Welcome to Librarium Online!
As the subject says, if you are using a biovores to hunt tanks and skimmers, do you really gain something by using two or more biovores? I mean, they all must fire at the same target, if its a hit on the scatter dice, then the first mine will go off where you like it to go off, but the second blast template will be placed in contact with the first, which means it will almost always be outside of the vehicle. So you end up getting only one hit anyway.
Same goes for biovores shooting at infantry. Even with a "Hit" scored on the scatter dice, you must be really lucky to have the second blast covering anything.
That sucks, IMO. There should be a separate scatter roll for each mine. Dont you think? I mean, the biovores are aiming at the same target, so there should be a probability that they both hit exactly where you want.
The maligned position of biovores aside...
Biovores aren't a tank hunting unit. They're primarilly anti-infantry.
Like the space marine whirlwind's castellans, that the biovore's spore mines can be effective against vehicles does not mean that destroying vehicles are their primary function.
The idea with having more biovores is to increase their coverage and put more spore mines around that an opponent has to concern himself with.
Yes but they are clustered toghether when fired from a brood of biovores. So two or three sporemines arent really covering much more than one. If you were allowed to scatter each mine individually then we could start to cover some space...
I agree that they are not primarily a anti-tank unit, but that is often the way I end up using them. They can be used to keep hiding skimmers shaken. A bit random, but every second game they really work wonders.
I played a small 1000 point battle this weekend with my new nids versus a horde Guard army (no tanks!!). I tried the "Lictor-as-artillery-giudance-system" tactic against them, and had it go really poorly. Despite all the set backs I managed a win (yay Spinegaunts seizing table quarters).
But with regards to spore mines, here's what I found:
-I used up all three fast attack slots for mines instead of using a biovore (I really don't like how the model looks). In the future, I'm gonna try using only a single biovore.
-The fact that the Guard could just shoot the mines meant that all they had to do was blow one of em up, and then the two remaining mines would detonate harmelessly away from the pink meaty things (we verified this in the codex). Result was a waste of points.
-Even when they manged to get near enough to the Guards, I found they were rather lackluster in killing very many of em.
-Spore mines didn't really help me kill very many stationary Guard models.
-I didn't really get to try them out against any tanks, but I'm not really expecting very much of them in the event that I do.
-Using spore mines as fast attack options aren't really all that useful IMHO.
Hope this helps.
"You're a clown Lawrence."
"We can't all be lion tamers Sir."
Some people preach the fortune you can encounter with the use of biovores, but I believe generally they are a terrible unit, and much worse than alternatives in the FoC.
Heavy Support slots are better used with tank-hunting sniperfexes or zoanthropes.
Fast Attack slots are better used with Raveners (or if you're one of those weirdos who likes gargoyles or flying warriors I guess but really ...)
Biovores and spore mines are IMO a fluff unit, they're in the codex and the game to allow you to have fun with a 'Nid list and get into the feel of a planet being bombarded by alien spores that may kill things, but no matter what are engaging in rapid and ecologically-lethal terraforming / terra-digesting.
Nids & Guard
GMail = MVBrandt
Well, you never know with FA-sporemines and Biovores. I have used them a few times. Sometimes they dont do anything. In some other games, they have really helped me win. They are just random. Hoverver, I intended this thread to discuss benefits (or lack of benefits) of using several mines in one batch as opposed to using a single Biovore or FA-spore-mine. Whether spore mines are good in general or not, that is another issue.
You just pointed out another drawback of using clusters: shoot one, and they all explode.
I just cant seem to find any reason to use several biovores or several FA-sporemines in one cluster.
But to answer your question, the reason to have more then 1 biovore is to get a better chance of hitting, and more hits.
Remember, according to the FAQ a spore mine does not reduce its strength if the hole is not over the vehicle. And what I found when using them, is that often I would scatter off target, but only miss the vehicle by an inch or so. So you place the first one, then as you place the second and third, wherever you want, you place them closer to the vehicle. BOOM...they are closer then 1" and all 3 explode, and at least 2 hit the vehicle.
I found, that when using three of them, I never deviated off the mark so bad that I couldn't make them explode by doing the above.
IMHO avoid using a biovore at all costs. The unit is too random to be useful. In the handful of games I've tried this unit (between 1 and 3 biovores) it's failed to do anything useful. The template is too small and the fact that the opponent can shoot the mine to remove it makes the floating rule pretty useless.
I've even tried to lay down a "screen" of mines in front of my army. Unfortunatly between scatter and enemy shooting, it's not even been a minor annoyance.
So go with something more useful/dependable for your heavy support choice.
I agree with most of what has been said.
If you want to shoot tanks use Venom Cannons, not Biovores.
"A love for tradition has never weakened a nation, indeed it has strengthened nations in their hour of peril."
Sir Winston Churchil
This discussion has given me apocalypse scale cheesy ass idea.
Buy buttloads of spore mines to drop on the opponent since there's no force organization chart limitation.