eyescrossed Posted December 16, 2008 Share Posted December 16, 2008 I may be getting this extremely wrong, but I think spore mines can run, because it isn't mentioned in the FAQ you can't, and I know it wouldn't have been intended, but what do you think? Link to comment https://bolterandchainsword.com/topic/155101-did-i-miss-something/ Share on other sites More sharing options...
Legatus Posted December 17, 2008 Share Posted December 17, 2008 Spore Mines have very specific movement rules. they can neither move as infantry nor assault. I would expect a full amendment to their movement rules for them to be able to run. Link to comment https://bolterandchainsword.com/topic/155101-did-i-miss-something/#findComment-1810540 Share on other sites More sharing options...
Captain Malachi Posted December 17, 2008 Share Posted December 17, 2008 I say let them run into me, do a bit of damage and give me a free killpoint :D They were never that great anyway, being able to run won't change that. Link to comment https://bolterandchainsword.com/topic/155101-did-i-miss-something/#findComment-1811570 Share on other sites More sharing options...
eyescrossed Posted December 17, 2008 Author Share Posted December 17, 2008 I took out 14 Ork boyz with a frag once, for 8 points! Link to comment https://bolterandchainsword.com/topic/155101-did-i-miss-something/#findComment-1811749 Share on other sites More sharing options...
nighthawks Posted December 18, 2008 Share Posted December 18, 2008 how did you manage that? kill a trukk? Link to comment https://bolterandchainsword.com/topic/155101-did-i-miss-something/#findComment-1811918 Share on other sites More sharing options...
eyescrossed Posted December 18, 2008 Author Share Posted December 18, 2008 they were tightly packed, then I scattered onto them (I was originally aiming for some nobz). Link to comment https://bolterandchainsword.com/topic/155101-did-i-miss-something/#findComment-1811965 Share on other sites More sharing options...
shrike22 Posted December 18, 2008 Share Posted December 18, 2008 I would say that they can't because as Legatus said they don't move as infantry and to run you need to be able to move as infantry (i think, there is something for beasts and cavalry im pretty sure.) But i'd say a no to them running. Link to comment https://bolterandchainsword.com/topic/155101-did-i-miss-something/#findComment-1812436 Share on other sites More sharing options...
Reglor Posted December 18, 2008 Share Posted December 18, 2008 The rules give no restrictions on who can run in the run rules. It just referes to units and models. The restrictions are given in the sections on the units that can't run, bikes and vehicles. Link to comment https://bolterandchainsword.com/topic/155101-did-i-miss-something/#findComment-1812493 Share on other sites More sharing options...
eyescrossed Posted December 19, 2008 Author Share Posted December 19, 2008 So by RAW, they can run. Link to comment https://bolterandchainsword.com/topic/155101-did-i-miss-something/#findComment-1813093 Share on other sites More sharing options...
maniclurker Posted December 19, 2008 Share Posted December 19, 2008 I took out 14 Ork boyz with a frag once, for 8 points! Somehow, I doubt the veracity of this statement... How do you touch (let alone wound) 14 models with a single 3 inch blast template...? Link to comment https://bolterandchainsword.com/topic/155101-did-i-miss-something/#findComment-1813122 Share on other sites More sharing options...
Legatus Posted December 19, 2008 Share Posted December 19, 2008 So by RAW, they can run. I suggest again that spore mines do not "move" at all. They do not follow usual movement rules and are more a random effect than a model. They have special rules that have them move at random during the movement phase. That move is compulsory and they can do nothing else. The spore mine rules don't explain in what ways their movement is different from ordinary movement, they explain exactly how spore mines behave during their turn. If the spore mines own specific behaviour rules don't say that they move again during the shooting phase, then as far as I'm concerned they don't. New manouver options that are now available to regular units in the new edition are not available to spore mines. Spore mines keep doing what spore mines do. They cannot "go to ground" either for example. They will have their mandatory move in their next movement phase. There is no "choice" involved by the owning player, he cannot decide to have them go to ground so they could not move next turn. Link to comment https://bolterandchainsword.com/topic/155101-did-i-miss-something/#findComment-1813179 Share on other sites More sharing options...
SeattleDV8 Posted December 19, 2008 Share Posted December 19, 2008 So codex trumps BRB; The 'Nid codex describes the special movement that spore mines use. Link to comment https://bolterandchainsword.com/topic/155101-did-i-miss-something/#findComment-1813228 Share on other sites More sharing options...
eyescrossed Posted December 19, 2008 Author Share Posted December 19, 2008 I took out 14 Ork boyz with a frag once, for 8 points! Somehow, I doubt the veracity of this statement... How do you touch (let alone wound) 14 models with a single 3 inch blast template...? Umm... frag spore mines are large blast. Link to comment https://bolterandchainsword.com/topic/155101-did-i-miss-something/#findComment-1813323 Share on other sites More sharing options...
DemetriiTZ Posted December 19, 2008 Share Posted December 19, 2008 Uhm.. No. They aren't. Link to comment https://bolterandchainsword.com/topic/155101-did-i-miss-something/#findComment-1813458 Share on other sites More sharing options...
maniclurker Posted December 19, 2008 Share Posted December 19, 2008 Blarg...! Large blast... I think some 'nid players in my community are very confus-id then. Link to comment https://bolterandchainsword.com/topic/155101-did-i-miss-something/#findComment-1813462 Share on other sites More sharing options...
eyescrossed Posted December 19, 2008 Author Share Posted December 19, 2008 Yes they are! Toxin mines are 3" Blast, str: Always wounds on 4+, AP: 4, cause glancing against open topped, Acid mines are str: 3, AP: 3, 2D6+3 for penetration, and Frag mines are str: 4, AP: 5, 5" blast. Link to comment https://bolterandchainsword.com/topic/155101-did-i-miss-something/#findComment-1813537 Share on other sites More sharing options...
DevianID Posted December 19, 2008 Share Posted December 19, 2008 Somehow, I doubt the veracity of this statement... How do you touch (let alone wound) 14 models with a single 3 inch blast template I can easily fit 13 models touching a small blast, and with a bit of fidgeting I can get up to 19. This is why lash of submission is so deadly, lash + plasma cannon = up to 19 models hit with one shot. Yes I know its abusive and mean, but the small base is slightly less than one inch from my measurements, and so the 3 inch template can therefore touch 5 straight across. Even if the bases were exactly 1 inch, thus you could only get 3 across, by offseting the center hole of the small blast a fraction from the center of the base that is hit, you could get 4 across, and thus ~16 models hit. Though this is all slightly off topic... To the OP, as for the run rule, if you play that spore mines can contest objectives and count as kill points, thus are treated as regular models/units, then I say let them run, as that is what ergular models can do (as well as die to give up kill points). Like all the other models bound by random or specific movement rules, this extra run movement will follow the same direction. But if you play that the spores should not be able to count as kill points and what not, then they cant go to ground or run. This way your not saying that 'spores count as regular models when i kill them for kill points, but they dont count as regular models when you try to go to ground to prevent me from getting the kill points' Fair is fair both ways, right :D Link to comment https://bolterandchainsword.com/topic/155101-did-i-miss-something/#findComment-1813632 Share on other sites More sharing options...
HiveFleetEzekial Posted December 19, 2008 Share Posted December 19, 2008 Yes they are! Toxin mines are 3" Blast, str: Always wounds on 4+, AP: 4, cause glancing against open topped, Acid mines are str: 3, AP: 3, 2D6+3 for penetration, and Frag mines are str: 4, AP: 5, 5" blast. All types of spore mines are the small blast. Nowhere in the description of any of them does the term 'large blast' (or even template, now, for that matter) exist. P.29: Under detonation... 'Place a Blast Marker centered over the mine...' The only thing p.28 tells us about them is their range, and type (H1, leaving out the blast part, entirely). Their FA entry, says nothing what-so-ever on the aformention stats. And the entries for them in the biovores section, also, only tells us their S, AP, and any further special rules (like toxin, and bio-acid mines have). And all of your posted stats are wrong. Sure you're not still thinking of the old codex?? (or maybe just reading the old codex, instead of the new one) From the stats you posted, sounds like you are. 'Cuase that is not the currently printed set of stats for mines. Link to comment https://bolterandchainsword.com/topic/155101-did-i-miss-something/#findComment-1813707 Share on other sites More sharing options...
Vassakov Posted December 19, 2008 Share Posted December 19, 2008 They can't run - they have very specific rules governing their movement, and I would say that is the only way they can move. Link to comment https://bolterandchainsword.com/topic/155101-did-i-miss-something/#findComment-1813822 Share on other sites More sharing options...
maniclurker Posted December 19, 2008 Share Posted December 19, 2008 I can easily fit 13 models touching a small blast, and with a bit of fidgeting I can get up to 19. This is why lash of submission is so deadly, lash + plasma cannon = up to 19 models hit with one shot. I love it when someone posts stuff like this... this is very literally, impossible. NOT POSSIBLE. You CAN'T hit 19 models with one small blast... maybe 9, if you really worked it, and they were packed in together. Link to comment https://bolterandchainsword.com/topic/155101-did-i-miss-something/#findComment-1813985 Share on other sites More sharing options...
Captain Malachi Posted December 19, 2008 Share Posted December 19, 2008 Too lazy to try it, but fitting 19 models under a 3" template is just silly :P Even 9 is stretching it. Link to comment https://bolterandchainsword.com/topic/155101-did-i-miss-something/#findComment-1813993 Share on other sites More sharing options...
Seahawk Posted December 20, 2008 Share Posted December 20, 2008 The blast marker has to be centered on the spore mine; there's no way around that. However, having tons of empty bases and a laser cut 3" blast marker handy, I checked. The total number of possible hits is 19, though 6 of them are by the very slimmest of margins. So 19 is truly the known max, and that's if they're in base-tobase, concentric rings. Thus, to get that high number, the spore mine has to land dead center of a unit at least 19 strong that just deepstriked itself...such a possibility is decidedly slim to zilch. A large unit of daemons, I suppose. Back on topic...they have their own special movement, and since they don't count as infantry, or indeed any other type of unit, they don't follow any of the rules in the BRB; their rules are all laid out in the Tyranid book. This just came up as I was typing...since they don't qualify as any type of unit and thus they don't qualify as a unit at all, do they give up KP? According to what I just wrote no... :P Link to comment https://bolterandchainsword.com/topic/155101-did-i-miss-something/#findComment-1814331 Share on other sites More sharing options...
eyescrossed Posted December 20, 2008 Author Share Posted December 20, 2008 Well I just read the Tyranid codex and found it says blast, not large blast. My friend and I have been using the large blast for the frag for the whole time we've collected. I think we thought it was large blast because of Battle for Macragge, when you DID use a large blast marker for the mine. Link to comment https://bolterandchainsword.com/topic/155101-did-i-miss-something/#findComment-1814342 Share on other sites More sharing options...
HiveFleetEzekial Posted December 20, 2008 Share Posted December 20, 2008 Well BFM was still using the stats from the 3E 'nids codex. The 4E codex came out after that and changed the stats for all of them. Link to comment https://bolterandchainsword.com/topic/155101-did-i-miss-something/#findComment-1814347 Share on other sites More sharing options...
eyescrossed Posted December 20, 2008 Author Share Posted December 20, 2008 Okay. EDIT: HFE, don't you have a profile on thetyranidhive.proboards.com? Link to comment https://bolterandchainsword.com/topic/155101-did-i-miss-something/#findComment-1814353 Share on other sites More sharing options...
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