Switch Theme:

Spore Mine Cluster - Orbital Deployment  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Sneaky Lictor





While I love the new rules for both the Biovore and Spore Mines, I'm a bit disappointed in how the Orbital Deployment mechanic plays out. Spore Mine Clusters arrive before your opponent deploys his/her army. I think the intent here is to be able to shape your opponents deployment by creating danger zones within his/her deployment area. The problem is that the way a spore mine cluster is deployed just doesn't lend itself to this.

Original Rule:
Orbital Deployment - Spore Mine Clusters are always deployed in the following manner. After both sides have selected their deployment zones, but before any units are deployed, all of your Spore Mine Clusters must deep strike onto the board. If any scatter off of the board or into impassible terrain, they are immediately removed from play. After they have landed they are treated as individual Spore Mines per the Living Bomb rules.

Problem:
A spore mine cluster consists of 3-6 mines for about the price of two base Termagants. Because you deep strike the entire cluster you end up with one central mine and the remaining in base to base. As soon as the Tyranid player begins his/her movement phase the mines drift. If any of these mines drift into the rest of the cluster, there is a very high probability of destroying the entire cluster (Living Bomb rule - mines that drift into friendly models are immediately removed).

Fix:
Allow the Spore Mine Clusters to still be bought as a single unit of 3-6 mines, but when using the Orbital Deployment rule, they are not deployed together as described above. Instead each mine may deep strike separately from the rest. A pretty simple change that I think preserves the intent of the Orbital Deployment rule and makes the Spore Mine Cluster a good FA pick for the points required.

Thoughts?

-Yad
   
Made in us
Malicious Mandrake







I'd support that, but as it is you can just move the outer ones first...
however, it is my opinion that Spore mines should also have the option to move D6" towards the nearest enemy unit, which they must assault. This represents them homing in on specific enemies.

Nids - 1500 Points - 1000 Points In progress
TheLinguist wrote:
bella lin wrote:hello friends,
I'm a new comer here.I'm bella. nice to meet you and join you.
But are you a heretic?
 
   
Made in us
Sneaky Lictor





Sure you'd definitely move the outer ones first, but depending upon the unit size you would need either a 'hit' or the perfect scatter direction to avoid any one of the remaining Mines.

I'm not sure about providing them a D6'' move. As the rules stand now, mines can Assault. I feel that you may need a small points bump to give them voluntary movement.

-Yad
   
Made in de
Baying Member of the Mob




Terra

Are you shure the removal because of getting into friendly units means they explode?

I think they are just removed, even if it´s not necesserily logic.

This message was edited 1 time. Last update was at 2010/07/16 06:24:26


And no place to hide...  
   
Made in us
Homicidal Veteran Blood Angel Assault Marine





If this is how it's done, they should be a lot more expensive for the AP2 spores if those are to be used.

I remember them in 4th edition, very overpowered if used correctly...

For a few points you're making entire squads of space marines disappear.

 
   
Made in de
Baying Member of the Mob




Terra

There are no more different kinds of spores (except the Mieotic Spore for Apocalypse).

Spore Mines now explode with a large blast and the profile of the Angelus Boltgun.

And no place to hide...  
   
Made in us
Angry Blood Angel Assault marine





grayspark wrote:If this is how it's done, they should be a lot more expensive for the AP2 spores if those are to be used.

I remember them in 4th edition, very overpowered if used correctly...

For a few points you're making entire squads of space marines disappear.

The Tyranids have a new codex, welcome to the future, where you been?

2,500pts Hive Fleet Goliath - Tyranids --- W-10 . . D-4 . . L-5
2,000pts Empire of Quatar - Tomb Kings W-3 . . D-1 . . L-6
1,000pts Angry Marines - Blood Angels --- W-1 . . D-0 . . L-0
They shall be my finest warriors, these men who give of themselves to me. Like clay I shall mould them, and in the furnace of war forge them. They will be of iron will and steely muscle. In great armour shall I clad them and with the mightiest guns will they be armed. They will be untouched by plague or disease, no sickness will blight them. They will have tactics, strategies and machines so that no foe can best them in battle. They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines and they shall know no fear.

+++ The Emperor of Mankind, on the Creation of the Space Marines +++  
   
Made in au
Dangerous Outrider





wait, you want them to deploy induvidually? as separate units? so I can only hit one at a time with an ENTIRE squad and hope the others are close enough to catch the blast?
   
Made in us
Feldwebel




Charleston, SC

So if I understand the rule correctly, they Deepstrike like any normal Unit. If you have a cluster of Ten, they all deploy under that template?

I was wondering how they handled this. We have been playing it that One Deepstrikes, and then we treat it as a barrage weapon. Roll the scatter dice and flip the plate over in that direction, the center point being where it lands, or somewhere within there.

Making them fit entirely under that template, well. If you dont go first, congrats, you wasted x amount of points.

"#5. The most precious thing in the presence of the foe is ammunition. He who shoots uselessly, merely to comfort himself, is a man of straw who merits not the title of Parachutist." +Fallschirmjäger 10 Commandments+ 
   
Made in gb
Swift Swooping Hawk






Templates arn't used for deep-striking anymore, and havn't been used for a long time.

WLD: 221 / 6 / 5

5 Dragons 2011: 2nd Overall

DT:80+S++G++M+B+I+Pw40k96++D++A++/mR+++T(T)DM+
 
   
Made in us
Feldwebel




Charleston, SC

But isnt that how you Shoot Biovores? if you have a brood of three, they are a Template Barrage.

That was our thinking on the matter. anyway.

"#5. The most precious thing in the presence of the foe is ammunition. He who shoots uselessly, merely to comfort himself, is a man of straw who merits not the title of Parachutist." +Fallschirmjäger 10 Commandments+ 
   
Made in us
Loyal Necron Lychguard





St. Louis, MO

For the orbital deployment, you deepstrike them like any other unit with a few exceptions, you just do it before anyone deploys their forces. For firing them from a Biovore you resolve it like a Large Blast Barrage, but after you determine the positioning of the first marker you check to see if any enemy units are within 6" of the central hole. If so, continue resolving like a typical barrage, but if not you just place a number of mines = to the number of Biovores in the firing unit down in base to base where the central hole was.

And on the OP, the cost of 3-6 spore mines is more equal to 6-12 base termagants, not 2. I don't mind so much placing them as a single unit, I just wish they ignored each other for the purposes of "coming in contact with a friendly model".

This message was edited 1 time. Last update was at 2010/08/02 17:51:26


11,100 pts, 7,000 pts
++ Heed my words for I am the Herald and we are the footsteps of doom. Interlopers, do we name you. Defilers of our
sacred earth. We have awoken to your primative species and will not tolerate your presence. Ours is the way of logic,
of cold hard reason: your irrationality, your human disease has no place in the necrontyr. Flesh is weak.
Surrender to the machine incarnate. Surrender and die.
++

Tuagh wrote: If you won't use a wrench, it isn't the bolt's fault that your hammer is useless.
 
   
Made in us
Stalwart Veteran Guard Sergeant





Plano, TX

I agree that it can be frustrating, but in the case of a 3 mine cluster, you will always have one mine left in the worse case.

Example:
You deepstrike your mine, it scatters as per usual, then you place the other two mines on opposite sides. Start with one of the outer mines and hope it doesn't point right at the middle. In the somewhat unlikely event that it does, then drat, two mines are gone. Third mine moves as per usual and you've still got a fancy explosive scarin the crap outta people.

I find one or two 3 mine clusters are great for controlling where the enemy deploys. Even the enemy shoots it, thats still one round wasted shooting at a mine instead of something more important. Personally, I'd like it if they did ignore each other for coming in contact with friendly models... At least on their first move phase.
   
Made in gb
Blood-Raging Khorne Berserker






The mine has a 50% chance of avoiding it's neighbour (if deepstriking against a single mine) with an arrow and a hit will also leave it safe (unless you want it dead). Not terrible odds.

This message was edited 1 time. Last update was at 2010/08/04 17:04:05


 
   
Made in us
Loyal Necron Lychguard





St. Louis, MO

Still, just another example of lazy rules development with Nids imho.

11,100 pts, 7,000 pts
++ Heed my words for I am the Herald and we are the footsteps of doom. Interlopers, do we name you. Defilers of our
sacred earth. We have awoken to your primative species and will not tolerate your presence. Ours is the way of logic,
of cold hard reason: your irrationality, your human disease has no place in the necrontyr. Flesh is weak.
Surrender to the machine incarnate. Surrender and die.
++

Tuagh wrote: If you won't use a wrench, it isn't the bolt's fault that your hammer is useless.
 
   
Made in gb
Blood-Raging Khorne Berserker






Leonus wrote:Start with one of the outer mines and hope it doesn't point right at the middle. In the somewhat unlikely event that it does, then drat, two mines are gone.


Hang on- The mine is only removed if it drifts into a friendly unit. The mine drifted into isn't removed. That said, the mine is removed (presuming it started in btb) if the arrow is pointing anywhere in the 180 degrees towards the other model. Any arrow in this direction will force the bases to move through each other and the mine is removed. Still, the odds of getting an arrow in the 'safe' 180 degrees or a 'hit' result are not too bad.
   
Made in us
Stalwart Veteran Guard Sergeant





Plano, TX

Hmm... I hadn't noticed that. I suppose, RAW, you're right! I wish they had clarified this in the errata...

This message was edited 1 time. Last update was at 2010/08/06 09:09:40


 
   
Made in us
Loyal Necron Lychguard





St. Louis, MO

The chances of losing the first mine you move in a 3 mine cluster are about 57% if I did my math correctly (which it's entirely possible I didn't). You only have about a 120 degree safe zone of scatter, not 180 degrees due to how the mines touch.

11,100 pts, 7,000 pts
++ Heed my words for I am the Herald and we are the footsteps of doom. Interlopers, do we name you. Defilers of our
sacred earth. We have awoken to your primative species and will not tolerate your presence. Ours is the way of logic,
of cold hard reason: your irrationality, your human disease has no place in the necrontyr. Flesh is weak.
Surrender to the machine incarnate. Surrender and die.
++

Tuagh wrote: If you won't use a wrench, it isn't the bolt's fault that your hammer is useless.
 
   
 
Forum Index » 40K Proposed Rules
Go to: