

You can use a squad to block out movement and The charge phase, so you really don’t want to end up near them. Fast, flanking units that want to drop into theīack and cause problems are usually not large, so taking 6 mortal wounds canĬount for any victory purposes, your opponent has to waste firepower onĮssentially nothing, and you don’t want to charge them since they explode in Used as area denial for screening out deep strikers. You can also try to pair this with Swarmlord and give them another move and advance, so theoretically, in Kraken, you can send one squad forward with Opportunistic Advance and Metabolic Overdrive and then send another squad forward with Hive Commander, but the second squad isn’t going to cover anywhere near as much ground on average, but still, getting 2 big blasts on Turn 1 can really shift the game.Įven if they do not get to explode, having Meoitics can be Seeing as how the Meoitic doesn’t need to charge to explode, just needs to get within 3”, that is generally more than enough to line up the damage on the target you want, and since they Fly, you can generally navigate terrain and screening models. Throw in using Metabolic Overdrive for the extra move, and all of sudden, your little bombs are going as far as 30” in a single turn. If taken in Kraken, this gives you both Opportunistic Advance and roll 3d6, take the highest for advance rolls, making a unit of Meoitic go from 6.5” average movement to about 12”, a very healthy increase. If your opponent has units that have quickly taken the center, a squad of Meiotics can get in there and help clear away the problem, assuming the target has under 12 wounds total. With only a 3” move, this means you really need to build to utilize this tactic.
SPORE METABOLIC BOOST REAL REVIEWS FULL
Since they have been toned down to be more consistent in damage but with less spikes and with less in the unit, you can’t expect a full unit to just obliterate a target, but still, 12 mortal wounds can be clutch in the right situations, taking out a well defended vehicle, doing big damage to a Terminator squad, or even sniping out a lot of characters. This gives you pretty consistent math, so you know that if you get a full unit of 6 (RIP to full squads of 9), you are going to do about 12 MW on average. Offensively, each Meoitic does 2 mortal wounds on average dice thanks to always doing 3 on a 4+. Models to the stratagem as you can afford to take 1 wound. To get them to do some damage, and it lessens the chance that you start losing It allows you utilize Metabolic Overdrive for an extra move, which is critical Meiotics don’t count for any victory conditions and such, they aren’t there toīe imposing line backers or resilient frontline chaff they are there to It moves 3”, which is standard for livingīombs, T2 and 2W with a 7+ save, meaning that it only gets an armor save if in

The Meiotic is what you expect from a spore that is halfwayīetween a Spore Mine and a Mucolid. Meiotic Spores are an area of denial unit that can also be used as a sneaky blitz in Kraken. They do not count towards models controlling an objective. Living Bombs: These models automatically pass morale tests and never award Victory Points for any reason.Roll a d6: 1 – nothing, 2-3 – the closest enemy unit takes d3 Mortal Wounds, 4-6 – the closest enemy unit takes 3 Mortal Wounds, and this model is destroyed.

Floating Death: At the end of the charge phase, if this model is within 3″ of any enemy units, it explodes.Float Down: You can set this unit up in reserve and have it arrive anywhere on the battlefield more than 9″ away from enemy models.Instinctive Behaviour: If this unit is not within 24″ of a friendly HIVE FLEET Synapse unit, then it suffers -1 to hit on shooting attack rolls against enemy units that are not the closest to it, and it suffers -2 to charge rolls against enemy units that are not the closest to it.
