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Ok, Biovores i see in most ppls army a complete lack of them. Lack of discussion and in general lack of interest.
As many threads have pointed out the new biovores have lost there spice along with there 5" blast marker. Hopefully we can discuss some good uses and or tactics or at least some funny stories about them.... pls post here
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I LOVE the new biovore models and I am thinking about getting some but I'de defenatly just be bying them because they are a great model (forgeworld) and not for their gaming use. I am actually finding it hard to understand the rules for spore mines at the moment, GGRRR.:cry:
The following was an outstanding repsonce in the Thread "Broodlord and his BS skill"Originally Posted by PoptartsNinja
It's still a good unit to use and no longger the no-brainer that any could field.
The new model certainly has some nice features but it won't escape my conversion madness as the model is totally how I like it.
The best use of Biovores is one of two- toxin mines vs open topped vehicles, and bio acid vs bigger tanks and marines.
The real down side is that you can't split the biovores ala zoanthropes. If you could, they'd see a bunch more action. But as it sits now, taking more than one is a waste of points.
The good thing about them is their range. Allows you to get to hidden ordinance. (as they should be too)
16,000+ of Eldar (only need flyers)
7,000+ of Nids (want heirophant)
6,000+ of Space Marines (need rever titan)
4,400+ of Cygnar (all models for the faction)
1,500+ of Legion (just started)
Actually, a barrage of spore mines can be pretty devastating when you plaster a unit with templates. However, I do find that their new rules of having to stick together makes them a unit I do not like to use. Plus, I do like having carnifexes and I have to give up one for the biovores.Originally Posted by tarzen
Tyranids: Hive Fleet Kohr-Ah
Biovores, even as they are, would be better if we could take more than one brood -- like every other army in the game that has a similar unit.
Why do the survivors remain anonymous -- as if cursed -- while the dead are revered? Why do we cling to what we lose while we ignore what we still hold?
Name none of the fallen, for they stood in our place, and stand there still in each moment of our lives.
--Duiker, "Deadhouse Gates"
I would have thought Toxin Spore mines would have been great against Tau and Orks though bio acid might be more deadly against Tau taking away the crisis suit's save. But against orks you have a hard time missing and all those open topped vehicles... what more could you want. This is just a theory however, no ork players in our group.Originally Posted by Badmovies.org
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Toxin could be great against a DE army relying heaviely on ravagers. One off my friends field most off his army on ravagers and toxin could really take him out off business as ravagers are opentopped.
But still. For the cost of 3biovores i could get a gunfex instead. Hard to decide...
Last edited by Pedro; March 26th, 2006 at 12:44.
MedusaV- a world will be eaten! hrrmp
There are significant changes to Biovores in the 4th ed codex. Biovores can not fire independently. Biovores have brood telepathy like stealers. They can hold table quarters. All spore mines are launched as barrage weapons. You select an enemy model within range and roll the scatter dice. This also means that they can force a pinning test. The major advantage Biovores have over regular barrages is that missed spore mines hang around. This really bugs some players, make them spread out their models, hampers their movement and forces target priority rolls.
Broods must be deployed together. This means it can be tricky getting all models behind cover. With leadership 5 it is very easy to fail a morale test. One tactic is to hide one in cover in your starting quarter. One Biovore has the about the same annoyance value as three. Another advantage is that it will never need to make a morale test since it will be dead when it gets below 25% strength. Normally you will have to be very lucky for them to make their points back. However in "Cleanse" missions there must be NO scoring units in the quarter. Your prey will have a difficult time not only getting into your quarter but also removing some creature in the most obnoxious location.
Spore Mine Clusters
Spore mine cluster differ from Biovore launched mines in that they arrive using the deep strike rules. This means that you can drop them in some choke point or on an objective. They are cheap compared to the cost of a Biovore.
Spore mines are a mindless creature that semi randomly floats around until it detonates. In your movement phase roll the scatter dice and move 1-6’ in that direction. On a hit you choose the movement direction. ALL spore mines use the SMALL BLAST template. I my experience you will get about 1 hit and 2 partials on an average hit.
- Bio-Acid is best against MEQ troops though the strength is weak. The 2D6 + 3 penetration gives you a 50% to penetrate AV10.
- Frag is best against troop-heavy IG and Guardian-heavy Eldar.
- Toxin is useful against Tau & IG Storm Troopers, high toughness Chaos and Necron models. Toxin mines can devastate Eldar & Orks. The automatic hit on open-topped vehicles is priceless!
I have been checking the open-topped vehicle rules. The 'nid codex says a toxin spore mine inflicts 1 automatic hit, then the BGB says open topped vehicles are venerable to blasts and each hit counts as two. Am I correct in reading that they get 2 automatic hits from a Toxin spore mine with a +1 on the damage roll?
Last edited by Zerling; March 26th, 2006 at 12:56.
They get 1 automatic hit, you don't need to roll for to see if you can glance the vehicle but you get 1 hit only.