Monday, November 26, 2007

Action Report: Tyranids vs. Imperial Guard 1500


I got in a game on Saturday against Kingsley while he was in town for the holidays. I used the same 1500 tyranid list I used at the last Ninja Pirates tournament, with the bonded exoskeleton (+1 T) biomorph on the two fexes instead of spine banks and the zoanthropes' psychic scream. Kingsley had his guard army: HQ, anti-tank squad, infantry platoon with three squads, armored fist squad, two sentinels, two leman russes, and storm trooper and veteran squads. I was going to write up a full battle report, but it was really too one-sided to be very interesting. I was almost completely wiped out by the end of the third turn. None of my genestealers survived to assault and most of my big bugs were killed. In retrospect I think I spread my forces too thin across a long front; it might have been better to focus my forces on one side. I probably would have still taken heavy casualties, but then at least a few units might have made it into close combat. Kudos to K’s bug hunters!

We did talk a little about a possible 2000 point comp. Since I’m so eager to get cracking on my Saim Hann army, I don't really want to get any more models for the nids, so I wanted to work with what I currently have: a broodlord, a lictor, an old dakkafex, and five warriors. I also had a few old gargoyles lying around, so I took their wings and pinned them to the backs of the warriors.


They might not look as cool as the newest warrior minis, but the price is right and they'll definitely be more effective than they would be walking or leaping. Also, I want to bring back psychic scream and get rid of the bonded exoskeleton. Since people are normally shooting at the fexes with high strength, low AP guns anyway, the extra toughness doesn't seem to make them that much more survivable to be worth the 40 points. Plus they're usually far enough back to have to worry about mass lasgun fire anyway. And long live the screamer choir!

Here's the first 2000 point list I'll be playtesting:

HQ

Hive Tyrant - 2 twin-linked devourers, toxin sacs, enhanced senses, warp field, wings

Broodlord
6 Genestealers - extended carapace

ELITES

Lictor

Carnifex - 2 twin-linked devourers

TROOPS

6 Genestealers - extended carapace

6 Genestealers - extended carapace

6 Genestealers - extended carapace

6 Genestealers - extended carapace

6 Genestealers - extended carapace

FAST ATTACK

3 Tyranid Warriors - scything talons, rending claws, adrenal glands (+1 WS), toxin sacs, wings

3 Tyranid Warriors - scything talons, rending claws, adrenal glands (+1 WS), toxin sacs, wings

HEAVY SUPPORT

3 Zoanthropes - psychic scream, warp blast

Carnifex - venom cannon, barbed strangler, enhanced senses, extended carapace, reinforced chitin

Carnifex - venom cannon, barbed strangler, enhanced senses, extended carapace, reinforced chitin

Monday, November 19, 2007

Tournament: Ninja Pirates 11-18-07

On Sunday I went to another 1500 point tournament at Ninja Pirates, taking along my increasingly painted Tyranid army. After much deliberation I had replaced the two fexes' +1 toughness biomorph with the cheaper +1 wound, and with the 10 points I had left over I gave them spine banks. In retrospect, the extra wound was an excellent choice over the boosted toughness, but the spines were pretty much wasted because most of the time I really don't want enemies to get within 12" of them anyway, and they definitely won't be charging anyone hiding in cover. The zoanthropes' psychic scream also did not have much of an effect in any of these three games, but I'm still not convinced that I should drop it. Usually I keep them hiding in cover, lurking if at all possible, picking off heavy infantry and vehicles when they can. I'd love to give one of them Shadow in the Warp instead, but it's only available to the hive tyrant and I'd have to take away his 2+ save. Given my propensity to jump him out to a forward position and lay into squads with his devourers, as well as the amount of return fire he usually attracts, he needs warp field to stay effective for as long as possible.

So let's just say I drop the spine banks and psychic scream. In return I could put the extra toughness back on the carnifexes, making them more durable but also more expensive (208 points each). Or I could add two genestealers to one of the squads - boooring. I think upgrading the fexes would probably be the better choice (if not the cheesy one), but honestly I still really like scream. Obviously it messes with enemy leadership, but sometimes it also allows me to pre-measure the zoanthropes' big beam shooting range, slightly making up for their irritating BS 3. As far as tournaments go, it may be a moot issue anyway, since Ninja Pirates is moving up to 2000 point tournaments in December (though I won't actually be able to make it to that one). They will also be adding painting scoring as well, so I really need to get cranking on finishing up my yellowjackets. The way things are going it looks like it's going to be late spring before I get the Saim Hann up and running, er, biking. Another question: why shouldn't I put two venom cannons on one of the fexes, and two stranglers on the other? Mixing the guns seems like I'm somehow wasting one type half the time. Two strangler hits on an infantry squad would be awesome, and so would 4 S10 venom shots, even if they can only glance.

Game 1 - Blood Angels - Cleanse


Last time I faced Russell it was at the 'Ardboyz tournament preliminaries, where he was fielding his Imperial Stormtrooper marines using White Scars traits. He has since switched over to the new Blood Angels ruleset, and his 1500 point comp on Sunday included a flying librarian, two large jump assault squads, two Baal predators, two landspeeders, and the inevitable Death Company (7-man squad). I was most afraid of his armored units, each of which could theoretically take out a genestealer squad a turn, and since they were deployed fairly close to the center, I tried to take them out early. One speeder went down to a zoanthrope blast, and the other was destroyed by the hive tyrant's devourer fire. Thanks to a big piece of terrain in the middle and nids' proficiency in moving through cover, several squads of stealers jumped out and rended both tanks to death in the first turn (thankfully, no explosions). He kept one assault squad in his home quarter, and with the other he flew around with the librarian and tried to shoot up a stealer squad that had run into one of the adjacent quarters. The Death Company came streaking out to surprise one of my carnifexes, rending off a limb at a time and leaving him dead before the big guy could strike back. He never had a chance! The blood crazed marines segued into the nearby hive tyrant, so I swarmed them with stealers before they could do the same to him. Once they were quickly disposed of, I moved everyone over to kill the librarian and assault squad. Two more fast-moving stealer squads eventually caught the surviving assault squad in the far corner of his home quarter, but were unable to bring them below scoring before the game was ended. Result: Tyranids win, victorious slaughter.

Game 2 – Eldar – Secure and Control


For the second game I was paired against Ames, who had just earned a slaughter herself against a nurgle chaos force. We only rolled for three objectives, which I think is the lowest number I've ever actually played with before. She picked the side closer to two of the objectives, and set up her two pathfinder squads right on top of them in heavy cover. She also had a lightly armed Autarch (mainly for the extra strategy dice and reserves bonus), a largish squad each of warp spiders and harlequins, three scatter laser war walkers, and two fire prisms. The Autarch paid off and she got first turn, putting a few holes into my fexes and one of my zoanthropes with AP1 fire prism and sniper fire. Unfortunately her units were just too close to my genestealer squads, and a few made it across the board quick enough to catch and rend up the war walkers, warp spiders, and both pathfinder squads. Two of the three War Walkers exploded (always a danger with rending), killing a few genestealers in trade. The Autarch went down under a hail of tyrant devourer fire in my first turn, as did the harlequins in my second turn. One of the carnifexes was eventually finished off by pathfinders and fire prism shooting, but at the end of the game most of my units were intact and I held one objective. Her fire prisms contested the other two, despite the best efforts of my hive tyrant and three squads of stealers. Hiss! Blasted skimmers! Something is just not right about holofields working against assault attacks. Ah, what am I really complaining about? Shut up already! Result: Tyranids win, victorious slaughter.

Game 3 - Tau – Take and Hold


Finally a game against an army with the same shite strategy rating (though for completely different reasons)! For my third and final matchup I was paired against Jay, just like last month, but at this point I probably wouldn't have it any other way. Even though he had made it to the top bracket, he was already a little irritated with his army, which was apparently performing in the precise manner that had caused him to put it in storage lockdown until very recently. He had two 3-man squads of plasma and rocket battlesuits (one with the HQ), another squad of two battlesuits with fusion guns, three units of firewarriors (one with a devilfish), a hammerhead tank, an ion head tank, and a broadside suit with shield drones. I won the first turn roll but elected to go second, partly because I was so used to going second by that point anyway, but mostly as an insurance policy to hopefully allow me to jump surviving units out of cover and into the middle at the last second. The stealer squad attempting to flank his right was wiped out by the various battlesuits and tanks before they could get through their first piece of terrain. The hive tyrant was also brought down in the end, but not before he waxed a battlesuit or two along with a few fire warriors for good measure. The fexes and zoanthropes never made too much of an impact, but two genestealer squads carried the day by charging straight through the center piece of terrain and barely catching one of the suit units just behind it, destroying it and a nearby fire warrior squad over a couple of turns before following up into the broadside. The broadside was really the most challenging foe – he played a big roll in killing the hive tyrant, his shield drones made it extremely difficult for me to shoot him down in return, and he repelled a genestealer squad that literally couldn't rend to save their own lives. The tanks also survived but I had enough scoring units in the middle 12" to grant me a third big win. Result: Tyranids win, victorious slaughter.

I came in first, Robert with his Eldar placed second, and Josef won the morale officer prize. As a side note, the rumors about the 5th edition rulebook (2008?) are flying already, and for Tyranids it looks like the biggest effect will be the changes to rending. With all honesty, after three gratuitous victorious slaughters in which genestealers played the biggest part, I think the changes are a good idea. Skipping the wounding roll was always ridiculous and even the sharpest unpowered claws should not be able to penetrate a goddamn land raider. The changes to skimmers are also welcome for general balance. Forced march, not so much. It sounds a little interesting in theory, but I think it will just add extra confusion to the movement and shooting phases.

Friday, November 16, 2007

Action Report: Tyranids vs. Chaos

My blasted allergies kept me out of the first week of the assault on Terra on Thursday, so I made up for it today by meeting with Rob for a little 1500 point game up at BFG. A host of Thousand Sons marines under the sway of a slaanesh sorcerer searching for lost magicks has stumbled upon the outrunners of a tyranid invasion, and a crappy, decrepit old gryphon statue will soon become the nexus for a battle royale!

I had a winged warp field dakka tyrant, six squads of six genestealers, three zoanthropes with warp blast and psychic scream, and two carnifexes with venom cannons, barbed stranglers, and extra toughness. He had a slaanesh lash sorcerer, three squads of nine Thousand Sons (with sorcerers), and two squads of nine havocs with four lascannons each. Our random mission was Take and Hold alpha.

The cover was a mix of forest area terrain and 4+ ruins and walls. I started most of my shooters on my right behind a big forest with the genestealers lined up along my middle ready to sprint forward. I drew first turn and advanced all the stealers toward his position. Two of the squads hid in cover on my right. Due to some shite distance and line of sight estimates on my part, I wasn't able to get any good shooting in on the first turn. A barbed strangler kill failed to pin one of the havoc squads. He pressed the advantage and creamed three of my stealer squads with his havocs and thousand sons, sending a few survivors fleeing for the hive tyrant on my far right. Another of the squads he lashed backwards, though they passed their pinning test. On my second turn, the lashed squad sprinted back towards the chaos lines, mostly to draw fire away from the big bugs; I realized at this point that all the stealers were going to be AP3'd toast in the end and it was up to the big guys to secure the objective. My zopes moved up and put scream and warp blast pressure on one squad of havocs, while the tyrant and one of the fexes shot up one of the thousand sons squads. In spite of the tyrant inflicting 11 wounds, only of them one fell. However, the zoanthropes and my other gunfex inflicted enough casualties on the havocs to send them fleeing back towards their table edge, unable to regroup. The Thousand Sons barely winced at the casualties and proceeded to double-tap the surviving genestealer squads to death, leaving only two or three stragglers left on the board. His other havoc squad moved out of their terrain piece and moved forward to a better firing position. The tyrant and one of the fexes moved up some more and let fly on the thousand sons again, this time dropping seven of the dusty automatons, leaving only the sorcerer.


On his next turn, he lashed the hive tyrant towards his own position and charged in with one full squad of sons and the leftover sorcerer. Though the Hive Tyrant finished off the straggler, he was killed in the end by the other sorcerer's force weapon (he just barely passed the psychic test due to the psychic scream interference). Scree! Down goes the hive tyrant. His second havoc squad inflicted two wounds on one of my gunfexes and another thousand sons squad finishes off a few remaining genestealers. Mourning the tyrant, the fexes and zoanthropes brought down a few more thousand sons through combined fire. His havocs finished off the wounded carnifex but couldn't inflict any casualties on the other fex or the zoanthropes with his inferno bolts.


On the final turn, my second carnifex charged into the squad of thousand sons that were holding the center. It killed one marine, and a failed "fearless" armor save brought down a second, taking them below scoring capacity. In a last ditch bid for the win, his HQ sorcerer and the last scoring squad of thousand sons charged into the fray with the big beast, but their force weapons were unable to wound it. Instead, it raised up a mighty hoof and squashed one last thousand son taking the last squad below scoring. Victory Tyranids!

This was an awesome game, really a lucky finish for the bugs. I might have deployed everyone more centrally and had a greater number of genestealers survive to assault, but those lascannons would have eaten up my big creatures pretty easily, and the 4+ save on thousand sons makes rending mostly moot anyway. The Tyrant is still my favorite unit in the entire army, and I was once again convinced of the zoanthropes' merits (though they did shoot worse than average in this game). I could switch them out for a third gunfex but I like the variety of tricks.

Saturday, November 10, 2007

Cut and Paste

For some reason I glitched out and didn't realize there was a Saturday tourney at BFG this weekend; I hear there was a 3-monolith army there and no big bugs at all. Interesting shift in the meta, wish I'd been there.

Instead I was impatiently mucking about with jetbikes today, concentrating mainly on converting shuriken cannons to mount up to 6 jetbikes and 2 vypers. With the bikes, I first made a couple of cuts to the original weapon, sawed off the cone portions of the shuriken catapult mounts, and put the catapult barrel on one side and the ammo canister on the other. There were actually 2 different versions of the cannon but they both looked pretty cool underslung in this manner. For the Vypers, I put the cannon barrel in the place of the center stabilizer that normally barely pokes out from underneath the front canopy.


I also toyed around with an old cut up Eldrad model I had in the bitz box, sawing it up even further and attaching it to guardian rider legs to mount him on a bike. His sword arm was cut off and replaced with a guardian arm, and his staff top was replaced by the blade and handle-guard from the metal jetbike autarch model to make a singing spear. On the lower half of the staff I put the little power generator from the base of the bike autarch's laser lance. I cut in deep lines in his bike's wings to set his ride apart a little bit from the rest of the troops. I think he's going to look pretty cool, although I still have to dig out the dreaded greenstuff to clean up his robes.


So, yeah, I was thinking I'd put off the Wild Riders until I was done painting Tyranids, but it looks like that's going to be pretty difficult.

Here's the latest 1500 list I'm working with, updated after several helpful comments from visitors. It's got 11 scoring units, some good anti-vehicle and anti-horde, great on movement, and the big guns are generally resilient. At the very least it should be a lot of fun!

HQ

Farseer - jetbike, singing spear, guide, doom, runes of warding, spirit stones

TROOPS

3 Guardian Jetbikes - 1 shuriken cannon
Warlock - jetbike, destructor, singing spear

3 Guardian Jetbikes - 1 shuriken cannon

3 Guardian Jetbikes - 1 shuriken cannon

3 Guardian Jetbikes - 1 shuriken cannon

3 Guardian Jetbikes - 1 shuriken cannon

3 Guardian Jetbikes - 1 shuriken cannon

FAST ATTACK

2 Vypers - 2 starcannons, 2 spirit stones

2 Vypers - 2 bright lances, 2 spirit stones

HEAVY SUPPORT

Fire Prism - holofields, spirit stones

Fire Prism - holofields, spirit stones

Fire Prism - holofields, spirit stones

Friday, November 9, 2007

Clash of the Titans


I beat Dark Crusade today (on standard) after taking a long hiatus away from DoW, using Necrons. Great army. Once they get rolling it's fairly easy to roll right over anything and everything in your path. My favorite two units are the Immortals and the attack scarab swarms you can make with the tomb spyder. With just three infinitely replicating swarms I held off a full half of the final Ork territory while I walked around destroying everything else. This battle above was at the steps of the main Eldar base in their home territory. I activated the Nightbringer just as the Avatar came strolling down the ramp. Great game and I look forward to the next sequel, Soulstorm, due out in June of '08, featuring the Dark Eldar and Sisters of Battle as the new playable factions. I honestly don't buy their reasons for not including Tyranids, since its most likely the last version to use the original DoW engine. Hell, with all the big bug lists going around, I think everyone would be used to seeing swarmless nids. But whatever, the penitent engine and cannoness look fucking sweet, as do the raiders filled up with DE warriors. Flyers, too, are making their debut. Sounds like a good time.

To Cheese or Not To Cheese

Holo-fields are pretty expensive, and I worry that putting them on Vypers is like putting lipstick on a pig. Fritz at Way of Saim Hann uses them on his 3 squadrons to what sounds like good effect, and quickly put them back on for good after he played a few games without them. Still, if I take them off, I can just about afford to fit a third Fire Prism in my 1500 list! What's not to like about that?

Well, there's the one thing: cries of cheese. The main 3-falcon player in town is constantly under attack for using 3 gravtanks, and though I've experienced the frustration of losing to that list myself, I don't really begrudge him for what is technically a legal (and probably fun) list. My question is this: does the fact that they're Fire Prisms and not Falcons make the list less cheesy, ie, will people keep their pouty little mouths shut? Somehow I doubt it. I love Fire Prisms and I've never seen anyone using three before, and only rarely have I seen two in the same list (around the Austin community anyways). I'm drooling just thinking about bank-shooting three Prism cannons together to get that S7 AP2 large blast! Also I want to see if the triple focus(sed) beam creates an actual black hole on the table. I mean, it's AP0! What does that even mean?

Kingsley emailed me with a few ideas, including dropping those holo-fields, but probably the most interesting notion was changing the 3 squads of 6 jetbikes to 6 squads of 3. I'll probably give this a whirl starting out. Not only will this give me more scoring units (very important for alpha missions), but it will make them easier to hide and thus make their little pop-up attacks easier to manage.

Thursday, November 8, 2007

Eldar Jetbag


Today I finally got my first Apocalypse formation together: the Eldar Jetbag. GW is still putting the final touches on the formal datasheet, but from what I understand, deploying a full Jetbag lets you scatter all the pieces out across the entire board, and any model it touches is immediately dipped in brake fluid and scrubbed to its original pre-painted state. How cruel the arcane magicks of the Eldar are!

Obviously I kid. This is what 2 Windrider Hosts look like cut out of the sprues. Reassembled (over the next several months) they will constitute the larger part of my next project: Saim Hann. Below is my initial 1500 list that I will use to cut my teeth. I anticipate the learning curve will be fairly steep with such a small and delicate army, but I've always wanted to field a bike force and finally decided to go with an Eldar version. The 2000 list will most likely add Wave Serpent-ed Dire Avengers along with either Warp Spiders or possibly a small but expensive Warlock bike squad with enhance, multiple destructors, and singing spears. As an aside, I have a great T-shirt idea that I really need to put together on Cafepress. More on that later. Also let me point your attention to an interesting Saim Hann blog that I recently found and added to my links section in the sidebar. Nice guy, cool army, and great pictures from the Baltimore GT.

HQ

Farseer - jetbike, singing spear, spirit stones, runes of warding and witnessing, guide, mind war

TROOPS

6 Guardian Jetbikes - 2 shuriken cannons
1 Warlock - jetbike, singing spear, destructor

6 Guardian Jetbikes - 2 shuriken cannons

6 Guardian Jetbikes - 2 shuriken cannons

FAST ATTACK

2 Vypers - 2 scatter lasers, 2 shuriken cannons, holofields, spirit stones

2 Vypers - 2 bright lances, 2 shuriken cannons, holofields, spirit stones

HEAVY SUPPORT

Fire Prism - holofields, spirit stones

Fire Prism - holofields, spirit stones

Monday, November 5, 2007

Some WIP




Recently I broke apart my exorcist and immolator and changed around some parts, putting the missile launchers on the immolator turrets and gothic top armor. After a day or two of pondering my leftovers, I used the old whirlwind launcher axle to hold two heavy bolters to remake the immolator. So above we see the final Exorcist. Here's what they used to look like. Still gotta find a way to bring that banner pole back in. I'm probably going to ditch the immolator entirely when I can get my hands on another set of whirlwind and immolator bits and make a second exorcist similar to this one.




I finally decided to add wings to my hive tyrant, so I broke apart two smaller fex scything talons and stuck them on his back where the two double fin thingies used to be. I think it came out looking pretty insect-like, which is great since I designed the army's look around yellowjackets. I took away his psychic scream and gave him warp field instead to keep the 2+ save. He's expensive but I think more ded kunning overall (this new orks madness is getting to me). Here's another yellow bug army that I found on the nets. I like shiny black armor better but the shaded grey is cool too!




You just can't keep an old fex down, and this guy's proof. Probably the first tyranid model I ever bought, only now he's articulated in something of a running pose, with new fex devourers and armor plates above the arms (without them the new segmented arms looked a little goofy coming out of the fat old body). I kept the tusks I had added to him the last time around, but I won't actually equip him with it in the game. He's just a cheap elite dakkafex to soak up wounds, sit on objectives, and maybe squeeze off a few corrosive larvae himself a time or two.

I also put together my new second sniperfex, dabbed various colors of paint on some genestealer carapaces to differentiate squads, and took a 2000 point mess up to Dragon's Lair on Sunday to have a go at their advertised tournament. Only two other guys showed up about 30 minutes late, and it seemed more like they were just friends coming in to play a casual game. Soooo I took a rain check on the whole shebang. The new 40k coordinator at DL, Kurt, said the Sunday tourney was more like an experiment to see if people would show up, so maybe next time more folks will show up on a Saturday. Whathaveyou. I did see their new drop-down game board, and it was quite an impressive piece of lumber - I think they used like 5 sequoias to make the cabinet. The board itself is a cool ruined highway with two sides perfect to scatter buildings on, which they also had handy.

Friday, November 2, 2007

Warhammer 30,000: Week 5


Neither of the two blood angels player showed up for week 2 of the blooding of Signus. It didn't really matter though, since Aventine didn't bring his mutants for the other half of my LatD army. No big deal, instead I just hung out and watched several of the games being played, mostly the Dropsite Landings at Istvaan V, as Sam, proxying his fallen Dark Angels army for the forces of the Iron Hands, attacked bunkers held by the Death Guard (Bigred) and World Eaters (Adam) legions. The Blitz mission rules reward a highly mobile attacker, and in that regard the Iron Hands were in very good shape. Sam always fields tons of rhinos anyway, all with fisty/melty tac squads riding inside, and for this game he rounded out his 3000 points with a vindicator, a land raider, and three or four terminator squads that all teleported in very early in the game. I got to see some heavy casualties (and several World Eaters plasma overheats - must have been a bad batch) being inflicted on both sides before I left for the night.