Post by Sensei on Apr 18, 2013 21:37:36 GMT
That sounds great if spores actually worked the way they should. But they don't.
Sure on deployment, you *might* prevent him from deploying into a terrain piece. however, they have to deploy in groups of three. If you go first they *might* spread out a little bit. If not, it's that much easier for him to take them out because as soon as one goes, the blast takes the others out with it. Even if they scatter, there's no guarantee they will be out of each others blasts.
Now here is why they are useles: They DO NOT prevent him from moving regularly nor do they pose any threat to his units.
They are never effective at blocking movement or assaults unless your opponent has never faced them before for the following:
-They explode if an enemy is within two inches
-The blast marker has a radius of 2.5 inches
-Unit coherency means your opponent can keep models 1.99 inches apart
-A single enemy model moves within 2 inches in the movement phase
-All your opponent has to do is keep all other models at least .5 inches away from the model triggering the mine and no one else can get hurt
-Boom, your mine goes with risk to a single enemy model
-Path is completely clear for shooting and further assault from the same unit your spore mine was "blocking"
Sure, spore mines ignore armour on most tau, but it's not like his better save units with jump packs aren't maneuverable. And with the tau's special ability to jump, fire and then jump again in the assault phase, he can use those jet pack units, take out your spores with no worry, shoot your army up, and then jump back to where he wants to be.
I realize they are only 90 points. But they give up kill points (only relevant in some games), and they fill your fast attack. Hands down, gargoyles, ravenors and shrikes (even with S8 ID issues on the latter two) are better options that will put more pressure on your opponent. If you want to keep things cheap, 10 gargs is 80 points upgraded. They are fast, provide great cover, have HOW attacks, have auto wound when they hit on 6 and, can shoot and have poison with S4 on charge. Spore mines are not even a comparable option.
Don't take this the wrong way - I'd love for spores to behave the way they should and disrupt enemy movement, control the board allowing our units to move unhindered and have the potential to cause massive pieplate casualties when the enemy makes the mistake of walking near them. As it is they just don't work though. I've got my fingers crossed for the next codex.
For now, I'd stick to sniping tau with biovores and blocking los with gargs.
Sure on deployment, you *might* prevent him from deploying into a terrain piece. however, they have to deploy in groups of three. If you go first they *might* spread out a little bit. If not, it's that much easier for him to take them out because as soon as one goes, the blast takes the others out with it. Even if they scatter, there's no guarantee they will be out of each others blasts.
Now here is why they are useles: They DO NOT prevent him from moving regularly nor do they pose any threat to his units.
They are never effective at blocking movement or assaults unless your opponent has never faced them before for the following:
-They explode if an enemy is within two inches
-The blast marker has a radius of 2.5 inches
-Unit coherency means your opponent can keep models 1.99 inches apart
-A single enemy model moves within 2 inches in the movement phase
-All your opponent has to do is keep all other models at least .5 inches away from the model triggering the mine and no one else can get hurt
-Boom, your mine goes with risk to a single enemy model
-Path is completely clear for shooting and further assault from the same unit your spore mine was "blocking"
Sure, spore mines ignore armour on most tau, but it's not like his better save units with jump packs aren't maneuverable. And with the tau's special ability to jump, fire and then jump again in the assault phase, he can use those jet pack units, take out your spores with no worry, shoot your army up, and then jump back to where he wants to be.
I realize they are only 90 points. But they give up kill points (only relevant in some games), and they fill your fast attack. Hands down, gargoyles, ravenors and shrikes (even with S8 ID issues on the latter two) are better options that will put more pressure on your opponent. If you want to keep things cheap, 10 gargs is 80 points upgraded. They are fast, provide great cover, have HOW attacks, have auto wound when they hit on 6 and, can shoot and have poison with S4 on charge. Spore mines are not even a comparable option.
Don't take this the wrong way - I'd love for spores to behave the way they should and disrupt enemy movement, control the board allowing our units to move unhindered and have the potential to cause massive pieplate casualties when the enemy makes the mistake of walking near them. As it is they just don't work though. I've got my fingers crossed for the next codex.
For now, I'd stick to sniping tau with biovores and blocking los with gargs.