Thursday, September 30, 2010

An Interesting Point on the Nature of Competition


Honestly, I tend not to post about other people's posts. It's a principle about avoiding interweb drama. I had enough drama in high school, and I get more than enough in the way of office politics.

That being said, Black Legion Matt has an interesting point about the nature of competition. His statement is something about list variation does not mix with a level playing field. Now, I agree with this to an extent, but I also think list variation is a part of what makes 40k interesting.

Agreement
Honestly, there is something to this. Games like chess and checkers involve a predictable field of battle, and give each player identical armies (and in the case of checkers, uniform playing pieces).

The only real difference between the respective forces is that one side goes first, and one goes second. Not being a chess/checkers expert, I have to assume that there are tradeoffs between going first and second, and if not, there's at least the 50/50 shot (...I suppose that depends on the playing format? I'm making assumptions here) at getting it. I suppose you could try to go at the same time, but I don't think the games are set up that way, and the difference between first/second is just something that's built into the game.

The bottom line? Since first/second is generally random and the armies are identical, it's purely a case of player versus player.

The Disagreement
Frankly, if you wanted to play with uniform armies, you'd either play chess/checkers, or you'd have some kind of agreement with your opponent prior to a game that allowed for variety in army builds. Given the cost of the game and the allowance for variation in builds, I've got to kind of say if you're playing the game, part of you is tacitly in agreement with variation in army build.

So, I'm assuming you're cool with variation in army build. Where do you go from there?

Balancing Armies
Now, this is much, much easier said than done. Ideally, though, this is the solution to varied armies. Now, all the armies abide by the same Force Org charts (3 each Elite/Fast Attack/Heavy Support, 2 each HQ, 6 ea Troops; required 1 HQ/2 troops). They also abide by the same points level.

The stuff in the game (troops, vehicles, monstrous creatures) dictates the type of destructive tools you'll need. Now, honestly, here's where I think a lot of the variation gets screwy. The easy example is the mighty melta weapon. Some armies have access to it (Tau, the Marine armies, Imperial Guard, Eldar, Witch Hunters, Daemon Hunters) and some do not (Tyranids, Necrons, Orks, Dark Eldar).

Consider the effectiveness of melta weapons against vehicles (which are good because of Vehicle Damage Rules that say a 35pt Rhino can take the same number of AP1 hits as a 250+ point Land Raider) and the prevalence of vehicles in lists that can take a lot of them (Imperial Guard and Razorback-spam being a couple of the prototypical examples) or Tyranids, who can roll with a heap of T6 multi-wound monsters. It's easy to see that the people that can bring and effectively employ such weapons are in good shape.

The codices
So, having access to the right capabilities is crucial. Now, here's where we get to the meat of the problem. How does your army handle various types of threats? Vehicles are just the easy example, since they're prevalent. If you want another sample, look for psychic powers and/or psychic defense, and the effectiveness thereof.

The simplest example here is the Ork army. What do they have for anti-tank at range? Lootas. (Ok, they can take missiles as well, but considering you get only a few per squad, want to take large squads over multiple squads most of the time, and have a mighty BS2...yeah). Problem? AV13 and 14 at range are issues. So, how do you kill heavier armor? Assault it with...power klaws. Either by having your armored kanz walk up and punch, or committing a squad full of boyz and hoping the one Klaw can do the deed. Neither of these are attractive.

The other answer involves Deffrollas, which is committing a vehicle to a 12" move and hoping it can do some S10 hits to a heavy vehicle. Full stop, end of story, those are your options. And your psychic powers? A random power of questionable utility, and no meaningful way to stop others from casting powers.

I don't want to use Orks as the buttmonkey here, but they're just a simple example. They're lacking a couple of capabilities that make it hard to build a balanced ork list. I'm not saying it's impossible, but when someone like Space Marines can drop 200 points on a troop unit that has a meaningful anti-tank weapon (BS4 multi-melta), a workable anti-troop capability (a flamer, a bolt pistol and 8 rapid-firing bolters) and a transport it can fire the anti-tank weapon out of (Rhino not moving) then, well...yeah.

Symmetrical armies?
No, we covered that; it's probably not what people are paying $300-500+ on an army to play when a chess set is probably a lot cheaper. The core, then, is to give everyone the capabilities they need. At that point, it is on the players to bring all of the tools. Let's be honest, while some people play more (or less) 'cut throat', everyone plays to derive some enjoyment out of the game, and most people don't enjoy getting monkey-stomped.

Hell, most people don't enjoy giving out a monkey-stomp; you either wanted a challenge or feel bad for the other guy (and either way, it's somewhat counterproductive, since crushing people mercilessly and just gloating about it aren't healthy for the hobby).

So, what's the answer?

SIMPLE! (/sarcasm). Symmetrical capabilities. Everyone needs a reliable way to accomplish their missions: you need both access to competent anti-infantry and anti-armor capabilities, and you need to take them.

I don't care how good a player you are, if you bring as many power-armored bolter guys as you can and I bring a couple land raiders and some tanks, you're probably screwed. Now, the Space Marine codex is a solid book with plenty of ways to get the capabilities you need; you as the player need to bring them.

The Problem
So, we've solved the game's problem: you just have to bring the right tools for the job. Now, the issue: not everyone has access to the tools. Necrons are the easy example here: no transports, one option for troops that's basically a slower tactical squad sans weapon options, and one gun with a strength better than 6. The rules for 4th edition made them fine, the rules for 5th? Not so much.

So, what's the Necron player's situation?

Honestly, pretty crappy. You either try to find a build that works while you lack some crucial tools (I'm not saying necrons need psychic powers, but a psychic counter would be nice...) and hope that your player skill is enough to make up for it, or...you get a new army.

Considering the cost involved in starting up a new army (even using e-bay or other discount methods, that's a few hundred bucks) I think that's a pretty crappy answer. The other option involves getting an update to the rules, but GW's release schedule for codices is...sometimes slow (I'm looking at any Dark Eldar fans that have kept their armies for the past however many years...).

Even my pet Tyranids were in the same situation not too long ago, and honestly? I had a 'nid army, sold it off, and then got back into it when the new book came out. Did I lose my love for the 'nid fluff and spontaneously recover it when the book came out? Or, did I get tired of trying to kill vehicles by running melee-fexes at them or hoping to glance them to death with S6 AP-, or when my best long-range gun was S8, single-shot, BS3? (Pro tip: it was the latter, and dying a little inside when the rules said I had an uphill fight).

The Answer
And this is the part where I propose a comprehensive solution, right? Well, honestly...the best I can think of is that GW should consider updating the rules a little more often. 4th to 5th edition was a major sea change, and the armies that had access to the right tools could be more competitive.

If you give someone a few tools to tide them over and have some semblance of competitiveness, you're going to keep that player happy, and they're more likely to keep them in the game. The alternative is to have people impose artificial, arbitrary limitations on the game, which isn't necessarily going to make the balance any better, only different.

TL, DR?
Update the freaking books more than once every few years when you radically change the rules, or it ticks people off, and keep people angry long enough and they probably stop dumping hundreds of dollars into your game...

Wednesday, September 22, 2010

On Harpies

At last, I have finished my Harpy conversions. And, of course, I feel the need to share them and to wax poetic about the care, feeding, and employment of harpies. The first picture puts them alongside some devourer-packing Termagants for a sense of scale.
They are PRETTY. YES. THEY ARE. Side view. Coat hanger bracing FTW.
Another side view.
This is probably not what you want to see.

Construction
A cookie if you spotted the ingredients already. It's not an exhaustive list.
1) Old-school Hive Tyrant
2) Dragon Wings from WH Fantasy
3) Pair o' Venom Cannons from Warriors
4) pair o' scything talons from the trygon/mawloc kit.

The limbs were generally chosen for sake of scale. The general scale of the thing was built with transportability in mind. The wings are pinned on, as I simply could not make magnets work that well. They're secured to the base at two points; there's the coat hanger and there's an additional point on the tail, be it the base or the jutting building wreckage.

Tactics
Mobility
First off, the Harpy is fast, as it's basically monstrous jump infantry. It can get a good 12" move each turn and then fire off both of its weapon systems. However, synapse means that you will probably NOT use it to rush across the field, and frankly there's no need to close with the enemy that much. 18" is just fine for infantry-hunting, and 36" is fine for shooting at larger targets. Use the speed not to advance, but to set up shots.

Shooting
Honestly, you brought this thing because it's got guns. It starts with a twin-linked stranglethorn cannon, but I highly recommended paying 10 points to go to the twin heavy venom cannon. Why?

Simple: suppressive fire against vehicles. With twin-linked, the gun's got a base 50/50 shot of landing where you put it, just from rolling a hit with the scatter dice. More refined odds involve 2d6-3/ (size of the vehicle) and are a bit too tedious to put here. S9 has a good chance of glancing, and even with a -1 to damage from a penetrating hit it's likely to at least keep a vehicle from shooting, and will do damage 50% of the time on a good pen. Mostly, though, it's to shut those frakking tanks up for a bit. Use the mobility to line up flank shots if necessary, and you can always try to ping multi-wound T4 guys in a pinch.

In closer, you should've equipped Cluster Spines. Large blast, S5, AP-. Quantity over quality of hits, but it wounds most infantry pretty readily.

In really really close, you get the once-a-game Harpy Crap-over. You just have to move over an enemy model, and then you can barrage d3 S4 AP4 Large Blasts on top of them. Hilarity can ensue.

A word of warning: bad rolls on danger-close shots CAN hit you. As you are T5 with a 4+, it's reasonable to assume you can wounder yourself, and I kinda helped a harpy kill itself with its own large blasts.

Assault
Well, as a monstrous creature you ARE ignoring armor, and rolling 5+2d6 against vehicles. You get two base S5 hits, so pick your fights carefully: go for depleted units or go in with friends. You won't do much more than polish off a couple non-melee guys by yourself. Still, you do have Sonic Screech, which translates to assault grenades and making the enemy go at 1/2 initiative (rounded down), so if you can get buddies in there it's a good time to go to town.

Even so, I probably wouldn't try to fist-fight a dreadnought unless it's wounded or minus the Dreadnought CCW, since you'll get maybe one good penetrating hit on it in melee.

Durability
This is where some folks start quibbling about the 170pt price tag: you have four wounds at T5 with a 4+ save. At danger close, you can harm yourself with your own spore mine offal. Autocannons can ding you up, and a rail gun will break you in half.

I've got four answers for that:

1) in a pinch, hide behind another MC or grab cover if you can find it (or, say, a venomthrope).

2) ...so there's ONE ARMY that can insta-gib you at range. One. Crap happens. Are you seriously going to make your decisions based on ONE graphic mis-match? That's being a wee bit disingenuous.

3) Make sure harpies aren't the only monstrous creatures in your army, because, um, well, they won't like the attention.

4) when you get down to it, stuff like missile launchers and lascannons will wound you on a 2+ and take away your armor save ANYWAY, so how's the T5 and 4+ change that? Other than autocannons and rail guns, you're more or less identical to other MCs in terms of heavy weapons (...excepting heavy bolters, I'll grant, but they're not too common other than dakka-preds).

Overall
Harpies are mobile suppressive fire that get nastier up close. They're snipers with a point-defense system and some assault power. Use them to suppress/harass armor at range and from the flanks (since it's one of TWO guns that fire more than 24" and can harm vehicles in the 'nid book). If infantry closes, unload spore mines and cluster spines on them, and watch the wounds pile on. Take them as part of a shooty army (IE: consider Tyrannofexes, and/or hive guard/Venomthropes) to augment your long-range vehicle-harassing capabilities.

They're not all bad, but they're not auto-includes in all 'nid armies.

Saturday, September 11, 2010

Tyranid MC-Heavy with Venomthropes

I apologize as it's been a while since I've posted; the Warmachine league's been in motion and I've been busy hacking away at that. Additionally, I've gotten a little 'eh' about running the same Tyranid army over and over again. I borrowed a Stelek army, the Venomthrope list in particular. It consists of:

Hive Tyrant; 2x Devourerers, Adrenal Glands, Paroxysm & Leech Essence
Venomthrope
Venomthrope
Venomthrope
10 Termagants w/ Devourers
10 Termagants w/ Devourers
Tervigon w/ Catalyst
Tervigon w/ Catalyst
Harpy w/ Cluster Spines, TL Heavy Venom Cannon
Harpy w/ Cluster Spines, TL Heavy Venom Cannon
Tyrannofex w/ Cluster Spines, Rupture Cannon
Tyrannofex w/ Cluster Spines, Rupture Cannon
Carnifex w/ 2x TL Devourers, Adrenal Glands, Frag Spines

I admit it's got some stuff I'm not used to, like spending for Devourers on the Termagants and actually running a shooty-fex. On the other hand, I'm not used to being without Hive Guard and the Adrenal/Toxin glands on the Tervigons.

My opponent was one of my old disciples (assuming he doesn't mind me calling him that) and rolled with a good ol' Black Templar double Crusader list. It was something like:

Emperor's Chump w/ Preferred Enemy Vow
Marshal w/ hammer, shield, artificer armor
5 Terminators w/ Furious Charge (4 claws, one hammer/shield)
5 Terminators w/ Furious Charge (4 claws, one hammer/shield)
9-man Crusader Squad (Fist, Meltagun, 2x Newbs); Rhino
9-man Crusader Squad (Fist, Meltagun, 2x Newbs); Rhino
7-man Crusader Squad (Plamsa gun, lascannon)
MM/HF Speeder
MM/HF Speeder
Land Raider Crusader
Land Raider Crusader

Scenario: Annihilation
Setup: Dawn of War
Deployment
He set up the objective-camping Crusader Squad on a hill with a good, central shooting position, as he rolled to go first. I set up the Tervigons and the Hive Tyrant behind some cover. Since he's got the speed, I'm fine with going second. He's left his mechanized assets in reserve, because he might as well set up to react to my deployment, as my guys are much slower. I opt to not even try to seize the initiative.

Black Templar Turn 1
Fairly stock BT deployment: he puts the speeders as far downfield as he can, and keeps his troop transports in a central position. He decides that he'd rather put his objective-camping squad to use, and moves them up.

Tyranid Turn 1
Here's Tyranid deployment. I try to keep it central, angling a little towards one flank.
My shooting ends up exploding the speeder on the right, and I manage to shake up the speeder on the left. That's all my shooting does, but I'll take it. The Tervigons crap out a forward screen, as I think putting the Devourer-gants into that duty is a waste of some anti-infantry firepower.
Black Templar Turn 2
He boosts th speeder over to the flank, and gets the save. His objective-sitting squad hoofs it up the field, and that's about that.
Tyranid Turn 2
Of all things, the forward Termagant squad glances his speeder once, gets through the cover save, and immobilizes it. This is somewhat inconvenient for a fast skimmer that moved flat-out...it's vaguely anti-climatic as I'd positioned a fair amount of shooting to kill that thing off. My anti-vehicle shooting does crap-all past that, though my left-side squad of Devourer-gants and the Carnifex reduce the objective squad to a lascannon and plasma gun. They promptly flub their morale check, in dice luck that's going to be all too common for my opponent this time around.
Black Templar Turn 3
He moves up, popping smoke on the Rhino on my right flank. His other Rhino promptly immobilizes itself on terrain. Land Raider Crusaders disgorge their cargo and open fire, knocking some wounds off the Harpy on my right, and the Plasma gunner blows a termagant to hell.

Then, the dice make themselves known. The venomthrope dangerous terrain checks kill three terminators on their way in, then Terminators do what Termiantors do to anything they touch in close combat.

Tyranid turn three goes something like this:
Terminators on the left flank go away under a heap of devourer fire; two of them on the left flank go away. In my excitment at his ability to roll 1's repeatedly at armor saves, I forgot to take a picture. The others turn their guns on his disembarked marines, and it becomes a VERY inhospitable place as there's one plasmagunner left from one squad, and the other squad has a wounded Marshal, a meltagun, a Neophyte and a couple other space-bobs.
Black Templar Turn 4
The remaining two terminators get themselves dead because they have no Frag Grenades, and fourteen termagants are apparently angry. He puts more gunfire into my carnifex and the right-side harpy; they end up with one wound each. He's also unable to roll anything more than 1's to move his half-strength Crusader Squad; this includes the difficult terrain AND the run. Freakin' wow. He throws the other Crusader squad into my right flank and KOs the squad there. Big shock.
Tyranid Turn 4
The wounded carnifex breaks into a screaming run, finds itself a land raider, inflicts four penetrating hits on it and kills it. His commander eats two wounds and falls on a pair of 1's, and a withering barrage of devourer fire and templates kill them off.
The harpy on the right (which is conspicuously absent from this pictures) flew over that Crusader squad, took a spore mine dump on it, killed some, took a shot with cluster spines, scattered the spines onto itself, wounded itself, and killed itself. EPIC FAIL.
The Tyrannofex wanders into the survivors of that squad. It eats a couple of wounds, then steps on the Emperor's Chump repeatedly.
Final
He has a Land Raider Crusader and Rhino left at the end. This has been one of the most comprehensive crub-stomps I've seen, and honestly? It was the dice. I've never seen that many 1's that fast for armor saves so often. He played it pretty much correctly, though when you get down to it Double Land Raider Crusader + Terminators = straightforward plan. I throw up termagant screens, hope they'll hold, try to take out Termiantors before they can do too much damage.

Thoughts on the Tyranid Army
I'm beginning to see some of the logic behind this army. The Venomthropes were inordinately effective with regards to forcing dangerous terrain checks, but costing the enemy extra attacks and giving me cover saves is nice. After the game, he wondered if he would've been better off trying to potshot them with a lascannon, but I'm not too sure, since the answer is 'go to ground for the 3+' if it's not 'hide behind something scary.'

That IS a lot of monstrous creature love. The Harpies are the least durable, and their speed is more of a 'rapid response' thing than a 'look at me I'm fast!' thing. The thing is, their firepower is somewhat comparable to the Tyrannofex, but they're only useful for the suppressing aspect on vehicles. Sometimes, shutting the guns up is enough. I have to say I'm pleasantly surprised by the Harpies. I expect to have pictures of them up eventually, as they're now on the paint bench.

Devourer Termagants are a NASTY anti-infantry shooty force. Even at BS3, that's still 30 S4 shots. THey don't go on the front lines, but since they don't have enough AP to make it worthwhile.

I can even see the point of the Carnifex; the shooting is lovely and there's that whole S10-against-vehicles thing that's nice. That's one of the downsides of thea rmy; the Tyrannofex guns are the only real way to kill vehicles at range, but that's enough Devourerers to say 'slow down a little there,' and you can punch the crap out of them in a pinch.

Final
I'll be curious to test this army against other matchups, as I feel this would've been closer had he not rolled a crap-ton of ones. I would've had to commit monstrous creatures to close combat, and probably taken more losses. I know that's a pretty solid Black Templar build, but sometimes the dice just kill you, hard.

Monday, August 9, 2010

Tyranids: Base Size


This is a follow-up to my commentary about GW being responsive. One thing I've seen some debate on is the base size for the as-yet-unreleased sculpts for the Tyranid codex.

Tervigon, Tyrannofex, I'm looking at you, mostly. However, I can see some room for debate when it comes to the Harpy as well, and maybe even the Parasite of Mortrex.

Page 3 says that if your model comes with a plastic base, you should use that. If you're using a larger scenic base, then you should 'make sure it is ok with your opponent.' This tells us nothing about units that are without a model. I believe that putting stuff on a smaller base than intended is usually frowned upon (especially if it's a 40mm vs. 60mm deal, IE Bloodcrushers), and putting stuff on a larger-than-intended base is usually considered ok-ish if it's for modeling purposes and/or doesn't confer you a huge advantage.

The source of this post actually comes from a time when I was playing my Tyranids and someone actually walked up to me out of the blue and told me I was some win-at-all-cost cheating jerkass for putting my Tyrannofexes on a small base. His evidence was that "He had seen a rumor on a forum of a forthcoming tyrannofex kit, and it was on the new large oblong base," and that since I wasn't privy to the internet rumor (as I don't hit forums very often; staring at a screen for 8 hours a day at work doesn't make me keen to do another 3-4 hours of that at home...) I was obviously a terrible person for scratch-building a model that he did not approve of, which brings me to:

Raptor's Pro Tip On Courtesy
If you think someone is disobeying the rules, endeavor to make your point logically and point to the rules. An internet rumor is an internet rumor, no more and no less.

Back to your regularly-scheduled blogging...

His logic was that by putting the MC on a smaller base, I was actually looking for an advantage because he 'couldn't fit as much in melee with it.' Well, let's go back to the part where there's no official kit. Could GW have bothered to put out a base size indicator? Honestly, if they'd done this when they released the codex, we'd all be fine. Instead, since the new book significantly de-values the Carnifex, there are plenty of folks using Carnifex kits to construct the new MCs, and people using both of the high-end bases.

The Nuts and Bolts
What it boils down to is a contrast between the 60mm round and the big oval base (henceforth referred to as BoB for comedic and space reasons).


So, let's look at the game effect a 60mm and a BoB would have on the two new MCs most likely to come on the BoB.

1) Tervigon
Frankly, I think the BoB favors the Tervigon. You want your Termagants within 6" to benefit from the glands and Counterattack the critter-spitter came with. You want other stuff within 12" or so to benefit from your psychic powers.


Honestly, I think if I've got a choice between base size, the BoB is a clear winner for the Tervigon, simply because it offers a great increase in ability coverage. Take two of those, put them long-ways-forward, and see how much of your front you cover. The flip side is that you'd have to work your assault screens a little more diligently, but you'd be much more likely to get the benefit as well. You'd also have a much greater area to place your newly-spawned termagants, but the death throes from it would reach further.

If I had to eyeball it and guess, I'd say it maybe doubles the coverage?


2) Tyrannofex
I don't think this one wins so much from the larger base. You have a 48" gun (...unless, for some reason, you decided to take the Assault 20, S4 gun on a BS3 platform or the short-ranged flamer), so technically you get even more coverage. The shorter-ranged weapons DO gain some range off it, and your flamer gets placement options (so you can do things like poke an edge out and kick off a shot between your troops, but that's something you could probably finagle anyway...).


I think it's so-so at best for benefits. You do get more coverage out of your guns, since it measures from the base edge at the model's eye. It's probably not the same kind of benefit as the Tervigon, because honestly, what's another inch or two for the gun in a couple directions?

The Others
Should the Harpy get a 60mm or a BoB? Good question. Given the range of its gun, it's not such a huge deal. The question the Harpy has to answer is how the base size interacts with the spore-mine-on-black-car ability: you want to fly over the enemy to hit him with the mines. A larger base allows you more freedom to just 'graze' a unit, but also makes landing placement more difficult. I'm not sure if it's a benefit or not.


The Parasite of Mortrex? I'd wager most folks are modeling this one up like an upgraded Shrike or Alpha. I am ASSUMING the Alpha goes on a 40mm since it's an upgunned warrior, and by that logic I'd say the Parasite went onto a 40mm as well. I suppose a larger base increases the are of effect for its Synapse and 'don't die, little Rippers' special rule, but I don't see that as being a huge advantage.

Bottom Line
I wish GW had simply released some guidance as to base size. Frankly, since you're releasing the codex and some sweet units that have no models, you've got to expect people will kit-bash them. Is it really that hard to put a little blurb in there about base size?


Then again, I've also seen the 'joy' that comes from having stuff with an ambiguous footprint; there's no hard-and-fast guidance for how much space a Defiler/Soul Grinder should take up. Are they sweet models? Yeah. Can they have as big or small or irregular a footprint as you like? Yeah. I've seen some folks answer this by putting them on a base, though it's best if that base is detachable so that it can move through terrain.


On the BoB in general
This one gets more into the op-ed mode, but does anyone else have lukewarm feelings on this thing for foot units? I mean, I can understand it on Flyers; you want the size and shape for stability, and you're measuring to the Hull for shooting purposes anyway. It all works out.

My issues with it are the potential difficulties involved in basic movement. On a round base, your facing is irrelevant as you will always take up the same amount of space. Vehicles care about facing because it determines the armor, and on vehicles with potentially confusing facings they often have identical armor values (...not sure where you'd draw the 'x' to divide up a Wave Serpent, but at least the front and sides have the same AV, and frankly it deserves to die if you let someone get a rear arc shot on it...). Honestly, I don't think it's THAT big a deal, but it is a bit annoying.

So, spinning in place, yes/no? It DOES change how close you are to the enemy; is that movement? Honestly, I'd rule it as yes, and just try to be careful when I rotate the base as I move. No one's given me any trouble for how I've moved it, but I've also only run Trygons a few times (...then the Reserves Nerf Bat hit, and I was a sad panda).

Conclusion
I wish GW would put out some conclusive guidance on base size. It wouldn't be that difficult for GW to do; it honestly wouldn't. I have a hunch, though, that the first we'll know about an 'official' base size is when GW finally produces a kit. Given that it's taken them a long time to release the Manticore/Deathstrike kit and the Space Wolves are STILL waiting on a Thunderwolf other than the hero (AND it's metal, and thus a pain to mod...) I'm not expecting anything 'til mid-2011 at best.

Look, I can appreciate that it DOES take time to craft and then produce a new sculpt. In an ideal world, I'd try to make sure that the big-ticket items (IE: Thunderwolf Cav) are ready to go with the codex release. In lieu of that, though, I'd like clarification on stuff as closely related to gameplay as base size.

Right now, my Tyrannofexes and Tervigons are on 60mm bases, and if/when I get guidance that they should be on the BoB, I'll put 'em on it.

Saturday, July 31, 2010

More Thoughts on Tyrands, Post-FAQ, and Other News


I'll start with the 'Other News.' Posts have slowed down to an extent, and there are two reasons for that:
1) Work was consuming my soul gradually
2) I started playing Warmachine/Hordes

That being said (and despite some bottled-up annoyances/disillusionment with GW) I don't intend to out-and-out quit 40k. I mean, I own Eldar, Tyranid, Tau, and Black Templar armies and the nucleous of a basic loyalist space marine army. That's a hell of a lot of money to just walk away from, and I'm not too into selling it off when I'm just drawing down the game a bit.

That being said, since this blog gets a lot of 40k traffic and I tend to blog based on my experiences (Hey, writing it down is educational for me AND sometimes helpful to the community) I'm likely to start up a Warmachine-based Spite Blog. (Shameless Plug: Check out Spite for the Unblighted. )

I still intend to post 2-4 reasonably in-depth articles for Warhammer 40k a month, but I'd like to chronicle my experiences with Warmachine/Hordes as well.

Ok, we've got the 'other' part out of the way.

Down to the Bugs
So, what's changed for what I'll take in an army with Tyranids? Annoyed though I am, here's the list of stuff that I'm less likely to take because it's a pain in the tail to get +2 to reserves rolls:
1) Drop Pod Zoanthropes
These guys got kicked in the balls by the ruling. Look, when you've got an 18" gun of DEATH for vehicles, well, you might be a target priority. Just saying. And you're the main way this army stops Land Raiders? Ouch.

Not to get ranty, but either you hope the other guy lets you shoot his Land Raiders/expensive tanks with your Zoanthropes, or you um, y'know, get hosed/hope your MCs can assault them.

2) Anything Else in a Drop Pod
Ok, honestly, what makes me nervous about facing Drop Pod marines/outflanking IG skimmers and the like is the part where it craps out template and/or melta weapons in their preferred range. We can crap out Warriors or a heap of Hormagaunts, which are considerably less scary. The stuff with guns gets to shoot them when they arrive. Our guys have to wait a turn to move into position, and if Synapse isn't close, you have to hope you make that Instinctive Behavior check. If you're not in cover, then, well, ouch. So long. Nice knowing you, little guys.

3) Trygons
Ok, sure, technically you can keep them in on the table, but if you want to get to the enemy (Hey, T6, 6 wounds and a 3+ with a model THAT freakin' tall, you aren't getting cover at all, ever. Sorry. Wait, are there MISSILE LAUNCHERS on the other side of the table? Oh, s- BOOM!).

Best-case scenario: arrive turn two, weather a turn of gunfire. Turn three, assault something. Hope to stay in assault. (It worked once: hit a big squad of IG, and his COMMISSAR decided to be an epic hero and held in assault against 5 genestealers and a Trygon during my assault phase. Then he died so very, very horribly in his...). Turn four, repeat.

Downside? You don't start being that productive until the turn after you arrive. 6-12 shots off your personal static electricty at a mighty BS3 do NOT actually make you that scary in shooting; it's like giving a helicopter pilot a sidearm: it gives them something productive to do when they're shot down and waiting to get killed off for raining hellfire missiles on folks.

4) Mawlocs
Best-case scenario? Arrive turn two, deep-strike onto something. Hilarity ensues. Turn three, thank the enemy for NOT killing it, fall back into reserves. Turn four, emerge again for more hilarity. If you still exist in turn five, think long and hard about going back underground or staying topside, since you give away your points if you're in reserves on turn five and turn six doesn't roll around.

Outside of popping up and screwing up stuff, you have a mighty WS3 and three base S6 monstrous creature attacks. Hope no one wants to assault you, and if no one does, consider assaulting them.

5) Any of Your Other Elites
Seriously, unless it's a Venomthrope, has anyone else even taken other Elites choices? I mean, a walking flamethrower is cool and all, and so are Ymgarl stealers (at least in theoryhammer) but that means giving away all your shooting, which just doesn't do much. (Except for my last game against 'nids as Tau; watching the other guy seize the initiative and his one Tyrannofex popping your Hammerheads on turns one and two while they kill a mighty total of FOUR hormagaunts is, um...I needed some Jack straight; not Gentleman Jack because I was just going to THROW IT DOWN THE HATCH and that'd be rude to the good stuff...)

So, What Now?
Well, frankly, most of the time a solid core for a list for me starts with 20 Termagants, 2 Tervigons, and 6 Hive Guard. This is still 490 points of troops and another 300 points and 2-3 of your Elites choices.

As it stands, then, there are a couple of lists I'm down to considering.

1) Shooty Bugs
Take 3 Tyrannofexes and a Prime. You're at 1680. At this point I consider either more shooting (you might be able to fit in a couple of Harpies with Heavy Venom Cannons) or some mid-range shooty/assault support in the form of a warrior squad, or even filling out my Fast Attack with Spore Mines for the laughs.

2) Horde Bugs
Take a couple of Primes as HQs, take six Hive Guard, three Venomthropes and three Tyrannofexes. This costs you a minimum of 1420 (ok, maybe drop a tyrannofex) and then fill the rest of that with things that scuttle and bite.

Hope you don't meet Land Raiders or mech spam.

3) Try Reserves Anyway
Now, thing is, there's STILL a way to get +2 to reserves off the bat; you take the Swarmlord AND a Hive Tyrant, because Alien Cunning and Hive Commander still stack. Here's what I can think of as a prototype for that list:

Still Looking For That +2 Reserves, Thank You Very Much...
Swarmlord [280]
-3 Tyrant Guard w/ Lash Whips [195]

Hive Tyrant [220]
-Heavy Venom Cannon
-Lash Whip/Bone Sword
-Hive Commander
-Leech Essence, Paroxysm
Tyrant Guard w/ Lash Whip [65]

2 Hive Guard [100]
2 Hive Guard [100]
2 Hive Guard [100]

11 Termagants [55]
11 Termagants [55]
Tervigon [195]
-Catalyst
-Adrenal Glands
-Toxin Sacks

Tervigon [195]
-Catalyst
-Adrenal Glands
-Toxin Sacks

7 Genestealers w/ Toxin Sacks [119]

Mawloc [160]
Mawloc [160]

Total: 1999/2000

Thoughts
I feel light on shooting, but that's because I don't have Tyrannofexes. On the flip side, I can ram the Swarmlord down someone's throat with Feel No Pain, and potentially threaten them with the other Hive Tyrant.

The Mawlocs and Genestealers are supposed to make folks worry; with the Swarmlord I can reliably place them on the side I want, and then the Mawlocs SHOULD be there on turn two. Hopefully I've put the enemy into disarray, and then the brick of tyranids starts advancing.

Cons? My significant shooting doesn't reach past 24", as the Heavy Venom Cannon will at best annoy the other guy by making his heavy armor not shoot for a turn, or if I'm lucky take a gun off. (which is cool against people with just one main gun, mind you...).

What would I change? I'd frankly LOVE to get another big critter in there. As it is, I could maybe drop a Hive Guard off the Swarmlord and lose the Genestealers, then go up to a third Mawloc and find a place to put that other ~25 points.

Anyway, thoughts/curses/well-wishes/rotten produce? I'm looking at you, TKE.