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Made in gb
Norn Queen






Dealing mortal wounds regardless of toughness, blocking your movement without any way of mitigating it, how are you supposed to work around it? I get hemmed in and there is no way to move past them. Even if I shoot them it's too late to move now because running doesn't happen in the shooting phase. Two spore mines means my battlewagon is utterly unable to move up the board.

Like, it's a mine, why does it ignore invulnerable saves. Why does it block several tons of steel from just running over it to go though a pass?

This message was edited 6 times. Last update was at 2017/07/03 21:47:59


 
   
Made in ie
Battleship Captain





You can't move around a small base? Remember you can pass as close as you need to, you just can't END your movement within 1".


 
   
Made in gb
Norn Queen






Sim-Life wrote:
You can't move around a small base? Remember you can pass as close as you need to, you just can't END your movement within 1".
See that's not what I was told.

When you move a model in the Movement phase, it may not be moved within 1" of any enemy models.

To me that reads that it can't be within 1" at any part of the move, so it I have two spore mines that are less than a battlewagon width apart I can't move though that gap.
   
Made in ie
Battleship Captain





I'm wrong, nevermind.
Edit: Wait, the wording is ambiguous.

This message was edited 1 time. Last update was at 2017/07/03 21:58:23



 
   
Made in ca
Been Around the Block




I think they explode once the spore mine is within 3".
Either way, they do not block movement. But you'll be taking mortal wounds.
If you got the ork codex then you also have the tyranid codex, just look it up.

And you should have a deep striker in your army, first turn you jump on and shoot what you need too. ....opponent might counter this with unit placement.
   
Made in us
Longtime Dakkanaut



Cheyenne WY

Kommandos, or Stormboyz?

The will of the hive is always the same: HUNGER 
   
Made in gb
Norn Queen






The_Peacemaker wrote:
I think they explode once the spore mine is within 3".
Either way, they do not block movement. But you'll be taking mortal wounds.
If you got the ork codex then you also have the tyranid codex, just look it up.

And you should have a deep striker in your army, first turn you jump on and shoot what you need too. ....opponent might counter this with unit placement.
Can you explain how they don't block movement when it clearly says you can't move within 1 inch? If they have two set up spaced 4" apart, my battlewagon can't fit though and going around means I don't make any headway up table.


Automatically Appended Next Post:
pinecone77 wrote:
Kommandos, or Stormboyz?
So overpriced units that die in one second when they get near the malanthrope that is babysitting the biovores?

This message was edited 1 time. Last update was at 2017/07/03 22:28:04


 
   
Made in us
Monster-Slaying Daemonhunter





Counter-battery fire?

The Biovore has pretty short range, if I remember correctly, so I'm sure Ork artillery would be able to trade fire with it


Also, the Biovore looks really bad anyway. It can't kill much of anything with 1 mortal wound a turn. It's not good at even dispensing a road block, as it doesn't drop a mine if it hits.


I don't see why you can't trigger it in the movement phase though. That's sort of the point of a mine.

This message was edited 4 times. Last update was at 2017/07/04 01:11:41


Guardsmen, hear me! Cadia may lie in ruin, but her proud people do not! For each brother and sister who gave their lives to Him as martyrs, we will reap a vengeance fiftyfold! Cadia may be no more, but will never be forgotten; our foes shall tremble in fear at the name, for their doom shall come from the barrels of Cadian guns, fired by Cadian hands! Forward, for vengeance and retribution, in His name and the names of our fallen comrades! 
   
Made in us
Fresh-Faced New User




Biovore's got a 48" range, and now can fire without needing line of sight.

I agree, it should be able to trigger in movement, or at any time it's within 3" of an enemy. That would make for some interesting games giving them a wide berth.
   
Made in gb
Ancient Chaos Terminator






Surfing the Tervigon Wave...on a baby.

If only almost every army had a unit that could Deep Strike or infiltrate and put out a respectable amount of firepower.....


Now only a CSM player. 
   
Made in gb
Norn Queen






 DarkStarSabre wrote:
If only almost every army had a unit that could Deep Strike or infiltrate and put out a respectable amount of firepower.....
If only a hundred tons of scrap metal wasn't blocked from moving by a few kilograms of shrivelled 'nid testicle. So what you're saying is unless I take overpriced Kommandos or Stormboys, I should just GG and concede to Nids?
   
Made in gb
Ancient Chaos Terminator






Surfing the Tervigon Wave...on a baby.

 BaconCatBug wrote:
 DarkStarSabre wrote:
If only almost every army had a unit that could Deep Strike or infiltrate and put out a respectable amount of firepower.....
If only a hundred tons of scrap metal wasn't blocked from moving by a few kilograms of shrivelled 'nid testicle. So what you're saying is unless I take overpriced Kommandos or Stormboys, I should just GG and concede to Nids?


No, that's just you overreacting.

And hey, look, you discovered the function of two of your units - how to snipe out pesky backline units and characters. Almost like this edition has made it so units function for specific purposes.

In other words - if you have a can opener, use that to open the can. Stop trying to force it with the spoon.


Now only a CSM player. 
   
Made in us
Monster-Slaying Daemonhunter





Tarendal wrote:
Biovore's got a 48" range, and now can fire without needing line of sight.

I agree, it should be able to trigger in movement, or at any time it's within 3" of an enemy. That would make for some interesting games giving them a wide berth.


Short ranged, low damage, on a platform that's T4 with 4 wounds, for 40-odd points a guy.

What artillery options to Orks have? I know they're crewed by Grots, so they don't suffer the BS5+ problem, and they have a bunch of crewmen, so they're basically proofed against the 1 mortal wound the Biovore inflicts.


WRT GG'ing against the Tyranids, I don't see how a single mortal wound against a Battlewagon is a reason to GG. Even if he has a full squad of 3, that's like 100 points for 1-and-a-half wounds a turn.

This message was edited 2 times. Last update was at 2017/07/04 04:23:48


Guardsmen, hear me! Cadia may lie in ruin, but her proud people do not! For each brother and sister who gave their lives to Him as martyrs, we will reap a vengeance fiftyfold! Cadia may be no more, but will never be forgotten; our foes shall tremble in fear at the name, for their doom shall come from the barrels of Cadian guns, fired by Cadian hands! Forward, for vengeance and retribution, in His name and the names of our fallen comrades! 
   
Made in ca
Fixture of Dakka




What is GG?

Agies Grimm:The "Learn to play, bro" mentality is mostly just a way for someone to try to shame you by implying that their metaphorical nerd-wiener is bigger than yours. Which, ironically, I think nerds do even more vehemently than jocks.

Everything is made up and the points don't matter. 40K or Who's Line is it Anyway?

Auticus wrote: Or in summation: its ok to exploit shoddy points because those are rules and gamers exist to find rules loopholes (they are still "legal"), but if the same force can be composed without structure, it emotionally feels "wrong".  
   
Made in us
Poxed Plague Monk




san diego

In physics we say:

If all you have is a hammer, you end up treating every problem like you would a nail.

for 40k

skaven for fantasy. for the under empire!........but it isn't a game anymore.

for infinity 
   
Made in us
Dakka Veteran





Easy solution park your battlewagon behind a mob of orks so he is forced to place any misses so far out in front of the wagon (if he targets the mob) that you can easily go around OR if he targets the wagon any misses will have to land to the rear away from the boyz.

Of course once you move it's free game since the wagon easily outruns the boyz. Other option is putting something fast out in front of the wagon to keep it from getting too blocked. If it were me I would just run my nob bikers out front of it.

This message was edited 1 time. Last update was at 2017/07/04 05:44:53


 
   
Made in us
Regular Dakkanaut





The mines only explode if anything is within 3" at the end of any charge phase, so you can move and advance past them all you want.
I use them without the biovores more than with them to drop down a wall that eats a unit's movement and shooting. They are annoying for sure, but they aren't exactly breaking the meta.
   
Made in gb
Lord of the Fleet






That doesn't help him if his opponent is positioning the mines so that he can't get through. This is the most effective use of a biovore.
   
Made in ru
!!Goffik Rocker!!






Stormboyz can't deepstrike.
   
Made in ie
Battleship Captain





I assume people are suggesting Stormboyz because they can jump over the mines and engage the biovores quickly.

What's the movement of a battlewagon like 12"? I can't imagine that a slight detour around the mine makes enough of an impact on it's movement to be THAT significant.

It's not like it has to use any of the movement to pivot.


 
   
Made in ca
Been Around the Block




Huh, fairly OP move blocking rule.

Spore mines should just explode once an enemy gets within 3"
   
Made in gb
Lord of the Fleet






Sim-Life wrote:
I assume people are suggesting Stormboyz because they can jump over the mines and engage the biovores quickly.

What's the movement of a battlewagon like 12"? I can't imagine that a slight detour around the mine makes enough of an impact on it's movement to be THAT significant.

It's not like it has to use any of the movement to pivot.

That depends on what your table looks like. If you have decent size terrain pieces then one or two mines can block the path between two pieces meaning a big detour to go around one of them.
   
Made in gb
Lethal Lhamean




Birmingham

I have to ask, why are you setting up your Battlewagon in a tight alley so that there's no space to go around?
   
Made in us
Powerful Phoenix Lord





I'm a bit more curious why you can't shoot a spore mine? Failing that is it too hard to run a mob of relatively cheap boyz in and suffer a kill or two?
   
Made in gb
Ancient Chaos Terminator






Surfing the Tervigon Wave...on a baby.

 Elbows wrote:
I'm a bit more curious why you can't shoot a spore mine? Failing that is it too hard to run a mob of relatively cheap boyz in and suffer a kill or two?


This is what got me.

A horde army complaining about suffering 1-2 mortal wounds from a spore mine.

Wat.


Now only a CSM player. 
   
Made in kr
Inquisitorial Keeper of the Xenobanks






your mind

This is what happens when gw tries to turn a battlefield simulation into a mainstream abstract board game.
House rule - vehicles can move and shoot regardless of enemy infantry models within one inch.

This message was edited 2 times. Last update was at 2017/07/04 15:16:15


   
Made in si
Foxy Wildborne







 BaconCatBug wrote:
 DarkStarSabre wrote:
If only almost every army had a unit that could Deep Strike or infiltrate and put out a respectable amount of firepower.....
If only a hundred tons of scrap metal wasn't blocked from moving by a few kilograms of shrivelled 'nid testicle. So what you're saying is unless I take overpriced Kommandos or Stormboys, I should just GG and concede to Nids?


A Land Raider is unable to shoot when within 1" of a single Nurgling. It's nothing unique to Nids.

The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. 
   
Made in gb
Lord of the Fleet






 Elbows wrote:
I'm a bit more curious why you can't shoot a spore mine? Failing that is it too hard to run a mob of relatively cheap boyz in and suffer a kill or two?

Either way it's a turn of movement lost.
   
Made in gb
Ancient Chaos Terminator






Surfing the Tervigon Wave...on a baby.

 jeff white wrote:
This is what happens when gw tries to turn a battlefield simulation into a mainstream abstract board game.
House rule - vehicles can move and shoot regardless of enemy infantry models within one inch.


Nah, you can stuff that.

Vehicles have always been either too strong or too weak. By giving everything effectively the same profile it produces a more streamlined game.

Don't like it?

30k is over there and sticking to 7th ed rules.

Perhaps people just don't realise the importance now of certain psychic powers, actual positioning of units and hey, actual force composition. Almost like the 7th ed gravy train has been derailed on purpose.


Now only a CSM player. 
   
 
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