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Aerial Spore Mines |
fredmans
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Post subject: Aerial Spore Mines Posted: Tue Sep 29, 2009 10:05 pm |
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Brood Brother |
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Joined: Wed May 28, 2008 3:15 pm Posts: 1316 Location: Stockholm, Sweden
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Another thread on Tyranid units, but probably less controversial.
As stated in the thread title: Does anyone use them? Why or why not?
I have two theories as to why I never take them nor have seen them in any battle report.
a) They are part of the Independent Formations, facing some tough competition.
b) They are very situational.
If they are good, and usually taken, I stand corrected. If not, here are three suggestions:
a) 100 points for 4 and keep the stats. Honestly, if I get to choose between a genestealer formation and spore mines, I go genestealers all the way. I could live with 100 points for a "useless" activation, but Tyranids need their points, and would probably never take 2 packs.
b) Improve stats by giving them short-ranged attacks, i e letting them bombard or FF via spore cysts or bio-mines.
c) Remove them, gargoyles are enough AA.
I am a bit curious about what other people think. I will see if I can use them this weekend as T-hawk deterrants.
/Fredmans
_________________ Follow my Epic painting projects: Tyranids vs Steel Legion and Inquisition vs Lost and the Damned @ http://www.tacticalwargames.net/taccmd/viewtopic.php?f=7&t=14636
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Evil and Chaos
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Post subject: Aerial Spore Mines Posted: Tue Sep 29, 2009 10:06 pm |
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Joined: Fri May 05, 2006 2:57 am Posts: 20887 Location: Harrogate, Yorkshire
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I never play 'nids without using one formation of them.
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fredmans
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Post subject: Aerial Spore Mines Posted: Tue Sep 29, 2009 10:08 pm |
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Brood Brother |
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Joined: Wed May 28, 2008 3:15 pm Posts: 1316 Location: Stockholm, Sweden
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Then I stand corrected 
_________________ Follow my Epic painting projects: Tyranids vs Steel Legion and Inquisition vs Lost and the Damned @ http://www.tacticalwargames.net/taccmd/viewtopic.php?f=7&t=14636
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Jeridian
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Post subject: Aerial Spore Mines Posted: Tue Sep 29, 2009 10:08 pm |
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Joined: Fri Sep 14, 2007 10:15 am Posts: 461 Location: UK
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Give them Scout and I'll consider using them, shrug.
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zombocom
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Post subject: Aerial Spore Mines Posted: Tue Sep 29, 2009 10:18 pm |
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Joined: Fri Apr 20, 2007 1:49 am Posts: 5569
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They're a much more sensible AA option background-wise, so certainly shouldn't be removed. If anything the AA on gargoyles should be removed to make the spore mines more central.
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Jeridian
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Post subject: Aerial Spore Mines Posted: Tue Sep 29, 2009 10:28 pm |
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Brood Brother |
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Joined: Fri Sep 14, 2007 10:15 am Posts: 461 Location: UK
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Remove AA from Gargoyles and you might as well remove Gargoyles- it's the only niche I can seem to find for them in formations.
Giving Spore Mines Scout allows them to cover a large area, to deny areas to the enemy, and if they get in close proximity to mess with static enemy positions- just like Spore Mines do in background. They are a constant threat, and if a Spore Mine cluster drifts onto your defensive position you best be quiet.
Their other role is of course AA, it can be considered Spore Mines would drift at all heights- in essence the Unit base and Zone of Control is just a really bad cube to be in as Spore Mines float everywhere.
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Man of kent
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Post subject: Aerial Spore Mines Posted: Wed Sep 30, 2009 1:40 pm |
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Joined: Sat Oct 13, 2007 11:52 am Posts: 3078 Location: Bristol, UK
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I would take them if they had scout; as they currently stand I can only cover small aras of the field for around the same cost as the far superior Hydra bettery.
_________________ MoK's Painting BlogNow Showing:Mok's Modular Modern Messy Guard Army
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arkturas
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Post subject: Aerial Spore Mines Posted: Wed Sep 30, 2009 2:46 pm |
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Joined: Tue Feb 24, 2009 12:57 pm Posts: 491 Location: Liverpool
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They are probably the most background correct unit. Just don't seem worth it on the off chance someone has enough of an airforce to cause problems. Gargoyles are enough of a distraction, cheaper, can actually do stuff and are spawnable.
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[ 9 posts ] |
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