Showing posts with label Tyranids. Show all posts
Showing posts with label Tyranids. Show all posts

Friday, 3 February 2012

Inquisitiored Genestealer Cult Army List

Magnificent Genestealer Ork Cult over at Ninjabread
Inspired by Zen 40k, I've built a quick list around the concept of a genestealer cult.

I've got the models to proxy this, hence some of the 'fluffy choices', the concept behind this is that a crippled Space Marine hulk has been infested with genestealers.  While the Space Marines cannot mate and are therefore useless to the Genestealers, subjagating a small host in hypersleep was possible.  Subsequent arrival at a properous rim world has led to a particularly dangerous mixture.

Unlike most Cults, this one is build around a pair of powerful psychic twins (see the Alpha Legion influence ... and the fact I'm a twin!)


1501 point Genestealer Cult List
  • Genstealer Magus Twin Bathar  (Corteaz - 100pts) ... access to the Space Marine Armory has allowed the leaders of this cults some rich pickings.  
  • Genestealer Magus Grudun (Librarian - 215pts) ... Terminator Armour, Psychic Stave, Quicksilver, Might of Titan (snigger!), Warp Rift.
  • Grey Knight Terminator Squad, Incinerator, Psybolt Ammo and 2 Double Falchion bearing models (235pts).
  • 10 Genestealers (Death Cult Assassins) with 2 melta warriors in Chimera (233pts)
  • 10 Genestealers (Death Cult Assassins) with 2 melta warriors in Chimera (233pts)
  • 6 Genestealers (Death Cult Assassins) in TL Lascannon Razorback (170pts)
  • 6 Genestealers (Death Cult Assassins) in TL Lascannon Razorback (170pts)
  • Lictor (Callidus Assassin - 145pts)
Anyway, thought it'd be fun.  And it's my favourite favourite 40k army... brotherhood, genestealers and planet consuming anarchy in one go.  Lush.

Monday, 9 May 2011

LIST: Wacky Tyranid List!


Ok, so this is a little outside the box, but bare with me...

90 Prime, 2x Boneswords
90 Prime, 2x Boneswords
110 Venomthrope x 2
150 HiveGuard x 3
150 HiveGuard x 3
195 Tervigon (AG and TS), Catalyst
195 Tervigon (AG and TS), Catalyst
50 Gaunts x 10
50 Gaunts x 10
90 Rippers x 9
60 Spore Mines x 6
60 Spore Mines x 6
60 Spore Mines x 6
135 Biovore x 3
135 Biovore x 3
135 Biovore x 3

18 Spore Mine Clusters get deployed before your opponent regardless of who goes first ... this gives you the opportunity to completely mess with their deployment in Dawn of War as they cannot set up within 18" of you. So you can potentially force them towards you or off the board entirely. In Spearhead, your spores can form a distraction within the ranks, or a cover save for your approaching troops. This also gives you ploys for dealing with reserves by parking near the edge.

After this the Biovores will hit anything in the open with S4 pinning big blasts... which can quickly add up. Misses are MORE SPORE MINES floating about.

The Primes escort the Hive Guard Forward, pumped with FNP from the Tervigons and gaining a 5+ from the Venomthropes... The tervigons mass produce while the barrage continues.

It's not pretty, it probably wouldn't work - but it would be more chaotic than anything i've ever seen!

Thursday, 28 April 2011

When 40k plays like a "Doh", or how I might retire my Tyranids.

3 weeks of expectation built into a frustrating game last night for me. Which is a shame as the guys in Narborough are top and the hospitality was second to none. It was Nids and Necrons versus Orks and WorldEaters in a slugfest.

Prime with Lash Whip and Bone Sword (95)
Trvigon, Adrenally Tox'd with Catalyst (195)
Hive Guard x 2 (100)
Ymgarls x 7 (161)
Zoanthrope x 2 in pod (160)
Hormagaunts tox'd x 12 (96)
Hormagaunts tox'd x 11 (88)
Genestealers tox'd x 6 (102)
Genestealers tox'd x 6 (102)
Trygons x 2 (400)

The tactic for us Nids, get in there and eat something - it didn't go well!?!

My tox'd hormagaunts bounced off everything, killing the odd model - but nothing stuck. All three genestealer units (2xtox'd and 1 Ymgarl) all got into combat and killed next to nothing. The Ymgarls did the best, winning two rounds of combat against generic Deamons before getting punk'd after turning up turn 4.

My Tervigon managed to 'poop out' on a double on the first turn and then got mullered by a lone Ork biker Nob (I thought I might actually win that combat!), my Trygon got 'fearless' punk'd with 9 Fearless wounds when multicharged with hormagaunts... my other Trygon got wooped by two ram hungry deathroller orks and still struggled on until last turn.

My Prime escorted the Hive Guard on the board and then got jumped by a warboss. He killed 4 Bikers before getting punk'd by the Claw.

Only Hutch's Necrons played well - winning combats against Orks, performing funky moves and making the day tricky. Looking at my current list, there's little synergy. While the loss of the Parasite and the Hormagaunts is little to no loss ... I lack supporting models.

So what could I take that would have made the difference. Well from inside my collection, there are two units that could have helped:
  • Parasite: nope, spend so much time avoiding powerclaws/fists he wouldn't have come to visit.
  • Gargoyles: ditto, Termagaunts without a cover save.
  • Broodlord: I decided against, but he may well have swung it with his 'hypnotic gaze'.
  • Spore Mines: tactically tricky, but I'm not sure.
  • Lictor: Powerclaw chump.
  • RipperSwarms: Meat on the way in really, but lots and lots of attacks.
So what would have worked better, and what haven't I got?
  • I have to work better in synergy, I'm sending in too many 'units' into close combat alone. I need to be dominating the close combat and overwelming the opponent - as I'm far too vulnerable to getting killed once my initiative is done.
  • Venomthropes ... I don't love them and I don't own any, but I can see their utility ... a small 2 man (?) venom unit gives a lot of anti-charge and anti-close combat options for just 110pts.
  • Termagaunt 'dakka' unit. A huge unit of Devilgaunts would have brought some significant pain to those orks. 60 s4 shots ... worth considering.
  • Tervigon 2: Yes, Venomthropes, 2 Tervigons and 2 Trygons - sounds like a Fritz List! But it's a proven approach and the combination of FNP, 5+ cover save and anti-charge options are tasty.
  • Tyrant: Although for durability he should have 2 guards and be the swarmlord ... he tactically brings me the best options.
So what do I do with my drunken Tyranids. Although the game wasn't fun, it clearly demonstrates what I've known for a while. Guard, Tau and Chaos Marines can take a 'fun', unWAAC list and still perform well - thanks to their natural 'synergy' of units (and my greater experience with them).

I am still yet to win a game with Nids ... which has got to be more about my lack of XP combined with a lack of practice in running a list that rocks. So my thoughts are as follows:

  • Prime, Lash Whip and Bonesword 95
  • Tervigon (HQ), Adrenal tox'd, Catalyst 195
  • Venomthropes x2 110
  • Hive Guard x2 100
  • Tervigon (troops), Adrenal tox'd, Catalyst 195
  • Termagaunts (10) 50
  • Genestealers (9 tox'd) 170
  • Genestealers (9 tox'd) 170
  • Trygon with Regen (225)
  • Trygon with Regen (225)
Total 1501. The Venoms are key and 'hide' behind something big. The Tervigons advance - pooping Gaunts as the Trygons get FNP and everybody gets a 5+ cover save. I'm gonna give them one more go with this list. Proxing the Zoanthropes for Venoms and borrowing a Greater Deamon as a spare Tervigon. We'll see if we can't make this army work (eventually...)

Tuesday, 4 January 2011

Army Showcase: Tyranid Splinter Orobus

Background

Hive Splinter Orobus first entered the Kochi sector 83 years before, while tendrils were repulsed, a select number of Ore refinery asteroids were decimated during this preliminary stage. While the quashing of this infestation was a priority, it was nearly an impossible task. The splinter is believed to have launched multiple spore clusters, nestled within asteroid and hulks throughout the intercine warzone.

As has previously been noted, the machinations of a subset of the Alpha Legion, believed to be the Swords of Alpharius, have only recently been discovered. Their nestine actions may explain the fighting on all sides, from Tau Cadre J'Etsu and rumours of an Ork Hulk entering the region ... nothing bodes well. Now the Swords of Alpharius have converted Kochi Vrai to their cause... and the corruption sets in. Beset between the Tau and the traitors is a hard place.

Even with the might of the Kochi VIII at his command, overall commander Munk struggled to bring his forces to bear and large number of genestealers and other bioforms nested throughout Kochi and the surrounding sectors. With a warzone to move within and such disruption to exploit, refugees pour from sector to sector and stealer cults thrive.

Such is the aspect of Splinter Orobus. The worm of the underworld.

Troops


Termagaunts are plentiful (30) in hive fleet Orobus ... I've always preferred the vanilla kind as the Fleshborer (although nerfed under the new rules) has a particularly nasty bite.



24 Hormagaunts bring me cheap and fast close combat options. Against marines, those attacks can really mount up ... I've seen 12 Hormagaunts slaughter 5 terminators. With the upgrades, they become seriously tasty.


I love stealers. The GW model, complete with fluff, is just so much more nefarious than their inspiration - Ridley Scotts Alien. The Broodlord rarely gets to come as he's more baggage than benefit - and I miss his inhuman strength.


The Tyranid Warriors ... 4 with Deathspitters and rending, and 5 with Devourers, lash whips and boneswords. Three cheers for the turkey heads...


The Rippers... and spore mines? I've produced 15 ripper bases purely for the pleasure of growing my own army ... go parasite!

Elites


OOP, but close to our hearts - its a Zoat! I generally play him as a proxied HiveGuard in friendlies. The Hiveguards a lovely model - but bloody heavy! The Zoanthropes are far too top heavy and the lictor?? Generally stays at home, unless I feel like proxying the Deathleaper.

Fast Attack


I love Gargoyles. Tactically and strategically they are great value ... but they are a pain to cart about and constantly breaking! Between the Gargoyles and the Hormagaunts I'm fully stocked for 'pointyness' and am NOT interested in Dark Eldar!

HQ


The two conversions above are for the Prime and the Parasite. The Parasite is too much fun (especially against Eldar, Tau and Guard) where spawning Rippers is the goal. The Prime's lost a lot of his lustre since the FAQ banned him from a warrior spore. He could roll with the Hiveguard but it seems a little pointless.


This magnetised Carnifex has been playing Tervigon so long I've slotted him into the HQ section. Who wouldn't want a T6 6W troop choice?

Heavy Support


A Trygon and a Trygon Prime. I'm not a fan of the Mawloc - great model, but the lack of attacks and rerolls make him a bit hit and miss. I'd rather be, well, eating stuff!


And finally the Mycetic Spores. I have a leftover (homeless) Tyranid Warrior, who is going to be subsumed into another Spore. I prefer the larger bases as I think this looks the best.

Conclusion

Challenge Suneokun is completed ... with over 2500pts of Tyranids based, painted and built in one month. The defiler is standing by ... and my thoughts on that to follow!

Saturday, 25 December 2010

Challenge Suneokun Update #8 - Christmas Present for you all.


It's 1.55am on Christmas Morning, Mrs Suneokun and myself have been up half the night prepping the kids presents, finishing food, cleaning rooms and other sundries...

After completing all the painting last night ... I decided to hold off posting and finish the basing tonight...

May I present the completed army...






I'm going to bed now, kids'll be up early ... Christmas morning.

That DEFILER is mine!


Friday, 17 December 2010

Challenge Suneokun Update #7 - closing stages?


With a dazed expression, it almost feels like the end?? I've got 5 Tyranid Warriors which are basecoated and require 'Lashwhips' modelling. I have a Mycetic Spore in need of some conversion work and the amalgamation of three plastic Termgaunts.

I have built and base coated the Zoanthrope and 2 Hive Guard.

And that's it? With a slightly shifty look around, and a sense of deja vu... am I nearly there yet?

I've got no DIY monsters on the calender, but 4 tough days of installations and commissionings next week... best put this one to bed this weekend - methinks!

...and I would have gotten away with it...

Wednesday, 15 December 2010

Challenge Suneokun Update #6 - Knuckling Down to Herculean Effort


Thanks for the feedback on the previous post. Heading into Christmas, I have a mountain of responsibilities at work to arrange ... none of which will be easy and involve a lot of travelling. While the DIY has quieted down ... Christmas approaches! And this morning I have woken up decidedly ill!

Rubbish eh?

However the painting progress has been spurred on by two herculean nights of very fast (and questionably accurate) painting. On Monday night I completed the paint job on the 20 Gargoyles (tongues, claws and stipes, oh my!), 80% completed the 10 rippers and start to finish completed the paintjob on my second Trygon.

It was a monstrous effort totalling 4 hours of concentrated effort.

Last night I finished the Rippers and started both the HiveGuard and the Tyranid Warriors (next weeks challenge). All the above require basing, but I've decided to 'lump them up' on that front after all the other basing took about an hour.

This leaves me with:
  • 5 Tyranid Warriors, half painted and ready to convert.
  • Hive Guard (half painted)
  • Hive Guard (pending)
  • Mycetic Spore (pending)
  • 5 Termagaunts (2 metal to be painted, 3 plastic to be converted onto the spore).
  • Zoanthrope (unbased, unpainted, missing arms and looking pathetic)
  • 1 1/2 converted flying warrior ... what to do?
So question 1 ... do I base the gargoyle flying bases?

And question 2 ... what do I do with a random half converted modern Tyranid Warrior? When all my other warriors are 'turkey heads' and the other two modern warriors have become a prime AND the Parasite?

Help me Obi Wan, luke stole my speeder bike.

Monday, 13 December 2010

Challenge Suneokun Update #5 - A Week in the life of a busy boy


"If I can get the base coats done on these Gargoyles - I can hopefully get them out of the way over the weekend." - Suneokun, 2nd December 2010.

Hmm ... what do they say about mice and men and the planning strategy ... it didn't go quite according to plan. As I did highlight during the email - there was a fair amount of work going on at home ... a fair amount of 'stuff' which would get in the way - and it did!
  • Thursday 2nd - Hugely Optimistic and spend evening de-constructing the dining room of all furniture in preparation for bedlam.
  • Friday 3rd - Last minute confirmed installation at a London University followed by an evening of Ironing - what fun! Wrong coving is delivered.
  • Saturday 4th - Install wrong coving (which is prettier anyway), but don't have enough to finish room.
  • Sunday 5th - Christmas Tree collecting, Santa visiting and painting all evening (the dining room that is)
  • Monday 6th - Painting room all evening
  • Tuesday 7th - Surveys in Leciester, grab missing bit of coving and bring home, install coving and painting room all evening with in-laws
  • Wednesday 8th - Carpet installed in afternoon, I deliver chunk of old carpet to brother in laws house and am entertained all evening, wife repaints both cream and green walls - much deserved deadly ninja stares and cold shoulder behaviour on return.
  • Thursday 9th - Relocate all furniture back into Dining room, cooking and cleaning in preparation for party... finish off coving and refit light fittings/curtains and other sundries.
  • Friday 10th - late night shopping, going out with wife and small people to look at Christmas lights/buy light sabers/buy presents/separate light saber wielding Children. Come home and crash.
  • Saturday 11th - Carol singing out doors with lispy, padre hatted religious people. Frozen small people. Return home to entertain a dozen people for dinner. Wife's curry goes wrong and she recooks entire curry (madness) ... fantastic night until 3am.
  • Sunday 12th - woken at 5.45am by brother in laws baby and wife GOES OUTSIDE and de-ices car while I hide like the coward I am. Children jump on me demanding TV at 7.30am, as I'm sleeping on a lilo on the floor in the lounge (baby and in-laws having our bed).
Finally paint 20 Gargoyles and 10 Rippers at high speed on Sunday night until 1am.

NB: In laws 'steal' wife's book 3 of the Millenium series from bedside table, complete with her bookmark (which is weirdly an old password sheet) ... much bitterness and rivalry begins.

It's been a tough week, still - nearly Christmas. That'll be relaxi ... oh no.

Wednesday, 8 December 2010

Challenge Suneokun Update #4 - Delays and Upsets


New carpet is being installed today, so the last couple of days have been pure DIY mania get the coving (cornicing) installed, painting newly re-skimmed walls and finishing the skirting boards...

Madness! Oh and I bought a new TV and BluRay - it's Panasonic, 37" and it's very nice.

As such, no painting has occured. So we're back under pressure to finish the Garogoyles (tonight, I promise) and to start (and finish) the Rippers.

Crikey I was over-cocky!

PS: If the photo makes no sense, just type 'delays and upsets' into google.

Monday, 6 December 2010

Challenge Suneokun Update #3 - Gargling


Despite a night of ironing, and multiple nights of replastered, re-coved and repainted dining room painting I am currently ahead of schedule. The blog is keeping me focussed, combined with the sneaking suspicion that while I may have vastly overestimated the amount of time required to base 100 mini's (it's a couple of hours, not 5 evenings) I'm concerned that my planned layout for weeks 3 and 4 are ridiculously light.
  • Week 1 objective (last week): base 100 mini's. DONE!
  • Week 2 objective (this week): paint and base 21 Gargoyles and 15 Ripper Swarms. GARGOYLES ARE 80% THERE WITH ONLY INKING, BASING AND HIGHLIGHTS REQUIRED. RIPPERS TO GO.
  • Week 3 objective (next week): paint and base Trygon, 2 Hiveguard and a Zoanthrope.
  • Week 4 objective (week before Christmas): convert, paint and base 5 Tyranid Warriors and a Mycetic Spore.
So... I should get the Gargles finished tonight. 5/15 Ripper Swarms (now there's a survey worth reading!) are complete, requiring only basing, which leaves me 10 swarms left... infinitely doable. So do I try to add in the Spore conversion this week, or break in the Trygon?

It's certainly an interesting psychological aspect to this. I've never 'scheduled' my painting before. It's always been at my 'regular' whim or because I have a game coming up. Simply writing down an expectation online seems to have galvanised something in me, and I'm finding myself flying through 20 models at twice the speed I would normally.

The added incentive is that I'm also riven with guilt that these models have been languishing in the 'almost complete' pile for too long. Truly completing my first army (my forth one, Chaos Space Marines) seems to have galvanised my desire to see the others done. And showcase them here.

Wednesday, 24 November 2010

Why Huron is pants and other Tyranid Questions...


Huron 'high cholesterol' Blackheart

Well I've been fielding Huron "the old" Blackheart for about half a dozen games so far and I'm mightily unimpressed. His most impressive feat so far is NOT getting punked by Lillith in a single turn, he did however fail to land a blow with his powerfist.

So am I playing him wrong ... well I don't think so. My application of 'warptime' could be more consistent (I keep forgetting it) ... but I don't see Huron as a 'stand back and support the troops' kinda guy ... he should be in there mashing face.

And that's where it falls apart. With only a 3+/5++ and T4 he's got "I love powerfists" all over him. The lack of Eternal Warrior on all the Chaos Special Characters really tells here. Additionally, although he's AT LEAST at bionical as Iron Hand Straken, he'd get punked in a fight hands down. Straken's got S7 powerweapon in initiative order ... that beat power weapon (albeit with a reroll to hit and wound) or powerfist at I1. Plus Straken's got a +1 to toughness ... where's Hurons?

At 170pts, he's seriously overpriced for his potential punch. Especially as he can be pick'd out and punk'd by the p'fist, yaknow?

Maybe I'm running him with the wrong crowd. The Deathguard were a tough bodyguard, but the I3 and blight grenade aren't really designed to 'encourage' the charge... the Chaosmarine squad he's with now is fine against guardsmen and gaunts, but desparingly squishy to anything with intent.

The problem is that beyond slapping him with Terminators, (and losing their deepstrike) ... there's really nothing in the codex offering the bulletproofing to Huron's (admittedly) lacklustre combat potential.

So my Huron will henceforth become "Chaos Lord with Mark of Slannesh and Lightning Claw", I'll get my reroll to wound every time, and save myself 50pts. I don't regret buying the model, but Huron, like most of the Chaos Special Characters, doesn't offer the cool 'tempering' options of the latest codici, moulding the codex about them in interesting shapes.

The lack of Eternal Warrior is the icing on the cake... enough said.

Tyranid Conundrums

In a vain attempt to distract myself from starting an Ork Army (and yes, I've already worked out that I can build 1500pts of Orks from existing models (and the 5 lootas I bought!) ... I'm turning back to my Tyranid Horde.

I really haven't given the nids the love they deserve. The new (now slightly tarnished) codex is great, although it broke a number of my old toys. That said, I'm giving it another go and importantly, I'm trying out new tactics (well slight variations on a 'take everything' theme)...

Tyranid Prime (Lash Whip and Bonesword, Adrenal Glands) 105
Parasite of Mortrex 160

Lictor 65
Zoanthrope x2 in Spore 160
Hive Guard x2 100

Tyranid Warrior Brood x 5, Lash Whips and Boneswords, Devourers and Mycetic Spore 265
Genestealers x 13 with Toxin Sacs 221
Genestealers x 13 with Toxin Sacs 221
Hormagaunts x 17 102
Termagaunts x 17 in Spore 125
Tervigon with Acid Blood, Catalyst, Adrenal Glands and Toxin Sacs 210

Tyranid Shrikes x 4, rending claws, deathspitters and toxin sacs 200
Gargoyle Brood x21with toxin sacs and adrenal glands 168

Trygon 200
Trygon 200

Points (2500)

Analysis

Just wanted all the best toys didn't I? Its an 'in your face' option, with the Genestealers infiltrating to dominate the tactics of the game. They either, area deny (go to ground) or pounce depending on opportunities. The Shrikes and Gargoyles escort the Parasite and attempt to flank across the board... from experience, both units offer average anti-mech and good anti unit attacks.

The Spore based units, Zoans, Termagaunts and Lash Whips Warriors and Prime, are there to provide serious distraction while the hormagaunts charge across the board... the Trygons, Elites and Tervigon are there to fill space and pop tanks...

It's a MSU and mixed list ... what's the thinking?

Tuesday, 3 August 2010

New Camera - nice photo's

Same shot ... from 3.2 megapixel cameraphone to 14.1 megapixel Canon ... a world apart.

Just a short post to highlight what a difference a decent camera can make. The following photos were taken at night with just the aid of two 'natural light' biobulbs (one in the roomlight and the other in a desklamp) and my new Canon Powershot SX210 (yummy) camera.

The 14.1 Megapixels are a bitch ... they show up my shoddy inking - bummer.

The beauty with this camera is that you can digitally control your aperture rating. For the unintiated (or the barely initiated like me), this basically means you can control how long the 'film' is exposed through the lens. This means that rather than 'snapping' a shot of the miniatures it can take a slower paused shot to really soak up the details.

Mr Trygon ...now with even more detail.

I hasten to add that these photos were taken at night, under artificial light and with no 'photoshop' work done beyond some 'paint' cropping.

Friday, 9 April 2010

Painting Update: April 2010

Tau: So the target was to complete the Tau before the Nid Codex arrives (failed). This means I have the following completed (now):
  • 5 Crisis Suits deconstructed, magnetised and repainted
  • 36 Firewarriors
  • 25 Kroot, 12 Kroot Hounds and a Shaper (NEW)
  • 6 XV25 and 3 XV15 Stealthsuits
  • Ethereal
  • 3 Broadsides (NEW)
  • 16 Gundrones
  • 2 Shield Drones
  • 1 Marker Drone
  • 2 Devilfish
The below models need completion:
  • 2 Hammerhead/Skyrays are basecoated, now 'umming' over final paintjob
  • 1 Piranha, 1/2 basecoated
  • 1 Markerdrone needs building and painting (forgot about him)
Tyranids: With the Tyranids there is still so much to do. The new codex has opened up tonnes of options and given me a real drive... however I'm a bit bored of painting chitin, so have switched back to completing the Tau.

Completed so far:
  • 4 Warriors, Rending Claws and Deathspitters (painted)
  • Tyranid Prime, converted and painted
  • Parasite, converted and painted
  • 27 Termagaunts painted
  • 24 Hormagaunts
  • 21 Genestealers
  • Lictor, Broodlord, Zoanthrope
  • 1 Trygon Prime
  • 8 Spore Mines
  • 7 Ripper Swarms Converted and painted
  • 2 Myetic Spores Converted and painted
  • 7 Gargoyles painted
Tyranids TBC:
  • 3 Mycetic Spores to convert and paint
  • 4 Bone Sword and Lash Whip Warriors to convert and paint
  • 2 Hiveguard (1's actually a Zoat) to paint
  • 9 Ripper Swarms (I got very very bored of ripper swarms) to paint
  • 14 Gargoyles in finish painting
  • 1 Trygon to paint.
  • 1 Carnifex to complete the conversion to Tervigon (and paint).
Imperial Guard: This is definitely the most completed of all my armies. The addition of a Superheavy (Shadowsword multivariant) added some additional fun to taking these guys. Rather than listing the completed, I'll list the waiting:

3 Valhallan 'honour guard'
2 Catachans (No idea what to do with them?)
2 Rogue Trader Guardsmen (maybe convert these two into some more missile launchers?)
5 Attilan rough riders.

And that's it!

Am I nearly finished...?

Good grief no ... as can be attested with my 'superheavy' purchase. There's plenty of juice in the engines. Plenty of conversions to get under the belt ... and there's still space for the new models I'm thinking on... after all 'just one' piranha is a bit crap.

I'm loath to take up a new game system ... but two are grabbing my attention:

FIRESTORM ARMADA: Cheap to enter (circa £50) and easy to get running with.

or;

MALIFAUX: which really really appeals... perhaps for my birthday?

Thursday, 1 April 2010

Anti-Tyranid Tau Force


I've recently been giving my Tau some much needed love. With only a crisis suit, one broadside and two tanks away from finishing ... I'd lost interest in the light of the new Guard codex (can that still be considered new? One year on guys?) and the New New nids ... which I'm loving at the moment.

I'd taken by Crisis Suits back to the workbench to implement project 'mini-magnet' and finally magnetised all their weapons. This really is the only way to go with these boys ... giving you complete freedom to deploy the model in whatever format fits and how YOU see fit.

Although there are great believers in the 'fireknife' ... I find that the best build still thwarts me ... and my love for flamers and AFP lingers on.

I've had some of my funniest games between the Tau and Nids. They are great adversaries in the Gorgon campaign fluff, but this is reflected in the balance of the two armies on the field. Tau struggle against Nids ... but they also have some wonderful tools and speed to counteract the Tyranids effectiveness!

So I was already on course for thinking, when Fritz recent splurge on 'null deployment' smacked me between the eyes. And I remembered the 'positional relay' and then, Sholto over at Incunabulog inspired me with his recent battle mission report against Nids, and the evil brain started ticking...

What about a anti-Tyranid Tau force ... based around my existing models?

I've come up with the following list:
  • HQ: Shas'El with Air Fragmentation Projector, Missile Pod and Positional Relay, HWMT, HWTL, Stim injector
  • Elite #1: 2 tau Crisis team: fire knife configuration (plasma rifle/fusion blaster/multitracker)
  • Elite #2: 2 tau Crisis team: (missile pod/ flamer/ multitracker)
  • Elite #3: 5 man Stealth team, 5 gundrones
  • Troops #1: 6 firewarriors in a gunfish (smart missile system and burst cannon), multitracker, fletchette discharger, disruption pod and targetting array
  • Troops #2: 6 fire warriors with carbines in a devilfish (multitracker, fletchette discharger, disruption pod and targetting array)
  • Troops #3: 12 Kroot
  • Troops #4: 14 Kroot (led by a shaper) with 15 kroot hounds
  • Fast Attack #1: 8 Pathfinders, led by a shas'ui in a devilfish (multitracker, fletchette discharger, disruption pod and targetting array)
  • Heavy #1: 2 Broadsides, teamleader, shield drone, HWMT and HWTL on leader.
  • Heavy #2: SkyRay, Smart Missile System (multitracker, fletchette discharger, disruption pod and targetting array)
Total: 1751pts

Overview: Now the first question you are asking is "what are those broadsides doing in there?" ... well the broadside will be adopting a 'sniper' role for this engagement. Outfront and centre ... they also invite retaliation. Their target will be Zoanthropes, Tyranid Warriors and their ilk. Neutralising the anti-mech will be their priority, following by breaking the synapse.

The shas'el deploys at the start (hidden) and 'manages' the reserves by minimising their arrival unlike a late on alpha strike. The idea is to hold off to one reserve a turn using the positional relay and then hit everything at once!

The fireknifes group will be targetting Toughness 6 beasties and piling on the firepower. Hiveguard and Monsters will be the key targets.

The Missile Pod and flamer unit are one of the few units that will operate all game. Separate from the 'El', these guys will attempt to pick off Hiveguard and MC.

The Stealth team have a special role ... they will infiltrate (either within range on a flank, or back towards my lines) and play an important anti-stealer role. Stealth teams should operate fairly free of interference with nids ... plus their strike first stealth fields and S4 give them fair odds in dropping all but the toughest of opponents. If the opponent looks to flank ... they can follow up!

The two Fire Warrior unit basically stay in their vehicles and stay off the board for end game steals. The 12 Kroot are their as a cheap, but durable (in cover) unit for similar objective grabs using the Pathfinder devilfish.

The Huge Kroot Hound horde are designed to sit in cover and take pot shots at the enemy ... the shaper should keep them around for the final fight. S4 rifles are ok for shooting nids ... plus they will get to go first if charged... the real benefit of the Hounds is the ability to get the jump on Termagaunts, Warriors or Gargoyles or even hit at equal time to the Ravenors or Primes. This could prove crucial (although unlikely)...

The pathfinders and Skyray really form the fulcrum of this force. The Skyray can deliver devastating firepower (in seeker missile) and individually eliminate an MC at infinite range. The addition of the markerlights are also essential for removing cover saves. Meaning that the intensive firepower of the stealth team can really hurt. 10 markerlights should deliver enough hits per turn to deny the cover saves on at least one unit a turn or simply up the to hit mark for many...

What do you think?

Tuesday, 30 March 2010

BATREP: 1850 Nid v Guard - Battle Mission

In the face of the neverending devourer ... the guard employ Orks...

Further to my previous pasting by my friend and colleague, Mark 'Ironside' - we rescheduled another game. I was to get the chance to rethink my horde to get to grips with Mech armour ... while Mark would put together a more fluffy/mixed guard force.

After last minute chats, we agreed that the Guard wouldn't go all infantry and that a mixed force would offer me the best challenge. This is my fifth outing with the new nids ... and I'm still getting to grips with the play-style (being more used to Guard and Tau gunlines) and the special characters I roll with.

TYRANID ARMY LIST - Hive Splinter Orubus
  • Tyranid Prime: Lash Whip and BoneSword, Devourer, adrenal glands
  • Parasite of Mortrex
  • 2 x 1 Hive Guard
  • Doom of Malantai in a basic Spore
  • 20 basic Hormagaunts
  • 4 Warriors with rending claws, toxin sacs and deathspitters in a spore
  • 10 Termagaunts
  • 5 genestealers
  • 5 genestealers
  • Tervigon with Regen, Catalyst, toxin sacs
  • 20 Gargoyles with toxin sacs
  • Trygon with regen
  • Trygon with regen
GUARD ARMY LIST - Mark's Defence Force
  • Primaris Psyker
  • Infantry Command Squad - Autocannon, meltagun
  • Squad #1
  • Squad #2
  • Squad #3
  • Squad #4
  • Squad #5
  • Veterans with 2 plasma and a meltagun
  • Lascannon HWT
  • Missile Launcher #1 HWT
  • Missile Launcher #2 HWT
  • Mortar Team #1
  • Mortar Team #2
  • Hellhound with heavy flamer
  • Hellhound with heavy flamer
  • Vendetta
  • Punisher with Pask and 3 Heavy Bolters
  • Leman Russ with heavy flamer
  • Leman Russ with heavy flamer
Marks getting really into his duel hellhound list (impressed on him by your truly) and apart from dropping the vendetta and taking yet more mortars ... this is probably what i'd take (but with more flamers ... grrr)

To keep things interesting I suggested we play a battle mission rather than a standard conflict. This would give us a chance to showcase Jervis' big new idea ... and the Nid one's seemed particularly tasty! As I jumped this on MArk that evening, I gave Mark the choice of the Nid mission he'd defend.

He opted for 'Wave Assault' (Pg:84)

WAVE ASSAULT DESCRIPTION

For those that haven't bought battle missions yet, wave assault requires the 'non-nid' player to deploy anywhere more than 12" away from 3 board edges. The Tyranid player then divides their army in to three equalish sets of units. These 'sets' then arrive in a random order in turns one, two and three. The objectives are based in the centre of the board and 18" away from the centre line of the 'nid-edges'.

DEPLOYMENT

Our lictor viewed the smelly objectives, surrounded by tasty tasty treats (otherwsie known as guardsmen)

Mark deployed everything except the 'fast attack' options (with his vets inside the vendetta). The standard guard squads formed up around the Leman Russ battle tanks, with the Punisher sitting pretty in the middle. The Heavy weapon teams sat well back in a handily placed central bunker complex (oh, how did that get there? LOL) and hunkered down for the battle. Mark strategy was going to be to blast me away from the centra of the board with some serious firepower.

DIVIDING THE WAVES ...

Never having done this before, I sort of worked it at random ... and made some blinding mistakes!

Wave 1
  • Tyranid Prime and four warriors in a Spore
  • Doom of Malantai in a Spore
  • Tervigon
  • 5 Genestealers
Wave 2
  • Parasite of Mortrex with 20 gargoyles
  • 1 Hive Guard
  • 10 Termagaunts
  • Trygon
Wave 3
  • Hive Guard
  • 20 Hormagaunts
  • 5 genestealers
  • Trygon with regen
Anyone else notice the blinding mistake. No Synapse in Wave 3 ... guess which wave turned up first!

TURN 1: It's just a jump to the left!

The Hive Guard, Hormagaunts and Genestealers arrive on the left hand flank, while the Trygon deep strikes in the middle to cause maximum problems. Hive guard immediately fails his leadership and hides ... hormagaunts keep their nerve and keep to some cover for this turn. The Guard turn their ire on the Trygon, with Commander Pask with BS4 20 shot reroll to wound punisher cannon leading the way ... he goes down in a hail of rapid fire death and nastiness. Oh dear. The battle cannons open up ... killing half the Hormagaunts and 3 genestealers. Wierdly both units pass their leadership tests!

And in normal vision ... Mark sets up three layers of dakka to meet my horde!

TURN 2: And a step to the rigggghhhht!

Wave 1 arrive. And the Tervigon turns up and spouts 10 termagaunts onto the board. Forget to Catalyst the stealers though ... doh! The Spore land brilliantly and the Doom kills several heavy weapons teams and forces a standard squad to run off the board due to casulaties. The Tyranid Warrior and Prime also hail fire on the enemy ... but the lack of a rear armour shot thwarts them. They do drop into area terrain. The Hive Guard flips again (and I mistakenly keep him in 'cover' not 'area terrain' ... this is a mistake. The hormagaunts flip out and run, skip and jump a guardsman squad ... causing a not inconsiderable massacre. The Hive Guard pop shots at a unit and 2 genestealers move up behind the spore/warriors on the left flank.

The Prime leads a desparate charge down the middle ...
hang on we're nids ... munch munchy, crunchy crunchy!


Guardsmen respond. The lasgun fire drops a genestealer, while a missile launcher barrage kills the Doom (when won't I roll a 1 or 2). The combined fire of lascannons etc is weathered by the warriors in cover (while the prime take some strategic lascannon hits and battle cannon hits) ... on the other flank a peppering of lasgun shots is followed up by a hellhound, who kills 4 termagaunts and all but two genestealers... hmmm. Meanwhile Pask proves wholely useless against the Warriors.

TURN 3: ...bugger that, right down the middle boys!

The Hormagaunts go on to massacre the command squad (left hanging by a vagrant Primaris Psyker avoiding 'shadow') The last wave arrive and the gargoyle flood on to the board ... nicely spread out. Both hive guards pass their leadership this turn and subsequently do nothing against the leman russ in range.

The remaining 2 Warriors and Prime charge the leman russes in front and score multiple hits.. immobilising both of them and removing the battle cannon from one. The Tervigon spouts another 8 termagaunts and they flood the board as the genestealer (catalysed this turn) make a run at the hellhound. The termagaunts open fire on the guardsmen in the open and start demonstrating their grit ... downing several.

The lone genestealer on the right flank charges a squad of seven and kills 3 ... but gets taken down in return... more hormagaunts, check?!? The two genestealers manage to hit the Hellhound, but fail to penetrate it ... another 6 anyone?

The Trygon attempts to repeat the genius of its forebear ... deepstriking in the middle will work this time 'surely'.

The Guard get the other hellhound and vendetta. The vendetta arrives on the left flank and immediately turns my 'out of place' hiveguard to pate! Lurk in AREA TERRAIN next time please! The other hellhound comes on in support and adds its attack to the hurt raining on my warrior squad... but now at toughness 5 ... they weather it well, but fall at the last shot!

The Trygon finds that the bad plan first time was a bad plan second time round ... and goes down to flashlights ... yes flashlights - damn you guardsmen! The Termagaunts take a creaming from the hellhound and the genestealers get wiped out with krak missile. FNP, hah! The Doom attracts some serious firepower. The Primaris moves up to engage and forgets about synapse/shadow and subsequently does himself an injury! The Gargoyles attract serious mortar and punisher fire, but only lose about half ... not bad.

The Myetic Spores get pummelled to goo too. So at the end of this turn I have the Doom and his gargoyles ... a single hiveguard. 24 Termagaunts, a Tervigon. Not good.

TURN 4: Fight fight fight!

I'm seriously stretched for synapse now ... The Parasite charges another Leman Russ and kills its cannon too, damn you dice. Meanwhile the Tervigon moves up to take an objective. It spouts out more termagaunts, which shoot up more heavy weapons and guardsmen ... some more run away! The hiveguard lays a shaken result on the right flank hellhound, but fails to kill it (another poor penetrating hit!) Termagaunts move up and claim one objective ... shooting off the guardsmen.

Termagaunts Horde and Tervigon secure an objective ... while the Parasite plays
pattycake with the guardsmen ... producing 8 swarms!


The remaining 3 Hormagaunts show their pace as they race across and kill the Primaris Psyker ... but fail to make it back to cover...

Guard shooting is the worst of the game. A number of gargoyles, termagaunts and other die ... but nothing in the numbers I expected. Importantly, the hiveguard survives. The Vendetta flies up to grab the centre most objective, while the hellhound moves up at full speed to contest another.

TURN 5: Breeding a new army.

Tervigon finally sparks out this turn, with another 10 Termagaunts. She Catalysts up and sits on the objective. In addition, the Parasite leaps a terrain piece and dives into combat with the final troop choice in range. The ensuing comabt in drawn (thanks to three great 5+ saves by the guard) and the remaining gargoyles are dead ... but 4 new rippers burst to life and swarm over the central objective.

Pask comes a cropper on some uneven ground (better get out and push you bugger)

In the enemy turn, the punisher moves up to contest the centre but Pask proves a better commander than driver ... resulting in an immobilised tank! The hellhound weathers the hive guard fire (only now do I realise I rolled the hiveguard at BS3 all battle (doh!)) to contest. The other hellhound moves up and (ignoring the Tervigon) drops a S6 murder template over my swarm ... killing all. The veterans then disembark to capture both central objectives.

We roll a 1.

Final Score ... a close 2:1 to the guardsmen!

CONCLUSIONS

Is this battle mission supposed to put me at an advantage??? Ok, there wasn't one. It was actually a really well balanced game and very very fluffy - which is what I like. In addition, the performance of the Prime and the Parasite were superb. The Tervigon soldiered through, pooping out termagaunts (much to Marks dislike)... but the main thing was what I learnt about deployment.

What made a refreshing change was that my 'anti armour' options really worked this game. Mark had nearly as many tanks as our last battle, but the anti-mech options worked this time. The Hive guard are a solid option... while limited against leman russ, they excel against hellhounds and vendettas (especially if you remember they're BS4!) ... The Prime and Warriors are currently a little wasted in antitank duties ... and hopefully a bit of FNP from the tervigon would offer them all out into the open and assaulting the flanks!

Tervigons. I'm a little afraid of getting Tervigons into the mix ... but they are actually far more durable than I give them credit. Hiding the Tervigon behind my Warrior unit would have given her a 4+ cover save, and them a 4+ cover (assuming random hormagaunts in the way) and 4+ FNP!

Add into that the ability to drop a FNP on a deepstriking Trygon and I'm laughing. It's clear from this battle that I need to work on my unit synergy far more.

With this in mind, I should have grouped the Spore mines and Trygons in a single cluster ... offering me a chance of delivering some serious pain. The Hive Guard were great ... but they don't need to be separate. Hiding them behind the Tervigon would offer me better options.

As a third group, the Parasite is the ultimate horde leader. Dropping Hormagaunts and Gargoyles and Termagaunts under his wing would have made more sense. As such, if I played again ... I'd take the following:

Group 1 (4 units): Prime and Warriors (walking), Tervigon, 2 x HiveGuard

Group 2 (4 units): Parasite and Gargoyles, Hormagaunts, Termagaunts, 8 genestealers

Group 3 (5 units): 2 x Trygon, 2 (separate) Zoanthropes in Myetic Spores

These units are also useful to remember for the main game as well as they offer useful synergies in speed.

Monday, 29 March 2010

Tyranids Adaptive Style...

Further to a recent poll ... I'm pleased to say that the classic Zoanthrope won! With the Tyrannofex and Hiveguard bringing up second and third. Thanks to everyone that voted...

In light of the many suggestions and my 13-2 pasting at the hands of mech guard ... I've been mulling over the Nid choices that I could take.

This is the current list I'm running, it's still based around the core of the parasite and the Prime ... both of which are performing well for their points!

So here goes:
  • Tyranid Prime: Lash Whip and BoneSword, Devourer, adrenal glands
  • Parasite of Mortrex
  • 2 x 1 Hive Guard
  • Doom of Malantai in a basic Spore
  • 20 basic Hormagaunts
  • 4 Warriors with rending claws, toxin sacs and deathspitters in a spore
  • 10 Termagaunts
  • 5 genestealers
  • 5 genestealers
  • Tervigon with Regen, Catalyst, toxin sacs
  • 20 Gargoyles with toxin sacs
  • Trygon with regen
  • Trygon with regen
Tactical shifts...

The Hormagaunts play fast bullet screen while the termagaunts and tervigon (plus offspring) hold objectives. The Gargoyles run with the Parasite (and do not deepstrike!) and pick their fight to provoke lots of spawn. The parasite can then join the spawn when his Gargoyles are used up! The genestealers attempt to infiltrate at point blank or flank ... depending on whether we have first turn. The hiveguard set up shop with the tervigon and wait for the Hellhounds to close... generating lots of immobilised and other effects.

The Doom, Tyranid Warriors and Prime and the two trygons deepstrike ... but I'm learning with deepstrike to go slightly 'out of range' on one flank. This limits the fire power shooting at you and can also 'chase' some enemies into the arms of the parasite!

That said the Doom and the two Trygons are generally dying on the turn they arrive. The 'up front' effect of the Doom putting him at point blank range to a lot of return fire power. opponents are leery of letting any of these into close combat and therefore the doom and trygons are yet to raise a claw in attack!

I'm actually still unconvinced by the doom's effectiveness. Especially given it's 'heat'... 30 more points for 2 anti-tank shots seems good odds. Perhaps Zoanies are the way forward... but the doom is a lot of fun. It's just too easy to roll a 1 or 2 versus a missile launcher or lascannon hit...

That said, a couple of Zoanies would offer a dependable shot at Pask in his Punisher ... which is an awesome anti-nid build ... those 29 BS4 reroll to wound S5 shots against MC's really add up!

The genestealers are yet to succeed at all. They've singularly failed to jump the enemy OR kill any of the mech they've gone after. 6's to hit, followed by 6's to penetrate is a big ask. I'm half tempted to cash in those boys for another Zoanie and maybe a lictor.

With this in mind, here's the list I'm currently thinking on for facing mixed guard:
  • Tyranid Prime: Lash Whip and BoneSword, Devourer, adrenal glands
  • Parasite of Mortrex
  • 2 x Hive Guard
  • 2 x Zoanthropes in a basic Spore
  • Deathleaper
  • 20 basic Hormagaunts
  • 4 Warriors with rending claws, toxin sacs and deathspitters in a spore
  • 10 Termagaunts
  • Tervigon with Regen, Catalyst, toxin sacs
  • 20 Gargoyles with toxin sacs
  • Trygon with regen
  • Trygon with regen
The addition of Deathleaper gives you a great anti-psyker/leadership boost. Plus he's nice and durable when dropped into that area terrain with the heavy weapon teams. I really lacked a close-in elite choice to throw at the heavy weapon teams in the last game. If I decide I want to take stealers again ... I can downgrade him to a normal lictor (who'd do nearly as good a job!).

What do you think?

Monday, 22 March 2010

Mycetic Spore #2: Ravening Horde...


Further to my first Mycetic Spore: Xzandrate made the following comment

xzandrate 6 days ago
I like that alot.

My only complaint, as it is with alot of sports, is there isn't enough representation of impact, or demonstration of how it slowed descent(yes I'm waiting for the big dandelion seed spore).

I'm thinking that the trygon bases may work best, with the spore on one end, and a small impact trail on the rest.

This is exactly what I love about blogging and the feedback it generates. When I read this, something in brain went 'ping'. His comments were exactly right. I'm not too bothered about making the 'impact' too realistic ... but a Trygon base ... pure genius. That would allow a little 'crash and drag' to add to the drama!

From this, my latest Mycetic Spore was born. To confirm ... This was built from bits, a 50p tennis ball sized polystyrene ball and some plastic-card (£1.05 for A4) ... so total cost (about £2! for a S6 monstrous creature drop pod!) - joy!

Carnifex and Genestealer Mycetic spores ... (like they will ever have a carni or stealers in them?!?)

Design Concept...

With my first spore I wanted to give the impression that it had impacted almost vertically and that the Carnifex was 'shakily' slicing his way out... I was very limited by the size of the base ... and therefore could do little to 'implant' the spore into its surroundings. Thus the spore actually looks more like it managed a drop pod landing ... which is highly unconvincing!

Unlike the first Spore I wanted this one to have more dynamism to it's impact. The Trygon base is definitely the way to go here and immediately makes the model more appealing. Gaming wise I can see the 'big base' as being more of a problem, as it will collect more firepower ... but so what?

Front view of the 'exploding' stealers. Note that I sacrificed and old and new stealer to the cause ... nothing like a retrospective!

The first thing I did was to slice of the bottom of the ball to bury it in it's trench. I then used the leftover polystyrene to build up the displaced materials behind it. To further to idea of 'momentum' I kept to a single 'crack' and modelled a series of genestealers bursting from the hole.

Why genestealers ... well they capture the attention don't they? In addition, the new codex funnels these guys towards a more small unit or commando role. This means that large horde of stealers are a thing of the past ... and the chance to actually field my 28 stealers outside APOC games was minimal. Perfect sacrifices!


Rear shot showing the trench ... built of polystyrene and cork 'rocks'.

I decided against the 'fronds' of the first spore as I wanted a more 'immediate' effect ... like this spore was still sliding to a halt as the stealers emerged. The 'scoring' was all done by experimenting with polystyrene cement (plastic glue), superglue and PVA (for the 'hardened' bits) ... see the post for my First Spore for more detail on how to get this look!

What do you think? Comments welcome (as usual!)

Wednesday, 17 March 2010

Tyranid Anti-Mech: Neck and Neck


Time's getting short to vote on the Tyranid Anti-Mech options ... and the race is turning into a close one! After taking an early lead, the Tyrannofex has been pulled back to level pegging with the last minute added 'Zoanthropes' with the Hive Guard bringing up a strong third. Neither the Hive Tyrant or the Harpy have gained much love ... but maybe you can change that!

Click HERE to see the original post... and VOTE on the poll on the right.

Monday, 15 March 2010

Tyranid Tactica and Conversion: Mycetic Spore

Mycetic Spore ... turn two I cry "Tennis Ball of DOOOOOM"

If you haven't voted yet, then add your contribution to the vote on the right over which anti-mech option I should consider in my horde. As an aside, I'm addressing a missing monstrous creature that needs serious attention.

Mycetic Spores...

Hang on, a 40pt monstrous creature that can land like a drop pod ... ie on target (or near enough) to cause serious damage and harm ... I like it! Let's not get carried away ... the Spore ain't no Carnifex. But 40pts for the delivery method alone is worth it. Included I get a 3W, 3A lash whipped and shooty bomb ...

The biggest thing that caught my eye was the S6 6" range 6 shot gun ripper tentacles. Is is just me, or it that actually a better option than the Lictor. The lictor might get an 'autoplace', but I'd take six shots at BS2 over his 2 at BS3 any day! In addition, I just popped the hatch and dropped another MC, 20 genestealers or Doom of Maladie in your backyard. That's a lot of thinking for my opponent going on there!

So it's a bit like getting a 2-for-one deal. I get to drop 'the doom' at point blank, while at the same time I get to drop some random shooting on something nearby. Top choice for spore inhabitees:

#1 'Dooooooom of Malantai': The only defence against Doom (inside or out of a transport) is movement or mass lascannon fire. Dropping the doom at point blank means you'll get two turns of 'munchy munchy psychic powers' before the fire power starts dropping like confetti. The Doom WILL probably die ... but he'll take a whole turn of shooting to do it. Even so, giving him a MC golfball to hide behind ain't a bad option!

#2 'Zoanies': Yes Zoanthropes at point blank range! Dropping in a combination of the Doom, Zoanies and Gaunts/Stealers can be a great way of ruining someone's breakfast. Don't let them get pick off from a distance, get up close and personal!

#3 'Oh look, Devilgaunts': You've got to buy at least 10 gaunts anyhow (for a Tervigon), so why not 10-20 devilgaunts (that's devourer armed gaunts) dropped in at point blank. 20 Gaunts will fire 60 S4 shots at 18". That's 5 'Spesh Marins' dead or 13 Guardsmen. Guess that means that the objective is secure??

#4 'Good Ole Warriors': Yes, why take Shrikes? It's a copyright infringement, 5 pts extra and they only have a 5+ saving throw? Sticking Tyranid Warriors (normally led by a Prime) in a great big Spore is a great way of delivering choppy choppy death in the back yard.

The also rans...

Carnifex: Ok so this fellas now Tervigon conversion fodder ... because a Carnifex in a spore is more than a regenerational Trygon? The Trygon has more attacks, more rerolls to hit and S6 +2D6 is as dangerous as S9 +2D6 against all but the most nasty Deamon princes. Ok, so the Carnie can fire when he steps out of the spore ... but so can a Trygon?

Hormagaunts: I prefer to play my hormagaunts 'fast and loose', these guys are the distraction that you have to pay attention to. 6pts for superfast cannonfodder is great, and if the enemy ignores them, their high attacks will ensure they pay to regret it. Against Mech armies these guys are a cheap (and quick) bullet shield ... 2pts for adrenal glands?? Don't make me laugh!

Genestealers: They may be cheaper, but the 5+ saving throw ain't great, making these guys flamer-fodder in most games (as they should be!) My problem with them deep striking? Well you are better of infiltrating if you have a plan, or flanking if you haven't. Either way is better than a 'boo and stand very still' surprise.

Building a Spore - My Approach...

I had a look around the interweb and spied a few 'Mycetic Spores' that looked more like a present than a threat! The Easter Egg spores didn't exactly fill me with enthusiasm. Therefore I went back to the drawing board. My background in water purification and my other half being a parasite doctorate ... I quickly discounted 'egg shaped' and went towards 'ball shape'. After all, even reptile eggs are round and only birds (and some mammals) produce the 'oval' shape.

Crucially for me, I wanted to build something more like an Oocyst of a Zygote Crytosporidium. This is a particularly nasty water borne parasite which grows a hardened shell in order to fend off dessication or chemical cleaning processes (like Chlorination). Take a look at the following link and you'll get a clear idea about the life cycle of this bug... LINK

Oocysted Crypto ... in deep space?

Crypto has a particularly nasty stage where it can estimate if the 'coast is clear' (ie: no chlorine) and then it splurges out the side of the cracked Oocyst in a particularly unpleasant manner.

RUDDY PERFECT!

Size: Tennis Ball sized polystyrene ball - 50p
Based: Plastic Card stencilled to shape as a 60mm MC base.
Rubble: Cork
Breakage: Knifework complemented by polystyrene cement and super-glue
Ageing: Enamel Spray black basecoat.


I think you'll agree that the 'tennis ball' size is spot on for housing a Carnifex or 20 genestealers. The size is also about right for hiding MC's behind while avoiding the overblown cover allegations of the larger 'easter eggs' designs.

I'd like to claim some 'genius' or 'brilliance' in the build, but it literarally came down to working with the effects of the different glues and paints on the Polystyrene. Simple rule ... anything that ain't acrylic paints will wither and eat your polystyrene ball!

I cut the large holes into the ball ... I wanted to give the impression of a self activated biological acid eating away the surface... which works pretty well. I scored very slight 're-entry burns' and crash scars around the base of the ball. I then glued the cork and ball to the base.


After drying (well during actually, I was impatient!) I then superglued in the Carnifex head, scything talon (that's sclicing its way out!) and the various fronds bursting from the holes in the surface. At this stage I noticed the 'burnt effect' and went back over the 'scoring reentry' with pippet strokes of superglue. The melted/burnt effect was very good. After this I added so PVA and plastic glue as 'gloop' about the Carnifex exit.


I wasn't aware that the enamel paint I used to base all my models would 'bite into' the polystyrene (I think the rule of thumb is to assume everything will!) ... but the finished effect looks brilliant!

I have to say, after painting, that this 'tennis ball of Dooom!' is the grossest thing I've created so far for the nids... even beating my rippers!

Let me know what you think!

Friday, 12 March 2010

Tyranid monster anti-mech ... help me choose?


So I've hit a quandry, which I thinks actually a pretty close call and I'd like to throw it out there to everyone...

You should be pretty familiar with my list by now ... generally revolving around the Parasite and Prime and dropping 2 Trygons and a Tervigon on the enemy. I got pummelled in the recent game and lost astoudingly badly to mech guard (13-2), so what 250pts should I spend to 'upgrade' my antimech option?

Option 1: Hive Tyrant with Venom Cannon.

First downer ... this significantly changes the format of my army and would force me to drop the Prime or the Parasite. On the upside the Hive Tyrant can come with lots of fringe benefits, including psychic powers and 2+ armour save. The problem I forsee is that a Tyrant with 2+ saving throw, a heavy venom cannon and regen comes in at 255pts ... which is Tyrannofex territory. The advantage for the Hive Tyrant is that he gets Tyrant Guard AND is awesome in close combat. But you're talking about 315pts for a 6 wound unit ... which makes the next option seem cheap...

Option 2: Tyrannofex

Nice conversion opportunities here as the Tyrannofex with a Rupture cannon totals 295 points (he needs regen after all). He's got short and long range shooting goodness and comes with a 2+. He's an obvious target for deepstriking termies ... so you'll need termagaunts/genestealers in the rearguard. But otherwise he's a shoe-in. Means finding 45pts out of my current list ... but thats no great shakes. He'd also take 12 Lascannon shots or 12 railgun shots ... and that's assuming no cover. Overall I'm tempted.

Option 3: Harpy

Great conversion opportunity and a good solid suggestion. The twin linked heavy venom cannon is actually the most accurate, but flying MC's are cannon fodder as they are very hard to hide 50%. That said, I'm also alarmed by only having a 4+ save on this guy and T5 ... as a guard player this screams 'bring it down' autocannons to me! He is the discount option though, at only 185pts. But also the most vulnerable, with only (only?) 4 wounds and instantdeath to S10.

Option 4: HiveGuard

Oh, hiveguard ... what to do? With a harpy, I could afford a single hiveguard to offer machine gun support to the Tervigon and shoot up the enemy. Careful placement could also make units of these guys real area denial placers for anti-mech. I'm very tempted to play one (I have an old Zoanthrope I can convert and see how he does...? At 50pts each ... that's 5-6 on the pricing we're talking ... that's 12 T6 wounds out of LoS and pumping shots into side armour. That's really really really good.

BUT: I'm hearing on the web they are a pain to build AND they are at least £10 each... which gives me pause ... would I be better off with more Zoan's?

So please help me out ladies and gents .. which would you choose and why?