Competitive 40k tactics and Battle Reports with the Tyranid Codex
Showing posts with label 6th Edition. Show all posts
Showing posts with label 6th Edition. Show all posts

Thursday, March 13, 2014

3/10 Skyblight 1850 vs Tau

Alright! I'm afraid I'm interrupting what should be my Crucible Battle Reports, to bring you a test report... with the new Skyblight formation for Tyranids. If you follow the forums online, there is much wailing and gnashing of teeth over this formation. It was overshadowed at first by the Imperial Knight, but now people are realizing its supposed power. A brief rundown...

Flyrant
Crone
2 Harpies
3 Gargoyle broods

Each gargoyle brood scores, and cannot be contested. Also, each brood killed returns on a 4+ the next turn. 

On to the report!

My list: (Yup, proxies... the Tau flyer is a Crone, two empty bases are Harpies)

Flyrant, Devourers, Adrenal Glands
Flyrant, Devourers, Adrenal Glands
Flyrant, Reaper of Obliterax, Adrenal Glands

Venomthrope

10 gants
3 Warriors, Barbed Strangler

Crone
Crone
Harpy (Venom Cannon)
Harpy (Venom Cannon) 
10 Gargoyles Adrenal Glands
10 Gargoyles Adrenal Glands
10 Gargoyles Adrenal Glands


My opponents list: 

Buffmander (ignores cover) with IA Riptide
Buffmander (Iridium Armor, Drone Controller) with Markerdrones
Riptide (IA)
Riptide HBC, Velocity Tracker
6 MarkerDrones
10 Fire Warriors
10 Fire Warriors
9 Fire Warriors
2 HYMP Broadsides with Missile Drones
2 HYMP Broadsides with Missile Drones
SkyRay gunship
5 Pathfinders
2 Plasma Crisis suits

The Mission: We play a dual-primary with the Relic and Emperors will, plus the usual bonus points.

Psychic Powers: 

Flyrant 1: Onslaught, Psychic Scream
Flyrant 2: The Horror, Paroxysm
Flyrant 3: Onslaught, Paroxysm

Warlord Traits: I can make forests carnivorous, he gets a 3d6 jump move. 

My opponent wins the roll for turn 1 and elects to go first...

Pre-game: My opponent and I both fully expect that I will steam-roll him. My opponent is a good player with a good list, but there are assumptions that the list I'm bringing is broken. So, we're both laughing and having fun, as this is a test, not bragging rights. 

Deployment Tau: He puts his objective on the far left in a ruin. One broadside unit in each corner and the IA Riptide to the right. HBC to the left, with markerdrones, markerlights and the SkyRay there as well. Then two FW squads are deployed far back in the center of the board, with the third on his objective. Crisis suits will deepstrike.

Deployment Nids: See below, 10 gants in reserve, as well as all the Gargs deepstriking. 7 FMCs behind a Bastion... 



Tau turn 1: He moves little, but opens fire... with his markerlights and ignoring cover, he kills a Warrior and both Harpies, netting him first blood.

Tyranid turn 1: Restraint is for the weak! I throw all my MCs forward. I successfully take out all the missile Drones on the right, and his Broadsides ball back. Then, an Onslaughted Crone runs behind his Iridium commander and flames the markerdrones out of existence. More flames and dakka kill a few Fire Warriors and wound the buffmander twice.

Tau turn 2: (see below for movement phase)



His HBC riptide and some firewarriors kill one Crone. Then, his Skyray and the Plasmasuits kill the CC Flyrant. Other shooting takes my second Crone down to 1 wound remaining.





Tyranid turn 2: I'm close and personal now! One Gargoyle Brood deepstrikes, but an Intercepting Riptide kills 9 of them! The second lands untouched.

One Flyrant shoots a Riptide and assaults it. He loses two wounds, I take one.



The second Flyrant strips a wound off the other Riptide and assaults, losing no wounds in return.



The Gargoyles and a Heavy Bolter kill some Fire Warriors, they will fall back off the board. The last Crone assaults and kills the second Fire Warrior Squad.



Tau turn 3: With no real targets, he kills all of the Gargoyles. In CC we beat away at eachother, he has a 3++ on both Riptides.


And here he inflicts two wounds with the Riptide!



Tyranid turn 3: I scatter my last gargoyles but avoid a mishap. Sadly, I fail to bring back either of the two broods. I scatter some shots around, but again not much happens.


Tau turn 4: He shoots all of my Gargoyles down. In the far right combat, his Riptide AGAIN hits twice, and kills my Flyrant! Holy Crap! I had inflicted only a single wound, as he has been red hot on his Feel no Pains and his Nove charge rolls.

Tyranid turn 4: I put my warriors on top of the Bastion, and kill some fire warriors but they pass morale. My gants come on the board on my objective and cower. Then in CC, I wound his Riptide twice. With one wound left, he passes both feel no pains and then proceeds to beat my Flyrant to death!  Oh crap oh crap oh crap oh crap!

Tau turn 5: His one wound Riptide fails his first Nova Charge, and then makes Feel no Pain. Crap. He kills 6 out of ten gants and pens the Bastion with the other Riptides shot, reducing the Armor value by 2. Other random shots are ineffective.

Tyranid turn 5: I am stunned at how this game has gone. All 7 FMCs and all of my gargoyles have been killed beyond resurrection. At this point I have 4 gants, 2 Warriors, and a 1 wound Venomthrope hiding in and behind a lone bastion. With Riptides closing in, I stand up the Barbed Strangler and take a potshot at his last Fire Warrior unit... He goes to ground and only loses one! One short of that sacred morale check... Then, the Venomthrope takes a moment to shoot the Heavy Bolter, killing a Fire Warrior. They fail morale!

I roll, and miraculously the game ends!

I hold my objective, while he holds none, and the Relic is not held. He has Warlord, First Blood, and... not Linebreaker! He never quite got his Riptides close enough, leading to a 3-2 Tyranid victory!

Post game analysis: Despite the victory, I took a huge beating. All my monstrous creatures dead, all my gargoyles gone... this game was whacky and completely unexpected. My opponent had some luck, passing 9/10 Nova Charges to maintain his shield, and passing more than half of his FnPs while in combat with the Hive Tyrant, plus all of my Gargoyles failing to return. His to hit rolls were also pretty great, in CC his Riptides needed 5s and yet BOTH beat down their respective Flyrants, both of whom started at full health. It was impressive to see Tau blazing away at all the wings, but shocking that it worked! My tactics were pretty poor I think, testing out the new list I acted way too boldly, and most of my FMCs got shot to heck and back. Getting first turn would have been huge, but given this result I must say the Skyblight is not broken... it is good, and with slightly better dice could do VERY well at a tournament, but this is on par with Flying Circus, Taudar, and WraithCrons, not miles above them as some people say.

Thursday, March 6, 2014

Crucible game 1: 2000 Nids vs Necrons


First off, the event was an absolute blast! Tons and tons of fun, many great opponents, and a highly memorable guest star by a Crimson Fist! He had an absolutely mind-blowing costume. 

My Army List: 

Flyrant, Devourers, Hive Commander 
Flyrant, Devourers 
Flyrant, Devourers 

30 gants 120 
10 gants 40 
10 gants 40 
Tervigon , Electroshock Grubs 205 

Venom thrope 45 
Zoanthrope 50 

3 Biovores 120 
Exocrine 170 
Tyrannofex 175 
Tyrannofex 175 

Bastion 
Bastion

Pre-tournament Tactics: 

Many people will find my list a little odd in some aspects. Dual Bastions and a lack of Mawlocs and a lack of Crones... My logic on the Bastions is simple. One is designed to hold the Venomthrope, the other will be placed as far forward as possible as a Line of Sight blocker... sadly, many of the local stores here have very little in the way of True LOS blocking terrain, and I really really wanted some! I'm also not a fan of the too-random Mawloc. Instead I wanted an uber durable army list... specifically, I designed this list to counter Tau and Eldar. Tyrannofex are a big matchup problem for MissileTau, which have become very very popular. Venomthropes will also neuter Eldar rending weapons while a 2+ save laughs off the Serpent Shield. Both Tau and Eldar have very little to deal with a Bastion at range, so I am confident in my ability to keep the Venom alive. Flyrants and Biovores should be self-explanatory. I'm also a big fan of the Tervigon as a backfield unit, it is still tough as mess to kill in an objective game. The exocrine is also a fun unit thanks to the lovely AP 2. My tactics will revolve around Bastion placement allowing me to seize the middle and be incredibly hard to shift. Many of the missions revolve around a central objective or controlling the board, so I'm happy. 

Game 1: I was ready to go! I finished painting yesterday, including two Bastions that I bought at 8 pm! My opponent was a fellow named Jonathan, and one who I know is a [i]very[/i] good Necron player. At BeakyCon (where I took best of the Silver bracket) my opponent took second place in the Gold Bracket. Certainly not to be taken lightly! I'd never actually met him however, so I had a good opportunity to play a high-caliber opponent. 

His list was as follows:


Necron Overlord, Warscythe, 2+, Phaeron, MSS
Necron Overlord, Warscythe, 2+, Phaeron, MSS
Despairtek
Despairtek

5 Deathmarks
5 Deathmarks
6 Wraiths
6 Wraiths

8 Warriors, Ghost Ark
7 Warriors, Ghost Ark
5 Warriors, Night Scythe
5 Warriors, Night Scythe

Annihilation Barge
Annihilation Barge

The mission: 20 points total, the GT was purely battle points

Hammer and Anvil

Primary (8 points) : 5 objectives, in the center of each table quarter and the board, Heavy is scoring
Secondary (5 points) : Each scoring unit, troops or heavy, is 2 points if destroyed and 1 point if below half strength
Tertiary (3 points) : Pick an opposing troop, if you kill it you win the mission, if both do it's a tie.
Plus four Bonuses (1 point) : First Blood, Warlord, Linebreaker, Last Blood

Psychic Powers: 

Flyrant 1: The Horror, Paroxysm (Trait: -1 to enemy reserves)
Flyrant 2: Catalyst, Paroxysm
Flyrant 3: Catalyst, Warp Blast
Tervigon: The horror
Zoanthrope: Dominion

The table:


You can see it long-ways here (with my army case on top haha) the short edge closest to the cam is my Deployment zone, pre bastions.
I win the roll off and take second turn.

Deployment Necrons:



His deathmarks start way back for a turn 1 jump, otherwise he is symmetrical and ready to advance! Scythes in reserve, plus a Lord/Warriors in each Ark

Deployment Tyranids:

I'm bunched up, with my Flyrants all by table edges to dissuade his Deathmarks hopefully, but every unit has venom Shrouded on it for some good cover. Note 30 gants stretched all up front, he will have to assault through them with his wraiths.

Turn 1 Necrons:

Nothing pic worthy really. He marks my Warlord and a separate Flyrant, then tries to DS nearby. I thought this was a little bold, as my placement meant scatter would likely result in a Mishap. Fortunately, both Deathmarks Mishap! One enters reserves, while I place the other 13" away from my Exocrine. With nightfight on, I have a 2+ cover and he elects to run them into a non-blast shaped formation. Other than this, he advances a bit with all models

Turn 1 Tyranids:



I don't advance much. Psychic powers all over (note that I specifically don't cast Dominion on the Zoey, and all my Synapse is on the far left. One Flyrant advances slightly, another goes a full 24 past his battle lines. Warlord leaves the table. His wraiths would need an 11 so I think it's a worthwhile risk.

The Exocrine and a Flyrant blow his Deathmarks to heck, granting me [b]first blood[/b]. I do a random wound to a Wraith on the right.

Turn 2 Necrons:  One Scythe comes on and lines up my forward Flyrant. The Deathmarks land in his zone as he has no good targets. Then, His two wraith squads come a full 12" up for a potential charge! Only my 30 man gant squad is really in range however.
Shooting, my Flyrant easily weathers the Night Scythe and first Annihilation barge with no wounds taken. Then, the second Barge fires...



Yep, those top dice are his to hit roles... 6 snap shots yields six 6s for a total of 18 hits! Son of a... Ow! Naturally, 18 hits murders my Flyrant into the ground as he fails 4 saves and all of his FnP rolls. What a stroke of the dice!
He follows this up by assaulting 12 wraiths into my 30 man gant blob.



 He looks immensely pleased that they survive with 8 guys left (actually killing 2 wraiths in the process, one was wounded before). Then, I point out that I had wheeled my entire synapse around, and the gants fall back, escaping his sweep easily. His wraiths are now in the middle of my lines!

Turn 2 Tyranids:  My Flyrant and 10 gants come in by his 4 man wraith squad, causing my gants to auto rally. I open fire with 10 gants, 8 gants, a Flyrant and a Tyrannofex, successfully killing his 4 man Wraith unit.


After:



On the other flank, I shoot at his wraiths with a Heavy Bolter, 10 gants, the Exocrine and a Tyrannofex but spectacularly fail to cause any wounds. Biovores target his Deathmarks and I take out his Cryptek so they can no longer teleport. My second flyrant swoops up and shoots his Night Scythe, inflicting 3 penetrating hits and 2 glances. He jinks, and only a single glance makes it through...  :facepalm: A Tyrannofex then assaults the 6 wraiths (a quick averages means he'll rend twice) but I am rended three times. Still, I have locked his wraiths in combat for a while. Finally, a Tervigon outflanks on the right, taking his objective and throwing some gants out in front of her.

Turn 3 Necrons: We both suddenly realize we haven't marked our troops for the Tertiary! He declares my Tervigon (d'oh! I wouldn't have outflanked her, but ah well.) and I declare the 5 warriors in his Night Scythe on the board. His second Scythe comes on, and that plus an Annihilation barge takes down my second Flyrant after I fail my first grounding check and 4 out of 6 saves, plus all 4 Feel No Pain rolls.  His original Scythe targets my warlord (who was not flying) and thankfully he survives.



More bad news, his overlord and 8 warriors drop out of a Ghost Ark and assault my Tervigon! I thought her safe, but apparently Ghost Arks are open-topped? I had no idea they were, a crucial mistake! I only take one wound and kill a warrior in return. In CC his wraiths and my TFex continue to flail around.

Turn 3 Tyranids: I paroxysm his wraiths to WS 1, then assault with an Exocrine, 10 gants and 8 gants. 6 smash attacks from the MCs spectacularly fail to roll a single  hit on 3s, but my gants kill one. In return he kills many gants and wounds the Exocrine. My Flyrant hides behind a Bastion and shoots his Night Scythe down, and I advance my Tyrannofex towards the center objective. I'm trying to lure his Warlord in to assault me... In CC he finishes off my Tervigon between Mindshackle and 4 Warscythe wounds.

Turn 4 Necrons: He takes the bait and his warlord and warriors jump the Tyrannofex!  I survive with a few wounds left but he is there for a turn. The wraith brawl in my lines is awful as again the gants kill a Wraith while my MCs whiff completely. His other Scythe darts around.

Turn 4 Tyranids: Here's my plan: I assault the Warlord with my Flyrant, and challenge. He has no invulnerable so he must decline or get beaten into the ground. Then, two MCs mulch his Warriors and my Flyrant sweeps them if they break, breaking his troops and leaving a 4 wound TFew on the center objective. He has nothing that can really touch the TFex at range and his wraiths are locked, plus his other Lord is far away. One snag in the plan... I fail my 4 inch charge with a 3! Here's another crucial mistake. Neither me nor my opponent realized that every player received a single mulligan for the GT. I frankly would have used it right there! To make things worse, I fail mindshackle and my TFex is scythed down. In the other CC his wraiths again slowly whittle the gants while the gants kill one. If my MCs had stepped up I could have crushed them by now! In other news, my Biovores deleted his 5 man warrior squad, my chosen troop.

Turn 5 Necrons: My grouded Flyrant has 0 chance and is shot off the board. He drops warriors on my objective, I go to ground with Venom cover (I disembarked him last turn) and fail FOUR 2+ cover saves... argh!



MCs and wraiths wail away and he maneuvers onto objectives.


Turn 5 Tyranids: I shoot his warriors and kill two, one stands up, and assault with the venomthrope. He takes a wound and fails a 5" charge... Ugh. In CC he finally takes out my Exocrine. I have little left so I just fire away and pray for some good dice.

Turn 6 Necrons: Despite fervent prayers on my part, the game continues! He runs his Warlord towards my CC to help out his wraiths, but is far away. He continues to blast away and takes my gants down to 3 models. My venomthrope is killed by an A.Barge, and the Tyrannofex is killed by the wraiths.

Turn 6 Nids:  Nothing to do here really. I shoot at things, don't do much, and assault his warriors (2 left) with 3 gants. Naturally, his overwatch yields 3 hits and I'm forced to go to ground on my own charge! No saves, and all 3 die.

Turn 7 Necrons: A few random shots as my opponent gamely plays this one out. We both know it's over however... his Overlord fails his charge at least.

Turn 7 Nids:  I move biovores onto an objective and shoot his two warriors off of mine. Then, my Zoanthrope zaps his solo warlord! It's still to little too late, as the game ends.

Total Score:
Primary: Necrons, 3-1 8 points
Secondary: Necrons, 6-1 5 points
Tertiary: Tie 1-1
Bonus: Tyranids take First blood, Last Blood and Warlord, Necrons take Warlord and Linebreaker

Final result: 16-4,  overwhelming Necron victory!

Post-game reaction:
I knew I was playing a top notch opponent, but ouchie! That hurt a lot. I think I was bit cocky given how well Nids did against Crons in the past, but my dice did me no favors there! Indeed, my opponents rolls were on fire as well. However, I did make two mistakes this game: 1. I didn't realize Arks were assault vehicles, and I wouldn't have outflanked the Tervi if I'd known. 2. I assumed I could beat down his wraiths in assault with enough units. That combat never ended, as turn 7 I had 6 gants to his 2 wraiths left. More importantly were some crucial moments when the Dice just hammered me. Flubbing a HUGE 4" charge really hurt. I would have nabbed Warlord, killed a troop, cost him an objective and claimed one as my own, as he had very little that could hope to kill that TFex. Getting6/6 hits with an A barge while snapfiring was demoralizing, as well as 3/4 hits with overwatch. The biggest factor was failing to shoot down any of his 6 man wraiths and then in having him last a total of 11 player turns without dying. Freeing up some of those scoring units would have been a huge boon as his troops were able to walk all around the board.

Still, credit where it's due, my opponent played a great game. He was able to pin back my army with the Wraiths and then simply shot down everything I tried to break his lines with. A great game to Jonathan, who was a very friendly guy despite the lopsided dice.

Coming Sunday: Tyranids vs Tau!

Sunday, February 16, 2014

Batrep 2/15: Tyranids vs SM/SW 2000 2x FOC

Hello readers! I have another Battle Report, my second with the new book. This is another 2000 point game, with a double Force Organization chart. My apologies, but there is again a proxy, with the large castle counting as an Imperial Bastion. There are also three not fully painted models sadly, two Tyrannofex and the Exocrine (which is a conversion, based on a Trygon and Carnifex kitbash). My opponent is bringing a Drop Pod SM/SW list. Yikes! Note that all of the white circles on the board are Drop Pods. 

Here's my list: 

Flyrant, Devourers, Hive Commander (-1 to opponent's reserves)
Flyrant, Devourers
Flyrant, Devourers
10 gants
20 gants
30 gants
Tervigon
Venomthrope
Venomthrope
Zoanthrope
Exocrine
Tyrannofex
Tyrannofex
3 Biovores
Bastion

And my opponents list:

Marneus Calgar (+2 VP for slaying my Warlord in a challenge)
Tigurius
Techmarine, Combi Plas
Techmarine with Servo harness,Combi Plas
6 Honor Guard with Power Axes, one Thunder Hammer (Drop Pod)
6 Tac Marines with Plasma/combi Plas (Drop Pod)
6 Tac Marines with Plasma/combi Plas (Drop Pod)
5 Sternguard with Gravs/Combi Gravs and one Heavy Flamer (Drop Pod)
5 Sternguard with Meltas/Combi Meltas and one Heavy Flamer (Drop Pod)
5 Devestators with Missiles with Flakk (Drop Pod)

Rune Priest with JotWW, Living Lightning
~7 Grey Hunters with Plasma/combi Plasma, Wolf Standard (Drop Pod)

Psychic Powers:

Flyrant 1: Dominion, Warp Lance
Flyrant 2: Onslaught, the Horror
Flyrant 3: Paroxysm, the Horror
Tervigon: Onslaught
Zoanthrope: Dominion

Tigurius: Precognition, Prescience, Scryer's Gaze

Deployment: Hammer and Anvil
The Mission: Crusade (3 objectives) My opponent places two of them in his deployment zone, far away from me.

First turn: I win the roll and defer first turn to my opponent.

Deployment Marines: *Crickets*

Deployment Nids: See below picture. 2 Flyrant in reserve, one on top of the Bastion. Tervigon will outflank. Gants are ringing the outside of the Bastion so he can not get in melta range. All MCs are Shrouded thanks the VenomBastion and are in terrain for a 2/3++ cover save.


Space Marines turn 1: Release the Pods of War! The Wolf Pod lands to my front right.


5 Grav-gun Sternguard land by my Tyrannofex, and the Melta-Sternguard land to the left of them. 

Calgar, Honor Guard and Tigurius all pop out a little farther back, and behind the center fortress. 
His two Sternguard squads both target my Tyrannofex, and only do one wound! That's why Venomthropes are my favorite unit! His Rune Priest then casts Jaws on my other Tyrannofex, only for me to pass the Initiative test on a 2! This is the first time in 6th edition I have had an MC pass a Jaws check, so I'm happy! 

Tyranids turn 1: I shoot up the two sternguard in front of me, and prepare for a massive gant assault. But, he fails both Morale checks thanks to Calgar, and I fail both charges! Fortunately my Tyrannofex kills his Drop Pod to make up for it, netting me first blood. 


On the other flank, my Flyrant and Tyrannofex go after his Wolf Squad. I kill most of the Space Wolves, but his Priest survives with a few friends after some hot saves. 

Space Marines turn 2: Two Pods drop down, one empty and the other with a Tactical Plasma squad. His Devestators walk on the board. 

His other Tactical squad lands farther back, where his objectives are situated. 

My opponent then shoots at my Flyrant, 6 Plasma shots net 5 hits despite only hitting on 6s! This yields 4 wounds, and I fail every single cover save... My opponent then casts Jaws free of Shadows and kills my Tyrannofex. 

Tyranids turn 2: I focus both Flyrants, fresh from Reserves, and remove his Rune Priest and squad from existence. Good riddance!  Exocrine then kills 4 Tactical Marines from the Plas squad that got my Flyrant. I also poke my Tyrannofex out into a position where his honor guard could charge him... I want them in the open for my Exocrine, and so they can be tied up by gants. 

Turn 3 Marines: He takes the bait with his Honor guard! There is little shooting as he is mostly falling back (willingly). He makes the charge and naturally kills the TFex. 

Tyranid turn 3: The Exocrine kills one Guard and wounds Calgar, (note that Tigurius is at 1 wound due to earlier shots and a Perils) I then charge him with gants. He is hot on saves and only loses one model, and kills a ton of gants, but is still tied up. 

I advance both Flyrants, one full speed and the other just enough to see his Tactical squad who fell back. Between them, the squad is destroyed and he is down to a single troops choice. 

Turn 4 Marines: His shooting manages to ground and kill one Flyrant, and his Honor Guard finish off the gants.

Turn 4 Tyranids: My Tervigon outflanks and spawns 10 gants. Between shooting I take his last Troop down to three Marines with one Techmarine. I also make a mistake and shoot at his Honor guard again... I kill two and he falls back, getting 9 free inches towards my Tervigon! A huge mistake as he could never have reached my objective due to the gants all around, but I lent him some extra inches. My Flyrant swoops into a Ruin to hide and takes potshots at the Tac squad.

Turn 5 Marines: His Devestators and various Plasma take my Flyrant down to 2 wounds left, only for a single Sternguard survivor to hit, wound, and ground him to kill him! This gives Warlord to my opponent sadly. His Honor guard charge and kill my gant squad.

Turn 5 Nids: My Tervigon spawns 9 more gants and I shoot at his Tactical squad again, but he has a single Marine survive the Biovores and Fleshborers.

If the game ends now, I win 5-4 with Linebreaker (Tervigon), First Blood and one objective vs an objective and Warlord.

The game goes on!

Turn 6 Marines: He guns down some gants, and his Honor Guard charge my Tervigon. Tigurius then Force Weapons her to death, killing the surviving Gants.

Turn 6 Nids: My Biovores are ace and I kill the last Marine on his objective. We call the game here as there is no way we can change the final score in a turn 7.

Tyranid Victory, 4-1!

Final thoughts: I made a few mistakes, but my army performed exactly as planned. I really should have taken the first turn in Hindsight however, so I could start my Flyrants on the board, and turn 1 fly them off to guarantee three on turn 2. Still, the BastionThrope set up worked very well in blunting his Alpha-strike. Dice went back and forth, where I was lucky to survive his first turn almost unscathed, but then he was lucky to roll 5/6 hits while snap-shotting Plasmas the next turn.  Overall it was very balanced, where his saves would be hot one moment and cold the next. My dice were very average over the game, which is just fine. Given how stupid it is for Tyranids to play against Jaws in a Drop Pod, I am happy with how the game went despite my disadvantage on objectives.

On the performance of my list itself, it has been criticized a lot for being too static... I think it will work just fine. My list is very very durable, and is incredibly hard to Alpha-Strike. I think that in a game with even objectives, I have very good offs of holding at least half, and at that point my outflanking forces plus three Flyrants can either contest one or kill enough scoring units to be at an advantage. I doubt this list will blow out many opponents or give me many tablings, but I think my BastionThrope approach will net me many narrow victories.

Friday, February 14, 2014

Codex Tyranids Review Part V

Fast attack has to me, always felt a bit overlooked. I admit I was guilty of this myself, as I almost always left the FA slots unused. Last edition however was almost exclusively limited to Gargoyles thanks to some overpriced, fragile units. However, they should not be overlooked now, as there are some improved units in here.



Fast Attack Choices: Here comes a unit-by-unit review of the Fast Attack choices, and how worthy each unit and upgrade is, plus how to best use each unit in your Tyranid army.

Tyranid Shrike Brood: These flying Warriors are identical to before, with a points drop. They are still vulnerable to Instant Death, and also have a Guardsmen save, but multiple wounds and their speed means they are pretty tough in cover. 
     Options: 
        Flesh Hooks: At a bit less than 5 points, you get frag grenades and 2 strength 4 shots, at 6". This isn't bad but Devourers are better. Cheap is the new black with Nids, so pick carefully, but Flesh hooks are good for killing that powerfist first. (6/10)
        Toxin Sacks: Standard poison, always good. These don't do THAT much but they aren't too costly. If you want to kill stuff up close these are good, and Shrikes are meant to assault units.  (6/10)
        Adrenal Glands: Better than Toxin for the added fleet, but pricier. You should be able to get close enough with their jump move that this isn't a must.  (5/10)
        Spinefists: 3 TL shots strength 3, or Devourers? I'm inclined to go Devourers for superior range even if you miss out on ap 5 (Ha.) They aren't bad, but 12" is too short. (3/10)
        Deathspitters: +1 strength, Ap 5. This will increase your killing power by a lot, which is always a good thing. But, Shrikes are served well by an extra CC attack.  (6/10)
        Scything Talons: Exchange 3 strength 4 shots for an extra attack, this isn't bad,  but there are better options.(5/10)
        Rending Claws: If one must go CC, this is how. Cheap, and can kill 2+ saves. This is pretty good if you do go with Shrikes. (7/10)
        Lashwhip and Bonesword: This is super pricey for Ap. 3, honestly it just raises the points on a fragile platform by too much. (5/10)
        Boneswords: Like above, but slightly cheaper, and now slower. Not bad, but gets pricey. (4/10)
        Barbed Strangler: A cheap large blast? Why not? But, consider that your shrikes will now no longer be running. Not needed for a CC squad, but only missing one attack if you take it. (6/10)
        Venom Cannon: I wish this was better, but at strength 6 small blast it can't quite kill vehicles or infantry... take the Strangler if you want a gun on Shrikes. (4/10)  
Overall: If you lack forward synapse, these guys can be a good cheap assault and support unit. Unfortunately they are very fragile, so be prepared to take an indirect route to assault where they jump from cover to cover. But, remember that options don't have to be the same for each model and you can hide some real killing power in there!  (5/10)
Example: 3 Shrikes, Rending Claws 105
               5 Shrikes, Toxin Sacks, Flesh hooks, Scything Talons, One set of Lashwhip and Bonesword 205


Ravener Brood: These snakey guys are very similar to Shrikes statistically. Trade synapse and wings for the Beast type, which includes fleet. These guys are hard to take because of how similar they are to Shrikes. Their main selling point is in +1 initiative and the ability to move through terrain without any consequence to movement. 
     Options: 
        Rending Claws: No loss in attacks, but now rending. Raveners are essentially a pure CC unit, so this is an essentially mandatory upgrade that lets them threaten any unit and isn't very costly. (8/10) 
        Spinefists: At very cheap, you get a 3 shot TL gun. This is less than a gant, but won't likely be used as Raveners should be running or assaulting almost every turn. However if you have spare points, this isn't bad for lots of extra shots. (6/10)
        Devourers: The damage here is almost identical to Spinefists, but costlier for extra range. However, I wouldn't make the investment. (4/10)
        Deathspitter: The most powerful gun available is potentially quite deadly, but because you want to run or assault, I feel 10 is too many points to invest in a gun you may or may not use. (3/10)
        The Red Terror: This guy finally got put back in the book, and is a very interesting character indeed! 6 attacks on the charge at WS 6, but no rending. However, if 4 hit (average on what is often a 3+) then you simply can remove an adjacent model who isn't Very Bulky or Extremely Bulky. This is great for nuking that Terminator armor character, but they do get one Invulnerable save to survive. However, he's very costly, almost the same as 3 Raveners. Since many current "good" armies don't have strong melee characters I don't think he's a must have, but he gets bonus points for the fear factor (NO ONE will want to challenge this guy, just in case their super special model gets completely removed.) and for how cool his rules are. (6/10)
Overall: Raveners are tricky because they're similar to Shrikes with no Synapse. If you take them, they have one role. Barrel towards your opponent, ignoring terrain, and multi-assault and kill a ton of units if they aren't dealt with. But, make sure there are some other units available to get in the way, as they will be a top priority for any general. These need a list based around them, as on there own can be shot to pieces. (7/10)
Example: 9 Raveners, Rending Claws 315

Sky Slasher Brood: If you happen to like the Forge World models for Flying Rippers, then I advise you to look at pictures and not buy them. I hate to be pessimistic, but this unit is just that bad. 
     Options:
        Spinefists: Ok these aren't that bad I guess. A lot of shots, but not accurate and strength 3. Even twin-linked they'll miss a lot at BS 2. (4/10)
        Toxin: Yeah, poison. Lots of attacks, but making a t3 multi-wound model pricier isn't good. (4/10) 
        Adrenal Glands: Fleet is pretty useful here, as at least they can make CC, seeing as they can do nothing else. No shooting, no scoring, they're a distraction. (4/10) 
Overall: Ugh. These are point-for-wound equal to Gargoyles, but with ID, less attacks on the charge, lower WS/BS/I and no gun base. They're a fast tarpit, but all the units you'd want to tarpit would be even worse off against gargoyles. This is sadly a case of a unit priced the same as a unit in the same slot that does everything better. However, if you have the models, then try them as a cheap tarpit hugging cover until you surprise a Long Fang unit or such. But, MCs will ID these guys, so watch put for that... ( 2/10) 
Example: 5 Sky-Slashers 90

Gargoyle Brood: I loved these fellows in 5th edition but never squeezed them into my lists in 6th... this was however more a product of my design than the unit. A great unit before, they had blinding venom changed to a single poison 6+ attack with blind, and had their upgrades increase in cost. 
     Options: 
        Adrenal Glands: Fleet makes these guys scary-fast on the assault. This has merits if you want to hit a unit in the face turn 2, and strength 4 will make vehicles run for the hills. (7/10)
        Toxin Sacks: Poison makes these a fast unit that can hurt anything, but remember their role. If you want that role to be MC hunting, here's your stop. (5/10)
Overall: The most important trick to using these guys is to give them a single role. If it's as a screen for cover, don't make them too pricey. But if you want a fast cheap assault wave, try giving them one or the other upgrade (I think both is too much). They can hunt MCs or Vehicles, and are an amazing screening/tarpit due to their size and speed. Remember that EACH model has a blinding attack, so if you hit with 10 attacks, then your opponent must take 10 blinding checks! He won't break out of that combat any time soon... I think the goal here is to get a cheap fast wave of lots of bodies... the more models in the unit, the better!  (7/10)
Example: 30 gargoyles, 180
               30 gargoyles, Adrenal Glands 240


Harpy: This guy is the old 5th edition FMC who was overlooked first for lack of model, and now for the unit he shares a kit with. How deserving is the "little brother" of the Tyranid Flying Monstrous Creatures? He comes stock with a Twin-linked stranglethorn cannon, and may drop Spore Mines as he flies over units. Also, he halves the initiative of any unit he charges, so watch out for any multi-charge opportunities.
     Options: 
        Twin-Linked Heavy Venom Cannon: For the price of one gant, go to a Strength 9 blast? Sounds great! But, remember what role you want the Harpy to have... The Cannon means he has little ranged anti-infantry and isn't great vs Vehicles... if you want to go this route, have a plan (Biovores) for enemy infantry at range. (6/10)
        Stinger Salvo: Adding 4 strength 5 shots for a few points is not bad at all, and can help glance a vehicle or kill those last few wounds. This is hardly a must-have, but if you have the points, why not? (6/10)
        Cluster Spines: Adding a Strength 5 Large Blast? I like it! This combos very well with the Stranglethorn, because two blasts are better than one! (7/10)
Overall: Just have a plan for this guy. Either a Venom Cannon for hull point reduction at range, or go double large blast to murder infantry. Yes, he's a fragile cannon, so always touch area terrain and try to present bigger targets to your opponent, but he is actually a very useful unit. (6/10)
Example:  Harpy, Cluster Spines 150
                Harpy, Heavy Venom Cannon 140

Hive Crone: This guy has been a very controversial unit since he came out... his damage output is potentially brutal, with a strength 8 Vector Strike, 4 Haywire missiles and a Strength 6 flame template. However, he is also a very fragile unit.. He's much better vs vehicles than a Harpy, but a template and Vector Strike could requite getting close. Those haywire missiles make him a great anti-flyer unit however. 
     Options: 
        Stinger Salvo: Adding an extra gun to a model who already has way more than it can fire feels like a waste of points to me. (3/10)
        Cluster Spines: Same as above, the Crone has plenty of guns as it is. (3/10)
Overall: He is a beast with damage output, and can kill a lot of units, but just like the Harpy can get gunned down by a determined opponent. Again, cover hopping is crucial for survival, as well as target saturation. Take multiple, or none, in decent sized games. (7/10)
Example: Hive Crone 155

Spore Mine Cluster: For minimal points, drop three models near your opponent for some fun mind games! At half the cost of before, Spores are no longer random, and instead can move at half-speed anywhere they want. A fun unit to be sure.
Overall: Don't expect anything wild, but an opponent can easily panic and shoot them after they Deep Strike in, and waste a whole units shooting. If you have the points, they're a fun distraction. I wouldn't recommend adding models, as once the unit is targeted, it will die thanks to Toughness 1. (5/10)
Example: 3 Spore Mines 15

Fast Attack Overall: I think that most Tyranid lists will have either an empty Fast Attack slot, or will fill all three. Many of the units here rely on target saturation due to their fragility. However, many of the units have terrific speed and potential damage dealing. Crones in multiples are a terrifying thought for almost every army in the game, and with 9 Raveners added in for flavor will worry even the most seasoned Tau player. Either build a list designed to close with the enemy, or a much tougher list that lacks in speed. But, Fast Attack is a bad place to be caught in the middle of the fence. If you decide to just add one unit in "to fill points" it will be isolated and torn apart. Have a plan for the Fast Attack slot, either to attack en mass or to sit on the shelf. Used properly, and this is a very promising slot. 

Thursday, February 6, 2014

Codex Tyranid Review Part IV

Everyone who had even heard of Tyranids in 5th edition knew how crowded our Elites were... how do they fare now? Elites are traditionally a very crowded army slot, but some of the choices there have disappeared due to lack of model (My Doom + 2 Ymgarl configuration of 5th edition took a bit of a nerf). Still, the codex is measured by the power of what is there here and now...



Elites Choices: Here comes a unit-by-unit review of the Elites choices, and how worthy each unit and upgrade is, plus how to best use each unit in your Tyranid army.

Hive Guard brood: The auto-take unit of 5th edition turned into a more questionable choice during 6th edition. Now that it's rules have been updated to match the edition, it has taken a slight drop in BS and a small increase in points. However, note that the Impaler cannon now completely ignores LoS and cover saves, which is much easier to use as a rule. 
     Options: 
        Shockcannon: This new type of gun is hard to figure out. Ultimately though, you're paying for a range decrease, and going from 2 shots to a blast, but Haywire makes it suited for anti-vehicle. Blast and haywire are a bit conflicting though honestly. This gun has taken a lot of crap from the internet, but I say it isn't half bad. Range is short but 3 shots will likely hit all and then it's very likely to just strip 3 Hull Points from a normal vehicle. Cover, range, and points make this the weaker option however. (5/10)
        Adrenal Glands: Added points for CC special rules on a shooting unit... that's a no. Too pricey for what you get, but re-rolls on runs do help range a tiny bit. (4/10)
        Toxin Sacks: Like above, but purely CC with no other possible benefits. Pass. (3/10)
Overall: A minor nerf, a minor buff, and a slight points increase means these are not an auto take by any stretch... But on the other hand, these are not a bad choice at all, and can threaten vehicles and medium infantry still. (6/10)
Example: 3 Hive Guard 165

Lictor Brood: The perfect bio-weapon and boogie man has been a laughing stock for a few years now... But, a decent points drop and the addition of Infiltrate as a special rule means a few of his special rules are more likely to be used now. Hit and Run is also a very nice touch. 
Overall: These are fairly balanced now, and can fit into a list if designed to. Lictors are cheaper, better and still hit hard in CC. They still, however, have trouble taking a punch. Stealth helps, but threat overload and careful placement is key. Only take if you have a play for these guys. Going to ground in terrain yields a 2+ cover save however, and they can have units (like Mawlocs) deepstrike off of their pseudo-teleport homer even when gone to ground. (6/10) 
Example: 3 Lictors 150

Zoanthrope Brood: These guys had the floor ripped out from under them with the Psychic power changes and removal of the Mycetic Spore. These fellows had everything good about them last edition taken away. They are also the perfect example of my view of the new Tyranid codex. Forget what you once knew, everything works differently now! They now operate as a Brotherhood of Psykers, so every brood gets Warp Lance and one power.
Overall: Only getting one power means that one Zoanthrope is, in my opinion, more points efficient. At 50 points a pop, this is the single cheapest way to add Synapse to a list. Cast Dominion and get a great synapse range. This alone makes the Zoanthrope a good unit, thanks to the need for Synapse. Three is a great deterrent of vehicles, but one can be hid out of sight easily. (7/10)
Example: 1 Zoanthrope 50


Venomthrope Brood: Woo-hoo! This was pegged as the biggest boost in the codex, and I couldn't agree more! 5+ cover save turns into Shrouded, and a points decrease. Let me clear one thing up though. The Venomthrope gives Shrouded to models in 6", and units with at least one shrouded model gain the full benefits of shrouded for the entire unit. So yes, this applies to the whole unit. 
Overall: A boost in cover saves to usually a 3++ is ace for Tyranid Monstrous creatures. People like to complain that Tau still ignore cover, but they can only do this on a few units at a time... and most of your army can remain intact. Also, if deployed in a Bastion, range is then measured from the hull. A huge boost, and now a must-take unit for any foot based Nid list. (9/10)
Example: 1 Venomthrope 45 + Bastion 75

Haruspex: This new Monstrous Creature means we can now technically put an MC in every single slot... this guy is an all new unit with a beautiful model, designed to gobble up all units in his way. He generates extra attacks on the charge for wounds inflicted and gets one wound back if he causes at least one wound. Not bad, but 5 wounds on a slow walking MC.
     Options: 
        Regenerate: Not bad, as he could potentially get two wounds back in a turn. I don't like it though as he will take most wounds to shooting and can be focused down easily. (5/10)
        Adrenal Glands: Fleet and Furious charge as usual. Fleet is great for this slow guy, and FC gives him Strength 8 on the charge, not bad. (7/10)
        Toxin Sacks: This will improve his killpower and guarantee that most hits will wound, but this guy is pricey enough without more upgrades. (5/10)
Overall: Too pricey for his rules and stats, I'm afraid. Too few attacks, too low of a WS, and a slow MC. A Carnifex is 40 points less for the same speed, -1 wound but more attacks and strength. Acid Blood is too much of a niche upgrade that you have to pay for. Take that and Crushing Claws away and you'd have a much better base model, but oh well. (4/10)
Example: Haruspex, Adrenal Glands 175

Pyrovores brood: The awkward adopted child of the last codex that everyone loved to hate. Sweet model though! Many people joked that GW would boost its sales by making it overpowered through the roof. +1 wound and attack, and less points sure does help the walking Heavy Flamer. I'm also going to ignore the stupid wording of it's explode rule. We all know it isn't supposed to hit every model on the board! 
Overall: A few minor buffs take this boy from the worst in the game to simply the worst in the Elites slot. He is, at least, better now than Rippers. Actually he is hurt most by the lack of Pod. Three 6th Ed. Pyros in a 5th Ed SPod would be a pretty good unit. Theoretically you could have 3 hide somewhere to repel the enemy if they advance for some reason. (3/10) 
Example: 3 Pyrovovers 120

Elites Overall: Elites is much less crowded than it was before. Venomthropes are the standout, but aren't too great at being spammed. Zoanthropes are an easy fix to Synapse woes. These two are the most obvious choices to me, but Lictors and Hive Guard have a place in the list if you have a plan for them. Just be careful with these two units, as they are both fragile and take at least one turn usually to position correctly. 

Saturday, January 25, 2014

Hope is a good thing




Here comes a little piece about the Tyranid Codex, and everyone's perception of it. Two weeks ago, the majority of us picked up our copy for the first time, and every rumor we had heard became a fact, or became false. And then came the crying. Actually that started a few days earlier, but many people insisted that we should wait until we held it. And when we picked up the book, there was a collective sigh. I like going on the various 40k forums, but I don't like all of the negativity that seems to be pervasive over the Internet. However, among all that negativity, there is something much, much more productive. Hope.

In all of the forums and sub-forums, there are topics springing up on Tyranids. They're a popular army, who just got a release, so this is natural. But there are more than usual as people try to figure out exactly how they're going to win with this codex. And mark my words, they will find a way. No codex this edition has fallen completely flat, without a single build a player can win with. Even Dark Angels can put a bike-army together that will do well against most armies. 


What do I think of this codex? I would compare it the most to Daemons. This book has changed the army fundamentally, because the 6th edition rules took the army well away from where it was supposed to be. Do you remember how bad Daemons were when they came out? No one knew what they were doing, and a lot of games were lost because people saw Flesh hounds as the only good unit in the book. However, the Tyranid book is far less random than Daemons. There will be no good roll to make a unit virtually unkillable, and there will be no single roll that causes half of the army to disappear. The most important part of all that? The army has changed fundamentally. There are new ways to play the army now that must be addressed, because many players are living in the past. And if you dare to hope that the book can be good, try not to be discouraged by those vocal members who dislike the book.

Like Daemons, the army must now be played differently. Units that got worse may still not be bad. Units that didn't change at all may have gotten better. A realistic and objective point of view is the best thing that you can take into list-building with Tyranids. Again, look at Daemons. Pink Horrors were initially considered to have gotten worse from the last codex, and are still the most commonly seen troops choice. Tyranids play differently. The Tyranid army was not designed to be focused on Monstrous creatures spamming Psychic powers, that was a result of the edition switch. Look at how the army plays now! Instinctive Behavior is crippling, so Synapse is important. Units are cheaper, so there are more, so more synapse is needed. Units are just as tough (minus Biomancy) but in greater numbers, you can ensure that some reach your opponent.


The Tyranid codex is now designed to revolve around Synapse, and those units that can give it. The synapse units and our Monstrous creatures have been broken into separate units now, instead of the Tervigon, which was a crutch. Now we have MCs that will be tough by their own merits, or cheap enough to bring multiples. Tyranids will not have the highest toughness MC on the board, nor the best save. But, they can easily have the most Monstrous Creatures, and that can be even better. 

Let's look at the Warrior for a second. They suck. Last edition they were bad, and now they haven't changed, so that's an easy answer, right? 
Wrong.
Tyranid Warriors are a T4 multi-wound unit. Getting an equal wound total in Space Marine scouts is more expensive, isn't fearless and doesn't buff the army... Warriors have Synapse, which is all-important with Tervigons no longer being the master of backfield support. They get killed by Strength 8? Who really has strength 8 now? Your usual Tau army has Fusion blasters, 12" range that shouldn't get near you, and the Riptides blast weapon. If your opponent can afford to shoot your Warriors, put a Monstrous Creature in his face. Even then, he can scatter, roll a 1 to wound, or if you have cover then it gets a lot trickier for him to kill that unit. Plus, 3 models are easily hid out of Line of Sight. 


The Tyranid army is not exclusively bad units. Do we have duds like rippers? Yeah. But there are also units like Howling Banshees, and yet Eldar are a great army. This army is not perfect, and the book feels rushed. The Eldar book also bothers me as rushed, and again it is a very competitive army. The book is many things beyond the competitive level of its army, so judge the quality of the army separately from the low-quality book. 

Now, look at some "bad" units in a vacuum. The Tervigon is nerfed, and yet still good in my mind. It's role has changed, from an attack dog to a guard dog. In terrain it is a pain to kill, and can reliably grant an 18" bubble of synapse, which is HUGE for the army. It is just as good at scoring as before, and now supports a wider variety of units, so use it for that instead of bull-rushing your opponent. 


As I wrap this up, I'll provide a quick list that to me feels viable, so you have an example. There are plenty of little tricks (like Venomthropes) that I'm sure are common knowledge. So, we must adapt for this. No forge world, no double Force Organization, no Dataslates, here's an 1850 list. Tyranids play differently, but this list has some common units to before to make an easy transition. However, they are used differently because of the army. Tervigons are now a backfield unit that can control the army and score. With lots of wounds and good cover saves many armies will struggle to prevent this army from controlling the middle of the field, as well as the Tyranid half of the board. Control the majority of the board and you can control the majority of the objectives. 

Flyrant, Devourers
Flyrant, Devourers, Hive Commander

30 gants
30 gants, 25 Devourers
Tervigon
Tervigon

Venomthrope
Venomthrope
Zoanthrope

Exocrine
Tyrannofex
2 Biovores

Bastion

So, try to look on the  bright side and acknowledge that the army has changed. Also, acknowledge that it takes time to change. You won't whip out your 5th edition list, add one new unit and go win a tournament. I've seen plenty of Battle Reports where a player takes his new army and plays it like his old one. Then, they get discouraged and talk about how bad the army is when they lose. There are many ways I can talk about how this codex has improved. The new powers, Flyrants, Biovores, Venomthropes, Dataslates, Fortifications, Tyrannofex, Carnifex, Exocrines, synergy, and much more. But I'm only one person, and I want to see what the community can do if it takes an honest, unbiased, new, fresh, and clean look at the new book without mourning the old, so I want to see your thoughts. If at first you don't succeed, try again. But don't just try the same, thing, adapt. It's what we do.