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The biovore
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Old 12 May 2009, 16:43   #1 (permalink)
Shas'Saal
 
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Default The biovore

I really don't hear much about biovores, but in my experience they have proved to be very useful. so I am going to revew the good and bad points about them.

Firstly the bad points

Spore mines give away kill points, the only way you can deal with this is avoid those kind of games.

One unit limit.


These are quite minor problems. Now to the good points.

Bio acid spores are great for taking out tanks.

varied fire power.

Longest range in the army.

2 wounds.

Brood telepathy, you don't need synapse.

These good points is why I love these beaties and always have at least one in all my army lists. Feel free to post any tacticas or advice in this thread.
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Old 12 May 2009, 17:59   #2 (permalink)
Shas'El
 
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Default Re: The biovore

Ah. More Tacticas (they always seem to be written for Heavy Supports)
I can't say much about biovores but they're good if you want some ace average exploding troops launched at your oponent from long range. The truth is Biovores are the only unit catapulting things in 40K- I think they may even be more accurate than deep striking Spore Mines!
Also- Kill points are so unfair; Victory points were much better (and what my gaming group still uses)
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Old 12 May 2009, 18:11   #3 (permalink)
Shas'Vre
 
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Default Re: The biovore

Kill Points is definitely a broken system, but I don't think it penalizes biovores as much as it does other things. While a spore mine cluster that takes a force org slot gives away a killpoint, I don't think the ones launched from a biovore do. Maybe it's a house rule at the places I play, but we consider the biovore-launched mines as ammunition, not units.
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Old 12 May 2009, 18:27   #4 (permalink)
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Default Re: The biovore

It would make more sense that Biovore spore mines are treated as such- living and exploding weaponry.
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Old 12 May 2009, 18:34   #5 (permalink)
Shas'Vre
 
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Default Re: The biovore

We play that Spore Mines in FA slots are a Kill Point (whether insta-exploding or not), and any launched from a Biovore that fail to hit their targets and instantly explode (thus leave an actual Spore Mine model on the table) count as a Kill Point. The only ones we don't count as Kill Points are the ones that launch from a Biovore and instantly exlplode which we treat as ammunition like any other barrage weapon would be. It makes sense to me, though I don't know of any specific GW rulings or FAQs on the topic.
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Old 13 May 2009, 17:04   #6 (permalink)
Shas'Saal
 
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Default Re: The biovore

I also have some questions about them,

What template does the frag spore have?

What template does toxins have?

What template do bio acid have?
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Old 13 May 2009, 17:19   #7 (permalink)
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Default Re: The biovore

It's pretty clear from the codex, which I don't have handy at the moment. I think they're all small blasts.
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Old 18 May 2009, 06:36   #8 (permalink)
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Default Re: The biovore

Yes that are all small blast now.
Just a note, If you are playing that fired spore mines do give killpoints then you can run with them and contest objectives.
As for them to give killpoints they must be a unit, and that means all the rules that go with been one that aren't overruled by the spore mine rules.
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Old 19 May 2009, 20:40   #9 (permalink)
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Default Re: The biovore

I don't think so, thier mindless so they can't take objectives, I think.
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Old 19 May 2009, 21:06   #10 (permalink)
Shas'Vre
 
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Default Re: The biovore

Ah, perfect spot to ask this question.

Can Spore Mines run? If they could, they might be a bit more effective than in the past.
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