Very timely. I ran the holy triumvirate of 3 Biovores, a Harpy, and a Sporocyst just yesterday. I ran hive fleet Gorgon with lots of gaunts. The spore mines present an immediate threat to your opponent, so he dedicated a lot of firepower to killing the spore mines, using the same kinds of guns that kill gaunts. So there's a bit of synergy. I planted spore mines around the objectives, which allowed the Hormagaunts to score, kept the Hormagaunts alive, and kept my opponent off of the objectives. The Sporocyst benefits greatly from being a cheap model relative to its size and scariness, which tends to attract a lot of firepower. Almost every time I've used the Sporocyst, my opponent has gunned for it turn 1. Spore mines are fantastic primarily because they present your opponent with decisions. They present a kind of mental game that I think is lacking in a lot of 40k. They're very fun. Too bad the Biovores are derpy finecast crap. I have my own conversions but you can sneak Pyrovores in there and have some models that don't look completely stupid.
Loving the vids. Came back to 40k after twenty years and your vids are making things much much easier to digest. Nids were always my faves. Nice to see that they're waxing rather than waning right now!
I personally use at least two sets of three biovores and three sporosis in every Army I can fit them. Simply for the spawning capabilities of them both. One of the major synergies that you have either not realized or have forgotten about is the synaptic imperative of the maleceptor, that allows your army move, Advance, and shoot as normally and perform actions. Doing this on turn one is my normal thing, especially going first. Where you can fire all their weapons and still spawn mines. Sadly you can only ever do this once unless your Leviathan. I've always been a tyranid player, through and through and would love to come on your show sometime for a game depending on where you guys are in the country. Otherwise, keep up the great work!
What wasn't mentioned is not only can they sit on your back objectives to maintain control, but if running 2 units you spread them so they can prevent reinforcement shenanigans. Keep them 19 inches apart from each other and 10 inches from the back edge and you have a 37 inch wide protection from enemy reinforcements
SPORE MINES! I got into Tyranids for the big scary bugs but I love playin Tyranids for the spore mines. I’ve had SO much fun just savoring my opponents to exasperated sigh as I’m laying out row after row, turn after turn at the end of every shooting phase 😊
Makes Hydra a good choice as the spore mines suddenly have a 5" movement range instead of 4". Means that the area of denial bubble you can create with them is larger, as is their oppertunity to intercept prime targets.
Building up a Tyranid army and I just got my biovore. I honestly just picked him up because he was cheap for a Warhammer unit and I'm trying to expand my collection before I worry about what is good or bad. Excited to use him and those little spore bastards now
Two major points. Always advance with spore mines if you get a chance for them to live and two the move block is far more complicated than you covered. All models can move through spore mines, they just can't end their move within engagement range. Or on their bases depending on how you read the rule. That means the 6 inch block only works if the enemy unit doesn't advance or moves less than 7 inches. Any more and they can go right through the spore mines without taking damage. You can make a "wall of sorts" by placing the mines two inches away from another unit so they can't end their move without being in engagement range of both units. But that would also mean if they wanted to they could just take the morals and be within a 2-3 inch charge roll. Complex stuff for sure.
Not quite right my dude, if the enemy model moved within 3" it takes damage, so it doesn't matter if it ended up more than 3" away, if it went by the spores to get there it will take a slap.
@@magicalzonkey false. "Floating Death: Each time a model in this unit ends a move within 3" of any enemy units, or an enemy unit ends a move during which any of its models moved within 3" of a model from this unit, that model can explode." Ends a move is the keyword here.
He's right. They need to end a move within 3". So yes like I said any model can move right through them. They just can't end on their bases. You just need to play the mind games with your oppoenent.
@@maelstromgamingstudios5240 for sure like I said it's a super complex interaction. It could be a whole video on its own. But I also am biovores for life. But I have the classic metal ones since I'm old.
@@maelstromgamingstudios5240 the disagreement is about if they explode. Units move through spore mines for sure, I'm saying if they do that the spores explode. Which is what the rules state quite clearly in my mind
I really appreciate these deep dives.i feel like the WH community gave up on diving into nids because they're so oppressively competitive. So as someone who's trying to play casually with friends. So I try to avoid things that will win games in 2 turns . P.s you couldn't have done the pyovor at the same time lol ? Haha
Glad more people are understanding Biovore supremacy is the only option. I always took the lore as a hint when "the skies filled with spores" and thought "yeah thats a good idea, isn't it?"
Biovores are the worst units, especially with Hive Fleet Leviathan and lots of warriors. I like to use them with Carnifexen and Venom Canons and Tervigons. Actually, this goes against my way of playing Tyranids, I love aggressively against the opponent, but in the long run the biovores with spore mines are exactly what all Tyrinde players need/want to have to win. do i like that ? No, but for controlling my opponent's movement and forcing him to run into my traps, this unit is just great. keep up the good work with your channel.
A few things that I was hoping to hear about that didn't come up: -when exactly do the mines explode? Is it when your opponent ends ANY (charge, pile in, consolidate, etc) move within 3 inches? The first game I played with bios My opponent and I read the rules and in the moment we agreed it was only movement phase moves (regular move, advance, fall back etc) But since that game I feel like That was not correct. -If you have multiple units of bios are they all able to use the spore mine action each turn? I believe the wording says one unit from your army can use the action each turn But I'm not sure how others are interpreting this. What do you guys think?
Hey dude, It's move, advance, fall back or charge. If they went within 3" during any of that they get a death-balloon to the face. Also, it's only 1 unit that can do it. It would be so fun (but oppressive) if you could do it with multiple units :D I believe the above is also true for sporcysts, only one of them can deploy spores each turn too.
@@magicalzonkey thanks for the answers! Why not pile in and consolidate moves? I can't really think of a scenario where that would pop up right now, but you never know. The core rules refers to them as pile in and consolidate MOVES In several places, so wouldn't those apply as well?
@@MrEnvvii Mechanically speaking. They probably felt it might get oppressive anyway. Pile in you are positioning to better attack an enemy and having that be blocked by what is essentially a free unit seems a bit unfun. Lore wise, the three mentioned movements tend to cover large distances as opposed to the others you mentioned. You could say that the disturbance is not big enough for the mines to trigger. Like how normal mines will not trigger unless the pressure in top of them is strong enough.
Love biovores, hate the recent change, also, much more relevant now but you mentioned that they were 10pts for 3, unfortunately they are 10pts per model, so you’re looking at 30-90pts for a unit
They function very differently from each other. But I always like throwing in a single pyrovore into my lists if I have the points. Great for doing actions!