Post by meavar on Aug 15, 2017 12:53:15 GMT
Do other people also find that the spore mines actually can make movement for the enemy easier?
He just walks past the spore mine, charges the spore mine.Then they put one guy to the mine and string the rest along as far as possible to the unit they actually want to charge. Then they suffer 1 mortal wound and gained another effective 6 inch move, or if they also charged the other unit an effective 3 inch charge increase above their roll because they now always made the charge (since the spore mine was close) they can always move most guys towards the other unit and pile in towards the other unit, thus effectively they suffered 1 wound (not a big deal for orks) and gained 3-6 inch extra movement. Which is more then it would usually take to move around said spore mine.
And if it is annoying them they just shoot a single lasgun at the mine, that does not really count as wasting shooting in my mind, a 5 point model will usually kill the 10 point mine, use 2 guards at 12 and the chance you won't kill it is very small indeed.
I agree they are sometimes good movement blockers, and work wonders with denying deep strike. But as often as they help they also work for the enemy, and it is more dependent on who the enemy is than how you use the mines. Is he cheap enough with enough units to eat the mortal wound/ and or is melee oriented and not very expensive, then it will be in his advantage. Does he have few infantry guns and a lot of expensive stuff, then it is in your advantage.
I have seen units of bikers charge the spore mine and eat the wound just so they could get another 6 inch of move. jea we now effectively did 15 points worth of damage, lost 10 points to do it and gained them another 6 inch move. Who would not pay a wound to get another 6 inch move (possibly more from the charge) with a carnifex just so you can get the charge easy on turn 2?
He just walks past the spore mine, charges the spore mine.Then they put one guy to the mine and string the rest along as far as possible to the unit they actually want to charge. Then they suffer 1 mortal wound and gained another effective 6 inch move, or if they also charged the other unit an effective 3 inch charge increase above their roll because they now always made the charge (since the spore mine was close) they can always move most guys towards the other unit and pile in towards the other unit, thus effectively they suffered 1 wound (not a big deal for orks) and gained 3-6 inch extra movement. Which is more then it would usually take to move around said spore mine.
And if it is annoying them they just shoot a single lasgun at the mine, that does not really count as wasting shooting in my mind, a 5 point model will usually kill the 10 point mine, use 2 guards at 12 and the chance you won't kill it is very small indeed.
I agree they are sometimes good movement blockers, and work wonders with denying deep strike. But as often as they help they also work for the enemy, and it is more dependent on who the enemy is than how you use the mines. Is he cheap enough with enough units to eat the mortal wound/ and or is melee oriented and not very expensive, then it will be in his advantage. Does he have few infantry guns and a lot of expensive stuff, then it is in your advantage.
I have seen units of bikers charge the spore mine and eat the wound just so they could get another 6 inch of move. jea we now effectively did 15 points worth of damage, lost 10 points to do it and gained them another 6 inch move. Who would not pay a wound to get another 6 inch move (possibly more from the charge) with a carnifex just so you can get the charge easy on turn 2?