swarm, creating an even bigger and more powerful swarm. This would give the player the choice of having a lot of small harassing units or much fewer, but ultimately more powerful attacking units.
What movement mode would you allocate to the large floating creatures...Grav perhaps? That way they could rely more on movement for protection rather than armour or physical toughness...they don't look particularly robust. This would also certainly enhance their effectiveness at delivering spawned swarms to vital locations on the tabletop.
Emitting poisonous gas clouds or smoke-like defences would also be very handy!
I suppose a couple of other things they could do; 1) Fire chitenous darts or barbs from the nozzles, 2) Perform some sort of close combat grappling attack with their tendrils, 3) Some form of psionic mind blast or sound blast 4) Command and control bonus' to other creatures.
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Nids
Sept 17, 2013 8:31:44 GMT -5
Post by inrepose on Sept 17, 2013 8:31:44 GMT -5
Yes Grav would be good and then I need to think about the negative "Slow" Mod to slow down certain classes of movement and be a minus on the points value for the class. Psionic blast crossed my mind also, so great minds are thinking alike!
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Nids
Sept 25, 2013 15:08:38 GMT -5
Post by zephyr40k on Sept 25, 2013 15:08:38 GMT -5
I would use the "Hover" movement type on these beasties, myself. Along with the "Slow" mod. I've been considering buying these models for many years, as I have a 40K Tyranid army. They look big on the website but when I firs saw them IRL I was surprised how small they were (compared to other 40K models). Using the current mods, you could use the "Adaptive Camouflage" mod for the gas/spore cloud, or even call it a kind of force shield. In lieu of Spawning you could make it a transport vehicle and have it carry the nasty grebbins it spews out. But I agree, more mods are a good thing.
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